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Captain Price in Call of Duty
Esports

007 First Light revealed as Hitman devs take on James Bond origin story

by admin June 5, 2025



IO Interactive has finally pulled the curtain back on 007 First Light, a third-person action-adventure game about the origin of James Bond.

Revealed during the PlayStation State of Play on January 4, 2025, 007 First Light tells a completely original Bond story developed in collaboration with Amazon MGM Studios.

What is 007 First Light about?

It’s IOI’s first outing with Bond, and it’s not connected to any of the movies or actors from the big-screen franchise. Instead, it introduces a younger, rougher Bond, before the tuxedos and martinis.

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Set years before Bond becomes the 007 we know, First Light kicks off with a 26-year-old James Bond working as a Navy air crewman.

After a reckless but heroic act of bravery, he’s recruited into MI6’s toughest training program. From there, players will follow Bond’s transformation into an elite secret agent, learning when to shoot, when to sneak, and when to disappear.

“This is Bond as you’ve never seen him before,” IO Interactive said in their official reveal. “A man with sharp instincts, still learning the rules of the spy game.”

The game will feature iconic characters like M, Q, and Moneypenny, plus new faces like Greenway, Bond’s mentor.

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IOI is known for its Hitman series, and we expect they’ll bring that same world-class stealth and sandbox gameplay to First Light. Expect a mix of stealth, gadgets, intense combat, and cinematic driving sequences, powered by the studio’s proprietary Glacier engine.

The reveal trailer showed off several globe-trotting locations, from snow-covered peaks to sun-drenched coastlines, promising the exotic flair fans expect from a Bond story.

Platform details & PS5 enhancements

According to the PlayStation Blog, 007 First Light is not only confirmed for PlayStation 5, but will be optimized for PS5 Pro and run at 60FPS in Quality Mode using PlayStation Spectral Super Resolution (PSSR).

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However, it’s not just coming to PlayStation, as IOI’s own website advertises that you can wishlist it on Xbox, Steam, Epic Games Store and Nintendo Switch 2.

Is there a release date?

IO Interactive has set a 2026 release window for 007 First Light. More details, including gameplay reveals and story breakdowns, will be shared during the IOI Showcase on June 6, 2025.

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You can watch the official reveal trailer and wishlist the game now at ioi.dk/007firstlightgame.



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June 5, 2025 0 comments
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EA Sports F1 25 review: Familiar package, shining story mode
Esports

EA Sports F1 25 review: Familiar package, shining story mode

by admin June 2, 2025



May 30, 2025, 10:02 AM ET

The introduction of the Braking Point story mode into EA Sports’ F1 series has been interesting to watch because reactions to it have been so divided. Longtime fans of the series didn’t really care about the addition — if anything, they scorned it for using up resources that could’ve gone into the more traditional modes — while new players and critics received it very well. It’s a trend EA Sports F1 25 will likely continue.

Editor’s Picks

2 Related

Braking Point 3 is the final chapter for Konnersport, a fictional team joining the grid in the story. It’s a fairly typical narrative — something one might see when watching a sports blockbuster or anime series. Konnersport goes from scrappy and clueless underdogs to championship contenders, allowing the player to steer them out of obscurity and experience their growth every step of the way.

It’s a timeless formula, but it works. As cheesy as it may sound, it has your adrenaline pumping as you go all out for the final push to the title.

What makes Braking Point 3 so attractive to new and casual players is how it presents them with bite-sized racing portions and garnishes them with cutscenes, dialog choices, Netflix-esque interview sections and robust storytelling.

There isn’t much setup to do before the player gets to jump into the cockpit, unlike in Driver Career or My Team, and the mode is respectful of the player’s time with the way it splits up its gameplay sections. Stints of racing with a great variety of objectives are followed by interview sections, in which players choose dialog options that actually have consequences later on and affect aspects like the team’s reputation and performance. Getting high ratings in these two stats unlocks additional dialog choices and team principal decisions, slightly altering the story.

Short intermezzos in the team’s trailer from the perspective of the drivers and the team principal drive the story forward and allow players to explore some of the consequences of their decisions via emails, social media posts, and calls. This is really well done. Anyone only there for the car racing can ignore all that content and jump straight ahead, but those looking to engage with the characters will find out about the stress Jasper Akkerman’s family life is under due to his job as team principal or will see what the media is making out of their press responses.

Choosing to play Aiden Jackson or Callie Mayer, players can experience the story from both of Konnersport’s drivers’ perspectives. Best of all, players can decide who gets to be World Champion in the end, so everyone gets to write their own version of the story.

While both characters therefore receive equal treatment on the grid, Callie is a bit more in the spotlight when it comes to character development off the asphalt, though that’s mainly because Braking Point 3 is a family drama as much as it is a sports blockbuster. Callie Mayer, Devon Butler, and their father Davidoff are at the center of events, and a dramatic twist of fate kicks off questions one wouldn’t expect to see touched on in this particular context — questions about grief and family ties. Aiden does get his due and plays a pivotal role, but very much as a wingman.

Ultimately, Braking Point 3 will likely have the player’s heart racing because Devon Butler — who started out as the most arrogant, mustache-twirling antagonist known to man — gives an emotional pep talk to get everyone pumped for the final, decisive race. This is what makes this mode so great — it provides stakes and context for the action on track.

Driver Career and My Team allow players to build their own stakes over time, create their own thrilling narratives and battles, but not everyone has the time for that. Braking Point 3 delivers around five-and-a-half hours of well-paced racing and story content that’ll get the emotions flowing.

Fans need not be dismayed, however, because Codemasters gave My Team its due with some massive overhauls that have expanded the management aspect. Players shouldn’t expect it to dive as deep into things as games like Motorsport Manager, but there’s a fair bit to decide and do here, from choosing the direction of the car development to recruiting drivers and designing the livery. Many new events and choices spice up the experience — sponsor scandals, leaks during driver contract negotiations, and so on. Of course, this greater emphasis comes with a bit more menu clutter and work for the player, which won’t please everyone.

Progress isn’t simply shown through the standings, either. Players get a visual representation of how well they’re doing through how their headquarters look, which is a nice touch and adds to that organic storytelling of the mode.

Visually, F1 25 is stunning. Some of the character animations look a bit goofy, but the cars and tracks are gorgeous.

F1 25’s racing is a continuation of the series’ standards in that professionals will find plenty of faults and inaccuracies to complain about when they compare it to other racing sims. For any beginner, though, the game offers plenty of assistance settings to fine-tune their experience — and although it may take a while to find the right mix, this makes for a great racing experience once the sweet spot is found.

EA Sports F1 25 defends the series’ throne at the top of casual racing sims and sets a new standard for integrating a narratively-driven story mode into the genre.



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June 2, 2025 0 comments
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Atomfall receives first story expansion next week, here's a look at gameplay
Game Reviews

Atomfall receives first story expansion next week, here’s a look at gameplay

by admin May 30, 2025


British post-apocalyptic action game Atomfall will receive its first story expansion next week, adding an entirely new island to explore.

Titled Wicked Isle, the expansion draws on the folk horror elements of the base game with its Midsummer Island setting. It adds new characters, skills, weapons, and even new endings.

The expansion will be released on 3rd June. Below is a fresh gameplay trailer with further details.

Official Atomfall: Wicked Isle Gameplay Overview TrailerWatch on YouTube

“Midsummer is located close to the Windscale Atom Plant and as a result the levels of infection in both the people and environment are higher than on the mainland,” said Ben Fisher, head of design at developer Rebellion.

“You are going to meet new enemy factions including pirate bandits and infected druids. To help you survive there are new weapons to be found on the island including a devastating Blunderbuss shotgun, a new bow, cutlass, daggers and the Beekeeper’s Staff. You will also be able to acquire new skills which will aid you on your quest as well as an upgraded metal detector which will enable you to find even more loot caches.”

The DLC will cost £14.99 / €19.99 / $19.99, and will be available across all platforms: Xbox Series X/S, Xbox One, PS4, PS5, and PC (Steam, Epic, Windows). Game Pass subscribers will receive a 10 percent discount.

Atomfall released back in March and was quickly described as a British Fallout. It’s inspired by the real life Windscale nuclear incident in 1950s Cumbria, in northern England.

Over 2.5 million people have played Atomfall since launch.

“Atomfall is largely competent in a lot of areas rather than being unique or genre-leading, but I really enjoyed the world that Rebellion created, the duplicitous main characters, and the post-war sci-fi story,” reads our Eurogamer Atomfall review.



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May 30, 2025 0 comments
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Quantum Witch is a story of religious oppression, queer emancipation, and a dancing skeleton that hopes to popularise the ‘plotformer’ genre
Game Reviews

Quantum Witch is a story of religious oppression, queer emancipation, and a dancing skeleton that hopes to popularise the ‘plotformer’ genre

by admin May 29, 2025


You might not have heard of Quantum Witch, but if you’ve an affinity for pixel-art platformers with engaging story-beats, meta-narratives, and an array of kooky characters, then you should be all over it. To just call Quantum Witch a colourful platformer with a strong narrative (read: ‘plotformer’) is to do it a disservice, though.

Quantum Witch is so much more than its vibrant pixels; it is NikkiJay’s personal story of fleeing a religious cult, embracing her LGBTQ+ identity, and seeking solace in video games. There’s a dark undercurrent, but ultimately, Nikki chooses to tell her story – and a story that many others will no doubt see themselves in – with humour and pride.

To get a better idea of exactly what informed Quantum Witch and how the indie ‘plotformer’ came together, VG247 sat down with NikkiJay to ask how growing up in a religious cult led to the development of the game and what she hopes audiences will get from it.

The below interview discusses religious trauma, coercive control, and the abuse of power.


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VG247: I’m aware that Quantum Witch is largely informed by your own personal experiences of fleeing a religious cult; would you mind sharing some more about your experience, and how it has informed Quantum Witch’s story and characters?

Nikki: I was born into the group and my family on both sides were third generation. Age 10, I needed my tonsils out and I had to tell the surgeon that I would rather die than accept certain medical treatments. As a 10-year-old, it’s one of the questions they ask when you go for CPTSD diagnosis: “did you at any point honestly really believe you were going to die?” Yeah, I was told I had to be prepared for that. I had to die for God if that was the option that was presented to me. Either take this medical treatment that God said I couldn’t have or die. I had to choose death. This cult literally kills kids for God.

A lot of people stayed because the alternative was to lose your entire support structure and social network. You were literally by yourself with nothing, which was the option I chose in the end. It’s high coercive control. This way, they say that you have the personality God wants you to have. Religious control and abuse of that power is the biggest theme that made it into Quantum Witch. It is very much again about urgency and choice: I think if people have been through similar things, it’s going to resonate with them.

VG247: During the demo, I got the impression that Ren is largely not interested in the religious beliefs shared with her by others in Quantum Witch, but she still appears to have a fascination with the Old Gods. I have two questions about this: is Ren on the fence, so to speak, about her beliefs? Does this align with any of your thoughts and feelings about religion now?

Nikki: Yeah, I am agnostic. I am a skeptic. I have to be open to the possibilities. A skeptic who isn’t open to possibilities isn’t a skeptic. They’re a cynic, and Ren is very much a skeptic. The majority of the characters in the game are just aspects of me that I’ve made into a character, it’s just a little piece of me that I’ve enhanced without turning it into a stereotype as far as I can.

Tyra [Ren’s partner] is more cynical: ‘come on, it’s nonsense’. And Ren’s like, ‘no, let’s go find out’. Her desire to go explore is going to lead her into things that she shouldn’t have explored in the way that she’s going to. But yeah, she is definitely that part of me who would like for there to be magic.

Image credit: NikkiJay

VG247: Quantum Witch’s marketplace – which features unnamed characters that bear uncanny resemblances to some iconic video game mascots – is what I assume to be a representation of some of your favourite games. The game itself regularly reminded me of themes and mechanics from Undertale, The Binding of Isaac, and even Stardew Valley. What other games or pieces of media helped inspire Quantum Witch, and how?

Nikki: I love Undertale. What I loved about Undertale is the mixture of all those styles and then you’d be talking to a character and suddenly you have to play a really fast reaction game. I can’t do that. I’m too old. But it was a big inspiration in the style of game I wanted to create.

As for the reason why the video game characters are there in the plot of [Quantum Witch’s] story; they do tie into the plot and there’s a little hint that they say. And I just loved putting in my alternate takes on who these characters were. You might know Paul Rose from Digitizer. At the very beginning of the project, I had all my story beats worked out. This is what’s going to happen. This is how it’s all going to interact, but I could not – for the life of me – start it.

I couldn’t build the bridges between these beats and Rose helped me a lot. He did a script treatment and some of the dialogue in the marketplace is directly from him; [one of the characters you meet is] talking about pills and I was like, ‘that that just fits in perfectly because there is a character later on who might need that pill’. It’s also a bit of a cue for me to have the characters talk about medication. .

I also wanted to add some queer flavor to them, so Princess Nectarine – who is similar to but legally distinct from a certain Nintendo character – is in a polycule with Bowser and Mario and they like to roleplay kidnapping. I did not set out to make a queer game. It’s turned out that way because I can’t help it, but it’s not all these characters are.

VG247: I know you’re a solo developer and this is a largely solo project, but I’m aware you’ve received some help with the whole endeavour. You mentioned Paul Rose. So could you tell me more about the people who have helped you with creating Quantum Witch and what they did?

Nikki: I must absolutely shout out Jerden Cooke for the music. We composed a lot of it together, [with] me mostly on the ukulele which you can hear in Ren’s theme. I don’t know if you’ve seen the video clip of David Lynch helping compose Laura’s Theme from Twin Peaks. Working with him is like that. I got some fantastic music which was like the music I could hear in my head when I started playing on the ukulele. He was able to put it down, basically extract it from my head, and put it into a word file.

And Paul Rose; I knew him through Digitizer meetups. We just got talking on Twitter one day and met up. He’s a great guy and things came about quite naturally because it was when Covid hit and a lot of TV work got cancelled. I said to him, look, you should get yourself on Fiverr. Put your writing services out there because people should be paying for this. I will be your first customer, and so I was! Without his help, this would have still been a collection of little story beats that I would have had no idea how to wire together.

And I’ve always wanted to work with Stephanie Sterling. What if I just ping her on Bluesky and say, “Hey, want to write a chapter of this game? It’s got a dancing skeleton in it.” She said, “Yeah, I’m in.” She said that when she started to do it, she wasn’t entirely sure whether it would be the right project because she just saw a [dancing] skeleton.

The more she wrote for [Quantum Witch] and the more she played the game, she went, “Yeah, this is my wheelhouse,” and she poured her religious trauma into it, which happened to just fit absolutely perfectly. It’s like I could not have asked for a better group of people to work with, and this is kind of what I want to say to indie developers who are solo. You’re not alone. You might just want one name on the credit, but it takes a village to raise a child.

Image credit: NikkiJay

VG247: I was taken aback by just how cosy the game is. Admittedly, even with the subject matter, I didn’t expect – largely given the art style – for this to be all doom and gloom, but I definitely didn’t expect something so jovial and honestly, straight-up funny. How did you decide that this was the approach you wanted to take when creating Ren’s story?

Nikki: [Stardew Valley], Chrono Trigger and Paper Mario: Thousand-Year Door are my three most played games. I love the style of Stardew Valley and I love that there’s some darkness hidden in Stardew Valley. I really liked the humor in it. I mean, if you thought I shouldn’t be laughing at this, but I am, then that’s an achievement. That’s exactly what I wanted. My main coping mechanism is humor. I’m not saying it’s a healthy coping mechanism, but it kind of works. And I mean, I was heavily influenced by reading a lot of Douglas Adams. and he was able to find humor in the most bleak situations.

And the graphical style… When I started this, I couldn’t draw a convincing stick figure. I look at the art that I did four years ago when I started messing about with this idea and it’s just embarrassing. Objectively terrible, but my main influences were Stardew Valley and The Darkside Detective. I loved the low-resolution style art, but there was so much character in them. So, I took a pixel art course on Udemy and a color theory course and… then just found, hey, I can do this now. That’s weird.

VG247: While looking into Quantum Witch and yourself, I found a lovely quote of yours from The Guardian: “A lot of religion is about giving up autonomy to some mystical power that you’ve never seen, heard or met. Over the course of the game, Ren takes that agency back… It’s a queer emancipation story.” Could you expand on this?

Nikki: The consequence of being yourself in a group that says ‘no, being yourself is wrong’ is that you just get thrown out. It’s weird because I think of my experiences as unique, but the themes they really do seem to be universal. Stephanie Sterling from The Jimquisition: she wrote a chapter of the later part of the game. I originally said to her, can you write these three scenes? She came back and said “I couldn’t stop writing. I just love this universe” It’s weird, because you wouldn’t know it was a different author. The religious oppression of queer people is the same wherever you go.

I’m really hoping just that I’ve got that balance right between a game that’s fun and cozy and humorous, – that there is a dancing skeleton who can see through time – but also has that deeper meaning and that message that you take back control.

A lot of people would look at this and think ‘you must be anti-religion’ and I’m 100% for freedom of religion, but that also means I’m 100% for freedom from religion. Whether you’ve got faith or not, nobody wants somebody else’s faith forced on you. You can’t have freedom of religion without freedom from religion.

Image credit: NikkiJay

VG247: How long is Quantum Witch set to be, and how many endings will there be? I know you also mentioned some side quests having various conclusions, as well as the game’s main endings being different depending on your decisions.

Nikki: I watched a tester play from beginning to end. It took him about three and a half hours, and he got my second favorite ending. He had questions about the lore and I said, “play it again and make different choices, and you’ll get a different ending, which will probably answer that for you.”

It’s difficult to say how many endings there are. There’s three definite categories of endings. There’s bleak. There’s interesting, where you kind of get a bittersweet ending, and then there’s the super happy ending, and there are variations on each of those. [These depend] on the characters you’ve helped. There’s also little puzzles that you can go and solve which can enhance the happy ending. It’s kind of like an open-world choose-your-own adventure book, but in pixel format.

If I’m going to do a full playthrough of all choices and all stories, I will easily put aside six or seven hours to do it and I wrote it. So, I’m not trying to discover it. I think it’s like The Stanley Parable in that sense.

VG247: I also learned that Quantum Witch could have been a novel. It could have initially started out that way and you then obviously decided to turn this into a game. How did that come about?

Nikki: One of my friends was doing the National Novel Writing November. I thought, I’ve got this story in my head which might fit, so I started writing it. I don’t know if anybody’s realized this, [but video games] are quite difficult to make, and novels are very easy because you just type… I was wrong and I really did not enjoy writing it.

I decided, thinking back on my childhood, I want to make this into a game. I want to make this interactive. Choice is a big theme. I want to give the player a choice. And it did end up as a point and click [game] for a while, rather than a plotformer. No matter what you do, it is a valid choice. There are no game over screens in Quantum Witch. Anything you do is just a part of the story and the game is over when you get the credits.

Quantum Witch is a surprisingly cosy and jovial take on topics of religious trauma and queer identities, but if your curiosity about this game is piqued, it’s up to you to find out all of its secrets. NikkiJay stresses that there’s so much to discover for those who are eager to explore the game and discover all of its various paths, endings, and dialogue.

For those who want to try Quantum Witch out, you can find a demo for the game on Steam, and it’ll also be participating in Steam’s Next Fest during June.



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May 29, 2025 0 comments
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The full story behind the $260 million breach
NFT Gaming

The full story behind the $260 million breach

by admin May 23, 2025



What triggered the $260 million Cetus Protocol hack, and how did the Sui exploit spread into a chain-wide crisis?

Cetus Protocol hack wipes $260M in latest Sui exploit

On May 22, Cetus Protocol (CETUS), the primary decentralized exchange and liquidity provider on the Sui (SUI) blockchain, experienced a major security breach. The exploit drained an estimated $223 million, triggering an immediate disruption in DeFi activity across the Sui ecosystem.

Since its 2023 launch, Cetus has become a core part of Sui’s infrastructure, enabling token swaps and yield farming for more than 62,000 active users and generating over $7.15 million in daily trading fees.

SUI, the native token of the Sui blockchain, fell sharply from $4.19 to $3.62 as of this writing on May 23, a nearly 14% drop within a day.

SUI price chart | Source: crypto.news

CETUS, the native token of the affected protocol, declined from $0.26 to $0.15 during the immediate aftermath of the breach. Its current price of $0.17 marks only a partial recovery.

Tokens across the wider ecosystem reacted with similar volatility. Memecoins native to Sui, including LOFI, HIPPO, SQUIRT, SLOVE, and MEMEFI, saw losses ranging from 51% to 97%. Although prices have stabilized since, investor confidence remains shaky.

Among the top 15 assets listed on Cetus, more than 75% of total value was erased. Some tokens, such as LBTC and AXOLcoin, saw their prices collapse to near zero.

The broader impact went beyond token prices. Sui’s total value loced dropped from $2.13 billion to $1.92 billion at the time of writing, reflecting a contraction in a matter of hours.

Let’s understand how the exploit was carried out, what structural flaws it exposed, and how the community is preparing its response.

Sui hacker triggers liquidity drain on Cetus Protocol

The breach targeting the Cetus Protocol began in the early hours of May 22. At 3:52 AM PT (11:52 UTC), blockchain monitors detected irregular movements in the SUI/USDC liquidity pool, initially flagged as a possible $11 million outflow.

Ongoing investigation quickly expanded the scope, revealing that total losses across multiple pools may have ranged around $260 million.

The attack focused on a vulnerability in the smart contract system behind Cetus’s pricing mechanism.

At the core was the protocol’s oracle design, responsible for feeding real-time price data into the platform to enable fair trading across token pairs. In this case, the oracle served as the entry point for the exploit.

The wallet address involved, identified as “0xe28b50,” deployed spoof tokens such as BULLA to manipulate pricing curves and distort reserve balances.

Although these tokens carried little real liquidity, they were used to skew internal pool metrics, making valuable assets like SUI and USDC appear undercollateralized. After destabilizing the pricing logic, the attacker extracted real tokens from the pools without contributing proportional value.

On-chain analysts tracked the attacker moving around $63 million in USDC from Sui to Ethereum (ETH) in the hours following the exploit.

🚨 Cetus Protocol Exploit

As @d0rsky shared, @CetusProtocol liquidity pools were likely drained using a spoof token and near-zero liquidity inputs, exploiting potential miscalculations in pool math.

$63M has already been bridged to Ethereum:https://t.co/sIi1pqlPNl https://t.co/umjoczpsxB pic.twitter.com/HR6YMP7qgj

— Hacken🇺🇦 (@hackenclub) May 22, 2025

Conversion data showed that $58.3 million was swapped for 21,938 ETH at an average rate of $2,658 per coin. The pace of execution, estimated at roughly $1 million per minute, pointed to a coordinated and pre-planned operation.

Cetus initially referred to the issue as an “oracle bug,” a term that drew immediate scrutiny from developers and security experts. The scale and precision of the exploit raised doubts about that framing.

Cetus coin exposed in Sui exploit

The root of the Cetus breach wasn’t a single line of malicious code, but a structural flaw in how the protocol managed pricing and pool logic.

Cetus used an internal oracle system that depended on concentrated liquidity pool data to generate real-time price feeds. The intention was to reduce reliance on external oracles and limit vulnerability to outside manipulation. In doing so, however, the mechanism introduced new risks.

The vulnerability centered on the “addLiquidity,” “removeLiquidity,” and “swap” functions within the smart contracts. These functions were built to calculate token ratios and pool values, but failed to properly validate inputs when interacting with assets that held little or no economic value.

The attacker exploited this gap by introducing spoof tokens such as BULLA, which imitated the structure of legitimate assets but had no real liquidity or pricing history.

Introducing these tokens into the pool distorted the automated calculations that governed how much value could be added or removed, effectively allowing manipulation of the protocol’s internal accounting.

Using these spoofed assets, the attacker provided almost no real liquidity while extracting significant amounts of SUI and USDC at artificially favorable rates.

Cybersecurity firms classified the incident as a textbook example of oracle manipulation, where the protocol’s internal design became its own vulnerability.

The scale of the damage was reflected in transaction volumes. On-chain activity on Cetus surged from $320 million on May 21 to $2.9 billion on May 22, showing how quickly funds were moved and swapped once the exploit began.

Move, the programming language used for building on Sui, includes security protections that guard against low-level threats like reentrancy. In this case, the failure occurred above the language layer.

Smart contract execution was not the issue. The contracts performed exactly as instructed — the real problem was that those instructions were permitted at all.

Cetus had no filters or verification steps to ensure only tokens with actual liquidity could influence pricing. It lacked safeguards to reject assets with no market validation.

No caps were enforced on price deviation during short windows, and no circuit breakers were present to pause abnormal activity once volumes began spiking.

Once the spoof tokens entered and distorted the pricing engine, the rest of the system followed through exactly as designed — ultimately enabling the exploit to unfold without resistance.

Sui hack freeze raises decentralization doubts

Cetus moved quickly to contain the damage once the exploit was identified. Smart contract operations were paused around 4:00 AM PT on May 22 to prevent further outflows from the protocol.

A public statement followed shortly after on the project’s official X account, acknowledging the incident and pledging a full investigation. As of May 23, no detailed post-mortem has been released.

A broader response unfolded across the Sui ecosystem. The Sui Foundation, in coordination with validators and key partners, blacklisted the attacker’s addresses and froze approximately $162 million worth of stolen assets on the Sui network.

🚨ANNOUNCEMENT

As of earlier today, we have confirmed that an attacker has stolen approximately $223M from Cetus Protocol. We have took immediate action to lock our contract preventing further theft of funds.

$162M of the compromised funds have been successfully paused. We are…

— Cetus🐳 (@CetusProtocol) May 22, 2025

Efforts to recover the remaining funds, estimated between $60 million and $98 million, have encountered challenges. Roughly $60 million to $63 million in USDC was bridged out of Sui and converted into 21,938 ETH shortly after the exploit.

To encourage the return of the funds, Cetus has extended a $6 million white-hat bounty offer. The proposal targeted the converted ETH and included a firm condition: any attempt to launder or off-ramp the assets would void the offer. No response from the attacker has been made public as of now.

Tracing efforts have involved multiple cybersecurity firms and regulatory bodies. Inca Digital is leading the negotiation process, with forensic support from Hacken and PeckShield.

The Sui Foundation has also coordinated with agencies including FinCEN and the U.S. Department of Defense to explore additional recovery and legal options.

Exchange support has been mixed. Binance founder Changpeng Zhao expressed solidarity on X and confirmed that Binance is assisting with recovery coordination, although no technical interventions or account freezes have been publicly confirmed.

We are doing what we can to help SUI. Not a pleasant situation. Hope everyone stay SAFU!

— CZ 🔶 BNB (@cz_binance) May 22, 2025

The wallet freeze triggered a broader discussion around decentralization. Several users on X highlighted that Sui validators coordinated to block transactions from the attacker’s addresses, freezing over $160 million in assets.

SUI froze $160M from the Cetus hacker, on-chain, out of over $220M. The $60M gap was bridged to ETH.

While this is good in this case, this shows SUI network can freeze your funds on demand.

Decentralization is just marketing outside of BTC/ETH. pic.twitter.com/IO9b4h3NUq

— Duo Nine ⚡ YCC (@DU09BTC) May 22, 2025

While effective in this instance, the move raised concerns about how much control validators can exercise over network behavior.

Critics argue that such coordination challenges the principle of decentralization and suggests validator-driven censorship is possible, raising doubts over whether networks like Sui are truly decentralized or only claim to be.

Disclosure: This article does not represent investment advice. The content and materials featured on this page are for educational purposes only.





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May 23, 2025 0 comments
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Last Of Us 6 Museum
Product Reviews

‘The Last of Us’ Will Need a 4th Season to Finish Its Story

by admin May 19, 2025


Next season of The Last of Us won’t be the last of it. In a new interview, the show’s co-creator Craig Mazin said that the upcoming third season of the show will not finish the story of the second video game, The Last of Us Part II. “There’s no way to complete this narrative in a third season,” Mazin said. “Hopefully, we’ll earn our keep enough to come back and finish it in a fourth. That’s the most likely outcome.”

The quote comes from an extensive interview with Collider where Mazin, ahead of the upcoming season two finale, spoke about working on the third season, which HBO officially greenlit a few weeks back. “It would take forever,” Mazin said about finishing the events of the second game in the third season. “There are natural perforations in the narrative where you can go, ‘Okay, let’s tear it here.’ I think there’s a decent chance that season three will be longer than season two, just because the manner of that narrative and the opportunities it affords us are a little different. The thing about Joel’s death is that it’s so impactful. It’s such a narrative nuclear bomb that it’s hard to wander away from it. We can’t really take a break and move off to the side and do a Bill and Frank story. I’m not sure that will necessarily be true for season three. I think we’ll have a little more room there.”

Audiences have not yet seen where season two ends, but it certainly seems to be aiming at one of the second game’s biggest “perforations” that Mazin mentions. Assuming the game’s big point of view shift is the end of this season, there is definitely a lot more story to go, but it’s a bit of a surprise to hear Mazin flat out say they don’t want to wrap it up next season.

Thankfully, Mazin confirms that they don’t start writing anything until—not just the upcoming season is planned, but even further in advance. “We always think ahead,” he said. “We thought ahead to season three and season four, to try to get as much visibility as we can, so that we don’t end up in a situation where we’re sitting down and getting into details for a season and then going, ‘Oh, man, if only we hadn’t had that person say that one line or be in that spot or wear that jacket, this would be so much cooler.’ So, we really do try to think things through fundamentally. The challenge for our first season was, how do we tell this big story in a way that’s complete and doable within an amount of time and with the budget we have? And with this season, it was, ‘Okay, this source material goes way beyond one season.’”

In fact, it might take three seasons. The season two finale of The Last of Us airs Sunday; we’ll have much more then.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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