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Movement

Battlefield 6 gun fight with someone being revived
Product Reviews

To the dismay of sweaty ‘movement kids,’ Battlefield 6 is nerfing Call of Duty sliding and jumping to maintain a ‘traditional Battlefield experience’

by admin August 21, 2025



Duck, dive, and dodge: Following feedback from the Battlefield 6 beta that its movement was too squirrely and unpredictable, Battlefield Studios is planning significant changes for the full release.

The announcement came in an “Open Beta Debrief” blog published on Battlefield’s official social channels, which, in addition to movement, touched on hot topics like map size, Rush, and weapon balance. While the takeaway from most of those topics could be summed up as “we’re looking into it” or “wait and see,” movement is one area that already has significant changes in progress.

“Movement mechanics have been adjusted to create a more balanced and traditional Battlefield experience. Momentum, especially horizontal speed, carried from a slide into a jump has been reduced. There is now a greater penalty for consecutive jumps, which lowers jump height when jumps are spammed,” the blog reads.


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That momentum change is likely more of a bug fix than a change in direction, as players figured out early on in the BF6 beta that you could consistently pull off ridiculous super jumps by exploiting small bursts of speed from jumping and sliding.

BF Studios is also targeting accuracy while jumping and sliding. Series veterans argued throughout the beta that there wasn’t enough of an accuracy penalty for shooting while sliding into a room or jumping around corners—hallmark tools of Call of Duty “movement kids”—and developers agree.

NEW INSANE BATTLEFIELD 6 MOVEMENT TECH, THESE OLD HEADS CAN’T KEEP UP pic.twitter.com/s9zducTNJnAugust 7, 2025

“Firing while jumping or sliding will result in increased inaccuracy,” the post continues. “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.”

Whether or not you liked BF6’s squirrelly beta movement, it was undeniably chaotic. A top-upvoted post on the Battlefield subreddit highlights an extreme case of someone constantly chaining jumps and slides to ice skate across the map while maintaining perfect accuracy.

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How much freedom of movement is considered overboard depends on the series’ roots, but even FPSes known for speed struggle to satisfy everyone. In 2023, Call of Duty: Modern Warfare 3 cranked up the bunnyhopping and slide-canceling just a year after Modern Warfare 2 deliberately slowed things down, to the delight of many and horror of CoD traditionalists. As I wrote in 2023:

This movement should not be possible in BF6 DICE. Needs to be addressed from r/Battlefield

“Players who use these slippery moves will tell you it raises Call of Duty’s skill ceiling, and they’re technically right. FPSes have a long tradition of adopting community-developed movement techniques until they’re unofficial canon, and CoD is no different, except that I find this example of it extremely annoying… A lobby full of jumping beans distorts the horizontal, boots-on-the-ground rhythm of CoD into discount Apex Legends. It also, as I really must emphasize, looks very stupid.”

It’s nice to see BF Studios getting ahead of important mechanical details like this. We’re still two months from launch day, but it turns out there will be another round of Battlefield Labs testing before then. The next Labs test will finally introduce us to BF6’s two biggest maps at launch: Mirak Valley and Operation Firestorm.

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August 21, 2025 0 comments
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'Dominate the Waifu Industrial Complex': There's a new 3v3 movement shooter called Waifu Tactical Force because of course there is
Gaming Gear

‘Dominate the Waifu Industrial Complex’: There’s a new 3v3 movement shooter called Waifu Tactical Force because of course there is

by admin June 8, 2025



WTF: Waifu Tactical Force Reveal Trailer – Future Games Show Summer Showcase 2025 – YouTube

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WTF: Waifu Tactical Force, a real game that was shown at the Future Games Show today, is a movement shooter where each win lets you earn the things you need to unlock new characters (as in, waifus) and upgrade your “waifu-run Mother Base” for new perks to use on missions and in 3v3 shooter matches.

“Each system feeds the next: shoot to build, build to upgrade, upgrade to dominate. Wrapped in a visual novel framework, it’s a genre hybrid where management, skill, and waifus drive everything,” says the developer, which is called Team Waifu, in case you haven’t figured out who this game is for yet.

WTF is set to release in 2026, and has started an alpha playtest now. It’s aiming for “AAA net code with regional dedicated servers and optimization for 60 fps on low-spec devices,” which for a lot of people might be a better selling point than the cute anime ladies and focus on Y2K aesthetics.


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While clearly inspired by the popularity of character-collecting free-to-play games like Genshin Impact and Wuthering Waves, the studio has established its own look and is working in a genre less touched by cute anime girl driven videogaming. It’s clear they’re passionate about the material, since their other game is literally just called Waifu.

The 3v3, five round FPS elimination matches with a fast time-to-kill are especially interesting, given that they’re paired with a loadout perk tweak between rounds and you unlock those perks via a Fallout Shelter-style base management game.

You can find WTF: Waifu Tactical Force on Steam, though I think I will find my way to any game that does not ask me to “dominate the Waifu Industrial Complex.”

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June 8, 2025 0 comments
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GameFi Guides

Cudis Bets on Wearables, AI and a Solana Token to Drive the Longevity Movement

by admin June 7, 2025



In brief

  • The Cudis AI-powered smart ring tracks key health metrics.
  • The company launched a new token on Solana and BNB Chain to reward users for healthy habits.
  • The wearable technology market is valued at $179 billion, and is projected to reach $397 billion by 2032.

Wearable developer Cudis is betting that tracking your health—and being rewarded for doing so—is key to living a longer life. Its latest move: a Solana-based token that rewards users for building better habits through its AI-powered smart ring and longevity app.

Founded in 2023, the Los Angeles-based company has already launched two generations of its smart ring. The device tracks key health metrics, including sleep quality, stress, activity levels, and calorie burn. The ring syncs with a companion app that uses artificial intelligence to offer personalized health insights and daily coaching.

“We want people to actually understand what their health data means,” Cudis co-founder and CEO Edison Chen told Decrypt in an interview. “The app breaks it down in simple terms: If you’ve got back pain, maybe it’s time to stretch. If your sleep score drops, maybe you need to wind down earlier, or maybe see a doctor.”

For those without a Cudis ring, the app syncs to Apple Health, Garmin, and Oura wearable devices.



Chen emphasized that most people don’t need medical-level insights, just clear, daily feedback to improve their lifestyle habits.

“When we’re younger, we don’t think about this stuff,” he said. “But eventually you realize that your time and your health are everything. Our goal is to make understanding your body as easy as possible.”

The CUDIS token launched on Wednesday and is now live on both the Solana and BNB Chain blockchain networks, trading at around 10 cents. The token acts as an incentive for users who consistently track their metrics and improve over time. Users earn Cudis points by using the associated app to track their sleep, steps, and other vitals. Earning points makes them eligible to receive CUDIS token airdrops based on their usage and total points.

According to Cudis, the total supply of the token is 1 billion, with 25% allocated to the community, 17% to investors, 15% each to the team and ecosystem, 9% set aside for the treasury, 8.13% for marketing, 5.87% for liquidity, and 5% for advisors.

CUDIS tokens enable users to stake and boost wellness-related earnings, access premium services, participate in governance, support innovation, and power its AI-driven personal health assistant.

“We built the AI coach based on ChatGPT 4o, and we are building new longevity-focused AI agents for users to customize their own plans,” Chen said. “The AI agents will guide users to learn more about how to design their daily routine to enhance their health.”

For users concerned about their data being stored on the blockchain, the Cudis app offers the ability to turn off on-chain memory data storage.

“The AI coach is privacy-first. Cudis doesn’t see or store what you type in real time. The insights it gives you like sleep tips or stress trends come from your biometric data, not your conversations,” Chen said. “So your chats with the coach stay between you and your AI, unless you choose to share more.”

The option to opt out, Chen said, is meant to give users more control and continuity in their AI experiences.

Whether crypto rewards are enough to sustain healthy habits over time remains to be seen, and Cudis joins a growing field of health and fitness platforms that claim to help users reverse their biological age.

The wearables market is currently valued at $179 billion, and projected to grow by more than 120% to $397 billion by 2032, according to Coherent Market Insights. Blockchain apps like Stepmania, Sweat, and Longevity by Rejuve AI offer token-based rewards for tracking steps, calories, and overall fitness.

Edited by Andrew Hayward

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June 7, 2025 0 comments
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Performance Art Duo Operator 'Make Movement Collectible' With NFTs
NFT Gaming

Performance Art Duo Operator ‘Make Movement Collectible’ With NFTs

by admin May 31, 2025



NFTs have provided digital artists with new ways to monetize their work by introducing scarcity to the market, but other creative fields can also benefit, performance art duo Operator told Decrypt.

The performing arts have a “similar issue” to digital artists, explained Ania Catherine, who works with collaborator Dejha Ti as Operator. Prior to the advent of NFTs, Catherine said, “Digital artists were in a position of being in a service industry, working for advertising firms, the film industry, for entertainment—and then they would have their digital art on the side.”

Performance artists are in an even more challenging position thanks to the ephemeral nature of their work, she said. “You have an expensive medium to work in performance, because you need body, time, space, people, dancers—and in the end, there’s kind of nothing to sell.”

That’s historically limited performance artists to “dancing in commercials, teaching dance, or going on tour and dancing behind a musician,” in order to pay the bills, Catherine explained.

Collecting movement

NFTs change the game by enabling performance artists to create permanent, collectible pieces. “What does it look like if someone can own movement as an art object?” she said. That, in turn, enables “a form of patronage of people who use movement as an art form, who don’t want to use it for entertainment, but as real personal expression. How can we create an infrastructure where that can be actually monetized?”

Operator has applied that thinking to its artwork “Human Unreadable,” a three-act piece combining choreography, generative art, blockchain and cryptography that builds to a live performance to be presented at the end of 2026.

A Human Unreadable piece. Courtesy: Operator

“What we felt when we first started diving into crypto art was we were missing the presence of the human body,” Catherine said, adding that, “Early on, we could scroll through platforms for 20, 30 pages and never see the human form.”

Accordingly, Human Unreadable places the human form “at the core” of the artwork, with each of the 400 pieces in the collection representing an “underlying unique dance” generated by an algorithm. The work draws on computational choreography’s “rich and interesting history,” stretching back to the earliest digital art exhibitions at the ICA in 1967, she explained.

Storing human movement data on the Ethereum blockchain also presented its own set of challenges, she added. “We definitely felt that we were not supposed to be using blockchain and Art Blocks in this way,” she said, but were “a little delusional enough” to push through the roadblocks of a technology that was “not meant to communicate the body and dance.”

The end result explores and interrogates the technology behind generative art, she explained. “In the way that something can be spatially site-specific, or location-wise, site-specific, Human Unreadable is site-specific to long form, on-chain generative art.”

Operator’s perseverance has paid off, with Human Unreadable scooping the Experiential Award at the recent Digital Art Awards. It joins a brace of gongs on their shelf that includes two Lumen Prizes, a S+T+ARTS Prize and an ADC Award—“which are technically design awards,” Catherine said, “but we’ve won them for experiential design and things.”

Beyond the market

And while the NFT art market may be in the doldrums, with trading volumes crashing from a $2.9 billion high in 2021 to just $23.8 million in the first quarter of 2025, artists are still keen to explore the possibilities of the underlying technology, Catherine said.

“Artists don’t create for a market,” she told Decrypt. “They create because they have a curiosity or a question or a drive, or something hits them that just needs to come out.”

And while it’s still important for artists to “make money from the value that they’re bringing to the world through their craft,” she said, it shouldn’t be a surprise that they continue to push the boundaries. “Most artists don’t do it for the money or for the market. They often do it despite the bad conditions of those things,” she said. “Artists are always going to make art.”

Edited by Andrew Hayward

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May 31, 2025 0 comments
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Movement abilities will always be the best abilities in games
Game Updates

Movement abilities will always be the best abilities in games

by admin May 29, 2025


A lot of games revolve around combat, but it’s not combat abilities that are the most consistently enjoyable abilities in them. Movement abilities are. It’s a theory that’s become a preoccupation of mine of late, and in every game, I low-key look for evidence to support it. And I think I’ve found some.

Split-Fiction is my latest case study and this platter of co-operative gameplay abounds with movement ideas. By turns it bestows upon you wing suits that hurtle you through the air, jet packs that boost you into the air, jet skis that skim above and duck below the water, and space suits you can nosedive with out of the back of sci-fi drop ships.

Each level imagines a new way for you to move; each level showcases a new way to move. Now, you’re a giant monkey that can climb along vines, or a strange otter that can slip through water at speed; now, you’re a fairy that can piggyback wind currents like jet streams. This game is as obsessed with movement as I seem to be. But that’s all very well for what is essentially a platform game, where movement has always been key. What about games where movement isn’t the primary purpose?

Split Fiction is stacked with cool movement idea variations, including wing suits, jet skis, jet packs, and many more.Watch on YouTube

Let’s take Clair Obscur: Expedition 33 as a recent example. This is a turn-based role-playing game about pitched battles with fantastical enemies. Nevertheless, you aren’t in the world for more than five minutes before the game prompts you to cross a Parisian-inspired rooftop with a grappling hook. Why? It never really says, but here you go, do it. The only reason I can think of is that it’s fun. It’s a logic that seems to spread right through the game.

Or what about an action role-playing game like Diablo 3 or 4, where it doesn’t so much matter how fast you move as how hard you hit, and yet, high-level players do all they can to tear around like pinballs. I’d even go as far as to say movement speed is the most valuable statistic in either game. And while we’re on the topic: what is the function of an ability like Leap in the game, which jumps a Barbarian a short distance, when all computer-controlled enemies come to you? It is to give you a dose of movement exhilaration. See also: Charge in World of Warcraft (I know there are some PvP considerations here).

Split Fiction heroes Mio and Zoe plummet like skydivers without parachutes into a sci-fi scene. So many scenes in the game start directly with movement-based action, actually. | Image credit: Hazelight.

Doom: The Dark Ages is another good example. This iteration of the resurrected first-person shooter series is a slower and more grounded take. The game’s motto is literally “stand and fight” and yet, immediately, the game’s stand-out ability is a shield-charge that shoots you like a living missile across levels to annihilate whatever is in your path. Movement. See also the enticing movement capabilities of Overwatch heroes such as Tracer and Genji and Pharah – characters that can get around in ways others cannot.

Try this. Look at the basics of Split-Fiction’s movement and see how many of these things you recognise from other games: a double-jump, a dash, a wall run, a grappling hook. Have you seen any of those before? I put it to you that whenever there’s a game in which you directly control a character, meaning it has some semblance of real-time action in it, movement is key. (Wait, I’m going to immediately break my hypothesis by suggesting Fly in Baldur’s Gate 3.)

Which is the best ability in Doom: The Dark Ages? The shield charge, hands down.Watch on YouTube

But why – what is it about movement abilities that are so alluring? I believe it’s something to do with breaking the rules. That’s a large part of what we come to games for, after all – to push past the boundaries that limit us in real-life. It might surprise you to learn that I can’t double-jump for real, and that my actual dash isn’t so much a dash as a trip and fall. But it’s not only about bending or breaking the rules of our reality: it’s about bending and breaking the rules of created realities too.

We see this pattern a lot in games: they establish the rules of movement and then start offering you abilities you can break or bend them with. Oh I’ve just described the entire Metroidvania genre. Games get us used to base-level traversal capabilities so we’ll better appreciate the ways we can improve on them later on. Cue the speed buffs. Cue the leaps. Cue the glides. They matter because we know how much time or effort we’re saving by using them. And possibly because we just looked awesome in front of newer players playing the game, if in a shared world.

I like this realisation. It feels nice to me knowing there’s what I believe to be a deeper truth in games than simply enjoying killing things. It’s the exhilaration of super-powers I know I really like – being a blur of movement the eye can barely keep up with. That, to me, is skill. So I will continue testing my theory and I will continue choosing every movement-based ability in games that I can. They are, after all, the best abilities in games.



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May 29, 2025 0 comments
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