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                        <title>Games News, Video Games News, Gaming Updates and Reviews</title>
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			<title>Pakistan’s quiet gaming rise</title>
			<link>https://tribune.com.pk/story/2582048/pakistans-quiet-gaming-rise</link>
			<comments>https://tribune.com.pk/story/2582048/pakistans-quiet-gaming-rise#comments</comments>
			<pubDate>Sat, 13 Dec 25 22:02:22 +0500</pubDate>
			<dc:creator>
				<![CDATA[Nabil Tahir]]>
			</dc:creator>
			<category><![CDATA[Pakistan]]></category><category><![CDATA[T-Magazine]]></category><category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2582048</guid>
			<description>
				<![CDATA[From small rooms to global studios, talent, trust, and payments are reshaping how Pakistani developers work globally]]>
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				<![CDATA[The room is small and quiet. A desk pushed against the wall. A chair that has seen better days. A young game developer sits in front of a screen, eyes fixed, fingers move almost without thought. On the screen, a character jumps, lands, and moves again. Somewhere in the background, a fan hums.

He knows what he can do. He knows the engines, the tools, and the logic behind how a game should work. He has spent years learning it. What he does not know is how far this skill can really take him. The world wants games. Studios need developers. But from this room, that world still feels distant.

For a long time, this was the reality for many Pakistani game developers. Talent existed, but the path did not. Work came in fragments. A small project here. A short contract there. Payments were uncertain. Trust was thin. Game development, as a career, was hard to explain to families and harder to sustain.

This was also the period when Pakistan was only beginning to step into the game development space. There were few studios, limited training options, and little structure. Most developers worked alone, learning through online tutorials and trial and error. The skill was there, but the ecosystem was not.

That gap has narrowed over time.

Training institutes began to appear. Local game development companies started to take shape. Slowly, Pakistani teams began working with international clients. At the same time, global payment solutions made it easier for developers to receive money, raise invoices, and plan beyond a single project. The fear of not getting paid began to fade.

Today, Pakistan&rsquo;s game development industry is no longer on the sidelines. It has grown into a regional force, now ranked as the second largest mobile game developer in its region, behind Vietnam. A young population, growing digital skills, and increasing interest from investors have all played a role. What was once a niche skill is now a growing export.

On one side, global studios are looking for teams that can deliver quality work without stretching budgets. On the other, Pakistani developers are finding stability, repeat work, and confidence. As payment systems improved, so did trust. Projects turned into partnerships. One off jobs turned into long term collaborations.

The industry&rsquo;s story begins in rooms like this. Quiet places where developers sit, build, and wait for the world to notice. Increasingly, it is noticing.



Finding Pakistan on the global map

Over the past three to five years, global demand for game development has not only increased but also become more defined. Studios are no longer looking for teams that can simply build a game and move on. Expectations have shifted towards long term performance, player retention, live operations, and monetisation strategies that evolve over time.

Nousherwan Malik, CEO of Apex Logics, says this change is visible across the kind of work now coming into Pakistan. &ldquo;In the last three to five years, demand has grown but also become more focused. Clients don&rsquo;t just want a game anymore. They want strong retention, live ops, monetisation, and teams that understand player behaviour,&rdquo; he says. &ldquo;We now see a steady demand for mobile free to play, UGC platforms like Roblox and Fortnite, HTML5 and web games, Telegram style mini apps, and even gamified products for non gaming businesses.&rdquo;

Alongside this shift in formats and platforms, Malik points to a growing comfort among international studios when it comes to outsourcing.

&ldquo;At the same time, international studios are far more comfortable fully outsourcing projects and long term content pipelines to remote teams with a proven track record,&rdquo; he adds.

This evolution has gradually changed how Pakistan is positioned within the global outsourcing landscape. Once viewed primarily as a low cost option, the country is now being assessed on quality, delivery, and value.

&ldquo;Pakistan has moved from being seen mainly as a cheap resource market to a serious quality option, especially in mobile and PC games and art,&rdquo; Malik says. &ldquo;Many studios here have shipped titles with millions of downloads. We are still behind some regions in branding and visibility, but in terms of talent and value for money, Pakistani teams are very competitive once clients actually work with them.&rdquo;

That growing confidence is reflected in the level of responsibility being entrusted to local studios. Where earlier work was often limited to asset creation, porting, or small scale development, Pakistani teams are now contributing across the full lifecycle of a game.

&ldquo;Earlier, most work was limited to support tasks like assets, basic development, or simple mini games,&rdquo; Malik explains. &ldquo;Before, Pakistani companies were mostly doing small or mid core titles. Now they are part of AA and AAA projects as well. Teams here are contributing not just to mobile or web, but to PC, Xbox, and other console titles too. In many cases, we are trusted with full responsibilities, from concept and prototyping to core gameplay design, production, live ops, and analytics driven updates.&rdquo;

For Malik, this trust has been built by approaching projects with a broader perspective. &ldquo;We think like publishers, not just as a service vendor,&rdquo; he said. &ldquo;Because we have our own titles with tens of millions of downloads, we understand the full lifecycle from prototype and soft launch to retention, monetisation, and live ops. We talk to clients in terms of KPIs, not just features. We offer very strong quality at a comparatively lower price, with internal standards close to AAA, and clients usually mention our speed, honesty, and team stability as reasons they stay with us.&rdquo;

This shift towards higher trust and deeper collaboration is supported by a broader ecosystem that extends beyond individual studios. Lahore, in particular, has emerged as a key centre for game development, even if that reality is not always visible from the outside.

Ali Ihsan, CEO of FRAG Games, says international clients are often surprised to learn where his company is based. &ldquo;Whenever I tell people, especially our international clients, that we&rsquo;re based out of Lahore, they&rsquo;re always curious,&rdquo; he said in an interview. &ldquo;The assumption is that we are a lone anomaly studio in an otherwise unsupportive ecosystem, but that couldn&rsquo;t be further from the truth.&rdquo;

He points to the city&rsquo;s educational and cultural foundations as a major reason behind its strength. &ldquo;As a function of Lahore being one of the most populous cities in the world, we have at least eight colleges focused on pre art and five top tier engineering universities,&rdquo; Ihsan said. &ldquo;Engineering might be relatively common in the developing world, but it&rsquo;s the influx of art, because Lahore has historically been an art and cultural centre, that enables an ecosystem where you can get strong graduates on both sides.&rdquo;

The scale of that ecosystem is often underestimated. &ldquo;There are around 18,000 people employed in the game development industry in Pakistan,&rdquo; Ihsan notes. &ldquo;Volume wise, that probably puts us among the top 25 game employment ecosystems in the world. In a city of this size, it can be hard to contextualise, but when you realise that there are close to a hundred game studios operating in one city, you start to understand why Lahore has become such a strong base for game development.&rdquo;

Together, these shifts explain why Pakistan is increasingly being seen as a serious player rather than a peripheral option. As global demand becomes more specialised and studios look for teams that can deliver consistently at scale, Pakistan&rsquo;s game development industry is quietly moving into the mainstream.



Inside Pakistan&rsquo;s gaming workforce

For many Pakistani game developers, the journey into the industry did not begin with a business plan or a formal degree. It began with curiosity, long hours spent experimenting, and a desire to build something that did not exist before.

Muhammad Sufyan, CEO and founder of HitoStudios, started out the same way. Like many others in the industry today, his entry into game development came through play rather than professional training.

&ldquo;I&rsquo;ve been playing games since I was five years old,&rdquo; he said. &ldquo;The long dark spreadsheets and other coding skills were never as fun. In game development, your code makes things that never existed before. Every game I made as a hobby was ninety percent different from the last. Compared to web or apps, where everything feels very similar, this was exciting. That&rsquo;s what got me hooked.&rdquo;

In the early years, work came in pieces. Small freelance projects, short contracts, and one off assignments were the norm. Developers often worked alone, juggling multiple platforms and learning as they went. Over time, however, that fragmented model began to change. As skills deepened and portfolios grew, freelancers started turning into teams, and teams into companies.

Sufyan&rsquo;s own journey reflects that shift. What began as independent work gradually evolved into a studio offering structured services to international clients. Finding those clients was rarely straightforward.

&ldquo;They usually find us through our website and social media ad campaigns,&rdquo; he said. &ldquo;But mostly, we reach out to them ourselves, through platforms like Upwork, LinkedIn, email marketing, and other sites.&rdquo;

As work became more consistent, so did the need for more specialised skills. Pakistani developers are no longer expected to know a little bit of everything. Instead, studios are increasingly built around dedicated roles, from gameplay programmers and technical artists to animators and designers fluent in industry standard tools.

For Sufyan, access to those tools came less from formal instruction and more from experimentation.

&ldquo;Unity, Unreal, Blender, Photoshop, and a whole pile of pirated software,&rdquo; he said, without hesitation. &ldquo;YouTube is more than enough to get started. I never believed in course sellers or newsletters.&rdquo; At the same time, he points to gaps that still limit growth. &ldquo;There&rsquo;s huge untapped potential in international conferences and exhibitions, but visa issues and the lack of proper incubation centres make that very difficult.&rdquo;

While many developers still rely on self learning, formal education has slowly begun to catch up. Universities and private academies are now offering courses in game design, animation, and interactive media, helping legitimise a field that was once seen as unconventional. This has also had a ripple effect at home, where families are increasingly viewing game development as a viable career rather than a risky distraction.

Ihsan, CEO of FRAG Games, says that change in mindset has been years in the making. His own path into games was shaped early on, long before game development was recognised as a discipline.

&ldquo;I&rsquo;ve been playing games since I was under five years old,&rdquo; he said. &ldquo;Game design wasn&rsquo;t even a discipline back then. Computer science was the calling. I chose my O level subjects on that basis. I went to college on that basis. The idea was always that at some point, we would make games.&rdquo;

When Ihsan returned to Pakistan after spending time abroad, he found an industry that was still taking shape. &ldquo;There were no real opportunities for people to work in games, but studios were just beginning to come up,&rdquo; he said. &ldquo;Tintash had been founded a couple of years earlier. Mindstorm was working on that really ambitious cricket game. When I saw that young people were actually getting a chance to make these games, it made me realise that this could be a tangible business life.&rdquo;

That belief led to the founding of FRAG Games in 2013, at a time when building a company around games was still considered a gamble. Since then, studios like FRAG have helped prove that local talent can deliver products for global platforms. &ldquo;Pakistan&rsquo;s first ever PC console release came out of Lahore,&rdquo; Ihsan said. &ldquo;It was made by FRAG Games. It was a farming simulation adventure RPG, globally published, and available on the PlayStation store.&rdquo;

These milestones have helped shift perceptions both inside and outside the country. What was once dismissed as a hobby has become a profession, and what began as freelance experimentation has grown into an industry built on specialised skills, structured teams, and long term collaboration.

For many developers like Sufyan, the growth of Pakistan&rsquo;s gaming workforce has brought stability that did not exist a few years ago. Freelance work has turned into repeat collaborations, and isolated projects into ongoing pipelines. Yet as studios expanded and teams took on larger responsibilities, another question began to matter just as much as skill or passion. How reliable were the systems supporting this work? For an industry built on remote collaboration, the ability to deliver, invoice, and get paid on time would soon become as critical as the games themselves.



Trust and payments: The turning point for Pakistani developers

As Pakistan&rsquo;s game development industry began to mature, the conversation around growth increasingly shifted away from talent and towards systems. For studios and independent developers working with international clients, the question was no longer whether work could be delivered, but whether the financial infrastructure around that work could support scale, predictability, and trust.

From the perspective of payment platforms, the change over recent years has been visible in volume as well as behaviour. Nagesh Devata, Senior Vice President APAC at Payoneer, says payment flows connected to Pakistan&rsquo;s digital creative economy have grown in step with broader export trends.

&ldquo;Payment volume linked to Pakistan&rsquo;s digital creative sector has risen noticeably alongside export growth in IT and related services. Pakistan&rsquo;s IT/ITeS and freelance exports reached record levels in FY2024&ndash;25 (combined reporting shows ~US$4.6bn for IT/ITeS and significant freelance contributions within the same period), which correlates with increased cross-border payment flows to developers and studios. This growth is reflected in higher transaction counts and increased onboarding of developer teams onto global platforms.&rdquo;

Earlier, however, international clients approached these transactions with caution, often because of uncertainty rather than unwillingness. &ldquo;Historically, international clients cited delays in payment settlement, uncertainty over timing and visibility of receipts, and administrative friction when reconciling cross-border invoices. These concerns reduced trust for longer-term engagements and increased contract friction.&rdquo;

Over time, improvements in payment visibility and settlement have helped reduce that friction. &ldquo;Payoneer has focused on clearer payment visibility and faster settlement through multi-currency receiving accounts, consolidated balances, and streamlined withdrawals to local bank accounts,&rdquo; says Devata.

Devata links these developments to a broader shift towards more structured, recurring work. &ldquo;Yes, market signals indicate an increasing share of longer-term and recurring engagements as foreign studios gain confidence in local providers&rsquo; delivery, reliability and payment processes. While Payoneer does not publish contract-type breakdowns, broader industry reporting shows Pakistani talent is securing progressively larger, repeat business across design, art, and development services, consistent with longer-term contracting trends,&rdquo; explains Devata.

At the developer level, this shift has changed how risk is perceived. Muhammad Sufyan, CEO and founder of HitoStudios, rejects the idea that payment access itself was ever the main obstacle. &ldquo;It&rsquo;s a hoax. I always felt that when there is a will, there is a way. The payment methods were there from day one. The people I saw struggling with these services were mostly involved in some shady work or shortcuts.&rdquo;



That does not mean the process was always smooth. &ldquo;Yes mostly client side. Once the work is done they refused to pay or X reasons. But once they cleared their invoice via Bank Transfer, Payoneer or whatever. There is a process you have to setup once. The starting process of banking process is not the most efficient but in the long run it makes sense as they to filter out real one&#39;s from the scams.&rdquo;

For Payoneer, formalisation has been a key factor in improving confidence on both sides of a transaction. &ldquo;Improved documentation and transparent invoicing reduce disputes and shorten payment cycles by clarifying deliverables and amounts owed. Verification and professionally presented billing increase buyer confidence when engaging teams in emerging markets,&rdquo; he says.

The tools developers use reflect this increasing emphasis on clarity and control. &ldquo;Developers most frequently rely on multi-currency receiving capabilities, consolidated account balances to group receipts across platforms, and clear settlement statements for reconciliation. They also use integrations that reduce manual bookkeeping and provide timely visibility into incoming funds.&rdquo;

These systems have also enabled developers to manage operational costs more independently. &ldquo;In addition, many game developers benefit from using their Payoneer balances through Payoneer Cards to pay for essential expenses such as advertising on global platforms, a crucial capability for gaming studios that depend on continuous user acquisition campaigns to scale downloads internationally,&rdquo; explains Nagesh.

For Sufyan, the contrast between international and local work environments has become clearer over time. &ldquo;Yes I do. They honour their word and are willing to pay for solution findings and engineering. Locals are always very reserved and there is a lack of professionalism. Late replies, ghosting and not willing to talk openly or frankly is a red flag for me personally. Can&#39;t chase a Seth or his accountant for an endless loop after delivering from my side.&rdquo;

Regionally, Payoneer sees Pakistan becoming more competitive as payment practices mature. &ldquo;Pakistan is increasingly competitive on talent and cost metrics and is improving rapidly on payment reliability as more studios and freelancers adopt professional invoicing and global payout platforms,&rdquo; says Devata.

Looking ahead, Devata believes further operational readiness will determine how far the industry can scale. &ldquo;Key needs include continued digitisation of business processes (invoicing and bookkeeping), broader familiarity with multi-currency settlement options, and better operational readiness for recurring international contracts (clear scopes, SLA-style agreements, and timely reporting),&rdquo;

&ldquo;Over the next five years, we expect more developers and studios to sinvoicing, use consolidated multi-currency accounts, and adopt operational practices that support recurring, higher-value contracts,&rdquo; he adds.

As payment systems have become more predictable, trust has followed. For Pakistan&rsquo;s game developers, that trust has transformed one-off opportunities into long-term relationships, quietly reshaping how the industry works and how far it can grow.



A market ready for its next level

Pakistan&rsquo;s game development industry now sits at an in between moment. The momentum is real, but so are the gaps. Talent continues to grow faster than the systems around it, and while studios have learned to operate globally, the local ecosystem is still catching up.

Ihsan, CEO of FRAG Games, believes the progress so far matters because it has been product led, not theoretical. &ldquo;We tend to forget that the entire gaming industry is product driven. We&rsquo;re not services driven at all,&rdquo; he says. The fact that more than 50 games made in Pakistan have crossed the one to five million dollar mark, he added, shows that local studios are already competing globally.

At the same time, scaling remains uneven. Payment systems have improved, trust has stabilised, and long term work is now possible, but challenges around regulation, financing, and business culture persist. According to Malik of Apex Logics, predictable payments have allowed studios to plan and hire with confidence, yet gaps remain in areas like growth capital, user acquisition funding, and industry aligned education. &ldquo;Things are better, but not perfect,&rdquo; he says, pointing to the lack of access to global tools and financing options as a constraint.

Still, the direction is clear. Global studios are no longer testing Pakistan. They are returning to it. Young developers are no longer asking whether a career in games is possible, but how far it can go.

The next big success may not come from a boardroom or a headline making acquisition. It may come, quietly, from a small room where a developer is building something new, somewhere in Lahore, Karachi, or Islamabad, unaware that the world is already waiting to play it.]]>
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			<title>League of Legends introduces WASD controls as players debate impact on gameplay</title>
			<link>https://tribune.com.pk/story/2581482/league-of-legends-introduces-wasd-controls-as-players-debate-impact-on-gameplay</link>
			<comments>https://tribune.com.pk/story/2581482/league-of-legends-introduces-wasd-controls-as-players-debate-impact-on-gameplay#comments</comments>
			<pubDate>Wed, 10 Dec 25 12:01:31 +0500</pubDate>
			<dc:creator>
				<![CDATA[Pop Culture &amp; Art]]>
			</dc:creator>
			<category><![CDATA[Entertainment]]></category><category><![CDATA[Games]]></category>
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			<description>
				<![CDATA[League of Legends has added WASD movement controls, prompting mixed reactions across the community]]>
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				<![CDATA[League of Legends has introduced WASD movement controls for the first time, prompting widespread debate among players.

The update, released last week, marks the first major change to champion movement in more than a decade, offering an alternative to the title&rsquo;s longstanding point-and-click system.

The feature follows earlier leaks that revealed WASD controls were in development. At the time, the possibility of keyboard-based movement quickly became a prominent topic among players, with some anticipating the change and others expressing concern about how it might affect gameplay.

With the rollout now confirmed, players may choose between the new movement option and the traditional mouse-based approach. However, reactions have remained divided. Some players argue that certain champions may benefit disproportionately.

One player commented that a champion such as Janna could focus on dodging incoming attacks while keeping the cursor positioned on an ally for shielding. Another player remarked that Sona &ldquo;could probably play on a f****ing trackpad&rdquo; due to her limited aiming requirements.

Although WASD use remains optional, some longtime players have voiced concern that it could eventually become the more optimal way to play. They fear that an evolving competitive meta might compel them to adopt the new system to remain effective, potentially distancing veterans who prefer classic controls.

One player wrote, &ldquo;I think it has no place in this game. The controls aren&rsquo;t the reason that people struggle to play this game. All WASD does is alienate the existing playerbase if it becomes the more optimal way to play.&rdquo;

Others described positive experiences following the update. One user shared that mastering mechanical skills previously felt &ldquo;intimidating,&rdquo; but the introduction of WASD &ldquo;changed their experience in a good way.&rdquo;

They added that despite limitations such as lower DPS and attack speed constraints, the increased comfort made the game more accessible and enjoyable. Supporters also suggested that the new option may help newcomers by reducing the learning curve.

The update continues to generate discussion as players assess its impact on the game&rsquo;s long-established control structure.]]>
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			<title>Red Dead Redemption arrives on Netflix games, marking franchise’s mobile debut</title>
			<link>https://tribune.com.pk/story/2580345/red-dead-redemption-arrives-on-netflix-games-marking-franchises-mobile-debut</link>
			<comments>https://tribune.com.pk/story/2580345/red-dead-redemption-arrives-on-netflix-games-marking-franchises-mobile-debut#comments</comments>
			<pubDate>Wed, 03 Dec 25 10:30:29 +0500</pubDate>
			<dc:creator>
				<![CDATA[Syed Alihasan Agha]]>
			</dc:creator>
			<category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2580345</guid>
			<description>
				<![CDATA[Release features mobile-optimised controls, including touch-based shooting, movement]]>
			</description>
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				<![CDATA[Netflix has added Red Dead Redemption to its gaming catalogue, making the acclaimed Rockstar Games title available on iOS and Android for the first time.

The game is accessible to all Netflix subscribers and can be downloaded through the platform&rsquo;s mobile app. The release features mobile-optimized controls, including touch-based shooting and movement. However, the title does not include a multiplayer mode, and an active internet connection is required at all times.

Read:&nbsp;Hasan Raheem and Ronin unveil Pakistan&rsquo;s first co-tuned limited edition earbuds

Originally launched in 2010, Red Dead Redemption is set in 1911 at the tail end of the American frontier era. Players follow former outlaw John Marston as he attempts to rescue his kidnapped family. The mobile version also includes the stand-alone expansion Undead Nightmare, in which Marston battles a zombie outbreak.

The addition strengthens Netflix&rsquo;s push into gaming, a segment that has struggled to attract users in previous years, with less than 1% of subscribers engaging with available titles. The company saw an uptick in 2024, with estimated downloads rising 180% year-on-year.

Read also:&nbsp;Google to retire Assistant in March 2026 as Gemini takes over

Red Dead Redemption remains one of Rockstar&rsquo;s most successful franchises after Grand Theft Auto, and the mobile release is expected to renew interest amid ongoing speculation about a potential prequel.

The launch follows Netflix&rsquo;s rollout of gaming on smart TVs in October, allowing users to play select party games using their phones as controllers. It also comes two years after the company added Grand Theft Auto: The Trilogy to its mobile lineup. However, GTA: San Andreas will depart Netflix Games on December 12.]]>
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			<title>Epic, Unity strike partnership to bring Unity-made games into Fortnite</title>
			<link>https://tribune.com.pk/story/2578286/epic-unity-strike-partnership-to-bring-unity-made-games-into-fortnite</link>
			<comments>https://tribune.com.pk/story/2578286/epic-unity-strike-partnership-to-bring-unity-made-games-into-fortnite#comments</comments>
			<pubDate>Thu, 20 Nov 25 05:28:44 +0500</pubDate>
			<dc:creator>
				<![CDATA[Web Desk]]>
			</dc:creator>
			<category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category>
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			<description>
				<![CDATA[A step in Epic’s long-term goal of transforming Fortnite from a battle-royale to a wider social, entertainment hub]]>
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				<![CDATA[Epic Games is partnering with Unity Technologies in a move that will allow developers to bring games made with Unity&rsquo;s engine directly into Fortnite. The integration will place Unity titles alongside Epic&rsquo;s own experiences and third-party creations built with the Unreal Editor for Fortnite, significantly expanding the range of playable content inside the platform.

In a statement, Epic Games CEO Tim Sweeney said the collaboration reflects the company&rsquo;s push toward an &ldquo;open metaverse&rdquo;.

&ldquo;Companies need to work together to build a metaverse that is interoperable and fair,&rdquo; Sweeney said. &ldquo;Working alongside Unity, we&rsquo;re helping developers build fun games, reach larger audiences and find success.&rdquo;

Sweeney, speaking onstage at Unity&rsquo;s Unite conference, said Fortnite will be opened to &ldquo;all Unity games&rdquo; through new network technology developed by Unity that connects external engines via a specialised protocol. From next year, Unity developers will be able to publish their games directly into Fortnite, making them discoverable through the platform&rsquo;s interface and eligible to participate in Fortnite&rsquo;s evolving economic system.

The move marks a significant step in Epic&rsquo;s long-term goal of transforming Fortnite from a battle-royale title into a wider social and entertainment hub. Epic has been increasing its focus on creator-led content, and Sweeney said 40 per cent of Fortnite playtime now comes from third-party experiences.

According to Sweeney, Fortnite reached 100 million monthly active users during the last holiday period. Despite its scale, the ecosystem has remained closed, limiting creators to Epic&rsquo;s own tools and preventing easy movement of content between engines or platforms. Sweeney has previously argued that interoperability between engines is central to his metaverse vision.

Epic has made progress toward building a broader ecosystem: by late 2024, more than 70,000 creators had published nearly 200,000 &ldquo;islands&rdquo;, the platform&rsquo;s term for standalone experiences. Unity&rsquo;s presence could amplify that dramatically. The Unity Editor has more than 1.3 million monthly active users, and even modest adoption from that pool would expand Fortnite&rsquo;s catalogue.

For developers, the partnership offers a new distribution channel and potential revenue stream at a time when the gaming industry is grappling with layoffs and financial strain. It also concentrates more activity inside Fortnite, though Sweeney maintains that the long-term aim is decentralisation.

In an interview with The Verge, he said he envisions a future where Fortnite acts more like a web browser, allowing users to move to spaces hosted and governed entirely by other companies without Epic&rsquo;s involvement or revenue share. &ldquo;Today&rsquo;s news with Unity is the first opportunity for engines to operate together,&rdquo; he said.

For now, all Fortnite experiences, whether built using Epic&rsquo;s tools or Unity, will undergo review to ensure ratings compliance and basic functionality. Sweeney said that in a more open future system, Epic would only review content it hosts.

Sweeney added that allowing Unity games will &ldquo;greatly expand the developer base&rdquo;, as creating content directly in Fortnite currently requires building from the ground up. Publishing standalone Unreal Engine games into Fortnite is not yet possible and is expected to arrive with Unreal Engine 6.

The partnership also includes a second component: Unity will add support for Unreal Engine to its new commerce management platform, announced last month. The tool is designed to help developers manage digital storefronts and payments across multiple platforms within the Unity environment.

Unity President and CEO Matt Bromberg said the addition of Unreal support will give developers &ldquo;more choice in how they build and manage their stores&rdquo;. He added that expanding optionality and control for creators is a shared priority between the two companies.]]>
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			<title>Clair Obscur: Expedition 33 leads Game Awards 2025 nominations with broad industry recognition</title>
			<link>https://tribune.com.pk/story/2578005/clair-obscur-expedition-33-leads-game-awards-2025-nominations-with-broad-industry-recognition</link>
			<comments>https://tribune.com.pk/story/2578005/clair-obscur-expedition-33-leads-game-awards-2025-nominations-with-broad-industry-recognition#comments</comments>
			<pubDate>Tue, 18 Nov 25 08:22:56 +0500</pubDate>
			<dc:creator>
				<![CDATA[Pop Culture &amp; Art]]>
			</dc:creator>
			<category><![CDATA[Entertainment]]></category><category><![CDATA[Games]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2578005</guid>
			<description>
				<![CDATA[Clair Obscur: Expedition 33 tops the Game Awards 2025 shortlist with 12 nominations across major categories]]>
			</description>
			<content:encoded>
				<![CDATA[Clair Obscur: Expedition 33 leads this year&rsquo;s Game Awards with 12 nominations, marking a strong showing for independent and mid-sized studios across the 2025 shortlist.

The role-playing game, developed by Sandfall Interactive in Montpellier, is nominated for Game of the Year and appears prominently in performance, narrative and independent game categories.

The top prize includes six contenders: Clair Obscur: Expedition 33, Death Stranding 2: On the Beach, Donkey Kong Bananza, Hades 2, Hollow Knight: Silksong and Kingdom Come: Deliverance 2.

The awards ceremony will take place on December 11 in Los Angeles, where viewers traditionally tune in not only for the winners but also for new game announcements and first-look trailers.

Clair Obscur: Expedition 33&rsquo;s recognition includes three nominations for best performance, credited to Ben Starr, Charlie Cox and Jennifer English.

The game&rsquo;s nomination for best independent game has prompted discussion among some observers due to its support from global studios and publisher Kepler Interactive.

Sony features in the shortlist prominently, with Death Stranding 2 and Ghost of Yōtei receiving seven nominations each. Despite the high profile of Death Stranding 2&rsquo;s cast, including Norman Reedus, the game did not secure a performance nomination.

Independent projects feature strongly in key categories. Hollow Knight: Silksong, often described by fans as the &ldquo;GTA 6 of indie games&rdquo; due to its long-anticipated release, is nominated for Game of the Year. Hades 2 continues the success of Supergiant Games&rsquo; 2020 title and appears across multiple categories including best art direction and best score and music.

The Game Awards has faced past criticism for balancing advertising with recognition of developers, though last year&rsquo;s show received some praise for giving more space to on-stage awards.

This year&rsquo;s withdrawal of the Future Class initiative has drawn comment from former participants, who previously raised concerns about the programme&rsquo;s impact.

A full list of nominees is available on the Game Awards website.]]>
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			<title>The price of play</title>
			<link>https://tribune.com.pk/story/2570660/the-price-of-play</link>
			<comments>https://tribune.com.pk/story/2570660/the-price-of-play#comments</comments>
			<pubDate>Sat, 04 Oct 25 23:22:34 +0500</pubDate>
			<dc:creator>
				<![CDATA[Nabil Tahir]]>
			</dc:creator>
			<category><![CDATA[Pakistan]]></category><category><![CDATA[Sports]]></category><category><![CDATA[Games]]></category><category><![CDATA[T-Magazine]]></category><category><![CDATA[Technology]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2570660</guid>
			<description>
				<![CDATA[Free games lure kids with glowing buttons, turn fun into spending, and why parents fear more than surprise charges.]]>
			</description>
			<content:encoded>
				<![CDATA[The match had already stretched into its tense final minutes. Mohib* sat on the edge of his bed, eyes fixed on the phone, the familiar green fields of Erangel opening up across the screen. His teammates shouted instructions through their headsets, each one urging him to push forward, to survive long enough to take the chicken dinner. But his character was cornered with little to fight back. No scope on the rifle, no upgraded helmet, no flashy skin that marked him as prepared. The game offered him a way out, not through skill but through a small, glowing button that pulsed on the screen. &ldquo;Buy UC.&rdquo; The three letters had become their own language. With UC, or Unknown Cash, he could purchase a better weapon skin, unlock crates, or even buy the outfit his friends had been showing off in earlier matches. Without it, the round would end, and he would once again be the one left behind.

It was not just about winning. PUBG had made it about belonging. In the digital lobbies where players gathered before each match, the skins and outfits told their own story. Those with the glowing masks, rare parachutes, and premium weapons were treated differently. Those without them blended into the background, marked as outsiders. For Mohib who is trying to keep up with his friends, the pressure to spend was subtle but constant. The &ldquo;Buy UC&rdquo; prompt was not just a suggestion. It was the doorway to staying in the game.

At home, the buzz of a bank alert told another story. His father picked up his phone to see a charge he could not place. The name of the merchant meant nothing to him, yet the deduction had already been made. It was not a large sum, but enough to make his pause. He had never approved his card to be linked with a game. He had never imagined that something downloaded for free could carry such a price. When he asked his son, the answer was simple, almost too easy. Everyone had UC. Everyone had skins. Without them he stood out. The teasing was subtle, the exclusion quieter, but it was there.

For the parent it was a shock, a reminder that the glowing buttons on a game screen were tied to real money and real bills. For the teenager it was survival in a world where appearance carried as much weight as ability. The UC was more than currency. It was status, a ticket into the circle, a way to keep playing on equal terms. And somewhere in the gap between a free download and an unexpected bank alert, the game had turned into something more than entertainment. It had become a transaction.

PUBG is only one example. There are thousands of games that arrive on the phone for free but are built in a way that sooner or later pushes players toward in-app purchases. For parents, the worry is no longer limited to an unexpected charge on their card. It is also the question of what happens if they refuse. A child&rsquo;s desire for digital currency does not disappear with a parent&rsquo;s &ldquo;no.&rdquo; In a world where strangers on the internet can exploit that need, the fear grows sharper. What if someone promises UC or diamonds in exchange for a picture, a favour, or an action that could lead to something far worse than a bill?



The business of Free-to-Play

On the surface the idea of free-to-play looks like generosity. The game is free to download, free to start, and free to share with friends. That is what pulls in millions of players. But once the first matches are played, the real model shows itself. Every step has been designed so that progress slows down just enough to make the small button at the corner of the screen feel like the only way forward. The button never asks for much. Just a handful of coins, a few diamonds, a little UC, some lives to play next round. And just like that, a free game begins to earn.

The figures are staggering. Globally, in-app purchases in mobile games brought in more than 80 billion US dollars in 2024. Almost half of all mobile app revenue now comes from these purchases, leaving ads and paid downloads far behind. In some reports, games account for nearly two thirds of the overall app economy.

The way this system works is simple but effective. A huge number of players never spend a single rupee. They download, they play, and eventually they leave. A smaller group makes an occasional purchase, often just a few dollars. And then there is the group that the industry quietly calls &ldquo;whales.&rdquo; They are the players who spend far more than the average, sometimes thousands of dollars a year, carrying the entire business on their shoulders. Studies show that one percent of players can generate almost sixty percent of a game&rsquo;s income. The design of free-to-play games is built with this in mind, making sure there is always another offer, another crate, another skin to keep the big spenders hooked.

The examples are everywhere. PUBG sells UC, or Unknown Cash, that buys weapon skins, outfits, parachutes and seasonal passes. Candy Crush has its own system, offering extra lives and boosters that make an impossible level suddenly easy. Each of these purchases looks small in isolation. A hundred rupees here, two hundred there. But at scale they form an ocean of revenue, larger than the earnings of many traditional entertainment industries.

In Pakistan, this model has taken hold with surprising strength. Teenagers without credit cards have found workarounds through mobile wallets and resellers. Easypaisa and JazzCash are now common methods for topping up UC. Facebook groups, local sellers, and online stores like Daraz openly advertise packages, selling virtual currency in exchange for cash transfers. In some cases small shops act as middlemen, allowing children to pay in notes and receive a code they can redeem online. The infrastructure has grown in step with the demand. What used to be an occasional luxury is now part of everyday play.

The free-to-play economy is therefore not just global but deeply local. It reaches into living rooms in Karachi and Lahore, into small towns where boys gather in gaming caf&eacute;s, and into WhatsApp groups where links to UC resellers are shared like secrets. Behind every purchase, no matter how small, lies the same principle. The game is free to start, but progress comes at a cost.



Designed to spend

The screen never says it out loud, but the design makes it clear. Free games are not only about play, they are about staying long enough to feel the pull of the purchase. Every tap, every pause, every glowing button has been shaped to keep the player in a cycle that ends with spending.

The most common trick is scarcity. A weapon skin that appears only for a few days, a crate that vanishes if not opened by midnight, a countdown timer that ticks louder as the minutes run out. It is a design that tells the player this is the only chance. Miss it now and it may never come back. The truth is that another offer will always appear, but in the moment the fear of missing out takes over. The player taps to buy not because the item is essential, but because the chance of losing it feels unbearable.

Then comes the slow grind. Games often begin by handing out rewards freely, showering the player with easy wins and fast progress. But as levels increase the pace changes. Lives run out faster, upgrades take longer, matches grow harder. The frustration builds. And just when it feels impossible to keep playing, the screen offers a small relief. Pay a little, unlock the booster, get back into the fight. The purchase is sold not as luxury but as escape.

These tricks work because they feed into human psychology. Every win, every chest opened, every new outfit claimed releases a small burst of dopamine, the same chemical that rewards eating or laughter. The colours flash, the sounds ring, the brain lights up. The player feels good for a moment, and that moment is tied to the purchase. It becomes easy to chase that high again and again, even when the reward is only pixels on a screen.

A behavioural psychologist Dr Sharmeen Pervaiz explained that these games borrow techniques straight out of gambling halls. &ldquo;Every time a player unlocks a crate or sees a countdown timer, the brain responds with the same urgency and reward patterns we associate with slot machines. Children and teenagers are particularly vulnerable because their sense of financial consequence is not fully developed.&rdquo;

Peer pressure sharpens the effect. In the lobbies of PUBG or Free Fire, skins and outfits are on display before the match even begins. The player with a rare costume or expensive weapon skin stands out, admired and respected. The one with default gear stands apart, marked as poor or inexperienced. For teenagers especially, the line between game and identity is thin. To be left out in the lobby feels like being left out in the classroom. Spending is not only about progress, it becomes a way to belong.

Mohib in Karachi admitted that not having skins felt like being invisible. &ldquo;When I enter the PUBG lobby in default gear, people ignore me. If you have a rare skin, everyone wants to squad with you. It is not just a game, it decides your place with friends.&rdquo;

Young players are the most vulnerable. They have little understanding of how real money turns into digital coins. A payment of a few hundred rupees may look harmless, but repeated often it adds up to thousands. Financial literacy comes late, long after the habit of buying has already taken root. For some children the pressure is doubled. They see friends showing off their new skins, they see timers running down, and they hear the in-game prompts urging them to buy. Saying no is harder than it looks.

The result is a system that feels like play but works like business. The designs are not accidents. They are built to keep players spending, to turn frustration into relief, and to blur the line between need and want. A chart of spending patterns by age shows the story clearly. Teenagers and young adults form the largest group of buyers, their behaviour shaped by impulse and by the desire to fit in. Older players may resist, but the younger ones rarely do.

The game promises entertainment, but beneath the bright screens and rewards is a careful structure of temptation. It begins with free entry and ends with a purchase that feels less like a choice and more like a requirement.



When parents say no

For many parents the first reaction to in-app purchases is to block them completely. They refuse to link their credit cards to app stores, they remove payment methods from the family phone, and they insist that free games must remain free. On the surface this looks like a simple solution. No card means no charge. But the reality is far more complicated. Children do not always stop when a barrier is placed in front of them. Instead they begin looking for other ways to get what the game demands.

In Pakistan, those other ways are never far away. Grey-market sellers openly advertise on online stores like Daraz, Facebook pages and WhatsApp groups, offering digital currency at discounted rates. All it takes is a message and an Easypaisa transfer, and the virtual coins arrive in the account within minutes. Parents may not even be aware these sellers exist, but for children they have become an alternative to using the family card. The risk is obvious. There are no receipts, no customer service, no guarantees. A child handing over money to an anonymous account online can just as easily lose it all to a scam.

Some situations are worse. Children desperate for digital currency sometimes turn to peer-to-peer trades. Strangers on the web exploit this need by promising the digital currency in exchange for pictures, dares, or favours that cross into dangerous territory. What begins as a game transaction can quickly turn into grooming or exploitation. A few cases shared quietly by parents describe children asked to record voice notes, share selfies, or perform actions on video in exchange for in-game currency. For a young player the line between fun and risk is blurred. The desire to keep playing makes them vulnerable to strangers who know exactly how to take advantage.

Even among friends, the risks are present. Children sometimes borrow each other&rsquo;s accounts or ask older peers to make purchases on their behalf. This opens the door to stolen passwords, hacked accounts, and further manipulation. A child may think they are only borrowing an account for a short time but end up losing their progress and personal information in the process.

One mother in Lahore explained her fear clearly. &ldquo;If I refuse to share my card details, my son will not just stop. He will go online looking for someone who promises in-game currency, and that person might trick him or mistreat him. I am more afraid of that than of the money leaving my account.&rdquo; Her words capture the quiet dilemma many parents face. They know spending on games can get out of hand, but they also know that cutting it off entirely may push their children into more dangerous spaces.

This is the challenge. Saying no is not enough. The digital economy of games is too large, too easily accessible, and too tempting for children who have not yet learned caution. The better path is to guide them, to educate them on what is safe and what is not, and to give them a sense of responsibility over their spending. A strict wall of refusal may protect a bank account, but it cannot protect a child from the strangers waiting behind every glowing button and group chat link.



A growing debate

The question that has followed in-app purchases around the world is whether they are simply entertainment or whether they cross into something darker. At the centre of this debate are loot boxes. They look like gifts, crates or chests filled with the chance of a rare item, but opening them comes down to luck. Players may pay real money for the chance to win, yet they may walk away with nothing of value. The mechanics are so close to slot machines that regulators in several countries have begun to treat them as gambling.

In the United Kingdom, parliamentary committees have held hearings on the impact of loot boxes on children, pressing developers to disclose the odds of winning rare items. In Belgium and the Netherlands, regulators have gone further by banning certain forms of loot boxes entirely, ruling that they meet the definition of gambling under local laws. In the United States, senators have introduced bills that call for limits on in-app purchases in games targeted at children, and consumer groups have urged tech giants to introduce spending caps. The European Union has also moved towards a unified response, pushing for transparency and age safeguards.

Each of these steps reflects a growing recognition that the problem is not just about surprise bank charges, it is about fairness and protection. Children are often unable to understand the odds stacked against them. Parents are left with little recourse once the money is gone. Developers continue to argue that purchases are optional, yet the evidence of design pressures tells another story.

In Pakistan, the debate has not yet reached the same stage. There are no clear regulations on in-app spending, no requirements for companies to disclose odds, and no mechanisms for parents to challenge charges. The market operates in a grey area where global companies apply their own policies, but local consumers are left with little protection. While other countries are discussing gambling laws and consumer rights, here the conversation is only beginning in households where parents discover the true cost of a free download.

Consumer protection advocates argue that this gap needs to close. They point to the billions flowing through mobile wallets and app stores, and to the growing number of children drawn into games without understanding the consequences. Their call is not only for government oversight but also for corporate responsibility. Developers and payment platforms, they say, should build stronger safeguards, clearer warnings and stricter limits.

The debate will continue to grow as games expand and as digital currency becomes a part of everyday play. What began as questions in family living rooms has reached courtrooms and parliaments abroad. Without action in Pakistan, the risks remain in the hands of parents who are left to navigate them alone.



More than just a game

The blue button still waits at the corner of the screen, glowing softly, offering the same promise it always does. For the child playing it is the bridge between frustration and progress, between being left out and fitting in. For the parent standing in the background it is the reminder that nothing in the game is truly free.

What began as play has turned into a cycle of choice and pressure, where entertainment blends with business and innocence meets the reality of money. The design of these games is clever enough to make the purchase feel harmless, yet powerful enough to shape behaviour. A hundred rupees today, another tomorrow, until the habit is formed. The button is never only about coins or skins. It is about belonging, identity, and the fear of being left behind.

The question that lingers is whether this is still entertainment or whether it has slipped into exploitation. A game that once promised escape now carries the weight of bills, scams, and the risk of strangers who prey on young players. The solution cannot be to end all play, nor can it be to give in to every glowing offer. It lies somewhere in the difficult space between.

Parents will need to guide rather than ban, to teach rather than forbid. Children will need to learn that value exists beyond the skins on a screen. And perhaps the industry itself must decide whether it wants to be remembered for the joy of play, or for the price it placed on every moment of it.]]>
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			<title>Minecraft faces a class-action storm: small creator vs. Mojang and Microsoft</title>
			<link>https://tribune.com.pk/story/2567759/minecraft-faces-a-class-action-storm-small-creator-vs-mojang-and-microsoft</link>
			<comments>https://tribune.com.pk/story/2567759/minecraft-faces-a-class-action-storm-small-creator-vs-mojang-and-microsoft#comments</comments>
			<pubDate>Fri, 19 Sep 25 07:09:48 +0500</pubDate>
			<dc:creator>
				<![CDATA[Web Desk]]>
			</dc:creator>
			<category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2567759</guid>
			<description>
				<![CDATA[A Swedish YouTuber is suing Minecraft for hidden rules, secretive contract changes, coerced data migration, and more]]>
			</description>
			<content:encoded>
				<![CDATA[A viral YouTube video titled &ldquo;WE&rsquo;RE SUING MOJANG&rdquo; has set off one of the most unusual legal challenges Minecraft&rsquo;s creators have faced. Kian Brose, a small developer and content creator, announced in his follow-up video that he has raised $150,000 through a GoFundMe page to finance a class-action lawsuit in Sweden against Mojang, the Swedish studio behind Minecraft, and its parent company, Microsoft. Brose alleges Mojang violated European consumer protection laws, and he&rsquo;s rallying players to join his cause

The core allegations

Brose&rsquo;s video claims Mojang changed its End User License Agreement (EULA) 47 times without properly notifying users, enforced hidden internal rules that weren&rsquo;t part of its official terms, and even partnered with Nerf on toy guns while allegedly banning gun-like content for independent creators. The most serious accusation is that Mojang forced account migration from Mojang to Microsoft accounts, threatening to cut off paying customers who refused. Brose argues this coerced players into handing personal data to Microsoft under new terms they never freely accepted, potentially breaching EU consumer law and the GDPR&rsquo;s standard for &ldquo;freely given&rdquo; consent.

How the case is being built

The video weaves an emotional narrative, Brose&rsquo;s own losses, screenshots of enforcement emails, excerpts of internal documents, and a legal framing presented by attorney Bj&ouml;rn Pacha. It ends with a call to action: affected players can join the lawsuit or submit evidence of harm. The case will be opt-in, meaning only players who explicitly join will be represented. This approach could help Brose&rsquo;s team collect specific examples of damages, a key factor in strengthening their claim.

Community and industry reaction

Reaction has split the Minecraft community, many server admins and players donated and amplified Brose&rsquo;s campaign, seeing it as a chance to hold Microsoft accountable. Gaming blogs like Sportskeeda have covered the dispute, framing it as a digital-rights battle. But skepticism is loud on Reddit and other forums: some argue that Microsoft provided a three-year migration window, that continued play signaled consent, and that winning against a tech giant with limitless legal resources will be a steep climb. Others question whether a crowdfunded class action can maintain transparency and sustained funding.

Explainers / aggregated summaries (BisectHosting, Sportskeeda, etc.) that map the origin story (gun-mod &rarr; EULA &rarr; lawsuit). These are examples of blogs tracing and following the lawsuit and it&#39;s story.

Legal and strategic context

Sweden&rsquo;s group-action rules, recently updated under EU collective-redress directives, make it a logical venue: Mojang is Swedish, and EU consumer protections restrict unilateral contract changes that disadvantage customers. GDPR rules also heighten scrutiny of forced data transfers. Yet Microsoft&rsquo;s defense will likely hinge on standard industry arguments: users had reasonable notice, the migration was a legitimate business consolidation, and enforcement discretion isn&rsquo;t evidence of bad faith. Even if the case clears procedural hurdles, Swedish group actions are notoriously slow and expensive.

EU / Sweden class-action &amp; consumer law context (collective redress / recent implementation) provides more insight into the Swedish legal system and how it may treat this circumstance.

Possible outcomes

Experts suggest four likely scenarios:


	
	Policy Tweaks or Settlement: Microsoft could quietly adjust terms or offer compensation to avoid setting a precedent and incurring bad PR.
	
	
	Procedural Victory for Mojang: The case might be dismissed early if courts find that users consented or that damages aren&rsquo;t clear.
	
	
	Discovery and Regulatory Scrutiny: Surviving initial challenges could expose Mojang&rsquo;s internal policies and draw the attention of EU regulators.
	
	
	Symbolic Win for Digital Rights: Even without a courtroom victory, Brose&rsquo;s campaign has already forced public debate on digital ownership and platform accountability.
	


The bigger picture

The lawsuit underscores a growing tension between game publishers&rsquo; control over live-service titles and players&rsquo; sense of ownership. Minecraft, arguably the most influential sandbox game ever, has always thrived on community creativity. Brose&rsquo;s campaign demonstrates how the same community can leverage public outrage and crowdfunding to challenge corporate practices. Whether this legal gambit ends in a landmark judgment, a quiet settlement, or fizzles under Microsoft&rsquo;s legal firepower, it&rsquo;s already changed the conversation around digital consumer rights.

&nbsp;]]>
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			<title>Battlefield 6 introduces cross-play with improved matchmaking system</title>
			<link>https://tribune.com.pk/story/2559932/battlefield-6-introduces-cross-play-with-improved-matchmaking-system</link>
			<comments>https://tribune.com.pk/story/2559932/battlefield-6-introduces-cross-play-with-improved-matchmaking-system#comments</comments>
			<pubDate>Wed, 06 Aug 25 11:06:49 +0500</pubDate>
			<dc:creator>
				<![CDATA[Web Desk]]>
			</dc:creator>
			<category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2559932</guid>
			<description>
				<![CDATA[EA's Battlefield 6 offers improved cross-play, matching players based on input devices, reducing past imbalances]]>
			</description>
			<content:encoded>
				<![CDATA[EA has announced significant updates for Battlefield 6, including a revamped cross-play system aimed at offering a more balanced and fair experience for players.

The new game, set to launch on October 10, 2025, will feature a &ldquo;preferred input&rdquo; matchmaking system, which ensures that players using controllers are matched primarily with other controller users, while PC players using a mouse and keyboard will also be grouped together.

Producer Alexia Christofi explained that the system will reduce input-based advantages, with cross-play between console and PC players only happening when necessary to fill lobbies.



Eyy not quite, it&#39;s crossplay on or off - but if crossplay is on we treat it as console preferred crossplay, so we&#39;ll try and matchmake you with others playing on console before falling back to full crossplay if we can&#39;t find you a match with only/mostly console players.
&mdash; Alexia Christofi (@Lex_mate) August 2, 2025


This allows the game to maintain quick matchmaking times without sacrificing fairness.

EA has taken note of the issues with Battlefield 2042, where cross-play was fully enabled by default, often leading to unbalanced and frustrating matches/

This time, the developer is treating cross-play as a fallback option, which can be toggled on or off based on the player&#39;s preferences. When regional player counts are low, cross-play will be expanded to ensure matchmaking stability, as reported by GameSpot.

In addition to the cross-play adjustments, Battlefield 6 will address the controversial topic of skill-based matchmaking (SBMM).



Battlefield is introducing &ldquo;Preferred Crossplay&rdquo; for console players that would like to opt out of playing with PC Players

When searching for a game, the system prioritizes matchmaking with players on your selected platform. It only broadens the search to other platforms if&hellip; pic.twitter.com/SVAPYK6OfX
&mdash; Battlefield Wire (@TheBFWire) August 2, 2025



EA has revealed that the system will prioritise ping, ensuring players are placed near their servers, while skill will still factor in, though it will vary depending on the game mode and player count.

However, full details on how SBMM will work are yet to be disclosed.

Battlefield 6 will retain the series&rsquo; signature elements, including large-scale battles, class-based squad combat, vehicle warfare, and environmental destruction.

An open beta for the game will be available from August 9, 2025, for Xbox Series X|S, PlayStation 5, and PC players.&nbsp;



The #Battlefield6 Open Beta goes live in T-24 Hours.

Rally your squad, and watch each other&#39;s 6️⃣ pic.twitter.com/Gxoq2ZsBen
&mdash; Battlefield (@Battlefield) August 6, 2025]]>
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			<title>ENDS explores London’s underbelly in 2026 beta</title>
			<link>https://tribune.com.pk/story/2558855/ends-explores-londons-underbelly-in-2026-beta</link>
			<comments>https://tribune.com.pk/story/2558855/ends-explores-londons-underbelly-in-2026-beta#comments</comments>
			<pubDate>Thu, 31 Jul 25 07:30:37 +0500</pubDate>
			<dc:creator>
				<![CDATA[Web Desk]]>
			</dc:creator>
			<category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category>
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			<description>
				<![CDATA[ENDS, a GTA-inspired RPG, immerses players in London with choice-driven gameplay, set for beta launch in Q1 2026]]>
			</description>
			<content:encoded>
				<![CDATA[A new role-playing game, ENDS, is poised to captivate fans of the Grand Theft Auto series with its immersive open-world experience set in London&rsquo;s underbelly.

Developed by Concrete Realms, the single-player action-adventure title contrasts the city&rsquo;s wealth with its harsh realities, promising a narrative-driven crime drama.

ENDS is slated for release on PC, PlayStation, and Xbox, with an early access beta planned for Q1 2026 on Steam.

Players will control Rahim, navigating life alongside friends Sonny and Reece in a coming-of-age tale exploring brotherhood, family, and loyalty.





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A post shared by ENDS (@endsthegame)





The game blends sandbox and RPG mechanics, offering choice-based gameplay akin to Detroit Become Human, allowing players to shape Rahim&rsquo;s story.

Realistic combat, exploration, and an in-game phone system for tasks and communication enhance immersion. Drivable cars enable players to roam London, uncovering ways to earn money and build Rahim&rsquo;s future.

Drawing inspiration from GTA&rsquo;s open-world formula, ENDS aims to deliver grounded storytelling. A recent developer log showcased early combat and exploration footage, highlighting fist-fights and the expansive city environment.

Having surpassed its Kickstarter funding goal, Concrete Realms is focusing on refining the game for its beta launch.

While ENDS joins titles like Saints Row and Watch Dogs in emulating GTA&rsquo;s appeal, its unique London setting and focus on narrative depth set it apart. Fans of open-world RPGs can track updates as the 2026 beta approaches.





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			<title>Shai Gilgeous-Alexander named NBA 2K26 cover athlete</title>
			<link>https://tribune.com.pk/story/2554948/shai-gilgeous-alexander-named-nba-2k26-cover-athlete</link>
			<comments>https://tribune.com.pk/story/2554948/shai-gilgeous-alexander-named-nba-2k26-cover-athlete#comments</comments>
			<pubDate>Wed, 09 Jul 25 07:15:50 +0500</pubDate>
			<dc:creator>
				<![CDATA[Web Desk]]>
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			<category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category>
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			<description>
				<![CDATA[Pre-orders for the game will go live on July 9, with a release date set for September]]>
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				<![CDATA[Shai Gilgeous-Alexander, the standout guard for the Oklahoma City Thunder, has been announced as the cover athlete for NBA 2K26.

The 2025 MVP will feature on the standard edition of the popular video game following a remarkable season that saw him lead the Thunder to their first-ever NBA title.

In what was a career-defining campaign, Gilgeous-Alexander averaged 32.7 points, 6.4 assists, and 5 rebounds per game, guiding the Thunder to an outstanding 68-14 record.

His leadership propelled the team to dominate the competition, with Oklahoma City outscoring opponents by a historic 12.9 points per game.





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A post shared by NBA 2K (@nba2k)




The Thunder clinched the NBA championship, defeating the Indiana Pacers in a thrilling seven-game series.

Gilgeous-Alexander&#39;s stellar performance was further recognised with a record-breaking four-year, $285 million extension with the Thunder, a deal that solidifies his place as one of the league&#39;s premier players, as reported by NBA.

NBA 2K26&rsquo;s cover announcement follows a strong season for Gilgeous-Alexander, which included his MVP award, NBA Finals MVP, and First-Team All-NBA honours.

In addition to his basketball accomplishments, the Thunder are now poised to defend their title next season, with expectations high following their remarkable 2025 campaign.

With NBA 2K26&#39;s release expected in September, the inclusion of Gilgeous-Alexander on the cover adds to his growing list of achievements.

The announcement coincides with 2K Games&#39; plans to return to the college basketball gaming market, with new updates expected for the future of the franchise.

As the Thunder eye another championship run, Gilgeous-Alexander will look to continue his dominance and add another NBA title to his already impressive resume.]]>
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			<title>Ubisoft's new EULA requires gamers to 'destroy' all copies of outdated games</title>
			<link>https://tribune.com.pk/story/2554731/ubisofts-new-eula-requires-gamers-to-destroy-all-copies-of-outdated-games</link>
			<comments>https://tribune.com.pk/story/2554731/ubisofts-new-eula-requires-gamers-to-destroy-all-copies-of-outdated-games#comments</comments>
			<pubDate>Tue, 08 Jul 25 06:44:49 +0500</pubDate>
			<dc:creator>
				<![CDATA[Web Desk]]>
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			<category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category>
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			<description>
				<![CDATA[The new EULA clarifies players no longer 'own' games, leading to significant backlash on X about digital ownership]]>
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				<![CDATA[Ubisoft&rsquo;s revised End-User License Agreement (EULA) has raised concerns among gamers, with the publisher now requiring players to &ldquo;destroy&rdquo; their games once support is discontinued.

The update, first reported by Tech4Gamers, clarifies that players no longer &quot;own&quot; their games but instead purchase a license to play, subject to the company&rsquo;s terms.

The updated EULA includes a &ldquo;Termination&rdquo; clause, stating that players must uninstall and destroy all copies of a game when Ubisoft ends support, terminates their account, or discontinues the product.

This move has led to significant backlash, with many players expressing frustration online. Fans have taken to X (formerly Twitter) to criticise Ubisoft.



Ubisoft has completely lost all plots imaginable. Forcing people to destroy all copies of a product? Legally bought copies?

Wording is interesting, though. So it IS indeed a PRODUCT, not just a license. And it IS in our POSSESSION, as in &quot;WE OWN IT&quot;, not just a temporary access. pic.twitter.com/ptrf8bQRXo
&mdash; Does it play? (@DoesItPlay1) July 6, 2025





Ubisoft wants you to delete your games once the live online service ends.

This is why we need stuff like Stop Killing Games. pic.twitter.com/5ZqH9UyGoN
&mdash; MR. OBVIOUS (@ObviousRises) July 8, 2025





Sony joins in what Ubisoft is doing and tells you to destroy all copies of your game, when they stop supporting it pic.twitter.com/dcZNjDBJrs
&mdash; Man and Superman 🥊🥋🏀 (@MainEventTV_AKA) July 6, 2025



The update also allows Ubisoft to revise the agreement at their discretion, requiring players to check for changes regularly.

If players disagree with the revisions, they are expected to terminate the EULA, leading to the uninstallation and destruction of the game.



Ubisoft&rsquo;s ongoing struggles, including underperforming titles like Avatar: Frontiers of Pandora and Star Wars Outlaws, have left the company in a difficult position.

The company&rsquo;s recent subsidiary partnership with Tencent has added further uncertainty to the future of its games. With its focus shifting to a select few franchises, many Ubisoft properties are now in limbo, deepening concerns over the long-term availability of purchased titles.

In response, the Stop Killing Games movement has gained momentum, with over one million signatures calling for the legality of game destruction to be challenged.

Ubisoft&#39;s latest policy has sparked broader debates about digital ownership and the preservation of video games.

The full EULA is now available on Ubisoft&#39;s website.]]>
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			<title>Steam's Summer Sale is now live with top deals, including 40% off on Elden Ring</title>
			<link>https://tribune.com.pk/story/2554151/steams-summer-sale-is-now-live-with-top-deals-including-40-off-on-elden-ring</link>
			<comments>https://tribune.com.pk/story/2554151/steams-summer-sale-is-now-live-with-top-deals-including-40-off-on-elden-ring#comments</comments>
			<pubDate>Fri, 04 Jul 25 08:20:28 +0500</pubDate>
			<dc:creator>
				<![CDATA[Web Desk]]>
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			<category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category>
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			<description>
				<![CDATA[The 2025 Summer Sale runs until July 10, with major discounts on top games like Elden Ring, AC: Shadows, and more]]>
			</description>
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				<![CDATA[Valve&rsquo;s annual Steam Summer Sale is live and PC gamers can now take advantage of some of the deepest discounts of the year.

From critically acclaimed RPGs to blockbuster shooters and fan-favourite adventures, this year&rsquo;s sale features major titles across different genres - with many up to 80% off.

The sale runs through July 10, giving players a limited chance to buy some of the most critically acclaimed titles across the last couple of years.

Here are some of the top offers:

🎮 Role-playing &amp; fantasy:

1. Final Fantasy VII Rebirth &ndash; $59.99 &rarr; $35.99 (40% off)

The second chapter in Square Enix&rsquo;s ambitious remake builds on the original&rsquo;s legacy with modern mechanics and expanded narrative depth.



2. Elden Ring &ndash; $59.99 &rarr; $35.99 (40% off)

Still hailed as a genre-defining masterpiece, this dark fantasy epic from FromSoftware continues to top must-play lists for its design and atmosphere.



3. Baldur&rsquo;s Gate 3 &ndash; $29.99 &rarr; $23.99 (20% off)

Larian&rsquo;s award-winning RPG, rich with Dungeons &amp; Dragons lore, offers exceptional replayability and character freedom.



4. God of War: Ragnar&ouml;k &ndash; $49.99 &rarr; $39.99 (20% off)

The Norse saga continues as Kratos and Atreus face the coming of Ragnar&ouml;k in a critically acclaimed, emotional action game based on Norse mythology.



5. Elder Scrolls IV: Oblivion Remastered &ndash; $34.99 &rarr; $27.99 (20% off)

Bethesda&rsquo;s beloved 2006 RPG returns with updated visuals and renewed mod support.



6. Monster Hunter Wilds &ndash; $69.99 &rarr; $55.99 (20% off)

Capcom&rsquo;s beast-slaying series evolves with open environments and deeper co-op systems.



7. Assassin&rsquo;s Creed: Shadows &ndash; $50.99 &rarr; $38.24 (20% off)

Set in feudal Japan, Ubisoft&rsquo;s latest entry focuses on stealth and dual protagonists in a visually rich world.



8.&nbsp;Hogwarts Legacy &ndash; $59.99 &rarr; $14.99 (75% off)

A sprawling magical adventure set decades before the Harry Potter series, allowing you to make your own mark on Hogwarts.



9. Black Myth: Wukong &ndash; $59.99 &rarr; $47.99 (20% off)

A visually arresting, mythology-driven action game inspired by Journey to the West, earning rave reviews.



🔫 Action &amp; shooters:

10. Call of Duty: Black Ops 6 &ndash; $69.99 &rarr; $38.49 (45% off)

Fast-paced, cinematic, and packed with multiplayer content, this entry is one of the franchise&rsquo;s most aggressive yet.



11. Helldivers 2 &ndash; $39.99 &rarr; $31.99 (20% off)

Known for its frenetic co-op chaos, Helldivers 2 delivers intense firefights against alien threats with signature tongue-in-cheek humour.



12. S.T.A.L.K.E.R. 2: Heart of Chornobyl &ndash; $42.99 &rarr; $30.09 (30% off)

A haunting survival experience blending shooter mechanics with horror in a radioactive wasteland.



13. Red Dead Redemption 2 &ndash; $59.99 &rarr; $14.99 (75% off)

Rockstar&rsquo;s sweeping western remains one of the most immersive story-driven games in recent memory.



14. Spider-Man 2 &ndash; $59.99 &rarr; $47.99 (20% off)

Swing through an expanded New York City with both Peter Parker and Miles Morales in this thrilling sequel, taking on new threats.



15. Indiana Jones and the Great Circle &ndash; $42.99 &rarr; $34.39 (20% off)

A globe-trotting adventure filled with relics, puzzles and old-school action, perfect for fans of the classic films.



🕹️ Other must-buy picks:

16. EA FC25 &ndash; $69.99 &rarr; $13.99 (80% off)

A rebrand of the FIFA series, FC25 offers sleek football gameplay at its lowest price yet.



Whether you&#39;re building your backlog or finally grabbing a title you&#39;ve waited months to try, the 2025 Steam Summer Sale has something for everyone.

The sale ends Thursday, July 10 at 10am Pacific Time. Players can access deals through the Steam client or at store.steampowered.com.]]>
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			<title>Tekken star Arslan Ash breaks silence on anti-doping sanction by IESF</title>
			<link>https://tribune.com.pk/story/2554146/tekken-star-arslan-ash-breaks-silence-on-anti-doping-sanction-by-iesf</link>
			<comments>https://tribune.com.pk/story/2554146/tekken-star-arslan-ash-breaks-silence-on-anti-doping-sanction-by-iesf#comments</comments>
			<pubDate>Fri, 04 Jul 25 07:28:44 +0500</pubDate>
			<dc:creator>
				<![CDATA[Sports Desk]]>
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			<category><![CDATA[Sports]]></category><category><![CDATA[Games]]></category>
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			<description>
				<![CDATA[Arslan Ash says he was misled by a trainer after the IESF sanctioned him for banned substance use in 2022]]>
			</description>
			<content:encoded>
				<![CDATA[Tekken champion Arslan Ash has responded to a doping sanction issued by the International Esports Federation (IESF), stating he unknowingly consumed banned substances and had no intention to gain an advantage in competition.

In June, the IESF announced that Ash tested positive for anabolic steroids following his victory at the 2022 World Esports Championship (WEC22) in Tekken 7. The substances detected, 19-norandrosterone, stanozolol metabolites and others, are banned by the World Anti-Doping Association (WADA), whose list the IESF follows.

The ruling led to a two-year ban from IESF-sanctioned events, retroactively covering April 26 2023 to April&nbsp;25 2025.

Ash was also stripped of all titles, points, prize money and awards earned between December 10 2022 and the start of the ban. This included his WEC22 title.



Ash, widely regarded as one of the best Tekken players in history,&nbsp;he was unaware the supplements he took were considered performance-enhancing, as reported by ProPakistani.

&ldquo;I wasn&rsquo;t aware these drugs were banned in esports,&rdquo; he said. &ldquo;I was never using them for any kind of advantage in gaming.&rdquo;

He explained that the substances were sold to him in 2022 by a trainer at a gym in Pakistan. &ldquo;I was misled and unfortunately became a victim of a gym culture where substances like these are sold casually, with zero guidance or education,&rdquo; he wrote later on social media.

The IESF maintained its &ldquo;zero-tolerance&rdquo; stance in its original statement, saying it would continue to enforce WADA-based testing protocols across global esports events.

However, the decision has been met with scepticism. Critics have questioned both the timing of the ruling, more than two years after the competition, and the relevance of steroid testing in a discipline not reliant on physical performance.

The Esports Integrity Commission (ESIC) also released a statement declining to enforce the ruling, arguing that the anti-doping framework being applied lacks scientific basis for esports.

&ldquo;Without a scientifically grounded and purpose-built approach to anti-doping in esports, serious consequences to competitive integrity are inevitable,&rdquo; ESIC said.

Ash said he stopped using the supplements once he learned their contents and has since prioritised education and health.

&ldquo;I&rsquo;ve joined a better gym, taken full responsibility and educated myself to ensure this never happens again,&rdquo; he said.

Despite the controversy, Ash&rsquo;s most significant victories, including multiple EVO titles and the 2023 Tekken World Tour, remain recognised by tournament organisers.

His sponsor, Twisted Minds, also voiced support, calling the IESF&rsquo;s framework &ldquo;outdated&rdquo; and not designed for esports. &ldquo;Arslan&rsquo;s career has always been built on skill, passion and relentless work,&rdquo; the team said in a statement.



Twisted Minds reaffirms its full support for Arslan Ash.

The following is our official statement regarding the IESF&#39;s recent ruling. https://t.co/QapWAcyVpQ pic.twitter.com/bwOSkH39gs
&mdash; Twisted Minds 🧠 (@TwisMinds) July 3, 2025



Ash first rose to international prominence in 2019, becoming the first player to win both EVO Japan and EVO Las Vegas in the same year.

With five EVO titles and a World Tour championship, he remains one of the most decorated players in the history of competitive Tekken.]]>
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			<title>Fortnite players to get $126 million in refunds after FTC settlement</title>
			<link>https://tribune.com.pk/story/2552787/fortnite-players-to-get-126-million-in-refunds-after-ftc-settlement</link>
			<comments>https://tribune.com.pk/story/2552787/fortnite-players-to-get-126-million-in-refunds-after-ftc-settlement#comments</comments>
			<pubDate>Thu, 26 Jun 25 08:21:05 +0500</pubDate>
			<dc:creator>
				<![CDATA[Web Desk]]>
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			<category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category>
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			<description>
				<![CDATA[Fortnite players who were charged for unauthorized purchases can now apply for refunds after FTC settlement with Epic]]>
			</description>
			<content:encoded>
				<![CDATA[Fortnite players who were wrongly charged for unwanted in-game purchases are set to receive a share of a $126 million refund this week, following a settlement with the Federal Trade Commission (FTC).

The refunds stem from a $245 million agreement reached between the FTC and Fortnite&rsquo;s developer, Epic Games, over allegations of deceptive online practices that led to players, including minors, being tricked into making unauthorised purchases.

FTC initially announced the settlement in December 2022, marking it as the largest refund the agency had ever issued in a gaming industry case.

The settlement follows accusations that Epic Games misled consumers into making in-game transactions they otherwise wouldn&rsquo;t have made.

FTC also announced it will issue nearly 970,000 checks and PayPal payments to those who submitted valid claims, following an earlier round of payments in December 2022 totalling over $22 million.

For Fortnite players seeking compensation, the FTC has set up a dedicated website where they can confirm their eligibility for a refund.

The original deadline for filing claims was February 14, but the agency has now extended it to July 9. Players who have already submitted a claim after February 14 need not take further action.

Those receiving checks are advised to cash them within 90 days, while PayPal refunds must be accepted within 30 days.

To apply for a refund, players will need their claim number or Epic Account ID. For those under 18, a parent or guardian will need to submit the claim on their behalf.

Players on social media have shared screenshots, confirming their refund amounts.



Just got my Fortnite epic games refund pic.twitter.com/PPWai3Izvh
&mdash; NATE (@NATERERUN) June 25, 2025





WE SO UP THANK YOU FORTNITE EPIC GAMES (I spent way more then that 😭💔) pic.twitter.com/Qg0GIo0QdA
&mdash; Purdy (@Purdy6969) June 25, 2025





Fortnite is STILL paying us 💀

Did you file a FTC v Epic Games claim last year?

More people are reporting they&rsquo;re starting to receive their payments!

I totally forgot about mine lmao https://t.co/nVvZMX7EyB pic.twitter.com/jT3rjjL996
&mdash; Frugal Season (@Frugalszn) June 25, 2025



This action follows a separate 2023 agreement in which Epic Games was fined $275 million for violating the Children&rsquo;s Online Privacy Protection Act (COPPA) Rule, adding further scrutiny to the company&rsquo;s practices.]]>
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			<title>Sony faces lawsuit over alleged 'Sony Tax' on digital PlayStation games</title>
			<link>https://tribune.com.pk/story/2552622/sony-faces-lawsuit-over-alleged-sony-tax-on-digital-playstation-games</link>
			<comments>https://tribune.com.pk/story/2552622/sony-faces-lawsuit-over-alleged-sony-tax-on-digital-playstation-games#comments</comments>
			<pubDate>Wed, 25 Jun 25 09:26:11 +0500</pubDate>
			<dc:creator>
				<![CDATA[Web Desk]]>
			</dc:creator>
			<category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2552622</guid>
			<description>
				<![CDATA[A class action lawsuit claims Sony's digital game prices are 47% higher than physical copies, costing the Dutch $505m]]>
			</description>
			<content:encoded>
				<![CDATA[Sony is facing a class action lawsuit in the Netherlands over allegations of monopolistic practices related to its pricing of digital games and downloadable content (DLC). The claim, led by the &#39;Fair PlayStation&#39; campaign, accuses the company of imposing what consumers have dubbed the &quot;Sony tax,&quot; alleging that digital versions of PlayStation games are sold at an average of 47% higher prices compared to their physical counterparts.

The legal action, filed against Sony on June 23, stems from research by the Dutch consumer group, which claims that Sony has exploited its dominant position in the console market for over a decade.

The lawsuit contends that this price disparity has cost Dutch consumers an estimated $505 million&nbsp;since 2013.

The complaint also highlights Sony&rsquo;s control over its digital marketplace, particularly its restrictions on other app stores, which the plaintiffs argue has stifled competition.

By preventing other digital storefronts from entering the PlayStation platform, Sony is able to set prices without the competitive pressures that typically benefit consumers.

Since the release of the PlayStation 5 Digital Edition, Sony has moved aggressively to push digital-only consoles.

Critics argue that this shift, meant to reduce distribution costs, instead allows Sony to maintain high digital prices while eliminating competition.

This practice, the lawsuit claims, has led to inflated costs for games, which are already priced at a premium in many markets &mdash; for instance, PlayStation 5 games often retail for $69.99 in the US.



Sony Hit With Another Class-Action Lawsuit Over PlayStation Store Pricing

&bull; &quot;Sony Tax&quot; &ndash; Digital games priced 47% higher than physical copies in the Netherlands.

&bull; Monopolistic practices: Blocks rival app stores, controls 80% of Dutch console market.

&bull; &euro;435M ($505M) in&hellip; pic.twitter.com/TSaw719aU2
&mdash; Gaming.Bo3.gg (@Gaming_bo3gg) June 25, 2025



The campaign&rsquo;s allegations point to the fact that Sony is reportedly making twice the margin on digital sales compared to physical games, while holding 80% of the Dutch console market.

The lawsuit seeks to force Sony to open its digital storefront to other providers, which the plaintiffs argue would foster a more competitive and fair market for PlayStation consumers.

The first hearing for the class action is scheduled for later in 2025.

If successful, it could lead to significant changes in how Sony operates its digital distribution platform, potentially allowing third-party vendors to sell digital PlayStation content and driving down prices for consumers.]]>
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			<title>Death Stranding 2 debuts to widespread critical acclaim</title>
			<link>https://tribune.com.pk/story/2552431/death-stranding-2-debuts-to-widespread-critical-acclaim</link>
			<comments>https://tribune.com.pk/story/2552431/death-stranding-2-debuts-to-widespread-critical-acclaim#comments</comments>
			<pubDate>Tue, 24 Jun 25 07:50:06 +0500</pubDate>
			<dc:creator>
				<![CDATA[Web Desk]]>
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			<description>
				<![CDATA[Critics have singled out the game for its refined gameplay, bold narrative, and Kojima’s signature creative vision]]>
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				<![CDATA[Hideo Kojima&rsquo;s latest project, Death Stranding 2, has debuted to enthusiastic reviews, with critics applauding its ambitious design, refined gameplay systems and thought-provoking narrative.

The sequel builds on the unconventional framework of the original 2019 release, expanding its combat mechanics and narrative scope while retaining its signature surrealism.

Reviewers have noted that the new entry introduces significantly more tactical depth, leading some to describe it as Kojima&rsquo;s most Metal Gear-like work in years &mdash; albeit filtered through the distinct tonal lens of Death Stranding.

Despite these enhancements, Death Stranding 2 reportedly preserves much of the eccentricity and emotional weight that defined its predecessor. Reviewers praised its thematic maturity and cinematic boldness, describing it as both a technical evolution and a spiritual continuation of the original.

IGN awarded the game 9/10, calling it &ldquo;a remarkable achievement in creativity&rdquo; and highlighting its deepened storytelling and greater variety in gameplay.

Reviewer Simon Cardy commended Kojima&rsquo;s ability to deliver a layered and emotionally resonant experience while indulging in his characteristic surrealism.





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At Eurogamer, Lewis Gordon rated the game 4/5, acknowledging that although the sequel leans more heavily on combat and action than the original, it still embodies Kojima&rsquo;s unique voice.

He suggested that the additional gameplay features may dilute some of the quiet, meditative elements of the first game, but argued that the core message of human connection in an isolated world remains intact.





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A post shared by Eurogamer (@eurogamer)





Game Informer echoed that sentiment, scoring the game 8.75/10. While noting some uneven pacing and dialogue delivery, the review praised the game&rsquo;s mechanical improvements and its willingness to explore complex ideas through its sprawling narrative.

Elsewhere, Digital Trends described Death Stranding 2 as a &ldquo;deliberate continuation&rdquo; that attempts to smooth the original&rsquo;s rough edges without losing its philosophical core.

Its 4/5 review observed that the game &ldquo;oscillates between serious societal reflection and total absurdity,&rdquo; calling it a work of &ldquo;gonzo storytelling that&rsquo;s hard to dismiss.&rdquo;

Originally announced in 2022, Death Stranding 2 reunites players with Sam Porter Bridges, portrayed by Norman Reedus, who delivers a more emotionally nuanced performance this time around.

The game remains exclusive to PlayStation at launch, though a PC version is widely expected to follow, likely mirroring the delayed rollout of the first instalment.

While not every review was without reservation &mdash; some noted occasional pacing issues and over-explained plot elements &mdash; the overall consensus positions Death Stranding 2 as a bold, genre-blurring sequel that cements Kojima&rsquo;s reputation for pushing boundaries.]]>
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			<title>Hytale cancelled by Riot Games after 7 years of development</title>
			<link>https://tribune.com.pk/story/2552427/hytale-cancelled-by-riot-games-after-7-years-of-development</link>
			<comments>https://tribune.com.pk/story/2552427/hytale-cancelled-by-riot-games-after-7-years-of-development#comments</comments>
			<pubDate>Tue, 24 Jun 25 07:36:58 +0500</pubDate>
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				<![CDATA[Web Desk]]>
			</dc:creator>
			<category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category>
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			<description>
				<![CDATA[Riot Games has cancelled Hytale and will shut down Hypixel Studios after years of stalled development]]>
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				<![CDATA[Riot Games has officially cancelled development of the long-delayed sandbox RPG Hytale and will begin the process of closing Hypixel Studios, the team behind the project.

The decision was confirmed by Hypixel co-founder Aaron &quot;Noxy&quot; Donaghey, who described it as a difficult outcome for both the studio and its parent company.

&ldquo;This isn&rsquo;t the conclusion we had hoped for,&rdquo; Donaghey said in a public statement. &ldquo;Despite years of iteration, technical overhauls and strategic reviews, we ultimately couldn&rsquo;t find a version of Hytale that delivered on its original promise.&rdquo;

Originally unveiled in 2018, Hytale had been in development for several years before being acquired by Riot in 2020.

The game had attracted attention for its blocky aesthetic and sandbox structure reminiscent of Minecraft, but never reached a playable release. Target launch windows in 2021 and later 2023 were repeatedly delayed as the studio reworked its ambitions and engine.

Over time, the project grew increasingly complex. As the genre evolved, internal expectations reportedly shifted, and the development roadmap became harder to follow.

&ldquo;The further we went, the more we realised the scope required significant compromises,&rdquo; Donaghey said. &ldquo;None of those options would have produced the experience we envisioned.&rdquo;



This was the Official Hytale - Announcement Trailer released on the December 13th 2018! 📅

The video has over 61 million views, the community waited years! for the game which sadly will never come! pic.twitter.com/0ZtFYmbIhs
&mdash; Scott (ECKOSOLDIER) (@eckoxsoldier) June 23, 2025



Efforts to reduce features, change timelines or scale back the project were ultimately deemed incompatible with the creative identity of the game. According to the studio, Riot also explored the possibility of finding a third-party investor or buyer to continue development, but no viable path was found.

Hypixel Studios employed over 70 staff globally, though the exact number of redundancies has not been disclosed. Riot is said to be offering severance packages and transition support to affected employees.

While Hytale will not continue, the original Hypixel Minecraft server &mdash; operated separately from the studio &mdash; will remain online and unaffected.

The cancellation arrives amid a challenging period for the games industry. Layoffs across multiple studios have persisted through 2025, continuing a trend from previous years.

Donaghey closed by expressing pride in the team&rsquo;s work and gratitude for Riot&rsquo;s support: &ldquo;Although we&rsquo;re closing this chapter, the ideas and spirit behind Hytale remain with us. What we built wasn&rsquo;t wasted &mdash; the lessons will carry forward.&rdquo;]]>
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			<title>Borderlands 4 launch price set at $70, ending speculation of price hike</title>
			<link>https://tribune.com.pk/story/2551296/borderlands-4-launch-price-set-at-70-ending-speculation-of-price-hike</link>
			<comments>https://tribune.com.pk/story/2551296/borderlands-4-launch-price-set-at-70-ending-speculation-of-price-hike#comments</comments>
			<pubDate>Tue, 17 Jun 25 12:03:57 +0500</pubDate>
			<dc:creator>
				<![CDATA[Web Desk]]>
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			<category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category>
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			<description>
				<![CDATA[Gearbox Software CEO confirmed the news on X, with the Standard Edition set to launch September 12, 2025]]>
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				<![CDATA[Fans of the popular looter-shooter series Borderlands can now breathe a sigh of relief as Gearbox Software officially confirmed the launch price for Borderlands 4 as $70 for the Standard Edition.

Earlier, there had been fears of an $80 price tag&nbsp;following controversial comments from Gearbox CEO Randy Pitchford.

This announcement comes after months of uncertainty and backlash from players when Pitchford hinted at the possibility of a higher cost. Pitchford later apologized for the comments after he was criticised by industry professionals.

&ldquo;No price increase for Borderlands 4,&rdquo; Pitchford said on his X account, calming the nerves of fans who were worried about following the trend set by games like Mario Kart: World, which launched at $80.



The big news: No price increase for Borderlands 4! Standard Edition launches not at $80, but at $69.99! They&rsquo;re showing you, so please show them. You can find links to pre-order Borderlands 4 PC and console versions on the store pages here:https://t.co/Pdpa8hoL9m
&mdash; Randy Pitchford (@DuvalMagic) June 16, 2025



In addition to the price reveal, Gearbox confirmed exclusive pre-order bonuses for the Standard Edition, which includes skins for the Vault Hunter, weapon, and the new Echo-4 Drone. It will be released on September 12, 2025.

The upcoming game marks a significant departure from the series&rsquo; traditional setting, taking players to a new open-world sandbox called Kairos.

With new movement features, an expanded arsenal, and the introduction of three new gun manufacturers, Borderlands 4 promises to be the most ambitious installment in the franchise to date.

The development also comes amidst a trend by popular video games, such as Outer Worlds 2, which have been launched at $80. Fans have had a negative reaction in response to these games.

The official pricing announcement has put an end to speculation, and the excitement for the game continues to build.

Fans can now pre-order the game and look forward to what promises to be another thrilling addition to the Borderlands universe.]]>
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			<title>'The Outer Worlds 2' director confirms $80 launch price, facing backlash</title>
			<link>https://tribune.com.pk/story/2550670/the-outer-worlds-2-director-confirms-80-launch-price-facing-backlash</link>
			<comments>https://tribune.com.pk/story/2550670/the-outer-worlds-2-director-confirms-80-launch-price-facing-backlash#comments</comments>
			<pubDate>Fri, 13 Jun 25 09:30:49 +0500</pubDate>
			<dc:creator>
				<![CDATA[News Desk]]>
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			<description>
				<![CDATA[The Outer Worlds 2 will launch at $80 with Brandon Adler clarifying that platform holders set prices, not developers]]>
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				<![CDATA[The release of The Outer Worlds 2 is set to make waves with a price tag of $80, marking it as the first Xbox-published game to carry such a hefty price point.

However, in an interview at the Summer Game Fest, Obsidian Entertainment&rsquo;s director, Brandon Adler, was quick to clarify that the developers had no say in the pricing decision.

&ldquo;The price is set by the platform holders,&rdquo; Adler said, referring to Xbox, which recently confirmed that several first-party games will carry the same price from this holiday season onward.

The Outer Worlds 2, set to launch on PC, PS5, and Xbox Series X|S on October 29, is the first example of this price shift.

&ldquo;I wish everybody could play my game,&rdquo; Adler continued, acknowledging the challenges the higher price could pose to some fans.

&ldquo;But for the reasons behind the $79.99 price point, you&rsquo;d have to talk to the Xbox folks,&rdquo; he said, carefully deflecting any personal opinions on the matter.

This price hike follows a trend seen with other major titles, such as Nintendo&rsquo;s Mario Kart World for the Switch 2, which debuted at the same price earlier this year.

With the rising costs of AAA game production, discussions surrounding $80 games have intensified, especially as other publishers like Sony and Nintendo have implemented similar pricing structures.

While the high cost of games may continue to be a point of contention, it&rsquo;s clear that the industry is evolving in response to production costs and market trends.

Fans of the video game franchise have been voicing their criticisms online.



The Outer World 2 trailer being sarcastic about &quot;Capitalism&quot; and whatnot just to launch with the $80 price tag... https://t.co/bONLjL55WU pic.twitter.com/QTjiT2fNCz
&mdash; Vboy (@The_Vboy) June 8, 2025





&quot;Oh, it&#39;s Inflation raising game prices.&quot;
Yeah, no.
Expedition 33 is $50 and was released like 8 weeks ago.

It&#39;s one of the greatest games I&#39;ve ever played.
And it cost $50 bucks.

$80 for Mario Kart and Outer Worlds 2 is PURE GREED. pic.twitter.com/VZHWrpcI4r
&mdash; Fake Wizard (@RealLifeFakeWiz) June 9, 2025





PSA: Do Not buy The Outer Worlds 2 for $80. Instead get it on Game Pass, as it will be on that service at launch. This Xbox $10 price increase feels REALLY bad, especially on games like this. pic.twitter.com/yyYavTBP32
&mdash; Joe Vargas (@AngryJoeShow) June 9, 2025





As someone who is insanely hyped for The Outer Worlds 2, $80 is a scam.

No, &quot; just get Game Pass&quot; is not a valid counter.

I do not want my access to games locked behind a subscription, which keeps getting more expensive.

Shame on @Xbox for hurting the hype of this for greed. pic.twitter.com/qZ7ExlYL8m
&mdash; 🅁🄴🅃🅁🄾 🏳️&zwj;🌈🇺🇦 (@totallynotretro) June 9, 2025



Whether The Outer Worlds 2 will become the new norm remains to be seen, but fans of the RPG are already gearing up for its launch, eager to explore the absurd perks that Adler and his team have packed into the new title.

The conversation around pricing is set to continue as other upcoming titles, like Borderlands 4, spark heated debates among fans and developers alike.

Gearbox boss Randy Pitchford, for instance, has faced backlash after suggesting that true fans would find a way to afford the higher price tag. As the industry moves forward, how players and developers navigate these changes will likely shape the future of gaming.

In the meantime, The Outer Worlds 2 promises an eccentric journey through its RPG universe, with the game&rsquo;s quirky features already catching the attention of many.

The launch in October will no doubt spark further discussions, not only about its pricing but also about its place in the ever-expanding world of AAA gaming.





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			<title>'007: First Light' trailer released by IO Interactive</title>
			<link>https://tribune.com.pk/story/2549630/007-first-light-trailer-released-by-io-interactive</link>
			<comments>https://tribune.com.pk/story/2549630/007-first-light-trailer-released-by-io-interactive#comments</comments>
			<pubDate>Thu, 05 Jun 25 09:06:56 +0500</pubDate>
			<dc:creator>
				<![CDATA[News Desk]]>
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			<description>
				<![CDATA[The James Bond-origin game is set for release in 2026, with it running on IO Interactive's Glacier engine]]>
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				<![CDATA[IO Interactive, known for its expertise in crafting immersive action experiences, has officially revealed its latest project: 007 First Light, a re-imagining of James Bond&rsquo;s origin story.

Unveiled during Sony&#39;s State of Play event, the third-person action-adventure game promises to take players on a thrilling journey as they explore the early years of the world&rsquo;s most iconic spy.

The game, which is set for release in 2026, will offer a unique take on the 007 franchise, showcasing a young Bond before he dons the tuxedo and martini.

At only 26 years old, Bond is still honing his skills as he navigates the world of espionage. From his humble beginnings as a NAVY air crewman, an unexpected act of bravery launches him into MI6&rsquo;s most demanding training programme.

As players follow Bond&rsquo;s journey, they will witness his evolution into the seasoned spy fans know and love.





&quot;To be able to harness all the experience and craftsmanship we have been honing for the last 25 years to create a James Bond adventure is a unique journey for the studio,&quot; said IO Interactive in a statement. &quot;We are thrilled to have this opportunity.&quot;

The trailer for 007 First Light hints at what&rsquo;s to come, offering a glimpse into the game&#39;s exciting world. Players will be able to traverse diverse and breathtaking locations, from snow-covered mountains to sun-soaked beaches.

The game promises a blend of intense combat, high-speed driving, stealth, and cutting-edge gadgets, all powered by IO Interactive&rsquo;s proprietary Glacier engine.&nbsp;

Set to release on PlayStation 5, 007 First Light will be enhanced for PlayStation 5 Pro, taking advantage of PlayStation Spectral Super Resolution (PSSR) to provide optimized performance and a seamless experience, with the game running at 60 FPS in Quality Mode.

007 First Light is set to launch in 2026, with more details on gameplay and story to be revealed later this year. Fans can wishlist the game today.]]>
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			<title>New James Bond game 007: First Light revealed</title>
			<link>https://tribune.com.pk/story/2549299/new-james-bond-game-007-first-light-revealed</link>
			<comments>https://tribune.com.pk/story/2549299/new-james-bond-game-007-first-light-revealed#comments</comments>
			<pubDate>Tue, 03 Jun 25 10:56:47 +0500</pubDate>
			<dc:creator>
				<![CDATA[News Desk]]>
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			<category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2549299</guid>
			<description>
				<![CDATA[IO Interactive names its new James Bond game 007: First Light, with a full reveal expected at Summer Game Fest]]>
			</description>
			<content:encoded>
				<![CDATA[Danish studio IO Interactive has confirmed the official title of its long-anticipated James Bond game.

Formerly referred to as Project 007, the game is now known as 007: First Light and will be unveiled later this week, ahead of the annual Summer Game Fest.

According to the game&rsquo;s official website, 007: First Light will present &ldquo;a wholly original Bond origin story,&rdquo; allowing players to step into the role of the iconic British spy and earn their 00 status.

The studio has not disclosed specific platforms for the game, but First Light was briefly teased during April&rsquo;s Nintendo Switch 2 Direct, suggesting the title will appear on Nintendo&rsquo;s upcoming console.

IO Interactive, best known for its Hitman series, is crafting the game independently of any existing James Bond films.

Chief executive Hakan Abrak confirmed in previous interviews that the studio&#39;s iteration of Bond will be unique to its universe and not derived from the portrayals seen in cinema.

&ldquo;What&rsquo;s exciting about that project is that we actually got to do an original story,&rdquo; Abrak said. &ldquo;It&rsquo;s not a gamification of a movie. It&rsquo;s completely beginning and becoming a story, hopefully for a big trilogy out there in the future.&rdquo;

007: First Light is set to launch as the opening chapter in a planned trilogy.

Its announcement is part of a broader slate of third-party titles revealed for the Nintendo Switch 2, including Final Fantasy VII Remake Intergrade, Street Fighter 6, Yakuza 0: Director&rsquo;s Cut, and FromSoftware&rsquo;s The Duskbloods.

Nintendo also confirmed several first-party titles, such as Donkey Kong Bananza, Mario Kart World, and Kirby Air Riders.

While IO Interactive has not confirmed whether First Light will feature at Summer Game Fest Live&mdash;scheduled for Friday, 6 June&mdash;fans are anticipating further details.





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A post shared by IO Interactive (@ioi_studios)





The showcase is also expected to feature new footage from Hideo Kojima&rsquo;s studio and a mysterious title known only as Ill.]]>
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			<title>Saquon Barkley named Madden NFL 26 cover star</title>
			<link>https://tribune.com.pk/story/2549258/saquon-barkley-named-madden-nfl-26-cover-star</link>
			<comments>https://tribune.com.pk/story/2549258/saquon-barkley-named-madden-nfl-26-cover-star#comments</comments>
			<pubDate>Tue, 03 Jun 25 05:36:22 +0500</pubDate>
			<dc:creator>
				<![CDATA[Sports Desk]]>
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			<category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category><category><![CDATA[Sports]]></category>
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			<description>
				<![CDATA[Saquon Barkley named Madden 26 cover star after iconic backwards hurdle and Super Bowl season with the Eagles]]>
			</description>
			<content:encoded>
				<![CDATA[EA Sports has named Philadelphia Eagles running back Saquon Barkley the cover athlete for Madden NFL 26, honouring a landmark season that included a Super Bowl title, 2,005 rushing yards and a viral moment that seemed lifted straight from the video game itself.

Barkley, 28, is only the ninth player in NFL history to surpass the 2,000-yard mark in a single season.

He also became the newest member of the elite &ldquo;Madden 99 Club,&rdquo; the game&rsquo;s highest rating tier, and the latest player to front the iconic franchise.





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A post shared by EA SPORTS Madden NFL 26 (@eamaddennfl)





The cover reveal was accompanied by a now-iconic image: Barkley mid-air, performing a reverse hurdle over Jacksonville Jaguars cornerback Jarrian Jones during a Week 9 clash.

The move&mdash;executed while Barkley had his back turned to the defender&mdash;was widely circulated online and lauded as one of the season&rsquo;s most jaw-dropping plays.

&ldquo;Saquon&rsquo;s reverse hurdle was one of the rare, defining moments in NFL history that would have once been described as &lsquo;something out of a video game,&rsquo;&rdquo; said Evan Dexter, vice president of franchise strategy and marketing for EA Sports Madden NFL.





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A post shared by EA SPORTS Madden NFL 26 (@eamaddennfl)





In a promotional video released with the announcement, Barkley reflected on the journey from gamer to cover athlete. &ldquo;This last season&rsquo;s been everything,&rdquo; he said. &ldquo;Win the Super Bowl, create iconic moments. It starts with imagination &mdash; being a kid, having those moments, playing video games and saying, &lsquo;Why can&rsquo;t I do it in real life?&rsquo;&rdquo;

The former New York Giants star credited his new team&rsquo;s culture for fuelling his breakout campaign. Barkley was a key contributor in the Eagles&rsquo; title run and tallied 15 total touchdowns over the course of the season.

EA Sports stated the upcoming edition of Madden NFL would offer its most realistic simulation yet. &ldquo;It&rsquo;s a display of the athleticism and creativity of one of football&rsquo;s most electrifying athletes,&rdquo; Dexter said.





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A post shared by EA SPORTS Madden NFL 26 (@eamaddennfl)





The game is set to release on 14 August 2025, with pre-orders now open.

&ldquo;Starring on the cover of Madden NFL 26 and being named to the Madden NFL 99 Club are both dreams come true,&rdquo; Barkley said.

&ldquo;I&rsquo;m grateful to my teammates, coaches and Eagles fans for their support, and I can&rsquo;t wait to hit the field again to give Madden players more highlight-reel moments.&rdquo;

For Philadelphia fans, all that remains now is to hope the fabled &ldquo;Madden Curse&rdquo; doesn&rsquo;t strike.

NFL fans on X (formerly Twitter) have been reacting to the news, with many naming alternatives they believe should&#39;ve become cover athlete instead.



I wish he wasn&rsquo;t on it bc I believe in the curse but it was too perfect. 26 on 26
&mdash; 🦅 RUN IT BACK🦅 (LIX Champs💍💍) (@RollPhillyDawgz) June 2, 2025





How does he deserve it over Lamar
&mdash; bossman (@thyonlybossman) June 2, 2025





Congrats to Saquon in advance to being the first Eagles player to break the Madden curse!!!
&mdash; 🔥 CEO Branding Expert (@Ceo_Branding) June 2, 2025





Who&rsquo;s the poor soul he&rsquo;s hurdling
&mdash; VGhostface Killa 🐝 (@VGKBetta) June 2, 2025





Shoulda been my guy CJ Stroud smh https://t.co/iFbM5RMVit
&mdash; Duv-ALL Sports Cards &amp; Collectible&rsquo;s (@DuvALLsports) June 2, 2025



&nbsp;]]>
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			<title>Recommended PC settings for Elden Ring Nightreign</title>
			<link>https://tribune.com.pk/story/2548592/noor-zaman-qualifies-for-british-open-squash-championship-main-draw</link>
			<comments>https://tribune.com.pk/story/2548592/noor-zaman-qualifies-for-british-open-squash-championship-main-draw#comments</comments>
			<pubDate>Fri, 30 May 25 07:38:19 +0500</pubDate>
			<dc:creator>
				<![CDATA[News Desk]]>
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			<category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category>
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			<description>
				<![CDATA[Optimise your PC settings for Elden Ring Nightreign to achieve smooth 60 FPS gameplay with stunning visuals]]>
			</description>
			<content:encoded>
				<![CDATA[The highly anticipated Elden Ring Nightreign has finally launched, prompting gamers to update their drivers and fine-tune graphics settings ahead of their journey through Limveld.

With system requirements on the lower side, the roguelite should run smoothly on most PCs.

However, as with previous FromSoftware titles, players may encounter frame pacing issues and occasional frame rate drops when the screen is cluttered or during scenic moments.





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A post shared by ELDEN RING (@eldenring)




To help users maintain a stable 60 frames per second (FPS) without compromising visuals, here are the recommended graphics settings for Elden Ring Nightreign on PCs meeting the game&rsquo;s recommended specifications:


	
	Display resolution: Native
	
	
	Texture quality: High (depending on VRAM)
	
	
	Antialiasing quality: High
	
	
	SSAO (Screen Space Ambient Occlusion): High
	
	
	Depth of field: High or off (personal preference)
	
	
	Motion blur: On or off (personal preference)
	
	
	Shadow quality: High
	
	
	Lighting quality: High
	
	
	Effects quality: Medium
	
	
	Reflection quality: High
	
	
	Volumetric lighting quality: High
	
	
	Water surface quality: Low
	
	
	Shader quality: Medium to high (based on VRAM)
	
	
	Global illumination: High
	
	
	Grass quality: Medium
	


Reducing settings like antialiasing and SSAO below high may lead to washed-out visuals, so it is advised to keep these elevated.

Effects quality controls particle effects and status elements; lowering this can improve performance but setting it too high may cause FPS drops.

Water surface quality is less critical and can be set low without much visual sacrifice. Shader quality demands significant resources, so testing medium versus high is recommended.

For users with lower-end PCs that meet or fall just below the minimum requirements, the following settings are suggested for smoother gameplay without overly degrading visual quality:


	
	Display resolution: Native
	
	
	Texture quality: Medium
	
	
	Antialiasing quality: High
	
	
	SSAO: Medium
	
	
	Depth of field: High or off (personal preference)
	
	
	Motion blur: On or off (personal preference)
	
	
	Shadow quality: Medium
	
	
	Lighting quality: High
	
	
	Effects quality: Low
	
	
	Reflection quality: Low
	
	
	Volumetric lighting quality: High
	
	
	Water surface quality: Low
	
	
	Shader quality: Low to medium (depending on VRAM)
	
	
	Global illumination: Medium
	
	
	Grass quality: Medium
	


Key settings affecting performance include effects quality and shader quality, which should be adjusted carefully for optimal frame rates.

Grass quality can be toggled between medium and high to find the best balance.

With these configurations, players can expect a more consistent experience in Elden Ring Nightreign on a variety of hardware setups.

Before embarking on your first quest, consider consulting the game&rsquo;s character class guide to tailor your playstyle.]]>
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			<title>Helldivers 2 is being review bombed - again</title>
			<link>https://tribune.com.pk/story/2548593/helldivers-2-is-being-review-bombed-again</link>
			<comments>https://tribune.com.pk/story/2548593/helldivers-2-is-being-review-bombed-again#comments</comments>
			<pubDate>Fri, 30 May 25 07:38:19 +0500</pubDate>
			<dc:creator>
				<![CDATA[News Desk]]>
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			<category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category>
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			<description>
				<![CDATA[Helldivers 2 is review bombed on Steam as players struggle to complete the Equality-on-Sea defence mission]]>
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			<content:encoded>
				<![CDATA[Helldivers 2 is facing renewed review bombing on Steam as players express frustration over a persistent issue with its Mega-City defence mode.

Arrowhead Game Studios&rsquo; third-person action game, Helldivers 2, has received mixed recent reviews following complaints about the inability to complete the Equality-on-Sea defence mission.

This marks the latest chapter in the game&rsquo;s rocky relationship with its community.



Helldivers 2 getting review bombed again on Steam pic.twitter.com/kl7RSIfcAR
&mdash; Pirat_Nation 🔴 (@Pirat_Nation) May 29, 2025



Despite Helldivers 2&rsquo;s strong launch in 2024 and regular content updates, including the praised Galactic War live-service mode, the game has been review-bombed multiple times.

Previous criticisms focused on weapon balance and controversy surrounding a mandatory PlayStation Network requirement.

The latest backlash centres on the defence of Super Earth&rsquo;s final two Mega-Cities. Players attempting to hold Equality-on-Sea report that progress consistently caps just below 100 per cent at 99.9783 per cent.



The commies are review bombing Helldivers 2 on steam pic.twitter.com/L4yBXv5Sw9
&mdash; 🏴&zwj;☠️W3ND1G0🏴&zwj;☠️🪶🟧 (@2A_W3ND1G0) May 30, 2025



Some players interpreted this as an artificial block preventing completion.

However, the game&rsquo;s design means the defence mission cannot reach full completion while the Illuminate continuously invade until the time limit expires.

This issue has driven many negative reviews, dropping Helldivers 2&rsquo;s recent Steam rating to &quot;Mixed.&quot;

The frustration comes despite the &quot;Heart of Democracy&quot; update, which introduced these Mega-City defences and led to a notable increase in player numbers.



Helldivers 2 players review bombing the game because they don&#39;t understand how the current event works pic.twitter.com/AA5vPLlwNu
&mdash; CodeNamedFerret (@CodeNamedFerret) May 29, 2025



Arrowhead Game Studios CEO Shams Jorjani has reassured fans that Helldivers 2 remains a priority, even as the studio develops a new project codenamed &quot;Game 6.&quot;

For now, players continue to defend Super Earth and engage with ongoing content, awaiting fixes and future updates.]]>
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			<title>EA cancels Black Panther game, shuts down Cliffhanger Games studio</title>
			<link>https://tribune.com.pk/story/2548414/ea-cancels-black-panther-game-shuts-down-cliffhanger-games-studio</link>
			<comments>https://tribune.com.pk/story/2548414/ea-cancels-black-panther-game-shuts-down-cliffhanger-games-studio#comments</comments>
			<pubDate>Thu, 29 May 25 09:15:51 +0500</pubDate>
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			<description>
				<![CDATA[EA has cancelled its Black Panther game and closed Cliffhanger Games, citing a sharper focus on key franchises.]]>
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				<![CDATA[Electronic Arts has cancelled its Black Panther game and closed the studio behind it, Cliffhanger Games, less than two years after the project was announced.

The decision was confirmed following a report by IGN, and marks another chapter in a series of layoffs and restructurings at the gaming giant.

The cancellation was announced internally via an email from Laura Miele, president of EA Entertainment and Technology, who said the move was part of an effort to &ldquo;sharpen our focus and put our creative energy behind the most significant growth opportunities.&rdquo;

While the Black Panther project is no more, EA stated it would continue development on other high-profile titles, including the Iron Man game announced in 2022, the next Star Wars: Jedi instalment, and a new entry in the Mass Effect series.



The single player Black Panther video game has been canceled at Electronic Arts and Cliffhanger Games has been closed.

(Source: IGN) pic.twitter.com/xFUrIEeoWJ
&mdash; The Game Awards (@thegameawards) May 28, 2025



Core franchises such as Battlefield, The Sims, Skate, and Apex Legends will remain a priority for the company.

&ldquo;These decisions are hard,&rdquo; Miele wrote, acknowledging the human cost of the restructuring. &ldquo;They affect people we&rsquo;ve worked with, learned from, and shared real moments with. We&rsquo;re doing everything we can to support them&mdash;including finding opportunities within EA, where we&rsquo;ve had success helping people land in new roles.&rdquo;

The end of Cliffhanger Games comes shortly after EA laid off an estimated 300&ndash;400 employees in April, and cancelled two early-stage &ldquo;incubation projects,&rdquo; including a new Titanfall concept.

Those actions followed significant cuts at BioWare earlier this year, after Dragon Age: The Veilguard reportedly underperformed.

Cliffhanger Games was established in 2023 with the ambitious goal of delivering a narrative-rich, single-player Black Panther experience.

Its swift closure underscores the increasing financial and creative pressures within the gaming industry&mdash;particularly for projects outside EA&rsquo;s established blockbuster catalogue.]]>
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			<title>Nintendo Switch 2 pre-orders go live at major retailers</title>
			<link>https://tribune.com.pk/story/2548240/nintendo-switch-2-pre-orders-go-live-at-major-retailers</link>
			<comments>https://tribune.com.pk/story/2548240/nintendo-switch-2-pre-orders-go-live-at-major-retailers#comments</comments>
			<pubDate>Wed, 28 May 25 08:32:35 +0500</pubDate>
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			<description>
				<![CDATA[Switch 2 pre-orders are open at major retailers ahead of June 5 launch, with limited stock and exclusive bundles.]]>
			</description>
			<content:encoded>
				<![CDATA[Pre-orders for the Nintendo Switch 2 have opened across the US and UK, with demand surging as the June 5 launch date approaches.

US-based buyers have reported rapid sellouts at launch, although restocks are expected at Best Buy, GameStop, and Target in the days leading up to release.

In the UK, restocks have been more frequent, though many retailers are offering only bundle deals that include Mario Kart World, priced at &pound;429.

The standalone console retails for &pound;395 in the UK and $449 in the US. The bundle edition is priced at $499 in the US.

Retailers currently listing the Nintendo Switch 2 include:


	
	Nintendo: Pre-order by invite only
	
	
	Walmart: Launch day delivery if ordered before June 4
	
	
	Amazon: No pre-order page yet
	
	
	Target: Standard and bundle versions available
	
	
	GameStop: In-store and online pre-orders open; midnight launch events planned
	
	
	Best Buy: Launch day pickup on June 5, midnight openings confirmed
	
	
	Newegg: Listings live, pre-order time pending
	
	
	Antonline: Listing live, no pre-orders yet
	
	
	Sam&rsquo;s Club: Mario Kart bundle listed, pre-order details unconfirmed
	


In both regions, Nintendo&rsquo;s online store has offered limited pre-order windows, often requiring an active Nintendo Online account.

Gamers seeking a unit on launch day are advised to monitor restock trackers closely. Based on previous launches, additional stock may appear in the final 48 hours before release.]]>
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			<title>Arslan Ash qualifies for Esports World Cup 2025, set to battle for $1 million</title>
			<link>https://tribune.com.pk/story/2547883/arslan-ash-qualifies-for-esports-world-cup-2025-set-to-battle-for-1-million</link>
			<comments>https://tribune.com.pk/story/2547883/arslan-ash-qualifies-for-esports-world-cup-2025-set-to-battle-for-1-million#comments</comments>
			<pubDate>Mon, 26 May 25 07:53:41 +0500</pubDate>
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			<description>
				<![CDATA[Pakistan's Arslan Ash qualified for Esports World Cup in Saudi through his performance at Combo Breaker 2025 in US.]]>
			</description>
			<content:encoded>
				<![CDATA[Pakistani esports sensation Arslan Ash has secured his place in the Tekken 8 tournament at the 2025 Esports World Cup (EWC) in Riyadh, Saudi Arabia, reinforcing his status as one of the world&rsquo;s top Tekken players.

The EWC, running from July 7 to August 24, will feature 25 esports titles and over 2,000 competitors from more than 200 clubs, competing for a record-breaking $70 million prize pool.

The Tekken 8 event, set for August 14 to 16, will see 32 elite players battle for a $1 million prize fund.



Pakistan&#39;s Arslan Ash has officially qualified to TEKKEN 8 in ESports World Cup! 🚨🇵🇰⭐️

Make us proud, @ArslanAsh95! pic.twitter.com/QGjeU9mIcy
&mdash; Muneeb Farrukh (@Muneeb313_) May 25, 2025



Arslan Ash, a five-time EVO champion with titles including EVO Japan 2019, EVO 2019, EVO Japan 2023, EVO 2023, and EVO 2024, continues to dominate the Tekken scene despite past challenges such as visa issues that forced him to withdraw from events like Evo Japan and Riyadh Clash 2025.

His qualification for the EWC 2025 highlights his ongoing commitment to maintaining Pakistan&rsquo;s presence on the international esports stage.

Arslan Ash&rsquo;s reputation as a fierce competitor is well-established, and his participation is highly anticipated by fans worldwide.

The Esports World Cup promises seven weeks of high-level competition across multiple games, with Tekken 8 among the most eagerly watched.

Arslan Ash&rsquo;s success at international tournaments, including recent appearances at Combo Breaker 2025 in Schaumburg, further cements his position as a global esports icon.

At Combo Breaker, he placed joint fifth in Tekken 8 among a field featuring top players from around the world.



I am happy with the result.

Thanks for the support 🙏
&mdash; Twis | Arslan Ash (@ArslanAsh95) May 25, 2025



As the esports community looks ahead to the EWC 2025, Arslan Ash remains a standout figure whose journey continues to inspire gamers in Pakistan and beyond.]]>
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			<title>Geralt’s voice actor shuts down ‘woke’ claims over Ciri lead in The Witcher 4</title>
			<link>https://tribune.com.pk/story/2547251/geralts-voice-actor-shuts-down-woke-claims-over-ciri-lead-in-the-witcher-4</link>
			<comments>https://tribune.com.pk/story/2547251/geralts-voice-actor-shuts-down-woke-claims-over-ciri-lead-in-the-witcher-4#comments</comments>
			<pubDate>Thu, 22 May 25 11:05:16 +0500</pubDate>
			<dc:creator>
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			<description>
				<![CDATA[Geralt’s voice actor Doug Cockle defends Ciri as lead in The Witcher 4, dismissing “woke” claims.]]>
			</description>
			<content:encoded>
				<![CDATA[Doug Cockle, the voice actor for Geralt of Rivia, has defended the decision to make Ciri the lead character in The Witcher 4, responding to criticism that the move is &ldquo;woke&rdquo; by urging sceptics to read the original novels.

Speaking in a recent interview, Cockle said it was natural for the franchise to focus on a different protagonist after Geralt&rsquo;s story had reached its conclusion.

&ldquo;You can&rsquo;t just have Geralt for every single game for The Witcher ad nauseam through eternity,&rdquo; he said. &ldquo;It&rsquo;s a cool character from the Witcher, and they&rsquo;re going to focus on that character.&rdquo;





The Witcher 4 was officially announced at the 2024 Game Awards, revealing that Ciri would star in the upcoming game. Cockle said the previous expansion, Blood and Wine, was intended to wrap up Geralt&rsquo;s journey.

&ldquo;We&rsquo;ve seen the end of Geralt&rsquo;s journey,&rdquo; he said. &ldquo;Celebrate Ciri, I celebrate her being the protagonist.&rdquo;

Some fans have criticised the choice, describing it as a &ldquo;woke&rdquo; decision.

Cockle rejected this, stating: &ldquo;If you think it&rsquo;s woke, read the damn books &mdash; they&rsquo;re good, first of all. And secondly, you won&rsquo;t think it&rsquo;s so woke anymore.&rdquo;

The Witcher games are based on a series of novels by Polish author Andrzej Sapkowski, which increasingly centre on Ciri&rsquo;s character. Cockle noted that the games had not yet fully explored her story, which the new game now plans to address.

&ldquo;There&rsquo;s a whole rich world of stuff to explore with Ciri that they didn&rsquo;t do when they put her into Witcher 3, because the story was about Geralt. But she hints at it,&rdquo; he said.

Cockle also compared the transition to other popular franchises that have moved on from their original leads.

&ldquo;Uncharted put Nathan Drake into retirement so we could focus on Chloe and Nadine in The Lost Legacy, and they were a breath of fresh air,&rdquo; he said.

No release date has yet been announced for The Witcher 4. In the meantime, fans are encouraged to revisit The Witcher 3 or explore similar role-playing games.]]>
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			<title>Baldur's Gate 3 publisher criticises Randy Pitchford's $80 Borderlands 4 remark</title>
			<link>https://tribune.com.pk/story/2547246/baldurs-gate-3-publisher-criticises-randy-pitchfords-80-borderlands-4-remark</link>
			<comments>https://tribune.com.pk/story/2547246/baldurs-gate-3-publisher-criticises-randy-pitchfords-80-borderlands-4-remark#comments</comments>
			<pubDate>Thu, 22 May 25 09:46:47 +0500</pubDate>
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			<description>
				<![CDATA[Baldur’s Gate 3 publisher calls Randy Pitchford’s $80 Borderlands 4 remarks “gross,” amidst cost-of-living crisis.]]>
			</description>
			<content:encoded>
				<![CDATA[Michael Douse, publishing director of Larian Studios, has criticised Gearbox Software boss Randy Pitchford over his recent remarks on the pricing of the upcoming Borderlands 4, calling them &ldquo;gross&rdquo; amid ongoing cost-of-living concerns.

Pitchford sparked backlash after suggesting that &ldquo;real fans&rdquo; would &ldquo;find a way&rdquo; to purchase Borderlands 4 even if it launched at an $80 price point &mdash; a significant increase compared to typical game costs.

He cited paying $80 for a Sega Genesis game 30 years ago as justification, a claim many see as out of touch with current economic realities.





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A post shared by IGN (@igndotcom)





Douse, whose studio developed&nbsp;Baldur&rsquo;s Gate 3, called Pitchford&#39;s comment &#39;gross.&#39;



Gross. https://t.co/hAvBxODrXf
&mdash; Very AFK (@Cromwelp) May 20, 2025



on social media: &ldquo;Inflation exists (we give inflation bumps for example to employees) and price increases can make sense, but saying &lsquo;real fans will find a way&rsquo; is gross because it assumes your game is more important during a cost of living crisis than, for example, making it day to day.&rdquo;

He added: &ldquo;Real fans are people who love &amp; understand what you do, keep track, and engage with your stuff regardless of how much they spend.&rdquo;



Inflation exists (we give inflation bumps for example to employees) and price increases can make sense, but saying &quot;real fans will find a way&quot; is gross because it assumes your game is more important during a cost of living crisis than, for example, making it day to day. https://t.co/GtIw0MJ601
&mdash; Very AFK (@Cromwelp) May 20, 2025



When asked whether Baldur&rsquo;s Gate 3 would ever have an $80 price tag, Douse said even if it did, &ldquo;we would probably not suggest people do whatever they can to buy it, lest they not be real fans.&rdquo;

Neither publisher 2K Games nor parent company Take-Two Interactive have confirmed the final price of Borderlands 4, due for release this September.

However, Pitchford&rsquo;s comments have already stirred discontent among fans, with some resorting to review-bombing the Borderlands series on Steam amid concerns over new user agreements.

The $80 price point, if confirmed, would place Borderlands 4 among the most expensive mainstream video games, prompting broader discussions about affordability and value in the gaming industry during challenging economic times.]]>
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			<title>Naughty Dog's Neil Druckmann confirms production on new game has begun</title>
			<link>https://tribune.com.pk/story/2546857/naughty-dogs-neil-druckmann-confirms-production-on-new-game-has-begun</link>
			<comments>https://tribune.com.pk/story/2546857/naughty-dogs-neil-druckmann-confirms-production-on-new-game-has-begun#comments</comments>
			<pubDate>Tue, 20 May 25 08:06:52 +0500</pubDate>
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			<description>
				<![CDATA[Neil Druckmann confirms Naughty Dog is developing a mystery game alongside Intergalactic and TLoU.]]>
			</description>
			<content:encoded>
				<![CDATA[Renowned game director and Naughty Dog co-president Neil Druckmann has confirmed that the studio is developing an unannounced new IP, sparking a wave of speculation across the gaming world.

Known for The Last of Us and Uncharted, Druckmann now finds himself steering multiple projects, including the upcoming Intergalactic: The Heretic Prophet and HBO&rsquo;s The Last of Us adaptation.

In a recent interview with Steffan Powell on the Press X to Continue podcast, Druckmann revealed that, while his primary focus remains Intergalactic, he is also overseeing another, as-yet-unannounced game as an executive producer.





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A post shared by Press X to Continue (@pressxpodcast)





Though he offered no concrete details, his comments confirm the existence of a second AAA title in development at Naughty Dog.

&ldquo;It&rsquo;s more of a producer role this time,&rdquo; said Druckmann, noting he&rsquo;s working with other directors on both projects. &ldquo;I&rsquo;m in the room, helping shape things, but not necessarily leading from the front.&rdquo;

This marks a shift in approach for Druckmann, who previously emphasised his preference to focus on one project at a time.

Back in February, he explained that game development is &ldquo;all-consuming,&rdquo; which made it difficult to juggle multiple titles.

Yet the demands of Intergalactic, combined with Naughty Dog&rsquo;s evolving slate, appear to have pushed him into new territory.

Industry insiders have linked the unannounced project to a potential Uncharted spin-off.

According to reports from well-known leaker Daniel Richtman, the game is being directed by Uncharted: The Lost Legacy&rsquo;s Shaun Escayg and has been in development for more than three years.

If true, the timeline aligns with Naughty Dog&rsquo;s previous approach &mdash; the studio announced Intergalactic after four years of behind-the-scenes work.

Fans are now speculating that the studio may be preparing a major reveal at an upcoming gaming event, potentially mirroring Intergalactic&rsquo;s unveiling at The Game Awards 2024.

Druckmann&rsquo;s increasing openness about the mystery title has only added fuel to the fire.

Adding to his packed schedule, Druckmann is also deeply involved in The Last of Us&rsquo;s live-action adaptation on HBO and has reportedly been mentoring the lead actress of Intergalactic on handling online criticism.

While nothing is confirmed, the signs suggest Naughty Dog is gearing up for another high-profile announcement. Until then, fans can only wait &mdash; and speculate &mdash; about what&rsquo;s next for one of gaming&rsquo;s most acclaimed studios.]]>
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			<title>Valve denies 89 million Steam accounts' data leaked, but gamers concerned</title>
			<link>https://tribune.com.pk/story/2545994/valve-denies-89-million-steam-accounts-data-leaked-but-gamers-concerned</link>
			<comments>https://tribune.com.pk/story/2545994/valve-denies-89-million-steam-accounts-data-leaked-but-gamers-concerned#comments</comments>
			<pubDate>Thu, 15 May 25 07:09:05 +0500</pubDate>
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			<description>
				<![CDATA[Hackers claim 89 million Steam accounts were leaked via an SMS provider; Valve says its systems weren’t compromised.]]>
			</description>
			<content:encoded>
				<![CDATA[An alleged data leak involving 89 million Steam accounts has triggered a wave of concern among gamers.

The breach first came to light via cybersecurity firm Underdark, which reported that a dark web vendor going by the alias Machine1337 had listed a database for sale at $5,000.

The listing claimed to include phone numbers, one-time SMS authentication codes, and account metadata &mdash; potentially usable in phishing or social engineering attacks.



Yesterday, an alleged major @Steam data breach occurred, compromising over 89 million user records (roughly two-thirds of all Steam accounts).

These datasets are being sold for over $5,000 on what appears to be a site akin to Mipped.

Mipped alongside their sister sites is a&hellip;
&mdash; Mellow_Online1 (@MellowOnline1) May 11, 2025



However, Valve responded swiftly, stating the leaked data comprised obsolete SMS codes sent via an external communications provider and not through its own systems.


&ldquo;We have examined the leak sample and have determined this was NOT a breach of Steam systems,&rdquo; Valve said in a public statement.




https://store.steampowered.com/news/app/593110/view/533224478739530145




At the time of reporting, over 30 million users were concurrently online on Steam, underlining the scale of potential impact. While no passwords, payment data or account credentials were accessed, security experts have urged caution.

The root of the leak appears to be an external SMS provider previously used to deliver two-factor authentication codes.

Those codes, now expired, were likely scraped or acquired through third-party vulnerabilities rather than a direct breach of Steam.

Despite Valve&rsquo;s assurance, cybersecurity researchers warn that even outdated information could be used in targeted phishing campaigns.

They advise all Steam users to:


	
	Change their passwords to strong, unique ones
	
	
	Replace SMS-based 2FA with Steam Mobile Authenticator
	
	
	Review login history and account activity for suspicious behaviour
	
	
	Stay alert to phishing attempts mimicking Steam Support
	


Users are also urged to ignore unsolicited SMS one-time passwords and avoid clicking on suspicious links, particularly in emails referencing game offers or security warnings.

While Valve appears to have dodged a direct compromise, the incident highlights ongoing risks tied to third-party security lapses &mdash; and the need for users to stay vigilant.]]>
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			<title>Fortnite servers down: Expected fix time and cause revealed</title>
			<link>https://tribune.com.pk/story/2543554/fortnite-servers-down-expected-fix-time-and-cause-revealed</link>
			<comments>https://tribune.com.pk/story/2543554/fortnite-servers-down-expected-fix-time-and-cause-revealed#comments</comments>
			<pubDate>Fri, 02 May 25 07:59:35 +0500</pubDate>
			<dc:creator>
				<![CDATA[News Desk]]>
			</dc:creator>
			<category><![CDATA[Games]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2543554</guid>
			<description>
				<![CDATA[Fortnite temporarily goes dark]]>
			</description>
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				<![CDATA[In the early hours of May 2, Fortnite Epic Games&rsquo; ever-evolving digital playground went quiet. The servers powering one of the world&rsquo;s most popular games were taken offline, not due to technical failure, but in preparation for a transformation.

The occasion? The launch of Galactic Battle, the game&rsquo;s latest seasonal chapter.





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Scheduled downtime has become a ritual in Fortnite&rsquo;s community, a momentary pause that signals something bigger: change.

For this season, players await an interstellar shift, teased by Epic with promises of new weapons, map overhauls, and a reimagined Battle Pass.

If leaks are to be believed, fans may find themselves wielding blaster rifles and lightsabers, or navigating the island in vehicles reminiscent of cinematic space sagas.

Rumours swirl of X-Wings and melee-focused combat mechanics poised to alter the game&rsquo;s tempo.

Epic hasn&rsquo;t shared much, but longtime players know the drill. The servers went dark at 2 am&nbsp;EDT, and if all goes smoothly, they might be back online in three to five hours.]]>
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			<title>Sony hits Türkiye with massive 55% PlayStation Plus price hike</title>
			<link>https://tribune.com.pk/story/2540288/sony-hits-turkiye-with-massive-55-playstation-plus-price-hike</link>
			<comments>https://tribune.com.pk/story/2540288/sony-hits-turkiye-with-massive-55-playstation-plus-price-hike#comments</comments>
			<pubDate>Wed, 16 Apr 25 11:48:19 +0500</pubDate>
			<dc:creator>
				<![CDATA[News Desk]]>
			</dc:creator>
			<category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category>
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			<description>
				<![CDATA[Sony announces sharp PlayStation Plus price hikes in Türkiye, with Deluxe tier rising 55% to ₺4,266 from 24 June 2025.]]>
			</description>
			<content:encoded>
				<![CDATA[Sony has announced a significant price increase for its PlayStation Plus subscription service in T&uuml;rkiye, with the annual cost of the Deluxe package rising 55% to ₺4,266 from 24 June 2025, sparking backlash from players already contending with local economic challenges.

Sony is facing criticism from Turkish gamers after confirming a steep rise in PlayStation Plus subscription prices, with the most expensive tier, Deluxe, increasing from ₺2,740 to ₺4,266 annually&mdash;a 55.69% hike. The Extra tier will also rise by a similar margin, from ₺2,340 to ₺3,645.

The new pricing, announced via email to subscribers, will take effect from 24 June 2025. While official pricing for the Essential tier remains undisclosed, based on the same increase rate, a yearly subscription is expected to jump from ₺1,400 to around ₺2,180.



This marks the second major hike in T&uuml;rkiye after the 2023 adjustments, which saw price increases of up to 600% due to currency depreciation and inflation. The rising costs are prompting many players to reconsider their subscriptions or seek alternatives.

PlayStation Plus offers online multiplayer access, monthly free games, discounts, cloud storage, and trials, and is available in Essential, Extra, and Deluxe tiers. Despite these benefits, the affordability of the service is becoming a growing concern for Turkish users.

Sony stated that the changes aim to maintain service quality and deliver &ldquo;high-value games and features.&rdquo; However, critics argue that such increases make the platform less accessible, particularly in T&uuml;rkiye, where economic volatility continues to affect consumer spending.

Some users have reported renewing subscriptions at current rates to avoid the increase, with one case from 2023 resurfacing of a player who prepaid 27 years of service to lock in lower rates. Others are cancelling their subscriptions or turning to competitors.

Microsoft&rsquo;s Xbox Game Pass, which includes a large game library and currently costs around ₺2,500 per year for the Ultimate tier in T&uuml;rkiye, is gaining attention as a more affordable option. EA Play and other niche services are also emerging as viable alternatives for some players.

Sony has yet to confirm whether similar increases will apply to other PlayStation Plus packages, though users are bracing for comparable adjustments.]]>
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			<title>Roman Reigns named WWE 2k25 cover star, releases March 14</title>
			<link>https://tribune.com.pk/story/2525010/roman-reigns-named-wwe-2k25-cover-star-releases-march-14</link>
			<comments>https://tribune.com.pk/story/2525010/roman-reigns-named-wwe-2k25-cover-star-releases-march-14#comments</comments>
			<pubDate>Tue, 28 Jan 25 07:05:44 +0500</pubDate>
			<dc:creator>
				<![CDATA[Sports Desk]]>
			</dc:creator>
			<category><![CDATA[Sports]]></category><category><![CDATA[Technology]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2525010</guid>
			<description>
				<![CDATA[Roman Reigns is the WWE 2k25 cover star, with a 'Bloodline Deluxe Edition' and March 14 release date announced.]]>
			</description>
			<content:encoded>
				<![CDATA[Roman Reigns, WWE&rsquo;s &ldquo;Head of the Table,&rdquo; has been unveiled as the cover star for WWE 2K25. The announcement was made during the January 27 episode of Monday Night Raw by Paul Heyman.





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Reigns will appear alongside his Bloodline family, including Jimmy and Jey Uso, Solo Sikoa, and Jacob Fatu, in the game.

A special &quot;Bloodline Deluxe Edition&quot; is also confirmed, celebrating the faction&#39;s dominance in WWE history.





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During the January 6 premiere of Monday Night Raw on Netflix, Heyman teased the cover reveal, hinting at a major announcement involving Reigns. The full reveal took place three weeks later.

This marks Reigns&#39; second appearance on a WWE 2K cover, following his feature with Becky Lynch in WWE 2K20. Since then, Reigns has solidified his legacy, becoming the longest-reigning Universal Champion, holding the title for over 1,300 days.

The game&rsquo;s trailer, shared during Monday Night Raw, teased exciting new features, including what appears to be a city-inspired gameplay mode similar to NBA 2K.





WWE Games also confirmed that WWE 2K25 will release on March 14, 2025, with pre-orders beginning January 28. Fans can choose between various editions, including the Bloodline Deluxe Edition and another featuring The Undertaker on the cover.





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			<title>Nintendo stock jumps on Saudi fund's potential stake boost</title>
			<link>https://tribune.com.pk/story/2501206/nintendo-stock-jumps-on-saudi-funds-potential-stake-boost</link>
			<comments>https://tribune.com.pk/story/2501206/nintendo-stock-jumps-on-saudi-funds-potential-stake-boost#comments</comments>
			<pubDate>Mon, 07 Oct 24 07:03:32 +0500</pubDate>
			<dc:creator>
				<![CDATA[News Desk]]>
			</dc:creator>
			<category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2501206</guid>
			<description>
				<![CDATA[PIF, which manages assets of around $760 billion, is already one of Nintendo’s top shareholders, holding an 8.6% stake]]>
			</description>
			<content:encoded>
				<![CDATA[Nintendo Co. shares climbed as much as 3.9% after reports surfaced that Saudi Arabia&#39;s Public Investment Fund (PIF) may increase its stakes in the Kyoto-based gaming giant and other Japanese video game companies.

The news, first reported by Kyodo News, followed comments from Prince Faisal bin Bandar, vice chairman of PIF&rsquo;s subsidiary Savvy Games Group, who indicated that the fund is considering further investment in the sector with the support of the companies involved.

PIF, which manages assets of around $760 billion, is already one of Nintendo&rsquo;s top shareholders, holding an 8.6% stake.

The sovereign wealth fund has made significant bets on the gaming industry as part of Saudi Arabia&rsquo;s strategy to diversify its economy beyond oil, aiming to establish the kingdom as a global gaming hub.

The fund has also previously invested in other gaming and entertainment firms such as Tencent Holdings, Activision Blizzard (now under Microsoft), and Kakao Entertainment.

&quot;It&rsquo;s of note that the Saudis are doing this as part of national policy,&quot; said Ryoutarou Sawada, a senior analyst at Tokai Tokyo Intelligence Laboratory, according to a report by Bloomberg. &quot;We expect this kind of interest to spread.&quot;

PIF&rsquo;s potential investment in Nintendo is seen as aligned with the company&rsquo;s goal of expanding its global audience.

Other gaming companies with Saudi investments also saw gains. Nexon Co. rose 3%, while Capcom Co. and Koei Tecmo Holdings Co. saw their shares rise 2% and 2.8%, respectively.

As part of Saudi Arabia&#39;s broader initiative, the country has been pushing to attract gaming and technology companies to the Middle East, investing billions in tourism and content creation.

This includes a theme park outside Riyadh featuring characters from the popular Japanese manga series Dragon Ball.]]>
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			<title>Epic Games accuses Samsung of blocking Fortnite downloads with security feature</title>
			<link>https://tribune.com.pk/story/2499892/epic-games-accuses-samsung-of-blocking-fortnite-downloads-with-security-feature</link>
			<comments>https://tribune.com.pk/story/2499892/epic-games-accuses-samsung-of-blocking-fortnite-downloads-with-security-feature#comments</comments>
			<pubDate>Tue, 01 Oct 24 06:27:46 +0500</pubDate>
			<dc:creator>
				<![CDATA[News Desk]]>
			</dc:creator>
			<category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category><category><![CDATA[gadget]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2499892</guid>
			<description>
				<![CDATA[Epic claims Samsung's Auto Blocker feature obstructs Fortnite downloads on certain devices]]>
			</description>
			<content:encoded>
				<![CDATA[Epic Games has accused Samsung of deliberately making it difficult for users to download its popular video game, Fortnite, on specific Samsung mobile devices. In a legal complaint expected to be filed on Monday, Epic alleges that the process to download the game involves 21 steps, which includes viewing multiple security warnings and modifying device settings.

According to Epic, this cumbersome process has led to half of the users abandoning the download before completion. The gaming company claims that the primary issue lies with Samsung&rsquo;s Auto Blocker feature, which is turned on by default in newer Samsung products. Auto Blocker is designed to prevent malicious activities by blocking app installations from unapproved sources, but Epic argues that this feature is unfairly affecting Fortnite downloads and violating competition laws.

Samsung responded by calling the accusations &quot;baseless&quot; and stating that it intends to &quot;vigorously contest&quot; the claims. The company insists that users have the option to disable the Auto Blocker if they choose and maintains that the feature is essential for protecting users&#39; security and privacy.

&ldquo;Contrary to Epic Games&#39; assertions, Samsung actively fosters market competition, enhances consumer choice, and operates fairly,&rdquo; said Samsung in a statement. &ldquo;The features integrated into our devices are designed with security, privacy, and user control in mind.&rdquo;

Fortnite is not available on Samsung&rsquo;s or Google&rsquo;s official app stores, meaning users must download it through Epic&rsquo;s own store. This process triggers Auto Blocker, causing warnings to appear even though the app is legitimate. Epic claims both Google and Samsung are aware that Fortnite is a secure app and believes there should be no warnings.

Epic&rsquo;s latest legal battle comes after previous disputes with Google and Apple regarding their app store practices. The company recently won a court case against Google over its alleged app store monopoly. Despite these challenges, Epic remains committed to pushing for a fairer playing field for developers.

Epic CEO Tim Sweeney expressed frustration with the ongoing legal issues, stating that while the company could have made more money by avoiding legal battles, the pursuit of fairness for all developers remains a priority. Epic is pushing for Samsung to create a whitelist system for legitimate third-party app developers to bypass the Auto Blocker.]]>
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			<title>Assassins Creed Shadows delay prompts Ubisoft to announce internal review of the company</title>
			<link>https://tribune.com.pk/story/2498848/assassins-creed-shadows-delay-prompts-ubisoft-to-announce-internal-review-of-the-company</link>
			<comments>https://tribune.com.pk/story/2498848/assassins-creed-shadows-delay-prompts-ubisoft-to-announce-internal-review-of-the-company#comments</comments>
			<pubDate>Thu, 26 Sep 24 08:08:07 +0500</pubDate>
			<dc:creator>
				<![CDATA[News Desk]]>
			</dc:creator>
			<category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2498848</guid>
			<description>
				<![CDATA[Ubisoft launches a company review following game delays and underperformance, with the stock hitting a 10-year low.]]>
			</description>
			<content:encoded>
				<![CDATA[Ubisoft has announced a comprehensive internal review led by its Executive Committee and Board of Directors in response to recent financial struggles.

The company, known for its flagship franchises like Assassin&rsquo;s Creed and Far Cry, revealed the move in a financial statement following a series of setbacks, including the delay of Assassin&rsquo;s Creed Shadows and the underperformance of Star Wars Outlaws.

The statement emphasized the need for &ldquo;greater efficiency&rdquo; while maintaining a &ldquo;player-centric approach,&rdquo; signaling the company&rsquo;s intent to improve operations and financial performance.

Ubisoft also reaffirmed its commitment to creating games for a broad audience, amid recent polarized comments regarding its content direction.

At the time of the announcement, Ubisoft&rsquo;s stock price had fallen to &euro;11.42, marking a significant drop over the past few months. According to a report by Insider Gaming, dwindling player numbers in games like XDefiant and lackluster sales of Star Wars Outlaws have contributed to the stock&rsquo;s decline, bringing it to a near 10-year low.

Current and former Ubisoft employees expressed that the internal review was inevitable, with some pointing to poor management as a key factor in the company&rsquo;s struggles. More details on Ubisoft&rsquo;s internal challenges and the review process are expected in the coming weeks.]]>
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			<title>Research suggests Tetris can be a surprising fix for PTSD flashbacks</title>
			<link>https://tribune.com.pk/story/2498363/research-suggests-tetris-can-be-a-surprising-fix-for-ptsd-flashbacks</link>
			<comments>https://tribune.com.pk/story/2498363/research-suggests-tetris-can-be-a-surprising-fix-for-ptsd-flashbacks#comments</comments>
			<pubDate>Tue, 24 Sep 24 07:09:32 +0500</pubDate>
			<dc:creator>
				<![CDATA[News Desk]]>
			</dc:creator>
			<category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2498363</guid>
			<description>
				<![CDATA[Researchers find playing Tetris reduces PTSD flashbacks in trauma-exposed workers.]]>
			</description>
			<content:encoded>
				<![CDATA[A study conducted by Uppsala University researchers has found that playing the popular video game Tetris can significantly reduce flashbacks in people suffering from post-traumatic stress disorder (PTSD).

The study, led by Professor Emily Holmes, involved 164 healthcare workers in Sweden who were exposed to trauma while working with COVID-19 patients.

The research, conducted between September 2020 and April 2022, showed that participants who played Tetris reported a sharp reduction in flashbacks.

At a five-week follow-up, those in the Tetris group had an average of just one flashback per week, compared to five in the control group, who only listened to the radio. Six months after treatment, Tetris players continued to report half as many flashbacks as the control group.

This builds on Holmes&rsquo; earlier research from 2009, which proposed that Tetris disrupts &quot;dysfunctional mental imagery&quot; by taxing the brain&#39;s visuospatial memory &ndash; the same cognitive resource used in forming intrusive memories.

The game&rsquo;s spatial reasoning tasks compete with these mental resources, reducing the vividness and frequency of flashbacks.

Holmes envisions that Tetris could serve as a &quot;cognitive vaccine&quot; for individuals exposed to trauma, such as frontline workers, preventing early PTSD symptoms.

The findings, published in BMC Medicine, suggest that just 20 minutes of gameplay can have lasting therapeutic effects.]]>
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			<title>"It makes sense, really": Vince Zampella on PS5 Pro's $700 pricetag</title>
			<link>https://tribune.com.pk/story/2497178/it-makes-sense-really-vince-zampella-on-ps5-pros-700-pricetag</link>
			<comments>https://tribune.com.pk/story/2497178/it-makes-sense-really-vince-zampella-on-ps5-pros-700-pricetag#comments</comments>
			<pubDate>Thu, 19 Sep 24 06:46:15 +0500</pubDate>
			<dc:creator>
				<![CDATA[News Desk]]>
			</dc:creator>
			<category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category><category><![CDATA[gadget]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2497178</guid>
			<description>
				<![CDATA[Fans question if Sony's $700 PS5 Pro is worth it as EA's Vince Zampella offers thoughts on its impact on future games.]]>
			</description>
			<content:encoded>
				<![CDATA[Sony&#39;s recent unveiling of the PlayStation 5 Pro has sparked debate among gamers, with many questioning whether the $700 price tag is justified for a mid-generation console upgrade.

The Pro model is set to launch on November 7, with expectations it will enhance performance and offer better graphics for upcoming games.

However, its impact on major titles, like EA&rsquo;s next Battlefield installment, remains uncertain.

In a recent interview with IGN, Vince Zampella, Head of Respawn and Group GM for EA Studios Organization, expressed a cautious outlook regarding the PS5 Pro&#39;s influence on game development.

&quot;I mean, we&#39;re not out yet, so does it really help us? Not right now. Can we do cooler things on it? Sure. I guess we&#39;ll see. As we see what the adoption is, we&#39;ll see how much it really affects us. We have to make a game that runs on everything, so it&#39;ll just be like, what can we plus up on something like that, pun intended,&quot; Zampella said.

While EA DICE has not released many details on the upcoming Battlefield game, the franchise has historically pushed technical boundaries with its Frostbite Engine.

The series is expected to continue this trend, making full use of the PS5 Pro&#39;s enhanced capabilities.

Regarding the PS5 Pro&#39;s pricing, Zampella called it a &ldquo;balance,&rdquo; recognizing that while the console is expensive, it offers considerable performance improvements.

&quot;I mean, I think it&#39;s expected and anything that gets us better performance for the people that really love it. To me, it&#39;s an amazing thing. I was watching something on it where the price... where they look at is it the most expensive. And it really isn&#39;t,&quot; he said. &quot;If you get a $700 PC, you&#39;re not getting the same performance that you&#39;re getting out of it.&quot;





&quot;So I mean, it&#39;s a balance. Is it expensive for people? Absolutely. Not everybody will be able to afford it. Would it be better if it was cheaper? Sure. I want more people to have it. But it makes sense, really,&quot; he added

Despite this, some fans and industry analysts, including IGN&rsquo;s Brian Altano, have expressed concerns that the PS5 Pro may not offer enough value, especially given that the current generation of consoles is still gaining traction.

Polls suggest only a small percentage of players are planning to purchase the upgraded console, though Sony is likely banking on the hardcore gaming audience who prioritize high-end performance.

With its November release approaching, the PS5 Pro&rsquo;s reception remains to be seen, particularly as the industry shifts toward more advanced gaming experiences.]]>
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			<title>Flappy Bird to relaunch without creator Dong Nguyen’s backing amid rights dispute</title>
			<link>https://tribune.com.pk/story/2496539/flappy-bird-to-relaunch-without-creator-dong-nguyens-backing-amid-rights-dispute</link>
			<comments>https://tribune.com.pk/story/2496539/flappy-bird-to-relaunch-without-creator-dong-nguyens-backing-amid-rights-dispute#comments</comments>
			<pubDate>Mon, 16 Sep 24 07:56:48 +0500</pubDate>
			<dc:creator>
				<![CDATA[News Desk]]>
			</dc:creator>
			<category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2496539</guid>
			<description>
				<![CDATA[Foundation claims to have acquired rights from Gametech Holdings, LLC, which allegedly terminated Nguyen’s trademark.]]>
			</description>
			<content:encoded>
				<![CDATA[A decade after Flappy Bird was removed from app stores, an organization called The Flappy Bird Foundation announced plans to relaunch the game.

However, creator Dong Nguyen clarified yesterday that he is not involved with the project.

In a brief statement, Nguyen emphasized, &ldquo;I did not sell anything,&rdquo; and expressed opposition to cryptocurrency, stating, &ldquo;I also don&rsquo;t support crypto.&rdquo;



The foundation claims to have acquired rights from Gametech Holdings, LLC, which reportedly terminated Nguyen&rsquo;s trademark for Flappy Bird.

While the group&rsquo;s materials make no mention of cryptocurrency, researchers uncovered references to the game&rsquo;s integration with Solana, suggesting potential Web 3.0 features.

Nguyen&rsquo;s comments indicate he is not associated with the relaunch and is seemingly unhappy with the developments.

Flappy Bird, a relatively simple game with retro graphics was first released in 2013; it became a viral hit and the most downloaded app on both the iOS and Android app stores.

However, Nguyen took the app down in February 2014, saying that he could not take this anymore.]]>
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			<title>Black Sun Productions to launch VR game inspired by Kafka's Metamorphosis</title>
			<link>https://tribune.com.pk/story/2495640/black-sun-productions-to-launch-vr-game-inspired-by-kafkas-metamorphosis</link>
			<comments>https://tribune.com.pk/story/2495640/black-sun-productions-to-launch-vr-game-inspired-by-kafkas-metamorphosis#comments</comments>
			<pubDate>Thu, 12 Sep 24 11:52:53 +0500</pubDate>
			<dc:creator>
				<![CDATA[News Desk]]>
			</dc:creator>
			<category><![CDATA[Technology]]></category><category><![CDATA[Games]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2495640</guid>
			<description>
				<![CDATA[Black Sun Productions launches Metamorphosis VR, a Kafka-inspired adventure, on Meta Quest 2 and 3 on October 10.]]>
			</description>
			<content:encoded>
				<![CDATA[Black Sun Productions, a virtual reality studio, has announced its debut title, Metamorphosis VR, will launch on October 10, 2024.

The narrative inspired by Franz Kafka&#39;s The Metamorphosis will be available for Meta Quest 2 and 3.

This VR game offers a unique and immersive experience, allowing players to step into the surreal world of Kafka&rsquo;s renowned novella.

Metamorphosis VR is a bold reimagining of the 2020 PC game Metamorphosis, originally developed by Ovid Works and Untold Tales.

The story takes place in early 1900s Vienna, following Gregor Samsa, a traveling salesman who undergoes a shocking transformation into a cockroach.

After a night out, Gregor awakens to discover his metamorphosis and embarks on a strange journey to find a way to return to his human form and save his closest friend.

&ldquo;We chose Metamorphosis as our debut title for Black Sun because its surreal, Kafkaesque world &ndash; some of the richest and most immersive environments imagined &ndash; offers a perfect opportunity to bring this extraordinary experience to virtual reality,&rdquo; said Corbin Chase, CEO of Black Sun Productions, in a statement, as reported by VentureBeat.

&ldquo;One of VR&rsquo;s most powerful abilities is how it changes our perspective and sense of scale, and Metamorphosis uniquely combines confusion, bewilderment, wonder and beauty. All imparted by that shift in perspective, it feels like this game was always meant for VR.&rdquo;

One of the game&rsquo;s key highlights is its distinct shift in perspective, which allows players to experience Gregor&rsquo;s new reality as an insect.

Navigating through walls, floorboards, and tight spaces, the player is immersed in a bizarre world filled with bug philosophers, insect crime bosses, and creepy thespians.

The game features over 100 insect characters, each with a unique voice, contributing to an interactive experience.

Fans of Kafka&rsquo;s original novella and virtual reality enthusiasts eager to explore its surreal world are anticipating the game&#39;s October 10 release on Meta Quest 2 and 3.





&nbsp;]]>
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			<title>PS5 Disc Drive is selling out after PS5 Pro announcement</title>
			<link>https://tribune.com.pk/story/2495587/ps5-disc-drive-is-selling-out-after-ps5-pro-announcement</link>
			<comments>https://tribune.com.pk/story/2495587/ps5-disc-drive-is-selling-out-after-ps5-pro-announcement#comments</comments>
			<pubDate>Thu, 12 Sep 24 08:39:56 +0500</pubDate>
			<dc:creator>
				<![CDATA[News Desk]]>
			</dc:creator>
			<category><![CDATA[Games]]></category><category><![CDATA[gadget]]></category><category><![CDATA[Technology]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2495587</guid>
			<description>
				<![CDATA[The PS5 Disc Drive is selling out online following the PS5 Pro reveal, leaving gamers scrambling to secure one.]]>
			</description>
			<content:encoded>
				<![CDATA[The demand for the PS5 Disc Drive has skyrocketed since the announcement of the PS5 Pro, with online retailers quickly selling out of the popular peripheral.

Gamers eager to ensure they can still play physical media on their next-gen consoles are rushing to purchase the external disc drive required for the new PS5 Pro.

Sony officially revealed the PS5 Pro earlier this week, and with it came the announcement that the console would not include a built-in disc drive.

Instead, players who want to use physical discs will need to buy the external PS5 Disc Drive, a shift that has already sparked a buying frenzy.

At the time of writing, the PS5 Disc Drive has climbed to #16 on Amazon&rsquo;s best-selling video game products.

Best Buy, one of the major online retailers, has already sold out of the drive, and it is currently unavailable for order. Gamers are still able to find it on other major sites like Target, Walmart, and PlayStation Direct, but these supplies are expected to diminish quickly as well.

This rush to secure the PS5 Disc Drive began when Sony introduced the PS5 Slim in late 2023, which also required an external drive for physical game compatibility. Unlike the original PS5, which featured both disc and digital editions, the Slim removed the option of having a built-in disc drive.

&nbsp;





&nbsp;]]>
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			<title>PUBG Mobile 3.4 update: Release date and features confirmed</title>
			<link>https://tribune.com.pk/story/2495267/pubg-mobile-34-update-release-date-and-features-confirmed</link>
			<comments>https://tribune.com.pk/story/2495267/pubg-mobile-34-update-release-date-and-features-confirmed#comments</comments>
			<pubDate>Wed, 11 Sep 24 08:44:32 +0500</pubDate>
			<dc:creator>
				<![CDATA[News Desk]]>
			</dc:creator>
			<category><![CDATA[Technology]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2495267</guid>
			<description>
				<![CDATA[PUBG Mobile 3.4 update features Bloodmoon Awakening and Zombie mode for Metro Royale Season 22, launching on Sept 11.]]>
			</description>
			<content:encoded>
				<![CDATA[Krafton and Level Infinite are gearing up for an update to PUBG Mobile with the release of version 3.4, set to roll out globally on September 11, 2024.

This new update, the fifth major release of the year, promises a host of exciting features and improvements for both Android and iOS users.

One of the standout additions in this update is the Bloodmoon Awakening mode. This new feature will be integrated into Classic matches, bringing a new gameplay experience.

The Bloodmoon Awakening mode introduces unique mechanics and challenges, enhancing the game&#39;s strategic depth and offering players new ways to engage with the classic battle royale format.

In addition to the Bloodmoon Awakening mode, the 3.4 update marks the return of the Zombie mode to Metro Royale, now entering its 22nd season.

This fan-favorite mode has been eagerly anticipated by players, and its comeback is expected to reinvigorate interest in Metro Royale with new twists and challenges. Players can look forward to battling both the environment and undead adversaries in this thrilling mode.

The announcement of the PUBG Mobile 3.4 update was made by Error, a well-known figure in the PUBG Mobile community, via the official Discord server.

Error provided detailed information about the release schedule, noting that the update will become available globally at 10:00 UTC+0 on September 11, 2024.

However, players should be aware that the exact release times may vary depending on their location and the device they are using.

As with previous updates, the 3.4 release is expected to bring a range of bug fixes and performance improvements alongside the new features.

Krafton and Level Infinite are known for their commitment to keeping PUBG Mobile fresh and engaging through regular updates, and the 3.4 release is no exception.

Players are encouraged to check the official PUBG Mobile channels for more information on the update and any potential changes to the release schedule.

The developers are also likely to provide additional details about the new features and any adjustments to existing game modes as the release date approaches.]]>
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			<image>
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			<title>Call of Duty: Black Ops 6 to launch globally without early campaign access</title>
			<link>https://tribune.com.pk/story/2495018/call-of-duty-black-ops-6-to-launch-globally-without-early-campaign-access</link>
			<comments>https://tribune.com.pk/story/2495018/call-of-duty-black-ops-6-to-launch-globally-without-early-campaign-access#comments</comments>
			<pubDate>Tue, 10 Sep 24 10:55:11 +0500</pubDate>
			<dc:creator>
				<![CDATA[News Desk]]>
			</dc:creator>
			<category><![CDATA[Games]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2495018</guid>
			<description>
				<![CDATA[Game will have a unified global launch across all modes; Campaign, Multiplayer, and Zombies, on October 25, 2024.]]>
			</description>
			<content:encoded>
				<![CDATA[Activision has announced that Call of Duty: Black Ops 6 will not offer early access for its campaign mode, breaking from the recent tradition of giving pre-order customers early access to the campaign.

Instead, the game will have a unified global launch across all modes&mdash;Campaign, Multiplayer, and Zombies&mdash;on October 25, 2024.

According to Charlie INTEL, an Activision representative said that the team is fully focused on the launch date and is thrilled about everything the game will bring, from Campaign to Multiplayer and Zombies.

&quot;This year, we made the decision to ensure the community gets to dig in to any and all modes that they want at the same time, so we are back to one massive global launch moment October 25th. As such, there is no Early Access beat this year for Black Ops 6, just the countdown to launch.&quot;

This marks a significant change from the pre-order incentive offered with recent Call of Duty titles, where players who pre-ordered the game were granted early access to the campaign mode.

The incentive allowed those who primarily focused on multiplayer or zombies to complete the single-player campaign ahead of time, so they could concentrate on ranking up and unlocking content when the multiplayer and Zombies modes became available.

For many, this was a chance to experience the story without feeling left behind in the competitive aspects of the game.

As such, the announcement has been met with community dissatisfaction, with some players going as far as to speculate on the real reason early access is no longer a pre-order incentive.

In any case, this approach will likely become the standard for Call of Duty going forward.

Earlier this year, Activision and Microsoft announced that Call of Duty: Black Ops 6 will be coming Day One to Xbox Game Pass. &ldquo;We&rsquo;re excited to confirm that Game Pass members will be able to jump into Call of Duty&reg;: Black Ops 6 on day one with Game Pass,&rdquo; the announcement read.

Call of Duty: Black Ops 6 launches October 25, 2024 on the Xbox Series S|X, Xbox One, PlayStation 5, PlayStation 4, and PC. Black Ops 6 will be Day One on Xbox Game Pass.





&nbsp;]]>
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			<title>Ubisoft cancelled, delayed games as it was working on too many titles</title>
			<link>https://tribune.com.pk/story/2401875/ubisoft-cancelled-delayed-games-as-it-was-working-on-too-many-titles</link>
			<comments>https://tribune.com.pk/story/2401875/ubisoft-cancelled-delayed-games-as-it-was-working-on-too-many-titles#comments</comments>
			<pubDate>Sat, 18 Feb 23 07:42:34 +0500</pubDate>
			<dc:creator>
				<![CDATA[Tech Desk]]>
			</dc:creator>
			<category><![CDATA[Technology]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2401875</guid>
			<description>
				<![CDATA[Ubisoft had cancelled another three projects last month to combat revenue losses and work on its long-term growth]]>
			</description>
			<content:encoded>
				<![CDATA[French game publisher Ubisoft admitted that it delayed and cancelled many games over the past few years because it was working on too many titles.

CEO Yves Guillemot addressed a quarterly earnings call with investors on February 16, where he said, &quot;We&#39;ve cancelled a few games because we had to make room for other games that are in development at the company, and that helps all the other games that are progressing well,&quot;

As per reports, Ubisoft cancelled another three projects last month to combat revenue losses and work on its long-term growth. Moreover, it previously delayed Skull &amp; Bones for the sixth time, which raised a lot of questions. The game will now be released in 2024.

Read Microsoft&#39;s Bing plans AI ads in early pitch to advertisers

While discussing the plans, Guillemot mentioned, &quot;Now we feel like we have the right number of games knowing that we&#39;re going to be launching a lot of games in FY24, which will also make room for the other games that are coming up in the company.&quot;]]>
			</content:encoded>
			<image>
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			<title>Netflix app is hiding some great games</title>
			<link>https://tribune.com.pk/story/2384163/netflix-app-is-hiding-some-great-games</link>
			<comments>https://tribune.com.pk/story/2384163/netflix-app-is-hiding-some-great-games#comments</comments>
			<pubDate>Tue, 01 Nov 22 05:54:41 +0500</pubDate>
			<dc:creator>
				<![CDATA[Tech Desk]]>
			</dc:creator>
			<category><![CDATA[Technology]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2384163</guid>
			<description>
				<![CDATA[Access Netflix game titles on your phone for free games, up to 30 games available]]>
			</description>
			<content:encoded>
				<![CDATA[Streaming giant Netflix&#39;s app has some brilliant mobile games available for users that many are not aware of.

Initially introduced in 2021, the &#39;Mobile Games&#39; feature will appear to users at the very end of the page. Users can also type &#39;Games&#39; in the search bar, to view the game library.

Read: Twitter to lay off 25% of workforce in first round of job cuts

Once users choose a game to play, unlike Google Stadia, the app will direct them to the Store to download the game, instead of letting them play on the app.

Once the game is downloaded to the device the game will sign in users in with their Netflix credentials, rather than their Google account or Apple ID.

Netflix subscription gives you access to these exclusive games, which can&#39;t otherwise be downloaded or played for free with in-app purchases.

All game data is saved online and is synced across all devices. The feature also eases cross-platform game progress between Android and iOS devices.

Read More:  Instagram fixes bug that triggered hours-long outage

The library currently contains 30 game titles to choose from, including Asphalt Xtreme and Shatter Remastered, accessible on any phone or tablet.

&nbsp;]]>
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				    <img src="https://i.tribune.com.pk/media/images/Netflix-Games1667284069-0/Netflix-Games1667284069-0.jpg" class="featured_image"/>
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			<title>EA to begin rolling out a new PC app to replace Origin</title>
			<link>https://tribune.com.pk/story/2380729/ea-to-begin-rolling-out-a-new-pc-app-to-replace-origin</link>
			<comments>https://tribune.com.pk/story/2380729/ea-to-begin-rolling-out-a-new-pc-app-to-replace-origin#comments</comments>
			<pubDate>Sat, 08 Oct 22 09:01:07 +0500</pubDate>
			<dc:creator>
				<![CDATA[Tech Desk]]>
			</dc:creator>
			<category><![CDATA[Technology]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2380729</guid>
			<description>
				<![CDATA[EA is releasing an Origin app for Window PC users, transferring all user data to the app with additional new features]]>
			</description>
			<content:encoded>
				<![CDATA[Game publisher Electronic Arts (EA) will begin rolling out a new app for Windows users which will replace Origin, two years after announcing its intention to replace its Origin PC client.

The publisher claims that the app is the fastest and lightest PC client yet.

Having just completed its beta phase, the new app has promised a streamlined design and easier navigation by EA. The app will allow users to connect their EA accounts to platforms like Steam, Xbox and PlayStation.

A special individual EA ID will make users distinguishable by their pals as well.

EA stated in its blog, that it will soon invite all Origin users to switch to the new app which will have transferred all user data including the friends list. The new app client is only available to Windows users currently.]]>
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			<title>Gaming platforms FlickPlay, The Sandbox take steps toward metaverse</title>
			<link>https://tribune.com.pk/story/2353297/gaming-platforms-flickplay-the-sandbox-take-steps-toward-metaverse</link>
			<comments>https://tribune.com.pk/story/2353297/gaming-platforms-flickplay-the-sandbox-take-steps-toward-metaverse#comments</comments>
			<pubDate>Tue, 19 Apr 22 07:15:26 +0500</pubDate>
			<dc:creator>
				<![CDATA[Reuters]]>
			</dc:creator>
			<category><![CDATA[Technology]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2353297</guid>
			<description>
				<![CDATA[FlickPlay and The Sandbox is partnering to allow players the opportunity to use blockchain assets on both platforms.]]>
			</description>
			<content:encoded>
				<![CDATA[Gaming companies FlickPlay and The Sandbox announced a new partnership on Monday that will allow players to use a blockchain asset on both platforms, representing a key step in the building of the metaverse.

The idea of the metaverse involves people moving freely between virtual worlds on different platforms and taking their virtual clothing and other belongings with them, a concept called interoperability.

Such an idea is many years away and will require collaboration between companies and metaverse developers, including Facebook owner Meta Platforms Inc, Microsoft&nbsp;and Epic Games.&nbsp;

FlickPlay is an app where players can unlock digital collectibles by using an interactive map of their actual surroundings, and then use their phone&#39;s camera to overlay the collectibles onto the real world and interact with the objects to make videos and other content. On Monday, the app announced its first collection of non-fungible tokens (NFTs) called Flicky, which will feature designs of an anthropomorphic chameleon wearing different clothes.&nbsp;

A portion of people who acquire a Flicky will be able to use the NFT as their avatar on The Sandbox, a web and mobile game where players can build a three-dimensional virtual world.

Initially, Flicky owners will unlock a version of the chameleon to use on The Sandbox, but soon they will be able to use the exact version of the digital asset that is stored on the blockchain in both games, said Pierina Merino, founder and chief executive of FlickPlay, adding that the company is working with The Sandbox to reach interoperability by the end of the year.

The integration is notable because it may be the first to bridge an NFT in the virtual world with usage linked to the physical world, said Sebastien Borget, co-founder of The Sandbox.

The partnership with FlickPlay will help &quot;create a more immersive experience that extends into the metaverse and The Sandbox,&quot; he said.]]>
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				    <img src="https://i.tribune.com.pk/media/images/SMRUMZ7YBBOUXOP2AZNQQQ2GJQ1650352740-0/SMRUMZ7YBBOUXOP2AZNQQQ2GJQ1650352740-0.jpg" class="featured_image"/>
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			<title>Riot Games to pay $100m to settle gender discrimination lawsuit</title>
			<link>https://tribune.com.pk/story/2335993/riot-games-to-pay-100m-to-settle-gender-discrimination-lawsuit</link>
			<comments>https://tribune.com.pk/story/2335993/riot-games-to-pay-100m-to-settle-gender-discrimination-lawsuit#comments</comments>
			<pubDate>Tue, 28 Dec 21 06:53:09 +0500</pubDate>
			<dc:creator>
				<![CDATA[Reuters]]>
			</dc:creator>
			<category><![CDATA[Technology]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2335993</guid>
			<description>
				<![CDATA[Riot Games has agreed to pay $100 million as a settlement in a 2018 lawsuit based on gender discrimination.]]>
			</description>
			<content:encoded>
				<![CDATA[Tencent Holdings&#39;&nbsp;Riot Games on Monday said it has agreed to pay $100 million to settle a 2018 gender-based discrimination class-action lawsuit with California state agencies and current and former women employees.

The company said it will pay $80 million to the members of the class-action suit, comprising all current and former full-time women employees and temporary agency contractors in California who worked from November 2014 to present.

An additional $20 million will be paid towards attorneys&rsquo; fees and miscellaneous expenses, Riot Games said in a statement.

&quot;In an effort to drive ongoing transparency and accountability, Riot has also committed to having its internal reporting and pay equity processes monitored by a third party jointly approved by Riot and the California Department of Fair Employment and Housing for three years,&quot; the company said.

A final approval of the settlement by the court is pending, with a hearing expected in the coming months, the statement added.

The lawsuit was filed in November 2018 by now-former employees Melanie McCracken and Jess Negr&oacute;n, alleging gender discrimination as well as sexual harassment and misconduct at Riot Games, the Washington Post&nbsp;reported&nbsp;on Monday. The suit was followed by two inquiries led by California state agencies, the reported added.]]>
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				    <img src="https://i.tribune.com.pk/media/images/uVBLFSRk3BesJvi2ScPBtP1640675659-0/uVBLFSRk3BesJvi2ScPBtP1640675659-0.jpg" class="featured_image"/>
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			<title>Five best torrent sites of 2021</title>
			<link>https://tribune.com.pk/story/2334517/five-best-torrent-sites-of-2021</link>
			<comments>https://tribune.com.pk/story/2334517/five-best-torrent-sites-of-2021#comments</comments>
			<pubDate>Sat, 18 Dec 21 09:27:18 +0500</pubDate>
			<dc:creator>
				<![CDATA[Tech Desk]]>
			</dc:creator>
			<category><![CDATA[Technology]]></category>
			<guid isPermaLink="false">https://tribune.com.pk/?p=2334517</guid>
			<description>
				<![CDATA[Looking for the best Torrent sites? Here is a list of the most popular ones of this year.]]>
			</description>
			<content:encoded>
				<![CDATA[While not everyone prefers a Netflix subscription, torrent sites are the go-to places&nbsp;download and stream the content you want to watch. To find the best safe Torrent sites made for you, here is a compilation&nbsp;of the most popular ones this year.

The Pirate Bay

This Torrent site has been online for 17 years and is still one of the best for Torrent downloads with over 60 million users a month. The website is available in 35 different languages and has held the title of being the best Torrent site since 2018. With a wide range in variety, Pirate Bay&#39;s database is uploaded by trusted users, identified using a skull system. Green skulls are the VIP members, pink skulls are trusted and verified users, and lastly, blue skull users who help to keep the site safe from spam and malware. Most torrents here have a few seeders for faster downloads, with filtered searches according to format, quality, and gaming console.

YTS.mx

This site is an unofficial successor of YTS and YIFY group, which had closed down a few years ago. Faced with several lawsuits, the operator signed a consent judgment and agreed to hand over user data. Consequently, YTS users received settlement requests or were sued. The site offers the latest premium quality movies for download and has around 75 million users worldwide. The site has 30,000 titles, most with subtitles included and available in 1080p. Music, software, and games are not available on this site.

1337x

1337x is a well-known site with 53 million monthly users and high-quality torrents, including movies, TV shows, music, and some games. The website interface is simple and provides all the essential technical information about the torrent video. The active community of the platform updates the torrents every few hours. The site has few ads and shows some effort in protecting user privacy, however that doesn&#39;t eliminate the risk of third parties spying on user activity online.

Torrentz2

This site is a torrent search engine that uses your keywords to give you an index of all the torrent sites that will have them available. Torrentz2 is a great place to find content that may not be available on other sites. Once the search engine provides results, you can click on the site and begin downloading by clicking on the magnetic link again. The site has an extensive music library collection across different genres. However, it has a lot of pop-up ads with fake misleading links and content, while the site has tried to fix a lot of bugs to make the site safer.

Lime Torrents

Lime Torrents has around 10 million torrents media on its website, attracting 20 million users every month. Its library is larger than that of Pirate Bay, with music, movies, TV shows, games, apps, with a feature to view the top 100 for each category. The top 100 are a list of new releases, most of them under copyright. You can use the public domain to download torrents safely, allowing torrents to be filtered according to their health and verification status. However, most of these are fake, and the site is crowded with annoying pop-up ads as well.

&nbsp;]]>
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                </rss>
