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Best FC Mobile 2nd Anniversary players tier list
Game Reviews

Best FC Mobile 2nd Anniversary players tier list

by admin October 7, 2025


The 2nd Anniversary event in FC Mobile introduced special cards for icons and current superstars in the Gallery, which you can get by exchanging your shards.

As of writing on Oct. 7, there are two special teams of promo cards. Two more will be added in the next couple of weeks. The highest price for a card is 1500 shards, while the lowest is 200. As with any event, you can’t obtain them all, and this guide will narrow down the best choices as per your budget.

Best FC Mobile 2nd Anniversary players tier list

I have used four tiers to separate the cards. B and C tiers have cards that are 110 and 111-rated, and their stats are inferior compared to 112 and 113-rated cards. However, some of them are great budget choices if you don’t have lots of shards. Also, a few exceptions might be 111-rated, but have been placed higher.

  • S-tier cards are the absolute best items when you consider their stats, alternative positions, and shard costs.
  • A-tier cards are great cards, but they might be limited in alternate positions, or their shard costs more than they should.
  • B-tier cards are average choices that have decent stats, but they should be considered only if you have a low budget.
  • C-tier cards are items that you should stay away from (unless you have extra shards that have no other use).

S-tier

  • Jude Bellingham: Great card, great stats. He is also one of the cheaper 113-rated items, available for 1250 shards. He can play well as both a CAM and a CM.
  • Ronaldinho: While the cost is slightly higher, every Ronaldinho card has always been a top-tier choice. His dribbling and finesse will help you beat opponents and score from absurd angles.
  • Patrick Vieira: One of the most versatile midfielders in the current meta who can shine as a CM and a CDM. Unlike Lucio in the next tier, his cost of 1250 shards is perfect.
  • Toni Kroos: While I feel that his in-game stats and work-rates can be better, the card being available for 1000 shards makes him an absolute bargain.
  • Emmanuel Petit: Petit’s in-game stats and animations make him the best CDM in the current game (Vieira comes close), and the 112-rated item is only going to cost you 800 shards.
  • Cha Bum Kun: The South Korean might be the best RW currently available in the Shards Exchange, and he offers 5* Weak Foot as a bonus.
  • Lilian Thuram: If you have 1250 shards and need an RB, blindly choose the Frenchman. He will remain the best RB for a long time, and one of the safest choices in FC Mobile.
  • Marco Van Basten: He is pacy and strong, has a 5* weak foot, and costs 1250 shards. He is one of the best strikers in the current meta and will remain so.
  • Carles Puyol: While he isn’t top-tier meta in terms of stats, the 112-rated card costs only 650 shards, and it’s incredible value.
  • Vanja Milinkovic-Savic: Unless we get another CB in the 2nd Anniversary event, Vanja at 300 shards is the best goalkeeper you can pick.

A-tier

  • Lucio: A great CB item, but not ideal for those who like having taller defenders. His shard cost at 1500 should have been lower.
  • Theo Hernandez: While this Theo Hernandez card is a straight upgrade over his Inferno version, the cost of 1200 shards is way too high. However, he is pretty much the best offensive LB along with Ballon d’Or Roberto Carlos.
  • Jamal Musiala: While the German wonderkid is priced right at 800 shards, his Physicality stats and 4* weak foot are a bummer.
  • Kyle Walker: There’s a definite dearth of good RBs in this game, and Walker could be a great choice. Despite being 111 OVR, he has the pace and stats to shine in the meta. His price at 800 shards is objectionable, though.
  • Diego Maradona: Maradona might be an extremely strong meta choice, but his shard cost (1500 shards) and low physicality put him in the A-tier.
  • Zlatan Ibrahimovic: If Van Basten wasn’t a part of the 2nd Anniversary event, Zlatan would be top tier. He’s an excellent choice for most, but Van Basten will be better.
  • Samuel Eto’o: For an RW who costs 1500 shards, he has 4* weak foot, which is a limitation in the RW position.
  • Kevin De Bruyne: An elite CM but lacks slightly in defensive stats.
  • Luis Diaz: The new Diaz card has extraordinary agility, great pace, and costs only 800 shards.
  • Federico Dimarco: If you can’t afford Hernandez and need to upgrade the LB, Dimarco is a great, cheap option.
  • Jonathan Tah: This budget-CB is 6’5″ and has stellar defensive stats. He can be a great CB choice coming in at only 450 shards.

B-tier

  • Alisson: If I ignore the overall rating, there are better goalkeeping options over Alisson, and he is priced at 1000 shards, which makes him overpriced in my book.
  • Joe Cole: Good card and great in-game stats, and the 300 shard cost is just the right amount.
  • Freddiie Ljungberg: A good budget option if you need a new RM.
  • Viktor Gyokeres: While Gyokeres has always been meta, this card feels clunky to use. If you still need a striker at 800 shards, this should be your pick.
  • Socrates: I have loved to use many Socrates items over the years, but this version at 1000 shards is way overpriced.
  • Victor Osimhen: Quick pace and decent shooting, but a 111-rated card at 600 shards is not what I would call decent value.
  • Kenan Yildiz: Good pace, 5* weak foot, and well-priced at 450 shards.

C-tier

  • Jack Grealish: While I like his in-game stats, the 3* weak foot and 450 shard cost just reduce his potential value.
  • Federico Chiesa: If you need a new RM, it’s better to go with Ljungberg (although the Swede costs 150 sharrds more).
  • Joao Palhinha: Good CDM if you need a reliable option at 200 shards.
  • Olivier Giroud: Too slow for the meta and poor work-rate.
  • Thiago Almada: Quick but behind the power curve.
  • Beukema: Extremely weak stats and too short of a height for a CB.
  • Yann Sommer: Same price as Vanja, but one OVR less and inferior stats.

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October 7, 2025 0 comments
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Monks appear at Grog Hill.
Game Reviews

Players Are Getting Jump-Scared By One OfFinal Fantasy Tactics’ Most Iconic Battles All Over Again

by admin October 6, 2025


There’s a special battle in Final Fantasy Tactics that’s been punishing unsuspecting players for generations. Thanks to The Ivalice Chronicles remaster, fresh recruits can witness the joy and terror of randomly getting jumped by 11 monks in one of the strategy RPG’s lesser-known endgame challenges.

Every spot on the map in Final Fantasy Tactics comes with an array of random encounters the game can pull from depending on which side you enter from and how far along you are in the story. Once you hit Chapter 4, the game’s “rare” random encounters become accessible. These special battles are weird, hard, and memorable. None more so than the 11-Monk brawl on Grogh Heights (known in the original PS1 version as Grog Hill). They hit hard and have great range thanks to the Monk’s versatile Martial Arts abilities. God help you if you accidentally drop into the battle while trying to train your squad up on weaker jobs they don’t have many abilities for.

Fans on the Final Fantasy Tactics subreddit have been posting about these Monks for years. Every so often, someone new to the game takes a photo, uploads it in a thread, and writes something to the effect of “WTF?” Community hero Kronikle has been cataloging every instance and posting each of them under every new thread. This happened again over the weekend.

“Homie really pulled up with the receipts,” wrote one fan in response. “Dude replies this every time and adds to it. It’s my most favorite thing ever on this subreddit,” wrote another. A third chimed in, “gotta respect the dedication.”

While the Monks are arguably the game’s most absurd rare battle, there’s close to a dozen others scattered across the map, each with a chance of occurring when you walk to that specific point from the right direction. A small army of Calculators can spawn at Lenalia Plateau, Yuguo Woods can spawn seven Samurai, and Germinas Peak can spawn a group of Chemists and Orators with powerful guns worth stealing. Certain rare monsters like Tiamats can only spawn in the Bariaus Valley rare battle.

Some players seek these fights out in order to farm abilities off the crystals the enemies drop. Others just like the added challenge and variety. Most story battles in Final Fantasy Tactics only draw from a very limited pool of Jobs, making the rare battles extra fun. Fortunately, with the Enhanced mode’s ability to retry and flee battles, you’ll never have to worry about seeing hours of progress get wiped out this way.



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October 6, 2025 0 comments
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Tokenized stocks dominated by only two firms
Crypto Trends

Tokenized stock market dominated by only two players, study reveals

by admin October 2, 2025



The tokenized stock market is expanding fast, yet nearly all activity is concentrated in Backed and Ondo Global Markets, which dominate trading with popular U.S. tech shares and ETFs. While most offerings are synthetic, platforms exploring true ownership are emerging.

Summary

  • Tokenized stocks are growing quickly, but the market is almost entirely dominated by Backed and Ondo Global Markets.
  • Most of these tokenized stocks are synthetic, tracking popular U.S. tech shares and ETFs on Ethereum and Solana, while only a few platforms, like Superstate Opening Bell, are experimenting with giving investors true ownership.
  • The rapid growth shows blockchain can attract investors fast, but the market remains highly concentrated, and questions about legal status, custody, and pricing persist.

The market for tokenized stocks is growing rapidly, yet almost all of it is dominated by just two companies, with Animoca Brands Research reporting that Backed and Ondo Global Markets together account for 95% of the total market value as of September, a level of concentration that is hard to ignore.

Tokenized stocks are digital versions of regular company shares. They let people trade stocks anytime on blockchain platforms like Ethereum and Solana. It makes investing more flexible and accessible.

Tokenized stocks on-chain | Source: Animoca Brands Research

According to Animoca Brands’ research called “State of Tokenized Stocks,” the on-chain market value of tokenized stocks, excluding EXOD, is about $127 million, which is 14 times higher than earlier this year. Including EXOD, which represents tokenized shares of Exodus Movement Inc., the total rises to $342 million.

The growth, according to the report, mostly comes from Backed’s xStocks and Ondo Global Markets.

Backed and Ondo Global Markets have focused on a handful of popular U.S. tech stocks and broad market ETFs like the S&P 500 and Nasdaq 100. By sticking to well-known assets, they make it easy for investors to understand and trade these tokens, the analysts explain, noting that most tokenized stocks are currently traded on Ethereum and Solana. As of press time, there are two main ways to create tokenized stocks:

  • Synthetic structure: This model tracks the price of a stock but doesn’t give the investor actual ownership rights. Backed and Ondo Global Markets use this approach, allowing investors to see the stock move in value without handling the underlying share directly.
  • Native issuance: This type gives investors true ownership rights, similar to holding the actual stock. Superstate Opening Bell is trying this model, starting with Galaxy Digital’s GLXY stock. As Animoca Brands Research explains, Backed and Ondo Global Markets are “key tokenization platforms/issuers using synthetic structures, while Superstate Opening Bell is exploring native issuance, starting with Galaxy stock.”

Backed and Ondo Global Markets have stayed ahead because they were first to launch, Animoca says, adding that they picked popular assets and built platforms that are simple to use. But their dominance also shows that the market is still very concentrated. As Animoca notes, together both Backed and Ondo “account for 95% of the market value.” While other platforms are trying to enter, right now, they make up only a small part of the market.

Tokenized stocks on-chain | Source: Animoca Brands Research

The growth of tokenized stocks also shows how new blockchain products can attract investors quickly. Backed’s xStocks and Ondo Global Markets provide exposure to widely recognized companies, which makes it easier for investors to try blockchain trading without taking on too much risk. But it’s not the same thing as native issuance.

Superstate Opening Bell is experimenting with giving investors actual ownership rights, with the report saying this approach might eventually unlock investors ‘true ownership rights.’

Pre-IPO stocks on Solana

Animoca Brands’ report mainly focuses on public stocks, leaving out private companies or other financial products. That matters because other projects are pushing private shares into retail rails. For example, decentralized trading platform Jupiter recently integrated tokenized pre-IPO stocks to its platform through a tie-up with PreStocksFi, allowing users to trade tokens tied to names like SpaceX, OpenAI, and Anthropic on Solana.

Those tokens are issuer-created tradable claims rather than literal company certificates, and some large holders can request redemption for (USDC) under certain conditions. Redemptions usually require KYC and are handled off-chain through the issuer or an SPV, and liquidity is provided on DEXes like Jupiter and Raydium, so retail traders can buy and sell around the clock.

While that setup works in practice, it also raises concrete questions about legal status, custody, and how prices are set when there is no public market for the underlying shares.



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October 2, 2025 0 comments
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Yet another Final Fantasy 11 server has been closed to new players because it's too popular
Game Updates

Yet another Final Fantasy 11 server has been closed to new players because it’s too popular

by admin October 2, 2025


Square Enix is closing another Final Fantasy 11 server to new players because it’s proven too popular.

Back in July, the popular Asura server was closed, meaning new players would be unable to join. Producer and director Yoji Fujito said at the time the overpopulation “has led to a series of unexpected issues that have managed to affect the quality of that experience somewhat.”

As a result, players have instead moved to the next popular server, Bahamut, which has now met a similar fate.

FINAL FANTASY XIV x MONSTER HUNTER WILDS Collaboration TrailerWatch on YouTube

“Bahamut has consistently had the second most concurrent users out of all Worlds and has been close behind Asura in terms of total character population, leading many new adventurers to begin their journeys there,” said Fujito in a new statement.

“While we are pleased to see these Worlds bustling with activity, having too many concurrent users can overwhelm server processes on that World, which affects server responsiveness and increases the likelihood of other related issues.”

From 9th October, players will no longer be able to transfer characters to Bahamut, nor will they be able to create new characters. The Vana’diel Adventurer Recruitment Programme will also be suspended for the server.

Fujito added Asura remains closed as the server load remains unchanged despite a slight decrease in player population.

All of this is occurring 23 years after the MMORPG first launched.

So why are so many players returning or joining Final Fantasy 11? There were discount campaigns earlier in the year that have contributed, but it’s also due to a crossover with MMORPG follow-up Final Fantasy 14, which has seen a decline in players following its less popular Dawntrail expansion.

As for Final Fantasy 14, a Monster Hunter Wilds collaboration is on the way, which will add new mounts and a new battle scenario.



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October 2, 2025 0 comments
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jason next to gta 6 logo
Esports

RDR2 modder gives NPCs memories that players are forced to watch when they die

by admin October 1, 2025



A Red Dead Redemption 2 modder has turned the game into Westworld by giving NPCs their own memories.

Rockstar’s wild west classic Red Dead Redemption 2 is one of the greatest games of all time and remains a must-play for anyone waiting for GTA 6.

Like most open-world titles, Red Dead gives players a ton of freedom with how they go about completing tasks and traversing the world, adding to its already immersive gameplay.

Now, Twitch streamer ‘Blurbs’ has found a way to give the game’s numerous NPCs even more backstory through “memories” that play when they die.

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While the goal is a “maximum guilt trip,” the scripts don’t exactly have the same dynamic dialogue you’d encounter playing naturally… but that’s because they were written by Twitch chat.

Red Dead Redemption 2 NPCs get memories for “maximum guilt trip”

The concept for the memory mod came from a viewer after Blurbs let fans suggest their worst ideas.

Basically, Blurbs modified the game to enter a special “cinema” mode showing NPCs in a slow-mo close-up right before he kills them.

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From there, the streamer recorded a series of scenes meant to be “flashbacks” and programmed the game so it loads these “memories” when an NPC dies.

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While this could, in theory, have been pretty emotional (much like Red Dead itself), Blurbs decided to get Twitch chat to write the scripts.

I modded RDR2 so that NPCs have *actual* memories you are forced to watch when they die. Maximum guilt trip.

I may have made a mistake letting Twitch Chat write the scripts however… pic.twitter.com/J7dGWdYKc9

— Blurbs (@Blurbstv) October 1, 2025

The result was a series of absurd dialogue referencing meme culture, One Piece, baseball, video games, and an assortment of other oddities.

“I may have made a mistake letting Twitch Chat write the scripts,” he admitted.

This is hardly the first time Blurbs’ Red Dead mods have gone viral. Back in August, he designed a mod that lets players throw Jack Marston like a tomahawk.

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A few weeks before that, he spent three days finding a way to mod himself into the game.





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October 1, 2025 0 comments
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Microsoft hikes price of Xbox Game Pass by 50% "to offer more flexibility, choice, and value to all players"
Esports

Microsoft hikes price of Xbox Game Pass by 50% “to offer more flexibility, choice, and value to all players”

by admin October 1, 2025


Microsoft is raising the price of its subscription service Xbox Game Pass, with its most expensive tier, Xbox Game Pass Ultimate, increasing from $19.99/£14.99 to $29.99/£22.99 per month.

Xbox Game Pass Standard — now rebadged as Xbox Game Pass Premium — has increased from $11.99/£9.99 to $14.99/£10.99 a month, and its most affordable tier, formerly known as Core but now renamed Xbox Game Pass Essential, costs $9.99/£6.99. The cost for PC Game Pass has similarly been increased from $11.99/£9.99 to $16.49/£13.49 per month.

Microsoft says the increase comes as it expands its offering, with Fortnite Crew (valued at $11.99/month) and Ubisoft+ Classics (valued at $7.99/month) added to its Ultimate library, as well as enhanced Xbox Cloud Gaming streaming quality and access to over 75 day one releases a year, including Call of Duty: Black Ops 7.

“Our goal with Game Pass has been clear: deliver unmatched value, benefits, and a deep library of games for our players,” the company said. “Since launching in 2017, we’ve steadily grown our subscriber and creator satisfaction – and today, creator participation and player engagement in Game Pass are at an all-time high. But we have the opportunity for Game Pass to help more players find the creators and games they love.

“We know not everyone wants the same thing in their Xbox experience, so we’re evolving Game Pass to offer more flexibility, choice, and value to all players, whether you love day one releases, discovering hidden gems, or playing across multiple devices and screens and across Xbox consoles, Xbox on PC, and Xbox Cloud.”

Some players responding to the news online to check their subscriptions or cancel are reporting issues loading the website or app.

The price increase follows last week’s announcement that a second price increase for Xbox Series X|S consoles in the United States, rising from between $20 to $70 across its hardware range, was on the way.

The price hike also comes just days after new research showed that in August 2025, Xbox players played an average of 5.7 different titles compared to 3.7 titles played by PlayStation users.



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October 1, 2025 0 comments
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Best Record Players for 2025: Top Turntables Tested by CNET Experts
Gaming Gear

Best Record Players for 2025: Top Turntables Tested by CNET Experts

by admin September 29, 2025



The Audio-Technica offers a carbon-fiber tonearm.

Sarah Tew/CNET

Design

There are four main elements to a turntable: the plinth (or base), the platter on which the vinyl record sits, the motor and the arm. The best designs offer extended bracing and isolation between each of these elements to reduce the noise, which can affect the sound quality of the vinyl.

Motor

Generally, modern record players are powered in one of two different ways: belt drive and direct drive. Direct drive has a dedicated motor that spins the platter directly, and this design is almost exclusively used by DJs — in turntables such as the Technics SL1200. Belt drive models are more consumer-focused and use a motor-driven rubber belt to spin the platter. Belt drive is designed to reduce the noise over direct-drive designs by absorbing motor vibrations which could otherwise be picked up by the stylus. All of the record players in this list offer a belt drive.

Cartridge

A cartridge is the small “box” mounted to the end of the tonearm on your record player. It includes the stylus (or needle) that lowers onto the vinyl itself. The best turntables feature a user-replaceable cartridge, which allows you to experiment with a higher-quality cartridge (such as an Ortofon 2M Red) to produce a better sound.

Speed switch

Another convenience feature to look for include an electronic speed switch which means no more removing the platter to change speeds. If you play a lot of singles, or own audiophile pressings. then you will likely want a hardware switch to choose between 33 1/3 and 45.

Preamp

A switchable, onboard preamp that enables you to use a better phono stage. Unlike most types of players, a turntable needs a preamp to bring music up to “line level.” Otherwise it will sound like pixies singing in a cave. External preamps are generally required for some vintage models as well as intermediate and high-end turntables that sell at a higher price. If you’re looking to keep costs low and convenience high, you may want to consider a turntable with a built-in preamp that then connects to any speaker or receiver. CNET contributor Steve Guttenberg recommends the $100 Schiit Mani phono preamp as a quality budget option.

Additional features

Many modern record players come equipped with features including Bluetooth pairing and USB connectivity.

Price

Turntables start at around $50 and can cost as much as a mortgage payment, but the good ones start at around $300. Audiophile-quality models start from $1,000. This list contains plenty of options, including budget models, to help you stay within your budget.



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September 29, 2025 0 comments
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Are Magic The Gathering Players Tired Of Universes Beyond? Mark Rosewater And The Spider-Man Design Team Weigh In
Game Updates

Are Magic The Gathering Players Tired Of Universes Beyond? Mark Rosewater And The Spider-Man Design Team Weigh In

by admin September 29, 2025



As I entered Wizards of the Coast’s Seattle headquarters, I was greeted not only by the Wizards’ team, but by an astoundingly large statue of a magnificent copper dragon. The statue, of course, was none other than the beloved beast Mitzy, one of Magic: The Gathering’s iconic mascots. After spending a sufficiently long amount of time gazing at both Mitzy and a wall covered in unopened booster packs, a surreal catalog of Magic’s three decades of history, I was led to the studio’s dining hall. Yet to call that room a dining hall feels almost inaccurate, as the majority of what graced those tabletops was–you guessed it–Magic cards.

Throughout the day, I watched as folks rummaged through their bags for cards, or sauntered over to dig through the studio’s boxes of bulk, then holed up at a table for a game or three. And while most of the folks I saw playing were, like me, giddy members of the press, it was plain to see that this level of excitement–this enthusiasm for play–was not an incidental or momentary thing, but rather a part of the studio’s culture.

It’s invigorating, finding yourself around people who make something you care deeply about and discovering their love for that creation is as genuine as you’d hoped it was–that there is a palpable reverence for it. And yet, something bit at me as we delved into conversations about the main reason I had come to the studio: Magic: The Gathering’s Spider-Man collaboration.

Here I was, among the minds who helped build my favorite planes and stories–among images and statues of Liliana Vess, Chandra Nalaar, and Shivan dragons–and yet, discussions were largely about Spider-Man. And I get it. It makes perfect sense to want to discuss your show-stopping collaboration with Marvel that is, as of today, officially released. At the same time, what about, well, Magic?

Spider-Man swings through the air in an illustration by artist Javier Charro

I’ll admit that some of my feeling this way comes from my own growing hesitations toward Universes Beyond–the side of Magic: The Gathering in which various properties (like Final Fantasy, Fallout, Assassin’s Creed, Doctor Who, and Spider-Man, to name a few) are turned into Magic cards. In 2025, three of the seven sets scheduled for release are Universes Beyond sets. And while there’s nothing inherently wrong with that, their presence has certainly led to some tension in the community, with some levying complaints about being priced out of the hobby by collectors and others expressing frustration over the way that some original sets–like Tarkir: Dragonstorm and Edge of Eternities–have been overshadowed.

Magic: The Gathering head designer Mark Rosewater, lead designer Cory Bowen, and senior art director Sarah Wassell were all receptive when it came to answering questions regarding these issues. But beyond that, they also reassured me that Universes Beyond–the upcoming Spider-Man set included–are labors of love, and serve as a way for them to express their deep appreciation for fandoms outside of Magic: The Gathering, while also trying to grow and appease their own widespread community. Though it remains to be seen how Magic: The Gathering will change in the coming years, the following conversation reaffirmed that passion for the game and flexibility are leading the charge.

While Universes Beyond sets seem to be doing well commercially, it feels safe to say that there has been some criticism leveled against how often these sets are appearing. Does the team find this to be a legitimate issue? Are there plans to address this going forward?

Rosewater: Essentially, the way we function in Magic–and this has been true since Magic’s beginning–is we try something new to see what the players like. If the players like something, we make more of it. If they don’t like it, we make less of it. That’s the nature of how we make Magic since Magic began.

Universes Beyond was the same thing. When we tried originally, we did a little bit of it to see what people liked. They liked it, so we did a little bit more. The reason there’s so much Universes Beyond is because the players are overwhelmingly excited by it. Final Fantasy, which came out earlier in the year, is the best-selling set of all time. It defeated the previous best-selling set of all time, which was the Lord of the Rings.

We provide what the player base wants. The fact that the Universes Beyond sets are doing well says there’s an audience–that people are excited by this. We’re just meeting the needs of the players. If the players weren’t excited, if they weren’t happy, if they weren’t buying lots of it, we wouldn’t make lots of it. But that’s not what’s happening, so that is why we’re doing more.

Wassell: Another thing, too, is that Magic is a physical thing. This is an analog process. The cards are made by big, loud, noisy machines and it’s a little bit hard to pivot really quickly on things when something’s already at a certain point in production.

Cory Bowen: But we’re always using feedback. We’re always going to keep doing what people want. Right now, people want Universes Beyond, people want magical worlds, and we’re going to keep doing that as long as they want them. And we’re going to react as quickly as our printing process allows.

I would guess too, with utilizing intellectual properties, that creating Universes Beyond sets is an extremely lengthy process. I remember talking to folks about the Final Fantasy set and hearing it took over five years to realize. Once that’s started, you are on that course. Does this incentivize you to lean more into Secret Lair or other avenues rather than keeping Universes Beyond at the current size?

Rosewater: When we look at properties, Magic has a lot of different options. There’s a large set, there’s Secret Lair, and then there’s things in between. We’ve done Commander Decks. We try to establish what size the property is, then what’s the best way to make Magic with that.

Some things make perfect sense as a small number of cards in a Secret Lair. Some are an entire set. And for some, like Marvel, one set is not enough. They have so much material that it’s multiple sets. We are very flexible to try to meet the demands of the property. But as you can see, we’ve been interacting with lots and lots of properties.

Do you find it at all limiting to work within the confines of an IP or the real world?

Bowen: There’s a lot of fun with it. There’s freedom in making stuff up, but there’s real fun in taking stuff that people know and trying to express it through Magic. I love City Pigeon. I think City Pigeon is emblematic of the most fun I’ve had making this set.

Rosewater: In general, I like doing things that I don’t always do just because it changes things up. It was fun to have a set where there’s a real world to compare it to. I like bouncing back and forth. I wouldn’t always want to do that, but it was very refreshing when that’s not what we normally do.

When I think of artists who’ve helped shape pop culture, I think of Kirby, McFarlane, Romita Sr., and other iconic comic book illustrators. What was it like getting to use the moments they created and their illustrations?

Wassell: It was mind-blowing. Getting to have their names on a Magic card, getting to look at their work up close and trying to figure out how to honor it and yet adapt it for a new use … I think it really gave us all a feeling of responsibility. With great art comes great responsibility. We were so excited to use it and to work with it, but we also really wanted to make sure that we were honoring it.

Rosewater: One of the neat things about Universes Beyond is that, eventually, we get to what I call your passion property; that property that means something to you. It affected you as you grew up, and it’s something that defines who you are as a person. I grew up reading comics. I mean, I wear superhero shirts constantly. It’s a big part of my identity. So the chance to finally get to make these cards, and to make them for people who like me? It’s just been lots and lots of fun–endlessly fun. I could go through Spider-Man and make notes on it to the end of time just because it’s so much fun to ask ourselves, “Can we capture those little tiny moments?”

I remember I was doing flavor text and one of the cards talked about how Spider-Man’s web dissolves in 30 minutes. And I’m like, “No, no. Actually … ” And we changed it. It maps in the comics how long it takes Spider-Man’s spider webs to dissolve. I care and I know the people that will care. So we want to put that time and energy into making sure that we’re making the best possible Magic set, but also the best possible Spider-Man set for all the Spider-Man fans.

The cards Savage Beating, Peter Parker, and Ponder, all which feature artwork from iconic comic artists.

How was it melding together the artists that you commissioned for original pieces for the set, and these pre-established works? Was there an effort to keep things in line with the tone of these previous artists or were you more adventurous with it?

Wassell: One of the things we were excited to do–and how we approached this from the beginning from a visual perspective–was with respect to comic books’ very distinct visual eras. We went into the project with that in mind. We were very deliberate about, “Okay, now we’re going really into the Golden Era,” “Oh, now we’re going to go into the Dark Ages,” or “Now we’re going to work with someone who’s making really exciting Marvel art now–how does that look different from the way it used to look?” We were pretty deliberate about where we deployed those visual styles.

While Spider-Man does have more fantastical elements, and other sets, like Doctor Who, have had some more grounded elements–funny as it is to call Doctor Who “grounded”–I feel like this is the first one that is very realistic. It largely has a New York setting, for example. What were the challenges in making cards that are set inside what is essentially a different version of our universe, and making them feel at home among these other planes?

Bowen: Design-wise, it’s challenging. There’s a few things that were easier. It’s easy to make a bird in Magic, so the pigeon was easy. We have food tokens, so it was easy to make food stuff that happens to resonate. But Taxi Driver being a creature … it’s a little bit of an odd concept.

It seems challenging, but doing vehicles, food, locations with lands, and certain creatures … it sounds difficult but the more you do, the more that Magic actually has the language to express those things. I think it was almost easier to express [all of that] design-wise than it was to do Spider-Man stuff. Spider-Man punching or doing his flips or whatever, those were harder to express with language. But with the environment stuff, Magic just actually has a bunch of tools to express the world because its best quality is world-building.

Rosewater: Magic is 32 years old this year, and because we’ve been making the game for 32 years, we have a lot of tools. Really it’s just a matter of adapting the tools for whatever world we’re doing. We’re constantly making new worlds. This was a little different, you’re right. This was more “Our World” than most Magic sets tend to be, but we do have the tools to capture it. It just feels a little bit different because Magic tends to be more fantastical. A hot dog card is a little less fantastical than the average thing we do.

Wassell: There were moments that were a little bit easier in that way, though. I’ve been to New York City. I know things about it. So when we’re doing a card that has a bodega on it, or there’s a scene with the back of a rental truck in it, those are those moments where, when we get the sketch in from the artist and the rental truck is all clean on the back, I can be like, “There’s no way that truck would be untapped in New York, driving on those city streets.” Those moments are, to me, the most fun–when we get into the world building of the in-world experience of these objects, vehicles, animals … stuff like that.

Bowen: Those details help a lot to immerse you in this world. This world is New York, and there’s a lot to love about New York. We’re immersing you in it in a similar way that we immerse you into a new plane we’ve created.

Rosewater: The big difference is, let’s say we make a brand-new plane, we can do whatever we want. I mean, we’re making the world, so we can make choices that we think makes the world make sense. No one’s going to say, “Oh no, that’s not how that looks in that world.” Because nobody knows that. But in New York, you have the sense that you know what it should look like. That’s probably the trickier thing, we’re used to making our own worlds so no one can question, “Hey, that’s not how it looked.” We don’t get to make up New York. New York is New York.

The Soul Stone, Spectacular Spider-Man variants, and the set’s comic book cover-inspired full-art cards are among the most sought after.

How was it designing mechanics that are based on superheroes? These are inherently overpowered characters, and I’m sure you want these figures to be extremely powerful. At the same time, I’m sure you don’t want them to be game-breaking and overly powerful. How do you tread that?

Bowen: Magic gives a lot of room for both really abstract expression and really specific expression. Yes, these characters are larger-than-life, but we do need them to play well. Gameplay ultimately is the king here, and not every Spidey character is going to be a 10/10 or an 8/8, if that’s the proportional strength of a Spider. They all need to play well in the environments.

Things like rarity are a really good way to express that these are the Spider-characters we think are really cool. Like, Cosmic Spider-Man’s got to be a mythic–he just feels like he has a step above. And there’s a relative expression among the spider-characters.

Is it a little weird that a taxi driver and Spider-Man can take each other out in combat? It’s a little weird, but again, Magic is an abstract game. Fifteen squirrels can kill an Elder God. There’s a little bit of suspension of disbelief, which helps out a lot.

Rosewater: When you’re making Magic cards, mostly what you want to do is make exciting things that do something. Marvel is about superheroes and supervillains with magical powers, and costumes that are designed to look really cool when you see them. Marvel has actually been perfect for making just really awesome Magic cards. They do fantastical things, and fantastical things make fun cards.

Last year, Wizards of the Coast announced the return of MSRP, and I know people were super excited about it. But obviously that is a suggested price, not an enforced price. Since then, however, prices have never been as high as they are now, which seems a result of the increase of Universes Beyond production. Do you have any plans on addressing these issues, or is that something that’s more out of your hands?

Rosewater: As you said, we have no control. That’s how capitalism works. People can charge whatever they want, so it’s a tricky question. It’s just outside of our control.

Bowen: People in this room are not in the conversations of pricing, I’ll say that.

This interview has been lightly edited for brevity, clarity, and readability.



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September 29, 2025 0 comments
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Only ‘two percent’ of Escape from Tarkov players may get to see its best ending

by admin September 28, 2025


Escape from Tarkov players may finally get the chance to escape from the fictional war-torn city in northwest Russia, but it won’t be easy. During a live Q&A at Tokyo Game Show, Nikita Buyanov, the game’s director, told the audience that there will be four endings that players can achieve, which will be determined by the playthrough’s completion and progression. Buyanov added that the “best ending” will be “really hard” and “not everyone will escape from Tarkov.”

“I think it will be something around two percent of all of the player base,” Buyanov said of how many players the team expects to reach the toughest ending. “It will be really challenging, and you can treat it as an achievement of your life to finally escape from Tarkov.”

After being in beta for more than eight years, Escape from Tarkov is scheduled for a 1.0 release, along with its debut on Steam. Even after the November release, Buyanov said that the team still has a ton of content planned for the game’s future over the next five years. Much of the new content is still being kept under wraps, as is whether or not the developer plans to do another wipe before the official release that would reset player progression.

Buyanov said during the Q&A that there will be seasonal characters subject to typical wipes, along with a permanent main character that can retain progress indefinitely. As for whether the current state of the game will see another wipe before the November release, Buyanov posted on X that a decision hasn’t been made yet but that the team is leaning towards “probably no wipe.”



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September 28, 2025 0 comments
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Part-MMO, part-FPS, Eve Vanguard's devs are toying with a fascinating solution for bad in-game behaviour: leverage toxic players' actions for content
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Part-MMO, part-FPS, Eve Vanguard’s devs are toying with a fascinating solution for bad in-game behaviour: leverage toxic players’ actions for content

by admin September 26, 2025


Eve Vanguard is a strange proposition: part-MMO, part-FPS, part-companion game to the seemingly eternal juggernaut that is Eve Online, it’s developer CCP’s latest attempt to make a shooter that works as part of the storied universe. And I think, so far, it shows a lot of promise. The potential in Vanguard is the result of a passionate team being given (relatively) free rein to do what they want, as long as it’s fun and abides by the Eve bible. In a world where many developers are looking at smaller games with shorter development cycles, Vanguard’s gestation time – and trust from its parent company – is an increasingly rare thing.

But it’s driven by trust, and a genuine desire to see something like Vanguard finally take off. Bigwigs at CCP have told me, directly, that getting a shooter in the world of Eve to work is “an age-old dream CCP has been wanting to realise.” And it’s not for lack of trying. Previously, we’ve had Dust 514, the cult MMOFPS PS3 game that CCP worked on with Sony in 2013, which shut down in 2016. Since then, we’ve heard about both Project Nova and Project Legion, neither of which made it to release. Now, there’s Vanguard – a game I’ve personally been following for quite some time.

CCP’s vision for the world of Vanguard is as expansive as it is pretty. | Image credit: CCP Games

As such, I’ve seen the development process first-hand, seen how the ambitious shooter fleshes out. I’ve played it when the guns didn’t even really have models, when enemies were just amorphous grey blobs. But CCP London has been open about it every step of the way – and when it unveiled the new direction (more 00s space shooter than bland military sim), I was thrilled. It offered something different: a take on the Tarkov-like shooter that puts fun before punishment.

Now, the developer is ready to show off the next aspect of its vision: from the FPS side to the MMO side. Right now, there’s a flotilla of dissatisfied players from Destiny 2 looking for a new home. Marathon’s internal and external issues are well-documented, and it doesn’t bode well for launch. There’s Arc Raiders, which has some hype, and Helldivers 2 continues to dominate the landscape, but there’s just about enough room for Vanguard to muscle in on the action, thinks CCP London. But the social aspect of these games is skinnier than what Davis envisions for Vanguard.

Watch on YouTube

This past week, Vanguard launched ‘Operation Nemesis’, a huge update that was designed to explain the tenets of the game. It has a complete tutorial, a taster of the sort of content you can expect in the final game, and – perhaps most importantly – a live environment where you can meet, interact with (and perhaps get absolutely obliterated by) other players. Generally speaking, when you’re on the ground, you’re fair game: you can work with other teams to extract loot and materials – a rising tide helps all ships, so they say – or you can be a dick and eliminate another team and snatch their loot. It’s the PvPvE way, alas, and has a high-percent chance of being incredibly toxic. But therein, perhaps, lies the fun.

“There are some safeguards we can already draw in,” explains Scott Davis, game director on Eve Vanguard. “Eve Online already has this concept of high-sec, low-sec and null-sec.” For clarity, high security spaces have a higher presence of NPC enforcement troops, which diminish as you go down in classification – mess with other players in high-sec, and you’re going to get some bad attention. “You always start at high-sec, and you tend to be moving into low-sec areas. And that helps to give some guardrails or some safety nets around the more player-versus-player driven parts of the game. We’ll be using those same aspects in Vanguard.”

The baseline of the Vanguard experience is the gunplay – and let me tell you, it is excellent.Image credit: CCP Games

Some of the persistent, strategic zones (which are called ‘bastions’ in Vanguard parlance) will, therefore, have no PvP at all. If you don’t want to get ganked whilst going on a nice mining mission to pick up some ore, you can chill out there. “I play Final Fantasy 14 like a single-player game,” explains Davis, “just with lots of other people around me. And it feels richer because of that. And that’s something I think we can lean into.” That’s what these high-sec ‘bastions’ will look like: pleasant MMO hubs, with “me and my friends running around, doing lots of PvE things”. It’s “mingleplayer”, says Davis.

I love that term: that’s how I spent a lot of my time in both Destiny and FF14. In Destiny, I’d often go off and play PvP as a lone wolf, head back to The Tower, dance with some randos, and then jet off to do some strikes. Seeing other people going about their business was all part of the joy. In Final Fantasy 14, I liked to play a chef; getting ingredients and cooking dishes for players before hitting up a raid. It’s a good way to make friends. But any game operating in an online space has the potential for bad behaviour. That’s not a problem for Vanguard, though.

“But even in that first bastion, you’ll be aware that there are these high-sec planets and low-sec planets and null-sec planets. So if you want to be an absolute bastard, there are specific places you can go to do that. And then anyone who goes there knows that there’s a higher propensity for bastardry in those spaces.”

But that’s not to say that the high-sec portions of the game will be completely safe for the pacifists amongst us. “We’re also thinking, ‘how can we make high-sec cool?’,” explains Davis. “The idea that I shoot you but I’m just not dealing damage to you is an easy way of solving that problem, but are there much more interesting ways of doing that? I think there are. In Eve Online, you can destroy other ships, but then you get a ‘wanted level’, and then police are after you – what if, in these high-sec worlds, you can kill another player, but then all this stuff happens.

“Suddenly, a Space Police Concord drops right next to you. You show up on the map. Security forces announce: ‘right, everyone’s got infinite respawns until this person dies!’ It takes me back to playing DayZ, when you get a player-killer on the server, and then all of a sudden the whole server now wants to rally against the player killer. It’s putting more power into the people to solve the problem. It dissuades you from wanting to do PvP, but sometimes you might just think, ‘I want to cause that to happen. I want a big fight, I want the whole server against me’.”

A fresh batch of Vanguard screenshots, showing off one of the ‘sandbox lite’ areas of the game, alongside the latest version of Vanguard’s brilliant weapons. | Image credit: CCP Games

One of the very Eve Online anecdotes I was told at CCP’s studio is that, recently, the leader of an in-game corporation sided with another corporation out of nowhere. This person started deleting the assets of all the other corporations before he was caught. It was a scandal. “That’s not something you would ever engineer,” laughs Davis. “There’s a system that you make and players just rip, tear, and rend in their own way.”

It very much sounds like CCP London wants to take that philosophy from the main Eve game and shape it into something that works in an MMOFPS. As we see Helldivers 2 devs act like dungeon masters as players opt to cause in-universe havoc, and people bounce off Destiny 2 as its narrative and development direction feels increasingly out-of-touch with the players, it’s a fascinating prospect. Of course, it’s still early days and there is plenty that will be ironed out as the game heads towards a proper early access release next year, but for now, I’m very much picking up what Vanguard is putting down. I just hope it can stick the landing.



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September 26, 2025 0 comments
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