'Ginger ISIS member' has terror plot thwarted by Roblox user: 'I cannot agree with the term terrorist'



For years, a running gag on the internet has involved protectively adding "in Minecraft" to the end of any expressed desire to do something that would alarm the authorities. But now, an all-too-serious plot has flipped the joke on its head, as details emerge concerning an 18-year-old's discussion of his alleged terrorist attack plan on the gaming platform Roblox.

The plot was thwarted when a gamer on the platform, which boasts approximately 80 million users, turned to law enforcement after seeing the user make threats through the game's chat feature, which allows comments to pop up on-screen.

What happened next was a shocking admission of terroristic aspirations made openly for other gamers to see.

'By my very own definition, yes, I guess, you know, I would be a terrorist.'

As reported by Court Watch, James Wesley Burger allegedly made threats on Roblox that the FBI described as a desire to commit an ISIS-inspired attack.

Under the username Crazz3pain, Burger openly talked about wanting to "deal a grevious [sic] wound upon the followers of the Cross."

Other screenshots from Roblox showed Burger stating "I cannot confirm anything aloud at the moment. But things are in motion."

When asked "how many days until you do [that]," Burger replied, "It will be months. April."

The witness — the other Roblox user — reportedly told the FBI that Burger had said in January that he expressed a desire to "kill Shia Muslims at their mosque" and commit martyrdom at a Christian-affiliated concert.

A subsequent FBI search of Burger's home in February revealed even more shocking details.

RELATED: Kids 'cosplaying as ICE agents' and performing raids on 'illegals' in Roblox game

  Photo courtesy court filings

 

My San Antonio reported that one of Burger's family members had installed software to track every keystroke on his computer, which was provided to the FBI. This led to a search of his electronics, which revealed that Burger had allegedly searched online for guns, ammunition, "Lone wolf terrorists isis," and more.

The Google searches also asked about "festivals happening near me" and if "suicide attacks [are] haram in islam," meaning against the faith.

Burger also allegedly searched "ginger isis member," which has since become his moniker, although he may have been looking for the story of the "ginger jihadi" from Australia circa 2015.

Through their investigation, FBI agents were able to confirm that Burger's email address was attached to the Roblox account in question, and they found data that corroborated his comments on the game.

RELATED: Is your child being exposed to pedophiles in the metaverse?

 

  Photo courtesy court filings

Burger's conversations with the FBI appeared to be rather calm and clear, with the teenager allegedly telling an agent voluntarily that the "closest I mentioned was mentioning I would use, like … a pistol or a car or like a small hunting rifle" in regard to a potential attack.

The suspect also took a moment to pray during the middle of his electronics being seized, My San Antonio stated. Burger then said, "Something like that. I don't remember mention of, like, a shotgun."

The would-be ISIS member also said his goal was the "death of Christians," with a plan to escape the country or simply die in an act of "martyrdom."

The 18-year-old also debated with agents as to whether or not he should be labeled a "terrorist."

"[T]he intention … and the action is something that is meant to or will cause terror. … I cannot agree with the term terrorist, you know. I definitely agree that it serves the same means that a terrorist would be seeking," Burger reportedly told investigators. “By the sense … and by my very own definition, yes, I guess, you know, I would be a terrorist."

RELATED: EXPOSED: Tim Walz's shocking ties to radical Muslim cleric

  

 

Roblox told Blaze News in a statement that safety is "foundational" to everything the platform does.

"In this case, we moved swiftly to assist law enforcement's investigation before any real-world harm could occur and investigated and took action in accordance with our policies," the spokesperson explained. "After hearing from law enforcement in January 2025, Roblox swiftly provided information on the users involved; based on the complaint, we understand that the information we provided helped law enforcement positively identify the suspect in this case. To date, all known users involved have been moderated, removed, and banned from the platform."

The Roblox representative also noted that their community standards "explicitly prohibit any content or behavior that depicts, supports, glorifies, or promotes terrorist or extremist organizations in any way."

This includes implementing dedicated teams focused on removing such content and responding to requests from users and law enforcement.

Burger was arrested on February 28, according to multiple outlets, and handed over to federal agents in May. He was indicted on two felony charges for interstate threatening communication in June; the charges were laid in Texas after his computer was identified as accessing Roblox from San Antonio and Austin.

The witness who saw messages alluding to terrorism was in Nevada.

Burger was denied bail due to being a flight risk.

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Why Non-Woke Indie Video Games Like Clair Obscur Are Going Gangbusters

Clair Obscur: Expedition 33 presages the fall of woke gaming titans in its own indie gaming moment because it refused to bow to leftist ideology.

‘Oblivion’ Video Game Remaster Destroys The Original With Trans Pandering

In their endless quest to destroy all things fun, radical leftists have sunk their talons into yet another beloved gaming property.

Activision has frightening programs meant to mimic humans and put you in a simulation



Video game publisher Activision seems keen on trapping gamers in a matrix where reality is replaced with a perfectly curated experience meant to keep the user happy for as long as possible.

The Call of Duty franchise by developer Treyarch under parent company Activision boasts over 50 games ranging from World War I to futuristic warfare titles.

With recent games carrying budgets of anywhere between $450-$700 million, Activision is focused on constantly improving its games, inch by inch.

The developer is actively monitoring its users, leveraging users' computing power, and creating a system of NPCs that are indistinguishable from humans in order to have the customer use the product longer and purchase more items.

These advancements in user experience may come at an ethical cost, however.

Much of the company’s direction, in a technological sense, can be found through analysis of its patents, and as gamers become increasingly aware of these documents, questions continue to pop up as to how much of their experiences with Call of Duty have been authentic.

In 2017, critics pointed to a patent titled, “System and method for driving microtransactions in multiplayer video games.”

With the title being a dead giveaway, gamers were not happy to find out that Activision was placing users in matches specifically designed to influence them to spend more money.

The patent description included the following:

“A system and method is provided that drives microtransactions in multiplayer video games. The system may include a microtransaction to arrange matches to influence game-related purchases. For instance, the system may match a more expert/marquee player with a junior player to encourage the junior player to make game-related purchases of items possessed/used by the marquee player. A junior player may wish to emulate the marquee player by obtaining weapons or other items used by the marquee player.”

Activision responded to criticisms by simply claiming it was “an exploratory patent filed in 2015 by an R&D team working independently” from its game studios. “It has not been implemented in-game,” the company added.

In 2020, players in multiple forums complained that Activision was changing player attributes in real time based on their skill to make individual interactions with other players more competitive. For example, if a better player interacted with a lesser-skilled player, the better player’s accuracy, hit box, aim assist, player health, and damage dealt would be altered to give the lesser-skilled player a better chance.

However, the patents that these claims were linked to no longer appear to be accessible.

Happy gamer, happy developer

To start 2025, Activision is being accused of taking its product in an incredibly eerie direction that includes face scans and fake players.

A YouTuber named PrimePete took a deep dive into some of Activision’s lesser-known patents that expose strange paths the company is taking with its technology.

After pointing to a researcher who seemingly proved Call of Duty: Black Ops was running programs that accessed the user’s camera, the YouTuber discovered an Activision patent that focused on taking two-dimensional facial images in order to generate a three-dimensional image.

An image in the patent describes a video game streamer’s face where the “expressions/reactions and movements” are tracked in real time. Simply put, images of a user’s face are constantly taken to be able to create a 3D model of his face and track his expressions in relation to events that are happening in the game.

In the patent that pushed microtransactions, player satisfaction is mentioned as a factor by which Activision determines if the gamer is enjoying his or her experience.

This “player engagement factor” is calculated in part by a player’s “level of focus,” which is determined, according to the patent, “from camera peripherals, etc., where greater engagement may indicate greater satisfaction.”

Additionally, “biometric factor[s]” are measured, such as “facial expressions, pulse, body language, sweat, etc.”

Return asked Activision if it is accessing user cameras, if it has permission to do so, and if it is accessing user cameras in order to measure facial expressions, body language, or even sweat, as it relates to this patent (US20160005270A1).

Activision did not respond.

Playing in the matrix

Another patent from Activision that hasn’t garnered media attention is titled, “System and method for transparently styling non-player characters in a multiplayer video game.”

This patent specifically describes styling NPCs so that it is “difficult to distinguish between human players and computer-controlled NPCs.”

The NPCs “may be styled to resemble humans” in both their player profiles and their gameplay actions in such a way that players “may not recognize NPCs as non-human, computer-controlled players.”

This would be coupled with limiting the information from player profiles to make it harder to discern if a user is human or computer.

In layman’s terms, in order to tailor a favorable experience for the user, Activision would implement NPCs that appear to be human while also hiding profile information that would make it easier to tell that they are NPCs.

Activision knows how important skill-based matchmaking is, and it has openly tested user experience outcomes with and without matching players based on skill level.

When it doesn't match players of similar skills, Activision claims more players quit and don’t come back.

Specifically curating matches to a user’s skill level using NPCs, without the player realizing it, could result in a significant increase in user retention.

Activision was asked in reference to this patent (US10668381B2) if it intended to have players matched against NPCs that they may not realize aren’t human players and if there would be a scenario where a player would only be playing against NPCs in a multiplayer match.

Activision did not respond.

Using your PC against you

Rounding out the series of patents that are sure to disturb is, “Methods and systems for continuing to execute a simulation after processing resources go offline.”

This patent outlines how an “end user device” can be used to participate in a simulated NPC gameplay session.

An end user device is defined by Law Insider as “any individual computer or mobile device.”

Activision patented a system that identifies end user devices that are still connected to its system but are idle or in a standby state and then uses its customer’s computer to participate in a simulation.

“An end user device may be available to participate when it has sufficient computing capacity, such as when in an idle or standby state,” the patent said. “As such, the system may leverage spare computing capacity of networked end user devices to execute NPCs at networked end user devices during a simulation.”

The reason provided was to recreate real-world conditions that affect gameplay, like connection quality and device capabilities.

If this is the case, Activision would be using gamers’ available computer power to run simulations for the company’s benefit.

Return asked Activision about the patent (US11896905B2) and whether or not the company is using its customers’ computing power to execute a simulation or conduct any other activities/run any programs the user typically wouldn’t expect.

The company was also asked where in the terms and conditions gamers agreed to such usage of the end user device.

Activision did not respond.

All of the cited patents are still listed as “active” and have an expiry date no earlier than the end of 2034, with the patent related to leveraging user end devices approved in just February 2024.

It would be reasonable to conclude from all of this information that Activision is working against its own customers.

The summation of all the expressed and intended use of these patents would be that the developer is actively monitoring its users, leveraging users' computing power, and creating a system of NPCs that are indistinguishable from humans in order to have the customer use the product longer and purchase more items.

The result on the surface would be a happy gamer who is great at a game that he plays a lot and who occasionally makes a purchase on the platform.

The grim reality is actually of a gamer who plays in an artificial environment in order to have the extraction of his income and time optimized, while his own computer is used to determine how that can be best accomplished.

Hollywood killed Indiana Jones. Great Circle resurrected him for fortune and glory.



Over the years, Dr. Henry Jones Jr. has redlined many a golden map by way of stolen automobile or unreliable aircraft; clobbered his fair share of goons in exotic locales; tilted his fedora at damsels in distress and femme fatales alike; and maintained an unreasonably Hobbesian skepticism about the supernatural despite repeatedly witnessing otherworldly forces teaching bad men bloody lessons about humility.

Some of Jones' adventures are memorable — the boulder, the burning heart, the mine cart chase, the judging knight, "no ticket" — while others aren't worth the celluloid or choose-your-own-adventure pulp they were printed on. Thanks to director James Mangold, "The Adventures of Young Indiana Jones" is now a little farther from the bottom of that list.

Voss figures this key will initiate the ark — Noah's, not the Israelites' — thereby enabling the Third Reich to initiate a blitzkrieg wherever Berlin wants, whenever it wants.

Two years after blowing up James Bond, Hollywood trotted out a geriatric Jones in 2023 to play an untuned second fiddle in his own film, Mangold's "Indiana Jones and the Dial of Destiny." That disaster of a film, which embraced science fiction rather than going the proven cult/religion route, wasn't just more silver-screen iconoclasm; it was an execution.

Indiana Jones has, however, been resurrected.

MachineGames — the developer behind the Nazi-killing blockbusters Wolfenstein: The New Order and Wolfenstein II: The New Colossus — did what Hollywood couldn't or wouldn't do: make an "Indiana Jones" title that feels like a faithful companion to the original three films.

While Fate of Atlantis was exceptional and Infernal Machine remains near and dear to my heart — a title that had indianajoes6@hotmail.com beg his parents to buy their first 3D accelerator in 1999 — Indiana Jones and the Great Circle is far and away the best game in the franchise.

Great Circle, which is set between "Raiders of the Lost Ark" and "Indiana Jones and the Last Crusade," pits Jones against Italian fascists and a monomaniacal Nazi archeologist, Indy's old rival Emmerich Voss, in a race to uncover the Old Testament link between various artifacts of local spiritual significance that have recently been snatched up around the globe.

The Blackshirts who unwittingly leave restorative meals, cash, and weapons sitting unattended for Indy are digging up the Third World in search of the remaining components of a God-given key. Voss figures this key will initiate the ark — Noah's, not the Israelites' — thereby enabling the Third Reich to initiate a blitzkrieg wherever Berlin wants, whenever it wants.

It was an immersion-killer on a few occasions, such as when Lombardi popped a squat next to a pair of jackboots and shout-whispered at me.

Of course, Jones doesn't want to see that happen but also appears willing to risk everything for the sake of his curiosity. The great circle's secrets never stood a chance in the war between the competing egos.

You have to contend with far more than a bespectacled Jerry, Italian jackboots, booby traps, and snakes while punching, whipping, shooting, and puzzling as Jones in the first person.

Just as the Brotherhood of the Cruciform Sword sought to protect the Holy Grail in "Last Crusade," there is a secret order in the great circle committed to keeping the various components of God's covenantal gift undisturbed. While similarly bearing tattoos, these protectors operating behind the scenes in Vatican City, Giza, and elsewhere are giants; specifically, the Nephilim referred to in Genesis and Numbers. The overarching story of their fall from grace raises the overall stakes while also projecting greater mystery into the game's Egyptian, Iraqi, and Roman subterranes. One of these Adamic-speaking giants, Locus, manages to be a big problem for both Jones and the fascists.

 Image courtesy of Bethesda

Since Locus is better at delivering punches than exposition, the game leans heavily on another character whom some critics might write off as something of a Mary Sue.

Jones' girlboss traveling companion, an Italian reporter named Gina Lombardi, is a solid mix of Elsa Schneider from "Last Crusade" and Marion Ravenwood from "Raiders."

My issue with Lombardi was not the writers' patent desperation to emphasize at every available opportunity her equality in thought and ability to Jones, versus a Willie Scott type, but rather her ability to bumble around and into enemy characters without being detected on stealth missions. Although a minor game design issue, it was an immersion-killer on a few occasions, such as when Lombardi popped a squat next to a pair of jackboots and shout-whispered at me as I tried stealing into the desert office of some fascist muckety-muck.

For all of her missteps, Lombardi does manage to leap into the narrative breach left by absent secondary personalities Marcus Brody and Sallah, firing off some great lines, helping on occasion, and affording Indy an opportunity to showcase his charm.

Jones' charm comes across sonically thanks to Troy Baker, who previously voiced the lead in the Indiana Jones knockoff Uncharted 4: Thief's End as well as the protagonist in the Last of Us game franchise.

You can race to your next primary objective when headed upriver or jump off on numerous shorelines on a whim in search of fortune and glory

To avoid the cognitive dissonance of looking at a young Harrison Ford but hearing someone else's voice, however closely matched, MachineGames eases in the player at the outset with a near-perfect shot-for-shot re-creation of the opening temple scene from "Raiders." While this sequence — complete with tarantulas and darts — familiarizes the player with the game mechanics, it has a Mandela effect, bringing Baker's voice into the original and having it briefly accepted as that which tells the freshly speared traitor, "Adios, stupido."

Jones sounds the part and, for the most part, looks the part. MachineGames did a great job capturing the younger Ford's likeness, but its ambitions in letting the character emote sometimes leave Indy looking outright psychotic — a trait better left to his foil.

 Image courtesy of Bethesda

Voss, one of the few enemies who has the good sense to call out Lombardi for sneaking around, is more a background threat than a frontline danger. Nevertheless, his presence is felt throughout the game. Although the swastika on his shirt does the heavy lifting in terms of characterization, Voss' Freudian psychobabble and exaggerated gesticulations, accompanied by Marios Gavrilis' voice acting, make the character fun to hate.

Although there are numerous callbacks to scenes from the original trilogy — at one point you fly through the Obi-Wan Club in Shanghai and hear Indy remark, "Lao Che won't be happy!" — the lore is fresh and brilliantly disclosed to the player through Jerk Gustafsson's well-directed cinematics, side quests, discoverable items and texts, and NPC dialogue.

Great Circle delivers fast-paced excitement in its closed-game sequences but also rewards treasure hunters for careful study in the open-world environments. For instance, when in Thailand, you can race to your next primary objective when headed upriver or jump off on numerous shorelines on a whim in search of fortune and glory. There are similar opportunities for exploration in the game's other locales, including in a Nazi warship high up in the Himalayas, in a Shanghai newly bombed by the Japanese, in Roman catacombs, and in false-floored Egyptian temples.

While the inability to manually save progress might prompt you to try in a moment of frustration, don't expect to stack bodies like cordwood, B.J. Blazkowicz-style, in Great Circle. The game is, after all, largely stealth-oriented. Even if you manage to grab a rifle or load your six-shooter, there's not enough lead for what ails you. Over the course of the 20-30 hours that you'll play the game, much of it will consist of sneaking, climbing, and swinging. That said, the more you upgrade Jones' skills, the more damage you'll do when throwing down with two-footed hindrances and the less time you'll have to spend lurking in the shadows.

The tagline for "Temple of Doom" was "If adventure has a name, it must be Indiana Jones." A lot of words came to mind when watching the fourth and fifth films, and "adventure" was not one of them. MachineGames, on the other hand, has produced something warranting the tagline and in the process has revived the character and the franchise.

The professor who cracks books and skulls, who has a knack for ending up a captive witness to his foes' hard-won consumption by their obsessions, and who named himself after the dog is no longer a punch line in some Hollywood anti-fan fiction but a hero renewed. Hats off to the developer. Hat back on, Indy.

How Pokémon Go made you an unpaid employee for years



Pokémon Go creators told users they wanted them to catch all 1,025 characters in a fun, augmented-reality version of their cities. What they actually wanted was an army of bots to take pictures for them all over the world to help develop their product.

Niantic L, the former Google subsidiary that created Pokémon Go, has used gamers to contribute to its mass library of images for nearly a decade in order to hone its artificial intelligence mapping models.

A country essentially has no choice but to participate in espionage in its own streets.

Users contributed to Niantic’s “Scaniverse” by enabling an option in Pokémon Go that would place the adorable monsters in the user’s real world so that when a user looked at their phone, it appeared as if the Pokémon character was standing on their street, in their park, or at the local store.

Niantic said this feature was “completely optional,” and people had to “visit a specific publicly-accessible location and click to scan.”

Despite the feature being optional, the product’s volume of downloads (anywhere between 600 million to one billion) has allowed for more than enough data to extrapolated.

“We have trained more than 50 million neural networks, with more than 150 trillion parameters, enabling operation in over a million locations,” Niantic boasted in a blog post. “We receive about 1 million fresh scans each week, each containing hundreds of discrete images.”

That blog post was edited after a slew of bad press, and added, “Merely walking around playing our games does not train an AI model.”

It’s not clear however, what exactly a “discrete” image means.

The real product

Niantic’s Large Geospatial Model could seemingly be used as a competitor to, or addition to, Google Street View/Google Maps.

Where Google Maps may be able to show users the front of a monument or the entrance to a park, Pokémon Go trained its AI model with thousands of images — from single locations — to precisely determine the terrain, dimensions, and maneuverability of an area.

The true meaning behind Pokémon Go’s scraping of user data does not seem to be to know where players are going or who they’re with, it’s simply that Niantic seemingly wanted to find a way to have tens of millions of people develop it product for it.

The price for Pokémon licensing pales in comparison to having limitless employees around the world, who love their jobs yet at the same time don’t when they are working.

“Pokémon Go is just the beginning,” Return’s James Poulos said. “When it comes to the high-tech grey zone of interactive digital overlays, this fast-evolving frontier mixes and blurs military intelligence and law enforcement data with commercial and recreational applications.”

It seems obvious that Niantic is moving toward using this data for augmented-reality glasses and further personalizing user experience in a new form of consumerism. The same way social media platforms or Amazon use a unique advertising ID to suggest that new pair of mittens, Niantic hopes its AI model will not only “help with navigation” but also guide users through the world, answer questions, and provide “personalized recommendations.”

Having a complex understanding of environments will allegedly give people the opportunity to be more “informed and engaged with their surroundings,” the company also claimed.

Why they need you

Niantic explained that without users, it wouldn’t be able to piece together proper measurements and unseen sides of any given object or location.

For example, Niantic revealed that its geospatial model is unable to properly navigate winding streets in an old European town, where elevation fluctuates and objects have unidentical sides.

The company explained, “Appearance changes based on time of day and season ... the shape of many man-made objects follow specific rules of symmetry or other generic types of layouts — often dependent on the geographic region.”

Much of the task, kicked to the consumer, has been finding a way to see what objects or locations look like from different angles. This “spatial understanding” is nearly impossible from satellite images, street view cameras, or AI models, especially for off-the-road locations.

This inability to visualize “missing parts of a scene” was indeed the missing link for Niantic to properly place objects using augmented reality or even send a robot through unmapped terrain.

Eerily, the latter will help autonomous bots navigate these off-road locations.

“The robots are coming,” Poulos explained. “While citizens will doubtlessly seek out boundaries where humanoid machines don’t tread, in the meantime, they need internal guidelines for navigating the physical world, and they need them fast.”

“Slurping up data provided en masse by unsuspecting augmented-reality players is a logical place to turn,” Poulos added.

Much like Mark Zuckerberg’s Meta, Niantic is hoping the future coincides with AR glasses. Along with that comes the need to be able to recognize and place things in the real world.

The company even referred this connection to the real world as the “future operating system.”

What could go wrong?

When asked about a possible military application for its geospatial model, Niantic’s senior vice president of engineering, Brian McClendon, said he could “definitely see it.”

“I think the question is would there be anything that they would do with it that would be outside of what a consumer or a Bellingcat want to do with it,” he added, according to 404 Media.

One obvious application in war time would be using an enemy’s spatial mapping against them. If one country had its every nook and cranny mapped out, that data could be sold to a foe to develop a complex understanding of that country’s terrain.

This would make a grand strategy far easier to implement for nations with this information that those without such information.

However, McClendon said such use would “obviously” be an issue if it was “adding amplitude to war.”

He then noted the project is “months or even years away” from any kind of product but failed to answer whether or not the user data would be sold.

"There will be important questions that arise and we’ll tackle those responsibly and thoughtfully."

Niantic’s team, unlike many in the upper echelon of the tech space, doesn’t seem to have any direct ties to intelligence agencies; CEO John Hanke, art director Dennis Hwang, director Tatsuo Nomura, and the aforementioned McClendon are all former Google employees and Silicon Valley veterans.

While this data seems poised for nefarious use, as it stands, all signs point toward ruthless capitalism.

"Unfortunately, you're going to see more and more of this in the AI era,” said Josh Centers, editor in chief of Unprepared.life.

“Tech companies have been collecting stockpiles of random data for years, often unsure of what to do with it. Now, the answer is obvious: Feed it to a [language model] and see what it comes up with."

This collection of data gives a multinational corporation seemingly more power, in at least one sense, than a government or standing army. A country essentially has no choice but to participate in espionage in its own streets.

Most countries, anyway; Russia didn’t seem to approve of the notion of Pokémon Go from the start, as in 2016 it pushed out its own version of the app focusing on Russian culture and history.

Niantic eventually pulled Pokémon Go from Russia and Belarus in 2022, allegedly in response to the war in Ukraine.

It’s entirely possible, however, that Russia didn’t want it in the first place. Did it know?

New Policy From ‘League Of Legends’ Developer Puts Gamers’ Free Speech In Jeopardy

[rebelmouse-proxy-image https://thefederalist.com/wp-content/uploads/2024/12/Screenshot-2024-12-06-at-4.22.15 PM-1200x675.png crop_info="%7B%22image%22%3A%20%22https%3A//thefederalist.com/wp-content/uploads/2024/12/Screenshot-2024-12-06-at-4.22.15%5Cu202fPM-1200x675.png%22%7D" expand=1]Riot Games announced it plans to punish players in-game for alleged violations that occurred on non-Riot services.

After year of woke disasters, Ubisoft reportedly seeking a buyout from Chinese shareholders



Canadian video game developer Ubisoft is reportedly seeking a buyout from its minority shareholders to avoid a hostile takeover, according to inside sources.

A report by Reuters cited "two people familiar with the matter" who requested to remain anonymous to provide the details.

The Guillemot family, the founders and largest shareholders (15%) in Ubisoft, have allegedly been in talks with the second-largest shareholder in the company, Tencent (9.99%), to organize a buyout.

Tencent is a giant, multinational media corporation headquartered in Shenzhen, China. It owns shares in over 30 gaming companies across the world, owning more than a third of studios like Epic Games and Shift Up. Tencent also wholly owns Riot Games out of Los Angeles, which created the ultra-popular League of Legends game.

The rumors allege that other minority shareholders, such as AJ Investments, have been nudging the founding family to take the company private or sell it off to a strategic investor.

The Guillemots would reportedly like to maintain control of the company, but Tencent has yet to decide whether or not it wants to increase its stake. Tencent has apparently asked for greater decision-making power in the boardroom including in regard to where cash flow is distributed. The Chinese company is hoping to avoid a hostile takeover by other investors who are unhappy with the company's drop in stock prices.

As of the time of this writing, Ubisoft stock prices have dropped by nearly 50% in the last year, falling from almost $25 per share in December 2023 down to around $13.30 in December 2024.

'We have utterly crushed this corrupt, gamer hating studio.'

Ubisoft has been mired in controversy for almost all of 2024, which has led to extremely sour tastes in the mouths of gamers and even poorer sales.

The company started off the year with marketing executive Philippe Tremblay saying consumers need to get used to not owning their video games in order to move the market in a direction that is focused on subscription-based access.

In April, developers of Star Wars Outlaws denounced oppression and inequality in a series of cringeworthy public statements meant to appeal to progressive audiences. Upon its release, Ubisoft said its sales were "softer than expected," admitting to just 1 million copies sold, which was incredibly low for a budget of approximately $250 million.

In July, the company's newest Assassin's Creed game faced relentless backlash for fabricating a story about a black samurai and making the character the face of the game. Assassin's Creed Shadows was eventually delayed until February 2025 as outrage spiraled online.

Game developer Mark Kern, who has led a crusade against forced diversity in video games in recent years, called Ubisoft one of the "most infected" studios in terms of heartless platitudes.

"[They] tried to make you love Star Wars Outlaws, and tried to virtue signal with Assassin's Creed Shadows."

Kern added, "You fought. We fought. And now, we have utterly crushed this corrupt, gamer hating studio."

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New ‘Dragon Age’ Video Game Indulges Trans Delusion With Avatar ‘Top Surgery Scars’ Option

[rebelmouse-proxy-image https://thefederalist.com/wp-content/uploads/2024/09/Screenshot-2024-09-24-at-11.19.45 AM-1200x675.png crop_info="%7B%22image%22%3A%20%22https%3A//thefederalist.com/wp-content/uploads/2024/09/Screenshot-2024-09-24-at-11.19.45%5Cu202fAM-1200x675.png%22%7D" expand=1]The transgender character creation elements in 'Dragon Age: Veilguard' reveal the left’s pathetic obsession with self-victimization and identity politics.