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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FACT CHECK: No, This Footage Does Not Show Gunfire Over South Korea

FACT CHECK: No, This Footage Does Not Show Gunfire Over South Korea

A post on X claims to show aerial gunfire in South Korea as a result of President Yoon Suk Yeol declaring martial law. Breaking 🚨: South Korea president declares emergency martial law, says measure necessary to protect country from North’s “communist forces.” pic.twitter.com/jS3os5nVrW — AG (@AGCast4) December 3, 2024 Verdict: False The footage is from […]

Conor McGregor removed from Hitman video game after losing sexual assault case



Conor McGregor was removed from popular online game Hitman after he was found liable for sexual assault by a jury in a civil case.

McGregor, who plans to appeal the decision, will have to pay more than $262,000 (€250,000) to the victim. Nikita Hand filed a civil suit in early 2021 alleging that while intoxicated, McGregor and another man, James Lawrence, had sex with her without her consent in 2018. Criminal charges were not pursued.

IO Interactive, the developer of the Hitman game, reacted promptly after the verdict, announcing that it was removing the former UFC champion from the game.

"In light of the recent court ruling regarding Conor McGregor, IO Interactive has made the decision to cease its collaboration with the athlete, effective immediately," the company wrote on X. "We take this matter very seriously and cannot ignore its implications. Consequently, we will begin removing all content featuring Mr. McGregor from our storefronts starting today."

— (@)

McGregor took to his social media the day following the verdict and apologized to his wife.

"People want to hear from me, I needed time. I know I made mistakes. Six years ago, I should have never responded to her outreaches. I should have shut the party down. I should never have stepped out on the woman I love the most in the world," McGregor wrote.

The fighter continued, "That's all on me. As much as I regret it, everything that happened that night was consensual and all the witnesses present swore to that under oath."

McGregor added that he has instructed his legal team to appeal the decision and that he must "move forward," not back.

"I am beyond grateful to my family, friends and supporters all over the world who have stayed by my side. That's it. No more. Getting back to the gym- the fight game awaits!"

— (@)

McGregor is part of a paid, downloadable content pack in which gamers take on a mission to assassinate him before or while he is engaging in a fight to the death against an eccentric billionaire on an island-castle surrounded by an elite secret society.

In recent years, McGregor has had many run-ins with law enforcement across the world. He has engaged in shattering bus windows and allegedly attacked fans in separate incidents in both Florida and Ireland.

He was accused of assaulting an Italian musician in Rome and a woman on his yacht in Spain. Other allegations of sexual assault have been dropped against the fighter, as well.

While it will be interesting to see if the IO Interactive team reinstates McGregor should the verdict be overturned, there will always be questions as to whether or not he should have been included in the game at all if his out-of-the-Octagon troubles were the reason for taking him out.

McGregor has another court battle on the horizon. His former training partner Artem Lobov is suing him over the creation of his popular whiskey Proper Twelve, saying the liquor brand was originally his idea, the Irish Star reported.

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



Eron Gjoni just wanted to expose his ex-girlfriend, game developer Zoë Quinn, as a serial cheater.

The Zoe Post, the gossipy condemnation he posted on August 16, 2014, did just that. It also hinted that Quinn had used her sexual relationships with gaming journalists to advance her career. This lurid speculation quickly metastasized into a widespread consumer revolt/online harassment campaign that soon had its own hashtag: #GamerGate.

GamerGate's refutation of the leftist agenda may have amounted to little more than 'I don't care,' but to many on the left, that was enough to signal fascist insurgency.

A decade later, long after the original controversy has faded away, GamerGate continues to shape the internet in ways nobody could have expected.

'Ethics in video game journalism'

The series of events that played out between August and November 2014 is convoluted, multifaceted, and difficult to plot. There have been dozens of retrospectives, documentaries, books, and even a "Law and Order: SVU" episode tackling the issue, most blatantly biased to one side or the other.

"Ethics in video game journalism" was the rallying cry of the movement. It targeted the perceived progressive ideological capture of industry publications, which supposedly manifested itself in the preferential treatment journalists gave some of the game developers they covered. Within two months, #GamerGate had been tweeted 2 million times on Twitter.

Game developers, journalists, and commentators immediately split into two camps. One side scoffed at Gjoni's allegations as insubstantial due to timeline discrepancies. The woman involved may have cheated, but they argued that her personal relationships with journalists happened after they reported on her and didn’t qualify as journalistic malpractice.

Those who disagreed, many of them gamers, organized massive online campaigns accusing their opponents of corruption. In some cases this devolved into harassment; several major anti-GamerGate figures were doxxed, and one journalist was visited by the Canadian feds after being falsely accused of distributing child pornography.

'Gamers Are Dead'

Within two weeks, the gossipy bedroom drama escalated to a point where dozens of publications allegedly collaborated to release a series of posts known as the “Gamers Are Dead” articles. These argued that the gaming industry should stop appeasing the demographic leading the revolt: bitter white men angry at losing power and attention.

As Gamasutra’s Leigh Alexander wrote, “Gamer isn’t just a dated demographic label that most people increasingly prefer not to use. Gamers are over. That’s why they’re so mad. These obtuse sh**slingers, these wailing hyper-consumers, these childish internet arguers — they are not my audience. They don’t have to be yours.”

While some self-styled leaders of GamerGate abandoned it after a few months, others kept the controversy going, continuing to incorporate fresh accusations of corruption and collusion well into 2015.

Lasting impact?

A decade later, the major figures who gained from GamerGate have all moved on to new projects or focused on different culture war battles. However, the incident is still cited regularly to this day by culture warriors who see it as some sort of watershed moment. Merely searching “GamerGate” on Twitter is enough to find dozens of hours- or days-old posts from progressives continually complaining about its lasting impact. People refuse to stop talking about it.

GamerGate's surface-level impacts are fairly easy to list. It’s done serious damage to the video game industry’s reputation and fed into the decline of online journalism. Several online publications adjusted their ethics policies. It contributed to a schism in the online atheist community that resulted in a significant portion of the community shifting from anti-creationist advocacy to anti-feminist advocacy. It destroyed dozens of careers while launching conservative activists like Milo Yiannopoulos, Vox Day, Mike Cernovich, Ian Miles Chong, and hundreds of pseudonymous YouTubers.

Beyond that, GamerGate is widely viewed as a model for the past decade of online right-wing political activism. Edgy memes, irreverent trolling, and culture jamming — along with support from dissident sections of the internet like Brietbart, Wikileaks, and Infowars — took GamerGate to heights that hadn’t been seen before. Online conservatives have since tried (with varying effectiveness) to conjure up that GamerGate magic in later movements like ComicsGate, the Fandom Menace, the Manosphere, the Alt-Right, the Bud Light boycott, and GamerGate 2.

GamerGate's initial success was met with aggressive pushback from the mainstream media, including CNN, MSNBC, the Washington Post, the New York Times, the New Yorker, the Guardian, BuzzFeed, the Daily Beast, ABC's "Nightline," "The Colbert Report," and Gawker. The Southern Poverty Law Center declared GamerGate a hate group. Former President Jimmy Carter even mentioned GamerGate as an example of violence against women.

The blame game

As a result, progressives have come to see GamerGate as the source of every subsequent decentralized anti-progressive reaction. It has been blamed for everything from Donald Trump’s election, the so-called "Battle of Charlottesville," and the the rise of the QAnon, incel, and men’s rights movements to COVID skepticism, the January 6 "insurrection," anti-transgender backlash, the assault of Nancy Pelosi’s husband, Elon Musk’s Twitter buyout, the Russian invasion of Ukraine, and even Johnny Depp's successful defamation suit against Amber Heard.

To quote a 2022 Axios report,

The far right learned from GamerGate and other online movements how to use social media attacks to achieve real-world political gains in ways that many key institutions — from journalism to government to tech — are still struggling to understand. … Steve Bannon saw firsthand the power of GamerGate while running Breitbart News. Bannon took notes from the gaming controversy as well as from movements on the left, like Occupy, to develop strategies to apply in mainstream politics in Trump's 2016 campaign and from the White House.

Wiredrang in the 10th anniversary of the Zoe Post by arguing that its spirit lives on in contemporary Republican politics. “This same kind of anger and resistance can be seen now in figures like J.D. Vance and Elon Musk, who both decry 'woke-ism' in politics and culture broadly. In interviews, Musk has said that he was motivated to purchase X, formerly Twitter, to fight the 'woke mind virus' that he says is destroying civilization.”

'Kernels of hate'

One day following the January 6 riots, Vox traced the unrest at the Capitol building directly to GamerGate, then indirectly advocated for pre-emptive crackdowns on free speech.

It’s tempting to wonder if we could have stopped GamerGate before it happened, in the years before it coalesced into a systematized movement. Perhaps we could have quashed these kernels of hate with better forum moderation, more serious attention to the problem of misogynistic harassment, and less reliance on the longstanding twin internet wisdoms of "prioritizing free speech" and "starving a troll" until they go away.

Even as the specific events of 2014 fade from memory, GamerGate continues to live rent-free in many people's heads. As the pseudonymous Youtuber ShortFatOtaku argues, GamerGate marked the first time that the predominantly progressive online culture faced a serious culture war battle and partially lost. It traumatized a generation of online progressives, who compensated by spending the last decade spinning conspiracy yarns about how this event was the start of a violent reactionary insurgency that continues to spread to this day. This trauma response continues to haunt the progressive left, which can’t let it go.

Realistically, GamerGate was just the end stage of a decade of internal problems and ideological disagreements bursting in a relatively small online gaming community of tens of thousands of people. It is debatable how much of a real-life impact GamerGate had, given the limited cultural bleed-over between terminally online Millennial gamers and the Boomers who drove Trump’s success. Speaking for myself, a sophomore in college at the time, I was all but totally unaware of the event until years later.

'I don't care'

Key GamerGate figure Carl Benjamin, known online as Sargon of Akkad, reflected on the movement earlier this year. Revisiting the conflict after spending the decade starting a media company, building a family, losing weight, and earning a philosophy degree, he revealed that in hindsight he considers GamerGate to have been largely ineffective. Its attack on a malignant form of identity politics may have been well intended, but its disorganization, dearth of ideas, and overall lack of vision doomed it to failure — just as any movement modeling itself after GamerGate is doomed to fail.

Still, the demonstration that progressives could be pushed back against was enough to traumatize a significant portion of the left. GamerGate's refutation of the leftist agenda may have amounted to little more than "I don’t care," but to many on the left, that was enough to signal fascist insurgency. Moreover, newer post-liberal movements seemed to have learned from GamerGate's failings, whether they acknowledge its influence or not.

Those were the days

Ultimately, GamerGate may just have been the right scandal at the right time; the economic and demographic forces that propelled Donald Trump to victory over Hillary Clinton had been building long before the Zoe Post went viral.

Perhaps the attachment to this ancient contretemps is just nostalgia for a simpler time, both online and off. A visitor to our world from 2014 would confront an utterly disorienting political scene: warmongering Democrats and a Kennedy-endorsed Republican, with neither side able to come to agreement on basic matters of reality.

The hotly contested issues of GamerGate seem quaintly low-stakes now. "Ethics in game journalism"? What divides us in 2024 is far more consequential — and far more intractable.

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.

Blaze News original: Game industry veteran canceled for pro-life views helping Christian developer launch biblical blockbuster



Game developer Bible X, an Oslo-based game studio founded in 2020 as part of BCC media, is developing a semi-open world video game set in ancient Israel that is sure to generate major waves in an industry valued at over $240 billion.

While Gate Zero has multiple distinguishing features, what primarily sets it apart from other titles in the historical adventure genre is that it centers on the most important story worth telling: that of a certain Nazarene whose life, death, and resurrection forever changed the fate of mankind and serve as a reference point by which all nations still mark the years of lesser events.

'I truly believe this game can and likely will be one of the biggest things for spreading the gospel — maybe not just only this game, but the start of what this game is doing — since the printing press.'

Gate Zero is hardly the first faith-based game. However, its developers are set on making it the first proper Christian blockbuster — accomplishing for the medium what "The Chosen" and "The Passion of the Christ" managed for TV and film, respectively.

Blaze News discussed the project with Bible X's head of studio and game designer Arve Solli last year and previewed a compelling prototype of the game, which was then touted as an opportunity to "travel back in time to explore ancient Israel, interact with Gospel stories, and examine the deeper meaning of Jesus' words."

In the months since, Bible X has made several bold moves to maximize quality and impact, including the onboarding of John Gibson, an industry veteran who stepped down as CEO of Tripwire Interactive after radicals targeted him for ruin and exile in 2021 over his support for the unborn.

Solli and Gibson spoke to Blaze News this week about mainstreaming the Bible in the video game industry, the current state of the game, Bible X's fundraising efforts stateside, and remaining obstacles.

From exile to Bible X

Bible X announced in January that Gibson had joined the team as executive game consultant.

Gibson indicated that while the opportunity was providential, his path to accept it was anything but smooth or direct.

"It was kind of funny. Every time I opened social media, I was seeing ads for the game Gate Zero. It was like God was tapping me on the shoulder saying, 'You should check this out.' And I kept ignoring it and ignoring it," said Gibson.

Finally, he relented and messaged the company, noting, "I'm John Gibson. I've been developing games for a while. If any of my experience is valuable, I'd be happy to contribute."

Gibson boasts decades of experience, having worn many hats while leading Tripwire, a Georgia-based video game company he co-founded in 2005, which has sold tens of millions of games. He brought multiple well-received titles to market, including Maneater, Chivalry 2, and Rising Storm, as well as the Red Orchestra and Killing Floor franchises.

Gibson recalled that "Arve responded and said, 'I hope you don't mind me saying this: we've been praying for someone like you to come along.'"

Tragedy and misfortune had evidently primed Gibson to lean into the moment.

"I took a break from games for a while," he told Blaze News. "Just to be candid, it was a very difficult thing that I went through. … One of the things I haven't said on Tucker Carlson or some of those interviews, I don't believe, is that almost five family members — right after that whole crisis happened — including my mother at 66 years old, and my little sister at 44, just back to back to back every couple of weeks, somebody died, and it was traumatic."

Blaze News previously reported that after the U.S. Supreme Court declined to block Texas’ pro-life heartbeat law, Gibson tweeted, "Proud of #USSupremeCourt affirming the Texas law banning abortion for babies with a heartbeat. As an entertainer I don't get political often. Yet with so many vocal peers on the other side of this issue, I felt it was important to go on the record as a pro-life game developer."

Gibson told Blaze News that he had seen many of his peers in the industry condemning the law but no one daring to laud it.

"I wasn't trying to go on a big crusade," said Gibson. "But apparently I properly combined uranium to create a nuclear explosion on Twitter."

Not only was he viciously attacked online, but at least one company that conducted business with Tripwire — Shipwright — announced it was canceling all existing contracts with his company.

Various other outfits piled on, making sure to let everyone else know they disagreed with the gaming veteran's opinion and that they supported abortion.

In a statement indicating that Gibson had stepped down as CEO just over two days later, the company he co-founded even apologized on his behalf.

When asked whether he felt a little bit like Job — whether this bout of misfortune was a test of his faith — Gibson told Blaze News, "It was a crisis for me because I’m a fighter and a person of action. And when this all went down, and I get a lot of pushback from other conservatives and believers on this, but my initial reaction was to fight."

Gibson indicated that after his unceremonious exit from Tripwire, he hired one of President Donald Trump's former attorneys, intending to go on the legal warpath.

"I'm like, 'Let’s go. You want to fight? You're going to have one,'" said Gibson. "And I had absolutely no peace at all. I felt in those first few days that God was telling me to take the path of peace. I could fight and I could probably win, but the end result would be better if I just followed what He wanted to do."

Gibson indicated that it was a "battle every single day." Then came the decision to sell Tripwire to Saber Interactive.

"This was 20 years of blood, sweat, and tears," said Gibson, noting that to first get the company going, he borrowed against everything he owned, missed time with his family, and sank months of 100-hour work weeks.

After some soul-searching and counsel from a mentor, Gibson signed the contract, parting ways with his company.

Months later, he heeded the apparent tap of the divine on his shoulder, got in touch with Solli, and met the team in Norway. Shortly thereafter, he joined Bible X on a project he now figures could very well be "one of the biggest things for spreading the gospel" — something Solli noted is critical at a time of dismal Bible illiteracy.

Pulling out all the stops

Solli previously told Blaze News, "We want to create something great because we believe it's the greatest message ever told," adding that "the Christian message deserves to have the same amount of effort, if not more" than other works of entertainment.

This was a factor not only in seeking greater investment but also in adding Gibson to a team that includes individuals who previously worked at Rockstar Games on the Grand Theft Auto franchise and on Red Dead Redemption 2, as well as on the Thief and Assassin's Creed series.

"That's been the goal all the time: to bring on the best people with the best experience and the burning heart for this type of project," said Solli.

Blaze News previously asked Dr. Kevin Schut, a professor of media and communication at Trinity Western University and the author of "Of Games & God: A Christian Exploration of Video Games," about Christian video games and their apparent inability to break into the mainstream.

While the industry's aggressive and transgressive culture has long been a factor, Schut noted that "few developers of explicitly Christian games have either the experience or resources to make really high-quality games."

Bible X appears to be breaking the pattern.

Gate Zero - Screenshot from early demo

Solli noted that Gibson has brought 20-plus years of experience as a founder CEO, game developer, designer, and programmer, as well as his industry network.

"As a startup and as an indie developer — there's a lot of small challenges every day," said Solli. "The more we can shorten the decision time and shorten the time it takes to go from the wrong direction in the right direction, the more effective[ly] we can spend all the money we're using to create this game."

Gibson indicated that there were two preconditions for his involvement in the project.

First, he had to know that the team he would be working with had "the skills and the desire to make an undeniably great game, because not everybody has the skills and not everybody has the drive to do something that successful."

Second, he said Bible X would have to double its budget on Gate Zero to maximize quality and ensure that the game was a knockout.

Bible X had already satisfied the first condition and agreed to satisfy the second. However, the increased budget meant finding new ways to raise funds.

Previously, Bible X successfully crowdfunded several hundred thousand dollars in campaigns for the game on Indiegogo and Kickstarter.

"Since we talked last time, we have started an organization in the U.S. called NextGen Bible Media. The goal there is to first and foremost fund-raise for [Gate Zero], but later on, possibly for other games," Solli told Blaze News.

Bible X appears to be crafting a game that satisfies the expectations of conventional gamers while also delivering biblical content they will never have seen before.

NextGen Bible Media is a nonprofit registered through the Florida Department of Agriculture and Consumer Services set up to help fund the Gate Zero project in BCC Media. According to the NextGen Bible Media page, which has an option for tax-deductible donations, the project is already 49% funded.

"This is marking great progress, but we need additional support to reach the full target and bring this vision to life," said Solli.

Gibson noted that he is among the donors.

"I am a significant backer of Gate Zero. I'm putting my money where my mouth is," said Gibson. "I'm not just asking people to donate. I'm saying, 'Come alongside me and also donate because — and Arve talks about this a lot — Bible literacy is going down."

According to the American Bible Society's State of the Bible 2024 report, the percentage of American adult Bible users (defined as those who interact with scripture at least three or four times a year outside church or faith services) bounced around 50% for several years but then plunged to 40% in 2022. That downward trend has continued, falling to 39% last year and 38% this year.

Of Millennials, 12% are scripture-engaged, whereas 65% are Bible disengaged. While slightly less Bible-disengaged than the older cohort (61%), Gen Z adults are the least scripture engaged at 11%.

"We have an entire generation that's not engaging with the Bible," said Gibson, noting that such a game would constitute a massive evangelizing opportunity.

"I truly believe this game can and likely will be one of the biggest things for spreading the gospel — maybe not just only this game, but the start of what this game is doing — since the printing press," continued the gaming veteran. "This is how the next generation interfaces with media. Video games are bigger than all of professional sports combined. Video games make more revenue than all of movies and television. So it’s a shame that no one has gotten there yet, but it's time."

When asked whether Bible X has partnered with religious organizations and churches stateside, Solli said, "We haven’t done that yet, but it's definitely an opportunity."

Bill Donohue, president of the Catholic League for Religious and Civil Rights, previously told Blaze News that "any medium that offers an accurate account of the biblical story and encourages young people to grow in the Christian faith should be welcomed by Christians. With proper parental guidance, it can serve as a platform for more serious study. Gate Zero promises to do just that."

Although Donohue admitted to a limited exposure to Gate Zero, he indicated that it "would be an important cultural marker" should it break into the mainstream. "Young people, especially boys, are being inundated with morally debased videos, so wholesome alternatives are badly needed."

"Some parents may carp that this is not a blue-chip medium, but if a video game presents a realistic opportunity to evangelize the young, its unconventional approach should not be a factor," added Donohue.

The game — and how it has evolved

The version of the game previewed by Blaze News late last year kicks off in a cyberpunk dystopia in the year 2072. Current trends were clearly left unchecked because the soulless society of the 2070s appears to be bereft of Christianity.

Max, the playable teen protagonist, uses his time machine, Gate Zero, to travel back to the first century as part of a resistance group, keen on challenging a corrupted version of history. There, Max explores ancient Israel and follows Christ's ministry in ancient Judea and Galilee.

The sci-fi framing not only coheres the game but permits Bible X to avoid dragging two millennia of social and political baggage into the game.

"The intent behind the time machine is to bring the player back to Year Zero, back to Jesus, and to talk to the Author, basically," said Solli. "The game takes players back to the source, back to Jesus, because we believe that connecting with Jesus is what people really need today. This journey allows players to explore their own questions and find help for their current challenges."

Gate Zero - Screenshot from early demo

"We tried to weave together the story of our player character with the stories from Jesus," Solli previously told Blaze News. "They have certain meeting points where they connect, and then you can explore."

The player is free to explore an intricately detailed world that clerics, archeologists, historians, and other scholars have worked with the Bible X team to ensure is both historically and biblically accurate.

Gate Zero is not, however, a mere virtual museum. The player has agency, is met with both purpose and danger, and is rewarded for curiosity.

'We just have to do our job and be humble every day. Be humble and work hard. That's our secret ingredient.'

Since Blaze News last spoke to him in November, Solli indicated that he and his team at Bible X have been working on the core of the game and strengthening the game loop to ensure that "it's an undeniably great experience."

When pressed on specifics, Solli noted they have been working on action, stealth, and traversal mechanics, as well as on conducting further research to incorporate additional stories into the game.

Gibson said early iterations may have come across as high-quality walking simulators, but the game has radically evolved.

"We want the action parts of the game to be amazing, making it on par or better than other games in these genres," said Gibson, citing Assassin's Creed and The Legend of Zelda: Breath of the Wild as two examples. "We want the action parts to be on par with that, so that when players play it, they might come into the game going, 'I don't care about the stories, but I hear the game plays really good.'"

"One of the big improvements from what people have seen in the Kickstarter demo is the abilities that Max has to traverse the world," said Gibson. "He's climbing, jumping, and balancing on beams and has some really cool special abilities that we're not quite ready to reveal yet."

Bible X appears to be crafting a game that satisfies the expectations of conventional gamers while also delivering biblical content they will never have seen before — certainly not in a game.

Solli indicated that the primary market the company aims to target is the U.S. and English-speaking countries. However, owing to the committed and ever-growing community, he suspects that the game will be localized and translated into roughly 12 languages on day one.

As for immediate next steps, Solli said, "We just have to do our job and be humble every day. Be humble and work hard. That's our secret ingredient."

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Mortifying 'Minecraft' trailer has fans reliving 'Sonic' snafu



Is the trailer for "A Minecraft Movie" the worst abomination inflicted on gamers since the horrifically "realistic" Sonic the Hedgehog character design?

I don't think so. But then, I'm not much of a Minecraft fan; those who are do seem pretty upset. Let's look at what the big deal is.

"A Minecraft Movie" stars Jason Momoa, Danielle Brooks, Sebastian Eugene Hansen, and Emma Myers as four misfits who find themselves pulled into the game's Overworld, where they must battle zombies, piglins, and creepers. There to guide them on their quest to return to reality is iconic Minecraft character Steve (Jack Black).

In its title alone, the adaptation expresses a worrying lack of confidence. So ... this isn't good enough to be "The Minecraft Movie"? The reaction to the trailer — which got over 1 million downvotes on YouTube — certainly hasn't helped matters.

Viewers criticized nearly every aspect of the just under 90-second clip, including the costume choices, the uncanny-valley-esque creature design, the clichéd dialogue, and the casting of Jack Black. One wag sarcastically lauded Warner Bros.’ bravery for not turning off commenting, a regular practice for fandom punching bags like Lucasfilm and Disney.

The good news is that this seems less of a "get woke, go broke" scenario (unless you count the feminine costume/makeup choices for Jason Momoa), and more a case of Hollywood trying to please fans and embarrassingly missing the mark.

It's likely the filmmakers wanted to avoid another Sonic debacle. If so, they may have stayed too faithful to the source material: Those square-shaped goats and llamas with square eyes and square pupils really are the stuff of nightmares.

If Hollywood has learned anything in this age of unprecedented fan empowerment, it's this: The audience is always right. The good news for "A Minecraft Movie" is that — as with "Sonic" — the backlash has come early enough to do something about it.

Back in 2020, Paramount listened to criticism and delayed the film to redesign the character according to his iconic look. The studio's reward was a hit movie, two sequels, and a spin-off series to boot.

The team behind "A Minecraft Movie" should follow the same playbook, trusting that when you treat your audience with respect, the audience responds in kind. Let's hope the next trailer we see offers character design more worthy of this iconic game. Worthy enough, at least, that we can overlook Momoa's weird bangs and hideous pink motorcycle jacket.

Should women date gamers? Should gamers watch 'Titanic'?



A couple of weeks ago, Liz Wheeler went viral on X for a post that listed men’s least attractive hobbies according to women.

While Wheeler (and now the community note) clarified that the statistics presented were satirical, it still managed to stir up quite a bit of controversy. The top hobby on the imaginary “most hated” list was video games.

What if regularly spending six consecutive hours playing video games isn’t bad because it’s unattractive but because it’s actually unhealthy?

Predictable gender war crossfire ensued. Men hissed back:

“Women like you assume your company is more interesting and valuable than a good video game. You are incorrect.”

“Women really do hate when men are happy doing something that isn’t centered around them.”

“Well, we're not going to sit around and watch the Titanic for the tenth time.”

On one hand, it is understandable to feel defensive when you perceive that something you personally enjoy or take pride in is generalized and belittled. This is the essence of stereotyping, and no one has the stomach for it any more. On the other, is the response proportional to the perceived offense, which was simply an expression of preference?

The internet has become a battleground for gendered infighting, and the constant bickering has done nothing but send us farther into our respective corners. We all want to generalize but not be generalized. Meme warfare offends this sensibility. It’s not for the faint of heart.

But — and hear me out — stereotypes exist for a reason. What if regularly spending six consecutive hours playing video games isn’t bad because it’s unattractive but because it’s actually unhealthy? In other words, what if it’s unattractive to women because it’s bad for men, not bad for men because it’s unattractive to women?

There's growing evidence to suggest that gaming can be just as addictive as gambling, leading to withdrawal from and loss of interest in social life and problems at school and work.

According to recent study on what's been termed internet gaming disorder:

Current prevalence estimates of IGD vary widely (2–15%). ... Prevalence may be underestimated due to low response (surveys take time away from gaming) and underreporting (a criterion of IGD is hiding one's extent of internet gaming). Yet, even by conservative estimates, with 318 million people in the US playing digital games, at least 5 million (probably many more) meet criteria for IGD, experiencing personal, social, and academic difficulties.

Perhaps women’s intuition isn’t as shallow as some have made it seem. Perhaps hard-core gaming, as the study suggests, indicates a deeper problem that impedes long-term social success in life. It’s too easy to dismiss Wheeler and the women who agree with her as nagging busybodies who just don’t like it when men “have fun.” Maybe some of them are. But maybe, deep down, some of these guys don’t like their reflection. Accountability is a bitter pill. Distraction is easier.

That said, on the particular level, does it really matter if a guy is a gamer as long as he isn’t hopelessly addicted and antisocial about it? If a gamer finds a woman and they fall madly in love, is he still “unattractive”? Certainly not to his sweetheart. And conversely, if you’re a woman who finds gaming unattractive, don’t date a gamer. It really is that simple. Who cares?

As one commenter said, “Attraction is subjective; hobbies don’t define someone’s worth or attractiveness. Crazy thought: Maybe we let people enjoy what they love without reducing their value based on personal preferences for entertainment.” Well said.

After Woke ‘Star Wars’ Release, Ubisoft Stock Hits 9-Year Low

Adding race and sex politics to ‘Star Wars: Outlaws’ and ‘Assassin’s Creed: Shadows’ has not gone well for game maker Ubisoft.

Where is the woke? Space Marine 2 leaves gender politics at the door and flies off the shelves



Warhammer 40,000: Space Marine 2 made a bold move: It didn't force progressive politics into its narrative.

Despite a three-day window to play an early release (at a whopping $90), fans still flocked to get physical copies of Saber Interactive's latest release.

Buying physical copies of games has become a returning trend for gamers who fear updates or patches will ruin the original, non-woke versions of games they love; see Tomb Raider or Stellar Blade.

With Walmart, Best Buy, and GameStop all selling out of physical copies, digital download was the only option left for this review — at the same price, of course.

After approximately six hours of gameplay, Space Marine 2 delivered an experience that fans of the original narrative will be thankful for; it's seemingly devoid of any real-world politics. The game provides an enjoyable but sometimes hand-injuring experience while delivering on its promise of awe-inspiring hordes.

Empty walls

Playing on PS5, it's hard not to notice a significant amount of clunkiness in the controls. Compared to titles like Chivalry 2 or Doom Eternal — which is actually a next-gen upgrade — stringing together moves felt sluggish. This was definitely not expected from a game of this generation, especially one with so much hype.

Understandably, some of this movement can be attributed to the physical weight of the characters and their armor, but not all of it.

There were also some running glitches and sliding with the character, but this can probably be patched out. But this is level-one stuff that one doesn't expect to encounter at this retail price.

Invisible walls were definitely not expected, either. Some parts of the game felt entirely too linear and reminiscent of PS3/Xbox 360-era titles. The gamer will find himself attempting to jump on platforms within his reach and asking why he can't trample a plant. If you want to fall to your death, shouldn't you be able to?

Wear your gloves

Image courtesy of Focus Entertainment Press Kit

The second-highest difficulty will bring some finger pain. Switching between hundreds of enemies and, at times, single firing will test even the greatest Metal Gear Solid-tested fingers.

These hack-and-slash controls will have you pressing buttons a lot, but it's not as flashy and fast as the aforementioned Doom Eternal, during which users need to remind themselves to blink.

At the same time, the controls were underwhelming. Sometimes you are so blinded by shots and exploding bubbles of acid from afar that there is no other choice but to run in order to simply figure out what is going on. The weapon controls made it hard to move while pinpointing enemies, as the mechanics are generally over the shoulder. It feels like the user is encouraged to no-scope, yet it isn't easy to do so on most occasions.

Again, a certain level of this is acceptable due to the nature of the protagonist, but it gets annoying.

Adding to this headache was the inability to pick up ammo by walking over or near it. The press-and-hold technique is painstaking, especially when being attacked from all angles.

The user can only carry one primary weapon, one sidearm, a melee, and three grenades. This feels extremely limited, especially given that Space Marines are seemingly eight feet tall and carry 2,000 pounds.

Forgotten wokeness

Image courtesy of Focus Entertainment Press Kit

'There are no female Custodes in Space Marine 2.'

Before its release, fans were cautious about the game possibly including recent changes to the decades-old story. While it's hard to grasp how much fans truly disliked the retcon of the lore, some of the recent stories are worth noting.

As That Park Place reported in May, lore was rewritten to ensure inclusivity to females, removing the words "sons" and "men" from older texts.

Adding women into the lore through a rewriting continued in July, when Games Workshop, creators of the Warhammer figures, explained a new "revelation" that "Custodians can be any gender.”

This came with a new female character in the animated series "The Tithes."

However, none of the newly rewritten content appeared to have made it into Space Marine 2, leading fans to rejoice over the new title.

DEI Detected's Kabrutus seemingly gave the game a passing grade, saying on X, "Just to make it clear: There are no female Custodes in Space Marine 2."

Clearly the game has resonated. Space Marine 2 launched out of the gates, peaking at over 186,000 concurrent players on Steam alone in its first week.

With gamers paying close attention to which games promote progressive politics, Space Marine 2 seems to have taken that into consideration. With Concord's collapse and Star Wars Outlaws' oncoming death, it may be in developers' best interest to avoid out-of-game politics.

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