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"It's kind of a sociological experiment" For Blizzard, World of Warcraft neighbourhoods, Azeroth NIMBYs, and curtain-twitching drama is all part of the plan
Game Reviews

“It’s kind of a sociological experiment” For Blizzard, World of Warcraft neighbourhoods, Azeroth NIMBYs, and curtain-twitching drama is all part of the plan

by admin October 7, 2025


If you’ve played World of Warcraft at any point during its modern era, after it crossed the threshold from Classic to the MMO monster that is ‘Retail WoW’, you’ll know it’s not the social experience it once was. Better raiding, new lands, vast new adventures, yes, but it’s also a game that has become less collaborative. Many players are an island, separated from their peers.

Enter the upcoming Midnight expansion and this may very well change. You can’t close Pandora’s box, of course, the days of summon stones and server-wide events are long gone. But through housing and neighbourhoods World of Warcraft might teach players how to be social again.

These neighbourhoods are large spaces filled with affordable plots of land where houses can be quickly bought and customised; perhaps World of Warcraft’s most fantastical addition in years. These neighbourhoods can be both private and public, allowing pre-existing Guilds and total strangers to form miniature communities together in a singular digital space.

Watch the World of Warcraft: Midnight gameplay reveal here.Watch on YouTube

“I think we always knew we wanted to have neighbourhoods, or at least from a very early point,” associate game director Paul Kubit told Eurogamer. “We didn’t want you to just be locked in your own house, doing your own stuff all the time. You can hang out there for a long time, for sure, but we wanted the game to nudge you like, ‘hey, if you want some cool rewards, step outside and interact with your neighbours’ and so on.

“I think one of the watershed moments for us is when we said ‘neighbourhoods should be guilds and guilds should be neighbourhoods’. We already have these strong social groups that people enjoy spending time in, and early on I don’t think we made that connection that they should be tied quite closely together. They don’t have to be, of course: you can have a charter neighbourhood, you can live in a public neighbourhood.

“If you are already in a guild of folks who are interacting with one another, this is a cool opportunity to take that relationship that might be focused on raids or PvP or whatever, and you’ll be able to cohabit a space. You’ll be able to see how I decorate my front yard, and it’ll add opportunities to roleplay where our game hasn’t always had lots of open invitations to roleplay. When you’re in a neighbourhood, it makes you want to [do more of that]!”

The question then is, well, what do neighbours actually do with each other? Once they set up their homes, what’s to stop them from teleporting in and out of their abode without so much as a /wave, or a /spit when someone puts up a gaudy fence the estate doesn’t like? The answer, per Blizzard, is Endeavors: monthly events that thrust an entire neighbourhood out into the world to complete events for a chance at that WoW catnip – sweet loot and unique rewards.

Kubit elaborates on the feature and its inspiration: “I think the trading post is a pretty good touchstone for the type of activities endeavours provide, and it’s a wide breadth of activities too. Is it casual, is it hardcore? It’s both!

“You can advance your neighbourhoods by doing simple things like questing, killing, gathering herbs. Most of this will take place in the old world (referring to older zones from previous expansions), or pretty much all of it! That content will scale to your level, and you’ll be able to hang out with NPCs there, kill creatures, hunt rares. Depending on where you go, the gameplay will differ, then you come back and get some cool items for your house.”

This all sounds lovely, but when you bring players together like this, you risk clashes. Like any real neighborhood, gripes bubble up. ‘I don’t like the way Grogmar’s house looks, why would he dye his table that way, gosh.’ How exactly will Blizzard deal with the newfound threat of Azeroth NIMBYs and neighbourhood drama?

“It’s kind of a sociological experiment, right? We do know a lot of folks want to make sure their neighbourhood looks one way or another” Kubit explains. “Ultimately, we’re giving players a lot of control to do what they want to do. This extends not only to how you customise your health, but also the neighbourhood you want to live in. With that power comes… We’ll see how players handle it. Obviously there’s the terms of service, so as long as players aren’t being jerks to each other… We’ll see.”



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October 7, 2025 0 comments
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Metal Hellsinger studio closing as part of Funcom layoffs
Game Reviews

Metal Hellsinger studio closing as part of Funcom layoffs

by admin October 6, 2025


The Outsiders (AKA Funcom Stockholm) – responsible for Metal Hellsingers and Metal Hellsingers VR – has been impacted by layoffs. As a result, the studio will be closing. The studio consisted of roughly 60 staff according to the official Funcom website.

Through a social media statement posted by The Outsiders founder David Goldfarb, the closure was announced. It reads: “I have not had much time to process the news but all of us at The Outsiders and Funcom Stockholm have been affected by the layoffs at Funcom and our 10 year old studio will be closing.

“Many of us had survived a near-death studio experience years back when Darkborn was cancelled and because of the team’s loyalty and refusal to quit, Metal: Hellslinger was born. It will always be a high point for me personally and I will be forever grateful we got to make it and for the wonderful team and partnerships that made it happen.”

Watch the Metal Hellsinger launch trailer here!Watch on YouTube

Goldfarb stated the studio hoped to create something even better, and that the impacted developers want to try to “continue on in some new form”. He then requested help, be it through business leads, placement for affected employees, and more.

This comes shortly after Funcom announced layoffs last week, as the studio declared its intention to focus on Dune: Awakening’s ongoing live service support. The full scope of how many employees have been laid off across the full repertoire of Funcom offices remains unclear.



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October 6, 2025 0 comments
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Final Fantasy 7 Remake Part Three won't be impacted by multiplatform approach, says director, despite Xbox's problematic "lack of memory"
Game Updates

Final Fantasy 7 Remake Part Three won’t be impacted by multiplatform approach, says director, despite Xbox’s problematic “lack of memory”

by admin October 4, 2025


Final Fantasy 7 Remake trilogy director Naoki Hamaguchi has stated the multiplatform approach for Part Three won’t impact development “whatsoever”.

With Remake Intergrade heading to Switch 2 and Xbox consoles next year, Square Enix confirmed the full trilogy would be multiplatform. That said, we don’t yet know the release date for Rebirth on Switch 2 and Xbox, and it’s unknown if part three will be a simultaneous multiplatform release or staggered with PlayStation leading.

Still, it seems this multiplatform approach is working out just fine, as Hamaguchi told Easy Allies for Part Three “we do have designated teams working on each platform so that our multiplatform approach won’t impact the development whatsoever”.

FINAL FANTASY VII REMAKE INTERGRADE – Release Date Announcement – Nintendo Switch 2Watch on YouTube

Yet while “development for both Nintendo Switch 2 Rebirth and the third installment are going very smoothly”, it seems the Xbox consoles are proving a little more problematic.

“As for the Xbox version, like many other publishers, I think we did see some issues with the lack of memory compared with other platforms,” said Hamaguchi. While he doesn’t specify, presumably he’s referring to the less powerful Series S console, which proved tricky for Baldur’s Gate 3 studio Larian among others.

“But as for the Switch 2 releases,” Hamaguchi continued, “we actually have the main dev team working really hard on this. As a result I think we’re pretty confident with the end product, we did get some great reviews for FF7 Remake Intergrade so I hope the fans look forward to it.”

Indeed, in an interview with Automaton earlier this week, Hamaguchi praised the Switch 2’s “great hardware specs”.

“However,” he added, “due to power consumption constraints, it’s designed to dial back performance a bit in handheld mode. So, since a straightforward port wouldn’t be enough to make the game run stably in handheld mode, we had our talented rendering programmers put in extra work on optimisation.”

The key to ensuring the game still looks great, though, is a focus on lighting.

“I believe lighting is the crucial factor in terms of graphics quality and expression in this day and age,” said Hamaguchi. Approximating the lighting would have made the game feel “cheap”, he explained, and so the development team has reduced the processing load in other areas – such as post-effects and fog – to retain high quality lighting.

Hamaguchi has been doing the rounds for interviews as part of last week’s Tokyo Game Show.

In another interview he discussed the gameplay of Part Three further, stating he didn’t want to “deliver just exactly the same style of gameplay experience as we had with Rebirth again”. Instead it will be evolved to offer a “fresh take on the Final Fantasy 7 gameplay”.

Final Fantasy 7 Remake Intergrade will be released on Switch 2 and Xbox consoles on 22nd January next year. It adds boost options to help players progress quicker, which will retroactively be added to the PS5 and PC versions too.



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October 4, 2025 0 comments
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Scientists Might Be Looking for Consciousness in the Wrong Part of the Brain
Product Reviews

Scientists Might Be Looking for Consciousness in the Wrong Part of the Brain

by admin September 29, 2025



What gives rise to human consciousness? Are some parts of the brain more important than others? Scientists began tackling these questions in more depth about 35 years ago. Researchers have made progress, but the mystery of consciousness remains very much alive.

In a recently published article, I reviewed over 100 years of neuroscience research to see if some brain regions are more important than others for consciousness. What I found suggests scientists who study consciousness may have been undervaluing the most ancient regions of human brains.

Consciousness is usually defined by neuroscientists as the ability to have subjective experience, such as the experience of tasting an apple or of seeing the redness of its skin. The leading theories of consciousness suggest that the outer layer of the human brain, called the cortex (in blue in figure 1), is fundamental to consciousness. This is mostly composed of the neocortex, which is newer in our evolutionary history.

Figure 1, the human brain (made with the assistance of AI).
Peter Coppola, CC BY-SA

The human subcortex (figure 1, brown/beige), underneath the neocortex, has not changed much in the last 500 million years. It is thought to be like electricity for a TV, necessary for consciousness, but not enough on its own.

There is another part of the brain that some neuroscientific theories of consciousness state is irrelevant for consciousness. This is the cerebellum, which is also older than the neocortex and looks like a little brain tucked in the back of the skull (figure 1, purple). Brain activity and brain networks are disrupted in unconsciousness (like in a coma). These changes can be seen in the cortex, subcortex, and cerebellum.

What brain stimulation reveals

As part of my analysis, I looked at studies showing what happens to consciousness when brain activity is changed, for example, by applying electrical currents or magnetic pulses to brain regions.

These experiments in humans and animals showed that altering activity in any of these three parts of the brain can alter consciousness. Changing the activity of the neocortex can change your sense of self, make you hallucinate, or affect your judgment.

Changing the subcortex may have extreme effects. We can induce depression, wake a monkey from anesthesia, or knock a mouse unconscious. Even stimulating the cerebellum, long considered irrelevant, can change your conscious sensory perception.

However, this research does not allow us to reach strong conclusions about where consciousness comes from, as stimulating one brain region may affect another region. Like unplugging the TV from the socket, we might be changing the conditions that support consciousness, but not the mechanisms of consciousness itself.

So I looked at some evidence from patients to see if it would help resolve this dilemma.

Damage from physical trauma or lack of oxygen to the brain can disrupt your experience. Injury to the neocortex may make you think your hand is not yours, fail to notice things on one side of your visual field, or become more impulsive.

People born without the cerebellum, or the front of their cortex, can still appear conscious and live quite normal lives. However, damaging the cerebellum later in life can trigger hallucinations or change your emotions completely.

Harm to the most ancient parts of our brain can directly cause unconsciousness (although some people recover) or death. However, like electricity for a TV, the subcortex may be just keeping the newer cortex “online,” which may be giving rise to consciousness. So I wanted to know whether, alternatively, there is evidence that the most ancient regions are sufficient for consciousness.

There are rare cases of children being born without most or all of their neocortex. According to medical textbooks, these people should be in a permanent vegetative state. However, there are reports that these people can feel upset, play, recognize people, or show enjoyment of music. This suggests that they are having some sort of conscious experience.

These reports are striking evidence that suggests maybe the oldest parts of the brain are enough for basic consciousness. Or maybe, when you are born without a cortex, the older parts of the brain adapt to take on some of the roles of the newer parts of the brain.

There are some extreme experiments on animals that can help us reach a conclusion. Across mammals—from rats to cats to monkeys—surgically removing the neocortex leaves them still capable of an astonishing number of things. They can play, show emotions, groom themselves, parent their young, and even learn. Surprisingly, even adult animals that underwent this surgery showed similar behavior.

Altogether, the evidence challenges the view that the cortex is necessary for consciousness, as most major theories of consciousness suggest. It seems that the oldest parts of the brain are enough for some basic forms of consciousness.

The newer parts of the brain—as well as the cerebellum—seem to expand and refine your consciousness. This means we may have to review our theories of consciousness. In turn, this may influence patient care as well as how we think about animal rights. In fact, consciousness might be more common than we realized.

Peter Coppola, Visiting Researcher, Cambridge Neuroscience, University of Cambridge. This article is republished from The Conversation under a Creative Commons license. Read the original article.



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September 29, 2025 0 comments
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Final Fantasy 7 remake trilogy's Part Three will have some sort of fresh "gameplay experience", but it's a big secret for now
Game Reviews

Final Fantasy 7 remake trilogy’s Part Three will have some sort of fresh “gameplay experience”, but it’s a big secret for now

by admin September 29, 2025


The Final Fantasy 7 remake trilogy finale will have a new gameplay experience, director Naoki Hamaguchi has stated.

Speaking to German outlet NTower, Hamaguchi stated “development is going very well”, and while no specifics were provided, he did compare the gameplay of the third part back to the progression from Remake to Rebirth.

“As you’re very much aware, the first game in the series, Final Fantasy 7 Remake, was a more story driven linear gaming experience and then that evolved and changed into a more open world adventure for Final Fantasy 7 Rebirth, the second game,” Hamaguchi explained. “And that seems to be very well regarded. People seem to like that change a lot and they like the new gameplay direction. So, we’re very happy with that.”

FINAL FANTASY VII REMAKE INTERGRADE – Release Date Announcement – Nintendo Switch 2Watch on YouTube

“But moving forward to the third game in the series,” he continued, “obviously I can’t say exactly what it is, but I don’t want to deliver just exactly the same style of gameplay experience as we had with Rebirth again. We’re going to evolve it and change it again to give another different and fresh take on the Final Fantasy 7 gameplay. Again, that will be revealed in the not too distant future. I can say we’re working on it and we’re trying to change that because we’ve actually got a build up and running in the development team right now where you can experience that new style of gameplay.”

So what exactly does he mean here?

While “gameplay experience” is a broad term, part three will likely still use the same battle system that’s been developed across Remake and Rebirth, though presumably with some twists for additional characters Cid and Vincent.

Hamaguchi really seems to be discussing structure here. Remake was a more linear affair, owing to the tight focus on a single location (the city of Midgar), while Rebirth was open world as Cloud and friends explore expansive environments in pursuit of Sephiroth – just as players moved to the world map in the original PS1 game.

It’s understandable Square Enix would need a change in structure for the trilogy finale. In part, the presumed inclusion of Cid’s Tiny Bronco to fly over the world would diminish the sense of exploration from Rebirth, but also re-using much of Rebirth’s world would feel like repetition.

I wonder, then, if the trilogy’s multiverse storyline might lend itself to a more unique structure. Square Enix has toyed with narrative changes from the original game with this remake trilogy and, as the scope has gradually (and confusingly) widened, perhaps a conventional linear or open world won’t be the best method to tie up its loose threads. I’d rather the development team went all-in on something new than a half-hearted midway approach in an attempt to appease a vast spectrum of fans.

Still, Hamaguchi added more will be announced “in the near future” and the game “really will be a fitting climax to the Final Fantasy 7 Remake series”.

Of course, the other key question is what will the game’s subtitle be, following Remake and Rebirth. Speaking with JPGames.de, Hamaguchi explained “reunion” was the key word for Remake, while “bonds” was the key word for Rebirth (emphasising the relationships between characters).

“And in the same vein, we have got a new key word for the third game in the series,” he said. “Can’t tell you what it is yet. It’s very much there, though, and influencing and informing how the gameplay and the game experience is shaped, in exactly the same way as the first two games were by their key word.”

What are your best guesses for part three?

Until then, Final Fantasy 7 Remake is heading to Switch 2 and Xbox Series X/S next year, plus the progression boosts will be retroactively added to the PS5 and PC versions.



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September 29, 2025 0 comments
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Overwatch lootbox
Gaming Gear

Brazil’s president has signed a ban on selling loot boxes to minors as part of a larger online child safety law

by admin September 26, 2025



In March, videogames will no longer be able to sell lootboxes to users under the age of 18 in Brazil due to a ban signed earlier this month by Brazilian president Luiz Inácio Lula da Silva. Part of a broader law passed by Brazil’s congress to enact online safety measures for children, the ban continues an ongoing international effort to regulate exploitative monetization practices (via Eurogamer).

The law, Lei 15.211/2025, aims to defend “the best interests of children and adolescents,” which it defines—according to machine translation—as “the protection of their privacy, safety, mental and physical health, access to information, freedom to participate in society, meaningful access to digital technologies, and well-being.”

Chapter 7 of the law says that “loot boxes offered in electronic games aimed at children and adolescents or likely to be accessible by them are prohibited, in accordance with the respective age rating.”


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Additionally, the law mandates that games featuring “interaction between users through text, audio or video messages” must comply with guidelines established by a separate law passed in 2024, which requires companies to moderate “abuse and irregularities committed by users” and provide transparency for how their moderation systems are used, maintained, and updated.

Brazil isn’t the first country to attempt to regulate loot boxes, and likely won’t be the last. Belgium banned loot boxes—with varying degrees of success—in 2018, while US lawmakers, Dutch political coalitions, and members of Australian parliament have proposed their own bans on loot boxes as a form of digitized gambling.

For those protections to have any effect in Brazil, however, they’ll necessitate the usage of age-verification mechanisms. Previously, Brazilian law had considered it sufficient for users of digital services to self-declare their age. The new law, however, requires the providers of those services to “take proportionate, auditable and technically secure measures to assess the age or age range of users.”

While the law states “data collected to verify the age of children and adolescents may be used solely for this purpose, and its processing for any other purpose is prohibited,” similar age verification measures have been the source of privacy concerns as online safety legislation has advanced in the UK, Australia, some US states, and elsewhere.

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



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September 26, 2025 0 comments
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Black Ops 7 highlights two Japanese maps for multiplayer as part of Xbox’s Tokyo Game Show 2025 showcase
Game Reviews

Black Ops 7 highlights two Japanese maps for multiplayer as part of Xbox’s Tokyo Game Show 2025 showcase

by admin September 26, 2025


Treyarch has highlighted two of its Call of Duty: Black Ops 7 multiplayer maps set in Japan during today’s incredibly dry Xbox Game Showcase during Tokyo Game Show.

The two maps – Toshin and Den – are two of the 18 multiplayer maps available at launch. These two highlighted maps will be playable in the Black Ops 7 open beta, which kicks off on 2nd October.

The first map highlighted was Toshin, which is set within a Japanese city. Split into two distinct districts, players can fight through the tight alleys of Old Town or the tech-heavy main streets. There’s a broken down monorail, and even a cat cafe present here, though thankfully no actual cats to distract from tense firefights from what we can see.

Check out the multiplayer reveal for Black Ops 7 from earlier this week.Watch on YouTube

Next up comes Den, a Japanese castle heavily converted with high tech equipment spread throughout its interior. Players can either head inside for close-quarters fights inside tight hallways and pristine throne room, or take the fight outside across tiled rooftops for more open clashes.

Earlier this week, a lengthy blog post dove into multiplayer details ahead of the open beta. This beta will feature a new game mode called Overload, in which two teams have to fight over a special overload device and drop it inside each other’s zones to score points.

Black Ops 7 has been set up as the “most mind-bending Black Ops ever”, leaning on the more psychological aspects of the series for this latest instalment. Still, with Battlefield 6 turning heads and gaining a lot of positive attention, there’s a lot of pressure for the upcoming Call of Duty to do well now it’s got some sturdy competition.



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September 26, 2025 0 comments
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MLB approves robot umpires for 2026 as part of challenge system
Esports

MLB approves robot umpires for 2026 as part of challenge system

by admin September 23, 2025



Sep 23, 2025, 01:58 PM ET

NEW YORK — Robot umpires are getting called up to the big leagues next season.

Major League Baseball’s 11-man competition committee on Tuesday approved use of the Automated Ball/Strike System in the major leagues in 2026.

Human plate umpires will still call balls and strikes, but teams can challenge two calls per game and get additional appeals in extra innings. Challenges must be made by a pitcher, catcher or batter — signaled by tapping their helmet or cap — and a team retains its challenge if successful. Reviews will be shown as digital graphics on outfield videoboards.

Adding the robot umps is likely to cut down on ejections. MLB said 61.5% of ejections among players, managers and coaches last year were related to balls and strikes, as were 60.3% this season through Sunday. The figures include ejections for derogatory comments, throwing equipment while protesting calls and inappropriate conduct.

Big league umpires call roughly 94% of pitches correctly, according to UmpScorecards.

ABS, which uses Hawk-Eye cameras, has been tested in the minor leagues since 2019. The independent Atlantic League trialed the system at its 2019 All-Star Game and MLB installed the technology for that’s year Arizona Fall League of top prospects. The ABS was tried at eight of nine ballparks of the Low-A Southeast League in 2021, then moved up to Triple-A in 2022.

At Triple-A at the start of the 2023 season, half the games used the robots for ball/strike calls and half had a human making decisions subject to appeals by teams to the ABS.

MLB switched Triple-A to an all-challenge system on June 26, 2024, then used the challenge system this year at 13 spring training ballparks hosting 19 teams for a total of 288 exhibition games. Teams won 52.2% of their ball/strike challenges (617 of 1,182) challenges.

At Triple-A this season, the average challenges per game increased to 4.2 from 3.9 through Sunday and the success rate dropped to 49.5% from 50.6%. Defenses were successful in 53.7% of challenges this year and offenses in 45%.

In the first test at the big league All-Star Game, four of five challenges of plate umpire Dan Iassogna’s calls were successful in July.

Teams in Triple-A do not get additional challenges in extra innings. The proposal approved Tuesday included a provision granting teams one additional challenge each inning if they don’t have challenges remaining.

MLB has experimented with different shapes and interpretations of the strike zone with ABS, including versions that were three-dimensional. Currently, it calls strikes solely based on where the ball crosses the midpoint of the plate, 8.5 inches from the front and the back. The top of the strike zone is 53.5% of batter height and the bottom 27%.

This will be MLB’s first major rule change since sweeping adjustments in 2024. Those included a pitch clock, restrictions on defensive shifts, pitcher disengagements such as pickoff attempts and larger bases.

The challenge system introduces ABS without eliminating pitch framing, a subtle art where catchers use their body and glove to try making borderline pitches look like strikes. Framing has become a critical skill for big league catchers, and there was concern that full-blown ABS would make some strong defensive catchers obsolete. Not that everyone loves it.

“The idea that people get paid for cheating, for stealing strikes, for moving a pitch that’s not a strike into the zone to fool the official and make it a strike is beyond my comprehension,” former manager Bobby Valentine said.

Texas manager Bruce Bochy, a big league catcher from 1978 to ’87, maintained that old-school umpires such as Bruce Froemming and Billy Williams never would have accepted pitch framing. He said they would have told him: “‘If you do that again, you’ll never get a strike.’ I’m cutting out some words.”

Management officials on the competition committee include Seattle chairman John Stanton, St. Louis CEO Bill DeWitt Jr., San Francisco chairman Greg Johnson, Colorado CEO Dick Monfort, Toronto CEO Mark Shapiro and Boston chairman Tom Werner.

Players include Arizona’s Corbin Burnes and Zac Gallen, Detroit’s Casey Mize, Seattle’s Cal Raleigh and the New York Yankees’ Austin Slater, with the Chicago Cubs’ Ian Happ as an alternate. The union representatives make their decisions based on input from players on the 30 teams.

Bill Miller is the umpire representative.



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September 23, 2025 0 comments
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A baby Seikret from Monster Hunter Wilds as a minion in the Final Fantasy 14 crossover collab. It's a white baby bird with a goofy expression. There is a female miqo'te superimposed on the right side grinning with her hands over her face.
Gaming Gear

FF14 is getting a baby Seikret minion as part of its Monster Hunter Wilds collab, and I will fistfight Arkveld alone for it

by admin September 20, 2025



I’m not going to try convincing you to play through ~500 hours of Final Fantasy 14 for a Monster Hunter Wilds event. It’s easily one of my favorite games, but if you’re not into the story as it stands, then the MMORPG isn’t worth it. I will, however, show you this freakishly adorable baby Seikret minion revealed with the collab rewards and walk away. Whatever happens after is not my business.

The baby Seikret (along with a Vigorwasp minion) is headed to the MMORPG in October when FF14 kicks off its collaboration with Monster Hunter Wilds. I know some of you are disappointed it’s not a Palico, and I get it; they’re cute. But we already got one when Rathalos landed in Stormblood’s crossover with Monster Hunter: World, and you can still unlock the Palico (or Poogie) to this day.

Anyway, look at this guy. An absolutely useless, flightless little chunk of a bird with not a thought behind those eyes. I’ll fight Arkveld all by myself to get one.


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Computer, enhance. (Image credit: Square Enix, Capcom)

The latest update to FF14’s Monster Hunter Wilds crossover site detailed a few other rewards, too, along with more on Arkveld’s trial, The Windward Wilds. You’ll need to reach item level 725 to square up with the wyvern in its normal encounter, and, just like Rathalos, the White Wraith will scale up the difficulty in The Windward Wilds (Extreme). That one also raises the item level requirement to 740.

For those playing catch-up, you’ll need to gear up in more than just main story job gear to hit the 725 requirement, but collecting tomestone pieces shouldn’t add much time to the grind. Hitting item level 740 requires a few more current pieces, but crafted gear makes for an easy shortcut if you’re in a pinch with gil to burn.

Image 1 of 5

(Image credit: Square Enix, Capcom)(Image credit: Square Enix, Capcom)(Image credit: Square Enix, Capcom)(Image credit: Square Enix, Capcom)(Image credit: Square Enix, Capcom)

And for reference, here are the other Wilds-themed FF14 rewards:

  • Gear styled after the Hope set
  • Arkveld weapons
  • Seikret mount
  • Several housing items

Apparently, that’s not all there is to it, though I’m guessing Square’s “and more” tease means a full gallery of weapons plus the usual extras, like orchestrion rolls for player estates.

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

That’s fine, though. We could leave it at that, and I’m satisfied as long as I get a baby Seikret. You got the Poogie by completing The Great Hunt (Extreme) once with an RNG blessing, or five times if you had to grind for Ratholas’ scales. I’m the loser always trading 99 tokens for a reward anyway, so I’ll see y’all in party finder if that’s the case for this little guy.



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September 20, 2025 0 comments
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Naughty Dog's Debated Going Straight Into The Last Of Us Part III After Part II
Game Updates

Naughty Dog Debated Going Straight Into The Last Of Us Part III After Part II

by admin September 12, 2025


Naughty Dog president and The Last of Us director Neil Druckmann has seemingly revealed that The Last of Us Part III is, at the very least, an idea that’s been floated at the studio. In a new interview with Variety, Druckmann says Naughty Dog debated going straight into Part III after completing Part II, but that ultimately, the team decided to move forward on what we now know as Intergalactic: The Heretic Prophet. 

While a Part III to The Last of Us seems like a no-brainer, considering how well this franchise does for Naughty Dog and PlayStation, Druckmann has given mixed signals over the years. When The Last of Us Part II Remastered dropped last year, it eventually included Grounded II, a documentary about the making of the game. 

 

Near the end of it, Druckmann said, “For years now, I haven’t been able to find that concept [for Part III], but recently, that’s changed, and I don’t have a story, but I do have a conept that to me is as exciting as 1, as exciting as 2, is its own thing, and yet has this throughline for all three. So it does feel like there’s probably one more chapter to this story.” 

But then, in a March 2025 Variety interview, Druckmann, when asked about a potential Part III, said, “I guess the only thing I would say is don’t be on there being more of The Last of Us. This could be it.” 

Now, in a new interview with Variety, Druckmann has seemingly revealed that Naughty Dog, at one point, had plans regarding a Part III game in its Last of Us franchise. 

When asked about potential Intergalactic sequels, Druckmann said, “We don’t tend to plan too much in the future, because we find – and this is something I inherited, it’s just the Naughty Dog culture – that we do our best work when it’s something we’re really excited about, really passionate about.

“Just to give you an example, when we finished The Last of Us Part II, and that was highly successful for us, we were debating whether we should just go straight into The Last of Us 3, and we had a really long period where we looked at ideas for maybe what could be in that game.” 

The team looked at Uncharted, Jak and Daxter, and its “sci-fi thing,” though, and Druckmann said what is now Intergalactic is where the team’s passion led it. 

So for now, it sounds like a third Last of Us game is on the theoretical or potential table as Naughty Dog continues work on Intergalactic. 

For more, read Druckmann’s thoughts on the casting and gameplay of Intergalactic, and then check out Game Informer’s interview with Druckmann on the set of The Last of Us Season 2. 

[Source: Variety]

Do you want Naughty Dog to make a third Last of Us game or something else? Let us know in the comments below!



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