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War

Defense Department Scrambles to Pretend It’s Called the War Department
Product Reviews

Defense Department Scrambles to Pretend It’s Called the War Department

by admin September 6, 2025


The Pentagon’s website and social media channels were overhauled Friday at President Donald Trump’s behest to reflect the United States Defense Department’s new “Department of War” persona, shifting from Defense.gov to War.gov—a symbolic rebranding that highlights the administration’s preference for projecting strength through the language of war rather than the idiom of defense.

Trump on Friday signed an executive order directing the Pentagon to once again be named the so-called Department of War, reviving a name retired after World War II to mark America’s turn to deterrence as the principle bulwark against nuclear annihilation.

At an Oval Office ceremony, Trump said the change was about attitude, declaring, “It’s really about winning.”

“We won the First World War, we won the Second World War, we won everything before that and in between,” Trump said during the order’s signing. “And then we decided to go woke and we changed the name to the Department of Defense.”

The order authorizes defense secretary Pete Hegseth and other officials to use titles such as “secretary of war” in official correspondence, though Trump also instructed Hegseth to recommend steps needed to make the change permanent.

“We’re going to go on offense, not just on defense. Maximum lethality, not tepid legality. Violent effect, not politically correct,” Hegseth said during Friday’s signing ceremony. “We’re going to raise up warriors, not just defenders.”

Every prior name change—from the War Department created by Congress in 1789, to the National Military Establishment in 1947, to the Department of Defense in 1949—came through legislation. Allies in Congress quickly introduced a bill to back Friday’s change to the so-called Department of War, but the administration appears to be seeking a workaround anyway, as it has done in the past, whether by invoking sweeping emergency powers or withholding congressionally approved foreign aid. Currently, “Department of War” is a “secondary” title after the Department of Defense.

Within hours of Trump’s order, Pentagon officials rebranded the department’s social media platforms. The Department of Defense’s official Facebook, Instagram, and X accounts quietly rolled out the “Department of War” name and seal, adopting labels at odds with its legal identity.

As of around 6 pm ET on Friday, the new Department of War page still lists all the department’s other social channels and its website as using the “Defense” name, as did its YouTube channel.

How far the rebranding might go is unclear, but any comprehensive effort would saddle taxpayers with costs in the hundreds of millions, if not billions, of dollars, as every sign, logo, uniform, computer system, and piece of official paperwork tied to the Pentagon’s identity across the globe would need to be replaced.

A prior effort to recommend changes at military installations commemorating the Confederacy carried a projected cost of $39 million and covered only nine bases. The Defense Department’s real property portfolio spans hundreds of thousands of facilities, from major bases to small outposts worldwide.





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September 6, 2025 0 comments
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XRP coin
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Ripple CTO Claps Back At Pundit Over Budding XRP Vs. Litecoin War

by admin September 5, 2025


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Ripple CTO David Schwartz has clapped back at a Litecoin influencer who attacked XRP in a post on X. The argument began when Jonny Litecoin, a supporter of the Litecoin network, said XRP was created “out of thin air” without any mining or staking. With both sides trading sharp words online, the debate reignites the long-standing feud between XRP and Litecoin supporters.

Ripple CTO Claps Back With Energy Efficiency Argument

David Schwartz, the chief technology officer at Ripple, did not stay silent after seeing the comments from Litecoin influencer Jonny Litecoin. Schwartz pointed out that XRP and Litecoin offer similar use cases, but the difference lies in what it takes to create them. He argued that Litecoin requires significantly more energy to produce, as it operates on a proof-of-work system, whereas XRP does not.

In making this point, Schwartz presents XRP as one that could increase in popularity and adoption over time because it avoids the high costs and waste associated with energy-intensive proof-of-work methods.

In the X post, he says, “Two products are equivalent except that one takes much more energy. Which one do you think is the most likely to grow in popularity over time?” 

Ripple has long promoted its “green” side, and even co-founder Chris Larsen worked with Greenpeace to campaign against the heavy energy use of proof-of-work systems. Proof-of-work blockchains, such as Bitcoin and Litecoin, face criticism for being wasteful and environmentally damaging. 

Litecoin Influencer Sparks XRP Feud With Critical Post

Jonny Litecoin sets off the debate when he claims Litecoin holds more real-world value than XRP. He dismissed the asset, saying it was created by a company with no mining or staking and written into existence “out of thin air.” According to him, this means XRP lacks actual value, despite its market cap of $169 million. He argues that every Litecoin undergoes fair mining with electricity and computational power. 

Jonny Litecoin’s comments did not happen in isolation. The official Litecoin X account also jumped into the fight on August 29 with a long, mocking post aimed at XRP and Ripple CEO Brad Garlinghouse. 

The caustic “fun fact” post compares XRP’s purpose to the smell of comets and mocked the idea of using the token in bank payments.  It even went as far as calling Garlinghouse “Brad Garlicmouse,” sparking outrage among XRP supporters.

While many XRP supporters pushed back firmly, the Litecoin account refused to back down. Instead, the account frames the entire exchange as part of a community “roast.” This back-and-forth has once again highlighted the deep divide between proof-of-work supporters and the XRP community, with no signs of the feud slowing down.

Price moves toward $3 again | Source: XRPUSDT on TradingView.com

Featured image from DALL.E, chart from TradingView.com

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



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September 5, 2025 0 comments
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Investors flock to this viral coin poised to surge from under $0.003 to massive gains
Crypto Trends

Mega Matrix seeks $2b war chest to amass stablecoin governance tokens

by admin September 4, 2025



Mega Matrix is mobilizing a potential $2 billion in capital through a new shelf registration, aiming to execute a corporate-scale accumulation of key stablecoin governance tokens and corner nascent markets for protocol influence.

Summary

  • Mega Matrix filed $2 billion universal shelf registration with the SEC.
  • The capital will fund systematic acquisition of stablecoin governance tokens.
  • Shares fell 3.83% to $1.75 following the announcement, per Yahoo Finance.

According to a press release dated September 4, the Singapore-based holding company, which trades on the NYSE exchange under the ticker MPU, filed a universal shelf registration statement on Form F-3 with the SEC.

The filing seeks to provide Mega Matrix with the flexibility to issue up to $2 billion in various securities, including shares, debt, or warrants, over a three-year period. The company said the capital is earmarked for its “DeFi Asset Treasury,” DAT, strategy, with Ethena’s ENA token named as a primary target for systematic accumulation.

“The $2 billion universal shelf registration, once effective, provides MPU with the flexibility to support our DAT strategy in this new era. Governance tokens are the equity of stablecoin ecosystems, such as ENA. By building strategic positions, MPU gains both financial upside and a seat at the table where the future of money is being coded,” Mega Matrix management said.

Mega Matrix pivots to stablecoin governance

Mega Matrix, which operates the short-drama streaming platform FlexTV through its subsidiary Yuder Pte. Ltd., is now channeling its ambitions toward the core infrastructure of decentralized finance and aims to build “the largest” stablecoin governance token DAT company.

The company’s thesis, as stated in the release, is that governance tokens like ENA represent the equity of stablecoin ecosystems. Besides accruing potential financial returns, Mega Matrix is betting that its crypto treasury can accumulate significant voting power and give it a “seat at the table where the future of money is being coded.”

Per the statement, the company will offer securities “from time to time,” in response to specific capital needs and favorable market conditions. It clarified that the exact terms, including what type of security is sold and at what price, will be determined at the time of each individual offering and detailed in a subsequent prospectus filed with the SEC.

Initial market reaction was cautiously skeptical. Following the announcement, the company’s shares dropped 3.83% to $1.75, according to Yahoo Finance data.



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September 4, 2025 0 comments
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Gabriel Angelos and some of his Blood Ravens
Product Reviews

The Blood Ravens’ Chapter Master Gabriel Angelos won’t be in Dawn of War 4 so it can focus on relatively ‘normal’ heroes instead

by admin September 1, 2025



Jan Theysen, creative director of Dawn of War 4 at King Art Games, recently told IGN that Dawn of War’s original protagonist Gabriel Angelos won’t be returning for their sequel. “That was actually one of the decisions we made relatively early. We don’t want Gabriel Angelos in the game,” he said.

Gabriel Angelos was the star of the story campaign in the original Dawn of War, though he didn’t feature in all of the sequels and expansions. If you played Dark Crusade as the Blood Ravens they were commanded by Davian Thule, and in Soulstorm by Indrick Boreale. For Dawn of War 2 you played a nameless force commander known only as “Commander,” though Angelos did eventually appear at the head of your reinforcements, and took over in Dawn of War 3—though the less said about that the better.

“For us, he felt a little bit overpowered,” Theysen said. “It’s a little bit weird to have either this slightly overpowered character from the beginning of the game, which is a little bit off, or you have to do, ‘Oh, well, he lost his memory and he lost all his power,’ which is also a weird trope.”


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The trailer for Dawn of War 4 does show the return of other Blood Ravens. It’s narrated by Scout Sergeant Cyrus, who seems to die at the end—though if he stays that way I’ll be shocked. (He probably crosses the Rubicon Primaris, though if he became a dreadnought that would be neat too.) The chapter’s Chief Librarian Jonah Orion is back as well.

“We basically said we want more ‘normal’ heroes,” Theysen explained. “So we have Cyrus and we have Jonah coming back, but they’re all, power level-wise, more similar to normal units.”

Warhammer 40,000: Dawn of War IV Official Announce Trailer | Gamescom Opening Night 2025 – YouTube

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Which is neat. Dawn of War 4 does seem like it’s toning down the disparity between wildly OP characters and paper-thin troops in Dawn of War 3 to return to something more like the original, where your heroes were badass, but if you didn’t keep an eye on them could suddenly find themselves in a world of hurt.

As our Fraser Brown said after a few hours going hands-on with Dawn of War 4, “Blood Ravens—even their Terminators—ain’t immortal. The relentless green tide can whittle them down, and the orks have some mean machines that can crack open space marines like tins of beans.”

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September 1, 2025 0 comments
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Gears of War Reloaded Is A Mess On PC And Players Aren't Happy
Game Reviews

Gears of War Reloaded Is A Mess On PC And Players Aren’t Happy

by admin August 27, 2025


Gears of War: Reloaded, the newly released remaster of the original Gears of War, has a low review score on Steam due to crashes and missing split-screen support. This follows a day-one patch that was supposed to fix a number of bugs and crashes on both console and PC.

On August 26, Xbox launched Gears of War: Reloaded–a remastered version of Gears of War: Ultimate Edition, itself a remaster of Gears of War--on Xbox Series X/S, PC, and for the first time in franchise history, PlayStation, a leap it made via a PS5 port. And the game is totally fine if you want to replay Gears of War again. But on PC, players are encountering some annoying issues and are upset about the lack of split-screen. Meanwhile, the Xbox port has a weird FPS bug, and I’ve experienced some issues on PS5, too.

Gears of War: Reloaded’s user review score on Steam sits at 49 percent as of 1 p.m. EST on August 27. That’s not great! Checking out the reviews, it seems a big issue with this new remastered shooter is that it crashes a lot for some folks. What’s odd is that some players claim that Gears of War: Reloaded was running fine shortly after launch, but has started crashing more since then. One fix floating around online involves deleting a specific folder and not connecting to Xbox Live, which seems to imply there might be some server shenanigans happening. Gamesradar reports that Gears of War: Reloaded works fine when downloaded and installed via the Xbox PC Game Store, suggesting that the version on Steam, or at least how it connects to Xbox servers, might not be working properly.

Other players report that changing the game’s graphical settings leads to frequent crashing. I’ll say that on PS5, I ran into two crashes and some weird performance problems as well. Digital Foundry also reports that there’s an odd FPS bug on Xbox Series X that causes the campaign to improperly run at a not-so-stable 120FPS. I also ran into weird FPS issues on PS5 and had to turn off VRR. The PC port also lacks an FOV slider and has some weird limits on keybinding.

The team is investigating crashes on Steam when launching the game and missing pre-order character skins for some users, as well as initial reports of matchmaking issues.

You can see all known issues by going to https://t.co/LNNEO2vf0H

Thank you for your patience.

— Gears Community (@Community_Gears) August 26, 2025

A day-one patch was supposed to iron a lot of this out, but it doesn’t seem to have completely worked. As a result, Xbox and The Coalition posted on social media on Tuesday that the team is currently “investigating” the PC crashes and reports of online matchmaking errors, as well as an issue in which people who pre-ordered did not receive the cosmetics they were promised for doing so. Keep in mind, this is a remaster of a 10-year-old remaster. It’s wild to me that Gears of War: Reloaded seemingly shipped in such a wonky state.

Another reason for the game’s low rating on Steam is that players thought Gears of War: Reloaded would support split-screen co-op on PC. Split-screen was reportedly listed on the game’s official Steam store page. There’s also evidence that split-screen co-op support was mentioned in Reloaded’s Steam page trailer. But it appears all mentions of split-screen support have since been removed. My guess is that this was a mistake and Xbox never intended to add split-screen to PC. Regardless, it’s just one more reason PC players are disappointed with Gears of War: Reloaded.





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August 27, 2025 0 comments
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Marcus Fenix in front of a PS5 console.
Game Reviews

Playing Gears of War On My PS5 Is So Weird

by admin August 27, 2025


Earlier this month, Xbox sent me a code for Gears of War: Reloaded on the PlayStation 5. That’s a weird sentence to write. But it’s true. And despite knowing this port was coming and previously writing about it as well as the end of the console wars on Kotaku, I still have to admit:  It was really bizarre to nail an active reload on a PlayStation gamepad.

Out today on Game Pass, Xbox Series X/S, PlayStation, and PC, Gears of War: Reloaded is a remastered version of Gears of War: Ultimate Edition, which is itself a remastered spin on the original Xbox 360 Gears of War game, complete with improved textures and extra content that was exclusive to the barely-talked-about PC port of the first game. Wowza, what a lineage! Anyway, this latest remastering of the original Gears game that started it all sports some new improvements, including 4K/120FPS support for multiplayer, improved shadows, and full crossplay and cross-progression across all platforms. And it looks great, even if I encountered a few quirks in my playthrough. But no matter how much better it might look, Gears of War on a PlayStation console is still strange to this grizzled Gears vet.

Loading up Gears of War: Reloaded on my PS5 was strange enough to begin with, but then I hopped into the game and linked my Xbox account and saw that my Xbox profile picture appeared in the menu instead of my PlayStation profile pic. Odd! Then I started playing, and Gears of War prompted me to hit triangle to look at something instead of the Y button. Peculiar! And once I got into a firefight, I was told to smash the R1 button to begin a reload and then hit it again at the right time to reload my Lancer assault rifle faster. I did as told, but I think I made a weird face while doing it. Even Sony acknowledged how odd this all is via a tweet of Marcus reloading with the comment:  “Press R1 to Active Reload.”

Press R1 to Active Reload 💥

Gears of War: Reloaded is out today on PS5 pic.twitter.com/IIFIIsxkvB

— PlayStation (@PlayStation) August 26, 2025

When I unlocked my first trophy in Gears of War on PlayStation 5, something really bizarre happened: My phone buzzed to let me know that I had also just earned an Xbox achievement. I’ve not played any other Xbox games on PlayStation yet, so I’m not sure if this is just normal or whatever, but it caught me off guard. Earning Xbox achievements on a PlayStation? We truly live in the weirdest timeline.

As someone who has exclusively played through the entire Gears of War franchise and racked up many hours chainsawing people in multiplayer on Xbox consoles, it never stopped being eerie and uncanny to be playing the original game again, but this time on Sony’s home console. I thought that before the credits rolled on Gears of War: Reloaded, I’d have forgotten I was even playing on a PS5. Nope. It was weird from start to finish. But not in a bad way! I’m not mad Gears is on PS5 in 2025. I just think it’s going to take a few more weeks or months, or longer, for me to get used to it.





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August 27, 2025 0 comments
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A screenshot of the PC version of Gears of War: Reloaded
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Gears of War: Reloaded PC performance: The updated graphics are easy work for any desktop GPU from the past six years but they’re still enough to give handhelds grief

by admin August 26, 2025



If you were hoping that Gears of War: Reloaded was going to be like The Elder Scrolls 4: Oblivion Remastered, then I have a bit of bad news for you. It’s essentially 2016’s Ultimate Edition of Gears of War, but with better lighting and textures—everything else, including meshes, animations, and the overall gameplay, is exactly the same.

Gears of War: Ultimate Edition was a remaster itself, so Reloaded is a remastered remaster. Or is it a re-re-master? Either way, whatever your feelings are about the Ultimate Edition, they’ll probably be no different for Reloaded.

I must admit to being a little surprised that developers The Coalition retained the use of Unreal Engine 3 for Reloaded, albeit with large chunks of it heavily rewritten, replaced, and modified. But having thought about it, rewriting the whole game to work with Unreal Engine 5 was probably going to be too much work for the scale of the project, and if you’re going to do that, then you might as well do a full remake instead.


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(Image credit: Microsoft Studios)(Image credit: Microsoft Studios)

The good news about sticking with the old engine and just using better quality assets, lighting, shadows, and reflections, is that Gears of War: Reloaded will run on pretty much any gaming PC you like. For game performance analysis, I usually start with a top-end rig, but in this instance, I kicked off with the oldest gaming PC in my office, and the game ran so well—even at maximum quality settings—that I skipped over testing a full range of PCs.

In fact, other than one very specific type of PC platform, you can likely just slap all the settings to the maximum values and enjoy 60+ fps performance. You might need to keep the resolution down or utilise a spot of FSR 3.1 or DLSS 3.5 upscaling to push it higher if you want to, but the main reason for using either one is for the superior anti-aliasing—the alternative is to use FXAA, but there’s absolutely no reason to do so.

Tested on: Core i7 9700K | Radeon RX 5700 XT | 16 GB DDR4-3200

1080p | FSR Balanced | Ultra quality preset

As you can see from the above footage, the Core i7 9700K + Radeon RX 5700 XT combination has no problems whatsoever running Gears of War: Reloaded at an acceptable frame rate. There’s quite a big difference in the frame rate when fighting in narrow corridors to battles held in open areas, but every PC I tested is affected in the same way.

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If you’re happy to go with a lower frame rate (GoW:R isn’t a fast-reaction game by any means), then you could increase the upscaling quality mode. AMD’s FSR Native AA and Nvidia’s DLAA are both supported, but you’re not really going to easily tell the difference between them and DLSS/FSR Quality.

Admittedly, the RX 5700 XT is still quite a capable graphics card, so the next platform I tested Gears of War: Reloaded on was an entry-level gaming laptop.

Tested on: Ryzen 7 7735HS | GeForce RTX 4050 | 16 GB DDR5-4800

1080p | FXAA | Ultra quality preset

Just as with the Core i7 9700K rig, the RTX 4050 laptop coped absolutely fine. So much so that for the above footage, I disabled DLSS and just used FXAA to remove jagged edges from objects, characters, and other models. Even with no performance boost from upscaling, the little laptop has no problem hitting 60 fps or more.

The other reason why I included the use of FXAA was to highlight just how bad the anti-aliasing technique is compared to what can be achieved with FSR and DLSS. Both solutions have been implemented well in the game, so you’re pretty much covered, no matter what GPU you have.

Tested on: Core Ultra 9 285K | GeForce RTX 5090 | 48 GB DDR5-8400

4K | DLAA | Ultra quality

Heading to the other end of the hardware scale, pairing a GeForce RTX 5090 with a Core Ultra 9 285K and 48 GB of DDR5-8400 produces an entirely expected outcome. You might be surprised that the fps isn’t higher, but that’s in part because Gears of War: Reloaded has an adjustable frame rate cap with a limit of 240 fps.

You might think it has to do with the choice of CPU, as Intel’s Arrow Lake chips aren’t the best for gaming. However, the 5090 was being correctly utilised, and at no point were the 285K’s P-cores being saturated with work. In fact, this was common across all of the PCs I tested Gears of War: Reloaded on, though there was one exception.

Tested on: Asus ROG Ally | 15 W mode

1080p | FSR Balanced | Custom low quality

Given how well the old Core i7 9700K rig coped with 1080p Ultra quality, I was confident that my Asus ROG Ally would be fine with a lower preset and perhaps a bit more upscaling. Upon first firing up the game on the handheld gaming PC, it defaulted to the Medium quality preset with FSR Balanced upscaling.

In the narrow corridors, it just about reached 60 fps, but once out into the open areas, the frame rate would drop below 40 fps. That might not sound particularly rubbish, but it created a surprising amount of input lag, making what’s already quite a clunky game feel leaden and slow.

(Image credit: Microsoft Studios)

My solution was to use the Low preset with a Medium quality texture setting. You don’t really gain much fps by using lower quality textures, and it looks especially bad on the Low or Lowest preset. To be frank, while the new HDR lighting algorithm does a decent job of things, the game’s old-school looks lean heavily on the quality of the textures. In some cases, even on the maximum setting, they’re rather poor, so you’ll want to use the best texture setting that you can.

The one thing I did notice when testing the ROG Ally was that the GPU utilisation was quite poor. In the above footage, you can see that some of the handheld’s CPU cores are being hit quite hard, and along with the relative lack of VRAM bandwidth, this particular handheld isn’t best suited for good-looking, smooth gameplay in GoW:R. Steam Deck owners will want to skip the game entirely.

Final thoughts

(Image credit: Microsoft Studios)

In addition to the above PC platforms, I tested Gears of War: Reloaded on Ryzen 5 5600X, Ryzen 7 5700X3D, Core i5 13600K, and Core i7 14700K rigs, with graphics cards including a GeForce RTX 2060, RTX 3060 Ti, RTX 5070, and a Radeon RX 6750 XT and RX 7900 XT. All of them, without exception, had no difficulties in running GoW:R with the Ultra preset enabled.

In some cases, I had to use Balanced upscaling instead of Quality or DLAA/Native AA, but it didn’t affect the visual quality of the game, and it helped keep the 1% low performance above 60 frames per second. It’s just a shame that I couldn’t do the same with my ROG Ally, without ruining the game’s looks.

The old-school graphics techniques are a piece of cake for any modern graphics card, to be honest, because they all have enough pixel throughput and VRAM bandwidth to keep on top of things. However, handheld PCs are limited in both of these aspects, which is a real shame, as Gears of War: Reloaded is supposed to scale down to such hardware.

Technically, it does, though you’ll have to accept a relatively low frame rate and sluggish controls. At least I didn’t experience any glitches or bugs in the review code, nor any shader compilation or traversal stutters—just frame rate wobbles upon loading a new stage and hit boxes with minds of their own.

Gears of War: Reloaded is arguably a more definitive version of the game than the Ultimate Edition, and if the idea of playing a stompy-stompy, cover-and-fire classic appeals to you, then at least you won’t have to worry about whether your desktop or laptop gaming PC will be up to the task.

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August 26, 2025 0 comments
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John Wick Director Is Excited About Gears Of War Movie And Making His First War Film
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John Wick Director Is Excited About Gears Of War Movie And Making His First War Film

by admin August 25, 2025



John Wick and Deadpool 2 director David Leitch’s Gears of War movie is progressing forward, with producer Kelly McCormick saying there is a “lot of energy” around getting the movie made due in part to the fact that a new game, Gears of War: E-Day, is coming out in 2026.

McCormick clarified, though, that the Gears of War movie for Netflix will not be ready in time for the game’s release date, whenever in 2026 that may be. “We won’t hit that release date, but maybe something that feels relevant to the release of the new game,” she told The Hollywood Reporter.

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McCormick and Leitch are married and run the production company 87North together. She added that Leitch is excited to make the Gears of War movie because it’s a genre he hasn’t done before: war. It’s also “a bit of sci-fi” that Leitch will get to make “in his own way,” McCormick said.

Leitch, a former stuntman who worked as Brad Pitt’s double in movies like Fight Club and Ocean’s Eleven, directed 2014’s John Wick with Chad Stahelski but was not credited due to Hollywood rules. He later directed Atomic Blonde, Deadpool 2, Hobbs & Shaw, Bullet Train, and The Fall Guy.

As for Stahelski, he’s making movies based on the video games Ghost of Tsushima and Rainbow Six.

The Gears of War movie’s latest script is being written by Jon Spaihts, who previously wrote Prometheus, Doctor Strange, and Passengers, along with Dune 1 and 2.

There isn’t much known about the Gears of War movie, but the game’s official social media account reacted to The Hollywood Reporter interview, writing, “Oh hell yeah! This my kind of shit!”

Gears of War seemingly won’t be Leitch’s next film, so no one should expect it to come out soon. The director is preparing to shoot Amazon MGM Studio’s 2026 heist thriller How to Rob a Bank, which has Nicholas Hoult and Anna Sawai attached to star in it.

Wrestler-turned-actor Dave Bautista has lobbied for years to play Marcus, and he does bear a strong resemblance to the character, but no casting announcements for the Gears of War movie have been made. Meanwhile, Gears of War designer Cliff Bleszinski has previously been adamant that Chris Pratt shouldn’t play any role in the film.

For nearly two decades, Gears of War has been an Xbox exclusive. However, that is changing soon with the launch of Gears of War: Reloaded on August 26 for PS5, Xbox Series X|S, and PC.



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August 25, 2025 0 comments
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"I don't think RTS is back; I don't think it's ever really gone away": Dawn of War 4 devs on taking over from Relic and reviving a legend of the genre
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“I don’t think RTS is back; I don’t think it’s ever really gone away”: Dawn of War 4 devs on taking over from Relic and reviving a legend of the genre

by admin August 23, 2025


Dawn of War 4 is back, and I’m feeling pretty good about it. You can read my full thoughts on actually playing it – or really, playing the one available skirmish about six times over and over – in our big Dawn of War 4 preview, but alongside that hands-on time we also had a virtual sit-down with DoW 4’s brand new development team.

The top line is that the studio has, at least at first glance, done a pretty comprehensive job of taking the original Dawn of War – and a few sprinkles of its sequels – and turned it into a properly modern entry. It’s honed in on the first of the trilogy as inspiration, for starters, bringing back classic aspects like full base-building and standard RTS style maps with requisition points and all the regular gubbins. And, aside from maybe just missing a bit of campy levity here and there, the developers have also got the tone pretty spot-on, going full grim, dark, and down in the muck and mud.

Put it down on paper like that and it all sounds simple enough, but naturally for new developer King Art Games, a studio based in Bremen, Germany – which has only produced one RTS before, in 2020’s generally well-received Iron Harvest – following on from heavyweight strategy studio Relic was of course a challenge.

Image credit: Deep Silver / Plaion

You might be wondering how a storied series such as Dawn of War came to be made by a studio with such a short history of strategy game development (albeit one with a long history of developing all kinds of games overall, from point-and-click adventures to browser games, via the Nintendo DS’s Inkheart, tactical RPG The Dwarves and more, stretching back to its founding in the year 2000.) The answer involves a little bit of serendipity – but also, a clear indication that King Art earned its role here on absolute merit.

“It came a little bit out of nowhere,” studio co-founder, creative director, and DoW 4 game director Jan Theysen tells me. The team was working on its debut RTS, Iron Harvest, at the time, and “since it was a Kickstarter, we were very open and showed a lot of behind-the-scenes stuff, a lot of our technology and what we can do in terms of visuals, and so on,” he explains. “And someone at Games Workshop saw that. They basically came to us and said, ‘You know, hypothetically, if we would do a Dawn of War 4, what would you do with it?'”

Theysen assumes Games Workshop asked “a bunch of different developers” the same thing, and so the team went away and made a proper presentation just to try their luck. “Let’s come up with the concept and let’s do our best,” as Theysen puts it. “But we didn’t really expect this to go anywhere, right?” The studio sent over the presentation, focused back on Iron Harvest, and later on after the game was released, a few conversations with publisher Deep Silver later (and probably a lot more convoluted conversations than that behind the scenes) and the decision was made. Dawn of War left franchise custodians Relic, which had a couple of tricky years before its recent move to independence from Sega, and came to its surprise new home in Germany.

“Relic is a studio that we owe a lot to,” Elliott Verbiest, senior game designer, added. “As the entire genre of real-time strategy owes them a great debt for all the work they’ve done, across not just Dawn of War but all their other titles… for us it’s an enormous honour to pick this up.” There’s a little pressure, understandably. “It does feel like we are trying to fill very, very big boots in this regard,” he continues, and is keen to emphasise the studio’s desire to “do that legacy right… that we can say: Okay, the things Relic did really, really well, we can only hope that we follow in their footsteps.”

Image credit: Deep Silver / Plaion

How did King Art decide what to focus on for a new Dawn of War game, and which elements did it feel were particularly important to get right? “There is not really a ‘Dawn of War formula’,” Theysen says, noting the difference even from the first DoW to the much smaller-scale, more tactical DoW 2, let alone the change again to DoW 3. But the team “knew that people were interested in this more classic style of RTS, with base building and economy and research,” and so ultimately opting to focus specifically on the original felt like the most sensible choice. “When in doubt, it’s Dawn of War 1 – but then the point is, of course, that it’s a 20-year old game. What you can’t do is just pick a feature, put it in a new game and assume that it feels the same way that it did for people 20 years before. So we basically asked ourselves: how did Dawn of War make us feel 20 years ago? And how can we evoke the same feelings again today?”

Theysen has some smart answers there. “Dawn of War’s battles feel very distinct, because they’re relatively big battles and they take a while, right? It’s not like they’re fast, surgical strikes – it’s more like ongoing, big battles. You might lose a few units, or you can put a lot of resources in your battles and make sure your units don’t die… eventually maybe you won the battle, but you lost the war, because you paid too much in resources.” The other big example? “Synch kills.”

The studio asked what people loved in the original, and synch kills came up repeatedly – those being the bespoke animations for when a unit, like say a hulking Space Marine Dreadnought, executes another with a flourish, like say picking up an Ork, spinning it around and crushing it in its mechanised hand. That in turn led to one of Dawn of War 4’s defining new additions in the “combat director”, a brilliant visual flourish that means all units, in melee, battle each other with specific, synched up combat animations, as though each fight’s fully choreographed rather than playing out in standard RTS style, with units broadly swinging at the air in their enemy’s general direction.

As for those challenges, Theysen says there were a few. The team already knew what it wanted to improve after Iron Harvest – “could there be bigger armies, or could there be more base-building?” – and used those to “get the cogs turning” for how it might go a step further with Dawn of War. The biggest, in Theysen’s terms, was simply “the overall complexity” of RTS games as a whole, coupled with Warhammer’s expansive, intertwining lore and the sheer number of units and things going on in a Dawn of War game. (King Art’s keen to boast the “more than 110” figure for units and buildings, which is undoubtedly impressive at launch.)

Theysen’s also keen to point out the studio’s history of pivoting quite successfully between genres, if never truly breaking out into the gaming mainstream before Iron Harvest. “We have our 25th anniversary this year, and we did a lot of different games and a lot of different genres on a lot of different platforms, and it was pretty natural for us to just take on a new genre,” he says.

Image credit: Deep Silver / Plaion

“We usually tackle it by really doing our homework and really trying to figure out what makes these games tick, and play a lot of them and analyse a lot of them. Read everything you can – read about RTS development and so on. Then it really comes down to making educated guesses, and having a lot of people play the game often, right? And getting feedback.” The studio did that a fair bit with Iron Harvest, giving it to that game’s die-hard Kickstarter community early and then iterating.

“This, by the way, is also something we want to do with Dawn of War 4, now it’s finally announced,” he adds. “We want to make sure we get it in the hands of the players to get their feedback and input – because to be honest, it’s so complex and so complicated that, for example, with four really different factions to balance for multiplayer, you just need a lot of people playing the game.”

And then there’s that combat director. The idea actually came from a “hardcore Dawn of War 1 fanatic” at the studio, in Thomas Derksen, the developer’s head of animation. “That was his game,” Theysen says, “his whole teenage years were Dawn of War 1, and he basically said: Okay, if we do this, we do it right.”

None of the team were particularly convinced it was possible, “but basically him and a couple of animators and tech artists and coders, they dug in and, I don’t know, half a year later, they came up with the system that basically dynamically puts little snippets of animations together to form new combat animations.” The result sounds incredibly complex. “It figures out, okay, I’m a smaller unit fighting a bigger unit, that unit is heavy, so there are certain things I can do and I can’t do. There’s an explosion left of me and there’s I don’t know, another ally on the right, this means I could do the following things, and then the system basically dynamically puts together the animations and it works great. Looks great, I think. And is super fun – you always wondered how it would look if a Redemptor Dreadnought fights a Tomb Spider, right? And now you can see it!”

One of those other big challenges was fitting the game into pre-existing Warhammer 40K lore. The return of John French, a prominent Black Library novel author who also wrote on games such as Rogue Trader, certainly helps there. As does opting to set the game on Kronus once more, the planet of the series-peak single-player campaign in the original’s Dark Crusade expansion. Theysen could share a little more of the setup here: “We basically follow the story of Cyrus and Jonah from the previous games,” (Cyrus featured in DoW 2, and Jonah in both 2’s Chaos Rising expansion and DoW 3) “and they go to Kronus in the hope to maybe find some brothers there, or maybe find recruits to rebuild the chapter a bit. But of course, it’s 40K, so everything goes horribly wrong.”

Image credit: Deep Silver / Plaion

The 200-years-later choice meant the team could use the present-day version of 40K, including all of the story that’s happened since Dark Crusade’s release, but the story itself will be intentionally “Kronus-centric,” as he puts it. “The wider effects might not be the biggest but, let’s put it this way: part of the story is to make sure that actually there are no wider effects for the rest of the galaxy, and it stays contained…”

As for how the four-part campaign will work – which can be played entirely in co-op if you like, it’s clarified – Theysen also shared a little more. There’s really one campaign for each of the factions – Orks, Space Marines, Necrons, and newcomers Adeptus Mechanicus – and then within each of those campaigns there are decisions you’ll have to make which then thread into the next. One example: “when you play the Ork campaign, eventually you have to decide [between] two different war bosses… the Beast Snaggas, which is more like the wild, original Orks, or the Bad Moons, which is more like mechanics, mechs, and so on… and in the end only one of those guys survives or stays around.” Then in the next campaign you play as another faction, the chosen boss is the one you’ll be fighting as, say, the Necrons.

This is all set up on a kind of “world map,” as Theysen puts it, where you’ll be able to select different missions based on what units or bonuses each might unlock for completion, “similar to Dawn of War 2,” Theysen says. “Where you can say: Okay, what do I get here? Who am I fighting? And okay, actually, this mission sounds the most fun, I’ll play this one.” Some of those missions will be mutually exclusive – you can’t play all the missions in one playthrough – encouraging multiple runs. And likewise it sounds like there’ll be a bit of those classic vendettas you can build with the AI, at least to some extent – with the Space Marines for instance, in one scenario you can either save a city, or save some other territory, with the one you don’t choose being conquered and you later on having a chance to exact revenge.

On the topic of differing factions, I was also keen to know why King Art’s team chose the four they did here. “Some of it was relatively straightforward, some of it a little less so,” Verbiest says. The Blood Ravens were a given, having first appeared in Dawn of War itself, and similarly essential were the Orks – “a no-brainer,” Verbiest says, given the roots in Dawn of War one and their prominence there. After that things got more interesting. As well as being pretty prominent in 40K more widely at the moment, the studio chose the Necrons specifically because of how Dawn of War 3 ended (or didn’t end). “They were kind of teased towards the end of Dawn of War 4, and that was something that never really came to fruition, unfortunately. So it’s kind of our way of saying to the fans, essentially: Hey, we’re making good on this particular promise.”

The Adeptus Mechanics, meanwhile, came about because the studio wanted to include a faction that had never been included in Dawn of War before. “It kind of helps a little bit because we worked previously on Iron Harvest,” he adds, “so we have a lot of experience with big walking machines and the like.” Any chance of more down the line via expansions, if things go well? “Unfortunately, I can’t say anything regarding future content,” is the predictable reply.

Image credit: Deep Silver / Plaion

There’s plenty more the team is keen to talk about, as our conversation begins to run short on time. “You probably get more stuff in this game than in any other – not only Dawn of War, but probably most RTS games,” Theysen says, at least in terms of what’ll be there at launch. Skirmishes are “very, very configurable,” for instance, multiplayer maps can be configured too, as can enemy behaviour. The Last Stand, a horde mode from DoW 2, returns here and is playable solo with multiple others in co-op. The sense, above all, is that King Art games is naturally proud, and quite optimistic, about what it’s been able to produce so far. After playing it I think it’s very much justified.

It also leads on to a final question, which feels frustratingly inevitable with conversations about RTS games these days (though I’m well aware I’m saying that the one asking it). Does the team feel good about the state of the RTS these days? Is there optimism here beyond just Dawn of War 4, for such a venerable genre to at least regain a bit of its lost footing? Does all this “death of the RTS” stuff feel a bit overblown?

“RTS definitely isn’t the mainstream genre that it was maybe 20 years ago or something,” Theysen says. “And you know, if you expect, creating an RTS game like Age of Empires 4, sell a couple of million [copies] and then you know, call it a disappointment or whatever – or at least not a success – then okay, what do you expect?

“I think from our side,” he continues,” we know that there is a core RTS target audience that really likes to play RTS, and hopefully plays Dawn of War 4 because it’s a big, good RTS. Then we have this other target audience with 40K fans, who are interested in the game because it’s a 40K game… and we also hope to reach some players that are maybe looking for a good way to get into 40K, because it’s notoriously hard to get into such a big and complex universe.” (Worth noting here: Dawn of War 1 was my own personal introduction to 40K as a goofy little tween myself, so Theysen might be onto something.)

Verbiest’s answer meanwhile is simple enough, and one that, hopefully, Dawn of War 4 will help to ring especially true: “I don’t think that the RTS is necessarily back,” he says. “I don’t think it’s ever really gone away.”



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Dawn of War 4 developer King Art knows what you all really want: ‘Overwhelmingly, it’s singleplayer content and the campaign’

by admin August 22, 2025



One of the weird things about being a lover of RTS games—aside from the fact that it sometimes feels like the games industry has left us behind—is how often the people making these games, and certainly the ones financing them, seem to forget that the initial popularity of the genre was driven by high-quality singleplayer campaigns.

Folks look at StarCraft 2, the RTS that’s dominated the genre for 15 years, and think it’s all down to competitive multiplayer and esports. And that’s how we got Stormgate: a game designed by veterans, built to tap into the love of Warcraft 3 and StarCraft 2. And it launched with an unfinished, uninspired campaign, and has struggled ever since then.

While the competitive scene is certainly responsible for both games’ enviable longevity, most players won’t even touch multiplayer. What got most people through the door were the best-in-class campaigns. They led the pack in terms of storytelling and mission design, and that cemented them as two of the best strategy games ever designed.


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King Art Games, the studio behind Dawn of War 4, hasn’t forgotten this.

“That was one of the things that we, as King Art, brought to the table,” Jan Theysen, creative director and game director, tells me. “We are known for making narrative-driven games, and the campaign for Iron Harvest was very well received. So for us, this was super clear: campaigns will be one of the big pillars for the game.”

King Art surveyed Iron Harvest players and asked them what the most important modes were for them. “And overwhelmingly,” says Theysen, “it’s singleplayer content and the campaign.” That informed the studio’s continued focus. But it didn’t just want to do one campaign.

“We had this idea, instead of just having a Space Marine campaign, or maybe one campaign where everybody has some little bits and pieces, let’s actually have a big campaign for each of the four factions. And that is already, of course, a lot of work, but then we said, OK, can we maybe even make the individual campaigns dynamic? And can we have optional missions, and can we make sure that the decisions that players make matter? And now we have these four beefy campaigns plus the tutorial.”

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This isn’t to say that multiplayer is being given the short shrift, though.

“That’s definitely where we’re putting most of our focus for this title,” says senior game designer Elliott Verbiest. “But of course we are going to have multiplayer modes for people who want to play with their friends or against other players. But as we saw in both feedback from the community as well as what we remember, what we look most fondly back on when playing RTS games when we were all younger, or how that shaped our tastes in the genre, the singleplayer campaigns were one of the things that stuck the longest with us.”

It’s a relief, then, but not really surprising for Dawn of War, which has always placed greater importance on its singleplayer campaigns—though perhaps to a lesser extent in Dawn of War 3. But the amount of campaign we’re getting this time around—more than 70 missions across four distinct campaigns—feels especially generous.

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August 22, 2025 0 comments
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