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Bunnyhop elsewhere, streamers: EA are making Battlefield 6 more strategic, less run-and-gun following the beta
Game Updates

Bunnyhop elsewhere, streamers: EA are making Battlefield 6 more strategic, less run-and-gun following the beta

by admin August 23, 2025



The Battlefield 6 beta is officially a Thing That Happened, and now comes the terrible ordeal of Learning From The Experience. Here is what developers DICE, Criterion, Motive and Ripple Effect have learned from the experience: you are all playing the game far too much like Call Of Duty. Goodness me, it’s like 2007 never ended.

Doing headshots in midair? That’s an updatin’. Doing a parkour while carrying a light machinegun? That’s an updatin’. Bunny-hopping with prejudice? You’d best believe that’s an updatin’. Never mind that those multiplayer reveal montages emphasised footloose quickdraw almost as much as they incited a murderous contempt for helicopters. It’s time to play Battlefield the way Battlefield should be played: lying in a hole praying that one of your team-mates spawns on you before a tank rolls over your head.


This, at least, is my addled Friday afternoon summary of EA’s just-announced post-beta plans, via Mecha-Hitler.com. Let’s squeeze into our thinking caps and break it all down.


Firstly, the developers are doing a “general pass on recoil and tap-fire characteristics across all weapons”, to make them feel more unique, especially in terms of range. They’re also making changes to encourage more controlled tap and burst-firing. In particular, the M87A1 shotgun has been defanged, and they’re “investigating the Time-to-Kill and Time-to-Death experiences”, with news of changes to follow.


As for movement, they want it to feel more “balanced and traditional” in the final version of Battlefield 6. There will be less carry-over of momentum and particularly horizontal speed from a slide to a jump. Jump height will also be lowered during consecutive jumps, and you’ll be less accurate while jumping or sliding.

“These changes are designed to make sliding and jumping more situational, so they are no longer ideal options for engaging in gunfights, and will contribute to a gameplay pace that rewards skillful movement without becoming too fast or unpredictable,” the devs comment. You won’t get as much acceleration when opening a parachute, either, “for more controlled aerial movement”. I hate being in control of my aerial movement. In practice, it just makes it easier for people on the ground to shoot me.


The game’s smaller maps are being tweaked to stop naughty people getting onto rooftops and venturing out of bounds. “This gameplay is not intended for these maps, and the upcoming ladder for the Assault class is also not designed to access these areas,” the devs sternly explain. Bad ladder! Down!

They’ll be testing two more maps in Battlefield Labs before release, a remake of Battlefield 3’s Operation Firestorm and another map set in Mirak Valley, both of which offer “the full complement of vehicles” and “a more vast combat space”. Vaster, EA, vaster! How am I supposed to trust you to fine-tune parachute physics when you can’t even optimise your sentences. Yes, I realise I have just held up a red cape to all the amateur copyeditors in the comments.


Modes? Well, they’ve found that Rush gets a bit smeary when there are too many players involved. Apparently, “when a player tries to arm the M-COM while more than 20 opponents are defending, the intended gameplay becomes less tangible”, presumably because the attacking player’s head and torso also become less tangible. As such, they’re lowering the player count for Rush “to improve the flow of combat and restore the tactical, methodical experience that defines the mode”.


Anticipating pushback on this front, the post points out that people can mess with the count as they please when playing Rush via the Portal editor. Breakthrough, meanwhile, will receive “map-by-map balance adjustments towards our goal of 50/50 win ratio for both Attackers and Defenders”.


In general, EA are taking an ad hoc approach to player counts based on the individual map and mode. “For example, at launch, some Breakthrough layouts will support 48 players, while others will have 64,” the post comments. “It’s the one of many factors we adjust to create the right balance and feel for each scenario. In Breakthrough higher player counts work well on open, dynamic maps, while smaller player-groups offer a more focused experience on denser maps.” They’ve found that “8v8 provides a solid starting point for small-scale, fast-paced modes like Team Death Match, Squad Death Match, Domination, and [King of the Hill]”. Again, you can jimmy the workings in Portal if you wish.


Some final bits: open and closed weapon playlists will continue to be available in Battlefield 6, “and we are looking for ways to keep them easily accessible”. I’m not sure why that would be difficult? They’re also trying to fix matchmaking so that you won’t have too much difficulty finding games in which to complete the Challenge of capturing sectors in Breakthrough or Rush.


Expect some of these improvements to materialise in forthcoming Battlefield Labs playtests. The game launches on 10th October. Our hardware editor James attended a preview event recently and came away with the verdict that it “looks like a Battlefield game”, thereby demonstrating the granular insight that got him promoted to CPU Wrangler First Class.

Even more granularistically, James noted that “there are also reasons to be optimistic that this is a series getting itself back on track, from its renewed emphasis on breaking shit to the replacement of show-off specialists with that old unspoken rule of ‘Stick with your squad or perish.'” Did you play the beta? How did you find it?



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August 23, 2025 0 comments
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Pepe’s Dog memecoin lands KuCoin listing after securing official Furieverse IP
GameFi Guides

This memecoin is making moves in the current crypto cycle

by admin August 23, 2025



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

After DOGE’s 53,000% run, Little Pepe at $0.0020 eyes massive gains, sparking 2025 memecoin hype.

Summary

  • Little Pepe presale nears sellout at $20.5m with 24,000% upside projections drawing Dogecoin comparisons.
  • Early LILPEPE investors doubled gains and launch promises 50% upside before exchange debut.
  • Stage 11 of Little Pepe is 94% filled; momentum grows as price climbs toward Stage 12 increase.

Dogecoin’s rise was more than a market move; it was a cultural moment. DOGE went wild, delivering over 53,000% gains as it climbed to $0.74.  

Now, in 2025, a new contender is stepping into that spotlight. Little Pepe (LILPEPE) is building its hype cycle, and with analysts projecting potential gains of up to 24,000% from its current price of $0.0020, it is looking like history could repeat itself, just with a different mascot.

From Dogecoin’s 2021 highs to LILPEPE’s 2025 moment

The soaring success of Dogecoin in 2021 came as no surprise, as the community energy indeed gave ample support to the viral asset. Fast forward to today, the same ingredients, community buzz, social media dominance, and growing investor interest are swirling around LILPEPE.  The difference is that Little Pepe isn’t just running on hype; it is coming into the scene with stronger fundamentals, modern blockchain tech, and a well-structured presale catching fire.

Why Little Pepe is surging right now

The Little Pepe presale is already deep into Stage 11 after selling out Stage 10 ahead of schedule. Tokens are priced at $0.0020, a 10% jump from the previous stage’s $0.0019. 

Early investors who joined in Stage 1 have already doubled their money, seeing gains of 100%. There’s a clear upside even for those jumping in now; holding until the planned launch price of $0.0030 offers a potential 50% gain before the token even hits exchanges. 

Stage 11 is 93.74% filled at the time of writing, with 13,357,746,538 tokens sold and $20,540,495 raised out of the $22,325,000 target. Once this stage wraps, the price will climb to $0.0021 in Stage 12. With 20 stages total, each price increase rewards those who moved early, and momentum has been building with every round.

Security, visibility, and community power

One of the key reasons investors are taking LILPEPE seriously is that it has already been audited by CertiK, scoring 95.49%, an unusually high mark for a memecoin. That’s a significant trust signal in a market where many projects skip proper security checks. 

On top of that, LILPEPE is already listed on CoinMarketCap, giving it the kind of early visibility that can accelerate growth once trading begins. The community element is just as strong. LILPEPE recently peaked higher than PEPE, Dogecoin, and Shiba Inu in ChatGPT-5’s memecoin question volume trend between June and August 2025, which means people aren’t just noticing it, they’re talking about it more than the biggest names in the space. 

And to fuel that energy, the team is running a $777,000 giveaway, where ten winners will each take home $77,000 worth of LILPEPE.

Could this be the next Dogecoin moment?

In 2021, Dogecoin delivered unbelievable returns, climbing thousands of percent in just months. Analysts now see LILPEPE capable of a similar run, with projections suggesting up to 24,000% gains from its current price. 

That may sound ambitious, but the parallels are hard to ignore when combined with presale velocity, exchange visibility, security audits, and a surging online presence. Stage 11 investors still have a chance to lock in a presale price before the next 10% jump. Given how quickly earlier stages sold out, the window could close faster than people expect.

Final thoughts

In 2025, Little Pepe is stepping into that same lane with a stronger foundation, audited security, and an investor-friendly presale model. With its current price at $0.0020, a nearly sold-out Stage 11, a projected 50% gain before launch, and the possibility of 24,000% returns down the line, it’s hard not to feel the same excitement that Dogecoin once brought. The presale isn’t just a fundraising stage; it’s the on-ramp to what could be one of the most talked-about memecoins of the cycle. For those who missed the Dogecoin wave, this might be a second chance to ride something that starts small, feels fun, but has the potential to turn into something unforgettable. 

To learn more about Little Pepe, visit the website, Telegram, and X.

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



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August 23, 2025 0 comments
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Battlefield 6 is making some big changes from the beta to address slide/jump spam, weapon recoil, those playlist options
Game Updates

Battlefield 6 is making some big changes from the beta to address slide/jump spam, weapon recoil, those playlist options

by admin August 22, 2025


The Battlefield 6 beta is well and truly behind us. By EA’s own admission, it had the most players in Battlefield history, for a beta or otherwise. There’s clearly significant interest in the game, but the beta also garnered a lot of criticism.

Following the beta’s conclusion, the developer promised that it would come back with an update on all the hottest topics coming out of the beta, and how it plans to address each concern. That day is now here.


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Battlefield Studios shared a response to a few key areas of feedback from the Battlefield 6 beta in a new blog post. The writeup addresses weapon mechanics, movement, modes, player counts, playlist options, and the variety of maps.

Starting off with weapons, the developer said recoil is getting a pass to make tap-firing and burst-firing more rewarding. The full game will also better represent the range characteristics for each weapon, which likely refers to how SMGs were unreasonably more accurate at range compared to ARs.

Of course, the ever-annoying M87A1 shotgun was touched upon in the post. At launch, getting a kill will require more pellets. While Battlefield Studios does touch on discrepancies between time-to-kill and time-to-death in some situations in the post, the issue remains under investigation.

Recon was the least popular class in the beta. | Image credit: Battlefield Studios, EA.

While movement in the beta was generally praised, some players attempted to push its limits in ways that try to resemble Call of Duty’s. In response, the full game will reduce horizontal momentum carried from a slide into a jump. Consecutive jumps are also being penalised with a lower height for each one. The inaccuracy gained by firing while jumping or sliding is also being increased. Finally, parachutes now have lower initial acceleration.

Map exploits are next on the list. You may have seen instances of players reaching out-of-bound spots (mainly rooftops) during the beta, and the developer is working on making them impossible in the final game.

Of course, the other complaint about maps is just how small they were, effectively making them all practically play the same. The blog post stresses that there’s going to be more variety at launch, but it also confirms that upcoming Battlefield Labs tests will feature Mirak Valley, and Operation Firestorm – two larger maps that will be available at launch.

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One of the most discussed modes in the beta has been Rush, and the post clarifies the developer’s intent with its implementation in Battlefield 6. The beta featured 12v12 matches that some said were too small, though mainly because of the map design.

While the post doesn’t touch specifically on the map sizes for Rush, it does confirm that it’s going to continue to be a mode with a (relatively) small player count, leaving Breakthrough to deliver that large Rush-ish experience.

One of the most interesting (and welcome) parts of the post is a discussion on the studio’s philosophy when it comes to player counts per mode/map. Battlefield Studios said that maps and modes are each designed to fit different player counts, which inevitably means these numbers are going to vary.

In essence, player counts aren’t set in stone, and instead vary based on what works for each situation. The blog post gives the example of Breakthrough, a mode that will be available on maps with 48 players, and others with the full 64.

Not hiding this time. | Image credit: Battlefield Studios, EA.

Another controversial topic from the beta has been the availability (and visibility) of playlists. The developer reiterates that Open and Closed Weapon playlists will continue to be options at launch, and that it’s “looking for ways” to make those options easily accessible.

The last takeaway from the post is that some of these changes – including the aforementioned larger maps – will be part of the next Labs sessions, which is exciting for those who have access to that.

For everyone else, Battlefield 6 will be available on October 10 for PC, PS5, and Xbox Series X/S.



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August 22, 2025 0 comments
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FTC Sues Gym Chains for Making It Hard to Cancel Memberships
Gaming Gear

FTC Sues Gym Chains for Making It Hard to Cancel Memberships

by admin August 20, 2025


The Federal Trade Commission filed a lawsuit against the operators of several gym chains, including LA Fitness, on Wednesday over allegations that they make it too difficult to cancel memberships. And that’s probably welcome news for anyone who’s had the displeasure of trying to cancel with their gym.

The companies being sued by the FTC are Fitness International and Fitness & Sports Clubs, which own gym chains like Esporta Fitness, City Sports Club, and Club Studio. The largest chain, LA Fitness, has over 600 locations across the U.S.

The 22-page complaint, which has been posted online, details how the FTC believes LA Fitness and others have created a cumbersome process for consumers to cancel. For starters, members are required to log in to their website and print off a cancellation form. But users are encouraged at sign-up to use the LA Fitness app and a QR code, meaning that many people apparently don’t know their login information for the website. There’s no way to cancel through the app, according to the FTC.

Customers who don’t know how to log in with their credentials need to jump through even more hoops to get them. The user must provide the original email address used to get the membership account, the “key tag number” handed out when they signed up, and the first five digits of the bank account or credit card number listed on the account, according to the complaint.

The cancellation form isn’t made publicly available on the company’s website and can only be found after users log in. And the form must be printed out, a very real hurdle for many households in the year 2025.

Even if you figure out how to log in with your credentials and print out the form, customers are required to either mail the form or bring the form to a physical location, where they’ll face even more hurdles. The FTC says customers are required to send cancellation forms via registered or certified mail. And even though most LA Fitness locations are open seven days a week, often for 19 hours a day, cancellations are only accepted between 9 a.m. and 5 p.m., when most people are at work.

Nobody really wants to take PTO to cancel their gym membership. And that’s how people can get stuck with gym memberships they no longer want.

The FTC’s press release announcing the lawsuit also alleges that LA Fitness has trained staff to reject requests to cancel by phone or email. And “consumers who try to cancel their memberships by stopping charges to their bank or credit card find they are rebilled, often under new account numbers.” The FTC says that violates the FTC Act and the Restore Online Shoppers’ Confidence Act (ROSCA). Cancelling with nothing more than a click on the app seems like it would be a reasonable and consumer-friendly way to conduct business.

“The FTC’s complaint describes a scenario that too many Americans have experienced—a gym membership that seems impossible to cancel,” Christopher Mufarrige, director of the FTC’s Bureau of Consumer Protection, said in a press release.

“Tens of thousands of LA Fitness customers reported difficulties—cancellation was often restricted to specific times or required speaking to specific managers who were often not present or available. The FTC will not hesitate to act on behalf of consumers when it believes companies are stifling consumers’ ability to choose which recurring charges they want to keep.”

LA Fitness is far from the only business that seems to thrive on cumbersome auto-renewal policies. How many times have you signed up for a digital subscription of some kind and failed to cancel before you were charged again? It seems like an increasingly popular business model these days. And the FTC has taken notice.

Fitness International, the operator of LA Fitness, didn’t immediately respond to questions emailed on Wednesday. Gizmodo will update this post when we hear back.



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August 20, 2025 0 comments
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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?

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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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A screenshot from Gallipoli showing two soldiers in battle
Product Reviews

Not content with making three WW1 first-person shooters already, the creators of Verdun and Isonzo are now making a Gallipoli FPS

by admin August 19, 2025



BlackMill Games has been making World War 1 shooters for over a decade now, first with Verdun, and then with Tannenberg and Isonzo. Now it’s making Gallipoli, which will shift focus to the Middle Eastern theatre, to dramatize the battles between the Triple Entente and the Ottoman Empire.

While it’s not as well-known as other WW1 campaigns, the landing at the Gallipoli Peninsula, and the ensuing long stalemate, was an especially bloody encounter. Over ten thousand members of the Australian and New Zealand Army Corps were killed during the campaign, which is commemorated annually on ANZAC Day in Australia and New Zealand.

For what it’s worth, the only other modern videogame depiction of the campaign is in the Battlefield 1 mission The Runner (which itself seems to borrow heavily from Peter Weir’s 1981 film Gallipoli).


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The move east promises to make BlackMill’s fourth WW1 game a little more varied: according to its Steam page it’ll traverse “coastal dunes, dry deserts, urban areas and more”. In addition to the Gallipoli campaign it’ll also move further east to take in the Mesopotamian campaign, which reached as far as modern day Iraq. Players will side with either the Ottoman Empire or the Entente (BlackMill specifies “the British”).

As before, Gallipoli is a squad-based shooter heavily focused on choosing a class and sticking with it: If you’re the stretcher bearer, you better not be caught sprinting across no man’s land to increase your KD ratio. Public matches will be populated with AI bots to accurately convey the sense of scale, though these can be toggled off in custom matches.

It’s due to hit Steam some time in 2026, and the reveal trailer is below.

WW1: Gallipoli – Official Reveal Trailer – YouTube

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August 19, 2025 0 comments
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Varric and Harding in Dragon Age: The Veilguard.
Product Reviews

We can’t keep making videogame stories for players who aren’t paying attention to them

by admin August 18, 2025



Harvey Randall, Staff Writer

(Image credit: Future)

Last week I was: Talking about entropy in MMORPGs, and being a busy bee in World of Warcraft.

I’ve noticed a trend—particularly in some recent RPGs—of, well, let’s call it ‘Netflixiness’.

Dialogue designed to leave absolutely nothing to interpretation, to exposit information in the most direct way possible, devoid of any real character or context. There’s an assumption that any moment the audience spends confused, curious, or out-of-the-loop is a narrative disaster.

I hate to keep knocking Dragon Age: The Veilguard about, especially since I still had a decent time with it all told, but the thing that made me break off from it after 60 hours really was its story. It’s a tale that does get (slightly) better, but it gave me a terrible first impression I never quite shook.


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Given the game’s troubled development history, and the fact that some of its writers have produced perfectly fine work before (Mordin Solus, for cryin’ out loud), I’m led to believe this pattern comes from the top. Well, I have a hunch.

When Varric says “That ritual is going to tear down the Veil—the only thing separating us from the Fade and an endless number of demons” to Rook, his mission partner, who should know all of this already, I can’t help but think of one thing. Second screen viewing.

In this excellent article in the International Journal of Communication, Daphne Rena Idiz recounts a time where an interviewee told her that Netflix had insisted: “What you need to know about your audience here is that they will watch the show, perhaps on their mobile phone, or on a second or third screen while doing something else and talking to their friends, so you need to both show and tell, you need to say much more than you would normally say.”

Now Harvey, one might say, that makes absolutely no sense. Videogames—with some exceptions in genre, like idlers—aren’t played as second screen activities. To which I would reply: You’re exactly right, but since when has that stopped executives from chasing trends against common sense before? These are the people who thought Veilguard still should’ve been a live service game. After everything.

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This is conjecture, but I don’t think it’s out of pocket to assume some of these companies are chasing the narrative successes of streaming services. Or that in doing so, their big bosses might adopt all sorts of “wisdom” designed for making media meant to be consumed, not enjoyed.

After all, in these second-screen shows, nothing is left up to chance. If your audience gets lost, it’s bad. If your audience gets confused, it’s bad. Bad stories are confusing. Good stories are understood. I know these things because I’ve looked at other good, popular stories.

The Veilguard follows in this trend, because it’s a game that’s terrified of audiences getting lost at any point. As fellow PCG writer Lauren Morton put it, it’s “desperate to chew my food for me”. And whether the problem lies with big movers and shakers at EA, or their selected testing audiences, it doesn’t matter. Because we’re shooting ourselves in the foot, here.

Everybody loses

Videogames are enjoyed in a ton of different ways—some are even designed for you to tap out of the story entirely, or to only engage with it as an option. And this is fine. But you cannot, as EA did, reach for other audiences on the assumption that the nerds will like whatever you give ’em.

(Image credit: BioWare, Electronic Arts)

Some players will skip every cutscene, glaze over every dialogue entry, and hammer their skip button ’till the face button’s worn out. And I have no qualm with these people—they simply value a different set of things from me. We can coexist. It’s the design assumption that we must be met in the middle that’s messing us up.

For this player, a story that’s impossible to ignore will barely register for them. If anything, it might backfire—making them feel coddled or pushed into situations they don’t care about. And for me, dialogue that’s written for people who aren’t paying attention makes my brain want to crawl out of my skull and autonomously go do anything else.

Here’s the thing: Good writing advice says to ‘show, not tell’ not because everything must be shown as soon as it comes up, lest the audience be lost, but because it’s inherently more interesting to give us the pieces we need to draw conclusions. Crucially, you don’t always have to actually give people information.

Confusion isn’t a fail-state, not having the answers immediately isn’t a disaster. It’s okay to let a question mark float above your player’s head, or to trust they’ll get the gist from context clues. We can tell the ritual Varric and Rook are trying to stop is dangerous because they’re trying to stop it. I promise.

Confusion isn’t a fail-state, not having the answers immediately isn’t a disaster.”

I feel like there’s this phantom assumed viewer who, without a full set of narrative cards in their hand, will throw their controller and immediately do something else. And that makes me sad, because it assumes your players aren’t curious. That they don’t want to have questions, or aren’t interested in seeing where something leads.

Some aren’t, sure, but if you design videogame stories for them, you rob from your most invested players the simple pleasures. Analysing the story, looking deeper into scenes, discussing it with each other online. And as someone who watched Final Fantasy 14 reach a fever-pitch of over-explaining during Dawntrail, that stings, let me tell you.

I’m sick of seeing games with an air of corporate weight sitting on top of them. I’m tired of watching a scene and going “yep, that probably tested well with audiences”. I’m exhausted by this pervasive idea that writers are to be resented, or that I have the memory of a goldfish (I do, but that’s besides the point).

I want to get a little lost. I want to have to think about what a scene I just watched meant. I want to see where your story goes, rather than be told where it’s headed. We simply cannot keep making videogames for people who aren’t paying attention, because it won’t change anything for them—and it’s making the rest of us bloody miserable.

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August 18, 2025 0 comments
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KeyGo keyboard
Gaming Gear

KeyGo’s hybrid keyboard brings Apple Touch Bar dreams to life with a 12.8-inch touchscreen, making every workspace instantly more versatile

by admin August 18, 2025



  • KeyGo 12.8-inch screen offers sharp visuals despite a compressed 1440p layout for multitasking
  • Scissor-switch keys provide a tactile typing experience suitable for serious work or long sessions
  • RGB lighting enhances visibility in low-light conditions while allowing personal customization

Small external screens have steadily become essential for those seeking flexible workflows and improved multitasking capabilities.

Yanko Design’s new KeyGo keyboard merges a 12.8-inch touchscreen monitor with a full-size keyboard.

It aims to create a hybrid device that extends the traditional workspace without requiring a full desktop setup.


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A screen built for precision

This concept is ambitious, but its practicality is limited by the absence of a built-in battery, meaning users must remain connected to a power source for extended use.

The integrated display delivers a resolution of 1920×720 at 60Hz, which might initially raise eyebrows among those accustomed to conventional 1080p monitors.

However, the design essentially compresses a 1440p screen across a wider layout, producing a pixel density that keeps text sharp and visuals reasonably crisp.

For professionals who rely on portable monitors or a monitor for video editing, this width-oriented resolution provides a usable secondary screen for reference materials, timelines, or notifications, even if it cannot fully replace a main 4K display.

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The keyboard uses scissor-switch keys, which offer a responsive typing experience comparable to high-end laptops.

This design minimizes the often-criticized “mushy” feel of cheaper units, enabling fast and accurate typing.

RGB lighting is integrated with three modes, supporting work in dimly lit environments and allowing a degree of personalization.

While the visual flair may appeal to gamers, business users may appreciate the practicality of illuminated keys during extended work sessions.

Connectivity is handled through USB-C, simplifying connections to laptops, tablets, or smartphones across Windows and macOS platforms.

The single-cable solution handles both power and data, which reduces clutter and streamlines setup for mobile professionals.

Despite its thin CNC-machined aluminum build, which gives it a premium feel, the device remains somewhat limited by its dependence on external power.

It also comes with a 180-degree hinge, allowing users to orient the touchscreen above the keys or stand it fully upright as a second monitor.

While the KeyGo revisits ideas reminiscent of Apple’s Touch Bar, it expands the concept into a standalone, multi-touch interface.

Pricing begins at $538, although early backers can purchase the KeyGo for $249, representing a 54% discount.

The product also includes global shipping and a one-year warranty, and the company claims only 23 of 200 units remain.

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August 18, 2025 0 comments
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Aaron Sorkin is making a second 'Social Network' movie
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Aaron Sorkin is making a second ‘Social Network’ movie

by admin June 25, 2025


We’re getting yet another Hollywood sequel. Deadline reports that Aaron Sorkin will be directing The Social Network II, a follow-up to the film that chronicled the development of Facebook and the ensuing lawsuit against Mark Zuckerberg. The next movie will take its inspiration from a 2021 investigation by The Wall Street Journal into the harms caused by Facebook and the company’s failure to address those problems.

Sorkin has a long career as a writer, including the screenplay for The Social Network, but only three credits as a director on his resume. There’s no production date for the movie at this time, and it’s unknown whether actors from the original will return to their roles, most notably Jesse Eisenberg as Zuck.

Facebook certainly provides no shortage of potential inspiration for a biopic. Just in the past six months, the platform dug a deeper hole for itself when it tried to quash a tell-all memoir with some pretty wild behind-the-scenes stories from a former employee. Facebook also eliminated its third-party fact checkers and gutted its own hate speech policy, which was unsurprisingly followed by an increase in violent content and harassment. But given all the negative hits for Facebook’s reputation, viewers may not be too excited about spending two hours or more stewing in all the crappy stuff the network has done.



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June 25, 2025 0 comments
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Dell Touchscreen Laptop (64GB RAM, 2TB SSD) Drops by 74% Off, Making It the Cheapest 5-Star Computer
Product Reviews

Dell Touchscreen Laptop (64GB RAM, 2TB SSD) Drops by 74% Off, Making It the Cheapest 5-Star Computer

by admin June 25, 2025


A lot of us have jobs, studies, and hobbies that require a lot of oomph when it comes to computing power. It means that a low-level laptop just isn’t going to cut it, and that also means that we end up staring coldly at some seriously expensive bits of tech. It doesn’t have to be that way though, not if you know where to look for really good deals.

See at Amazon

We’ve found one such deal today. Thanks to a massive discount on Amazon, you can currently get your hands on the Dell Inspiron 15 3530 touchscreen laptop with a preposterous 74% off. That means it’s down to $1,006 right now, instead of the listed price of $3,800.

Do It On The Go

Let’s go through all of the specs for this mighty laptop. We’ll kick off with the internals: an Intel 10 i7-1355U processor, an immense 64 GB RAM, and a 2TB SSD. That’s enough to make sure you can run more or less anything you could want to, and it’ll run like butter. Well, it’ll be as smooth as butter, butter isn’t actually very good at running, nor do we suggest you put butter on this or any other laptop. Seriously though, 64GB of RAM is a truly absurd amount, and it’ll make sure this laptop can handle multitasking with no drawbacks whatsoever. The 2TB SSD is both massive and fast as well, so there’ll be no problems storing videos, projects, or anything else on it.

The screen is no slouch either. The 15.6-inch screen is fully HD, with a 1920 x 1080 resolution, beautiful colors, and anti-glare, which is basically essential if you’re going to be using this while commuting. It’s just got everything you need to be working or creating on the go, or to help you work around your home if you don’t have a PC there. It even comes with Windows 11 Professional and lifetime access to Microsoft Office Pro as well, which means you don’t have to worry about your professional software in the slightest.

All-in-all, this is a lot of tech squished into one incredibly portable laptop body, and it’s got stats that other laptops dream of. That’s a lot of power and value for just $1,006 (-74% off). Just remember that this deal isn’t going to stick around forever, so if you do want to get your hands on it, you’d better be quick to avoid the disappointment of narrowly missing out on this excellent opportunity.

See at Amazon



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June 25, 2025 0 comments
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