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ICE Wants to Build Out a 24/7 Social Media Surveillance Team
Product Reviews

ICE Wants to Build Out a 24/7 Social Media Surveillance Team

by admin October 3, 2025


United States immigration authorities are moving to dramatically expand their social media surveillance, with plans to hire nearly 30 contractors to sift through posts, photos, and messages—raw material to be transformed into intelligence for deportation arrests and raids.

Federal contracting records reviewed by WIRED show the agency is seeking private vendors to run a multi-year surveillance program out of two of its little-known targeting centers. The program envisions stationing nearly 30 private analysts at Immigration and Customs Enforcement facilities in Vermont and Southern California. Their job: Scour Facebook, TikTok, Instagram, YouTube, and other platforms, converting posts and profiles into fresh leads for enforcement raids.

The initiative is still at the request-for-information stage, a step agencies use to gauge interest from contractors before an official bidding process. But draft planning documents show the scheme is ambitious: ICE wants a contractor capable of staffing the centers around the clock, constantly processing cases on tight deadlines, and supplying the agency with the latest and greatest subscription-based surveillance software.

The facilities at the heart of this plan are two of ICE’s three targeting centers, responsible for producing leads that feed directly into the agency’s enforcement operations.The National Criminal Analysis and Targeting Center sits in Williston, Vermont. It handles cases across much of the eastern US. The Pacific Enforcement Response Center, based in Santa Ana, California, oversees the western region and is designed to run 24 hours a day, seven days a week.

Internal planning documents show each site would be staffed with a mix of senior analysts, shift leads, and rank-and-file researchers. Vermont would see a team of a dozen contractors, including a program manager and 10 analysts. California would host a larger, nonstop watch floor with 16 staff. At all times, at least one senior analyst and three researchers would be on duty at the Santa Ana site.

Together, these teams would operate as intelligence arms of ICE’s Enforcement and Removal Operations division. They will receive tips and incoming cases, research individuals online, and package the results into dossiers that could be used by field offices to plan arrests.



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October 3, 2025 0 comments
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Ichiro plays in right field for Seattle Mariners during team scrimmage
Esports

Ichiro plays in right field for Seattle Mariners during team scrimmage

by admin October 2, 2025


Seattle Mariners fans were treated to a special appearance from Ichiro Suzuki in right field during their scrimmage on Wednesday.

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The Baseball Hall of Famer played for the “home” team at T-Mobile Park, wearing his retired No. 51 uniform with “Ichiro” on the back. He was in the same lineup as Mariners stars Cal Raleigh and Julio Rodriguez, the latter of which was signed a year before Ichiro rejoined the franchise. Tickets for the scrimmage were $10.

Ichiro — who turns 52 on Oct. 22 — even caught a popup in the outfield then displayed Rodriguez’ trademark “no fly zone” celebration.

Make a play, Ichi! 🙅‍♂️ pic.twitter.com/MV1JX6BSJp

— Seattle Mariners – y (@Mariners) October 2, 2025

Hall of Famer sighting 🐐👀 pic.twitter.com/QEFamMve3Q

— Seattle Mariners – y (@Mariners) October 1, 2025

Raleigh said earlier in the day on “The Pat McAfee Show” that Ichiro is around during spring training and every home game in full gear — pants, cleats and all. He’s also thrown live batting practice to the players in the past.

“Even in spring training or in the cage, you’d ask Ichi, hey, can I get a little, you know, live BP action?” Raleigh said. “And he’d go in there and he’d just carve guys up. He’s broke multiple of my bats before. and he takes it seriously. He’s not messing around, he’s trying to get you out in there. … I mean, he’s letting it rip.”

Ichiro spent 14 seasons with the Mariners, amassing 10 All-Star appearances and earning MVP and Rookie of the Year honors in 2001. He holds the franchise records for a variety of statistical categories including batting average (.321), hits (2,542), at bats (7,907), triples (79) and stolen bases (438).

Seattle retired his No. 51 in August, but fans saw the familiar number in right field one more time on Wednesday.





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October 2, 2025 0 comments
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Malys, A Deckbuilder From The Stray Gods Team, Enters 1.0 Later This Month
Game Updates

Malys, A Deckbuilder From The Stray Gods Team, Enters 1.0 Later This Month

by admin October 2, 2025


Summerfall Studios (a developer founded in part by Dragon Age writer David Gaider) made its debut with Stray Gods, a musical game starring modern-day adaptations of the ancient Greek pantheon. Its next game, Malys, is a massive departure in both tone and gameplay. Earlier this April, Summerfall announced a Kickstarter for this new project, but unfortunately, it failed to reach its funding goal. However, the game still entered early access this past June, and now, just a few months later, it’s hitting 1.0, launching on Steam on October 24.

 

This deckbuilder tells the story of Noah, a demon hunter, on his quest to slay the Malys, an evil creature with the city in a chokehold. The game’s combat encounters are exorcisms, and you’ll play and burn cards in order to expose demons’ true names and expel them from their hosts. According to a blogpost on Summerfall’s website, the 1.0 update will also include “cloud saves, a fully playable story, all three regions and the final boss fight, as well as a full scale music update across the game.”

The blog post also mentions that the price will increase slightly at launch, so if you’re interested in grabbing it cheaper (it’s currently $9.99 in the US), make sure to do so before October 24.



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October 2, 2025 0 comments
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Team Fortress 2 Classic, the throwback version of Valve's famed team-based shooter, is having an open beta on Steam in October
Gaming Gear

Team Fortress 2 Classic, the throwback version of Valve’s famed team-based shooter, is having an open beta on Steam in October

by admin September 30, 2025



Team Fortress 2 has come a long way in the nearly 20 years it’s been around, not entirely in ways that everyone would agree is better. For those who yearn for the days before hats (and bots) dominated the scene, the Team Fortress 2 Classic mod does just that.

Originally released in 2014, developer Eminoma announced plans for a Steam version earlier this year, enabled by the launch of the Team Fortress 2 SDK in February, and work seems to be coming along well: The team announced today that an open beta will get underway on October 13, alongside the start of the upcoming Steam Next Fest.

“We’re not sure if mods are normally at Next Fest, but the opportunity presented itself and we took it!” dev team member Nito wrote. “We have been working overtime for the past month to get ready for this, and I could not be more proud of the devs who have been toughing it out.”


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The open beta will include “every TF2C-exclusive weapon, gamemode, and map” (except Casbah), as well as new additions including damage feedback, balance changes, and “revamped” support for Four-Team, which adds Green and Yellow to the traditional TF2 mix of Red and Blue. The game will be playable on both official servers and “a number of community servers.”

TF2 Classic has been available for years, but the shift to Steam is significant. For one thing, it adds new features like Steam achievements, and more importantly it greatly simplifies the process of running it for people like me, who might be interested in some pre-hat TF2 action now and then, but not so much that we’re interested in dealing with the headache of setting it up.

We’re also good sources of new information for the developers, as Nito said developers quite often only get feedback from people who already know TF2 Classic: “The open beta is a great chance to cut through any sampling biases and get a good look at what newcomers think. If you love what you play of the open beta, please let us know! If you don’t, please let us know even more!”

The Team Fortress 2 Classic open beta is set to run for two weeks, until October 27. To take part, you’ll need to have Team Fortress 2 installed (it’s free, so no worries there)—otherwise, just download the mod from Steam when the open beta begins and you’re set to go.

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



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September 30, 2025 0 comments
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Are Magic The Gathering Players Tired Of Universes Beyond? Mark Rosewater And The Spider-Man Design Team Weigh In
Game Updates

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

by admin September 29, 2025



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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September 29, 2025 0 comments
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EA Sports FC 26's first patch is here with a nerf to Low Driven Shots, and a fix for that Manager Career bug that had players abandoning the team
Game Updates

EA Sports FC 26’s first patch is here with a nerf to Low Driven Shots, and a fix for that Manager Career bug that had players abandoning the team

by admin September 25, 2025


The early access period of EA Sports FC 26 appears to be chugging along nicely, but that doesn’t mean there aren’t any issues to address. The game’s first official patch, version 1.0.2, is now live with a host of changes.

The bulk of the changes in this update affect AI players, as well as Low Driven Shots. Interestingly, some of the tweaks address feedback made all the way back in the game’s closed beta.

Update 1.0.2’s biggest change is a nerf to Low Driven Shots, making them less accurate when shooting with extreme power. Difficult to perform Driven Ground Passes have also been made less accurate, such as those taken at 180 degrees.

There are also a number of changes to the AI, particularly when attacking and positioning. Wingers will now make attacking runs into the box more often, and Wing Backs will stop dropping too deep in their own half of the pitch when their team is in possession.

The patch fixed a bug that would sometimes cause AI players to not make runs into open spaces when they should, too, and improved their “offside awareness.” One of the more amusing bugs that the patch also fixed has to do with Manager Career players leaving the team during sims. Read on below for the full change log:

Gameplay

  • Tuned Low Driven Shots based on your feedback in the Closed Beta to be less accurate when shooting with an extreme amount of power.
  • As part of our AI attacking updates based on your feedback, made the the following changes:
  • Increased frequency of wingers making attacking runs into the box.
  • Wing Backs will no longer drop too deep in their own half when their team is in possession.
  • Improved teammate offside awareness.
  • Addressed instances of players not making runs into open space when it could be beneficial.
  • Improved positioning of players when playing with low defensive depth so that they’re not pushing too high up the pitch.
  • Center Backs are now less likely to run wide when marking central attackers.
  • False Backs now transition more intelligently to defense to better maintain defensive shape.
  • A goalkeeper dive indicator now displays where an incoming shot is coming from.
  • Changed the Camera Pan input based on your feedback and to avoid button conflicts.
  • As shared on the EASFC Tracker, we’re continuing to work on Be A Goalkeeper updates to improve the gameplay experience. We’ll share more details in the near future.
  • Improved cases of unexpected heavy touches when sprinting in wet weather Authentic gameplay based on your feedback.
  • Improved instances of Ground Passes unexpectedly falling behind the intended receiver.
  • Tuned difficult to perform Driven Ground Passes to be less accurate, for example, first time Driven Ground Passes taken at 180 degrees.
  • Addressed incorrect shooting animations that sometimes occurred when attempting lace shots, resulting in unexpected behavior.

Image credit: EA Sports/VG247

Ultimate Team

Addressed the following issues:

  • Players weren’t always able to enter multiplayer gameplay after accepting a Co-Op invite.
  • Player Item portraits were sometimes misaligned on the Squad screen.
  • A stability issue could have occurred after completing the Onboarding and viewing your Squad for the first time.

Career Mode

Addressed the following issue:

  • Players could’ve incorrectly left your club when simming through the calendar.

General audio and visual

Made the following changes:

  • Updated some star heads, kits, and placeholder text/images.

Addressed the following issues:

  • [PC Only] Adjusting display settings while in Borderless could have unintentionally resulted in performance loss.
  • [PC Only] Addressed a few instances of controllers not recognizing inputs. We will continue to investigate this and other reported PC issues and provide updates in the near future.
  • Addressed a number of stability issues that could have occurred.

FC 26 has been live for Ultimate Edition owners for several days now, but it officially goes live for everyone else tomorrow, or today if you’re on PC. We’ve put together a few guides to help you in these early days, such as our recommendations and tactics codes for the best formations, the best young players to sign in Career Mode (Wonderkids), the fastest players in EA FC 26 and more.



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September 25, 2025 0 comments
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Packers' Matt LaFleur wasn't happy with undefeated talk from team
Esports

Packers’ Matt LaFleur wasn’t happy with undefeated talk from team

by admin September 22, 2025


  • Rob DemovskySep 22, 2025, 06:07 PM ET

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      Rob Demovsky is an NFL reporter at ESPN and covers the Green Bay Packers. He has covered the Packers since 1997 and joined ESPN in 2013. Demovsky is a two-time Wisconsin Sportswriter of the Year as selected by the NSSA.

GREEN BAY, Wis. — Green Bay Packers coach Matt LaFleur didn’t like what he saw on the field Sunday in his team’s 13-10 upset loss at the Cleveland Browns, and he didn’t like what he heard from his locker room last week.

That’s when Rasheed Walker used the “U” word after the Packers started 2-0 with convincing wins over a pair of NFC playoff teams from last season: the Detroit Lions and Washington Commanders. The Packers left tackle suggested, “I think we can go undefeated, honestly.”

Considering one of LaFleur’s favorite phrases is to go 1-0 each week, it wasn’t a surprise to hear his response Monday.

“I’ve said it a million times to you guys — I don’t think I’ve obviously said it enough to our team — the goal is to go 1-0 every week,” LaFleur said Monday. “And it pisses me off when we start talking about things outside of the next game. Things that are way down the road. Like, focus on, keep the focus on the present, on the now, and worry about getting better each and every day.”

LaFleur did not mention Walker specifically, and Walker declined to comment after Sunday’s loss.

Matt LaFleur said Sunday’s loss was a good reminder to his Packers players to “pump the brakes on everything. We’re just trying to win one game at a time.” AP Photo/David Richard

“I think it’s always a good reminder, like, ‘Hey guys, pump the brakes on everything. We’re just trying to win one game at a time,'” LaFleur said. “And if you’re thinking [beyond that] or have your sights set on anything outside of that, I think you’re focused on the wrong things. Like, we’ve got to be focused on trying to get better. Obviously today, the focus is on first of all being honest about the tape and what the tape says, and then learning from that, and then it’s moving on.”

Perhaps the biggest thing that jumped out on tape was what happened on the 43-yard potential go-ahead field goal that the Browns blocked in the final minute. Several Browns players got significant push on the left side of the protection unit.

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“It comes down to just being disciplined and trusting your technique and what you’re coached to do on a daily basis,” LaFleur said. “Unfortunately, we got lifted, and we played with poor pad level, we didn’t take the correct steps and just didn’t perform the right technique. So if you don’t do that against a really good team that’s going to rush hard, you’re susceptible to having a catastrophic event occur.”

On the injury front, LaFleur said safety Javon Bullard is in the concussion protocol after leaving the game late in the fourth quarter.

Right tackle Zach Tom, who left after one play because of the oblique injury that kept him out the previous week, did not injure himself any worse.

“I would chalk it up to it’s hard to simulate what these guys are going to go against in the game,” LaFleur said of Tom, who was limited in practice last week. “We did our best in terms of trying to put them through enough and certainly had them going in practice, but still the game’s a different speed.”



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September 22, 2025 0 comments
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Netflix and Guillermo del Toro Team on 'Boy in the Iron Box' Film
Product Reviews

Netflix and Guillermo del Toro Team on ‘Boy in the Iron Box’ Film

by admin September 20, 2025


After partnering with Netflix on Pinocchio and Frankenstein, Guillermo del Toro is reteaming with them on a third film project.

Per the Hollywood Reporter, this’ll be The Boy in the Iron Box, a series of short stories the filmmaker co-created with Chuck Hogan. (Their second collaboration, following their Strain trilogy that was adapted into an FX series.) del Toro will produce the adaptation to be directed and written by David Prior, writer/director/co-editor of the 2020 cult classic The Empty Man. The upcoming film has also found its three leads in Rupert Friend (Jurassic World Rebirth), Jaeden Martell (Y2K), and Kevin Durand (Abigail). Production for the film will begin in October.

The Boy in the Iron Box tells the story of mercenaries who crash land on a remote snowy summit. In their efforts to find shelter, they stumble across a mazelike stone fortress deadlier than the wolves and freezing wind. The six novellas released for Kindle in 2024 via and each earned a solid reception. Friend will play mercenary leader Liev and Durand one of the men under his command, while Martell plays the titular Boy in the iron box found by the guns for hire.

We’ll have more on The Boy in the Iron Box as news emerges. Until then, you can read the books for yourself here, and see Frankenstein in theaters on October 17 before it hits Netflix on November 7.

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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September 20, 2025 0 comments
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Watch out, Hollow Knight: Silksong's hiding a sneaky Stardew Valley creatorman cameo
Game Updates

Yes, Hollow Knight: Silksong has “some moments of steep difficulty” Team Cherry admit, but have you considered going for a pre-boss walk

by admin September 19, 2025


Something Hollow Knight: Silksong-related has happened at an Australian museum again. This time, rather than the game being confirmed for an appearance back when it was still infinitely mysterious and sans release date, it’s Team Cherry devs addressing just how difficult their creation is, following plenty of post-release discourse on the subject.

This follows the metroidvania’s first patch making a couple of its early bosses a bit easier to tackle, amid debate as to whether it’s just good and hard, or pushes into unnecessarily annoying slog territory via the likes of bench placement and hazards being able to deal out two masks of damage. As with every FromSoft game since time itself began with the release of Demon’s Souls, where you stand on that bickering will likely depend on how prepared you are to spend hours battling one foe over and over again.

Naturally, the appropriate venue for Team Cherry co-directors Ari Gibson and William Pellen to weigh in on this conundrum of our time is Australia’s national museum of screen culture, ACMI, where the launch of a new exhibition was attended and reported on by Dexerto.

“The important thing for us is that we allow you to go way off the path,” Gibson said when asked about the difficulty by exhibition co-curator Jini Maxwell. “So one player may choose to follow it directly to its conclusion, and then another may choose to constantly divert from it and find all the other things that are waiting and all the other ways and routes.”

While acknowledging that Skong packs “some moments of steep difficulty”, Gibson stuck to emphasising that going for a wander is the best medicine if you get stuck banging your head against a bug-shaped wall, as there are “ways to mitigate the difficulty via exploration, or learning, or even circumventing the challenge entirely”. Learning? In a video game? Come on lads, I can’t be doing that. I use my brain for marginally more important things during the average day, but by the time I get to playing games for non-work purposes, it’s all just mush up there.

Anyway, I digress. Gibson and Pellen also explained the differences between developing Silksong and the original Hollow Knight from a hardness perspective. Hornet, with her superior zippiness and superior skills to the knight, demanded more complicated base enemies to make sure she still faced a good challenge.

“The basic ant warrior is built from the same move-set as the original Hornet boss,” Pellen said. “The same core set of dashing, jumping, and dashing down at you, plus we added the ability to evade and check you. In contrast to the Knight’s enemies, Hornet’s enemies had to have more ways of catching her as she tries to move away.”

I imagine this was followed up with a gesture to some screens of culture as the devs indicated that the time had come to check out the Aussie exhibitions. If you’re still struggling with Silksong, definitely check out our great Silksong walkthrough Ollie’s worked very hard on. There are also mods.



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September 19, 2025 0 comments
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(Jason Hafso/Unsplash)
Crypto Trends

Is Binance Cutting Deals with Team Trump? That’s What Senate Democrats Are Asking

by admin September 19, 2025



Binance, the largest global crypto exchange, is still under the constraints of a massive, $4.3 billion U.S. enforcement action, though Senator Elizabeth Warren and other Democrats are asking the Trump administration about reports that it’s easing off on those orders.

In 2023, the major digital assets platform agreed to settle with U.S. authorities for sanctions violations, insufficient money-laundering protections and operating without proper licensing, and its leader, Changpeng “CZ” Zhao, pleaded guilty to Bank Secrecy Act violations, stepping down from the company and serving a brief prison sentence. Warren and two other senators, Richard Blumenthal and Mazie Hirono questioned Attorney General Pam Bondi in a letter this week, asking about reports by outlets including Bloomberg News that the company has spoken to the U.S. about dropping its independent compliance monitor.

The senators also raised the continuing financial ties between the family of President Donald Trump and Binance, through their stake in World Liberty Financial.

“These reports make it more important than ever that the public understand the Trump administration’s interactions with, and relationship to, Binance and its employees,” they wrote, demanding “meaningful” answers to several questions about the U.S. Department of Justice’s interactions with Binance, including whether a pardon is being considered for CZ.

As the markets contemplated a potential return of CZ, the Binance-tied BNB token rocketed over $1,000 for the first time, leaping over SOL to become the fifth-largest cryptocurrency by market capitalization.

The prosecution of Binance in the U.S., where the independent Binance.US arm still operates, occurred under the previous administration, and the arrival of President Trump and his pro-crypto choices to be regulators and law enforcement officials has rapidly shifted the stance of the U.S. government. Many of the efforts of previous officials to address digital assets market risks and the dangers of their use in illicit finance and drug trafficking have been overtaken by the administration’s interest in financial innovation and establishing the U.S. as a global crypto hub.

In May, the Securities and Exchange Commission moved to drop its long-running lawsuit against Binance.

Read More: BNB Hits $1,000 All-Time High as Binance Nears DOJ Deal, Rumors of CZ’s Return Grow



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September 19, 2025 0 comments
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