That was quite the confident and defiant Arch Manning at the podium today, btw.
If Texas runs the table and reaches the Playoff, this presser will be one to remember.
. @cryptomanran loves telling the "I lost $130M on LUNA" story.
What he loves to leave out:
He got in with a $150k at ~0.4$ then spent months relentlessly shilling an algorithmic stablecoin that was always going to go to 0.
Retail piled in behind the narrative he was pushing (while he was up over 200x)
It ran, he kept shilling -> went to zero and took a lot of people’s life savings with it.
A Resident Evil fan is turning Zach Cregger’s new movie into a PS1-style survival horror game
Early footage recreates the infected dog chase with the original games’ fixed camera angles
BYU has the best argument to be #1 right now
Miami has a good argument, but BYU has a better resume
Ohio State has a loss to Texas but a great win over Indiana
No hate at all to either team. Those are your top 3 teams right now. I think BYU has the best argument for #1, but I bet we're #3.
@coinbase lends customers up to $100K $USDC against $SOL on @Morpho.
Our 2nd vault brief follows the money onchain to a $34M vault on @base:
- @ClearstarLabs supplies ~80% of the $USDC in the $SOL market
- 217 liquidations, 0 bad debt
Full brief below: https://t.co/lWlNjkDcHN
The Gaming Industry at a Crossroads: Why the AAA Gaming Industry Is in Crisis and What Is Saving It
If you follow gaming, you've surely noticed a strange paradox: blockbuster budgets are breaking the ceiling at $200–300 million, development lasts 6–8 years, and what players get at release is increasingly either safe sequels or raw releases with aggressive monetization.
At the same time, modest indie projects and games from small studios are gathering million-strong audiences and taking the main awards. What is happening to the gaming industry?
The Trap of Ultra-Budgets
When developing a single game costs as much as a Hollywood blockbuster, publishers can't afford to take risks. As a result, original ideas are cut off already at the pitching stage, and only "proven formulas" go into production: open world, grind, live-service elements, and endless sequels.
The "AA" Phenomenon and the Indie Revolution
Players are tired of the conveyor belt. The main hits of recent years are projects made with soul and original mechanics, rather than with photorealistic-level graphics:
Small teams focused on gameplay and unique art design are confidently outperforming the giants.
The "AA games" segment (medium budgets, creative freedom) is experiencing a second birth, offering exactly what many fell in love with games for: dynamism, a bold setting, and respect for the player's time.
Artificial Intelligence as a Lifeline
AI tools are beginning to change the development cycle:
Accelerating routine tasks (texture generation, rough voiceover, bug hunting) makes it possible to reduce costs and cut development time from 7 years to an adequate 3–4.
This gives medium and small studios a chance to produce high-level visuals without inflating their staff to thousands of people.
A Shift Toward Hybrid Models
The "buy a game for $70" model combined with microtransactions is causing more and more negativity. The industry is shifting toward subscription services (Game Pass and analogues) and niche games with honest one-time payment and no hidden charges.
We are witnessing a healing shift: the era when a game's success required only inflating the budget and drawing beautiful textures is coming to an end. The winners in the coming years will be those who bet on innovative gameplay, strong narrative, and direct communication with the community.
And what do you play more of right now: big AAA releases or original indie and AA games?
I WATCHED Liverpool versus Manchester City and SAW how Manchester City PLAYED and made USE of Erling Haaland, their PROLIFIC striker.
Haaland is not PART of all their BUILD-UP play, his primary job is to stay UPFRONT and make Liverpool centre-backs UNCOMFORTABLE.
Manchester City players primary job is to create chances for him, even at-times their wingers DO take shots, Haaland is always there to make a TAP-IN rebound, and that was how he scored yesterday against Liverpool.
They know their STRIKER does not need to be INVOLVED in every-PHASE of their BUILD-UP from the BACK to SCORE.
No player can be in two different places at the same time.
But some DELUSIONÄL Arsenal fans and the DELUSIONÄL BABÝ COACH Mikel Arteta want their STRIKER to be that INEFFECTIVE Kai Havertz, to be in our own BOX and PARTAKE in the build-up.
They want Viktor Gyökeres to drop DEEP, be a PLAYMAKER, be a DEFENSIVE STRIKER, and still want him to be in the OPPOSITION BOX at the same TIME.
Just CREATE chances for your striker and let him do his job.
Football ISN'T that COMPLICATED.
This should not be beyond rocket science.
Why do some dëlusional Arsenal fans, including Mikel Arteta, want Viktor Gyökeres to be a DEFENDER, DEFENSIVE MIDFIELDER, HOLDING MIDFIELDER, LEFT WINGER, and RIGHT WINGER?🤔
1) Team Cherry have already stated in the Bloomberg interview that Silksong's DLCs / expansions will be much more ambitious than Hollow Knight.
2) Some DLC content was already being worked on in the main game but cut due to time constraints (such as Pharloom Bay, the Mollusc Village, Sharpe and the Steel Assassins etc) so they've been working on it since before the game released.
3) It's been almost a year since SOS was announced but we still haven't gotten any updates.
I know I should probably temper my expectations but due to the above reasons, I feel that SOS is going to be huge, similar to what SOTE was to Elden Ring.