Jensen Huang negeerde de politiek en ging op een virale foodtour in Beijing
Zeker heeft niemand de top gemist die de afgelopen dagen plaatsvond tussen China en de VS en hun respectievelijke leiders. De Amerikaanse delegatie bestond ook uit een aantal bedrijfsleiders, waaronder Nvidia CEO Jensen Huang. Verschillende media melden echter dat de vaak populaire CEO niet bijzonder geïnteresseerd leek in politiek, en dat hij in plaats daarvan viraal is gegaan omdat hij de kans grijpt om te genieten van wat Beijing te bieden heeft.
CNN heeft verschillende van de meest virale clips samengesteld waarin Huang door de stad loopt en verschillende gerechten probeert, waarbij hij ook de tijd nam om foto's te maken met mensen en met hen te praten. CNN merkt op dat dit gedrag typerend is voor Huang, die soortgelijke dingen eerder heeft gedaan. Bekijk zijn uitstapje in de Chinese eetcultuur hieronder in het bericht.
Gezien de aard van de Chinese keuken vermoeden we dat weinig mensen hem de schuld zullen geven.
Silent Hill 2 Remake passerer seks millioner solgte eksemplarer
Konami har delt nogle interessante salgsoplysninger om Silent Hill-serien. Mens vi bevæger os tættere på udgivelsen af Silent Hill: Townfall, har den japanske udgiver nu bekræftet (via PR Times Japan), at de andre nylige hovedspil i serien fortsat klarer sig rigtig godt.
For det første afsløres det, at Silent Hill 2 Remake nu har rundet seks millioner spillere siden lanceringen i oktober 2024. Til sammenligning betyder det, at spillet har føjet yderligere en million spillere til statistikken siden marts 2026, hvilket viser, at fans i øjeblikket er meget ivrige efter at vende tilbage til den tågede by som James Sunderland.
Ligeledes har Silent Hill f, efter at have solgt en million eksemplarer på sin udgivelsesdag, nu rundet to millioner solgte enheder. Dette viser, at gyserspillet har en stærk holdbarhed og fortsætter med at tiltrække opmærksomhed måneder efter lanceringen i september 2025.
Hvad angår mere nyt fra Silent Hill, forventer vi, at Townfall udkommer i år, men udover dette løfte er der ikke blevet delt yderligere information om spillet.
Sea of Thieves Samfunnet i opprør etter at båtsmannsambassadør ble møtt med påstått upassende oppførsel med mindreårige
Sea of Thieves -miljøet har blitt rystet av en svært sjokkerende hendelse. Fellesskapsfiguren kjent som "Bruno" eller "heslashthem" har blitt møtt med beskyldninger om upassende oppførsel overfor mindreårige, blant annet i form av å sende seksuelt eksplisitte vitser og be om bilder fra personer under 16 år.
Påstandene begynte å sirkulere fra 12. mai, og den umiddelbare responsen har tilsynelatende vært å forby Bruno fra Sea of Thieves fora og lignende. Grunnen til at denne historien har nådd slike eksplosive proporsjoner i spillets samfunn er at Bruno ikke bare er en gjennomsnittlig spiller, de er en Boatswain-ambassadør, som effektivt er en sentral og viktig rolle gitt av Rare til påvirkere og samfunnsfigurer som anses som viktige representanter for spillet. Effektivt er det en godkjenningsposisjon som Rare deler ut til en veldig liten del av enkeltpersoner.
I følge Dexerto har andre Boatswain-ambassadører som nå får vite om denne påståtte forseelsen, bedt Rare om å fjerne navnene sine fra spillets nettsted og å trekke seg fra rollen til situasjonen med Bruno er løst, og selv om Rare ennå ikke har kommet med en offisiell uttalelse om situasjonen, vil beskyldninger av denne typen vanligvis kreve involvering av juridiske og rettshåndhevelsesorganisasjoner.
Final Fantasy 14 is promising big changes with Evercold, but I hope it's not a surface-level attempt
Naoki Yoshida's opening keynote at April's North American Final Fantasy 14 Fan Festival made one thing clear: the team is serious about change. Or at least, it appears to be. Especially, for a studio that's dug its heels in the sand about any sort of drastic change in the past half-decade or so.
For upcoming expansion Evercold, abating the stagnation that's permeated the MMO since 2022 (even longer than that, some may argue), seems to be Creative Studio 3's number one priority. An entirely new combat system that promises to highlight job individuality and skill expression, changes to gearing to make it less unfriendly to anyone hoping to play more than one job in savage or ultimate raids, and deprioritising daily tasks to give players more flexibility to complete their in-game goals week-to-week.

Those are all genuinely great things that I am incredibly excited to see manifested in Evercold. But I can't help but carry that eager anticipation with a side of cautiousness. A wariness of a company who has been so reluctant to tweak even the tiniest cog in its core setup at the risk of upsetting the balance. Of creating a little more friction for the sake of a more interesting experience.
Because I so desperately want these changes to spark bigger overhauls. These are all well and dandy, but if we can still look at a two-year life cycle for an expansion and know exactly what to expect—an alliance raid on the .1, .3, and .5 patches, savage raids on the .0, .2, and .4 patches, etc etc—then I don't know how much that staleness will actually fade away.
I want Evercold to be the expansion of risk-taking. Of experimentation. I never expect Creative Studio 3 to return to the puzzles and mazes of A Realm Reborn's dungeons, but I crave more than the whole "two packs of trash mobs into boss" pattern that persists across all of them. More opportunities to dictate the pace and flex those tank mitigations and healing spells, more enemy varieties that do more than the odd auto attack, bosses that don't automatically open every goddamn fight with a raidwide attack.
I really think the studio has hit its stride with designing higher-difficulty fights in Dawntrail—the Arcadion savage raids are some of the best the game has ever seen. And while I haven't been a fan of every extreme fight, they've all stood out to me for different reasons. Valigarmanda in particular stands strong as one of the coolest trials with its incredible power fantasy tank busters mid-fight. Putting more of that pizzazz into designing its story-difficulty dungeons would go a helluva long way.

Final Fantasy 14's overworld has also been criminally underutilised for years now, and Evercold is the perfect time to return its relevance. I don't want its use to remain solely on lightning-fast hunt trains and FATEs that stand idle and undefeated mere months after an expansion's launch—which are also two things that require being in non-cross-world parties to make them viable, something which isn't possible if you're utilising the Party Finder function. Which is also usually the perfect time to actually make use of the overworld, since Party Finder locks you out of doing any instanced stuff like dungeons or field operation zones in the meantime.
Having "evolved" jobs and quality-of-life changes is great, but it means very little if the ways to put them into practice remain the same as they have done for a half-dozen years and a handful of expansions. I don't want Creative Studio 3 to abandon its core identity entirely—I'm not in complete agreement with folks who think fight design should veer into WoW's more reactionary direction—but it doesn't have to.
It just needs to make Final Fantasy 14 a more dynamic, engaging world to exist in once more. I'm sure we'll discover more about how it plans to do that during July's European Fan Festival. I'm just sincerely hoping that Creative Studio 3 doesn't let its fresh new ideas sit in stagnant water.
