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.

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



Illegal aliens are in the crosshairs of Immigration and Customs Enforcement agents — even in the video game world.

Users of the massively popular online game Roblox are not only performing in-game raids on "illegals," but they are also facing anti-ICE protests in the game's fictional streets.

'This is the only thing we can turn to.'

In Roblox, gamers can design virtually anything in a scaled-down, pixelated 3D world, leading to intricate gardens, basketball courts, or, in this case, federal agents sweeping facilities for illegal immigrants.

"Kids are cosplaying as ICE agents in Roblox, staging raids on fellow players who they deem illegal," reporter Taylor Lorenz wrote on X. "Hundreds of kids are also protesting ICE in rallies across Brookhaven, Roblox's most popular experience."

In one staged scenario, ICE agents raid a Roblox version of a chicken restaurant called Los Pollos Hermanos found in the hit TV show "Breaking Bad."

A firefight ensues, and ICE makes arrests of several employees.

RELATED: Antifa mobilizes in the Pacific Northwest to attack DHS locations and agents

Other videos posted to TikTok show a raid on a character in his bedroom at the hands of just one ICE agent with a baseball bat, while another shows an organized anti-ICE protest, complete with signs that say "F Ice," likely because curse words are not allowed on the platform.

Lorenz spoke to a 17-year-old who she said "organized the largest anti-ICE protest in Roblox," which featured burning police cars and Roblox characters holding Mexican flags while battling police.

"A lot of young people really want to protest and put their words and beliefs out there but are unable to," the child told Lorenz. "So this is the only thing we can turn to."

At least six more in-game anti-ICE protests were being organized, according to the teen. Most of the action has reportedly happened in "Brookhaven," the most popular server in Roblox, which has seen upwards of one million users at one time.

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

Police and National Guard troops take measures as thousands of anti-ICE protesters are gathered outside of the Federal Building in Los Angeles, California, on June 9, 2025, amid protests over immigration raids. Photo by Tayfun Coskun/Anadolu via Getty Images

Blaze News previously reported on Roblox's enormous user base last year, about 58% of which were under the age of 16, equating to around 46 million children on the platform.

However, Roblox has strict safety measures and a history of taking serious precautions to protect children.

Roblox did not respond to a request for comment regarding whether or not in-game scenarios like the protests and raids went against their terms of service.

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ChatGPT got 'absolutely wrecked' in chess by 1977 Atari, then claimed it was unfair



OpenAI's artificial intelligence model was defeated by a nearly 50-year-old video game program.

Citrix software engineer Robert Caruso posted about the showdown between the AI and the old tech on LinkedIn, where he explained that he pitted OpenAI's ChatGPT against a 1970s chess emulator, meaning a version of the game ported into a computer.

'ChatGPT got absolutely wrecked on the beginner level.'

The chess game was simply titled Video Chess and was released in 1979 on the Atari 2600, which launched in 1977.

According to Caruso, ChatGPT was given a board layout to identify the chess pieces but quickly became confused, mistook "rooks for bishops," and repeatedly lost track of where the chess pieces were.

ChatGPT even blamed the Atari icons for its loss, claiming they were "too abstract to recognize."

RELATED: OpenAI sabotaged commands to prevent itself from being shut off

Photo by Foto Olimpik/NurPhoto via Getty Images

The AI chatbot did not fare any better after the game was switched to standard chess notation, either, and still made enough "blunders" to get "laughed out of a 3rd grade chess club," Caruso wrote on LinkedIn.

Caruso revealed not only that the AI performed especially poorly, but that it had actually requested to play the game.

"ChatGPT got absolutely wrecked on the beginner level. This was after a conversation we had regarding the history of AI in Chess which led to it volunteering to play Atari Chess. It wanted to find out how quickly it could beat a game that only thinks 1-2 moves ahead on a 1.19 MHz CPU."

Atari's decades-old tech humbly performed its duty using just an 8-bit engine, Caruso explained.

The engineer described Atari's gameplay as "brute-force board evaluation" using 1977-era "stubbornness."

"For 90 minutes, I had to stop [Chat GPT] from making awful moves and correct its board awareness multiple times per turn."

The OpenAI bot continued to justify its poor play, allegedly "promising" it would improve "if we just started over."

Eventually, the AI "knew it was beat" and conceded to the Atari program.

RELATED: Who's stealing your data, the left or the right?

The Atari 2600 was a landmark video game console known predominantly for games like Pong, but also Pac-Man and Indy 500.

By 1980, Atari had sold a whopping 8 million units, according to Medium.

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They can be mean, you can't: Streamer JasonR explains the rejection of woke gaming



It is against Twitch’s streaming rules to say the word “ho,” but it is not against the platform’s rules to promote yourself as one.

Ask Jason Ruchelski, aka JasonR.

'The Twitch front page is a bunch of girls twerking and dudes throwing money at them. You used to have to be funny!'

Search the name of this massive video game streamer with nearly 900,000 followers, and it is likely that along with his Twitch page, his past controversies are among the first results to appear.

What did the streamer do, exactly?

Ho no

Ruchelski was accused, tried, and convicted of simply not wanting to play a video game.

It is not a trick statement or something that could be deemed as misleading by an online fact-checker. The claims against Ruchelski that are unironically pinned to him by his biggest detractors are as straightforward as it gets.

“I said hoes,” Ruchelski told Blaze News with a smile.

The father of two explained that in reference to women who showcase their bodies as the focal point of their video game streams, he said, “Be careful, these girl streamers, they're hoes, man.”

Forbidden speech

Ruchelski was hit with a ban from the Twitch platform for specifically using the derogatory term, as it was considered forbidden speech.

“They literally titled the email ‘hoes.’ They said, ‘You’re not allowed to call people hoes, it is deemed hate speech,' and I was banned for 15 days.”

The top Reddit thread for this event — yes, such a thing exists — does not dispute these simple facts, but rather it claims this nearly 7-year-old comment is indicative of a pattern of JasonR’s “sexist behavior.”

RELATED: Can ditching DEI save the failing video game industry?

Peter Nicholls/Getty Images

Therefore, it was entirely predictable by the oracle-like Redditors that Ruchelski would lash out in a second instance of “misogynistic” behavior when he engaged in the hateful act of not wanting to play a video game.

'Toxic coping mechanism'

Yes, Ruchelski’s name has been battered around online for years over the horrendous crime of either “dodging (or exiting) a game” when he recognized a provocative female streamer or simply muting the female player.

Ruchelski’s apparent apostasy from the streaming community even garnered attention from Imane Anys, a streamer with over 9,000,000 followers of her own under “Pokimane.”

Anys called Ruchelski’s actions a “toxic coping mechanism” that signaled that his wife did not trust him.

Needless to say, the attention to Ruchelski’s supposed ecrimes resulted in a bevy of attacks and even “a ridiculous amount” of death threats along with attacks directed at his wife.

To this day, the streamer explained, he still has random drop-ins to his streams calling him “sexist” or “misogynist.”

The gaming industry is changing, though, rapidly.

Flop shops

Massive flops from massive gaming studios are becoming the norm, even for some of the most popular intellectual properties. A “Suicide Squad” game lost Warner Brothers $200 million; Unknown9: Awakening lost its studio more than $100 million after its lead actress boasted about the game’s diversity. Sony even closed a studio and ate hundreds of millions in losses after a diversity-laden game shut down after just two weeks — all of this within the last year.

Also in 2024, a community of more than 475,000 popped up on the gaming platform Steam, all centered on the rejection of diversity and inclusion in video games.

Moreover, where Ruchelski may formerly have been on the defensive, his sentiments have changed to where attacks on his character are more revealing of his critics than they are of him.

“What happened is happening all the time now, and it's not that people believe someone is actually sexist or someone is actually racist,” Ruchelski explained. “They’re manipulating audiences because that’s what people want to see.”

Ruchelski is convinced that some of his harshest critics would be polite and passive in real life and would not care about any of the claims made about him online. But “sexist this, racist that” is what drives a lot of people’s paychecks, he believes.

Pendulum swings

The pendulum is swinging, and fast, according to investigative journalist and avid Counter-Strike player Mocha Bezirgan.

RELATED: GamerGate at 10: What did it mean, and why do we still care?

seamartini/Drew Angerer/John Lamparski/Getty Images

The reporter said that the court of public opinion on provocative female streamers has changed also, and these characters have quickly lost respect from audiences when they seem unwilling or unable to have conversations on tough subjects rather than point to vague notions of sexism.

“In my past as a popular short film producer, I’ve crossed paths with female streamers in different capacities,” he told Blaze News. Bezirgan’s shorts were actually seen by millions in Turkey, launching him into star status in the country.

“They were not necessarily good at video games, but were good businesswomen profiting from the sexual hunger of men,” he continued. “It’s not an industry that I respect, but the audience is changing.”

Ruchelski’s past supposed crimes are indicative of a time when online discourse, specifically in the gaming community, was stuck in a rut, but now it is digging itself out.

“What the hell happened to the content?” Ruchelski asked rhetorically.

“The Twitch front page is a bunch of girls twerking and dudes throwing money at them. You used to have to be funny!” he raged sarcastically.

Thinking for themselves

But there has been a shift, he emphasized. Curiosity for Ruchelski’s story has grown recently, as have the collective raised eyebrows of his followers, who are typically apolitical.

What used to be an inundation of questions about his alleged controversies are increasingly being replaced with inquiries like, “What is this cancel culture?” and “Why are they saying this about you?”

“I think it was kind of a combination of Elon Musk and Trump. [These events] are kind of making people finally think for themselves a little bit more than before.”

The streamer is open to these conversations, seemingly more than ever before, and so are other gamers.

Meet the man building the Christian answer to Fortnite



The word “programming” gets tossed around often when talking about TV — and it carries two meanings. One is obvious. The other is more insidious.

What you and your kids watch is programming. Not just what’s on the screen, but what’s being impressed upon them.

To some people, especially tech giants like Google, the message of the Bible runs counter to much of what they are pushing onto kids today.

The same can be said about the video games children play. And in many cases, it’s worse. Far too many video games marketed to children numb them to violence or undermine traditional values. This isn't just a game. Kids inured to violence grow into adults inured to violence. Children taught to regard other people as objects — whether as targets in a first-person shooter game or as targets of lascivious attention — tend to grow into morally calloused adults.

These kinds of games, like the smartphones and tablets they’re played on, are everywhere. It seems every kid has either one or both devices, making it difficult for parents to protect them or prevent access to violent, unwholesome material, including interactive online games.

Some of these platforms offer more than just harmful ideas. Predators have been known to use online games to reach unsuspecting children by disguising themselves as other players.

A new solution

But what can parents do?

Parental controls only go so far, and today’s tech-savvy kids often know more about computers and the internet by the time they’re 13 than their parents ever will. Taking away devices is a clumsy — and worse, ineffective — tool. Your kids’ friends almost certainly have devices, and access to them can circumvent any boundaries you try to set at home.

One thing parents can do is provide their kids with an alternative.

Enter TruPlay, a new gaming platform created by Brent Dusing to bring “high-quality, fun, and biblically sound” entertainment to kids.

Dusing, a Harvard graduate and pioneer in Christian gaming through his previous venture, Lightside Games (which reached over 7 million players worldwide), also serves on the board of Promise Keepers — the organization dedicated to “Making Dads Great Again.”

The TruPlay suite of apps includes Bible-based games, such as “King David’s Battles,” which allows kids to role-play biblical characters. The Comics and Videos app illustrates scriptural themes in a graphic novel, similar in theme to “The Dark Knight Rises” but without the darkness. Other games resemble classic hits like the iconic block-building game Tetris — but using stained glass pieces instead.

Counterprogramming vs. censorship

This, too, isn't a game. It's counterprogramming.

Dusing says "there’s a lot of awful content" out there and “almost nothing … delivers God’s truth or hope or joy or Jesus Christ to children at all in the gaming space.” In fact, anything that dares to mention Jesus or the Bible, whether in gaming or any other space, without mocking it, is itself mocked. Compare that to the media frenzy around the release of a new first-person shooter. Coverage is wall-to-wall, as if it were the second coming.

But wholesome, family-friendly platforms like TruPlay get crickets — and sometimes worse than crickets.

According to Dusing, Big Tech platforms like Google have blocked or limited the visibility of TruPlay ads, claiming "sensitive interest" as the justification — as if promoting Jesus and biblical values were somehow dangerous.

To some, it is.

To some people, especially tech giants like Google, the message of the Bible runs counter to much of what they are pushing onto kids today — including, in some cases, the explicitly demonic, as opposed to an action game about King David or an adventure game about a little girl who believes in Jesus.

Dusing says TruPlay is being suppressed by Google because "the algorithms themselves view the content we make, encouraging biblically inspired games for children, as a threat."

RELATED: Can ditching DEI save the failing video game industry?

gremlin via iStock/Getty Images

Of course it is — and that's precisely the point.

"There has been this sea change generationally in America — and really throughout the world — of people playing games as a common part of entertainment and cultural understanding,” Dusing says.

Indeed.

We went from innocent, fun games like “Space Invaders” and “Pac-Man” to hyper-realistic first-person shooter games like “Call of Duty,”designed to realistically convey what it's like to shoot another human being. Games like “Grand Theft Auto” make sport out of stealing, and games like “Doom” and “Quake” present satanic material as “fun.”

It’s a cultural rip current — pulling kids along while they don't even realize they’re in the water. And here we are.

“What world do we live in where fun, inspirational games with Christian principles are offensive but sexual content for small children, including sex trafficking, is permitted with no problems on Google?” Dusing asks.

It's a question that demands answers.

TruPlay’s response is "to transform generations of children in such a profound way that it will shape culture” in a different direction.

‘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.

Chicken-chucking, screaming teens just might save Hollywood



Upon its release earlier this month, “A Minecraft Movie” exploded onto the scene in more ways than one. On a positive note, the film has drawn large audiences to once-empty cinemas and is on track to earn more than $1 billion globally — a welcome vital sign for the American film industry after its decline during the COVID-19 pandemic.

Unfortunately, “Minecraft” has also sparked literal explosions of chaos in theaters. Fans, overcome with excitement at scenes like a baby zombie riding a chicken or the introduction of Jack Black’s character, Steve, have reportedly screamed, hurled popcorn and toilet paper, and even tossed live chickens at the screen — leaving staff with colossal messes to clean up afterward.

For most Zoomers, passionate moments of shared interest and fun are virtually nonexistent.

According to my high school students who watched the movie and could explain this bizarre behavior, these outbursts came from people who actually liked the movie. Reading through the mediocre movie reviews, I assumed that fans were disappointed and consequently engaged in shameless hooliganism. Quite the opposite. They were expressing their excitement at the movie’s many references and Easter eggs to the beloved video game.

Reckless or simply fun?

Of course, causing a public ruckus raises concerns about today’s youths who react so strongly to an otherwise silly movie. Such outbursts suggest that the younger Zoomers have pent-up rage, lacking healthy outlets for their aggression. The recent TV series “Adolescence,” which controversially portrayed radicalized youth engaging in violent acts, may have struck closer to the truth than we’d like to admit.

Then again, there might be a good reason to see these rampant outbursts as a salutary development. Not only are young people going to movie theaters and thereby reviving a moribund entertainment industry, but they are also charging a previously stagnant environment with some much-needed energy. This isn’t the glassy-eyed, TikTok-scrolling crowd we’ve come to expect. These lively crowds of young people are sharing an intense moment with a piece of entertainment they all love — not Beatlemania, but “Minecraft mania.”

Dwindling social outlets

Older generations, which have their own experience with various social crazes that brought them and their peers together in effusive exuberance, may not understand just how special this is for young people today.

Previous generations enjoyed countless concerts, movies, video games, and even books that routinely brought together fan communities that frequently became rowdy and occasionally chaotic — and hardly any of it, even for Millennials, was coordinated through online social media.

As a Millennial myself who’s about to turn 40, I remember the insanity at the cinema when the original “Star Wars” trilogy was re-released in anticipation of the prequels. People gasped and cried when they saw a remastered Han Solo or Luke Skywalker. I can also recall driving by bookstores — before Amazon put most of them out of business — observing the long lines of “Harry Potter” devotees decked in their Hogwarts uniforms, eagerly anticipating the next book in the series. More recently, similar fan frenzies were seen with the latest Taylor Swift concert or “Avengers” movies.

At the time, I pitied these nerds who, for all appearances, lost their minds over something seemingly insubstantial. Now, I envy them and yearn for a return to this kind of enthusiasm.

These days, pop culture has become hyper-individualized and mediated through online streaming and social media platforms. Algorithms, not authenticity, inform everyone’s taste. Nothing about it is natural or real. For most Zoomers, passionate moments of shared interest and fun are virtually nonexistent.

Zoomers don’t realize that physically gathering with fellow fans is normal and that such events add up to more than the sum of their parts. They represent rare moments of authentic public celebration. Yes, they usually center around some shallow piece of pop-culture fluff, but they generate a collective spirit that only happens when fans are allowed to “nerd out” and let go with one another for a little while.

Welcome ‘Minecraft mania’

The “Minecraft” chicken jockey mania continues this tradition. One of my students told me that watching “Minecraft” in the theater was the most fun he’s ever had at the cinema. He conceded that the movie is mostly Hollywood slop, but the audience’s reactions made it worth the annoyingly high price of admission.

He and his peers should understand the value of sharing experiences with friends and fellow fans. Active participation beats passive consumption on the couch every time.

Let the next cultural craze bring the same energy and excitement — minus the chicken feathers.

Can ditching DEI save the failing video game industry?



Gamergate is back.

At least that's how Wired magazine characterizes the current backlash against DEI in the video game industry. Never mind that the backlash is happening everywhere in the culture — in gaming there's a special name for it.

The failure of Concord may be historic, but it's far from an isolated case. Woke games failing is the norm for the industry.

Just what do people in this "online hate group" do? According to Wired, they express their preference for games "without minorities or queer characters, [with] fictional women they think are attractive, and ... [without] leftist political agendas."

Just like the original Gamergate 10 years ago.

The before times

I'm old enough to remember the original Gamergate. In fact, I was part of it — not that I knew it at the time. Back in the early 2010s, there was nothing political about video games. What mattered was the experience a game created, not the ideology it supposedly represented.

That all went without saying ... until the left showed up.

Suddenly, leftists were everywhere, in what seemed like a concerted effort to capture the industry. Figures like Anita Sarkeesian, Laura Kate Dale, and others came into the public spotlight, decrying video games as "problematic."

Gaming sites such as Kotaku and Polygon — amplified by general interest publications like the Guardian — began calling out the industry as "too white and too male." Games needed to be more "diverse" and "LGBTQ-friendly."

Of course, this was just the latest front in a long-running culture war that had been raging in Hollywood and academia for years. But nobody was there to tell me that. I was in high school, and all I knew was that there were a bunch of annoying people calling me sexist, racist, and every slur in the book just because I wanted my entertainment to be left alone.

And at the time, I thought it would be left alone — eventually. After all, these people were clearly crazy radicals — surely common sense would ultimately win out. Moreover, didn't game companies realize no one wanted these changes? Didn’t they realize they were hurting their bottom line? Go woke, go broke ... right?

Turns out my optimism was a little premature.

A fake revolution

The good news is the people complaining about "Gamergate 2.0" don't seem nearly as energetic as they did a decade ago. Maybe because it's hard to play the oppressed minority now that everyone realizes how fake the DEI revolution was.

Thanks to the DOGE, we are starting to see the extent to which "wokeness" was propped up by the United States government.

Now, we can begin to answer the questions that have puzzled us at least since the debacle that was "Star Wars: The Last Jedi." Why were the vast majority of game studios willing to nonchalantly torch every IP they possessed? Why was every movie production more than happy to burn decades of goodwill and franchise investment? For what reason did our entire culture self-immolate?

It's because the left is essentially one huge, top-down patronage network with billions of taxpayer dollars — our dollars — in its coffers.

Even with the DOGE’s tireless efforts, I don’t think we’ll ever have an idea of the full scope of it all. So much has been coming out so fast, with headlines so insane that they'd seem over-the-top even in satirical publications like the Onion and the Babylon Bee.

And they made us pay for it.

What was it all for?

I’m not saying everything bad that happened was a result of USAID — no, of course not. But what I am saying is billions have been spent funding explicitly leftist causes. And the staggering scale of these networks cannot be overestimated.

Oddly enough, I find myself looking back in melancholy rather than rage at the rampant abuse. What was it all for? I suppose I am a bit burnt out, having fought this fight for years. When I hear of the next scandal, the next outrage, it’s hard for me to muster much more energy than to shrug my shoulders. Every now and again on X, I hear, “The left did WHAT?!”

As a Zoomer in my mid-20s, I roll my eyes. I’ve heard this story a thousand times before, each time more egregious than the last. The left did that? Of course it did. And then I wait for the next scandal.

But I keep coming back to this question: What was it all for?

The case for woke

When the woke activists were shouting for inclusion and diversity, they made two arguments for why we should support their cause.

The first was that wokeness was the moral thing to do — it was the sensible politics of the person "on the right side of history." Any good, decent individual would logically support diversity, inclusion, and leftist ideology. Of course we should make entertainment woke!

The second argument, the one that grates my nerves more, is that video games should be more woke because it would make video games better.

We were going to get a new generation of entertainment that was going to appeal to everyone, games that were more immersive, more mechanically complex. We were going to get stories with deeper, more compelling themes. We were going to get a new wave of protagonists to fall in love with.

And we were going to improve old games by updating them to modern sensibilities. The future was bright, as long as we became more liberal — or so we were assured by every activist whining about the dangers of racism and bigotry.

So how did that turn out?

Look no further than the example of recent mega-flop Concord.

A triple-A disaster

Concord, a "Guardians of the Galaxy"-inspired multiplayer, first-person shooter was what's know in the industry as a "triple-A" game — a high-profile, big-budget project published by a major company — in this case, Sony.

Firewalk Studios developed Concord over eight years. While some dispute the game's reported $400 million budget, it's clear that it was extremely well-funded. It was meant to be a blockbuster, establishing a universe that would sustain sequels and spin-offs for years to come.

It was also a perfect example of the "new" era in gaming leftists have been pushing. It wasn’t just woke, it was painfully woke — right down to the deliberately unattractive character designs (including the option of "top surgery" scars) and irritating pronoun choices.

It was so bad that any reasonable studio exec should’ve known this project was going to fail at first glance.

I don’t want to place all the blame on wokeness. The game design of Concord was bad enough even without the progressive touches, and the market for hero shooters was oversaturated.

Still, it says something that so many people hated the game even before playing it. On launch day, this game that cost hundreds of millions to make had less than 700 players.

For comparison, "Kingdom Come: Deliverance II," a game developed on a $40 million budget, had a concurrent player count of 256,000.

The failure of Concord may be historic, but it's far from an isolated case. Woke games failing is the norm for the industry. I can cite several major examples off the top of my head: Dragon Age: The Veilguard, Mass Effect: Andromeda, Saints Row, Starfield, Star Wars Outlaws, Forspoken, Dustborn, Wolfenstein II, etc., etc.

Now, I’m not arguing that these games failed purely for their politics. What I am saying is that the intrusion of politics is one of the main reasons that the video game industry isfacing titanic collapse.

Going for broke

Ten thousand developers were laid off in 2023 alone, and 2024 was even worse. I’ve frankly lost track of the number of studios shutting down. It seems the bill for aggressive DEI initiatives — for hiring for diversity instead of for talent and competency — has come due.

It’s not only that games are more woke than they have ever been before, it’s also the people making them. I would challenge any person to look at a picture of a famous game studio from 20 years ago and compare it with now. You’ll notice some glaring differences.

In one sense, the liberals have succeeded. The industry in 2025 looks a lot different from the days when it was wall-to-wall boring white guys running the show.

But are gamers better off? Were all of the charges of racism and bigotry and sexism worth it? What about all of the lives ruined and companies bankrupted? Or all the destroyed customer trust? Or the many terrible games that have been released in the past 10 years?

In my opinion, no. The people attempting to drive what remains of the industry into the ground with their delusional, self-centered ideological obsessions no doubt disagree.

NCAA stars ink landmark NIL deals with Nintendo for viral social media campaign



Several NCAA football and basketball stars have signed sponsored deals with Nintendo, including a national champion.

Jeremiah Smith recently won the national title with Ohio State, but that was not until after he accomplished every little boy's dream of being paid to play video games.

Less than a week before the 34-23 win over Notre Dame, Smith dropped a new ad for Nintendo's gaming system the Nintendo Switch, promoting the game Fortnite.

"Practice is done, errands can wait. Got my Nintendo Switch with me," Smith said from the driver's seat of a car.

The new deal is likely the biggest individual video game sponsorship in college sports history, given the short life span of the name, image, and likeness deals that were authorized for NCAA athletes in 2021.

Smith is ranked No. 5 in the country in terms of NIL valuation, earning an estimated $4 million from likeness deals, according to On3. In September 2024, Smith signed a deal with Red Bull, which came a month after he announced a partnership with apparel brand Lululemon.

Those campaigns pale in comparison, though, as the Nintendo ad has nearly 500,000 views on X alone, where Smith has 77,000 followers. The ad was posted on his other social media platforms, where he has a much stronger fan base, too; Smith has more than 150,000 followers on TikTok and a whopping 400,000+ on Instagram.

Other Nintendo partners include Ole Miss quarterback Jaxson Dart, who sports a $1.8 million valuation himself.

Washington running back Jonah Coleman and Georgia receiver Zachariah Branch also announced deals, as did basketball players Jeremy Roach from Baylor and Judea Watkins of USC.

Jonah Coleman, #1 of the Washington HuskiesPhoto by Alika Jenner/Getty Images

All of the partnerships included a deal with Epic Games, which operates a platform that recently won a monumental lawsuit against Google.

Epic Games is the developer of Fortnite, which all the athletes are seen playing in their ads.

In October 2024, a judge issued a ruling in Epic v. Google that forced Google to distribute other third-party app stores within its own app store and allow the other app stores to access its catalog of programs.

It was also ruled that developers would no longer have to pay Google a 30% app tax. Developers were given the option to use payment systems other than Google Play Billing, which saw a 30% commission go to Google for the sale of paid apps and in-app purchases, including subscriptions.

From November 2024 to November 2027, Google will also be required to let Android developers tell users about alternative payment methods, provide download links outside the Play Store, and set their own prices for apps.

Needless to say, these rulings seem to have had a positive impact on Epic Games' ability to market the company.

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EA stock crashes after ultra woke Dragon Age: Origins misses sales target by nearly 50%



Electronic Arts Inc. saw a stark drop in share prices after it announced fiscal projections for 2025 that were much lower than anticipated.

EA said its initial guidance for fiscal year 2025 anticipated "mid-single-digit growth," however, the company did a complete 180-degree turn and is now projecting "a mid-single-digit decline" instead.

Two initiatives were specifically mentioned by the company as the reason for a drop in revenue, with EA blaming its Global Football program for the majority of the loss.

This is in reference to EA FC 25, the brand's flagship soccer game that lost its FIFA partnership in recent years. FIFA has since signed a deal with studio Konami in 2024 for licensing and are rumored to be planning a new game.

While EA's Global Football had two consecutive fiscal years of double-digit growth in sales, in 2024, the sector "experienced a slowdown" of around mid single digits, EA said in a press release.

The other failed project was Dragon Age: Origins, EA's latest dive into extreme wokeness, which missed projections by "nearly 50%" in terms of users at 1.5 million.

As a result of these missed projections, net revenue predictions have dropped since previous reports.

In projections released in October 2024, EA expected net bookings of approximately $2.40 billion to $2.55 billion for the third fiscal quarter of 2025, which ends in March. That projection has been updated to approximately $2.215 billion.

FY 2025 was projected to garner between approximately $7.400 billion to $7.700 billion. That figure has also been updated to a range of $7 billion to $7.150 billion.

"We continued to deliver high-quality games and experiences across our portfolio," CEO of EA Andrew Wilson claimed. "However, Dragon Age and EA SPORTS FC 25 underperformed our net bookings expectations."

Wilson claimed early feedback on the soccer game's latest update was "encouraging" and that the company remains confident in its long-term strategy.

As a result of the new projections, EA's stock prices dropped to its lowest point since early 2020, going from around $142 per share to about $115 per share in a day.

Dragon Age: Origins saw significant backlash in September after fans noticed its overwhelming inclusion of political, and even biological, beliefs in the game's plot and mechanics.

Gender pronoun options featured "they/them," and gender options were also added, including "nonbinary."

Gamers were able to select on or off for "top surgery scars," which specifically refers to transgender surgeries. This is in addition to a second, more general option for scars on the player's body as well as options for cellulite.

The storyline was littered with gender ideology and dialogue that was incredibly specific to certain identities. Not only did the game contain entire cutscenes dedicated to teaching gamers how to correctly use (and apologize for the misuse of) pronouns, it featured plotlines about a character — who is a mythological creature — coming out to her family at dinner as "nonbinary."

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