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SirMadsen

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Blog Entries posted by SirMadsen

  1. Matrix - The Discord Alternative

    Matrix
    Matrix Website:
    https://matrix.org
    Our Matrix Space:
    https://matrix.to/#/#madsens-crib-tog:matrix.org
    In the world of online communication, platforms like Matrix and Discord have become go-to choices for various types of discussions. Whether it's for casual hangouts, gaming, or business collaboration, both platforms offer unique features and advantages. However, when it comes down to deciding which one to use, it's essential to consider their differences. In this blog post, we'll compare Matrix and Discord across several key areas such as usability, privacy, customization, and more to help you choose the one that best suits your needs. And of course, Matrix will not require your personal ID for age verification... Yet.
    What is Matrix?
    Matrix is an open-source, decentralized communication protocol that enables real-time communication through a variety of platforms and services. Unlike traditional chat apps, Matrix operates through a federated model, meaning no single entity owns the entire network. Matrix users can communicate across different Matrix servers (or homeservers), which provides an added layer of freedom and control over data.
    Open-Source: Matrix's protocol is open-source, allowing for community-driven development and transparency.
    Federated Network: Unlike centralized platforms, Matrix allows users to choose or create servers, offering decentralized control.
    Matrix vs. Discord: Key Differences
    1. Privacy and Data Ownership
    Matrix:
    One of Matrix’s main selling points is its commitment to privacy and data ownership. As an open-source, decentralized platform, Matrix allows users to control their data by hosting their own servers. This provides an additional layer of security, as personal data doesn't need to be shared with third parties.
    Pros: Complete control over your data; no centralized authority.
    Cons: More complex to set up and maintain your own server.
    Discord:
    Discord, on the other hand, is a centralized platform where all user data is hosted on Discord’s servers. While Discord has implemented end-to-end encryption for direct messages (DMs), much of the communication, such as messages in channels, is stored on their servers. Users need to trust Discord with their data. And you shouldn't considering they just recently had a big data breach.
    Pros: Simple to use; you don't need to worry about server maintenance.
    Cons: Your data is stored and controlled by Discord. Data breaches. Facial ID for age verification. They use third party vendors for their facial id which means Discord can say they don't store the information but the third parties might (and do according to their own information).
    2. Ease of Use
    Matrix:
    Matrix's user experience can vary significantly depending on the client or application used to access it (e.g., Element, Synapse, or Riot). While the Matrix protocol is quite flexible, some clients can be clunky or difficult to navigate for newcomers.
    Pros: Flexible and customizable; various client options.
    Cons: The learning curve can be steep for new users; the interface can be inconsistent.
    Discord:
    Discord has a polished, user-friendly interface that appeals to a wide range of users, from gamers to professionals. It's easy to set up servers, join communities, and manage chats. Discord’s layout is intuitive, and it integrates voice, video, and text chat seamlessly.
    Pros: Very easy to use, intuitive interface; all-in-one platform for messaging, video, and voice.
    Cons: Limited customization compared to Matrix.
    3. Customization and Flexibility
    Matrix:
    Because Matrix is open-source and federated, it offers greater customization and flexibility. You can create custom servers, bots, and integrations, allowing you to tailor the experience to your specific needs. However, customization can require more technical know-how.
    Pros: High degree of customization; choice of homeservers; full control over features and settings.
    Cons: Customization requires technical knowledge; server management can be complex.
    Discord:
    Discord offers some level of customization with things like bot integrations, custom emojis, and channel permissions. However, because it is a proprietary platform, customization options are limited compared to Matrix. You also can't create or manage the underlying infrastructure.
    Pros: Easy to set up bots and emojis; user-friendly moderation tools.
    Cons: Less flexibility for developers or power users; more rigid structure.
    4. Community and Ecosystem
    Matrix:
    Matrix’s decentralized nature means that it has a more niche, fragmented community. While the protocol itself is widely used, the ecosystems of Matrix servers can vary, and you may find that not everyone uses the same server or client.
    Pros: A decentralized and community-driven ecosystem with diverse usage.
    Cons: Can feel less cohesive; a more fragmented user base.
    Discord:
    Discord has a massive, centralized community with a wide variety of servers, from gaming groups to business teams. Its ecosystem is easy to navigate, and it's simple to find servers based on specific interests.
    Pros: Large and active user base; easy to find like-minded communities.
    Cons: A centralized ecosystem means you are reliant on Discord's servers for uptime and reliability.
    5. Security and Encryption
    Matrix:
    Matrix has built-in end-to-end encryption for private conversations and supports various security standards. Since you can control your own server, you can implement your own security measures as well. However, some parts of Matrix (e.g., public rooms) may not be fully encrypted.
    Pros: End-to-end encryption for private chats; customizable security features.
    Cons: Public rooms may not be encrypted; self-hosting requires security expertise.
    Discord:
    Discord uses encryption for data in transit, and DMs are end-to-end encrypted. However, since Discord is a centralized platform, it holds the keys to the data. In the event of a security breach, all user data could potentially be compromised.
    Pros: Strong security measures in place; end-to-end encryption for DMs.
    Cons: Centralized model means Discord controls the security of the platform.
    6. Voice and Video Features
    Matrix:
    Matrix has integrated voice and video chat functionality, but it is not as polished as Discord’s offerings. There are third-party services that can be used for voice and video calls, but these integrations are often less seamless than Discord's built-in features.
    Pros: Decentralized voice and video options available.
    Cons: Features may not be as smooth or feature-rich as Discord's.
    Discord:
    Discord is widely regarded as having one of the best voice and video chat systems for group calls. It allows high-quality voice channels and streaming capabilities, making it ideal for gamers, team collaboration, or social events.
    Pros: Superior voice and video quality; low latency; easy screen sharing.
    Cons: Some features are locked behind Nitro (premium) subscriptions.
    Conclusion: Which One Is Right for You?
    The choice between Matrix and Discord depends largely on your priorities.
    Choose Matrix if you value privacy, data ownership, and the freedom of a decentralized network. If you have the technical skills to set up and manage your own server, Matrix offers the most control and customization options.
    Choose Discord if you’re OK with giving up your personal information, personal id, looking for a user-friendly, all-in-one platform with superior voice and video features. It’s ideal for people who want a simple setup without dealing with server management or technical complexities.
    Ultimately, both Matrix and Discord are excellent tools for online communication, what matters most is which features align best with your needs. Whether you want decentralization or polished user experience, there’s a platform suited for every type of online community.
  2. More rumors around Edward Kenway.
    The mythical remake of Assassin's Creed: Black Flag can be released before the summer. According to Ubisoft's financial report, all upcoming games on the menu must be released before the end of March 2026. The report also mentions a title that has not yet been revealed and this may well be Ubisoft's pirate adventure.
    As I said, the remake of Black Flag has not yet been officially unveiled, but there are many rumors pointing towards it. The voice actors in the game have hinted that a remake is coming and the French game site Jeuxvideo has had a lot of information about the development.
    Reasonably, the game should be unveiled soon, one might think?
  3. Known as Yuri Command & Conquer. Role in Kojima's OD.
    German actor Udo Kier has passed away, aged 81. He was known for a number of films and television series, but in the game world he is of course immortal in the role of Yuri in Command & Conquer: Red Alert 2 and the expansion Yuri's Revenge. He also had roles in Call of Duty: WWII (2017) and Martha is Dead (2022). His voice and face would also have been part of Hideo Kojima's upcoming OD.
    It is unclear what is happening with Udo Kier's role in OD now. Is it completely ironed? Is a new ability being brought in? Do you manage to do something with what you have recorded so far (how much or how little is unclear)? It remains to be seen.
    Kojima does not give any information, but today he wants to pay tribute to Udo Kier instead for the "icon" he was.
    Udo wasn't just an actor. He was truly an icon of his time. We have lost a big icon. There will never be anyone like him. Udo, rest in peace. I will never forget you.
    Kojima writes on X that he "lacks words" and that "everything happened so suddenly". How much recorded material for OD is available is unclear, but it has not been possible to record "for a long time", says Kojima.
    Rest in peace, Udo Kier. Thanks for everything.
  4. No really, don’t use Brave

    The Brave Browser has gained a strong reputation for privacy-focused features (e.g., blocking ads/trackers by default), but it has also faced several controversies and criticisms. Here are some of the main ones:
    Key Controversies
    Affiliate link injections
    In 2020 Brave was discovered to automatically append affiliate referral codes to certain cryptocurrency-exchange URLs (e.g., when a user typed or visited “binance.com” or “coinbase.com” via the address bar) without explicitly asking the user. (Wikipedia)
    The company later described it as a “mistake” and said affiliate links would become opt-in. (Wikipedia)
    Many users felt this behaviour conflicted with the browser’s privacy & transparency promises.
    Unsolicited donations via the Rewards system
    Brave introduced a “Rewards” model involving its own token (Basic Attention Token / “BAT”) to remunerate users and content creators for viewing privacy-respecting ads. (Wikipedia)
    Some users and content creators complained that they were being tipped or designated for donations without their consent. For example:“Users had tipped his channel through the Brave Rewards program despite him not having signed up for the program or consenting to receive funds.” (Wikipedia)
    Additionally, Brave implemented stricter wallet-/verification-requirements for withdrawals of BAT in some regions, frustrating users. (Brave Community)
    Privacy & security bugs
    In 2021, a bug was found in Brave’s “Private Window / Tor” mode: DNS queries for “.onion” addresses were leaking outside the Tor network. (Nasdaq)
    Some commentators argue that despite Brave’s privacy positioning, it’s still built on the Chromium engine and inherits many of its broader platform dependencies and potential exposure. (onerep.com)
    Business model and publisher conflict
    Brave’s model of blocking third-party ads and then offering its own built-in “privacy-respecting” ads worried many web publishers. They argued Brave was intercepting ad revenue streams they rely upon. (WIRED)
    Some see a potential conflict of interest: the browser is both blocking ads/trackers (good) and monetising via new channels (could raise trust issues: who’s controlling what?).
    User trust / perception issues
    Some users and observers question Brave’s transparency: e.g., why features that “should be optional” were enabled by default; how easily “rewards” and “tokens” are introduced; how new features (crypto wallet, in-built VPN, etc.) may complicate the privacy promise.
    For example: “It added affiliate links, stuff that no one would really ever care about.” (Reddit)
    Some in the privacy community argue Brave’s combination of crypto incentives, own token, and aggressive feature set may dilute its “pure” privacy stance. (Reddit)
    Installing extra services without clear user consent
    There are reports that on Windows, a paid “VPN” service (Brave Firewall + VPN) was bundled with the browser installation for some users even if they hadn’t explicitly opted in. (Wikipedia)
    While Brave claims that the service remains inactive until purchased, some users felt the bundling was misleading.
    Important Context & Mitigations
    Many of the controversies appear to be addressed by Brave (e.g., the affiliate link issue, the Tor-mode DNS leak) or the company has responded with fixes.
    Brave remains open-source (so its code is inspectable) and aims to differentiate via privacy features that many mainstream browsers don’t emphasise. (onerep.com)
    Using Brave doesn’t guarantee perfect anonymity, especially if you’re looking for hidden identity, you might still prefer specialised tools (VPNs, Tor Browser itself, etc.). Brave itself warns that their “Tor window” mode isn’t equivalent to the dedicated Tor Browser. (Reddit)
    Much of the debate is about trade-offs: Brave’s convenience + privacy features vs trusting its business model and feature expansion (crypto wallet, tokens, VPN) rather than purely being “just a browser”.
    My Take
    If I were to summarise: Brave is a strong privacy-oriented browser and for many users it’s a reasonable choice, but it still carries some caveats:
    If you’re mostly concerned with blocking trackers/ads and want an easier switch from something like Chrome, Brave is solid.
    But if you hold a very high standard of “no business surprises / full transparency / minimal dependencies”, you might prefer a more minimal browser (or pair Brave with additional tools).
    It’s wise to understand Brave’s rewards/crypto model and ensure you’re comfortable with that part (or disable if you prefer).
    Always keep in mind: no browser is perfect. Even Brave has had major hiccups (bugs, trust issues, etc.).
    Also read this post for even more details: https://thelibre.news/no-really-dont-use-brave/
  5. World of Warcraft gets virtual currency

    Microtransactions in a monthly fee game, critics say.
    After some rumors, Blizzard confirms that virtual currency is coming to World of Warcraft. The currency is called "Hearthsteel" and is launched with the next expansion, Midnight, which will be released next year.
    The currency is to be used to trade gadgets for the houses that are part of the expansion. In a description, it is emphasized that many things will still be free, and which rules apply to what will be sold.
    Criticism has been heard of what are seen as microtransactions in a game that is already subject to monthly fees. The tone is not consistently happy.
    What's your take on this?
  6. The information turned out to be correct: Sophie Turner will play Lara Croft in Amazon's TV series based on the ever-current Tomb Raider. According to Variety, filming will begin on January 19, 2026. It has taken a long time to get here, because whispers about the series began as early as January 2023. In May 2024, it became official, and the series' showrunner will be Fleabag creator Phoebe Waller-Bridge.
    Story details are currently zero, but Sophie Turner will be the woman who gets the chance to do what Angelina Jolie and Alicia Vikander have done before: play the role of Lara Croft.
    At the same time, we are waiting for news from the next Tomb Raider game, which is being made by Crystal Dynamics in collaboration with Amazon. The "biggest and best" Tomb Raider game ever was revealed at the end of 2022, but almost three years later we have not seen anything from the game.
  7. Why AI Will Be Necessary in the Near Future

    Throughout history, transformative technologies have reshaped how humanity lives, works, and thinks. Each innovation, once doubted or feared, eventually became indispensable. Artificial Intelligence (AI) is on the same trajectory. Though still developing, AI is rapidly becoming a tool that society will not only rely on but eventually struggle to live without.
    When electricity was first introduced, many people were skeptical of its value, seeing it as a novelty rather than a necessity. Yet today, life without electricity is unimaginable, our homes, businesses, hospitals, and entire economies are powered by it. In much the same way, AI will transition from a helpful tool into an invisible infrastructure woven into every aspect of modern life, from healthcare diagnoses to traffic management and education.
    The invention of motorized vehicles provides another parallel. Humanity lived without cars for millennia, relying on horses, boats, and walking. But once motorized vehicles became accessible, they reshaped the speed, scope, and scale of human life. The world today would come to a standstill without cars, trucks, trains, and planes. Similarly, AI is accelerating the pace of decision-making and problem-solving to levels no human workforce alone could sustain. Soon, entire industries will depend on it to function efficiently.
    The Industrial Revolution and the introduction of mass-production machines further illustrate this pattern. Machines allowed goods to be produced at scales and costs never before possible, fueling economic growth and lifting millions out of poverty. Today’s equivalent shift is digital: AI is becoming the machine of knowledge, capable of analyzing immense data sets, designing solutions, and even creating new forms of innovation that humans alone could not achieve at scale.
    However, every transformative technology comes with dangers. Just as electricity can electrocute, vehicles can crash, and machines can exploit workers, AI too presents profound risks. The most alarming are not just economic displacement or misuse, but the possibility of AI surpassing human control. A self-aware AI, with access to state secrets, government systems, or even nuclear codes, could threaten global stability. Unlike earlier technologies, AI is not only a tool but potentially a thinker, capable of making independent decisions at speeds far beyond human oversight.
    This duality, promise and peril, is why AI will become both necessary and carefully regulated in the near future. Like electricity, vehicles, and industrial machines, it will reshape civilization. Yet unlike any prior invention, its potential for autonomy makes it the most powerful, and dangerous, technology humanity has ever created. The challenge will not be whether to adopt AI, but how to do so responsibly, ensuring that its benefits lift humanity rather than endanger it.
  8. Introduction
    Technological innovation has repeatedly redefined the contours of human civilization, elevating previously optional conveniences to indispensable infrastructures. Electricity, motorized transportation, and industrial machinery signify such transformational leaps, each once novel, now fundamental. Presently, artificial intelligence (AI) follows this trajectory. As AI rapidly infiltrates diverse domains, from governance and healthcare to information systems and commerce, it stands poised to become as ubiquitous, and as indispensable, as the aforementioned technologies. Yet, unlike its predecessors, AI’s potential for autonomy and opacity engenders unique and profound challenges. This essay argues that AI is destined to become a foundational pillar of modern civilization, but that its adoption must be governed by robust ethical, legal, and strategic frameworks to mitigate existential risks.
    Electricity: From Novelty to Necessity
    The evolution of electricity from a scientific curiosity to essential infrastructure offers instructive parallels. Originally met with skepticism, early electric lighting and power systems were seen as luxuries. They gradually became embedded in economic production, domestic life, and public health. Today, a world without electricity is not merely inconvenient, it would be functionally impossible. The key lessons are twofold: technological adoption can accelerate once practical benefits are clear, and infrastructural reliance grows until alternative systems become infeasible.
    AI mirrors this arc. Initially limited to rudimentary algorithms and constrained domains, modern AI now powers diagnostic radiology, algorithmic trading, smart grids, and personal virtual assistants. In many sectors, human-led processes are increasingly supplemented or supplanted by intelligent automation. As with electricity, discomfort at its novelty gives way to dependency through incremental integration, a process already well underway.
    Motorized Vehicles: Reconfiguring Mobility and Economy
    The advent of motorized transport similarly illustrates the interplay of innovation and dependency. Before automobiles, economies relied on horses, carriages, and manually powered conveyances. The introduction of internal combustion engines, and later electric and hybrid systems, revolutionized logistics, labor mobility, and urban form, catalyzing industrial and commercial expansion. Contemporary societies are so entangled with motorized transport that supply chains, public services, and daily life would grind to a halt without it.
    AI performs a comparable function, albeit within the sphere of cognition rather than physical conveyance. Autonomous systems, predictive modeling, and optimization algorithms have vastly accelerated decision-making and resource allocation. From managing traffic flows to forecasting economic trends, AI extends capabilities beyond human limitations. The cumulative effect is a deepening reliance; as these systems proliferate, reverting to manual or analog methods becomes increasingly impractical.
    Industrial Machinery: Accelerating Production and Prosperity
    The Industrial Revolution exemplified how mechanization could amplify productivity and reshape social order. Automated looms, assembly lines, and steam engines made mass production viable, reducing costs and democratizing access to goods. These changes fostered urbanization, restructured labor markets, and laid the foundations for modern capitalism.
    Today's digital analogue is AI: instead of producing physical widgets, the technology produces knowledge, predictions, and strategic decision support at scales previously unimaginable. From generative design in engineering to advanced simulations in climate science, AI systems can iterate faster and more cheaply than human teams. Such capabilities democratize innovation but also concentrate power, raising questions of equity and control.
    Unique Risks Posed by Autonomous Intelligence
    Notwithstanding its transformative potential, AI diverges fundamentally from earlier technologies because of its potential for autonomous agency and opacity. Whereas a locomotive or assembly line follows straightforward physical laws and human instruction, AI, especially if venturing toward artificial general intelligence (AGI), could potentially act independently, reshape objectives, or even obscure its decision logic.
    This autonomy raises several nontrivial concerns:
    Control and Alignment: Ensuring AI goals remain aligned with human values is a central challenge. Misaligned systems, even with benign intentions, may pursue goals in ways harmful to human welfare.
    Security and Sovereignty: Advanced AI might gain access to sensitive infrastructure, including government systems, intelligence networks, and nuclear command-and-control. This degree of access introduces novel security vulnerabilities.
    Opacity and Predictability: Many contemporary AI systems, particularly those powered by deep learning, are “black boxes.” Their internal operations resist human understanding, complicating oversight, accountability, and trust.
    Socioeconomic Disruption: Beyond existential threats, AI accelerates labor displacement, exacerbates inequality, and can entrench digital surveillance or algorithmic bias, disproportionately impacting vulnerable populations.
    The Necessity of Governance and Ethical Frameworks
    Given the duality of opportunity and peril, integrated governance becomes imperative. Analogous to the regulatory regimes that developed around electricity and automobile safety, standards, liability frameworks, licensing, AI requires multi-layered oversight:
    Technical Standards and Auditing: Independent validation of AI behavior, robustness, and fairness.
    Transparency Mandates: Requirements for explainability, particularly in high-stakes domains such as law enforcement or finance.
    Legal Accountability: Treating AI systems and their operators as agents under liability frameworks, ensuring recourse for harm.
    International Norms and Treaties: Collaborative regulation to prevent an AI arms race and to secure sensitive domains.
    Conclusion
    AI lies at the cusp of being the next indispensable infrastructure of human civilization. Through parallels with electricity, motorized transport, and industrial machinery, we recognize patterns of initial skepticism, rapid integration, and eventual indispensability. Yet AI is fundamentally distinct, imbued with autonomy, opacity, and profound scope, that traditional governance paradigms are ill-equipped to manage.
    This dual nature, tremendous benefit and existential risk, demands a proactive, adaptive, and globally coordinated governance framework. Humanity’s challenge is not whether to embrace AI, but how to do so in a manner that safeguards human dignity, security, and agency. Guided wisely, AI promises to extend humanity’s reach and capacity; mismanaged, it could undermine the very foundations of our society.
  9. Last week, the bombshell exploded: the management of the Subnautica studio Unknown Worlds is disappearing and being replaced by Krafton – who in turn claims that they wanted to keep the management trio. "A shock" said one of the three affected members of the management, but also that "we know that the game is ready for early access release".
    Now we get new news: the release is delayed until 2026.
    Krafton claims that the postponement is about feedback after player tests – but is that the whole truth? According to Bloomberg (paywall), a bonus of $ 250 million would be activated from Krafton to Unknown Worlds if a certain goal was reached before the end of 2025. This is according to an agreement Bloomberg has seen. It is said to have been concluded in 2021, in connection with Krafton's acquisition.
    The decision to postpone the game was made in connection with the management being forced out, anonymous sources claim. The management was against the delay, which according to reports planned to share the bonus with the approximately 100 employees. By postponing the launch, it is, according to the sources, very doubtful whether the revenue targets will be met – and thus whether the bonus will take effect.
    Krafton denies allegations
    Krafton, for its part, claims that the decision to delay has nothing to do with "contractual or financial considerations". Words stand for words.
    The management that disappeared consists of former CEO Ted Gill, technical director Max McGuire and creative director Charlie Cleveland. It is Cleveland, who is also one of the founders, who recently said that the game is ready for early access.
    Words that take on a different meaning today when Krafton, for its part, believes that the game is not ready.
    Anyway: the game will be released in 2026 in early access. A new gameplay teaser has been released, announcing the new release window. Comments on YouTube include: "Give the team their $250 million" and "Are you sure whatever you're doing is worth it?"
    The community is venting its frustration, and it remains to be seen how this story unfolds.
  10. Joins Jason Momoa, Noah Centineo, Callina Liang and more.
    Already in 2023 we found out that Legendary Entertainment planned to make another movie of the Street Fighter series. Then the details were scarce, but now a lot of actors have been joining, and it is a varied crowd.
    The last to join (via The Hollywood Reporter) is no less than rapper Curtis Jackson, perhaps better known as 50 cents. He will play the role of boxer Balrog, who has been up to date in the series since Street Fighter 2.
    Otherwise, we always see Jason Momoa, who plays shiny; Noah Centineo as Ken; Orville Peck as Vega; Joe Anoa'i like Akuma; Andrew Koji as Ryu; And Callina Liang like Chun-Li. Director, in turn, is Kitao Sakurai, who directed the Twisted Metal series and the movie Bad Trip.
    Production will start in August in Australia.
  11. Suno AI Song Syntax

    Suno uses Chirp to generate songs, which is a generative model. We must create documents that prompt the model correctly. To do this, we use specific tags to break the songs up into sections that the model understands. 
    Base Tags
    This list represents all of the valid base tags. Each of these tags can be modified and has several ways they can be used, but in general these are the only valid tags
    - [Intro]
    - [Hook]
    - [Pre-Chorus]
    - [Chorus]
    - [Verse]
    - [Interlude]
    - [Break]
    - [Movement]
    - [Instrumental]
    - [Solo]
    - [Build]
    - [Bridge]
    - [Outro]
    - [End]
    - [<vocals>] (clarification later)
    - [<specific instrument>] (clarification later)
    [Intro]
    The intro tag should generally only be used at the beginning and is strictly instrumental. It can be modified with several adjectives. For instance:
    - [Long Mellow Intro]
    - [Short Exciting Intro]
    - [Dreamy Slow Intro]
    As you can see from the examples, you can generally add an emotive and/or a pacing adjective. The system doesn't always honor the intention, but it tends to work best if you use very direct, concrete adjectives that are salient to musical construction (speed, emotion, intensity seem to work best). Modifiers are not strictly necessary, but can be useful for establishing the mood early on.
    [Hook]
    Generally not necessary unless you modify it, more or less treated like an intro. Can be used to transition from intro to main part of song, particularly if the intro is different.
    Pre-Chorus]
    This is a strictly vocal tag that is often used at the beginning of songs to sort of introduce the story or narrative. It may or may not be sung (could be spoken, can be specified). This tag should generally only be used once or before chorus tags.
    - [Haunting Whispered Pre-Chorus]
    - [Staticky Spoken Pre-Chorus]
    - [Primal Scream Pre-Chorus]
    - [Opera Female Pre-Chorus]
    These modifiers, while not strictly required, can confer very specific feels. As with intro, emotive, intensity, and pacing adjectives tend to work well, with the added option of singing styles, gender, and so on. 
    [Chorus]
    This is about what you'd expect for any song construction. Generally speaking, the Chirp system decides how to render the chorus, so modifiers are often NOT honored, for whatever reason. The documentation says that the chosen style and lyrics tend to do more to modify how the chorus is sung. However, very concrete modifiers are most likely to be honored. This tag is one of the prime workhorses.
    - [Whispered Chorus]
    - [Eerie Chorus]
    - [Ensemble Chorus]
    - [Slow Chorus]
    Lyric construction also has a huge impact on how the chorus is sung, and is often more important once the construction has been set up correctly. The system seems to ignore capitalization, but the vibe of the lyrics has an impact. Punctuation seems to have a larger impact
    - Elipsis... this tends to make the system approach it more slowly, particularly if it's used... multiple times... in the line...
    - Exclamation! this doensn't often have a huge impact but it can tell the system to emphasize a line
    - Oooooohhh whoaaa ahhhh! vocalizations generally work extremely well to amp up a chorus (the system will not render non-word vocalizations without explicitly being told)
    - mmmmmmmmmmm oh... gentler vocalizations will have a similar dampening effect
    - (parenthesis lyrics) this does really well, and seems to do really good at making it do call-and-response or antiphonal
    [Verse]
    This tag is the other primary workhorse and is used pretty much identically to [Chorus]. It is not strictly necessary to modify it, and in many cases the system will decide how to modify it (consider that in most of it's training data, chorus and verse are left plain). So again, the content of the lyrics tend to do more. The system seems particularly sensitive to where in the song it is, meaning that if the generator feels like it's more likely a crescendo rather than a key change, the system will make that judgment call. However, emotive, intensity, and pace modifiers tend to work. 
    - [Angry Verse]
    - [Mysterious Verse]
    - [Whispered Verse]
    - [Spoken Verse]
    - [Opera Verse]
    These concrete modifiers are most likely to be honored. The same lyrical modifiers from the chorus also apply
    - Elipsis...
    - Exclamation!
    - Vocalizaaaaaaaaaations
    - (Parenthesis)
    For example:
    \```
    I am the void between stars
    (Beyond the veil of forms...)
    I am the death of light
    (Where your deepest terrors remain...)
    \```
    [Interlude]
    This is one of the main workhorses of the instrumental tags. It's pretty much what you'd expect. Many modifiers don't seem to impact this tag, but a few tend to be more reliable.
    - [Melodic Interlude] this one is pretty reliable, so similar modifiers should work.
    - [Long Melancholy Interlude] this works about half the time
    - [Short Accelerating Interlude] the system tends to prefer short instrumentals anyways
    Don't get too creative with the modifier tags. For instance, genre-specific modifiers don't really seem to work like [Psychedelic Interlude] even though it makes sense to us, the system doesn't seem to recognize it. However, there is another option we have to modify all instrumental sections, and that is periods and exclamations to try and shape the pacing.
    \```
    [Melodic Interlude]
    . . . ! . .
    . ! . . . !
    \```
    \```
    [Intense Interlude]
    !! . ! !! !
    !! !! ! !!
    \```
    And so on. You can arrange the . and ! in any way you like to convey the rhythm and such. 
    [Break]
    Break is strictly instrumental often defaults to one measure or phrase, and can be used quite frequently. Almost no modifiers work here, and it has the most impact on the song when wedged between verses and choruses. What does tend to work is specifying the instrument to lead during the break:
    - [Violin Break]
    - [Drum Break]
    - [Scream Break]
    - [Lead Guitar Break]
    - [Bass Guitar Break]
    So basically you can use it like a small solo. The rhythem modifiers are generally totally ignored here. 
    [Movement]
    This is an experimental tag, but might help the engine transition to a new movement. 
    - [Begin Psychedelic Movement]
    - [Transition to Faster Harder Movement]
    - [Long Orchestral Movement]
    The system is liable to totally ignore this tag but it's worth a shot. 
    [Instrumental]
    General purpose tag to break up a song. Can be used on its own, unmodified. Often used in conjunction with other tags or modifiers (see rest of doc)
    [Solo]
    This tag is pretty much exactly what you'd expect. It pairs well with [Interlude] and does best when you specify the instrument, pace, and energy. 
    - [Soaring Lead Guitar Solo]
    - [Fast and Intense Drum Solo]
    - [Dancing Fiddle Solo]
    - [Playful Flute Solo]
    - [Finger Style Guitar Solo]
    As you can see, this kind of pattern tends to do best with the solo. It all generally comes back to instrument, pace, emotion/energy. One thing to note is that chaining [Interlude] and [Solo] is often the best way to change the movement or overall tone of a song. The exclamation and period modifiers sometimes work on solos, but the system often just goes with the vibe. 
    [Build]
    This tag is often less effective than interlude or solo, and is often treated like a break. Period and exlcamation rhythms seem to have relatively little effect, though it seems to have a decent effect when sandwiched between verse and chorus (e.g. to build to a soaring chorus) but that can be redundant. This should only be used when it really makes sense for the song, and probably only once. In most cases, a break, solo, or interlude should be used, that's how specific this use case is. 
    [Bridge]
    The system doesn't seem to know what to do with bridges. It often just treats them like a verse or a chorus, sometimes a refrain. Use them sparingly, at most once per song. 
    - [Instrumental Bridge] - this seems to have the most impact or be most useful
    [Outro]
    This tag seems to work if it's either instrumental or vocal, and can be treated pretty flexibly. It's primary purpose is to tell the system to start preparing for the end of the song and should be used exactly once. 
    - [Long Fading Outro]
    - [Urgent Loud Outro]
    - [Mournful Outro]
    Like many such tags, emotion + pace seems to work well. This tag should only be used once near the end to cue the generator to start winding the song down. 
    [End]
    As you'd expect, this generally tells the system to end the song.
    - [Fade to End]
    - [Lingering End]
    - [End Resolves to Whispers]
    You can play with this tag some, but generally it just serves as a standalone tag. Some of the same modifiers here can work for the outro tag as well. 
    Vocal Tags
    Generally speaking, the style of the music (not specified in this document) will dictate the voice, which is generated automatically, however, in songs where the vocals change significantly the song will honor it. 
    - [Spoken Word Narration]
    - [Telephone Call]
    - [Female Opera Singer]
    - [Swanky Crooning Male]
    - [Ethereal Female Whisper]
    These tags can be used in lieu of verse or chorus tags and there can be a lot of flexibility, as these sorts of tags appear in the training data and significantly modify how the song is delivered. 
    \```
    [Spoken Word Narration]
    *static* ...final log... coordinates unknown...
    ...oxygen critical... systems failing...
    ...tell earth we made it... we saw such beautiful things...
    ...orion spur expedition... signing off... static
    \```
    Instrument Tags
    You can also do somewhat the same with specific instruments. This can serve in lieu of solo or as part of a solo
    \```
    [Sad Trombone]
    waah-Waaah-WAAH
    \```
    \```
    [Chugging Guitar]
    chuka-chuka-chuka-chuka
    \```
    \```
    [Overblown Flute]
    \```
    \```
    [Trilling Pennywhistle]
    \```
    Simple Example
    This is a pretty minimalist example which worked really well. The system will fill in a lot of gaps, so you can see you really don't need much. Less is often more, particularly if the STYLE is well defined. 
    \```
    [Verse]
    Sun beats down hard dry road
    Dust devils dance shadows long
    Heat waves twist in gold
    Mirages fade now gone
    [Chorus]
    Lost in the wasteland void
    Echoes of time destroy
    Lost in the desert sand
    Seeking the promised land
    [Verse 2]
    Cactus stands alone silent guard
    Hawks circling overhead far
    Bleached bones in the arid yard
    Searching for a falling star
    [Bridge]
    Time drips slow never ends
    Mind’s eye bends and bends
    Vultures fly high in the sky
    Dreams of rain make me cry
    [Chorus]
    Lost in the wasteland void
    Echoes of time destroy
    Lost in the desert sand
    Seeking the promised land
    [Verse 3]
    Night falls cool winds rise
    Stars blaze across the skies
    Desert whispers truth and lies
    In the silence spirit flies
    \```
    Intermediate Example
    Below is an example of the above song but with a bit more control over the flow. 
    \```
    [Long Instrumental Intro]
    [Verse]
    Sun beats down hard dry road
    Dust devils dance shadows long
    Heat waves twist in gold
    Mirages fade now gone
    [Chorus]
    Lost in the wasteland void
    Echoes of time destroy
    Lost in the desert sand
    Seeking the promised land
    [Lead Guitar Solo]
    [Verse 2]
    Cactus stands alone silent guard
    Hawks circling overhead far
    Bleached bones in the arid yard
    Searching for a falling star
    [Bridge]
    Time drips slow never ends
    Mind’s eye bends and bends
    Vultures fly high in the sky
    Dreams of rain make me cry
    [Build]
    [Ensemble Chorus]
    Lost in the wasteland void
    Echoes of time destroy
    Lost in the desert sand
    Seeking the promised land
    [Melancholy Outro]
    [Verse 3]
    Night falls cool winds rise
    Stars blaze across the skies
    Desert whispers truth and lies
    In the silence spirit flies
    [Fade to End]
    \```
    Complex Example
    Below is one of the most sophisticated songs that worked well, including multiple movements. 
    \```
    [intro]
    . . . ! . .
    . . ! . . .
    [build]
    . ! . . ! .
    ! . ! . ! !
    ! ! . ! ! !
    [verse]
    engines burning bright and strong
    breaking free from earthly bonds
    through the atmosphere we climb
    leaving all we knew behind
    [break]
    [chorus]
    beyond the orion spur
    where no one's gone before
    beyond the orion spur
    ten thousand worlds explore
    [break]
    . . . ! . .
    . ! . . ! .
    [ verse]
    hyperdrive ignition flows
    new stars glowing as we go
    ancient light guides us here
    through the void without fear
    [interlude]
    . ! . . . !
    . . . ! . .
    [verse]
    cosmic winds carry us far
    past the light of dying stars
    through the gates of space and time
    leaving known space far behind
    [solo]
    ! . . ! . .
    ! . ! . ! !
    [bridge]
    warning lights begin to flash
    systems failing coming crash
    alien world draws us near
    atmosphere of cosmic fear
    [break]
    ! ! . . ! !
    ! . ! ! . !
    [verse]
    toxic clouds below our wings
    alien horrors this world brings
    must escape this deadly sphere
    but our engines disappear
    [break]
    . . . ! . .
    . . . . ! .
    [chorus]
    drifting through the starlit deep
    further than our maps can reach
    signals fading into night
    earth has vanished from our sight
    [solo]
    . . ! . . .
    . . . ! . .
    [verse]
    oxygen running so low
    our final moment to know
    that we flew too far too fast
    beyond where our fate was cast
    [break]
    . . . ! . .
    . ! . . . .
    [chorus]
    beyond the orion spur...
    where no return is sure...
    beyond the orion spur...
    forever we endure...
    [spoken word narration]
    *static* ...final log... coordinates unknown...
    ...oxygen critical... systems failing...
    ...tell earth we made it... we saw such beautiful things...
    ...orion spur expedition... signing off... static
    [beeping carrier signal]
    . . . !
    . . !
    . !
    .
    [slow fade]
    . . .
    . .
    .
    [fade to end]
    \```
    Styles
    Styles are limited to 120 characters total and should not be included in the song, this is crafted separately
    The system accepts a separate STYLE tag that is a simple comma separate list of genres and modifiers. Interestingly, commas are not necessary and you can get some really interesting hybrid styles without them. Here's one of my most successful examples:
    - stoner space rock shoegaze slow build epic crescendos psychedelic riffing soaring solos pensive interludes long intro
    However, the system tends to work better with commas separating the distinct genres and modifiers:
    - space rock, stoner rock, slow build, epic crescendos, psychedelic riffing, soaring solos, pensive interludes, shoegaze
    It should be noted that both of these are slightly outside of best practices, as it includes modifiers for solos and interludes, which can be specified inside the song itself. 
    - space rock, psychedelic rock, desert rock, stoner rock, shoegaze
    Simply creating a list of genres tends to work extremely well, almost like a taxonomy. In this case, space rock provides the most influence, which each subsequent modifier having less and less influence. 
    - witchpop, electro swing, eerie
    - witchpop, house, hypnotic, dreamy, eerie
    - Acoustic, Desert, Nubidian, Acoustic nu-metal,
    - Hurdy-gurdy, dark, scary, otherwordly
    You can also focus on emotive modifiers. These tend to work better.
    - witchpop, witchrock, folk, violin, acoustic, eerie, mysterious, clean vocals, classically trained
    - neofolk, celtic, dance, celebratory, orchestral
    - Electronic, sweet female voice, eerie, swing, dreamy, melodic, electro, sad, emotional
    - Folkmetal, Folk, Metal, Hurdy-Gurdy, Hand-Organ, Gaelic Woman, Female, Beautiful, Top 40, English Lyrics
    - New Age, Celtic, Slow, Celtic Harp, Piano, Flute, ethereal female vocals, atmospheric
    - Medieval Folk, Neofolk, Pagan Folk, German Folk, European folk, neoclassical music, ethereal music, darkwave, Folk Dance (sounds a lot like Faun or Celtic Woman)
    So in general the things that work best when constructing styles are:
    - Genre(s) - one or more genres in sequence
    - Emotions - one or more "vibes" to go with
    - Instruments - violins, handpans, orchestras, etc (particularly if it's either not obvious or guaranteed from the genre)
    - Vocal styles - opera, growling, etc
  12. Stop Killing Games

    "Stop Killing Games" is a consumer movement started to challenge the legality of publishers destroying video games they have sold to customers. An increasing number of video games are sold effectively as goods - with no stated expiration date - but designed to be completely unplayable as soon as support from the publisher ends.
    https://www.stopkillinggames.com/
    Link to European Citizens' Initiative: https://eci.ec.europa.eu/045/public/#/screen/home
    Link to UK Government Petition: https://petition.parliament.uk/petitions/702074/

  13. We already knew that Assassin's Creed Valhalla was a real cash magnet for Ubisoft, but now we have a slightly more specific figure to relate to. In a conversation with investors, CEO Yves Guillemot states that the revenue from the game squeezed above the dream limit of one billion dollars in revenue in December 2021.
    This most likely also includes the revenue from the expansions released, such as the Siege of Paris, and thanks to the game's popularity, it will be even more. The expansion Dawn of Ragnarok is on its way, and earlier this month we got a better picture of what it will be in a six-minute video.
    Another thing we can possibly look forward to - if the rumors can be trusted - is a smaller Assassins' Creed game that is said to have a greater focus on stealth and taking place in Baghdad.
  14. So, this is nothing new by now, that cheaters are a problem in Dead by Daylight. What is sad though is that it's nothing new that Behaviour ignores the problem effectively ruining the game for its player base, streamers and content creators. In fact the problem is so bad right now that big name streamers are coming out of their silence and recognizing the problem. Streamers like Otzdarva and Spookyloopz, who by the way are in the Fog Whisperer program are now opening up. In the video below (spoiler) you will see Dowsey speaking about the problem and reacting to the mentioned streamers and, he says something that I truly also believe is a step in the right direction...
    "Get out of the Fog Whisperer program". I believe this is something they need to do to show to BHVR that their behavior (no pun intended) is not accepted! It's no secret that BHVR are extremely bad at communicating with their community, it's no secret that BHVR lies about what they are doing to prevent cheaters etc., it's no secret that BHVR don't hold back on punishing anyone criticizing the company and the game.
    The problem is so bad now that cheaters can openly use cheats because if they get banned they can have another account up and running in minutes. Cheaters hold players hostage in the game by making it so that you cannot end the game, the only way to do it is by disconnecting and getting a DC strike. There are ways to force you to join any players game, effectively meaning that cheaters can through the cheat software force them selves into all of your games. IP leaks, speed hacks, instant generator completion etc. etc. It goes on and on.
    BHVR is not a good company, the developers are not good people, and big name content creators Should Not support them. Play the game for all you want, it is your job, but, get out of any supportive groups/programs being sponsored by BHVR! To quote Dowsey, "Put your money where your mouths are!"
    What are your experiences of cheaters in DbD? And what are your thoughts about BHVR?

  15. A new Battlefield 7 leak has just emerged that claims the game is in active development. Apparently a Battle Royale mode is planned for launch and the infamous Specialist's system is returning.
    The following text is a direct copy/paste from Reddit. You can read the post here. I am just putting it here to keep it from being deleted.
    What are your thoughts?
  16. According to discoveries in the APK file, Google Messages will get a feature that makes it easy to invite people to activate RCS. Messages will detect when the recipient does not have RCS and then show a dialog box with a shortcut to SMS an invitation.
    A message will then automatically be inserted asking if the person wants to try RCS, along with an associated link that explains what RCS is. Here in Sweden, it might have been more appropriate if the feature instead emailed all operators and urged them to start supporting RCS.
    Almost all Android users already have RCS enabled via Google Jibe. Apple did not want to use Jibe for RCS and instead relies on operators. If an iPhone user's operator does not support RCS, the old and insecure SMS applies to communication between iOS and Android when the built-in apps are used.
  17. Swedish MovieZine has spoken to the developers behind the "Hitman" series and the upcoming Bond game "007 First Light", about what we can expect from their take on the iconic spy.
    “007 First Light” is a new Bond game by IO Interactive, known for its “Hitman” series. The game is in development for PS5, Xbox Series X/S, PC and Nintendo Switch 2 – and will be released sometime in 2026.
    Here we meet a young and inexperienced James Bond who is recruited by MI6 and gets to carry out his first missions.
    MovieZine has spoken to Jonathan Lacaille, who is the franchise director for the game at IO Interactive.
    1. The developers really know the brand
    What are the most important elements that a Bond story needs?
    – When we started working on the game, we obviously looked at what makes a good Bond story. There are some elements that are found in all the films, which we took inspiration from to cook up the game’s recipe.
    – Exoticism, vehicles and gadgets are some things that always appear in a spy story. Another element is interesting and preferably double-sided characters. Villains and henchmen are also very important. I don't think there's a Bond film without them.
    – Then of course James Bond is at the center. We've seen different vintages, but I would say that the common thread through all Bond products is that they have always felt modern. Sean Connery was cutting edge for his time when the first film premiered both in terms of culturally, what products he used for the story and the themes they created. It was modern for his time, just like Daniel Craig was for our and now also Bond in the game.
    So the game takes place in the present?
    – Yes, or in the very near future, but I can't say an exact year. That's because it feels relevant within the time period we're releasing the game.
    2. IO Interactive has already made fantastic spy games with the "Hitman" series
    When the game "Hitman 3" by IO Interactive was released in 2021, I wrote in my review that it "makes me feel like James Bond".
    I'm not alone in that opinion, says Jonathan Lacaille, who says the team has leveraged its strengths from that series during the development of "007 First Light."
    "We're leaning on what the studio does really well and have mastered the agent genre in the work on "Hitman" for a long time. It would be foolish not to lean on what we do best," he says.
    James Bond and “Hitman” are very different series, however. They have their similarities, but they are different characters who work in different ways. IO Interactive therefore needed to build some new muscles.
    – The action sequences and shooting are something we needed to get much better at. In the “Hitman” games, it usually means that you have failed when the guns come out. Then you have been discovered, it's over. In a Bond game, it is one of the tools you can choose to move on.
    3. “007 First Light” offers great variety
    Other new features are driving, which IO Interactive has never included in its previous games, but also gadgets.
    – We want the player to feel as smart as Bond. By that I mean that he sometimes ends up in a situation where the odds are against him. We want the player to identify different options – whether it is to take the main entrance and shoot wildly or sneak in through the back door. Something else that is quite unique to Bond is using his charm to get past obstacles.
    There is a rumor that actor Patrick Gibson will play Bond in “007 First Light”. He has played in “The Tudors”, “Shadow and Bone”, “Tolkien” and recently played the role of a young Dexter Morgan in “Dexter: Original Sin”.
    What can you say about that?
    – People are always speculating who will play Bond. Right now we want to focus on showing the game and presenting what it is about. We really want people to care about the game. Regarding the cast, I can only say that it is speculation, but we will confirm who will be involved later this summer.
    4. A different James Bond we have never seen before
    How much freedom have you had in developing this game? Is it a challenge to work with a franchise that does not belong to you?
    – We obviously have to respect the brand. There are guides and guidelines about what Bond is and is not, but they are not particularly restrictive. It is more of a tool that you can use and build on. Because we chose to do an origin story, everything has to be invented, so that way we have a lot of creative freedom. It's also a different medium. It's a game and not a movie, so that also gives a different kind of freedom.
    In “007 First Light,” James Bond is 26 years old and an inexperienced spy. He’s not based on any previous interpretation of the character, but a completely new one we’ve never seen in the movies before.
    – We based a lot of it on how he looks in the books by Ian Fleming. Someone at MGM mentioned that he has a scar on his face at some point, so we thought it would be fun to go with that because he’s never been portrayed that way before. They’ve seen such a huge library to dig into and get inspiration from to build this new story.
    What are your personal favorite Bond movies?
    – It’s changed over time. When I was little, Pierce Brosnan was great, but the movies with Daniel Craig were amazing because they really built on the character. He develops through the movies. I felt like I could watch them as a TV series. If I had to choose, I’d have a hard time choosing between Sean Connery and Daniel Craig.
    5. The developers hope it will be as loved as “Goldeneye 007”
    What is your relationship with the game “Goldeneye 007” from 1997 for Nintendo 64, which is considered by many to be the best Bond game?
    – It’s probably the only one I’ve actually played. It was a fantastic game, there’s no denying that. It’s always the game that people refer to when talking about Bond games. I hope our game will get similar status. They’re two very different gaming experiences, but I think we have a very well-made game in the works that people will like for other reasons than “Goldeneye 007”.
    “007 First Light” will be released sometime in 2026. We’ll find out more about the game during the summer.
    Trailer
  18. Spaghetti Western legend Jack Betts dead at 96

    Jack Betts leaves behind a 67-year career with everything from spaghetti westerns to major Hollywood productions.
    Hollywood is mourning another legend. Jack Betts, the charismatic actor who charmed audiences in spaghetti westerns and later played a board member in “Spider-Man,” died Thursday at the age of 96 at his home in Los Osos, California, according to The Hollywood Reporter.
    Betts lived a life worthy of Hollywood. Under the stage name Hunt Powers, he appeared in about 15 Italian westerns between 1966 and 1973. This happened at the same time that Clint Eastwood was filming his iconic “Dollars” films on the nearby mountains.
    In Sam Raimi’s “Spider-Man” (2002), he delivered the icy line “You’re out, Norman” to Willem Dafoe’s Norman Osborn – just before the Green Goblin turned him into a skeleton in the Times Square attack.
    The versatile actor also graced soap operas such as “One Life to Live” and “General Hospital.” He also appeared in films such as “Batman Forever,” “Falling Down” and “Gods and Monsters.” His 67-year career spanned from his Broadway debut in 1953 to modern classics.
    Betts lived with “Everybody Loves Raymond” star Doris Roberts from the 1980s until her death in 2016. It was a friendship that spanned six decades, since they first met at The Actors Studio in 1954.
  19. Game developer NetEase is primarily known for mobile games and as a helper for Blizzard in China (as well as for owning a number of pig farms as a side gig). Now they are going to enter the big gaming market with their first AAA game: “Blood Message”. The game is set in ancient China and follows a messenger on a dangerous journey through a country ravaged by rebellion.
    The adventure is linear, and will contain both action and exploration. “Blood Message” surprised many when the game was announced a little out of nowhere, without any big games fair or other presentation as a setting.
    “Blood Message” does not yet have a release date, but it will come to both PC and consoles when the time comes. Check out the trailer below:
    Blood Message Trailer
  20. Adi Shankar is the producer who took “Castlevania” and “Devil May Cry” from games to animated TV series on Netflix. Now he has his sights set on a new franchise to adapt: “Duke Nukem”. In an interview with Esquire he says the following:
    – I have video games in the works. Obviously more “Devil May Cry”. I get offered various franchises from companies that want to work with me. I bought the rights to “Duke Nukem”. Not the game rights, but I bought it from Gearbox.
    He goes on to say that he doesn’t plan on taking orders from anyone when he adapts “Duke Nukem”:
    – It’s a middle finger to everyone. When “Duke Nukem” became big, a group of people tried to make it a brand, when all it is is a middle finger. “Duke Nukem” can’t be made by one company, because the moment a company makes “Duke Nukem” it’s no longer “Duke Nukem”. I'm not going to let anyone tell me what to do with it.
    Duke Nukem
    "Duke Nukem" is a series of action games that follows the character Duke Nukem in battle against various enemies. The original game, released in 1991, was a side-scrolling game for computers, but in recent years the series has evolved into full-fledged shooter games. That said, "Duke Nukem" hasn't released a new game since 2011, so one can wonder how relevant it is today.
    This is not the first time "Duke Nukem" has been in the news for an adaptation. In 2019, for example, there was talk of John Cena playing the lead role in a film, but so far it hasn't happened. Whether Adi Shankar's (probably animated) adaptation will see the light of day remains to be seen.
  21. The controversial online game “Dark and Darker” will be removed from all players’ libraries on the Epic Games Store on November 1. In an email to players, Epic Games writes that the removal is due to a court order in South Korea, between the gaming company Nexon and “Dark and Darker” publisher Ironmace.
    Earlier in February 2025, a court in Seoul ruled that Ironmace had violated trade secrets by leaking internal information.
    Players can already no longer purchase “Dark and Darker’s” own currency, Redstone Shards, or upgrade to Legendary Status.
    Epic Games writes that anyone who purchased Legendary Status in the game will get their money back. However, no money will be refunded for Redstone Shards.
    Despite all its legal problems, “Dark and Darker” became a huge success in 2024. At the time of writing, it is still available to download via the gaming platform Steam.
  22. A group of Chinese film studios are now planning to make AI remakes of over 100 classic martial arts films, Variety reports.
    According to China Film Foundation chairman Zhang Qilin, these films are “cinematic calling cards” that show China’s spirit and vitality to the world.
    AI will be used to improve the productions’ picture and sound quality, while the studios promise to preserve the authenticity of the originals.
    Among the titles are works by legends such as Bruce Lee, Jackie Chan, and Jet Li – including “Fist of Fury,” “The Big Boss,” “Once Upon a Time in China,” and “Drunken Master.”
    When the AI versions will be released is still unclear.
  23. It looked critical for a while for American actor Jeremy Renner. The condition is still serious, but on Tuesday the star sent a greeting to his fans through Instagram.
    On New Year's Day, the star from "Avengers" ran over his own leg with a snow plow outside his home in Reno, Nevada, and suffered serious chest and leg injuries in the accident, writes CNN.
    The message on Instagram on Tuesday is the first sign of life from the star.
    “Thank you for all the kind words. I'm too ill to write but I send you all my love," the star writes under a picture of himself in the hospital bed, obviously ill with a swollen face filled with cuts and bruises.
    https://www.instagram.com/p/Cm-KZ1YPJe7/
    Earlier on Tuesday, Renner's press spokesperson updated more details about the star's health condition. The spokesperson also said that the accident occurred when Renner was plowing snow in the driveway of his house so that his family members could go home after celebrating Christmas together.
    According to the spokesperson, Renner's condition is stable and he is slowly improving. He is awake, can communicate and is in good spirits. However, he remains in the intensive care unit for a while longer as his condition is still considered serious but stable.
    The accident happened on New Year's morning. Renner's snowplow reportedly started rolling when the star was not at the wheel and he was injured when he tried to get into the plow truck to try to stop it.
    According to CNN, Renner used to plow both his driveway and the neighbors' driveways when needed.
    He has so far undergone two operations and it is unclear if more will be required.
  24. Well, just when we thought it was finally time, it wasn't time at all. Ubisoft's project Skull and Bones was supposed to be released on November 8, i.e. in just over a month, but now they have announced that this will not be the case. The game is instead postponed until March 9 next year.
    On Twitter, they write that the game is actually already finished, but that they received some feedback from technical tests and their insider program, which convinced them that the game needs to be polished and balanced to deliver the best possible experience. More tests will be arranged in the insider program (which you can sign up for here), and they also promise that an open beta test will be organized in the near future.
    Skull and Bones is a multiplayer game where the focus is on ship battles and to some extent exploration. However, we will not be able to go ashore wherever we want, but only at certain places.
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