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Fanatical Red Hot Sale - Save On Some Of The Biggest New PC Games
Game Updates

Fanatical Red Hot Sale – Save On Some Of The Biggest New PC Games

by admin June 22, 2025



Fanatical’s new Red Hot Sale is live, discounting hundreds of PC games just in time for summer. The site-wide sale includes deals on everything from big new releases to hidden gems and fan-favorite classics, and like Fanatical’s other events, you can even score some free bonuses through the sale. If you spend $15 or more on a single order, you’ll get a Red Hot Scratch Card featuring either a free game key or a coupon code for additional savings. All orders also include a 5%-off voucher to use on a future order.

While the extras are nice, the real draw is the games. There are some notable new releases on sale this time around, including The Elder Scrolls IV: Oblivion Remastered for $33.49 (was $50), Stellar Blade for $54 (was $60), and Elden Ring: Nightreign for $35.19 (was $40). You can also save a few dollars on the new competitive multiplayer soccer game Rematch, which is down to $25.79 (normally $30). Another popular recent release, the sci-fi survival shooter The Alters, is on sale for $24.49 (was $35).

Then there’s the Street Fighter 6 Years 1-2 Fighters Edition for $49.19 (down from $60). This new version of the game bundles the Street Fighter 6 base game with all the paid DLC characters, stages, and outfits released so far. If you’re looking to get into the fighting game, this is likely your best option.

You’ll also find big price cuts to several highly rated games from smaller publishers. One of the best deals is for RoboCop: Rogue City, which is on sale for $3.74 (was $50). Fanatical’s sale is also the perfect chance to grab Lies of P while it’s down to $30 (was $60). You can then use that extra cash you saved through Fanatical’s discount to grab the Lies of P: Overture DLC expansion that recently launched for $30.

Fanatical’s Red Hot Sale

Lastly, if you’re looking to save on preorders, Fanatical also has discounts on upcoming games like Metal Gear Solid Delta: Snake Eater and Silent Hill f. Check the list below for a selection of some of our favorite deals in Fanatical’s Red Hot Sale, or browse all the deal at Fanatical. All keys purchased at Fanatical are delivered as official keys–most games unlock via Steam, while some may require other launchers like the Epic Game Store.

Disclosure: GameSpot and Fanatical are both owned by Fandom.

Fanatical Red Hot Sale 2025



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June 22, 2025 0 comments
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Red Dead Redemption star teases he "cannot wait" for us to know about a big announcement that's coming "before Friday"
Game Reviews

Red Dead Redemption star says he “possibly misled some people” but insists “exciting” news is still on the way

by admin June 21, 2025


Red Dead Redemption 2 actor said he “possibly misled some people” when he teased a Red Dead Redemption-related announcement was on the way.

Last week, John Marston himself – or, at least, the actor who brings him to life, Rob Wiethoff – was very excited indeed about an upcoming announcement, stressing that he was particularly excited as he livestreamed “this game”, the original Red Dead Redemption. His tease came just days after we heard another rumour that Red Dead Redemption 2 may be getting a next-gen update alongside a Nintendo Switch 2 port, and Roger Clark – who portrays Red Dead 2’s Arthur Morgan – backed up Wiethoff’s tease.

Now, however, Wiethoff has walked back his comments, reminding fans that he “do[es] not make announcements for Rockstar Games”, yet still insists he has something exciting to tell us.

Gym Buddy with Rob Wiethoff.Watch on YouTube

“There’s one more thing I wanna say,” Wiethoff told his viewers on YouTube as he introduced a livestreamed gym buddy session on YouTube. “I don’t know how to say this exactly, I’ll just say the one thing, uh, that I need to say, and I think all of you recognise this and know this, anyway.

“I do have something I’m really excited about. I truly am. And I think you will be, too, I really do think so. But I possibly, uh, misled some people when I announced that I have something to announce that I can’t talk about right now. Just please recognise – and I know that you know this – but let me remind you, I guess: I do not make announcements for Rockstar Games. We all know that. I’m just reminding you. I do not make announcements for Rockstar Games. Rockstar Games makes announcements for Rockstar Games, and they don’t use me to do that. So please know that.

“And again, I still think that, uh, a lot of you are going to be really excited about this news. Absolutely. Also, I can’t share it with you yet. And I’m so sorry,” he finished. “But I truly am that excited. That’s all I’m gonna say about that right now.”

Shortly thereafter, fans noticed a main cast reunion was scheduled for the National Gaming Expo in Tampa, Florida, from 8th-10th August, leading some to think this could be the “announcement” he was excited about (thanks, Push Square). The line-up for that was announced several weeks back, though, which doesn’t quite track with Wiethoff’s timeline.

Whatever it is, the announcement has seemingly been delayed. Going by Wiethoff’s original tease, we should’ve finally found out by yesterday, 20th June. However, when asked by a fan today, 21st June, for an update, he replied: “It’s coming. Sorry for the delay. Ha! There are a lot of moving parts. We want to get this right. I think it will be clear why once we’re able to say what’s going on.

“I can assure you, I want to tell you as soon as possible. Ha! I love it. Let’s goooooooo!”





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June 21, 2025 0 comments
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$312,981,377 ETH Stuns Coinbase, Ethereum Price in Red
GameFi Guides

$312,981,377 ETH Stuns Coinbase, Ethereum Price in Red

by admin June 21, 2025


A massive Ethereum (ETH) transaction has recently caught the attention of the crypto community. According to blockchain data tracker Whale Alert, 129,392 ETH worth $312,981,377 was transferred from an unknown wallet to the major crypto exchange Coinbase.

The timing of the transfer is especially noteworthy, with Ethereum’s price trading in the red. Deposits to exchanges imply an intent to sell, while withdrawals might signify buying. The move might be an institution reshuffling funds, with the exact reason for the move and the identity of the sending wallet unknown.

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In this light, the market is watching closely to see if the ETH is sold off, held in reserve, or reallocated. At the time of writing, Ethereum is trading lower, mirroring a broader sell-off in the crypto market that has resulted in $471 million in liquidations.

ETH price in red despite ETF inflows

Ethereum ETFs showed little demand in their first year, but trends have since improved thanks to renewed institutional interest. According to SoSoValue, funds tracking the price of spot ETH are on course for their sixth consecutive week of inflows and eighth positive week in the last nine.

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Despite the uptick in inflows, the price of Ethereum is negative this month and unchanged over the previous month.

For the year, Ethereum is down 25%, owing in part to uncertainty about Ethereum’s value proposition, lower revenue since its last major technical upgrade and increasing competition from Solana. The recent market volatility, fueled by macroeconomic uncertainty, hasn’t helped either.

In March, Standard Chartered cut its Ethereum price target by more than half. However, the firm also stated that the coin might still see a recovery this year. At the time of writing, ETH was down 3.26% in the last 24 hours to $2,425 and down 4.17% weekly.



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June 21, 2025 0 comments
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How the Red Sox-Rafael Devers breakup got so messy
Esports

How the Red Sox-Rafael Devers breakup got so messy

by admin June 20, 2025


AWAITING TAKEOFF ON the Boston Red Sox’s charter flight early Sunday evening, Rafael Devers sat with his teammates playing cards. The trip to Seattle would take a little more than six hours, and games were a reliable way to pass the time, a carefree bonding exercise for a team coming off a sweep of the rival New York Yankees. This was going to be a good flight.

Before the Boeing 757 lifted off, Red Sox manager Alex Cora approached Devers with a solemn look on his face. He had news, and there was no easy way to say it: Devers had just been traded to the San Francisco Giants. Devers was gobsmacked. He gathered his thoughts and belongings, said goodbye to his teammates, strolled off the plane and into a cab, and rode off to the next phase of his life.

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For months, the tension between Devers and the team had simmered. What started in spring training as a repairable mismanagement of Devers’ future — and his ego — by the Red Sox degraded into something far too familiar for the organization. Devers, according to a person familiar with his thinking, felt “lied to and betrayed” by the Red Sox. Cora, long one of Devers’ chief supporters and advocates, supported his expulsion. Craig Breslow, the Red Sox’s chief baseball officer whom Devers publicly badmouthed amid the hostility, played hatchet man. Red Sox ownership, which at first wanted to mend the relationship between the parties knowing that two years earlier it had guaranteed him $313.5 million to play a central role in a forthcoming resurgence, lost faith and greenlit the deal. And just like that, the last remaining member of Boston’s 2018 championship team, the kid who had signed with the team as a fresh-faced 16-year-old and a dozen years later had grown into a three-time All-Star and one of the best bats in Major League Baseball, was gone. The simmer had boiled over.

Devers wasn’t the only one blindsided. When the news broke, Red Sox fans did not believe it. They did not want to believe it. It was happening. Again. The package heading to Boston — left-handed starter Kyle Harrison, outfield prospect James Tibbs III, hard-throwing reliever Jordan Hicks and young pitcher Jose Bello — felt light for a player with the pedigree and the productivity of Devers. It felt all too similar to the underwhelming return of the trade five years ago that sent future Hall of Famer Mookie Betts from the Red Sox to the Los Angeles Dodgers.

Eighty-six years of failure leading up to their 2004 World Series win had calloused Red Sox fans and the organization alike. Even as the team became the most successful in the sport, with four titles in a 15-year span, dysfunction was never far from the surface. While winning those rings, the team suffered a historic collapse in 2011, last-place finishes in 2012, 2014 and 2015 — complete with made-for-tabloids drama about chicken and beer in the clubhouse — and the disastrous Betts trade. The one constant was an ugliness that personified the exits of some of the most prominent pieces of the Red Sox’s success.

Theo Epstein, a lifelong Bostonian and the architect of the curse-breaking 2004 team, grew so tired of his clashes with ownership that he quit on Halloween a year after his triumph and exited Fenway Park in a gorilla suit. He returned, only to later abscond for the Chicago Cubs. Terry Francona, the manager for the championships in 2004 and 2007, left alongside Epstein in 2011, was smeared anonymously for his usage of pain pills — he denied the allegations — and went on to win four division titles and go 921-757 in 11 years with Cleveland. Players were not spared the drama, either. Ace Jon Lester wanted to re-sign with the Red Sox, only to get lowballed; he followed Epstein to Chicago. Betts preferred to remain in Boston, but not at a discount — and the Red Sox shipped him out. Manny Ramirez offered perhaps the best description of life with the Red Sox a day before they traded him to the Dodgers in 2008, telling ESPN Deportes: “Mental peace has no price, and I don’t have peace here.”

The Red Sox have everything an organization could want — a rabid fan base, a gorgeous stadium, a successful television network, a history that dates to the turn of the 20th century — and still find themselves regularly salving self-inflicted wounds. Chaos is every bit as much the Red Sox’s brand as the Green Monster. The current iteration comes not from the detritus of a long-standing lack of success but an operating philosophy that better resembles plucky mid- and small-market team than financial leviathan. The Red Sox are big-market baseball in a funhouse mirror, a distorted reflection of what could be — and should be.

Breslow is not naïve to the chaos. He grew up in New England and spent five seasons pitching for Boston. Epstein hired Breslow in 2019 with the Cubs and entrusted in him the organization’s pitching program. The Red Sox poached him to replace Chaim Bloom in October 2023 with a specific mandate: Whatever it takes, remake the Red Sox to rekindle the early-century glory days. That’s even when it means trading the team’s best player.

Devers agreed to move to DH in the spring after Cora told him not to bother bringing a glove. Winslow Townson/Getty Images

RAFAEL DEVERS GREW up a Boston Red Sox fan in Samana, Dominican Republic. The Red Sox were the unofficial team of the small Caribbean island that had grown into the most fertile hotbed of talent in the world. The team’s biggest stars — David Ortiz, Manny Ramirez, Pedro Martinez — were Dominican. Devers turned 8 years old three days before the 2004 championship. Nine years later, when the Red Sox were barreling toward their third title in a decade, he signed with them for $1.5 million.

At 20, Devers arrived in Boston a hitting savant, his left-handed swing loaded with power, and stabilized a third-base position that had been a revolving door. In his first full year, Devers shook off an inconsistent regular season to drive in nine runs over 11 postseason games, capping a 108-win campaign widely regarded as the best in the team’s century-plus history.

After carrying the highest payroll in MLB in 2018 and 2019, owner John Henry tightened the purse strings. And when Betts was shipped out in 2020 and longtime shortstop Xander Bogaerts followed him West to sign as a free agent with San Diego for $280 million — $100 million-plus more than Boston’s final offer — the restlessness of Red Sox fans hit overdrive. Save for a surprising run to the American League Championship Series in 2021, mediocrity had become a Red Sox norm. The days of Papi and Manny and Pedro were nearly two decades in the rearview. Devers was their lone homegrown every-day player.

He represented an opportunity for the Red Sox to illustrate they remained dedicated to the now as much as the future. Making moves to mollify restless fans is a hallmark of bad organizations, but with declining viewership on NESN and empty seats at Fenway, ownership pushed to lock up Devers long-term. Multiple high-ranking officials in the baseball operations department opposed the idea. They were overruled. In January 2023, Devers agreed to a 10-year, $313.5 million contract extension that would begin in 2024.

It was the largest commitment in franchise history. Executives around the game questioned the wisdom of the deal. Yes, Devers had grown into a consistently excellent hitter — from 2019 to ’22, his OPS+ ranked 25th among the 247 hitters with at least 1,000 plate appearances. And, sure, in a market like Boston, where fandom is religion, placating the masses matters. But the questions, in their minds, outweighed those factors. How soon would Devers need to move off third base, where he was a below-average defender? How would his body, always squatty, age? How often did long-term contracts for one-dimensional players work out? Just because it was a deal that needed to happen didn’t make it a good one.

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No signs of discord or regret surfaced until February. Boston’s recent aborted attempts at contending — team chairman Tom Werner famously said the Red Sox intended to go “full throttle” into free agency after the 2023 season, only for them to spend $50 million total and go 81-81 — had failed, but this year was going to be different. Amid all the losing, Bloom had drafted and developed a cadre of position-playing prospects. Breslow traded three, plus a hard-throwing right-hander, for ace Garrett Crochet in December. He signed World Series standout Walker Buehler to join Crochet in an overhauled rotation and veteran closer Aroldis Chapman to shore up the back end of the bullpen. And despite the presence of Devers, Boston found itself in the mix for third baseman Alex Bregman, whose free agency had lingered to the cusp of spring training.

When the prospect of Bregman going to Boston surfaced, Breslow assured Devers’ camp that nothing serious was afoot — and that if it were, he would let Devers know. Cora wanted to meet with Devers in the Dominican Republic during the offseason, but Devers did not respond to messages, which was not entirely surprising — he typically goes off the grid upon his winter retreat to Samana — but disappointed some in the organization. Though the Red Sox were simultaneously pursuing Bregman and St. Louis Cardinals third baseman Nolan Arenado, there wasn’t enough confidence in a deal being consummated with either to flag Devers.

Then Boston made its final offer to Bregman as negotiations with other teams wound down: three years, $120 million, with opt-outs after the first two seasons. Within an hour, Bregman accepted. Devers found out when the news broke. He was not panicked — Red Sox officials said privately they planned on using Bregman at second base — but the move registered as curious nevertheless.

When Devers showed up at spring training, the team broached the idea of him shifting to designated hitter. Their computer model said the best version of the 2025 Red Sox would feature reigning Minor League Player of the Year Kristian Campbell at second base, Bregman at third and Devers at DH. Devers was livid. A player’s position is part of his identity. He was a third baseman. Beyond that, though, was a breach in the trust implicit in a contract of Devers’ magnitude.

At very least, if the Red Sox were intent on him moving positions, he wanted to ease into the new role. Play a couple times a week at third base and take the rest of his at-bats as DH. No, he was told. This was what was best for the team.

The front office’s tack reinforced the feeling in the clubhouse that the organization’s reliance on analytics for decision-making had come at the expense of productive interpersonal communication. At the same time, players acknowledged that Devers DHing probably would allow them to field their best lineup. After initially saying he wouldn’t DH, Devers wound up relenting. After Cora told him to not even bother bringing a glove to the spring training fields, he was comfortable that at least he could focus only on hitting.

Everything changed on May 2. First baseman Triston Casas suffered a season-ending knee injury. The internal options were limited. Breslow approached Devers about moving to first. Devers couldn’t believe it. He had already changed positions against his will once. Now the Red Sox were asking him to do it again. The disrespect galled him.

The team didn’t believe the ask was too much. They hadn’t asked him to be a clubhouse leader, a role for which he wasn’t particularly well-suited. They didn’t belabor his fitness or weakness in the field. This is what the money was for: to play where the team needed him to play and keep raking like one of the best hitters in the world.

He was holding up the latter part of that ask. Amid all of the consternation, Devers was evolving into perhaps the best version of himself yet. In the 73 games he played with Boston this season, he walked 56 times — just 11 short of his career best. He was still hitting for power and neared the top of the big league leaderboard for runs batted in. For a team trying to integrate Campbell as well as rookies Roman Anthony and Marcelo Mayer, Devers was a rock in the No. 2 hole. Teams in transitional phases like the Red Sox need players on whom they can rely, and Devers’ bat was nothing if not reliable.

His refusal to play first, though, coalesced ownership, the front office and the coaching staff. If they were going to build the sort of winning culture that permeated the organization throughout the 2000s and 2010s, what sort of message did it send that the team’s best player refused to do what they felt best for the team? After Devers told the media he would not play first, Henry, Red Sox CEO Sam Kennedy and Breslow flew to Kansas City, where Boston was playing, to speak with Devers. He met again with Henry for breakfast the next day, according to a source. Devers indicated he would prepare to play the position in 2026 if the team wanted to move him there full time. While publicly the Red Sox deemed the meetings productive, they knew what was happening next.

Rafael Devers was getting traded, public consequences be damned.

Devers has already said he’s willing to play first base for the Giants — a sign to the Red Sox that the messaging was the larger problem in Boston. Jeff Chiu/AP

EARLY IN BRESLOW’S tenure as chief baseball officer, he hired a consulting firm called Sportsology Group to assess Boston’s baseball operations department. The wide-ranging evaluation was something out of “Office Space,” an attempt to cut the fat accumulated while Boston cycled through heads of baseball ops. Ben Cherington took over from Epstein in 2011 and won a World Series in 2013. Two years later, the Red Sox hired Dave Dombrowski over him. Ten months after Dombrowski won a World Series, he was fired and replaced by Bloom, who lasted four years.

Any objective assessment would note that perhaps the problems originated with organizational instability — that the Red Sox had grown bloated, in part at least, because they so often made changes. Regardless of how it came to be, the recommendations included the elimination of jobs across multiple departments. Around 50 people were fired last year, sources said. The professional scouting department was gutted. Some of the positions wound up being filled, but it was clear to those who stayed and went: This was Breslow’s team, and now he would remake it in his image.

Since the cuts, Breslow’s circle of trust has been small and his reliance on the team’s analytical model heavy, according to sources, leaving some longtime employees embittered. Breslow loyalists fear the consequences of that, with one saying: “There are definitely turncoats internally plotting against Bres.”

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The Devers trade only heightened the palace intrigue. Front office officials from other teams mostly lauded the deal for Boston, looking at San Francisco’s willingness to take on the remaining $254 million over the next eight-plus seasons as a win for the Red Sox. But models exist to strip the emotion out of decision-making and use decades of history — and dozens of other inputs about players’ skills gleaned from the cameras that track their every move — to objectively analyze. There is no accounting for a fan base’s adoration of a player.

“Boston absolutely botched this entire Devers situation,” one rival official said, “and somehow it all resulted in them getting to dump what was both an underwater contract and a distraction while also getting a bunch of value back in return.

“It was like, ‘Oops, we overpaid for a decade of our bat-only star, pissed him off publicly, then continued to bungle every subsequent opportunity to get things right. Why don’t you give us a controllable mid-rotation starter and your first-round pick from last year and help us get out of it?’ “

At the same time, a rival general manager said, “These are the Boston f—ing Red Sox. You don’t trade your stars.”

It’s a fair point. The Red Sox’s competitive-balance-tax payroll topped out in 2019 at $243.7 million. Each of the past two years, they ran a CBT payroll that ranked 12th in the big leagues. The Devers trade puts them comfortably under the CBT threshold. Perhaps they reallocate the money at the trade deadline. Perhaps they don’t.

That the reinvestment is even a question is what really gnaws at Boston fans: They see with abundant clarity that the Red Sox did not learn their lesson from the failed Betts trade. In a market like Boston, financial flexibility is a red herring, playing for the future a false prophet. When the Los Angeles Dodgers and New York Mets and New York Yankees and, yes, even the San Francisco Giants balance today and tomorrow, it has to be about now and the future. The plight of the large-market team in an uncapped sport is that it has zero excuses not to act like one.

Breslow’s investment in his process is wholesale; he believes, regardless of the opinion of outsiders or adversaries within, that he is the right person with the right plan to turn the Red Sox into champions again. He knows that the return for a player with more than a quarter-billion dollars owed will not add up to the quality of the player independent his contract — that the savings are regarded an asset every bit as important as Harrison or Tibbs.

The Miami Marlins made the same compromise when they shipped Giancarlo Stanton and the remaining $290 million on his deal to the Yankees for a pittance of talent — but what Breslow doesn’t understand is that this scenario likens one of the proud franchises in baseball to a bottom-feeder. An organization with Boston’s financial might should be the one acquiring superstars others can’t afford, and waving away that advantage is the truest waste of all, one that opens up the organization to criticism that no amount of championships over the past quarter-century can rid.

That’s why the Devers deal has unleashed such a poisonous recourse. With Boston fans frothing to consume any nugget that reinforces their belief in Breslow’s incompetence, the discussion around the Devers deal has devolved into falsehoods taking root. There are small ones, like Devers being mad at Campbell for volunteering to play first base — he wasn’t, multiple sources said — and bigger ones like the report claiming that a person who interviewed with the Red Sox for a baseball operations job went through five rounds of AI-only questions.

The team was concerned enough to release a statement Wednesday night shooting down the report, and three sources familiar with the team’s hiring practices said they use a company called HireVue, which uses AI to ask questions and record video, to screen prospective employees early in the hiring process. Other organizations around baseball use the same software.

Even so, the acknowledgment that it could be true speaks to the state of the Red Sox. The day after the trade, when Breslow and Kennedy held media availability, they acknowledged the flaws in their process — particularly Breslow needing to better communicate with players.

The handling of Devers was an easily avoidable mistake that devolved into a franchise-altering decision. Knowing your personnel is paramount, and whether it’s an unwillingness to meet Betts where he was or dealing Chris Sale to Atlanta only to see him win the National League Cy Young Award last year or moving Devers because of what comes down to a lack of communication, it screams for a self-audit.

Earlier this year, Carl Moesche, a Red Sox area scout in the Pacific Northwest, was logging off a Zoom and said, “Thanks, Bres, you f—ing stiff.” The comment was heard by those in the virtual room. Moesche was fired. His words were catnip to those aggrieved by the Devers trade. And if a low-level employee’s gripe can turn into a rallying cry for paying customers, it might be time for an attempt to eliminate chaos from the franchise’s playbook.

The sight of Devers with Giants legend Barry Bond was particularly upsetting for Boston fans, who believe Devers’ mentor should have remained the same: David Ortiz. AP Photo/Jeff Chiu

RAFAEL DEVERS IS going to play first base for the San Francisco Giants. Maybe not this weekend, when the Red Sox come to town, but it will happen soon. And as much as those in the anti-Devers camp point to the double standard, one person close to him said there’s another takeaway to glean.

“Sometimes it’s not the message,” he said. “It’s how the message is delivered.”

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The message from the Giants was clear: We’re thrilled you’re here, and we see the importance of transparency. Buster Posey, the future Hall of Famer who took over Giants baseball operations over the winter, and manager Bob Melvin walked Devers through the state of the franchise. With Gold Glove third baseman Matt Chapman signed for six more years, the Giants see Devers as a first baseman and DH. San Francisco’s best prospect, Bryce Eldridge — whom the Red Sox initially targeted in discussions with the Giants before recognizing that the Giants would not budge from their position that he would not be in any Devers deal — plays first and is expected to debut in the major leagues this season. When that time comes, Devers will know.

Which is all he really wanted in the first place. The original sin of opacity spiraled into a mess of the Red Sox’s own making. Devers didn’t exactly acquit himself well, but the onus is on the franchise to create an environment in which players gravitate toward selflessness. Breslow and Kennedy said the lack of “alignment” between the organization and Devers — they used the word a combined 14 times in Wednesday’s news conference — left them with no choice but to trade him. They spoke of building a championship culture. But no player determines that culture single-handedly: It starts with ownership, filters down through management and manifests itself through players bought into ideals and values.

There is no clearer reminder than Devers’ willingness to play first base in San Francisco. The Giants did not care that Devers’ deal might not age well. After being spurned by Aaron Judge and Shohei Ohtani in free agency, they needed a middle-of-the-order bat to win now and gladly went underwater to capture it. Modern organizations are not defined by their models as much as their risk-reward matrices.

Assessing the trade on returns in 2025 alone is short-sighted, although it illustrates the push and pull between now and future. The Red Sox’s future remains bright, and in other regards they’ve made savvy decisions. In Crochet, they targeted a front-line starter, gave up tremendous prospect value and signed him to an over-market extension. In Carlos Narváez, Breslow acquired the Red Sox’s catcher of the present and future — from the Yankees no less — for Elmer Rodriguez-Cruz, a soon-to-be-22-year-old right-hander in High-A. While the eight-year, $60 million contract for Campbell has not paid dividends — he was optioned to Triple-A on Thursday after struggling for the past six weeks — evaluators remain bullish that he’ll mature into a middle-of-the-order force.

Until then, though, his demotion just adds a layer to the Devers story. If not for Boston’s belief in Campbell’s ability to succeed at the big league level in 2025, Bregman could have manned second base, Devers third — and he would still be wearing a Red Sox uniform instead of chatting up Barry Bonds behind the Giants’ batting cage. That image stuck in the craw of those pained by the trade. If Devers is going to talk shop with a legend, it should be David Ortiz.

But it isn’t. Ortiz lamented the trade — and Devers’ role in it — as much because Devers could have been, should have been, just like him: a Red Sox hero. Instead, he is a San Francisco Giant, ready to stand in against his former teammates, waggle his bat and do what too many have had to: find his peace somewhere other than Boston.



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June 20, 2025 0 comments
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Microsoft
Product Reviews

AMD to design processor for Xbox Next: Team Red extends long-standing Microsoft partnership

by admin June 17, 2025



In a rather unexpected turn of events, Microsoft on Tuesday announced that it had extended its hardware partnership with AMD to include next-generation Xbox game consoles as well as portable devices. The partnership is set to last several years and span across multiple generations of desktop and portable hardware. 

“I am thrilled to share we have established a strategic multi-year partnership with AMD to co-engineer silicon across a portfolio of devices including our next-generation Xbox consoles, in your living room, and in your hands,” said Sarah Bond, president of Microsoft’s Xbox business unit. 

The announcement is the first official confirmation that Microsoft is prepping a new generation of Xbox consoles for home as well as Xbox-branded portable gaming devices that will be a part of the Xbox ecosystem. As it turns out, all of these gaming systems will continue to use semi-custom processors designed by AMD that will offer considerably higher performance than the existing Scarlett system-on-chips (SoC) powering Xbox Series X while maintaining backwards compatibility. That backwards compatibility likely means continued reliance on Zen CPU cores based on the x86 instruction set architecture (ISA) as well as on AMD’s Radeon graphics processing units. 


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“Together with AMD we are advancing the state of art in gaming silicon to deliver the next generation of graphics innovation to unlock a deeper level of visual quality and immersive gameplay and player experiences enhanced with the power of AI, all while maintaining compatibility with your existing library of Xbox games,” said Bond. 

Microsoft did not reveal when it expects Xbox Next to become available, though typically the company makes formal announcements of next-generation consoles about 1.5 years before releasing them to market. For example, Microsoft announced its project Scarlett Xbox Series X at E3 trade show in mid-2019 and released it in late 2020. 

If the company follows the same release pattern, expect Xbox Next to arrive in time for holiday season 2026. Given the timing, it is reasonable to expect the next Xbox console to use an SoC featuring custom Zen 6 CPU cores and an RDNA 5 GPU, though we are speculating here. 

A particularly intriguing part of the announcement is a confirmation of Xbox-branded portable consoles. Although handheld PC gaming systems took off after Valve released its Steam Deck in 2022 and now there are half a dozen interesting competitors, these portable consoles are still a niche market. Nonetheless, it looks like Microsoft Xbox sees a strong potential for portable consoles and plans to release one of its own based on a custom processor.

Get Tom’s Hardware’s best news and in-depth reviews, straight to your inbox.

“At Xbox, our vision is for you to play the games you want, with the people you want, anywhere you want,” said Bond. “That is why we are investing in our next-generation hardware lineup, across console, handheld, PC, cloud, and accessories. […] The next generation of Xbox is coming to life, and this is just the beginning. We cannot wait to show you what’s next.”

The announcement also highlights Microsoft’s ambition to support gaming on multiple platforms beyond traditional devices like consoles, handhelds, or PCs, which likely means expanded compatibility between Xbox and Windows machines going forward.

“This is all about building you a gaming platform that is always with you, so you can play the games you want across devices anywhere you want, delivering you an Xbox experience not locked to a single store or tied to one device,” added Bond. That is why we are working closely with the Windows team, to ensure that Windows is the number one platform for gaming.”

Follow Tom’s Hardware on Google News to get our up-to-date news, analysis, and reviews in your feeds. Make sure to click the Follow button.



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Inside The Witcher 4 tech demo: the CD Projekt Red and Epic interview
Game Reviews

Inside The Witcher 4 tech demo: the CD Projekt Red and Epic interview

by admin June 17, 2025


Unreal Fest 2025 kicked off with an impressive demonstration of how The Witcher 4 developers CD Projekt Red are getting to grips with Unreal Engine 5. The 14-minute tech demo features lush forest landscapes, detailed character rendering and impressive hardware RT features, all running at 60fps on a base PlayStation 5. It’s one of the most visually ambitious projects we’ve seen for current-gen consoles even at this early stage, and we wanted to learn more about how the demo was created.

To find out, Digital Foundry’s Alex Battaglia took a trip to CDPR’s offices in Warsaw and spoke to key figures at CD Projekt Red – including Charles Tremblay, VP of technology; Jakub Knapik, VP of art and global art director; Kajetan Kapuscinski, cinematic director; Jan Hermanowicz, engineering production manager – as well as Kevin Örtegren, lead rendering programmer at Epic Games.

A selection of questions and answers from the interview follows below. As usual, the text has been slightly edited for clarity and brevity. You can see the full interview via the video embedded below. Enjoy!

Here’s the full video interview from CD Projekt Red in Warsaw, featuring Alex, Charles, Jakub, Kajetan, Jan and Kevin. Watch on YouTube

When did the cooperation between CDPR and Epic begin for The Witcher 4 tech demo, given the announcement of The Witcher going to Unreal in 2022?

Jan Hermanowicz: That will be about three years by now. When it comes to this particular demo, it’s sometimes hard to draw a line, but this is a relatively fresh thing that we started working on somewhere last year.

Why did CDPR switch from RedEngine to Unreal Engine in 2022?

Charles Tremblay: I get this question often, and I always preface it by saying that I don’t want people to think the tech we had was problematic – we’re super proud of what we achieved with Cyberpunk. That being said, when we started the new Witcher project, we wanted to be more of a multi-production company, and our technology was not well made for that. It was one project at a time, put the gameplay down, then move on. Second, we wanted to extend to a multiplayer experience, and our tech was for a single-player game. So we decided to partner with Epic to follow the company strategy.

Seeing the Witcher 4 demo running first on PS5, it goes against the grain of what CDPR has done in the past in terms of its PC-first development and PC-first demos for Cyberpunk 2077 and The Witcher 3. So why target PS5 at 60fps?

Charles Tremblay: When we started the collaboration, we had super high ambition for this project. As you said, we always do PC, we push and then we try to scale down. But we had so many problems in the past that we wanted to do a console-first development. We saw it would be challenging to realise that ambition on PS5 at 60fps, which is why we started to figure out what needs to be done with the tech. We have all our other projects at 60fps, and we really wanted to aim for 60fps rather than going back to 30fps.


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Jan Hermanowicz: We had a mutally shared ambition with Epic about this, that this was the first pillar we established.

Kevin Örtegren: It was a really good opportunity for the engine as well, to use this as a demo and showcase that 60fps on a base console is achieveable with all the features that we have.

Do you see 60fps as a challenge or a limitation?

Charles Tremblay: We’re perfectly aware that we still have a lot of work ahead of us – this is a tech demo; the whole gameplay loop isn’t implemented, there’s no combat and there’s a lot of things that don’t work. But still, the ambition is set. It’s too early to say if we’ll nail it, but we’ll work as hard as we can to make it, for sure.

How did you manage to get hardware Lumen running at 60fps on console, when almost all other implementations are at 30fps?

Kevin Örtegren: It comes down to performance and optimisations on both the GPU side and CPU side. On the CPU, there’s been a ton of work on optimising away a lot of the cost on the critical path of the render thread: multi-threading things, removing all sync points we don’t need, allowing all types of primitives to actually time slice… On the GPU, tracing costs need to be kept low, so having good proxies and streaming in the right amount of stuff in the vicinity… making this work out of the box is core to that 60fps.

The Witcher 4 presentation at Unreal Fest Orlando is well worth watching in its entirety, starting with the trailer and then moving onto more detailed explanations. Watch on YouTube

Why target 60fps with hardware Lumen when the software path exists and runs faster?

Kevin Örtegren: The software path has a lot of limitations, things that we simply cannot get away from, no matter how hard we try. The distance field approximation is effectively static, right, and the more dynamic worlds we build, we want that to also be part of the ray tracing scene. So using hardware RT is much better quality-wise, we can get much better repesentation with RT than with distance fields. Generally, it is also kind of the future, so we’re focusing on hardware Lumen and we consider software Lumen to hopefully be a thing of the past.

Jakub Knapik: Looking at it from a Witcher point of view, this game will have a dynamic day/night cycle, so you need to secure the environments lighting-wise for all light angles, and it’s an open world game, so you need to make sure the way you make content will work and it will not light leak in all those situations. Hardware Lumen is much better for securing this. And like Kevin said, you can actually move trees and have proper occlusion.

For us, going with software Lumen would have a lot of limitations that would kill us from a production point of view; otherwise we’d have to change the design of the game.

Kevin Örtegren: It’s a good point. If you do software Lumen on one platform, but you want to scale up to hardware Lumen on another platform, working with both is problematic. You want to have the one representation, it’s much better.

Having hardware RT form the baseline makes some aspects of artist asset creation easier. | Image credit: CD Projekt Red/Epic Games/Digital Foundry

What effect does having RTGI and RT reflections on consoles as baseline tech have on art design?

Jakub Knapik: It was challenging to find a middle ground artistically with Cyberpunk so that it works on both consoles and high-end PCs. With this approach, we only have to alter the game once, and we can make sure it’s visually similar – it just gets better – and the art direction is consistent on all platforms.

Can you explain what it was like using Lumen for the first time in cinematics?

Kajetan Kapuscinski: The tools we were provided from Epic and the tools we’re co-developing with them open up a lot of possibilities to have creative freedom and create the things you’ve now seen in the beginning of the demo. It’s liberating in many ways.

Jakub Knapik: There are many aspects to the look, apart from Lumen, that we actually introduced in this demo – like lens simulation, film simulation, ACES tone mapping, all of that stuff we also added when working on the technology for The Witcher. So that all contributes to a slightly more effortless approach to scenes.

How were the world and terrain created for this demo?

Jan Hermanowicz: The pipeline we’re using for this is actually the pipeline for the main game, so there’s ideation and then landscape creation within DCC tools. We do the first pass outside of the engine, then import that height map into the engine, then do the rest of the sculpting in Unreal Engine. That’s purely the terrain; what you see is a layered picture with meshes like additional rock formations, trees, that sort of stuff, there’s a procedural (PCG) layer. Effectively, we replace the auto grass with the runtime GPU-based PCG, and we use that for the small debris, trash, grass and stuff like that.

How did the team view the paradigm shift in how vegetatation is made? After all, it’s been done with alpha cutout cards since I was a child!

Jakub Knapik: I think that combo of Nanite foliage plus PCG is a killer combo. Creating big trees is one problem, creating small foliage is another problem, and with this demo we tried to combine both techniques. Having big moveable trees that are illuminated properly was our biggest concern, because if you have a static tree, that’s an approachable problem. If you have a moving tree, that’s really hard.

I remember being in a conversation with our art director, Lucjan Więcek, and saying to him “you can have good lighting, or moving trees”. It’s hard to have both. There was a lot of effort from CDPR’s and Epic’s tech teams to solve that problem. That was by far the biggest change and concern we had with The Witcher.

Nanite foliage is one of the core technologies for The Witcher 4, replacing the card-based system used for multiple console generations. | Image credit: CD Projekt Red/Epic Games/Digital Foundry

Kevin Örtegren: As you said, alpha cutout cards has been the technique for many, many years. But it doesn’t really cut it – it’s flat, so it looks good from a certain angle but not every angle, shadows might be problematic as well. Throwing geometry at it is the only way to make it real volumetric.

Jan Hermanowicz: Exactly, and it opens up new possibilities for artists. So, for example, the pine needs that you see up-close in the demo is a perfect case for geometry. It requires some change of thinking among foliage artists, but the possibilities outweighed any new challenges.

Charles Tremblay: The reason we had the pine tree is because we thought it was the worst case scenario, and we worked on it for a long time. I was super stresed when we started work on the demo, and we had to consider also the asset space on disk, all the assemblies… In The Witcher, the forest is the soul of the game, so it couldn’t be done the traditional way.

Jan Hermanowicz: One of the best days was finding out this crazy amount of polygons without alpha actually ran faster than the classic cards approach.

Do you see this approach also working on other areas of rendering?

Kevin Örtegren: It’s possible, we’ve discussed it. The voxel idea isn’t actually all that new, Brian Karis who came up with nanite, had an HPG talk with a section on voxels a few years ago… at the time, it wasn’t a perfect fit, but it turns out it was actually a very good fit for foliage. So anything that looks like foliage might be a contender to use this tech.

How does this voxel-based approach to foliage fit into the classic lighting pipeline? How is everything lit and shaded?

Kevin Örtegren: They actually fit in every nicely – part of the standard Nanite pipeline is replaced by the voxel path, and that same path runs for VSMs. That’s why it’s kind of cheap to render into shadows in the distance, because they’re just voxels – that just works out of the box. Lighting-wise, it’s regular directional light, with improvements to the foliage shading model, on the indirect side, we have a simplified representation which is static for performance reasons, so it scales up.

How did you get virtual shadow maps (VSMs) running at 60fps when that’s relatively rare for shipping UE5 games on console?

Kevin Örtegren: There’s been a lot of work for a long time on improving performance in VSMs; I think a lot of times, developers turn it off because they have a lot of non-Nanite geometry. Obviously the settings are important as well, you can’t go with the highest resolution and highest LOD bias; here with the demo, we have a sensible setup. You can see some flickering on skin and some surfaces from lower-resolution shadows, but it works for us.

It takes special techniques to achieve good visual results on the very first frame following a camera cut. | Image credit: Digital Foundry

How was the demo’s flawless frame-rate achieved? I know you’re using triple buffering, but how does it work?

Kevin Örtegren: First of all, the average frame-time has to be reasonable, and we use dynamic resolution scaling to make sure we’ve got an achievable 60fps on every frame. Then we have the camera cuts, where we lose the history and we have to re-render a lot of stuff. Overdraw is massive on that first frame, and spikes can be 10ms or more and you can drop a frame.

Tackling that required an optimisation to prime that data so we have something to cull against, which brings spikes down significantly. In cases where we’re going above 16.6ms anyway, given we don’t have a super low latency mode enabled, we actually have quite a bit of a buffer zone. If one frame goes over, but the next one doesn’t, you can start to catch up and not drop that frame. Essentially if by the time you submit your work from the CPU to the GPU – the time that work has to finish before the next present – you have two or three frames of buffer to eat those hitches.

If you look at the demo more closely, you can see that the first frame is pretty good after the camera cut, and that’s because we render two frames before the next present, and then just discard one of them. The first one provides the history for the second one, which means that second one looks much better. So if we manage our frame times well enough, we can get away with that.

Would this technique work in other games? If there was a button in the options that said “smooth cutscenes”, I’d always click it.

Kevin Örtegren: There are two options here, one being the way we sync the game thread to the GPU – there are already options for that. You can do really low latency stuff, you can sync with the presents. Or you can sync your game thread to the render thread, then you get a bit of a pipeline going which smooths things out. Then you can select double buffering or triple buffering.

Jan Hermanowicz: There’s some work we did on the game thread side of things, on the CPU side. We uploaded as much as we could to async, so it can be computed over time, and Unreal animation framework also helps a lot because it moves a lot of animations to the other threads. Plus we’re now smoothly streaming geometry with FastGeo in this demo, so we’re not loading big chunks of a world. Plus, it requires some strategising, we know our world – in the demo and in the full game – and we know when it’s a good time to start loading certain things so that it isn’t just like “oh, it happened!” and there’s a hitch. You can’t predict everything, but having this thought process is an important part of this.

The Digital Foundry team share their first reaction to the Witcher 4 tech demo on the latest Unreal Engine 5.Watch on YouTube

How would CDPR potentially scale graphics to platforms more powerful than the base PS5, eg PS5 Pro or PC?

Jakub Knapik: This is one of the topics that we’re currently discussing. We said before that we wanted to start with the PS5 as the base and that it would be easier to scale up than down. We know that Lumen and these other technologies are providing pretty consistent representation across the scale. What it means exactly is another question – we’re CDPR, we always want to push PCs to the limit. It’s a creative process to decide how to use it. What it means for sure is that we’re going to expand all of the ray tracing features forward.

Kevin Örtegren: It’s another really good argument for hardware Lumen. If you start there, you can scale up easily and add super high-end features like MegaLights.

Charles Tremblay: I don’t want to go into too much detail, and don’t want to over-promise, but it’s something that’s super important to us, if people pay good money for hardware, we want them to have what the game can provide, not a simplified experience. The company started as a PC company, and we want to have the best experience for the PC gamer. But it’s too early to say what it’ll mean for The Witcher 4.

There’s also the Xbox Series S. What would it take to get this demo running on something with less memory and less GPU resources?

Charles Tremblay: I wish we had already done a lot of work on that, but we have not. This is something that’s next on our radar for sure. I would say that 60fps will be extremely challenging – it’s something we need to figure out.

The interview continues beyond this question, but due to time and space constraints we’ll conclude things there. Please do check out the full video interview above. Thanks to our panellists at CDPR and Epic for contributing their time and expertise.



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Ciri speaking.
Product Reviews

CD Projekt Red says The Witcher 4 will be a ‘more console-first development’

by admin June 16, 2025



Digital Foundry interviewed CD Projekt Red and Epic about the Unreal Engine 5 tech demo for The Witcher 4 and it’s an interesting look at the state of the art when it comes to how many polygons you need to make a pine tree look all nice (answer: a lot). One of the first topics that came up was the fact this tech demo was shown running on a PlayStation 5 rather than a PC.

“We always do PC and we push and then we try to scale down,” said Charles Tremblay, VP of technology at CD Projekt Red. “But then we had so many problems in the past that we tried to see, OK, this time around we really want to be more console-first development, right? And then we worked with Unreal, with our partner, and then we saw the challenge—to realize the ambition that to make what we want at 60 fps on PS5 would be, you know, there would be work.”

Inside The Witcher 4 Unreal Engine 5 Tech Demo: CD Projekt RED + Epic Deep Dive Interview – YouTube

Watch On

While your mind might race back to Cyberpunk 2077’s PlayStation launch, which was so bad Sony pulled it from sale, it’s not like The Witcher 3 didn’t undergo a lot of heavy-duty patching shortly after its release either. Much as you or I might like CDPR to say that our platform of choice is their baby darling and the one they think of first when they wake up in the morning, obviously something has to change if The Witcher 4’s launch isn’t going to be another five-alarm fire. (Hola!)


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“We wanted to solve certain foundations for us,” said Jakub Knapik, VP of art and global art director at CDPR. “It’s pretty logical in thinking about it—it’s easier to scale up than down. Because we know that both Lumen and all those technologies are providing us pretty consistent representation across the scale-up, we knew that once we’ll set up certain foundations both visually and technically, there’s room to scale up. Now what that means is another question. Because we’re CDPR, we always like to push PCs to the limit. It’s just a creative process how to really use it. We know we have a really great foundation right now on the console that we still need to push, but we’ll still figure out what it means—for sure we’re going to expand all the raytracing features forwards.”

So basically, don’t set fire to your pitchforks yet. Just because The Witcher 4 is going to be designed to hit 60 fps on a PlayStation 5 doesn’t mean you won’t be able to crank it up to ultra and see every pore on the face of some grubby peasant who is giving you a quest.

“The company started as a PC company and we definitely will want to have the best experience for the PC gamer for sure,” Tremblay said. “But it’s too early to say what will it mean for The Witcher 4.”

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



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June 16, 2025 0 comments
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Red Dead Redemption star teases he "cannot wait" for us to know about a big announcement that's coming "before Friday"
Game Reviews

Red Dead Redemption star teases he “cannot wait” for us to know about a big announcement that’s coming “before Friday”

by admin June 15, 2025


Another day, another Red Dead rumour, but this one comes from John Marston himself – or, at least, the actor who brings him to life, Rob Wiethoff.

In his latest Red Dead Redemption livestream, as spotted by F4D3broboi on Reddit, Wiethoff was very excited indeed about an upcoming announcement. And while he was coy about the details, he did stress that he was particularly excited playing “this game” – the original Red Dead Redemption – and even suggested we’ll know by this time next week.

Here’s a blast from the past with one of our Red Dead Redemption 2 videos!Watch on YouTube

“I’ve got such exciting news,” he teased. “I can’t share it with you right now, and it’s absolutely killing me. By the end of this week, hopefully sooner, you’re going to – not this week, I guess; probably not as soon as tomorrow, but definitely before Friday… Oh my goodness, the news that I have to share, and I won’t be the only one sharing it.

“I cannot wait for you to know what’s going on,” he added. “And that’s all I can say. And I’m not trying to be… I’m just telling, that’s the only thing I can think about right now. And you will know soon enough. I can’t wait for you to know, I am so excited, but I truly cannot think about anything else, especially playing this game, I can’t think of anything else. Oh, then what I want to tell you so bad.”

i wonder what this could mean?
byu/F4D3broboi inreddeadredemption
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This latest tease comes just days after we heard another rumour that Red Dead Redemption 2 may be getting a next-gen update alongside a Nintendo Switch 2 port. YouTuber Nate the Hate stated the cowboy classic will receive the update and a port to Nintendo’s latest console release later this year.

The original Red Dead Redemption released way back in May 2010. We awarded it 8/10, calling it “an exceptional Rockstar game, one that successfully re-clothes the Grand Theft Auto framework in an exciting, distinct and expertly realised scenario”.



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USA great Michael Bradley named New York Red Bulls II coach
Esports

USA great Michael Bradley named New York Red Bulls II coach

by admin June 12, 2025


  • Jeff CarlisleJun 12, 2025, 02:00 PM ET

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      Jeff Carlisle covers MLS and the U.S. national team for ESPN FC.

Former United States international midfielder Michael Bradley has been hired as head coach of third-tier MLS Next Pro side New York Red Bulls II, making it the first managerial role in his nascent coaching career.

Bradley, 37, previously served on the staff of Norwegian side Stabaek from October of 2023 to September of 2024 under his father Bob Bradley. More recently, he worked as a “guest coach” with the Canada men’s national team under Jesse Marsch during the June international window.

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The move also amounts to a homecoming of sorts for Michael Bradley, given that he broke into the professional ranks in 2004 as a player with the MetroStars, the forerunner of the New York Red Bulls.

“I couldn’t be more excited to come back to where my professional playing career began,” said Bradley. “This is a dream opportunity as a young coach. I’m looking forward to working everyday with this talented group of players, and I’ll give everything to help them take the next step in their careers.

“I’m thankful to the club for the opportunity and can’t wait to get started.”

Michael Bradley ended his playing career with Toronto FC in 2023. Zou Zheng/Xinhua via Getty Images

Bradley is among the more decorated players in USMNT history, earning 151 caps, good for third on the program’s all-time list.

He scored 17 goals at international level and was part of the squads at the 2010 and 2014 World Cups. He was also part of two Gold Cup-winning teams in 2007 and 2017. Bradley was named U.S. Soccer Player of the Year in 2015.

At club level, in addition to his time with the MetroStars, Bradley played for SC Heerenveen, Borussia Mönchengladbach, Aston Villa, Chievo Verona, AS Roma and Toronto FC. While with Toronto, Bradley was part of the side that won a domestic treble in 2017.

“We are excited to welcome Michael to the club,” said New York Red Bulls sporting director Julian de Guzman. “He had an incredible playing career and is one of the greatest American soccer players ever.

“We see him as a promising coaching talent and look forward to supporting his development as he transitions to a career behind the touchline.”

Bradley’s first match in charge will be on June 21 at Truist Point Stadium against Carolina Core FC in MLS Next Pro.



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Red Access Card dropped from loot box in Warzone Verdansk.
Esports

How to use Red Access Card and Blue Access Card in Warzone Verdansk

by admin June 7, 2025


(Updated with Verdansk Bunker 0 code)

Verdansk’s bunkers are back in Call of Duty: Warzone, and they’re packing valuable loot. But to get inside most of them, you’ll need either a Red Access Card or a Blue Access Card.

Inside the bunkers, you’ll find high-tier gear and rare weapons, including the Specialist Perk, which grants you the effects of every perk. Even though the keycard-accessible bunkers usually have lower-tier loot, they can still give you a solid advantage, especially early in the match.

Here’s everything you need to know about the special keycards on Verdansk.

How to find the Red and Blue Access Cards in Warzone Verdansk

These keycards can show up at random when you open loot crates around the map. They’re not super common, but keep looting and you’ll eventually come across one, especially in high-value loot zones. Another solid place to check is inside bunkers and secret rooms, where there’s a better chance you’ll find a keycard in there.

How to use the Access Cards in Verdansk

Bunkers require a specific key card. Screenshot by Dot Esports

Using these special keycards is pretty straightforward. Just head to one of the numbered bunkers and interact with the keypad to unlock the door. However, not every bunker works with an access card, and some require a specific color to open.

You’ll need a Red Access Card for Bunkers 4, 5, 6, and 9, while the Blue Access Card unlocks Bunkers 2, 7, and 8. Check out the screenshot below for a full map of all the bunker locations in Verdansk.

Verdansk bunker locations

There are 12 bunkers to open. Screenshot by Dot Esports

To make it easier for you to find the keycard-accessible bunkers, see the screenshots below for a clear, pinpointed look at their locations.

Red Access Card bunker locations

Bunker 4 (near Dam)

Screenshot by Dot EsportsScreenshot by Dot Esports

Bunker 5 (near Military Base)

Screenshot by Dot EsportsScreenshot by Dot Esports

Bunker 6 (near Quarry, edge of the map)

Screenshot by Dot EsportsScreenshot by Dot Esports

Bunker 9 (near Prison)

Screenshot by Dot EsportsScreenshot by Dot Esports

Blue Access Card bunker locations

Bunker 2 (near Boneyard and Storage Town)

Screenshot by Dot EsportsScreenshot by Dot Esports

Bunker 7 and 8 (between Stadium and Lumber)

Screenshot by Dot EsportsScreenshot by Dot EsportsScreenshot by Dot Esports

Bunkers 7 and 8 are located across from one another within the same area. So if you’ve found one of them, just turn and look around to see the other.

Warzone Verdansk bunker codes

Some bunkers in Verdansk don’t use access cards. Instead, they need special codes to unlock. Bunkers 0, 1, 3, and 10 all require specific codes, while Bunker 11 can only be opened by completing an Easter egg quest. Below you can see the codes for Bunkers 1, 3, and 10, while Bunker 0’s code is yet to be discovered.

  • Bunker 0 code: 01011000 (binary code for “X”)
  • Bunker 1 code: 04222021
  • Bunker 3 code: 30198805
  • Bunker 10 code: 31547206

Since the bunkers are spread out across different POIs, I highly recommend getting a helicopter to get around quickly. If you can’t find one, an LTV or Polaris will still do the job. Also, make sure to gear up with some solid weapons from loot boxes before heading to a bunker because chances are other squads might be going for them too, so you’ll want to be ready for an encounter.

This article will be updated when new information about the Verdansk bunkers becomes available.

Dot Esports is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy



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