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Aleister Black, Zelina, Kairi Sane Reportedly Among WWE Departures, Full List of Superstar Exits

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Numerous WWE departures have taken place, per Sean Ross Sapp of Fightful.com.

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InShaneee
8 hours ago
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Chicago, IL
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Titanium Court is a most rare video game vision

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Anybody who cares about games should take the Seumus McNally Grand Prize seriously. The top award given out at GDC’s Independent Games Festival has gone to some of the best games of the century, games like Outer Wilds, Return Of The Obra Dinn, and A Short Hike. In 2012 Fez somehow beat out Spelunky, FTL, and Dear Esther; the year before that an obscure little game called Minecraft reeled it in. There are too many awards handed out to games every year to keep track of, but this is the one you most need to pay attention to if you care about games beyond their commercial potential. And this year’s winner, AP Thomson’s Titanium Court, absolutely earns it. 

Titanium Court is a strategy game, a match-3 puzzler, and a tower defense game wrapped into a single package, and there’s surprisingly little tension between the three. It squeezes them together snugly and smoothly in a way that feels so natural and so obvious that it’s hard to believe there isn’t already a long history of this type of game. Here’s how it works:  Every encounter has two halves. Your map is made up of tiles with various types of terrain on them, like the hex map of a wargame (only these tiles are squares); your court, which you have to protect, is usually on the center tile. During the first half you slide those tiles to make matches of three or more; the matched tiles disappear, the tiles above them fall deeper into the column, and new tiles appear to fill the open space on the map. There’s a meter to the left of the map decreasing every time you make a move, and most matches earn you a resource based on the kind of tile; forests get you wood, fields get you bread, hills get you stone, and water gets you, uh, water. If you match more than three tiles at once, you get extra resources; if you string multiple matches in a row, with tiles matching up and clearing out as they cascade down after an initial match, you’ll not only get a lot of resources but also add time back to the meter. Various enemy tiles also appear. Some are enemy courts, little pink castles that can generate different classes of warriors that will attack your court during the second phase. You also have to watch out for catapults, volcanoes, and the occasional angry goat. You can clear out enemies during the first phase by matching three of their tiles, or move your court’s tile one space at a time to put it in a better defensive position; you don’t get any resources when you do either one, though, so you’re constantly weighing the opportunity cost of every decision.

Titanium Court review

Those resources are vital in the second phase. This is when you prepare for the actual battle. You’ll use your resources to spawn your own units—some defend your court, others go out to attack enemy courts, and various worker units can collect more resources for you—or use spells and other skills to help in the fight. Once you’re done prepping, you can start the battle, which runs automatically in a tower defense style. If you withstand the assault, you’ll move onto the next skirmish, working your way through several maps toward a boss fight with a dragon, a kraken, or some other mystical beast. (Or sometimes a whole team of angry goats.) And when you fail to slay the monster again and again, you’ll see a fourth genre poking through, the roguelite, as you lose all the resources and units you’ve acquired during the run and restart from scratch the next time.

Like the best puzzle and strategy games—think of endless hours playing Tetris or CivilizationTitanium Court‘s mashup of genres will burrow into your brain and devour your free time. So much of what makes it great happens between those battles, though. After every run, whether you defeat the final boss or not, you return to your court for some story-heavy exploration that borrows elements from visual novels and old-school adventure games. There will usually be new interactions with your courtiers and new secrets to uncover about your situation. Most of this dialogue is breezy, smart, and funny, avoiding snark and sarcasm and lazy meme humor. Some of it falls flat, and it occasionally verges on being a little too impressed by its own cleverness, but mostly Titanium Court is one of the small but growing number of video games that are legitimately funny. And its CGA graphics aesthetic—it’d be the best-looking computer game of 1983—gives it a striking appearance while adding to the otherworldly atmosphere.

It riffs on A Midsummer Night’s Dream, with your player character as the unexpecting faerie queen ruling over this court. Various aides that stand in for characters from the play talk you through the story and how to play the game—some of them are even legitimately helpful some of the time—while you try to figure out how you got here and how this weird world works. Despite its Shakespearean inspiration, there’s not an ounce of stuffiness here; it preserves some of the inherent spirit of the Bard’s comedy, but with modern speech and (relatively) contemporary references. Shakespeare’s inspiration runs deeper than just some characters, a few lines, and a bit of thematic similarity. Just as Midsummer is a play within a play about the awkward interaction between the mundane and fantastic, Titanium Court is a game within a game about the same thing—and that game is kind of within a play, too. 

Everything adds up to make Titanium Court also feel like a game out of time and place, like something that’s slipped into our reality from a parallel dimension where it was released 45 years ago, and yet it’s perfectly of its time. Its love of language and anachronistic vibe recall Caves Of Qud, but that’s all the two share; there’s no single game you can really compare Court to, even if it’s hard to imagine it existing in this exact form without the influence of many previous McNally nominees. Thomson has succeeded at creating a true original from pieces of the past, transcending pastiche despite all of Titanium Court‘s immediately recognizable components; it’s no wonder it pulled in this year’s McNally. 

Titanium Court review


Titanium Court was developed by AP Thomson and published by Fellow Traveller. It’s available for PC.



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InShaneee
2 days ago
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The blacklist is back, baby: Paramount's retributions should worry the industry

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Like many of the other promoters at CinemaCon last week, The Ankler columnist Richard Rushfield was handing out free swag. It was nothing fancy, just a pin that read “Block The Merger,” referring to the monumental unification of Paramount and Warner Bros. Discovery that is coming up for a vote this Thursday. But Paramount didn’t appreciate the gesture, and instead of ignoring it, pulled its advertising from The Ankler and told talent not to speak to their reporters. All that for a pin.

If this is the entertainment industry’s canary in the coal mine moment, that bird might already be on the floor of its cage. Paramount acting so quickly to punish a journalist that disagreed with the powers that be is a warning of the kind of management style that would control more than a third of the industry if the merger goes through. Just days away from Hollywood potentially changing as we know it, it’s important to take stock of what’s at stake with the merger: how it will affect the immediate film and television landscape, entertainment journalism, and what awaits audiences on the other side.

As CinemaCon began on April 13, a coalition of advocacy groups published an open letter with around 1,000 signatories voicing their opposition to the merger. The letter explains that there will be one fewer studio in the marketplace to fund and create new projects, further consolidating opportunities at a time when the industry is already hemorrhaging jobs. Fewer opportunities mean fewer ways for creators to sustain themselves. Fewer opportunities also translates to fewer options for what to watch, as fewer movies and TV shows will be produced. These limits will affect who gets to create and what those creations get to say, giving Paramount an easy cover when firing and blacklisting talent it doesn’t align with politically. In just a week, almost 4,000 members of the entertainment community have signed the open letter, including noted HBO showrunners like David Chase and Damon Lindelof, stars of current HBO hits like Noah Wyle and Pedro Pascal, directors like Jonathan Glazer and Celine Song, and free press advocates like Jane Fonda and Mark Ruffalo. 

This retaliation on the eve of a shareholder vote is just the latest example of what’s to come. Paramount has shown its Trumpian colors many times over since its merger with David Ellison’s Skydance Media. Smothering its DEI programs, firing a talk show host critical of the current administration, and giving the historic CBS newsroom to a conservative dilettante—the behavior of the company in the wake of its own 2024 merger has not exactly inspired confidence for the future stewardship of CNN’s global reporting, HBO’s adventurous TV roster, or Warner Bros. Pictures’ Oscar-winning slate. Of course, the next step in its hard-right transformation would be to attack members of the press critical of the heir apparent and his management decisions. Could investigative reporters and critics who don’t shower their movies and business tactics with praise cost outlets their access? It’s a move not without precedent from an unscrupulous media corporation: Back in 2017, Disney tried to ban Los Angeles Times film critics from screening their movies after an unflattering investigative report, but quickly backed down as outlets and critics groups banded together. 

It may be time for another moment of solidarity. This is a delicate flashpoint in the industry’s history. As politicians dither over tax incentives to keep production jobs in California, there may be fewer roles to save when the merger’s aftermath brings sweeping layoffs. There are few people working on a set today who aren’t worried about their job security, and the ramifications of that will be felt all the way to movie theaters and streaming devices across the country. Some have raised questions about the process’ transparency heading into Thursday’s vote, but those voices are ultimately rare—possibly because pin-gate could be just the beginning of the bullying tactics against the press. If one politically motivated despot can control almost 20 percent of Hollywood—even ignoring the fact that they’re bringing back the blacklist—it’d be bad for business and audiences alike.



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InShaneee
3 days ago
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The hidden power keeping wages low

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For decades, economists gave short shrift to the idea of monopsony — a power employers can have to suppress wages. Now a wave of research suggests it's everywhere, and a new book argues it's key to understanding today's inequality.

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InShaneee
3 days ago
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20 years later, Nintendo's weird RPG Mother 3 remains the greatest game never sold

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Today it’s taken for granted that almost every major video game will eventually get a worldwide release, but this wasn’t always the norm. Before the mid-to-late-’00s, it often took years for games made in Japan to reach other regions, if ever. There’s still a long list of seminal, medium-influencing titles that never made the leap: Most of the first five Fire Emblems, Boku No Natsu Yasumi, King’s Field, and Tokimeki Memorial are missing links in the West, causing misunderstandings about what qualifies as a “dating sim,” and other goofy misnomers, to this day. Then there’s Mother 3, a game whose lack of a localization is so infamous that its phantom re-release exists alongside other legendary non-projects, like Half-Life 3 and a Bloodborne PC port (congrats to Silksong for finally graduating from this list).

Mother 3 was released in Japan 20 years ago today, at a time when localization was increasingly seen as a given for big games by high-profile publishers like Nintendo. This is one of many reasons fans remain confused about the game’s neglect. Earthbound (known as Mother 2 in Japan) came out in the States more than a decade prior, with that game’s protagonist Ness becoming a bit of a household name thanks to his inclusion in Super Smash Bros. Given that Mother 3 sold well in Japan, it seems all the more confounding why Nintendo refused to give Lucas’ debut the full attention it deserved. Sure, there were justifiable reasons for the suits’ disinterest in 2006, but things have changed since then.

The main difference is that in the years since its release, Mother 3’s reputation has grown tremendously. This is mostly because it is a very good video game. It carries on the weirdo appeal of its predecessors, lightly parodying RPG tropes as it skips over stock high fantasy and sci-fi milieus for a near-present America. Set in Tazmily Village, the story cycles between a big cast of characters with intertwining journeys, a bit like the Square Enix classic Live A Live (which recently received its first official worldwide release; take notes, Nintendo). As these locals face off against the Pigmask Army and other threats, there’s a surprisingly sharp pull towards tragedy alongside a willingness to meaningfully engage with weighty topics. This town is basically a moneyless commune, and series creator Shigesato Itoi’s script doesn’t miss opportunities to critique and satirize capitalism. Beyond this, the cast spends much of the game battling fascist monsters hellbent on destroying the natural world. Even with its heavier moments, a lot of the charm lies in its sudden, unpredictable changes in direction, as you battle a sentient jar of strawberry jam or an angry walking tree. Mother 3’s turn-based battles may be a bit straightforward, but its fusion of humor, thoughtful writing, and sheer charisma gives it a unique flavor compared to its spiritual successors, such as Undertale and Omori. It holds up exceptionally well.

So why didn’t Nintendo put it out everywhere? Admittedly, it made a bit of sense at the time,  from a blood-sucking business perspective, anyway. For starters, the game went through costly development hell. Even though it was produced by Shigeru Miyamoto and Satoru Iwata and developed by many of the same people who worked on Earthbound, including Shigesato Itoi, it went through a tortured 12-year development cycle as the team struggled to create something for the N64 and the system’s doomed 64DD add-on. The project was eventually canceled. Years later, it was revitalized at the Nintendo subsidiary Brownie Brown, which released the game at the tail end of the GBA’s lifecycle (the Nintendo DS had been out for nearly two years by then). The fact that it came out at all was a small miracle.

In an interview with Bloomberg, former Nintendo of America president Reggie Fils-Aimé said that the game wasn’t localized at the time because the company had already focused all its resources toward the DS. It likely didn’t help the calculus that Earthbound had been a major flop when it was first released in America in the ’90s due to some combination of questionable marketing, its hefty price tag (it was sold in a mandatory bundle with the strategy guide), and turn-based RPGs being more niche in the U.S. at the time. While Earthbound slowly built up a reputation outside of Japan in the years afterward, this initial failure, combined with Mother 3’s troubled development, contributed to Nintendo’s decision.

It’s a valid business explanation for that era (even if it leaves the game’s artistic value out of the equation), but one that doesn’t answer why Nintendo still refuses to localize the game in 2026. There’s arguably a larger audience for Mother 3 today than there was 20 years ago. Games inspired by Mother, like Undertale and Omori, have become extremely popular, proving there’s interest in this specific style of quirky RPG while also cultivating an audience that may not have been interested in Mother 3 until they heard about it through these related fandoms. If the game finally got its global release, social media, YouTubers, and Toby Fox would positively lose it; as Silksong’s popularity can attest, being a meme helps.

A major factor in Nintendo’s reluctance could be that Mother 3 already has an unofficial fan translation, meaning those who wanted to play the game in English may have already done so. In reality, though, only a small percentage of people are willing to go through the steps to make this work (even if it’s pretty easy to do). Regardless of those barriers, apparently over 100,000 people downloaded the fan translation in the first week alone. While there are definitely elements of the game that have aged a bit poorly, like its stereotypical portrayal of gender-nonconforming characters, the core thematic arguments in Itoi’s story have only grown more relevant with time: Climate change, right-wing strongmen, and wealth inequality are familiar headlines.

Sure, there are notable barriers from Nintendo’s side. According to a Reddit user who claims to be Doctor Fedora, a member of Mother 3’s unofficial translation team, it would take significant effort to make the game display English-language text because of how it was coded. But the Reddit post also mentions how the fan translation team had offered to legally hand over their localization of the game to Nintendo, something that Itoi acknowledged in the documentary Earthbound, USA. Itoi said that while he personally wanted Nintendo to finally localize the game, the company declined the fan translation offer because “it wasn’t quite as simple as that.” Even if it’s true that putting out the existing translation would be dubious for one reason or another, the fact that the company is sitting on a game that’s been hyped for 20 years, one that speaks to the moment in all its pixel art-infused, fascist-punching glory, justifies the endless calls for its re-release. Two decades and counting, complaining about Mother 3’s non-existent localization unfortunately remains timeless. 



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InShaneee
4 days ago
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Trump Administration Begins Refunding $166 Billion In Tariffs

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"After a Supreme Court of the United States ruling in Feb. 2026, many tariffs imposed by the Trump administration were declared illegal because the president overstepped his authority," writes Slashdot reader hcs_$reboot. "As a result, the U.S. government now has to refund a massive amount of money, around $160-170+ billion, paid mainly by importers." According to the New York Times, the administration has now begun accepting refund requests, "surrendering its prized source of revenue -- plus interest." From the report: For some U.S. businesses, the highly anticipated refunds could be substantial, offering critical if belated financial relief. Tariffs are taxes on imports, so the president's trade policies have served as a great burden for companies that rely on foreign goods. Many have had to choose whether to absorb the duties, cut other costs or pass on the expenses to consumers. By Monday morning, those companies can begin to submit documentation to the government to recover what they paid in illegal tariffs. In a sign of the demand, more than 3,000 businesses, including FedEx and Costco, have already sued the Trump administration in a bid to secure their refunds, with some cases filed even before the Supreme Court's ruling. But only the entities that officially paid the tariffs are eligible to recover that money. That means that the fuller universe of people affected by Mr. Trump's policies -- including millions of Americans who paid higher prices for the products they bought -- are not able to apply for direct relief. The extent to which consumers realize any gain hinges on whether businesses share the proceeds, something that few have publicly committed to do. Some have started to band together in class-action lawsuits in the hopes of receiving a payout. Many business owners said they weren't sure how easy the tariff refund process would be, particularly given Mr. Trump's stated opposition to returning the money. The administration has suggested that it may be months before companies see any money. Adding to the uncertainty, the White House has declined to say if it might still try to return to court in a bid to halt some or all of the refunds. The money will mostly go to importers and companies, since they were the ones that directly paid the tariffs. While individual refunds with interest could take around 60 to 90 days to process, the overall effort will probably move much more slowly because of how large and complicated it will be. There are also legal questions around whether companies would have to pass any of that money on to consumers. Slashdot reader AmiMoJo commented: "This is perhaps the biggest transfer of wealth in American history. Most of those companies will just pocket the refund and not pass any of it on to the consumer. If prices go down at all, they won't be back to pre-tariff levels. You paid the tariffs, but you ain't getting the refund."

Read more of this story at Slashdot.

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4 days ago
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