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The creator of Dread Delusion is making a turn-based JRPG set in another Morrowindy fantasy world
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The creator of Dread Delusion is making a turn-based JRPG set in another Morrowindy fantasy world

by admin August 27, 2025



Dread Delusion developers Lovely Hellplace and their sinister backers at DreadXP have announced Entropy – a turn-based party RPG inspired by classic Japanese RPGs, which retains Dread Delusion’s fungal pixel aesthetics.


Like Final Fantasy 9, it starts with a theatre show. You play a rank thespian initially equipped with a simple prop sword. But then horrible creatures crash the stage, and it’s time to armour up your troupe and quest forth to snuff out a demon incursion. What’s the best Shakespeare line to invoke here, hmm. Ah yes: “target their elemental weaknesses!” Hamlet said that before he shanked Polonius through the curtain. No, don’t google to check, dear reader – I am in haste. Quickly, watch the below trailer.

Watch on YouTube



“In this dying age, only pockets of humanity remain,” expounds the press release. “There was no grand apocalyptic event to speak of; only the cruel march of time and the inexplicable infertility of the world led us here. Accursed creatures stalk the barren lands between settlements, which are themselves terrible places; squalid, medieval, and mostly ruled by tyrants.” Ah, you’d almost suspect that Lovely Hellspace founder James Wragg lives in England.


Having escaped the backwater-sounding burg of Draenog, you’re left to make sense of an “expansive” world map. I’m interested to know if Entropy will continue with the pocket-sized and Morrowind-flavoured, open world-ish format of Dread Delusion. You’ll gather a party of up to six characters, with the option of hiring mercs if any comrades get slain. There is levelling, needless to say, encompassing stat boosts and unlockable perks.


I’m not wildly convinced by the snippets of battle from the trailer, which seem a bit by-the-numbers, but it’s nice to be engulfed by another dreadful delusion. The new RPG is coming to Steam in 2026.



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August 27, 2025 0 comments
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Paradox are "making adjustments" to Bloodlines 2's day-one vampire clan DLC plans, following backlash
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Paradox are “making adjustments” to Bloodlines 2’s day-one vampire clan DLC plans, following backlash

by admin August 27, 2025


Well, there you go. Vampire: The Masquerade – Bloodlines 2 publisher Paradox look like they might be sticking a stake in their rather unpopular plans to sell two of the game’s vampire clans as paid day-one DLC. I say “might be” because nothing specific’s been committed to yet, beyond some nebulous making of “adjustments ahead of launch” in response to fan feedback on the gating-off of Lasombra and Toreador bloodsuckers.

In case you missed the announcement of these two clans being packed away into the £18.69/€21.99/$21.99 coffin of Bloodlines’ Shadows and Silk DLC pack, it came right as the long-in-the-works RPG got a fresh trailer and what should hopefully be its final release date. The only ways to get the clans were to buy that pack on top of the base game, or splash out £74.99/€89.99/$89.99 for the premium edition.

On the Bloodlines 2 Discord last night, World of Darkness community developer DebbieElla emerged from the shadows with what looks like the first inkling of an impending change. “We are listening to your feedback about the Lasombra and Toreador clan access, and we’re making adjustments ahead of launch to reflect this,” she wrote. “We will share more information about what this means as soon as possible.”

That was it, aside from a line promoting a livestream on World of Darkness’ Twitch channel at 4PM BST / 5PM CEST / 11AM ET today, August 27th, which I only mention here in case it turns out to be the place Paradox share that promised info.

Image credit: Rock Paper Shotgun

Up to this announcement, Paradox and Bloodlines developers The Chinese Room had been sticking by the call to paywall the two clans. Our James grilled them about it at Gamescom, and the response was along the lines of the Toreador and Lasombra being additional work on top of The Chinese Room’s original plans for the game, so therefore fine to charge extra for.

“We’ve made a huge amount of changes over that time, based on that cycle, if you like, including a massive amount of story content and features and all the rest of it. So we have been expanding it from where we originally planned to land it, I think, constantly, and Paradox have been really good when we go, or when the clients go, or when Paradox go: ‘We should add a bit more here. Let’s push the date back.’ As you know, the date has pushed back, but that has been to fatten it out into something that we feel does land where the players want it,” Bloodlines 2 narrative director Ian Thomas told us.

Meanwhile, project design director Jey Hicks insisted that this ‘extra’ stuff is “not all, like, just fluff that we’re chucking in”. We’ll have to see what these promised “adjustments” look like, but a complete u-turn would rightly miff folks who’ve already pre-ordered the premium edition because it includes these extra clans. We’ll let you know when Paradox reveal exactly how they’re pulling their feet out of all this deathhound doo-doo.



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August 27, 2025 0 comments
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Vs Youtube Callofdutyblackops7worldpremieretrailergamescomopeningnightlive2025 2’27”
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Call Of Duty Responds To Ugly Skins By Making A Big Change To Black Ops 7

by admin August 26, 2025


Activision and Treyarch are making a big change to Call of Duty: Black Ops 7, just under 12 weeks before its launch in November. All those wacky cosmetics from Black Ops 6 will no longer carry over to the new sequel as previously promised. The devs behind Call of Duty say the change is to ensure Black Ops 7 is “authentic to Call of Duty and its setting.”

On August 26, in a lengthy community update posted on the official Call of Duty website, Treyarch thanked fans for all the feedback and acknowledged the ongoing conversation online surrounding crossover skins and wacky cosmetic items in video games.

“We know there’s been a lot of conversation recently about the identity of Call of Duty,” said the studio. “Some of you have said we’ve drifted from what made Call of Duty unique in the first place: immersive, intense, visceral and in many ways grounded. That feedback hits home, and we take it seriously. We hear you.”

Players were worried that the weird cosmetics and crossover skins from Black Ops 6 would immediately turn Black Ops 7 into a Fortnite-like experience. That’s because the plan was to let skins from BLOPS 6, which now includes characters like Beavis and Butt-Head, carry over to BLOPS 7. But that’s no longer happening.

“Operators, Operator Skins, and Weapons from Black Ops 6 will no longer carry forward into Black Ops 7,” announced Treyarch. “Black Ops 7 needs to feel authentic to Call of Duty and its setting. That is why Black Ops 6 Operator and Weapon content will not carry forward to Black Ops 7. Double XP tokens and GobbleGums will still carry forward, because we recognize your time and progression are important.”

The developers of Black Ops 7 also claimed that a “ton of feedback” has already been implemented into the game. And the studio explained that future cosmetic bundles and items added to BLOPS 7 will be “crafted to fit the Black Ops identity.” Treyarch further added: “We hear the feedback. We need to deliver a better balance toward the immersive, core Call of Duty experience.”

Activision did confirm that BLOPS 6 skins will still move over to Warzone. So your strange collection of characters can still go enjoy battle royale.



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August 26, 2025 0 comments
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John Wick Director Is Excited About Gears Of War Movie And Making His First War Film
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John Wick Director Is Excited About Gears Of War Movie And Making His First War Film

by admin August 25, 2025



John Wick and Deadpool 2 director David Leitch’s Gears of War movie is progressing forward, with producer Kelly McCormick saying there is a “lot of energy” around getting the movie made due in part to the fact that a new game, Gears of War: E-Day, is coming out in 2026.

McCormick clarified, though, that the Gears of War movie for Netflix will not be ready in time for the game’s release date, whenever in 2026 that may be. “We won’t hit that release date, but maybe something that feels relevant to the release of the new game,” she told The Hollywood Reporter.

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Now Playing: Gears of War: E-Day World Premiere | Xbox Games Showcase 2024

McCormick and Leitch are married and run the production company 87North together. She added that Leitch is excited to make the Gears of War movie because it’s a genre he hasn’t done before: war. It’s also “a bit of sci-fi” that Leitch will get to make “in his own way,” McCormick said.

Leitch, a former stuntman who worked as Brad Pitt’s double in movies like Fight Club and Ocean’s Eleven, directed 2014’s John Wick with Chad Stahelski but was not credited due to Hollywood rules. He later directed Atomic Blonde, Deadpool 2, Hobbs & Shaw, Bullet Train, and The Fall Guy.

As for Stahelski, he’s making movies based on the video games Ghost of Tsushima and Rainbow Six.

The Gears of War movie’s latest script is being written by Jon Spaihts, who previously wrote Prometheus, Doctor Strange, and Passengers, along with Dune 1 and 2.

There isn’t much known about the Gears of War movie, but the game’s official social media account reacted to The Hollywood Reporter interview, writing, “Oh hell yeah! This my kind of shit!”

Gears of War seemingly won’t be Leitch’s next film, so no one should expect it to come out soon. The director is preparing to shoot Amazon MGM Studio’s 2026 heist thriller How to Rob a Bank, which has Nicholas Hoult and Anna Sawai attached to star in it.

Wrestler-turned-actor Dave Bautista has lobbied for years to play Marcus, and he does bear a strong resemblance to the character, but no casting announcements for the Gears of War movie have been made. Meanwhile, Gears of War designer Cliff Bleszinski has previously been adamant that Chris Pratt shouldn’t play any role in the film.

For nearly two decades, Gears of War has been an Xbox exclusive. However, that is changing soon with the launch of Gears of War: Reloaded on August 26 for PS5, Xbox Series X|S, and PC.



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August 25, 2025 0 comments
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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.

Watch on YouTube

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
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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?

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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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

Watch On

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