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'To put it bluntly, it was copying others': Former Dragon Quest producer says he left Square Enix because the developer was too focused on making 'safe' games
Gaming Gear

‘To put it bluntly, it was copying others’: Former Dragon Quest producer says he left Square Enix because the developer was too focused on making ‘safe’ games

by admin August 20, 2025



Former Dragon Quest producer Ryutaro Ichimura says he left Square Enix because the developer and publisher was too focused on making “safe” games.

In a recent episode of ReHacQ (translated by Automaton), Ichimura says he had always planned to go independent eventually, but Square Enix’s way of handling things sped that process up significantly. According to him, the publisher has been pretty focused on “safe” projects over the last several years, which he wasn’t too keen about.

He says that in comparison to current-day Square Enix, the early days of Dragon Quest were all about innovation. “In Dragon Quest 2, you had a three-person party. In Dragon Quest 3, you could change jobs. In Dragon Quest 4, party members could fight using AI,” he said. “Each entry pushed the series forward, both through the evolution of game mechanics and by leveraging the latest hardware at the time.”


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It seems as though Ichimura wasn’t fond of Dragon Quest spin-offs like Builders—a more narrative-driven Minecraft—and the Pokémon Go-inspired Dragon Quest Walk. He says Square Enix pivoted to hitting its own version of popular games to try and nail some guaranteed winners, especially as Dragon Quest’s popularity outside of Japan wasn’t as stellar as it hoped. “To put it bluntly, it was copying others,” Ichimura said.

(Image credit: Square Enix)

Automaton notes that Ichimura calls the Dragon Quest spin-offs “pakuri kikaku,” meaning copycat projects. I do feel like that’s a little harsh in the case of Dragon Quest Builders, which feels like it does enough differently from Minecraft to shake off too many comparisons.

I also feel like if anyone is taking risks with strange games right now, it’s Square Enix. Does it put any effort into marketing any of them? Hell no, but it has at least tried to push out some weirder stuff like Foamstars (which, to be fair, was very Splatoon-coded), Harvestella, and The DioField Chronicle. And lest we forget Forspoken, a game that very much had the potential to be rad if it wasn’t, well, a bit boring.

I do agree with his sentiment at large, though: bigger games are getting safer, and we’re all suffering for it. Why reinvent the wheel when there’s a perfectly good one to slap another coat of paint on and roll out to the masses?

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

Games are getting more expensive to make and people are increasingly less willing to risk spending the dough on potential duds that get banished to a decades-long backlog. It’s a tough situation to be in on all sides, and while I don’t entirely agree with Ichimura’s sentiment, his frustrations are certainly valid.



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August 20, 2025 0 comments
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Dragon Quest producer Ryutaro Ichimura left Square Enix because it was prioritizing "safe" or "copycat" games
Esports

Dragon Quest producer Ryutaro Ichimura left Square Enix because it was prioritizing “safe” or “copycat” games

by admin August 20, 2025


Dragon Quest producer Ryutaro Ichimura said he left publisher Square Enix because the company was prioritizing “safe” projects.

Ichimura joined Enix in 2000 and spent most of his career working on the Dragon Quest series, progressing to producer on Dragon Quest 8: Journey of the Cursed King and Dragon Quest 9: Sentinels of the Starry Skies.

But as the developer told ReHacQ, he ended up leaving because “to put it bluntly, [Square Enix] was copying others.”

“In DQ 2, you had a three-person party, in DQ 3 you could change jobs, in DQ 4, party members could fight using AI. Each entry pushed the series forward, both through the evolution of game mechanics and by leveraging the latest hardware of the time,” Ichimura said (as transcribed and translated by Automaton).

According to Automaton’s reporting, Ichimura felt Dragon Quest was a “leader” in the RPG space, and he was keen to “build something from zero.” But with spiralling costs, the producer felt Square Enix was less willing to innovative and instead focused on its tentpole franchises or “pakuri kikaku” — copycat projects — like the Minecraft-like Dragon Quest Builders, or Pokémon Go-inspired Dragon Quest Walk.

When Square Enix wouldn’t greenlight an idea for “game in which players could learn about wordbuilding and story structure through gameplay, and then build their own Sragon Quest-style games,” Ichimura left.

Ryutaro Ichimura formed PinCool, a new NetEase Games-funded development studio, in May 2023.



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August 20, 2025 0 comments
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Bitcoin (BTC) Breaks Out: What's Next? XRP: 5 Days Left for It, Dogecoin (DOGE): On Verge of Plummeting
Crypto Trends

Bitcoin (BTC) Breaks Out: What’s Next? XRP: 5 Days Left for It, Dogecoin (DOGE): On Verge of Plummeting

by admin June 21, 2025


  • XRP’s key moves
  • Bitcoin is alive

As Dogecoin gets closer to what could be its last line of defense on the charts, it is skating on thin ice. Although the asset has been kept above a complete collapse thus far by the critical support level at $0.17, waning market interest and waning momentum are sending alarming signals everywhere.

After an extended downward trend that started in early June, DOGE is currently trading around $0.1704 from a technical perspective. With the 50 EMA (blue) and 100 EMA (orange) serving as overhead resistance, price action has been resolutely bearish and has failed to regain any of the major moving averages despite a brief attempt at a bounce around the $0.18 zone.

DOGE/USDT Chart by TradingView

The fact that the 200 EMA is still well above the present level emphasizes how far away any meaningful recovery is. Trading volume has been steadily declining, which is more concerning than the price alone. The daily chart’s volume bars have been getting smaller for weeks, which suggests that buyers are not as convinced. This type of volume collapse frequently signals capitulation in which investors give up and liquidity evaporates, opening the door for sharp declines. 

The next likely support is at $0.14 if DOGE is unable to hold $0.17, but even that could be in jeopardy given the present lack of market interest. Should the market fall below these thresholds, psychologically debilitating zones could emerge around $0.10; worse, DOGE might even add a zero, falling below the 10 cent mark for the first time in months.

XRP’s key moves

XRP is quickly approaching a pivotal point. Since early June, a symmetrical triangle pattern has been forming on the asset’s daily chart, and it is currently consolidating within it. Although neutral by nature, this technical formation is approaching its peak, so it will be about five days before a clear breakout or breakdown occurs. At the moment, XRP is trading at about $2.17, just above the 200-day moving average, which serves as a last line of defense for bullish enthusiasm.

A typical pre-breakout volatility squeeze is reflected in the price’s declining volume as it stays compressed between descending resistance and ascending support. Since symmetrical triangles are frequently used as continuation or reversal setups, they have historically produced sharp directional moves, particularly when they form following a significant trend.

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The fact that the RSI indicator is still neutral and hovers just above 45 indicates that neither bulls nor bears are clearly in control. Nonetheless, a cautious picture is painted by the declining upward thrust and the absence of aggressive buying volume.

The tightening triangle structure is what makes this five-day window crucial. The price action may accelerate quickly after it exits the formation. We might see a quick retracement down to $1.95 or even $1.80, which are the locations of historical support zones if XRP is unable to maintain the reaching trendline support and the 200-day MA around $2.09.

Conversely, breaking above the triangle’s resistance and regaining important levels like $2. 24 would refute the bearish thesis and possibly spur a rally toward the $2.40-2.50 region. In the days ahead, traders and investors should expect a spike in volatility.

This period of uncertainty will not last long because XRP’s symmetrical triangle is winding tighter and the market will react appropriately once the pressure valve opens. Either way, XRP is getting ready for a big move. 

Bitcoin is alive

After a period of consolidation, Bitcoin is finally displaying signs of strength once more. It has broken out of the $106,000 price range, which has been a psychological barrier and resistance level for the past few weeks. Although the breakout is still in its early stages, market players are becoming cautiously optimistic, particularly given that Bitcoin is currently trading at about $105,900.

The successful test and bounce off the 26-day Exponential Moving Average (EMA), which served as dynamic support during Bitcoin’s April surge, is the primary technical signal that supported this move. A possible push toward the $110,000 mark that currently delineates the upper boundary of Bitcoin’s descending triangle formation is made possible by this breakthrough, which indicates that bulls are regaining control. 

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The price action is tight and steady, indicating accumulation rather than distribution, but the volume is still a little muted in comparison to major impulsive phases. The next battleground will be the $110,000 ceiling if buying pressure continues to rise. The short-term downward trend would be invalidated by a clear break above it, which would also probably encourage institutional and retail participants to begin moving again.

The psychological and technical support at around $102,000 is the next best line of defense on the downside after the 26 EMA at about $104,500. The bullish scenario remains intact as long as Bitcoin stays above these zones. Given the persistent geopolitical and monetary policy tensions, Bitcoin’s ability to withstand market uncertainty lends weight to this breakout in terms of macro sentiment. Bitcoin is now approaching a point where volatility could increase significantly due to whales’ ongoing accumulation and the gradual waning of fear.



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June 21, 2025 0 comments
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Man City Club World Cup squad: Jack Grealish left out
Esports

Man City Club World Cup squad: Jack Grealish left out

by admin June 11, 2025


Jack Grealish has been left out of Manchester City’s 27-man squad for the Club World Cup, the Premier League side confirmed on Wednesday.

While there was no place for the former £100 million ($135.4m) man, new signings Rayan Aït-Nouri, Rayan Cherki and Tijjani Reijnders were among the players selected by Pep Guardiola.

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Sources have told ESPN that Grealish has been the subject of interest from a number of Premier League clubs, including Everton, and also from clubs abroad. However, any negotiations are not at an advanced stage.

Guardiola suggested after the win over Fulham on the final day of the Premier League season that Grealish may have to leave the Etihad Stadium to find regular first-team football.

City face Moroccan side Wydad AC in the opening match of their Club World Cup campaign in Philadelphia on June 18.

Jack Grealish’s Manchester City future appears increasingly uncertain. Martin Rickett/PA Images via Getty Images

Kyle Walker was also omitted form City’s travelling party. The England defender, whose contract at the club runs until 2026, left the club in January to join AC Milan on loan until the end of the season.

James McAtee is also absent as he is captaining England at the under-21 European Championship instead of making the trip to the United States.

Man City’s Club World Cup squad:

Goalkeepers: Marcus Bettinelli, Stefan Ortega, Éderson

Defenders: Rúben Dias, John Stones, Nathan Aké, Rayan Aït-Nouri, Vitor Reis, Josko Gvardiol, Manuel Akanji, Abdukodir Khusanov, Rico Lewis

Midfielders: Nico Gonzalez, Rodri, Tijjani Reijnders, Ilkay Gündogan, Bernardo Silva, Matheus Nunes, Rayan Cherki, Claudio Echeverri, Phil Foden, Oscar Bobb, Nico O’Reilly

Forwards: Omar Marmoush, Erling Haaland, Savinho, Jérémy Doku



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June 11, 2025 0 comments
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Bitcoin's 900,000th Block Has Been Mined. How Many Are Left?
GameFi Guides

Bitcoin’s 900,000th Block Has Been Mined. How Many Are Left?

by admin June 6, 2025


On Friday, Bitcoin’s 900,000th block was mined, which marks a huge milestone for the leading cryptocurrency. 

The major event has been widely celebrated within the Bitcoin community. 

It took the block height nearly two years to grow by 100,000 blocks. The 1 million milestone is expected to be reached around May 2027. 

The maximum possible Bitcoin supply is limited to 21 million coins. 

During Bitcoin’s early days, each block offered a reward of 50 BTC. 

With every halving event, which takes place after every 210,000th block, this reward gets reduced by half. 

According to the data provided by CoinWarz, the next halving event is expected to take place in March 2028 at the block height of 1,050,000. 

Eventually, the block reward will be reduced to nearly zero after about 33-34 halvings. This will happen around 2,140. By that time, the number of blocks is expected to surpass 6.9 million.

After this, mined blocks will no longer create new coins. Instead, miners will be relying solely on fees from transactions. 

As of now, more than 3 out of every 4 coins that will ever be in circulation have already been mined. 



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June 6, 2025 0 comments
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After a couple of hours, Mario Kart World's open world left me slightly underwhelmed - but is there more to it?
Game Reviews

After a couple of hours, Mario Kart World’s open world left me slightly underwhelmed – but is there more to it?

by admin June 3, 2025


I feel like I’m about to say something unforgivable. I played a couple of hours of Mario Kart World recently, including a good amount of time with its new features like Knockout Tour and the open world, and came away having only had, well, quite a nice time. There were moments of hilarity – mostly involving gurning at my peers with the Switch 2’s new camera while mercilessly blue-shelling them – and moments of typical kart-racer tension. But also, a little surprisingly, moments when I felt I’d maybe rather be playing something else (the strangely alluring Welcome Tour perhaps being one option).

Mario Kart World preview

  • Developer: Nintendo
  • Publisher: Nintendo
  • Platform: Played on Nintendo Switch 2
  • Availability: Out 5th June on Nintendo Switch 2

It’s still Mario Kart, of course, and so ultimately when you’re doing Mario Kart things – racing friends, the CPU, randoms online – you will still have a great deal of fun. More or less exactly the same amount of fun in fact as you did with Mario Kart 8 Deluxe, I’d hazard a guess, as not an enormous amount has changed beside the addition of wall driving and grind rails – more on that shortly – but this really isn’t a bad thing. Deluxe rightly goes down as one of the very best kart racers ever and, as Tom Phillips mentioned in his earlier preview of Mario Kart World, it makes perfect sense to avoid diverting too much from such a magic formula. It’s only when you’re not doing Mario Kart things – namely, not actually doing any racing – that things get a little wobbly.

In fact, Mario Kart World’s best moments are those that don’t change at all, so much as just slightly enhance it. Couch co-op, with the aforementioned camera in particular, is a joy. Much has understandably been made of this camera and the mystical C-button’s positioning as a kind of punt for the Gen Zs and Alphas of this world, but – not to get too deep – in practice it’s more a reflection of how interaction has simply changed between humans overall, particularly after Covid-19 and the accompanying shifts in social media. A lot of media simply has another person’s face – or your own! – pasted over the corner of it these days. In Mario Kart that’s somehow weirdly great.

Here’s a fancy video version of our Mario Kart World preview courtesy of Ian Higton. May or may not feature the aforementioned gurning.Watch on YouTube

A live camera feed of your face – all four of your faces, picked up by the one camera, if you’re playing splitscreen – is pinned onto your avatar on scoreboards, in pre-match montages, or hovering just above the back of your kart as you race by. It sounds simple and it is, but then all little strokes of genius kind of are. I find it hard to think of a time I’ve laughed harder in video games recently than when pulling faces at colleagues while haring past them through absolutely no skill of my own, stewing at my place on the leaderboard, or simply zooming in obnoxiously close when setting up the camera itself. Cue lots of crossed eyes, attempts at live recreations of the Luigi death stare, and instant come-uppances for overdoing it. Again, it’s a tiny change, but what better thing to do with a near-immaculately balanced entity like Mario Kart than to simply add an extra space for expression on top?

That question’s maybe made a little less rhetorical by the other attempts to freshen things up that Nintendo’s made here, which – in admittedly still a very brief sampling of just a couple of hours – so far left me feeling a little mixed. On the better end is Knockout Tour, which again as we’ve already mentioned is delightfully tense, and a fine way of unconventionally melding genres with the once-viral battle royale. It’s also a wonderful way to show you more of Mario Kart World’s smartly webbed-together tracks, and an equally wonderful way to make races feel grander, longer, more climactic and involved. The only downside of course being that with higher highs come lower lows – it feels absolutely rubbish to get knocked out early. Expect tantrums, if you’re playing this with kids (or are yet to fully grow out of being one), as failing to reach the required position at the next checkpoint means either pootling about the open world while you wait for the lengthy, six-part race to conclude, or simply sitting there watching other people race until they’re done.

Image credit: Nintendo

The racing itself meanwhile has had some mechanical tweaks – or rather, additions; an added spoiler on the back, say, as opposed to proper changes under the bonnet. Items have been tweaked and new ones added, too, like the ability to throw three waves of multiple hammers, a la Hammer Bro, which work well as a short-range crowd disruptor. The blue shell meanwhile now has an area-of-effect explosion, for instance, which is an interesting twist. I never actually saw this connect with other racers in action but, theoretically, that seems to mean it could hit nearby players in second or third, as well as the current front-runner, potentially balancing out the perceived downside of moving into top spot.

Races themselves, especially the massive 24-player ones that I expect to be wildly popular, also feel incredibly busy and tightly packed. On one occasion a single player broke free of the main pack and got way out ahead, but on all of the others the entire group of 24 was essentially clustered in one vast, incredibly chaotic peloton. It’s not uncommon to find yourself flying up from 20th to 5th and back down again (and probably back up and down a few more times soon after that). The “all items; all hazards on” Super Smash Bros. player inside me took great pleasure in the carnage, but more intensely competitive players – you all know one – might have a few complaints about it being a bit much. (I’ve found they really love it if you follow that up with a suggestion they simply try harder.)

The biggest addition to actual moment-to-moment racing, meanwhile, is the wall driving and rail grinding. Holding down the drift button – crucially without adding any directional input – will begin to charge up a kind of extra high hop. Doing that by a grindable rail, or any vertical wall at all, will let you hop up onto it, potentially unlocking new side paths and shortcuts, or simply just looking quite cool.

In the context of playing for the first time and in just an afternoon, it was hard to really pick out too many major advantages of this – modern Mario Kart’s higher fidelity and thus detail generally makes it harder to pick out clear, navigable side routes amongst the visual noise as it is – but my suspicion is that there will be subtleties to the moments where you want to employ it at specific parts of specific tracks, as well as the actual proper shortcuts it makes possible.

Image credit: Nintendo

The act of using it, however, was pretty frustrating, mostly because of how it’s mapped on the controller. More often than not I found myself accidentally drifting when I meant to start charging up a hop or, just as often, I charged it but not early enough, and so simply drove straight into the wall or rail I was trying to hop up onto. Adding it to the drift button, and stipulating that you can’t add a directional input at the same time, is just a weird thing in practice – it means any rails or walls near corners were basically out of the question, as timing the quite lengthy charge-up as well as not turning while activating it was just one too many things to think about. The reason for this of course is clear enough: while it’s odd to put it on the same shoulder button when using the Switch 2 handheld or controller mode, where it has two on each side, it needs to double up for when you’re playing with just a single Joy-Con. I’m also hopeful that with time it becomes muscle memory, just as the muscle memory of drifting with that same button has become so ingrained that it’s tricky to unlearn.

Really, that’s just a little quibble for now then. But there is one more significant concern I have about Mario Kart World, in the open world itself. It’s hard to know exactly how deep a look I got at it with the time I had, but if what I saw was everything – and a Nintendo representative, while remaining appropriately coy, did seem to intimate to me that it was – then I have to say, it was really quite dull.

The good part is really the feat of assembling it itself, which I’ve no doubt took an extraordinary amount of work: dozens of tracks all connect into one vast knot of courses and their connective tissue, something which feels almost impossible to think about given the range and verticality of a Mario Kart course over, say, the tracks of a Forza Horizon. But when you actually imagine what it’s like to drive around a load of Mario Kart tracks – and the accompanying fields, valleys, rivers and the like that dot the sidelines of them – without an actual race going on, you might see where I’m coming from here. The worry is it is just a little pointless.

Image credit: Nintendo

Nintendo’s promise is that there are plenty of secrets to uncover with enough diligence, and that their typical playfulness and invention will make the slightly aimless drifting around more worthwhile. In a good bit of time investigating though, I didn’t find any of real note. There are little platforming sections for collectibles such as Peach Coins, which require a lot of skill at times and are heavily evocative of the old 3D platformer days. And there are special vehicles, like lorries or hovercraft, which very occasionally spawn in the world and can be driven into the back of, temporarily granting you control of them. But then you drive your big lorry about for 20 seconds or so, plough through a few NPC cars, and spawn back out of it again and, well, that’s kind of that.

Other activities are mostly doled out as part of P-Switch challenges. Drive over a blue P-Switch and a little activity will spawn, such as driving through several checkpoints while avoiding hazards against a tight time limit, but again these are frightfully brief and ultimately a little repetitive. After doing a handful I didn’t feel a great urge to do any more. What else? There are warp pipes, though they seem to just help you navigate the world via mini shortcuts rather than take you anywhere special (yet – this is Mario after all! I would be foolish to rule out a surprise). And crucially there are also question mark pads which you can drive over. Doing so displayed a statement to the effect of “you have driven over a question mark pad”, which piqued my interest with its bluntness – surely something interesting is happening here, but I couldn’t figure out what.

And that, ultimately, will be the real crux of it. Has Nintendo got a few secrets up its sleeve, or down its pipe? On the surface, the big headline feature of Mario Kart World is, at least in just one still brief first encounter, a little underwhelming. But now at least we have one, essential question to go in search of answers to once the Switch 2 properly arrives. Since when does any proper Mario game reveal all its secrets up front?



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June 3, 2025 0 comments
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A week before launch, two MindsEye studio executives have left the company, which I'm sure is a positive sign
Game Updates

A week before launch, two MindsEye studio executives have left the company, which I’m sure is a positive sign

by admin June 3, 2025



Last week, I questioned whether MindsEye was a real game or not. This week, that question lingers. Why, you ask? Well, as spotted by our good friends over at Eurogamer, two executives at the studio behind the game, Build a Rocket Boy, have now departed the company. Let me just check when MindsEye is coming out… oh, that’s right, literally one week from today. Surely this is only good news!


In a LinkedIn post from yesterday, now former chief legal officer Riley Graebner shared news of his departure after three and a half years at the company, saying he was “proud” of what the team has accomplished in that time. Former chief financial officer Paul Bland doesn’t seem to have made an announcement of his exit per se, but the experience section of his own LinkedIn account lists his time at Build a Rocket Boy as ending in June (typically roles listed on LinkedIn will say “present” if a person is still at the company).


Now, I don’t know about you, but two executives leaving a studio, no matter their position, doesn’t scream “incoming success story.” There could be any myriad of reasons as to why they’ve left of course, this is just speculation, the timing is just a bit odd so close to release for such high level positions.


Thus far hardly any actual gameplay of MindsEye has been shown off, though publisher IO Interactive did announce a showcase for this Friday, June 6th, where more of it will be shown off. Will it be overshadowed by IO’s own James Bond game that’s also getting a proper look-in, now revealed to be called 007 First Light? Almost certainly, but at least there might be more than five minutes of gameplay this time around.



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June 3, 2025 0 comments
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PSA: You've only got a few hours left to log into MultiVersus if you want to play offline once it closes
Game Updates

PSA: You’ve only got a few hours left to log into MultiVersus if you want to play offline once it closes

by admin May 31, 2025



Today marks the end for once-promising free-to-play platform fighter MultiVersus; it’s being delisted from stores and will cease to be playable online in just a few hours, meaning you’ve only got a short time to log in and create a offline save if you want to keep playing after today.


MultiVersus’ closure was announced earlier this year, following a string of dubious decisions by publisher Warner Bros. The game did, however, get off to a strong start when its beta launched back in 2022, steadily building out a distinctive roster of familiar faces – from Gremlin’s Gizmo to Marvin the Martian – as development went on.


But with players numbers dwindling, Warner suddenly announced it was pulling the game offline in 2023 and that it wouldn’t be playable again until its full launch in 2024. And if that wasn’t enough to diminish community goodwill, the publisher’s refusal to offer refunds for Founder’s Packs or Gleamium bundles certainly was.


When the game eventually returned last May, it brought further complaints around new character limitations and monetisation. MultiVersus struggled to find a footing after that, ultimately leading to its closure announcement earlier this year.

At the time – as early Founder’s Pack purchases expressed dismay at the “scam” – Warner Bros. and developer Player First Games confirmed servers would be shut down and the fighter delisted from stores today, 30th May. However, there was also the promise MultiVersus would remain playable offline “for the foreseeable future”. That, though, required one important step: players must have logged in sometime between 4th February and today’s closure.


Officially, MultiVersus’ journey ends today at 5pm BST/9am PT, meaning lapsed players will need to log in ASAP if they want to continue playing offline. “After logging in,” Warner explained previously, “a local save file will be automatically created connected to your PlayStation Network, Microsoft Store, Steam, or Epic Games Store account, allowing you to enjoy the game offline with all earned and purchased content moving forward.”


“All of us on the Player First Games and Warner Bros. Games teams have poured our heart and soul into this game,” the companies wrote in that same earlier statement. “We will be forever grateful for the incredible support of the MultiVersus community throughout this journey.”


MultiVersus’ demise comes amid a run of high-profile gaming failures at Warner Bros. in recent years, with Gotham Knights, Rocksteady’s Suicide Squad: Kill the Justice League, and last year’s Harry Potter: Quidditch Champions all having failed to resonate with consumers. It was a period helmed by Warner Bros. Games president David Haddad, who departed the company earlier this year. Since then, Warner Bros. has cancelled its long-in-the-works Wonder Woman game, and closed beloved studio Monolith Productions and a number of other internal teams, all leading to disappointing recent financial results for the beleaguered publisher.



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May 31, 2025 0 comments
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XRP, SOL, and ADA Left Waiting as SEC Postpones Bitwise ETF Approval
GameFi Guides

XRP, SOL, and ADA Left Waiting as SEC Postpones Bitwise ETF Approval

by admin May 28, 2025


The U.S. Securities and Exchange Commission (SEC) has delayed its decision on Bitwise’s attempt to convert its top crypto index fund into an exchange-traded fund.

The Bitwise 10 Crypto Index Fund (BITW), which was originally launched back in November 2017, tracks the biggest cryptocurrencies by market capitalization. 

The fund currently boasts $1.44 billion in assets under management (AUM).

Bitcoin (BTC) accounts for 77% of the fund based on the sheer size of its market cap. Ethereum (ETH) comes in a distant second place with nearly 12%. 

The fund also offers exposure to more arcane altcoins such as XRP, Solana (SOL), and Cardano (ADA). 

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The new SEC administration is yet to approve any spot ETFs tied to individual cryptocurrencies. 

When it comes to XRP, for instance, the SEC has already hit the pause on various applications from such issuers as Franklin Templeton, Bitwise, Canary Capital, and 21Shares.

The SEC is in no rush to approve the litany of spot altcoin ETF applications that have been filed by various firms despite the crypto-friendliness of the agency’s new administration. 

Multiple analysts believe that the SEC will eventually approve these applications in late 2025. 

Polymarket bettors are extremely optimistic about the prospects of these products being greenlit by the regulator later this year. 



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May 28, 2025 0 comments
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Bill, a grizzled soldier from Valve's Left 4 Dead, offers Zoey a cigarette amidst gloomy environs.
Gaming Gear

Pick up the Left 4 Dead games for cheaper than a pack of gum in the new Steam sale that’s all about zombies, and also vampires

by admin May 27, 2025



Ready for Halloween, but a little miffed it’s so far off? Well, Steam’s got you covered. There’s plenty of blood, guts, and ghoulies waiting for you in the Zombies vs. Vampires Fest active through June 2.

That might sound a little narrow if you consider the full scope of things, but zombies are such a quintessentially videogame archetype that you’ll find all sorts of games about them. Vampires are less ubiquitous, but it’s nice to have them grandfathered in here instead of in their own hyper-specific sale like that one about pushing boxes.

Heavy-hitting blockbusters like The Last of Us, Dying Light 2, and Telltale’s The Walking Dead take a narrative posture, if you’re one of those types that likes a zombie story which is really about humans and how we act in bad situations.


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Maybe you’re like me, though, and you just like shooting a bunch of monsters with a big ol’ machine gun. In that case, you really should pick up games like all-time horde shooter Left 4 Dead 2 (which is currently going for less than a dollar) and Killing Floor 2, which I guess is technically about clones rather than the undead, but I won’t tell if you don’t. The original L4D is on for just $1 in the new sale too.

As far as the bloodsuckers are concerned, plenty of V Rising bundles are on sale; it’s one of the best survival games around, even if you aren’t into all the fangs. A personal favorite of mine is Evil West, a Xbox 360-style beat ’em up where you blast apart gargoyles as a ludicrously buff version of Van Helsing. If you need a sheerer shot of adrenaline, maybe give the bullet hell antics Vampire Survivors a look.

A lot of classics are notably not on sale—no Castlevania, no Vampire: The Masquerade – Bloodlines—but there’s still plenty to dive into. The sale is live through June 2 at 10 am PT on Steam.

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



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May 27, 2025 0 comments
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