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Crypto Trends

Ripple CTO Declares Blockchains Can Solve Problems Outside Of Cryptocurrencies

by admin August 18, 2025


Trusted Editorial content, reviewed by leading industry experts and seasoned editors. Ad Disclosure

Ripple’s Chief Technology Officer, David “JoelKatz” Schwartz, recently shared his view that blockchains are not only about cryptocurrencies but could also solve many other problems. He explained that the fintech company’s vision has always gone beyond digital coins, dating back to Ryan Fugger’s trust line idea in 2004. This early work, according to him, became the base for the company’s approach to connecting institutions and building trust networks. 

Ripple’s Vision Started With Trust Networks And Enterprise Adoption

The Ripple CTO pointed to Fugger’s work as the actual starting point for Ripple’s technology. Fugger builds his trust line system around the idea that people and institutions could form reliable networks of trust without always needing cash or coins in the middle. According to the CTO, this early concept eventually became the foundation for Ripple’s technology and the Interledger Protocol (ILP).

According to him, the Interledger Protocol, which connects different payment systems around the world, can, in many cases, work better than cryptocurrencies. “For those use cases where this is better than a cryptocurrency, there’s no world where people use cryptocurrencies instead of these kinds of solutions.” He added that this does not worry him because cryptocurrencies today are only a small fraction of what they could eventually become.

When the need is about trust and cooperation between established players, distributed ledgers like ILP can provide smoother and more practical outcomes. In his view, this does not detract from cryptocurrencies but demonstrates that blockchain can serve multiple roles simultaneously.

He explained that distributed ledgers offering solutions, even for problems that are not solved best with crypto, will make blockchains more useful for everyone. Rather than trying to take the place of cryptocurrencies, the aim here is to highlight the many uses of blockchains, with that broader value pushing adoption forward.  

Ripple CTO Explains Where Cryptocurrencies Still Have The Edge

The Ripple CTO also explained that cryptocurrencies remain vital in certain situations. “Digital assets without counterparties, without jurisdictions, that are censorship resistant and, yes, also volatile should only be used for the use cases where those things are truly advantages,” he said. He pointed out that these features are not helpful in every case but matter greatly where they are required.

The volatility and decentralized nature of digital assets are not weaknesses in those contexts but advantages in specific situations where independence and openness matter most. For example, when users need assets that cannot be blocked or controlled, cryptocurrencies provide a clear solution.

In his view, the best outcome is not to treat enterprise blockchains and cryptocurrencies as rivals but as partners in a larger ecosystem. Distributed ledgers can deliver better solutions while still leaving space for digital assets to thrive in the areas where they are most effective. This way forward is what will keep blockchain meaningful and functional well into the future.

XRP struggles amid bearish headwinds | Source: XRPUSDT on Tradingview.com

Featured image from iStock, chart from TradingView.com

Editorial Process for bitcoinist is centered on delivering thoroughly researched, accurate, and unbiased content. We uphold strict sourcing standards, and each page undergoes diligent review by our team of top technology experts and seasoned editors. This process ensures the integrity, relevance, and value of our content for our readers.



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August 18, 2025 0 comments
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Hunt: Showdown 1896 Judgment of the Fool header image
Product Reviews

Hunt: Showdown 1896 goes offline for a day after its latest update caused so many problems Crytek had to remove it completely

by admin June 18, 2025



It’s been a rough day for Crytek, which after struggling for a day to get the new Hunt: Showdown 1896 2.4 update working properly has given up, rolled the whole thing back, and says it will try again later.

Trouble with the update became apparent almost as soon as the Judgment of the Fool update went live, as a raft of complaints about server problems and the inability to purchase Blood Bonds came flooding in. A couple hours after the update went up, Crytek said it was aware of the problem and took all game servers offline so it could fix the issue, with a promise to “update you as soon as the servers are back online.”

More than eight hours later, the servers finally came back—to Steam, anyway—but the 2.4 update did not.


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“After exhausting all possible solutions, we have decided to revert the game back to Update 2.3 to restore stability and will be monitoring stability,” Crytek wrote on X. “At this time, the return to Update 2.3 is now available for Steam players. Console players can expect an update soon as we work on restoring availability to PlayStation and Xbox.”

A return date for the 2.4 update was not provided, but Crytek said it will bring it back “as soon as possible.” It also promised that players who encountered problems with purchases during the 2.4 update’s brief life will receive the items they bought as well as other unspecified compensation, and that “as a token of our appreciation for your patience,” all players will have until June 27 to redeem a code (XIE25T57R247N190) granting them 10,000 Hunt dollars.

(Image credit: Crytek (Twitter))

This has not mollified much of the Hunt: Showdown community. Some fans (particularly those with less-than-great internet) are annoyed at having to download 26GB of data for the 2.4 update, only to have to download another 26GB of data to get rid of it, while others are irritated by the fact that they’ve been unable to play the game for an entire day.

The lack of regular updates from Crytek during the downtime is also a big sore point, and the offer of 10,000 Hunt dollars has also not made much of an impression: It’s a decent amount but not the premium currency, so it can’t be used for things like Legendary skins or battle passes.

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

Naturally, there’s also been a spate of negative user reviews on Steam, where the “recent reviews” rating now sits at “mixed.” 146 negative reviews have been posted so far today, many of them by players with literally hundreds or even thousands of hours in the game.

(Image credit: Steam)

For now, that’s where things stand: Hunt: Showdown is playable on Steam, apparently not yet playable on consoles, and the 2.4 update is coming but it’s not clear when. We’ll keep our eyes open and let you know when it does.



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June 18, 2025 0 comments
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Obsidian's The Outer Worlds 2 looks to fix the problems it always knew the original had
Game Reviews

Obsidian’s The Outer Worlds 2 looks to fix the problems it always knew the original had

by admin June 11, 2025


Brandon Adler, The Outer Worlds 2’s director, tells me the team at Obsidian knew exactly what would and wouldn’t go down well with the original. “Before the first game even shipped, I did a full breakdown of: here’s what I think people are going to like and dislike about the game,” he says. “And here’s what I think the press is going to like and dislike. And I think we should address these things in the next one.”

The studio, then only freshly acquired by Microsoft and still publishing the original game via 2K’s Private Division, actually had plans for how a sequel might fix those issues from the off as well. “Before even The Outer Worlds one shipped, we knew we wanted to do a second one. We knew we wanted to plan for that. I knew I wanted to be a part of it,” Adler says, speaking during a roundtable chat at an Xbox event during Summer Game Fest.

He’s open about what those predicted issues were. “Just the worlds themselves were a little small. And some of that was the size of the map,” he explains, with the studio having now made the world – a new mining colony setting called Arcadia – approximately 50 percent larger. Some of it was more intricate: the way the game laid out its sight lines, for instance, or how it now doesn’t “hard load” when you go into buildings. Adler offers an example from The Outer Worlds: “In the very first area, there’s a volcano, and it looks really cool. And you’re like, ‘I’m gonna go to that volcano, it looks cool.’ And you go to the volcano, there’s nothing there.”

We got a good, long look at The Outer Worlds 2 after the Xbox stream the other evening. Jump to one-hour-forty to get to where it begins.Watch on YouTube

“We can’t do that,” he says. “If something looks awesome, the player needs to be rewarded for going there. And now the player feels like the world is bigger because they’re actually exploring.” Other anticipated complaints were more fundamental – the guns didn’t feel great, he and the team rightly identified, and so “gunfeel” has been heavily tinkered with here. (Having played a short mission out here at SGF I can say the guns – at least those available in this limited case – do feel at the very least perfectly fine.)

Adler’s also open about the studio’s relationship with Microsoft – who he calls a “great partner” – and its role in giving Obsidian more freedom with the sequel. The first reveal trailer’s joke, that The Outer Worlds 2 took about twice as long to make, is actually not far off the mark, according to him. Likewise the team had “more resources” this time, both in a blunt financial sense and in other ways. He cites the ability to go and speak to Microsoft’s user research team for easy playtesting as one example. “We were not hurting for resources and time,” as Adler put it when I asked if he could be a little more specific on the difference. “Any time we asked Microsoft for more, or we said we really want to do this thing, they’ve been great partners in being like, ‘Yeah, let’s do this, let’s figure out how to go do this.'”

“We were not hurting for resources and time,” says game director Brandon Adler about The Outer Worlds 2. | Image credit: Obsidian

Beyond the basics of scale, The Outer Worlds 2 also seems to just be generally more intricate, more thoughtfully assembled and more generally involved than its predecessor. There are more Perks – an idea Adler says he essentially took straight from Obsidian’s Fallout: New Vegas because the team liked it so much – with over 90 now available. The stealth is more elaborate and viable as a real option, with newly added distraction devices for lobbing at gormless foes, or disintegration gadgets that make enemy bodies disappear. There are more, and more silly, flaws this time, which are offered to you after certain playstyle thresholds are triggered. I was desperate to try out the Bad Knees one featured in the showcase, which lets you move much faster, a boon for stealth, but also means your knees loudly pop and crack whenever you stand up, alerting everyone nearby, though sadly it wasn’t triggered in my quick runthrough.

The other big push Obsidian has made, which Adler is also keen to emphasise during our conversation, is the attempt to make The Outer Worlds 2 more reactive to your decisions. During my playthrough – a mission where you and a companion shoot, blag, or sneak your way through a dodgy research facility – the main example was a conversation with a side character hanging out in some room slightly off the main path. With the right dialogue choices you could take on a side mission for her, digging into some workplace politics and eventually leading to a final showdown between her and her shady colleague. The sense I got from the conversations in-game, though I couldn’t confirm it at the time, was that she may or may not actually end up confronting her rival in person at all. It certainly seemed to be true that she died in doing so because I completely ignored her requests to stay hidden and instead just lobbed a grenade at him the first chance I had (whoops).

“We want to respect people’s time,” says Obsidian. | Image credit: Obsidian

Adler is keen to explain there are also much bigger consequences, of the kind Obsidian fans, raised on the likes of Fallout: New Vegas, might be familiar with. “Typically, with most Obsidian games, there are lots of story points where things change, but we tried to go a lot further on that,” he says. “Even things like: how do you treat your companions? Do you treat them poorly? Well, there are points in the story where that’s going to matter, and they will push back at you, or they won’t listen, or they’ll back you because you were there for them and you kind of helped them out when something went wrong, or something like that.”

Likewise, there are moments of major consequence for the wider world. Some decisions will lock out factions that you could otherwise work with (and bringing a companion from one faction into a rival’s HQ will probably lead to a fight, he adds). “Even in the very first region, there’s a decision towards the end that really kind of affects large portions of the map itself.”

My hands on itself was maybe a little too brief, especially with only time to play with one playstyle, to give a really clear idea of just how much these things have improved. The slightly grating corporate-motivational-poster humour is still there, for better or worse according to your tastes. But also the physical humour, the slightly more subtle or silly things like those popping knees, feel like they’ve been dialled up a little more too.


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The mission I played felt curiously like one of Starfield’s better quests: a branching path of larger rooms and smaller side vents, environmental hazards and locked doors. I mean that in a good way – some of Starfield’s better quests are genuinely good quests – and the hazards are another sign of all the little details, along with the many layers of submenues, seem to be adding up to genuine depth. A defeated mech spilled a load of toxic grease that almost did me in when I went to loot it; one of the rifts I needed to close also just killed me on the spot when I rather naively walked straight into it.

That sense of ever so slight prickliness – in a good way; dare I say it a kind of cheeky way – is also carried over into other decisions too. Admirably, Adler says he wasn’t interested in watering down the RPG experience to accommodate an influx of newcomers via Game Pass, for instance. “It’s probably not a popular thing for me to say, but like, that’s just not as important,” he says, of wanting to keep even more players on board. “That doesn’t come into the calculus of the cool fun game I want to make. Yeah, we want to make a game that people want to continue playing for a long time, obviously, but I’ll tell you: not every game is for every single person, and sometimes you just have to pick a lane and choose that.”

Not allowing players to “respec” is one example of that, and perhaps Adler and Obsidian’s approach in microcosm, which at least from this early impression and conversation seems to be one of genuine vision, and determination to have a proper crack at realising a fuller idea of the game with The Outer Worlds 2.

“We want to respect people’s time,” he says, “and for me, in a role-playing game, that is saying: your choices matter, so take that seriously, and we’re going to respect that by making sure that we give you cool reactivity for those choices that you’re making.” If that’s not for you, it’s understandable, he says, “and we hope that we can convince you that it is. But I’m also not going to make a game for literally everybody, because then I feel it waters down the experience.”



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June 11, 2025 0 comments
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A woman in a red hood against vibrant green plant life
Gaming Gear

CD Projekt Red reflects on its hubris following The Witcher 3’s success, and how that led to Cyberpunk 2077’s problems: ‘I think that was the beginning of a bit of magical thinking for the company’

by admin May 25, 2025



The Witcher games are one of the clearest examples of improvement over a series in videogame history. No backsliding here: The Witcher was a mess, The Witcher 2 was genuinely quite decent, and The Witcher 3: Wild Hunt was a masterpiece. The Witcher 3’s success put CD Projekt Red on Sony’s speed-dial, but it had other consequences as well.

The Witcher 3 at 10

(Image credit: CD Projekt RED)

To celebrate its 10th anniversary, all this week we’re looking back on The Witcher 3—and looking ahead to its upcoming sequel, too. Keep checking back for more features and retrospectives, as well as in-depth interviews with the developers who brought the game to life.

“It gave us confidence that we can deliver a truly ambitious and engrossing RPG of a big scale,” says Michał Nowakowski, joint CEO and member of the board, speaking to PC Gamer’s Joshua Wolens. “And that we can punch above our weight and we can get head to head with the big ones. I remember, I was like, really, really afraid of the standard that Dragon Age: Inquisition’s going to set,” Nowakowski recalls.

While the two did duke it out for RPG of the Year awards (“I thought it was a fantastic game,” Nowakowski says of the competitor), The Witcher 3 was such a smash it changed expectations at CD Projekt Red. “That gave us confidence,” Nowakowski says. “Maybe in many ways even too much confidence looking back, to be honest, because I think that was the beginning of a bit of magical thinking for the company, which only stopped after Cyberpunk.”


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Or as Adam Badowski, CD Projekt Red’s other joint CEO and member of the board puts it, “We turn from underdog to the company that is visible in the industry.”

The idea of magical thinking brings to mind BioWare magic, the idea that a troubled videogame will inevitably come together during the final stage of development because that’s what happened last time. And while the concept’s been torn apart repeatedly, it persisted because so many videogames do come together at the last moment. Even a classic like Thief: The Dark Project wasn’t fun to play until it was almost finished.

“I do remember, for The Witcher 3 specifically, seeing a version of the game that was put together, I think it was like February, 2015?” Nowakowski recalls. “I remember I walked up to Adam and said, ‘How are we in a good shape? Because that looks really not that great.’ You know, like, ‘Don’t worry. We’re gonna make the final push with the patch. That’s gonna be a day-zero patch.’ I remember talking to some of the key tech people, and they were tired—exhausted, to be honest—but it’s OK. We’re gonna make it happen. And they did. Of course there were a lot of patches afterwards, but the whole thing was like a force of nature. Lots of chaos, and a lot of final-moment efforts over there, without I think proper planning.”

(Image credit: CD Projekt Red)

The fact The Witcher 3 came together in that final push didn’t help the way the studio thought about things. “Everybody felt I think for a few moments that whenever something’s going on, we’re gonna have a magic fairy at the end that’s gonna come down and sprinkle some dust, and things are gonna be OK,” Nowakowski says. “I’m of course exaggerating, but there is some truth in that. So that’s a negative change. The positive change was that confidence, which I think helped us to build the ambition, which I still think is a big value of the company.”

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

Cyberpunk 2077’s development demonstrated both the benefits of ambition, and the risks of overconfidence. Even as the studio got bigger, Nowakowski says, “A lot of things were developed in almost isolation, as weird as it may sound, so we sometimes didn’t see the actual effects of how it actually interacts until it was put together.” If those things developed in isolation don’t magically come together, you end up with a game full of disconnected systems, and sidequests that feel like they don’t mesh with the main questline. Which is to say, you end up with Cyberpunk 2077.

The Witcher games were developed in a similar way, Nowakowski says, but the issues that resulted were easier to fix. “It was probably never fine,” he says, “but it worked when the scope of the games were smaller. Like for Witcher 1 and 2. But I think at The Witcher 3, we could already hear the boat is creaking a little bit.”

(Image credit: CD Projekt)

Following the launch of Cyberpunk 2077, the studio worked to tear down that isolation. “I don’t want it to sound like it was all chaos, you know, burning cart on fire, because that would also not be true,” Nowakowski says. “We had great producers, and there was a lot of planning involved that made sense.” But the processes at CD Projekt Red in need of addressing finally were, “and that’s a big change that happened after Cyberpunk.”

When you’re spending $81 million to make a game like The Witcher 3, and $320 million on Cyberpunk 2077’s launch version, you don’t get to be the underdog any more. It can be hard to let go of the idea you’re the upstart rebels disrupting an industry and approach work more responsibly, though. “It was cool to be underdog,” says Michał Platkow-Gilewski, VP of PR and communication. “Yeah, it’s sexier.”



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May 25, 2025 0 comments
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Fortnite's AI Darth Vader hasn't just created problems for Epic by being Jedi mind-tricked into saying bad words, it's led SAG-AFTRA to file an unfair labour practice charge
Game Updates

Fortnite’s AI Darth Vader hasn’t just created problems for Epic by being Jedi mind-tricked into saying bad words, it’s led SAG-AFTRA to file an unfair labour practice charge

by admin May 20, 2025


Late last week, Fortnite got a Darth Vader chatbot you can squad up with and have stilted AI-powered conversations that use James Earl Jones’ actual voice. It’s not just said a bunch of stuff it wasn’t supposed to – it’s now led the SAG-AFTRA union to file unfair labour practice charge.

If you weren’t around last week, Epic quickly had to issue a patch to the bot – which has been made with the approval of deceased Vader VA Jones’ family – not long after it was released into the wild, because players had managed to get it to say stuff it shouldn’t. You know, swears, slurs, and chatter about breasts.


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Fast forward to last night, when voice acting union SAG-AFTRA issued a statement on the AI Vader bot, challenging Epic on it being a thing and revealing that it’s filed an unfair labour practice charge with the US National Labour Relations Board.

“We celebrate the right of our members and their estates to control the use of their digital replicas and welcome the use of new technologies to allow new generations to share in the enjoyment of those legacies and renowned roles,” the union wrote, acknowledging Jones’ estate having approved the bot, “However, we must protect our right to bargain terms and conditions around uses of voice that replace the work of our members, including those who previously did the work of matching Darth Vader’s iconic rhythm and tone in video games.

“Fortnite’s signatory company, Llama Productions, chose to replace the work of human performers with A.I. technology. Unfortunately, they did so without providing any notice of their intent to do this and without bargaining with us over appropriate terms. As such, we have filed an unfair labor practice charge with the NLRB against Llama Productions.”

VG247 has reached out to Epic for comment.

So, we’ll have to see what, if anything comes of the union challenging Llama Productions over allegedly not providing it notice of its plans to use AI to create AI Vader. It’s yet another chapter in the union and many voice actors’ efforts to secure protections against the use of AI to mimic voices, which it’s been argued presents an existential threat to their profession.

After all, as the union argues here, getting another actor to deliver voice lines for Fortnite Vader that sound like Jones would have been an alternative option to using AI her. Though as I’ve said, Epic and Llama did secure the right permission from those representing the AI-emulated actor’s interests.

How do you feel about AI Vader? Let us know below.



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May 20, 2025 0 comments
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