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Unreal

A photo of TikToker Kelsey Kotzur and her cardboard cutout.
Esports

TikToker goes viral for changing homeless mother’s life with unreal gifts

by admin September 19, 2025



TikTok star MDMotivator is competing with MrBeast after changing a single mother’s life by giving her a quarter-million dollars in cash, a home, and even free daycare for her children.

MDMotivator, real name Zachery Dereniowski, is an influencer with nearly 7 million subscribers on YouTube and 23M on TikTok, best known for his wholesome videos raising mental health awareness and filming himself performing random acts of kindness.

For instance, in one of his uploads, Dereniowski raised over $238K for a homeless man and his son with autism, while in another, he purchased 1,000 roses to give out to residents at a nursing home.

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One of his latest random acts of generosity is going viral for how he went above and beyond to not only change the life of one person, but their entire family for generations to come.

Instagram: mdmotivatorMDMotivator is a popular influencer known for raising money to help those in need.

TikToker gives homeless family $750K, mortgage-free house & more

On September 17, 2025, MDMotivator uploaded a video to TikTok showing himself surprising a 32-year-old single mother based in Michigan named Brienna, along with her two children, aged five and seven years old.

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The family had been struggling with homelessness and living in and out of shelters. Both of Brienna’s parents had died, and she was escaping an abusive relationship, leaving her with little support.

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In his video, he handed her a manila envelope with “ten full-time job offers” inside, as well as pre-paid free day care for as long as she needs it.

That’s not all; the influencer even gifted her a new white, four-door sedan, a new home in a safer neighborhood with a completely paid-off mortgage, and even handed over $500,000 to keep herself and her children financially stable for decades to come.

In full, Brienna actually got $750K, but some of that money was used to purchase her new home. Over on Instagram, Dereniowski explained that the house he’d used in the video was actually a ‘prop home’ to help keep her location private.

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The influencer also connected Brienna with a financial advisor to help navigate her newfound wealth, set aside funds for her children’s education, and make investments so she “never has to worry about money again.”

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Brienna had actually been featured in one of Dereniowski’s videos prior to this specific upload. On September 14, Dereniowski published a call to action to help raise money for her and her children, who were sitting on the sidewalk near a park.

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In this video, Brienna offered the TikToker a blanket, assuring him that he didn’t need to return it. Her generosity, despite her meager means, inspired the internet to raise enough money to keep her family secure for generations.

“A house, $500,000, a job, and free daycare? YOU JUST CHANGED THEIR ENTIRE LIVES!” one viewer wrote on TikTok.

“You are PROOF that kindness changes lives,” another said.

“No mortgage? Financial advisor? This is how you give,” yet another commented.

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Dereniowski’s video has racked up over 14 million views on TikTok in just one day, even drawing comparisons to fellow YouTuber MrBeast, who is also known for his charitable projects such as building wells to provide communities with clean water and working to end child labor in West Africa.

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September 19, 2025 0 comments
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"It feels unreal in a way": After nearly 1700 days, Daily Silksong News' bittersweet goodbye on the eve of Hollow Knight sequel's release
Game Updates

“It feels unreal in a way”: After nearly 1700 days, Daily Silksong News’ bittersweet goodbye on the eve of Hollow Knight sequel’s release

by admin September 4, 2025


Daily Silksong News, a YouTube channel and Discord server that has been posting constant updates on Team Cherry’s action adventure game Hollow Knight: Silksong, has said farewell after 1694 days of uploads.

The final video, which premiered as Hollow Knight: Silksong became available for sale and titled The End, the video featured a stop-motion skit sending the channel off with a face reveal of the host Araraura. It’s peak early internet energy.

Over almost 1700 days, Daily Silksong news accrued 234,000 YouTube subscribers and a Discord community of thousands of dedicated fans, lurkers, and posters. The live premiere of the final Silksong news video had over 15,000 live viewers, with longtime watchers saying their farewells at the cusp of the game’s release.

Watch the final Daily Silksong news video here.Watch on YouTube

Daily Silksong News was a running gag that transformed into something larger than its original intent. The vast majority of the channel’s uploads are brief, with host Araraura announcing there was no news. However, on the occasion when there was news, both Araraura and the channel’s community would erupt with energy.

Speaking to Eurogamer, Araraura expanded on his feelings now that the journey was over: “It feels unreal in a way, I got so used to Silksong just being ‘a game that’s not out’ now that it’s about to be it almost feels like I’m about to experience something that was out of my reach for so long”.

As for how he’ll be celebrating the release of Silksong, Daily Silksong News host Araraua will hang around with his friends and community members until the game goes live: “[I’m] probably gonna watch the DSN finale with my friends and stay on VC until the very last minute before it comes out after that I’m gonna go full blackout mode and enjoy Silksong on my own. No commentary or streaming, just at my own pace”.



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September 4, 2025 0 comments
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Epic CEO blames Unreal Engine 5 issues on developers, but more support incoming
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Epic CEO blames Unreal Engine 5 issues on developers, but more support incoming

by admin August 29, 2025



Epic CEO Time Sweeney has blamed developers for issues with games made in Unreal Engine 5, stating the “main cause is the order of development”.


A number of games developed with UE5 released recently have had issues with performance, including the likes of Metal Gear Solid Delta Snake Eater (out today!) and Wuchang: Fallen Feathers, but ever since the engine’s release there have been games with stuttering and poor frame rates.


Now, speaking to media at the Unreal Fest in South Korea (thanks Clawsomegamer), Sweeney put the onus on developers and the need for better education.


“The main cause is the order of development,” he said. “Many studios build for top-tier hardware first and leave optimisation and low-spec testing for the end. Ideally, optimisation should begin early – before full content build-out. We’re doing two things: strengthening engine support with more automated optimisation across devices, and expanding developer education so ‘optimise early’ becomes standard practice. If needed, our engineers can step in.


“Game complexity is much higher than 10 years ago, so it’s hard to solve purely at the engine level; engine makers and game teams need to collaborate. We’re also bringing Fortnite optimisation learnings into Unreal Engine, so titles run better on low-spec PCs.”


Essentially, developers are too focused on high-end gaming PCs and consoles, meaning those on the lower end are suffering.


That’s all well and good for the biggest developers, but for smaller indies optimisation can be a huge challenge. Arguably, Epic needs to build on those education efforts further to help studios get the most out of the engine.

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



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August 29, 2025 0 comments
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Why Snake Eater is a perfect example of the tension between the real and the unreal that's at the core of every Metal Gear Solid game
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Why Snake Eater is a perfect example of the tension between the real and the unreal that’s at the core of every Metal Gear Solid game

by admin August 29, 2025


The hallmark of the Metal Gear Solid games isn’t the presence of one of the Snakes. It isn’t nuclear dread or even hide-and-seek, often involving a cardboard box. And it’s not tactical espionage action. I think it’s a tone, or rather a carefully un-careful blend of conflicting tones. On one side there’s a movement towards steely realism. On the other, there are these bright lunges at absolute fantasy. It’s realism and its opposite. I just tried to google what realism’s opposite actually is, by the way. There is no one standard answer as far as I can see. How very Metal Gear.

None of this is a criticism, by the way. I love this stuff about these games. And it’s in there deep. I noticed this jarring combination the first time I saw Metal Gear Solid in action – or rather the first time I saw it in action again. Many years ago, my housemate at university had the game. I ducked into his room one evening and he was playing the early stages. Here was this game about avoiding enemy patrols and searchlights, a game where your character’s breath or cigarette smoke might give him away to a passing baddy. Cor, I thought. Games are getting – I was 19 at the time – games are getting really real!

And then I ducked in again a few days later. Same game. Same room-mate. Same protagonist, but now he was fighting with an intermittently invisible ninja who was talking about how much he enjoyed being killed. Or something.


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That was an ideal introduction to Kojima’s work. I’m not sure if I could have crafted a better one for myself. Even so, I think the greatest expression of these two impulses – realism and whatever its opposite is called – and the weird dance that unfolds as these two opposing things flow together, is in Metal Gear Solid 3. I’ve spent the last few weeks waiting for Delta, the latest version of this game, and watching various bits of footage old and new. I think if anything, the new version actually only heightens the thrilling collision between realism and whatever realism is not. More detailing: more gleeful confusion.

The thing that’s so exciting to me about this collision in Metal Gear Solid 3 is that you see it most clearly in the places where the game is possibly trying to play it straight. When it’s not playing it straight, Metal Gear Solid 3 is a riot of unrealism, of course. There’s a boss that controls hornets, if I remember correctly. You fight a boss that controls hornets!

But it’s when the game’s seemingly trying to be real that things get truly odd. The game has an injury system, for example – bones can be broken and you need to bandage scrapes and slam home antidotes to poisoned arrow wounds and all that jazz. Sounds like realism! But games are uniquely strange about these kinds of things, whether it’s the pliers-picking-out-bullets animation from Far Cry 2 to Metal Gear Solid 3’s stylish menu of bodily accidents. Including this stuff in the game, and then mediating it by slick UI and whatnot to make it into a playable mechanic, by making health something you can attend to while pausing, just renders the whole thing wonderfully warped from the start.

And this inherent oddness is everywhere in this, the most organic Metal Gear Solid game. The setting’s the jungle! Plants and rivers and all that nature jazz? Sounds a bit more real than the series’ futuristic military bases and deep sea platforms? Sure, it does in a way, but this jungle is carved up into neat little maps and filled with bespoke systems for you to meddle with in the name of stealth or aggression. It’s gloriously, openly hand-crafted in every detail. And did the Soviets even have a jungle? (I asked a friend: sort of, apparently. But also, apparently the game’s jungle is an artificial construction within the fiction of the game itself. This stuff goes dizzyingly deep.)

Snaked and alone.

To put it another way, On the PS2 version, the game’s jungle was a wonderful thing to look at, but it was no more real than the corridors and gantries of Metal Gear Solid 1’s Shadow Moses. It was game-space, all the stranger for being so close to the organic world. And naturally, this is only further confused by the new game’s Unreal 5 graphics.

Whatever version you play, everywhere you look in the game there’s this blend of realism and its opposite. Snake meets a real president, but this real president has to share the game’s green room with that guy who controls hornets. There’s that famous ladder climb, that expands the scope of the tactile in-game world into almost impossible dimensions, and there’s a boss who moves through a dauntingly huge stretch of terrain sniping at you in a battle that can last for genuine real-world hours. All the while the same game also encourages you to defeat that same boss by meddling with the internal clock in the PlayStation.

Ultimately, I’m not sure how much of this is authorial intent and how much is simply a symptom of what Kojima is trying to do elsewhere. It’s worth remembering that a lot of games exist in a sweet spot where questions of realism simply don’t come into it, whether that’s the candy-coated Disney world of Castle of Illusion, or the Indiana Jones-adjacent world of Uncharted. But games, being inherently non-real, generally get super weird the closer they get to any form of realism.

And I sometimes think it’s not realism Kojima’s chasing so much as something that I almost want to term fidelity: an attempt to capture a kind of texture of intricacy. He wants the weird stuff to feel luxurious and richly made, and he wants the same feeling when you’re having a quiet moment in the galley at the start of Metal Gear Solid 2, shooting the ladles and watching them ping back and forth or watching the way rain splatters on your shoulders when you go outside. Is this realism, or is it just luxurious interaction, a mind that notices the little things and wants everything in a game to be memorable? Throw in the topsy-turvy world of espionage and what’s real and what’s fantasy gets even harder to unpick, of course. I remember a back issue of Arcade magazine – God, I miss Arcade magazine – in which a real special forces person was asked to weigh in on Metal Gear Solid. Their cardboard box verdict? I’ve hidden under worse.

Who said Bruce Springsteen had to be The Boss? | Image credit: Eurogamer

Regardless, this mixture of realism and its opposite is a Kojima fixation. It’s here for life. It’s there waiting for you the moment you step off your futuristic bike in Death Stranding and grasp the baby in a flask around your neck, and then stumble, with a gorgeously recognisable human awkwardness, over mossy rocks.

And most hauntingly of all, perhaps, it was there during the making of another Metal Gear, Phantom Pain, in which Kojima’s team created a perfect model of one of their real meeting rooms in order to test out lighting and character models and, yes, how real things felt. Here’s Snake, tall as a real man, clad in leather and realistically lit by migrainey overhead office lighting, and yet for the first time I realised just how stylised he is, how perfect the angles of his grim face come together. He’s standing right in front of me, on the other side of the computer monitor at least, and yet he looks like an old seadog from Tintin or a Dick Tracy villain. And somewhere, is that Kojima laughing at it all?



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August 29, 2025 0 comments
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