• Can Sonic Racing: CrossWorlds Outrun Mario Kart World?

    Mario Kart World is one of the year's hottest games, but its pivot to an open world setting, while peeling back kart customization options, opened a massive rift for Sonic Racing: CrossWorlds to drift into. And Sega is determined to do everything possible to make its kart racer the one to beat by including numerous guest characters and cross-platform, multiplayer contests. I took Sonic Racing: CrossWorlds for a test drive at the Summer Game Fest, and it's a strong contender racing game of the year.Sonic Racing: CrossWorlds' Deep Kart CustomizationThe biggest difference between Sonic Racing: CrossWorlds and Mario Kart World is that Sega's title focuses on kart customization. I'm not just talking about colors and tires; CrossWorlds introduces Gadgets, add-ons that augment your car, giving your whip helpful abilities to bring into the race. Each ride has a license plate with six slots where you can slot your chosen Gadgets. A Gadget can take up one, two, or three slots, so the idea is to find a mix that pairs well with character traits. There's a surprising amount of depth for people who want to min/max their favorite anthropomorphic animal.I chose Sonic, a speed character, and added a Gadget that started him with two boosts, a Gadget that improved his speed while trailing an opponent, and a Gadget that improved acceleration. There were so many Gadgets that I could have easily spent my entire demo session building a car to match my playstyle. I envision people happily getting lost in the weeds before participating in their first race.Gameplay: This Ain't Mario Kart WorldAlthough it's not an open world like Mario Kart World, Sonic Racing: CrossWorlds injects a unique spin on traditional kart racing. The familiar trappings are all here, such as rings to boost your top speed. Each Grand Prix consists of three maps, but the gimmick at play is stage transitions. Recommended by Our EditorsAbout a third of the way down a course, a giant ring-portal opens, presenting a new world and track. The shift in tone and terrain keeps the races fast-paced and unpredictable. I particularly liked how whoever is in first place can sometimes choose which CrossWorlds track to go down, controlling the tempo. With every race completion, you earn credits based on your performance that you can cash in for new car parts.In a stark contrast to Mario Kart World, Sonic Racing: CrossWorlds is far more aggressive, even on lower difficulties. At the start of each grand prix, the game assigns you a rival—this is the character to beat, and the one who taunts you all match. Beat them all, and you can race high-powered Super variants.Just about everything caused you to lose rings: bumping into other players, the walls, and, of course, getting hit by items. The series' trademark rubberband AI is still in place, too. Even in the press demo, I wasn't safe from taking four items back to back and being knocked off the stage mere feet away from the finish line.The demo didn't include the new characters that debuted at the Summer Game Fest, but I studied the character screen to see who else could be coming to the game. Including the 12 Sonic characters available in the demo, I counted a whopping 64 character slots. They include Hatsune Miku, Joker, Ichiban Kasuga, and Steve. However, I hope to see other classic Sega IPs like in previous Sonic Racing titles.Platforms and Release DateWill Sega do what Nintendon't? I had an exhilarating time playing Sonic Racing: CrossWorld, and I can't wait to see more wild track compositions. Sonic Racing: CrossWorlds will be available on Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S on Sept. 25, 2025. A Nintendo Switch 2 version is planned for later in the year.
    #can #sonic #racing #crossworlds #outrun
    Can Sonic Racing: CrossWorlds Outrun Mario Kart World?
    Mario Kart World is one of the year's hottest games, but its pivot to an open world setting, while peeling back kart customization options, opened a massive rift for Sonic Racing: CrossWorlds to drift into. And Sega is determined to do everything possible to make its kart racer the one to beat by including numerous guest characters and cross-platform, multiplayer contests. I took Sonic Racing: CrossWorlds for a test drive at the Summer Game Fest, and it's a strong contender racing game of the year.Sonic Racing: CrossWorlds' Deep Kart CustomizationThe biggest difference between Sonic Racing: CrossWorlds and Mario Kart World is that Sega's title focuses on kart customization. I'm not just talking about colors and tires; CrossWorlds introduces Gadgets, add-ons that augment your car, giving your whip helpful abilities to bring into the race. Each ride has a license plate with six slots where you can slot your chosen Gadgets. A Gadget can take up one, two, or three slots, so the idea is to find a mix that pairs well with character traits. There's a surprising amount of depth for people who want to min/max their favorite anthropomorphic animal.I chose Sonic, a speed character, and added a Gadget that started him with two boosts, a Gadget that improved his speed while trailing an opponent, and a Gadget that improved acceleration. There were so many Gadgets that I could have easily spent my entire demo session building a car to match my playstyle. I envision people happily getting lost in the weeds before participating in their first race.Gameplay: This Ain't Mario Kart WorldAlthough it's not an open world like Mario Kart World, Sonic Racing: CrossWorlds injects a unique spin on traditional kart racing. The familiar trappings are all here, such as rings to boost your top speed. Each Grand Prix consists of three maps, but the gimmick at play is stage transitions. Recommended by Our EditorsAbout a third of the way down a course, a giant ring-portal opens, presenting a new world and track. The shift in tone and terrain keeps the races fast-paced and unpredictable. I particularly liked how whoever is in first place can sometimes choose which CrossWorlds track to go down, controlling the tempo. With every race completion, you earn credits based on your performance that you can cash in for new car parts.In a stark contrast to Mario Kart World, Sonic Racing: CrossWorlds is far more aggressive, even on lower difficulties. At the start of each grand prix, the game assigns you a rival—this is the character to beat, and the one who taunts you all match. Beat them all, and you can race high-powered Super variants.Just about everything caused you to lose rings: bumping into other players, the walls, and, of course, getting hit by items. The series' trademark rubberband AI is still in place, too. Even in the press demo, I wasn't safe from taking four items back to back and being knocked off the stage mere feet away from the finish line.The demo didn't include the new characters that debuted at the Summer Game Fest, but I studied the character screen to see who else could be coming to the game. Including the 12 Sonic characters available in the demo, I counted a whopping 64 character slots. They include Hatsune Miku, Joker, Ichiban Kasuga, and Steve. However, I hope to see other classic Sega IPs like in previous Sonic Racing titles.Platforms and Release DateWill Sega do what Nintendon't? I had an exhilarating time playing Sonic Racing: CrossWorld, and I can't wait to see more wild track compositions. Sonic Racing: CrossWorlds will be available on Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S on Sept. 25, 2025. A Nintendo Switch 2 version is planned for later in the year. #can #sonic #racing #crossworlds #outrun
    Can Sonic Racing: CrossWorlds Outrun Mario Kart World?
    me.pcmag.com
    Mario Kart World is one of the year's hottest games, but its pivot to an open world setting, while peeling back kart customization options, opened a massive rift for Sonic Racing: CrossWorlds to drift into. And Sega is determined to do everything possible to make its kart racer the one to beat by including numerous guest characters and cross-platform, multiplayer contests. I took Sonic Racing: CrossWorlds for a test drive at the Summer Game Fest, and it's a strong contender racing game of the year.Sonic Racing: CrossWorlds' Deep Kart CustomizationThe biggest difference between Sonic Racing: CrossWorlds and Mario Kart World is that Sega's title focuses on kart customization. I'm not just talking about colors and tires; CrossWorlds introduces Gadgets, add-ons that augment your car, giving your whip helpful abilities to bring into the race. (Credit: Sega)Each ride has a license plate with six slots where you can slot your chosen Gadgets. A Gadget can take up one, two, or three slots, so the idea is to find a mix that pairs well with character traits. There's a surprising amount of depth for people who want to min/max their favorite anthropomorphic animal.I chose Sonic, a speed character, and added a Gadget that started him with two boosts (one slot), a Gadget that improved his speed while trailing an opponent (two slots), and a Gadget that improved acceleration (three slots). There were so many Gadgets that I could have easily spent my entire demo session building a car to match my playstyle. I envision people happily getting lost in the weeds before participating in their first race.(Credit: Sega)Gameplay: This Ain't Mario Kart WorldAlthough it's not an open world like Mario Kart World, Sonic Racing: CrossWorlds injects a unique spin on traditional kart racing. The familiar trappings are all here, such as rings to boost your top speed. Each Grand Prix consists of three maps, but the gimmick at play is stage transitions. Recommended by Our EditorsAbout a third of the way down a course, a giant ring-portal opens, presenting a new world and track (hence the name "CrossWorlds"). The shift in tone and terrain keeps the races fast-paced and unpredictable. I particularly liked how whoever is in first place can sometimes choose which CrossWorlds track to go down, controlling the tempo. With every race completion, you earn credits based on your performance that you can cash in for new car parts.In a stark contrast to Mario Kart World, Sonic Racing: CrossWorlds is far more aggressive, even on lower difficulties. At the start of each grand prix, the game assigns you a rival—this is the character to beat, and the one who taunts you all match. Beat them all, and you can race high-powered Super variants.Just about everything caused you to lose rings: bumping into other players, the walls, and, of course, getting hit by items. The series' trademark rubberband AI is still in place, too. Even in the press demo, I wasn't safe from taking four items back to back and being knocked off the stage mere feet away from the finish line.(Credit: Sega)The demo didn't include the new characters that debuted at the Summer Game Fest, but I studied the character screen to see who else could be coming to the game. Including the 12 Sonic characters available in the demo, I counted a whopping 64 character slots. They include Hatsune Miku (the ultra-popular Vocaloid), Joker (from Persona 5), Ichiban Kasuga (from Like a Dragon), and Steve (from Minecraft). However, I hope to see other classic Sega IPs like in previous Sonic Racing titles.Platforms and Release DateWill Sega do what Nintendon't? I had an exhilarating time playing Sonic Racing: CrossWorld, and I can't wait to see more wild track compositions. Sonic Racing: CrossWorlds will be available on Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S on Sept. 25, 2025. A Nintendo Switch 2 version is planned for later in the year.
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  • As AI faces court challenges from Disney and Universal, legal battles are shaping the industry's future | Opinion

    As AI faces court challenges from Disney and Universal, legal battles are shaping the industry's future | Opinion
    Silicon advances and design innovations do still push us forward – but the future landscape of the industry is also being sculpted in courtrooms and parliaments

    Image credit: Disney / Epic Games

    Opinion

    by Rob Fahey
    Contributing Editor

    Published on June 13, 2025

    In some regards, the past couple of weeks have felt rather reassuring.
    We've just seen a hugely successful launch for a new Nintendo console, replete with long queues for midnight sales events. Over the next few days, the various summer events and showcases that have sprouted amongst the scattered bones of E3 generated waves of interest and hype for a host of new games.
    It all feels like old times. It's enough to make you imagine that while change is the only constant, at least it's we're facing change that's fairly well understood, change in the form of faster, cheaper silicon, or bigger, more ambitious games.
    If only the winds that blow through this industry all came from such well-defined points on the compass. Nestled in amongst the week's headlines, though, was something that's likely to have profound but much harder to understand impacts on this industry and many others over the coming years – a lawsuit being brought by Disney and NBC Universal against Midjourney, operators of the eponymous generative AI image creation tool.
    In some regards, the lawsuit looks fairly straightforward; the arguments made and considered in reaching its outcome, though, may have a profound impact on both the ability of creatives and media companiesto protect their IP rights from a very new kind of threat, and the ways in which a promising but highly controversial and risky new set of development and creative tools can be used commercially.
    A more likely tack on Midjourney's side will be the argument that they are not responsible for what their customers create with the tool
    I say the lawsuit looks straightforward from some angles, but honestly overall it looks fairly open and shut – the media giants accuse Midjourney of replicating their copyrighted characters and material, and of essentially building a machine for churning out limitless copyright violations.
    The evidence submitted includes screenshot after screenshot of Midjourney generating pages of images of famous copyrighted and trademarked characters ranging from Yoda to Homer Simpson, so "no we didn't" isn't going to be much of a defence strategy here.
    A more likely tack on Midjourney's side will be the argument that they are not responsible for what their customers create with the tool – you don't sue the manufacturers of oil paints or canvases when artists use them to paint something copyright-infringing, nor does Microsoft get sued when someone writes something libellous in Word, and Midjourney may try to argue that their software belongs in that tool category, with users alone being ultimately responsible for how they use them.

    If that argument prevails and survives appeals and challenges, it would be a major triumph for the nascent generative AI industry and a hugely damaging blow to IP holders and creatives, since it would seriously undermine their argument that AI companies shouldn't be able to include copyrighted material into training data sets without licensing or compensation.
    The reason Disney and NBCU are going after Midjourney specifically seems to be partially down to Midjourney being especially reticent to negotiate with them about licensing fees and prompt restrictions; other generative AI firms have started talking, at least, about paying for content licenses for training data, and have imposed various limitations on their software to prevent the most egregious and obvious forms of copyright violation.
    In the process, though, they're essentially risking a court showdown over a set of not-quite-clear legal questions at the heart of this dispute, and if Midjourney were to prevail in that argument, other AI companies would likely back off from engaging with IP holders on this topic.
    To be clear, though, it seems highly unlikely that Midjourney will win that argument, at least not in the medium to long term. Yet depending on how this case moves forward, losing the argument could have equally dramatic consequences – especially if the courts find themselves compelled to consider the question of how, exactly, a generative AI system reproduces a copyrighted character with such precision without storing copyright-infringing data in some manner.
    The 2020s are turning out to be the decade in which many key regulatory issues come to a head all at once
    AI advocates have been trying to handwave around this notion from the outset, but at some point a court is going to have to sit down and confront the fact that the precision with which these systems can replicate copyrighted characters, scenes, and other materials requires that they must have stored that infringing material in some form.
    That it's stored as a scattered mesh of probabilities across the vertices of a high-dimensional vector array, rather than a straightforward, monolithic media file, is clearly important but may ultimately be considered moot. If the data is in the system and can be replicated on request, how that differs from Napster or The Pirate Bay is arguably just a matter of technical obfuscation.
    Not having to defend that technical argument in court thus far has been a huge boon to the generative AI field; if it is knocked over in that venue, it will have knock-on effects on every company in the sector and on every business that uses their products.
    Nobody can be quite sure which of the various rocks and pebbles being kicked on this slope is going to set off the landslide, but there seems to be an increasing consensus that a legal and regulatory reckoning is coming for generative AI.
    Consequently, a lot of what's happening in that market right now has the feel of companies desperately trying to establish products and lock in revenue streams before that happens, because it'll be harder to regulate a technology that's genuinely integrated into the world's economic systems than it is to impose limits on one that's currently only clocking up relatively paltry sales and revenues.

    Keeping an eye on this is crucial for any industry that's started experimenting with AI in its workflows – none more than a creative industry like video games, where various forms of AI usage have been posited, although the enthusiasm and buzz so far massively outweighs any tangible benefits from the technology.
    Regardless of what happens in legal and regulatory contexts, AI is already a double-edged sword for any creative industry.
    Used judiciously, it might help to speed up development processes and reduce overheads. Applied in a slapdash or thoughtless manner, it can and will end up wreaking havoc on development timelines, filling up storefronts with endless waves of vaguely-copyright-infringing slop, and potentially make creative firms, from the industry's biggest companies to its smallest indie developers, into victims of impossibly large-scale copyright infringement rather than beneficiaries of a new wave of technology-fuelled productivity.
    The legal threat now hanging over the sector isn't new, merely amplified. We've known for a long time that AI generated artwork, code, and text has significant problems from the perspective of intellectual property rights.
    Even if you're not using AI yourself, however – even if you're vehemently opposed to it on moral and ethical grounds, the Midjourney judgement and its fallout may well impact the creative work you produce yourself and how it ends up being used and abused by these products in future.
    This all has huge ramifications for the games business and will shape everything from how games are created to how IP can be protected for many years to come – a wind of change that's very different and vastly more unpredictable than those we're accustomed to. It's a reminder of just how much of the industry's future is currently being shaped not in development studios and semiconductor labs, but rather in courtrooms and parliamentary committees.
    The ways in which generative AI can be used and how copyright can persist in the face of it will be fundamentally shaped in courts and parliaments, but it's far from the only crucially important topic being hashed out in those venues.
    The ongoing legal turmoil over the opening up of mobile app ecosystems, too, will have huge impacts on the games industry. Meanwhile, the debates over loot boxes, gambling, and various consumer protection aspects related to free-to-play models continue to rumble on in the background.
    Because the industry moves fast while governments move slow, it's easy to forget that that's still an active topic for as far as governments are concerned, and hammers may come down at any time.
    Regulation by governments, whether through the passage of new legislation or the interpretation of existing laws in the courts, has always loomed in the background of any major industry, especially one with strong cultural relevance. The games industry is no stranger to that being part of the background heartbeat of the business.
    The 2020s, however, are turning out to be the decade in which many key regulatory issues come to a head all at once, whether it's AI and copyright, app stores and walled gardens, or loot boxes and IAP-based business models.
    Rulings on those topics in various different global markets will create a complex new landscape that will shape the winds that blow through the business, and how things look in the 2030s and beyond will be fundamentally impacted by those decisions.
    #faces #court #challenges #disney #universal
    As AI faces court challenges from Disney and Universal, legal battles are shaping the industry's future | Opinion
    As AI faces court challenges from Disney and Universal, legal battles are shaping the industry's future | Opinion Silicon advances and design innovations do still push us forward – but the future landscape of the industry is also being sculpted in courtrooms and parliaments Image credit: Disney / Epic Games Opinion by Rob Fahey Contributing Editor Published on June 13, 2025 In some regards, the past couple of weeks have felt rather reassuring. We've just seen a hugely successful launch for a new Nintendo console, replete with long queues for midnight sales events. Over the next few days, the various summer events and showcases that have sprouted amongst the scattered bones of E3 generated waves of interest and hype for a host of new games. It all feels like old times. It's enough to make you imagine that while change is the only constant, at least it's we're facing change that's fairly well understood, change in the form of faster, cheaper silicon, or bigger, more ambitious games. If only the winds that blow through this industry all came from such well-defined points on the compass. Nestled in amongst the week's headlines, though, was something that's likely to have profound but much harder to understand impacts on this industry and many others over the coming years – a lawsuit being brought by Disney and NBC Universal against Midjourney, operators of the eponymous generative AI image creation tool. In some regards, the lawsuit looks fairly straightforward; the arguments made and considered in reaching its outcome, though, may have a profound impact on both the ability of creatives and media companiesto protect their IP rights from a very new kind of threat, and the ways in which a promising but highly controversial and risky new set of development and creative tools can be used commercially. A more likely tack on Midjourney's side will be the argument that they are not responsible for what their customers create with the tool I say the lawsuit looks straightforward from some angles, but honestly overall it looks fairly open and shut – the media giants accuse Midjourney of replicating their copyrighted characters and material, and of essentially building a machine for churning out limitless copyright violations. The evidence submitted includes screenshot after screenshot of Midjourney generating pages of images of famous copyrighted and trademarked characters ranging from Yoda to Homer Simpson, so "no we didn't" isn't going to be much of a defence strategy here. A more likely tack on Midjourney's side will be the argument that they are not responsible for what their customers create with the tool – you don't sue the manufacturers of oil paints or canvases when artists use them to paint something copyright-infringing, nor does Microsoft get sued when someone writes something libellous in Word, and Midjourney may try to argue that their software belongs in that tool category, with users alone being ultimately responsible for how they use them. If that argument prevails and survives appeals and challenges, it would be a major triumph for the nascent generative AI industry and a hugely damaging blow to IP holders and creatives, since it would seriously undermine their argument that AI companies shouldn't be able to include copyrighted material into training data sets without licensing or compensation. The reason Disney and NBCU are going after Midjourney specifically seems to be partially down to Midjourney being especially reticent to negotiate with them about licensing fees and prompt restrictions; other generative AI firms have started talking, at least, about paying for content licenses for training data, and have imposed various limitations on their software to prevent the most egregious and obvious forms of copyright violation. In the process, though, they're essentially risking a court showdown over a set of not-quite-clear legal questions at the heart of this dispute, and if Midjourney were to prevail in that argument, other AI companies would likely back off from engaging with IP holders on this topic. To be clear, though, it seems highly unlikely that Midjourney will win that argument, at least not in the medium to long term. Yet depending on how this case moves forward, losing the argument could have equally dramatic consequences – especially if the courts find themselves compelled to consider the question of how, exactly, a generative AI system reproduces a copyrighted character with such precision without storing copyright-infringing data in some manner. The 2020s are turning out to be the decade in which many key regulatory issues come to a head all at once AI advocates have been trying to handwave around this notion from the outset, but at some point a court is going to have to sit down and confront the fact that the precision with which these systems can replicate copyrighted characters, scenes, and other materials requires that they must have stored that infringing material in some form. That it's stored as a scattered mesh of probabilities across the vertices of a high-dimensional vector array, rather than a straightforward, monolithic media file, is clearly important but may ultimately be considered moot. If the data is in the system and can be replicated on request, how that differs from Napster or The Pirate Bay is arguably just a matter of technical obfuscation. Not having to defend that technical argument in court thus far has been a huge boon to the generative AI field; if it is knocked over in that venue, it will have knock-on effects on every company in the sector and on every business that uses their products. Nobody can be quite sure which of the various rocks and pebbles being kicked on this slope is going to set off the landslide, but there seems to be an increasing consensus that a legal and regulatory reckoning is coming for generative AI. Consequently, a lot of what's happening in that market right now has the feel of companies desperately trying to establish products and lock in revenue streams before that happens, because it'll be harder to regulate a technology that's genuinely integrated into the world's economic systems than it is to impose limits on one that's currently only clocking up relatively paltry sales and revenues. Keeping an eye on this is crucial for any industry that's started experimenting with AI in its workflows – none more than a creative industry like video games, where various forms of AI usage have been posited, although the enthusiasm and buzz so far massively outweighs any tangible benefits from the technology. Regardless of what happens in legal and regulatory contexts, AI is already a double-edged sword for any creative industry. Used judiciously, it might help to speed up development processes and reduce overheads. Applied in a slapdash or thoughtless manner, it can and will end up wreaking havoc on development timelines, filling up storefronts with endless waves of vaguely-copyright-infringing slop, and potentially make creative firms, from the industry's biggest companies to its smallest indie developers, into victims of impossibly large-scale copyright infringement rather than beneficiaries of a new wave of technology-fuelled productivity. The legal threat now hanging over the sector isn't new, merely amplified. We've known for a long time that AI generated artwork, code, and text has significant problems from the perspective of intellectual property rights. Even if you're not using AI yourself, however – even if you're vehemently opposed to it on moral and ethical grounds, the Midjourney judgement and its fallout may well impact the creative work you produce yourself and how it ends up being used and abused by these products in future. This all has huge ramifications for the games business and will shape everything from how games are created to how IP can be protected for many years to come – a wind of change that's very different and vastly more unpredictable than those we're accustomed to. It's a reminder of just how much of the industry's future is currently being shaped not in development studios and semiconductor labs, but rather in courtrooms and parliamentary committees. The ways in which generative AI can be used and how copyright can persist in the face of it will be fundamentally shaped in courts and parliaments, but it's far from the only crucially important topic being hashed out in those venues. The ongoing legal turmoil over the opening up of mobile app ecosystems, too, will have huge impacts on the games industry. Meanwhile, the debates over loot boxes, gambling, and various consumer protection aspects related to free-to-play models continue to rumble on in the background. Because the industry moves fast while governments move slow, it's easy to forget that that's still an active topic for as far as governments are concerned, and hammers may come down at any time. Regulation by governments, whether through the passage of new legislation or the interpretation of existing laws in the courts, has always loomed in the background of any major industry, especially one with strong cultural relevance. The games industry is no stranger to that being part of the background heartbeat of the business. The 2020s, however, are turning out to be the decade in which many key regulatory issues come to a head all at once, whether it's AI and copyright, app stores and walled gardens, or loot boxes and IAP-based business models. Rulings on those topics in various different global markets will create a complex new landscape that will shape the winds that blow through the business, and how things look in the 2030s and beyond will be fundamentally impacted by those decisions. #faces #court #challenges #disney #universal
    As AI faces court challenges from Disney and Universal, legal battles are shaping the industry's future | Opinion
    www.gamesindustry.biz
    As AI faces court challenges from Disney and Universal, legal battles are shaping the industry's future | Opinion Silicon advances and design innovations do still push us forward – but the future landscape of the industry is also being sculpted in courtrooms and parliaments Image credit: Disney / Epic Games Opinion by Rob Fahey Contributing Editor Published on June 13, 2025 In some regards, the past couple of weeks have felt rather reassuring. We've just seen a hugely successful launch for a new Nintendo console, replete with long queues for midnight sales events. Over the next few days, the various summer events and showcases that have sprouted amongst the scattered bones of E3 generated waves of interest and hype for a host of new games. It all feels like old times. It's enough to make you imagine that while change is the only constant, at least it's we're facing change that's fairly well understood, change in the form of faster, cheaper silicon, or bigger, more ambitious games. If only the winds that blow through this industry all came from such well-defined points on the compass. Nestled in amongst the week's headlines, though, was something that's likely to have profound but much harder to understand impacts on this industry and many others over the coming years – a lawsuit being brought by Disney and NBC Universal against Midjourney, operators of the eponymous generative AI image creation tool. In some regards, the lawsuit looks fairly straightforward; the arguments made and considered in reaching its outcome, though, may have a profound impact on both the ability of creatives and media companies (including game studios and publishers) to protect their IP rights from a very new kind of threat, and the ways in which a promising but highly controversial and risky new set of development and creative tools can be used commercially. A more likely tack on Midjourney's side will be the argument that they are not responsible for what their customers create with the tool I say the lawsuit looks straightforward from some angles, but honestly overall it looks fairly open and shut – the media giants accuse Midjourney of replicating their copyrighted characters and material, and of essentially building a machine for churning out limitless copyright violations. The evidence submitted includes screenshot after screenshot of Midjourney generating pages of images of famous copyrighted and trademarked characters ranging from Yoda to Homer Simpson, so "no we didn't" isn't going to be much of a defence strategy here. A more likely tack on Midjourney's side will be the argument that they are not responsible for what their customers create with the tool – you don't sue the manufacturers of oil paints or canvases when artists use them to paint something copyright-infringing, nor does Microsoft get sued when someone writes something libellous in Word, and Midjourney may try to argue that their software belongs in that tool category, with users alone being ultimately responsible for how they use them. If that argument prevails and survives appeals and challenges, it would be a major triumph for the nascent generative AI industry and a hugely damaging blow to IP holders and creatives, since it would seriously undermine their argument that AI companies shouldn't be able to include copyrighted material into training data sets without licensing or compensation. The reason Disney and NBCU are going after Midjourney specifically seems to be partially down to Midjourney being especially reticent to negotiate with them about licensing fees and prompt restrictions; other generative AI firms have started talking, at least, about paying for content licenses for training data, and have imposed various limitations on their software to prevent the most egregious and obvious forms of copyright violation (at least for famous characters belonging to rich companies; if you're an individual or a smaller company, it's entirely the Wild West out there as regards your IP rights). In the process, though, they're essentially risking a court showdown over a set of not-quite-clear legal questions at the heart of this dispute, and if Midjourney were to prevail in that argument, other AI companies would likely back off from engaging with IP holders on this topic. To be clear, though, it seems highly unlikely that Midjourney will win that argument, at least not in the medium to long term. Yet depending on how this case moves forward, losing the argument could have equally dramatic consequences – especially if the courts find themselves compelled to consider the question of how, exactly, a generative AI system reproduces a copyrighted character with such precision without storing copyright-infringing data in some manner. The 2020s are turning out to be the decade in which many key regulatory issues come to a head all at once AI advocates have been trying to handwave around this notion from the outset, but at some point a court is going to have to sit down and confront the fact that the precision with which these systems can replicate copyrighted characters, scenes, and other materials requires that they must have stored that infringing material in some form. That it's stored as a scattered mesh of probabilities across the vertices of a high-dimensional vector array, rather than a straightforward, monolithic media file, is clearly important but may ultimately be considered moot. If the data is in the system and can be replicated on request, how that differs from Napster or The Pirate Bay is arguably just a matter of technical obfuscation. Not having to defend that technical argument in court thus far has been a huge boon to the generative AI field; if it is knocked over in that venue, it will have knock-on effects on every company in the sector and on every business that uses their products. Nobody can be quite sure which of the various rocks and pebbles being kicked on this slope is going to set off the landslide, but there seems to be an increasing consensus that a legal and regulatory reckoning is coming for generative AI. Consequently, a lot of what's happening in that market right now has the feel of companies desperately trying to establish products and lock in revenue streams before that happens, because it'll be harder to regulate a technology that's genuinely integrated into the world's economic systems than it is to impose limits on one that's currently only clocking up relatively paltry sales and revenues. Keeping an eye on this is crucial for any industry that's started experimenting with AI in its workflows – none more than a creative industry like video games, where various forms of AI usage have been posited, although the enthusiasm and buzz so far massively outweighs any tangible benefits from the technology. Regardless of what happens in legal and regulatory contexts, AI is already a double-edged sword for any creative industry. Used judiciously, it might help to speed up development processes and reduce overheads. Applied in a slapdash or thoughtless manner, it can and will end up wreaking havoc on development timelines, filling up storefronts with endless waves of vaguely-copyright-infringing slop, and potentially make creative firms, from the industry's biggest companies to its smallest indie developers, into victims of impossibly large-scale copyright infringement rather than beneficiaries of a new wave of technology-fuelled productivity. The legal threat now hanging over the sector isn't new, merely amplified. We've known for a long time that AI generated artwork, code, and text has significant problems from the perspective of intellectual property rights (you can infringe someone else's copyright with it, but generally can't impose your own copyright on its creations – opening careless companies up to a risk of having key assets in their game being technically public domain and impossible to protect). Even if you're not using AI yourself, however – even if you're vehemently opposed to it on moral and ethical grounds (which is entirely valid given the highly dubious land-grab these companies have done for their training data), the Midjourney judgement and its fallout may well impact the creative work you produce yourself and how it ends up being used and abused by these products in future. This all has huge ramifications for the games business and will shape everything from how games are created to how IP can be protected for many years to come – a wind of change that's very different and vastly more unpredictable than those we're accustomed to. It's a reminder of just how much of the industry's future is currently being shaped not in development studios and semiconductor labs, but rather in courtrooms and parliamentary committees. The ways in which generative AI can be used and how copyright can persist in the face of it will be fundamentally shaped in courts and parliaments, but it's far from the only crucially important topic being hashed out in those venues. The ongoing legal turmoil over the opening up of mobile app ecosystems, too, will have huge impacts on the games industry. Meanwhile, the debates over loot boxes, gambling, and various consumer protection aspects related to free-to-play models continue to rumble on in the background. Because the industry moves fast while governments move slow, it's easy to forget that that's still an active topic for as far as governments are concerned, and hammers may come down at any time. Regulation by governments, whether through the passage of new legislation or the interpretation of existing laws in the courts, has always loomed in the background of any major industry, especially one with strong cultural relevance. The games industry is no stranger to that being part of the background heartbeat of the business. The 2020s, however, are turning out to be the decade in which many key regulatory issues come to a head all at once, whether it's AI and copyright, app stores and walled gardens, or loot boxes and IAP-based business models. Rulings on those topics in various different global markets will create a complex new landscape that will shape the winds that blow through the business, and how things look in the 2030s and beyond will be fundamentally impacted by those decisions.
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  • Nioh 3 confirmed for 2026, but you can play a demo right now

    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here

    Nioh 3 has officially been announced by Koei Tecmo, continuing the developer’s hardcore Soulslike action series on PlayStation 5. Available to try in demo form today, the new enty in the brutal action series makes some major advancements over Nioh 2.
    Nioh 3 is more open than before
    Confirmed during the latest PlayStation State of Play, Nioh 3 aims to be a massive advancement over its predecessor. Taking a cue from Elden Ring, the new Soulslike focuses on more “open fields” level design instead of the series’ typical linear games.
    Alongside the larger environemnts, players won’t only have their usual Samurai style of combat. Instead, players will be able to switch between that and a brand-new Ninja style of fighting with much faster combat than ever before.
    Nioh 3 will also continue the series’ trademark difficulty against epic boss fights with players squaring up against many Oni.

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    Nioh 3 confirmed for 2026, but you can play a demo right now
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here Nioh 3 has officially been announced by Koei Tecmo, continuing the developer’s hardcore Soulslike action series on PlayStation 5. Available to try in demo form today, the new enty in the brutal action series makes some major advancements over Nioh 2. Nioh 3 is more open than before Confirmed during the latest PlayStation State of Play, Nioh 3 aims to be a massive advancement over its predecessor. Taking a cue from Elden Ring, the new Soulslike focuses on more “open fields” level design instead of the series’ typical linear games. Alongside the larger environemnts, players won’t only have their usual Samurai style of combat. Instead, players will be able to switch between that and a brand-new Ninja style of fighting with much faster combat than ever before. Nioh 3 will also continue the series’ trademark difficulty against epic boss fights with players squaring up against many Oni. Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share #nioh #confirmed #but #you #can
    Nioh 3 confirmed for 2026, but you can play a demo right now
    www.videogamer.com
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here Nioh 3 has officially been announced by Koei Tecmo, continuing the developer’s hardcore Soulslike action series on PlayStation 5. Available to try in demo form today, the new enty in the brutal action series makes some major advancements over Nioh 2. Nioh 3 is more open than before Confirmed during the latest PlayStation State of Play, Nioh 3 aims to be a massive advancement over its predecessor. Taking a cue from Elden Ring, the new Soulslike focuses on more “open fields” level design instead of the series’ typical linear games. Alongside the larger environemnts, players won’t only have their usual Samurai style of combat. Instead, players will be able to switch between that and a brand-new Ninja style of fighting with much faster combat than ever before. Nioh 3 will also continue the series’ trademark difficulty against epic boss fights with players squaring up against many Oni. Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share
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  • Real NFL Data Powers EA SPORTS™ Madden NFL 26 to New Heights Featuring All New QB DNA and Coach DNA

    "Madden NFL 26 delivers new AI-driven systems, explosive gameplay, and authentic NFL atmospheres, each ‘Built from Sundays’ to produce the realest Madden to date.”

    REDWOOD CITY, Calif.----
    Electronic Arts Inc.and EA SPORTS™ today unveiled EA SPORTS™ Madden NFL 26, launching worldwide on August 14, 2025, for PlayStation®5, Xbox Series X|S, Nintendo Switch 2, and PC via EA app for Windows, Steam, and Epic Games Store. Powered by a new AI-driven machine learning system trained on nearly a decade of real NFL data, Madden NFL 26 introduces QB DNA and Coach DNA, delivering authentic quarterback behaviors and adaptive coaching strategies. Madden NFL 26 is “Built from Sundays” to produce the realest Madden to date through AI-driven systems, explosive gameplay, and authentic NFL atmospheres.Justin Jefferson's authentic pre-game runout embodies team-specific NFL atmospheres coming to life in Madden NFL 26.“Madden NFL 26 represents a leap forward in delivering the authenticity and control our players crave,” said Daryl Holt, SVP and Group GM, EA SPORTS. “QB DNA and Coach DNA, combined with explosive movement and physics-based interactions, create the most lifelike NFL experience yet. With deeper modes and true-to-life presentation, Madden NFL 26 delivers an NFL experience that’s as close to the real thing as it gets.”Madden NFL 26 gameplay redefines NFL simulation with cutting-edge features powered by advanced physics and AI-powered machine learning systems:Coach DNA: Coaches employ real philosophies, backed by nearly a decade of NFL data, with styles like Dan Campbell's aggressive fourth-down calls and Kevin O'Connell's creative offense, adding strategic depth. Dynamic coach suggestions and multi-player counters provide smart play recommendations based on game situations and opponent tendencies, countering repetitive tactics.QB DNA: The most iconic position in sports comes to life with signature throwing motions, pocket presence, scrambling styles, authentic arm slots and more. An All-New traits system powers authentic behavior like you see every Sunday, from Josh Allen’s powerful arm to Lamar Jackson’s agile evasions. This is the most lifelike quarterback experience in franchise history.Explosive NFL Movement: Captures the league’s unmatched athleticism, letting you feel the raw power and precision of every burst. From game-changing cuts to electrifying runs, you create the impact that defines Sunday’s Superstars, putting you in control of gamechanging NFL speed.Physics Expansion: Physics-based interactions, including catch tackles, stiff-arms, and trucks, deliver authentic contact outcomes, while new mechanics like Custom Defensive Zones along with new knockouts and swats take pass coverage to a whole new level.Football Weather: Extreme weather impacts gameplay, with snow, fog, and wet conditions affecting visibility, movement, stamina, and ball security making weather an adversary just like Buffalo and Cleveland in January.Foundational Football: New mechanics, including Adaptive Coverage, enhanced D-line Stunts & Twists, and block steering, provide unparalleled realism across offense, defense, and special teams.Madden NFL 26 introduces a refreshed feature set that immerses players in the heart of the NFL, with deepened modes and engaging live content throughout the year:Presentation: Authentic NFL atmospheres come to life with team-specific run-outs, iconic crowd chants like Minnesota’s Skol, and Baltimore’s electrifying pre-game light show. Dynamic halftime shows, hosted by new addition Scott Hanson, and custom broadcast packages—now featuring primetime slots for Monday, Thursday and Sunday night matchups—produce a distinct look, sound and feel.Franchise: Build your legacy in style with new archetypes and gear for your custom coach or start from a real NFL coach. New features such as playsheets, Wear & Tear and Approval Ratings make every week a unique challenge. Scott Hanson's Weekly Recaps and Rich Eisen's commentary highlight a long list of upgrades to the fan favorite mode.Superstar: Import your EA SPORTS™ College Football 26 player or craft a new avatar, to progress through weekly storylines, master the Sphere of Influence system and achieve 99 OVR - all while balancing Wear & Tear and competing in live events.Madden Ultimate Team™: Build your dream roster with NFL legends and stars, tackle new dynamic MUT Events, and rise through 50-player Leaderboard Campaigns. NFL Team Pass delivers team-specific rewards across online modes, keeping programs fresh and offering ever-evolving ways to play with every new program.Roster Management: Strategically develop your roster to fit your scheme with modern Depth Chart positions including edge, long snapper, gadget players and more. Manage weekly performance with the new Wear and Tear system and Dynamic Substitutions.Fans who pre-order* the Madden NFL 26 Deluxe Edition by July 24 will receive perks including 3-day early access, 4600 Madden Points, an Elite Player Item, and more. The EA SPORTS™ MVP Bundle includes deluxe editions of Madden NFL 26 and EA SPORTS™ College Football 26, with additional rewards across both titles*.EA Play members will get a 10-hour Early Access Trial starting August 11th†. EA Play Pro members will enjoy unlimited access to the EA Play Pro Edition† of the game, and get up to 6,000 Madden Points, Player and Strategy Items and more. All EA Play members can score rewards such as monthly Ultimate Team™ Packs, as well as receive 10% off Electronic Arts digital content including game downloads, Season Passes, and DLC for certain titles.Stay tuned for more Madden NFL 26 details on the official Madden NFL website and social media.*Conditions & restrictions apply.
    See for details.
    †Conditions, limitations and exclusions apply. See EA Play Terms for details.For Madden NFL 26 assets, visit: EAPressPortal.com.Madden NFL 26 is developed in Orlando, Florida and Madrid, Spain by EA SPORTS and will be available worldwide August 14 for Xbox Series X|S, PlayStation 5, Nintendo Switch 2, and PC via EA app for Windows, Steam, Epic Games StoreAbout Electronic ArtsElectronic Artsis a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission.Category: EA Sports

    Erin Exum
    Director, Integrated Comms
    #real #nfl #data #powers #sports
    Real NFL Data Powers EA SPORTS™ Madden NFL 26 to New Heights Featuring All New QB DNA and Coach DNA
    "Madden NFL 26 delivers new AI-driven systems, explosive gameplay, and authentic NFL atmospheres, each ‘Built from Sundays’ to produce the realest Madden to date.” REDWOOD CITY, Calif.---- Electronic Arts Inc.and EA SPORTS™ today unveiled EA SPORTS™ Madden NFL 26, launching worldwide on August 14, 2025, for PlayStation®5, Xbox Series X|S, Nintendo Switch 2, and PC via EA app for Windows, Steam, and Epic Games Store. Powered by a new AI-driven machine learning system trained on nearly a decade of real NFL data, Madden NFL 26 introduces QB DNA and Coach DNA, delivering authentic quarterback behaviors and adaptive coaching strategies. Madden NFL 26 is “Built from Sundays” to produce the realest Madden to date through AI-driven systems, explosive gameplay, and authentic NFL atmospheres.Justin Jefferson's authentic pre-game runout embodies team-specific NFL atmospheres coming to life in Madden NFL 26.“Madden NFL 26 represents a leap forward in delivering the authenticity and control our players crave,” said Daryl Holt, SVP and Group GM, EA SPORTS. “QB DNA and Coach DNA, combined with explosive movement and physics-based interactions, create the most lifelike NFL experience yet. With deeper modes and true-to-life presentation, Madden NFL 26 delivers an NFL experience that’s as close to the real thing as it gets.”Madden NFL 26 gameplay redefines NFL simulation with cutting-edge features powered by advanced physics and AI-powered machine learning systems:Coach DNA: Coaches employ real philosophies, backed by nearly a decade of NFL data, with styles like Dan Campbell's aggressive fourth-down calls and Kevin O'Connell's creative offense, adding strategic depth. Dynamic coach suggestions and multi-player counters provide smart play recommendations based on game situations and opponent tendencies, countering repetitive tactics.QB DNA: The most iconic position in sports comes to life with signature throwing motions, pocket presence, scrambling styles, authentic arm slots and more. An All-New traits system powers authentic behavior like you see every Sunday, from Josh Allen’s powerful arm to Lamar Jackson’s agile evasions. This is the most lifelike quarterback experience in franchise history.Explosive NFL Movement: Captures the league’s unmatched athleticism, letting you feel the raw power and precision of every burst. From game-changing cuts to electrifying runs, you create the impact that defines Sunday’s Superstars, putting you in control of gamechanging NFL speed.Physics Expansion: Physics-based interactions, including catch tackles, stiff-arms, and trucks, deliver authentic contact outcomes, while new mechanics like Custom Defensive Zones along with new knockouts and swats take pass coverage to a whole new level.Football Weather: Extreme weather impacts gameplay, with snow, fog, and wet conditions affecting visibility, movement, stamina, and ball security making weather an adversary just like Buffalo and Cleveland in January.Foundational Football: New mechanics, including Adaptive Coverage, enhanced D-line Stunts & Twists, and block steering, provide unparalleled realism across offense, defense, and special teams.Madden NFL 26 introduces a refreshed feature set that immerses players in the heart of the NFL, with deepened modes and engaging live content throughout the year:Presentation: Authentic NFL atmospheres come to life with team-specific run-outs, iconic crowd chants like Minnesota’s Skol, and Baltimore’s electrifying pre-game light show. Dynamic halftime shows, hosted by new addition Scott Hanson, and custom broadcast packages—now featuring primetime slots for Monday, Thursday and Sunday night matchups—produce a distinct look, sound and feel.Franchise: Build your legacy in style with new archetypes and gear for your custom coach or start from a real NFL coach. New features such as playsheets, Wear & Tear and Approval Ratings make every week a unique challenge. Scott Hanson's Weekly Recaps and Rich Eisen's commentary highlight a long list of upgrades to the fan favorite mode.Superstar: Import your EA SPORTS™ College Football 26 player or craft a new avatar, to progress through weekly storylines, master the Sphere of Influence system and achieve 99 OVR - all while balancing Wear & Tear and competing in live events.Madden Ultimate Team™: Build your dream roster with NFL legends and stars, tackle new dynamic MUT Events, and rise through 50-player Leaderboard Campaigns. NFL Team Pass delivers team-specific rewards across online modes, keeping programs fresh and offering ever-evolving ways to play with every new program.Roster Management: Strategically develop your roster to fit your scheme with modern Depth Chart positions including edge, long snapper, gadget players and more. Manage weekly performance with the new Wear and Tear system and Dynamic Substitutions.Fans who pre-order* the Madden NFL 26 Deluxe Edition by July 24 will receive perks including 3-day early access, 4600 Madden Points, an Elite Player Item, and more. The EA SPORTS™ MVP Bundle includes deluxe editions of Madden NFL 26 and EA SPORTS™ College Football 26, with additional rewards across both titles*.EA Play members will get a 10-hour Early Access Trial starting August 11th†. EA Play Pro members will enjoy unlimited access to the EA Play Pro Edition† of the game, and get up to 6,000 Madden Points, Player and Strategy Items and more. All EA Play members can score rewards such as monthly Ultimate Team™ Packs, as well as receive 10% off Electronic Arts digital content including game downloads, Season Passes, and DLC for certain titles.Stay tuned for more Madden NFL 26 details on the official Madden NFL website and social media.*Conditions & restrictions apply. See for details. †Conditions, limitations and exclusions apply. See EA Play Terms for details.For Madden NFL 26 assets, visit: EAPressPortal.com.Madden NFL 26 is developed in Orlando, Florida and Madrid, Spain by EA SPORTS and will be available worldwide August 14 for Xbox Series X|S, PlayStation 5, Nintendo Switch 2, and PC via EA app for Windows, Steam, Epic Games StoreAbout Electronic ArtsElectronic Artsis a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission.Category: EA Sports Erin Exum Director, Integrated Comms #real #nfl #data #powers #sports
    Real NFL Data Powers EA SPORTS™ Madden NFL 26 to New Heights Featuring All New QB DNA and Coach DNA
    news.ea.com
    "Madden NFL 26 delivers new AI-driven systems, explosive gameplay, and authentic NFL atmospheres, each ‘Built from Sundays’ to produce the realest Madden to date.” REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Electronic Arts Inc. (NASDAQ: EA) and EA SPORTS™ today unveiled EA SPORTS™ Madden NFL 26, launching worldwide on August 14, 2025, for PlayStation®5, Xbox Series X|S, Nintendo Switch 2, and PC via EA app for Windows, Steam, and Epic Games Store. Powered by a new AI-driven machine learning system trained on nearly a decade of real NFL data, Madden NFL 26 introduces QB DNA and Coach DNA, delivering authentic quarterback behaviors and adaptive coaching strategies. Madden NFL 26 is “Built from Sundays” to produce the realest Madden to date through AI-driven systems, explosive gameplay, and authentic NFL atmospheres.Justin Jefferson's authentic pre-game runout embodies team-specific NFL atmospheres coming to life in Madden NFL 26.“Madden NFL 26 represents a leap forward in delivering the authenticity and control our players crave,” said Daryl Holt, SVP and Group GM, EA SPORTS. “QB DNA and Coach DNA, combined with explosive movement and physics-based interactions, create the most lifelike NFL experience yet. With deeper modes and true-to-life presentation, Madden NFL 26 delivers an NFL experience that’s as close to the real thing as it gets.”Madden NFL 26 gameplay redefines NFL simulation with cutting-edge features powered by advanced physics and AI-powered machine learning systems:Coach DNA: Coaches employ real philosophies, backed by nearly a decade of NFL data, with styles like Dan Campbell's aggressive fourth-down calls and Kevin O'Connell's creative offense, adding strategic depth. Dynamic coach suggestions and multi-player counters provide smart play recommendations based on game situations and opponent tendencies, countering repetitive tactics.QB DNA: The most iconic position in sports comes to life with signature throwing motions, pocket presence, scrambling styles, authentic arm slots and more. An All-New traits system powers authentic behavior like you see every Sunday, from Josh Allen’s powerful arm to Lamar Jackson’s agile evasions. This is the most lifelike quarterback experience in franchise history.Explosive NFL Movement: Captures the league’s unmatched athleticism, letting you feel the raw power and precision of every burst. From game-changing cuts to electrifying runs, you create the impact that defines Sunday’s Superstars, putting you in control of gamechanging NFL speed.Physics Expansion: Physics-based interactions, including catch tackles, stiff-arms, and trucks, deliver authentic contact outcomes, while new mechanics like Custom Defensive Zones along with new knockouts and swats take pass coverage to a whole new level.Football Weather: Extreme weather impacts gameplay, with snow, fog, and wet conditions affecting visibility, movement, stamina, and ball security making weather an adversary just like Buffalo and Cleveland in January.Foundational Football: New mechanics, including Adaptive Coverage, enhanced D-line Stunts & Twists, and block steering, provide unparalleled realism across offense, defense, and special teams.Madden NFL 26 introduces a refreshed feature set that immerses players in the heart of the NFL, with deepened modes and engaging live content throughout the year:Presentation: Authentic NFL atmospheres come to life with team-specific run-outs, iconic crowd chants like Minnesota’s Skol, and Baltimore’s electrifying pre-game light show. Dynamic halftime shows, hosted by new addition Scott Hanson, and custom broadcast packages—now featuring primetime slots for Monday, Thursday and Sunday night matchups—produce a distinct look, sound and feel.Franchise: Build your legacy in style with new archetypes and gear for your custom coach or start from a real NFL coach. New features such as playsheets, Wear & Tear and Approval Ratings make every week a unique challenge. Scott Hanson's Weekly Recaps and Rich Eisen's commentary highlight a long list of upgrades to the fan favorite mode.Superstar: Import your EA SPORTS™ College Football 26 player or craft a new avatar, to progress through weekly storylines, master the Sphere of Influence system and achieve 99 OVR - all while balancing Wear & Tear and competing in live events.Madden Ultimate Team™: Build your dream roster with NFL legends and stars, tackle new dynamic MUT Events, and rise through 50-player Leaderboard Campaigns. NFL Team Pass delivers team-specific rewards across online modes, keeping programs fresh and offering ever-evolving ways to play with every new program.Roster Management: Strategically develop your roster to fit your scheme with modern Depth Chart positions including edge, long snapper, gadget players and more. Manage weekly performance with the new Wear and Tear system and Dynamic Substitutions.Fans who pre-order* the Madden NFL 26 Deluxe Edition by July 24 will receive perks including 3-day early access, 4600 Madden Points, an Elite Player Item, and more. The EA SPORTS™ MVP Bundle includes deluxe editions of Madden NFL 26 and EA SPORTS™ College Football 26, with additional rewards across both titles*.EA Play members will get a 10-hour Early Access Trial starting August 11th†. EA Play Pro members will enjoy unlimited access to the EA Play Pro Edition† of the game, and get up to 6,000 Madden Points, Player and Strategy Items and more. All EA Play members can score rewards such as monthly Ultimate Team™ Packs, as well as receive 10% off Electronic Arts digital content including game downloads, Season Passes, and DLC for certain titles.Stay tuned for more Madden NFL 26 details on the official Madden NFL website and social media (Instagram, X, TikTok, and YouTube).*Conditions & restrictions apply. See https://www.ea.com/games/madden-nfl/madden-nfl-26/legal-disclaimers for details. †Conditions, limitations and exclusions apply. See EA Play Terms for details.For Madden NFL 26 assets, visit: EAPressPortal.com.Madden NFL 26 is developed in Orlando, Florida and Madrid, Spain by EA SPORTS and will be available worldwide August 14 for Xbox Series X|S, PlayStation 5, Nintendo Switch 2, and PC via EA app for Windows, Steam, Epic Games StoreAbout Electronic ArtsElectronic Arts (NASDAQ: EA) is a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately $7.5 billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission.Category: EA Sports Erin Exum Director, Integrated Comms [email protected] Source: Electronic Arts Inc.
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  • Super Bowl Champion Saquon Barkley Is the EA SPORTS™ Madden NFL 26 Cover Star

    June 02, 2025

    Eagles Star Hurdles into Madden 99 Club and Iconic Madden NFL 26 Covers After Championship and Record-Setting Season

    Fans Can Pre-Order* The EA SPORTS MVP Bundle Now To Get Madden NFL Deluxe Edition and Early Access To Madden NFL 26.
    REDWOOD CITY, Calif.----
    Electronic Arts Inc.and EA SPORTS™ announced today that Philadelphia Eagles running back Saquon Barkley will grace the cover of EA SPORTS™ Madden NFL 26, the first Eagle to do so in 20 years. Barkley’s record-setting season earned him both the cover and induction as the first member of the coveted Madden NFL 26 ‘99 Club.’ Barkley appears on two unique covers with one memorializing his spectacular reverse hurdle from last season. New features coming to Madden NFL 26 will be revealed this Wednesday, June 4 and Madden NFL 26 will launch worldwide on August 14 on Xbox Series X|S, PlayStation 5, Nintendo Switch 2, and PC via EA app for Windows, Steam, and Epic Games Store.Eagles Superstar Saquon Barkley Soars Onto Standard and Deluxe Covers Following Record-Setting, Super Bowl-Winning Season“Starring on the cover of Madden NFL 26 and being named to the Madden NFL ‘99 Club’ are both dreams come true,” said Barkley. “I’m grateful to my teammates, coaches, and Eagles fans for their support, and I can’t wait to hit the field again to give Madden players more highlight-reel moments in Madden NFL 26.”Barkley etched his name in the record books in 2024 with one of the most dominant seasons ever, becoming the first player in NFL history to rush for more than 2,500 yards in a single season, including playoffs, and leading Philadelphia to a Super Bowl LIX victory over the Kansas City Chiefs."Saquon's reverse hurdle was one of the rare, defining moments in NFL history that would have once been described as 'something out of a videogame,'” said Evan Dexter, VP, Franchise Strategy & Marketing, EA SPORTS Madden NFL. “Now, it’s a display of the athleticism and creativity of one football's most electrifying athletes. Madden NFL 26 will deliver the most real NFL experience we've ever built so that players can experience more of the unreal moments that Saquon put on display all season long. The full reveal is this Wednesday - don’t miss what’s next."Fans can pre-order* the Madden NFL 26 Deluxe Edition now to unlock a host of benefits, including 3-day early access, 4600 Madden Points, and a range of amazing extras. Pre-ordering* theEA SPORTS™ MVP Bundle for PlayStation®5 and Xbox Series X|S gets fans deluxe editions of EA SPORTS™ College Football 26 and Madden NFL 26, complete with 3-day early access and a suite of rewards for both games. EA Play** subscribers will enjoy a 10-hour early access trial alongside recurring monthly in-game bonuses for Madden NFL 26.Follow the Madden NFL 26 journey on the official website and social channelsfor the latest updates and stay tuned for the trailer and feature reveal coming Wednesday, June 4. Madden NFL 26 is developed by EA SPORTS in Orlando, Florida, and Madrid, Spain.*Conditions & restrictions apply.
    See for details.
    **Conditions, limitations and exclusions apply.
    See EA Play Terms for details.For Madden NFL 26 assets, visit: EAPressPortal.com.About Electronic ArtsElectronic Artsis a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission.Category: EA Sports

    Erin Exum
    Director, Integrated CommsSource: Electronic Arts Inc.

    Multimedia Files:
    #super #bowl #champion #saquon #barkley
    Super Bowl Champion Saquon Barkley Is the EA SPORTS™ Madden NFL 26 Cover Star
    June 02, 2025 Eagles Star Hurdles into Madden 99 Club and Iconic Madden NFL 26 Covers After Championship and Record-Setting Season Fans Can Pre-Order* The EA SPORTS MVP Bundle Now To Get Madden NFL Deluxe Edition and Early Access To Madden NFL 26. REDWOOD CITY, Calif.---- Electronic Arts Inc.and EA SPORTS™ announced today that Philadelphia Eagles running back Saquon Barkley will grace the cover of EA SPORTS™ Madden NFL 26, the first Eagle to do so in 20 years. Barkley’s record-setting season earned him both the cover and induction as the first member of the coveted Madden NFL 26 ‘99 Club.’ Barkley appears on two unique covers with one memorializing his spectacular reverse hurdle from last season. New features coming to Madden NFL 26 will be revealed this Wednesday, June 4 and Madden NFL 26 will launch worldwide on August 14 on Xbox Series X|S, PlayStation 5, Nintendo Switch 2, and PC via EA app for Windows, Steam, and Epic Games Store.Eagles Superstar Saquon Barkley Soars Onto Standard and Deluxe Covers Following Record-Setting, Super Bowl-Winning Season“Starring on the cover of Madden NFL 26 and being named to the Madden NFL ‘99 Club’ are both dreams come true,” said Barkley. “I’m grateful to my teammates, coaches, and Eagles fans for their support, and I can’t wait to hit the field again to give Madden players more highlight-reel moments in Madden NFL 26.”Barkley etched his name in the record books in 2024 with one of the most dominant seasons ever, becoming the first player in NFL history to rush for more than 2,500 yards in a single season, including playoffs, and leading Philadelphia to a Super Bowl LIX victory over the Kansas City Chiefs."Saquon's reverse hurdle was one of the rare, defining moments in NFL history that would have once been described as 'something out of a videogame,'” said Evan Dexter, VP, Franchise Strategy & Marketing, EA SPORTS Madden NFL. “Now, it’s a display of the athleticism and creativity of one football's most electrifying athletes. Madden NFL 26 will deliver the most real NFL experience we've ever built so that players can experience more of the unreal moments that Saquon put on display all season long. The full reveal is this Wednesday - don’t miss what’s next."Fans can pre-order* the Madden NFL 26 Deluxe Edition now to unlock a host of benefits, including 3-day early access, 4600 Madden Points, and a range of amazing extras. Pre-ordering* theEA SPORTS™ MVP Bundle for PlayStation®5 and Xbox Series X|S gets fans deluxe editions of EA SPORTS™ College Football 26 and Madden NFL 26, complete with 3-day early access and a suite of rewards for both games. EA Play** subscribers will enjoy a 10-hour early access trial alongside recurring monthly in-game bonuses for Madden NFL 26.Follow the Madden NFL 26 journey on the official website and social channelsfor the latest updates and stay tuned for the trailer and feature reveal coming Wednesday, June 4. Madden NFL 26 is developed by EA SPORTS in Orlando, Florida, and Madrid, Spain.*Conditions & restrictions apply. See for details. **Conditions, limitations and exclusions apply. See EA Play Terms for details.For Madden NFL 26 assets, visit: EAPressPortal.com.About Electronic ArtsElectronic Artsis a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission.Category: EA Sports Erin Exum Director, Integrated CommsSource: Electronic Arts Inc. Multimedia Files: #super #bowl #champion #saquon #barkley
    Super Bowl Champion Saquon Barkley Is the EA SPORTS™ Madden NFL 26 Cover Star
    news.ea.com
    June 02, 2025 Eagles Star Hurdles into Madden 99 Club and Iconic Madden NFL 26 Covers After Championship and Record-Setting Season Fans Can Pre-Order* The EA SPORTS MVP Bundle Now To Get Madden NFL Deluxe Edition and Early Access To Madden NFL 26. REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Electronic Arts Inc. (NASDAQ: EA) and EA SPORTS™ announced today that Philadelphia Eagles running back Saquon Barkley will grace the cover of EA SPORTS™ Madden NFL 26, the first Eagle to do so in 20 years. Barkley’s record-setting season earned him both the cover and induction as the first member of the coveted Madden NFL 26 ‘99 Club.’ Barkley appears on two unique covers with one memorializing his spectacular reverse hurdle from last season. New features coming to Madden NFL 26 will be revealed this Wednesday, June 4 and Madden NFL 26 will launch worldwide on August 14 on Xbox Series X|S, PlayStation 5, Nintendo Switch 2, and PC via EA app for Windows, Steam, and Epic Games Store.Eagles Superstar Saquon Barkley Soars Onto Standard and Deluxe Covers Following Record-Setting, Super Bowl-Winning Season“Starring on the cover of Madden NFL 26 and being named to the Madden NFL ‘99 Club’ are both dreams come true,” said Barkley. “I’m grateful to my teammates, coaches, and Eagles fans for their support, and I can’t wait to hit the field again to give Madden players more highlight-reel moments in Madden NFL 26.”Barkley etched his name in the record books in 2024 with one of the most dominant seasons ever, becoming the first player in NFL history to rush for more than 2,500 yards in a single season, including playoffs, and leading Philadelphia to a Super Bowl LIX victory over the Kansas City Chiefs."Saquon's reverse hurdle was one of the rare, defining moments in NFL history that would have once been described as 'something out of a videogame,'” said Evan Dexter, VP, Franchise Strategy & Marketing, EA SPORTS Madden NFL. “Now, it’s a display of the athleticism and creativity of one football's most electrifying athletes. Madden NFL 26 will deliver the most real NFL experience we've ever built so that players can experience more of the unreal moments that Saquon put on display all season long. The full reveal is this Wednesday - don’t miss what’s next."Fans can pre-order* the Madden NFL 26 Deluxe Edition now to unlock a host of benefits, including 3-day early access, 4600 Madden Points, and a range of amazing extras. Pre-ordering* theEA SPORTS™ MVP Bundle for PlayStation®5 and Xbox Series X|S gets fans deluxe editions of EA SPORTS™ College Football 26 and Madden NFL 26, complete with 3-day early access and a suite of rewards for both games. EA Play** subscribers will enjoy a 10-hour early access trial alongside recurring monthly in-game bonuses for Madden NFL 26.Follow the Madden NFL 26 journey on the official website and social channels (Instagram, X, TikTok, YouTube) for the latest updates and stay tuned for the trailer and feature reveal coming Wednesday, June 4. Madden NFL 26 is developed by EA SPORTS in Orlando, Florida, and Madrid, Spain.*Conditions & restrictions apply. See https://www.ea.com/games/madden-nfl/madden-nfl-26/legal-disclaimers for details. **Conditions, limitations and exclusions apply. See EA Play Terms for details.For Madden NFL 26 assets, visit: EAPressPortal.com.About Electronic ArtsElectronic Arts (NASDAQ: EA) is a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately $7.5 billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission.Category: EA Sports Erin Exum Director, Integrated Comms [email protected] Source: Electronic Arts Inc. Multimedia Files:
    10 Yorumlar ·0 hisse senetleri ·0 önizleme
  • Senior Legal Counsel at Tripledot Studios

    Senior Legal CounselTripledot StudiosWarsaw PL3 minutes agoApplySenior Legal CounselDepartment: Finance & LegalEmployment Type: Permanent - Full TimeLocation: Warsaw, PLDescriptionTripledot Studios is on track to become one of the largest independent mobile games companies in the world.We are a multi-award-winning organisation, and following our recent acquisition announcement, we’re preparing to grow into a global 2,500+ strong team across 12 studios.Our expanded portfolio is set to include some of the biggest titles in mobile gaming, collectively reaching top chart positions around the world and engaging over 25 million daily active users.Tripledot’s guiding principle remains the same: when people love what they do, what they do will be loved by others.We’re building a company we’re proud of – one filled with driven, incredibly smart & detail orientated people, who LOVE making games.Our ambition is to become the most successful games company in the world, and we’re just getting started.Take a look at our games: iOS Store + Google PlayRole OverviewWe are seeking an ambitious Senior Legal Counsel to guide Tripledot Studios through a remarkable period of growth. This is a unique opportunity to engage in meaningful work that will shape the future of our business, while also offering a platform for personal and professional growth.This role is suited for a strong, versatile legal generalist with intellectual property and technology focus, displaying a mindset defined by:Proactiveness, drive and accountabilityBusiness acumen, pragmatism and resourcefulnessCuriosity, excellence and positivityGreat work ethics and professionalismRequired Skills, Knowledge and ExpertiseKey Responsibilities:Provide accurate, sound and commercial legal advice on wide range of legal issues impacting Tripledot Studios’ products and businessDraft, review, and negotiate a broad range of commercial contracts, with a focus on IP and technologyDraft and maintain clear, user-friendly terms of service, policies, and internal product guidelines to support TDS product development and complianceAssist in the management and protection of the company’s intellectual property portfolio, including trademarks and copyrightsMaintain a strong knowledge of the mobile game industry, Tripledot Studios’ products and servicesStay ahead of relevant legal developments and translate them into practical guidanceRequired Skills, Knowledge and ExpertiseEU/UK/US qualified lawyer with minimum of 7+ years of experience, in-house role exposure viewed favourablyOutstanding written and verbal communication skills in English, coupled with strong interpersonal abilitiesDemonstrable experience working in or with technology companies - video game industry experience is a plusStrong expertise in commercial contracts and intellectual property. Expertise in privacy, compliance or consumer protection idealProven ability to lead complicated projects and advise across multiple jurisdictionsWorking at Tripledot26 days holiday: Enjoy 26 days of paid holiday in addition to national/bank holidays to relax and refresh throughout the year.20 days fully remote working: Work from anywhere in the world, 20 days of the year.Regular company events and rewards: Join in regular events and rewards that celebrate cultural events, our achievements and our team spirit.Private Medical Cover: Have peace of mind with private medical cover, ensuring your and your family's health is in good hands.Daily Free Lunch: Order free food from Pyszne.plMultisport Plus Card: Enjoy access to various sports facilities across Warsaw with the Multisport Plus Card.Employee Assistance Program: Anytime you need it, tap into confidential, caring support with our Employee Assistance Program, always here to lend an ear and a helping hand.Family Forming Support: Receive vital support on your family forming/ fertility journey with our support programContinuous Professional Development: Propel your career with continuous opportunities for professional development.Office Playroom: Unwind and recharge in our fun and relaxing office playroom.
    Create Your Profile — Game companies can contact you with their relevant job openings.
    Apply
    #senior #legal #counsel #tripledot #studios
    Senior Legal Counsel at Tripledot Studios
    Senior Legal CounselTripledot StudiosWarsaw PL3 minutes agoApplySenior Legal CounselDepartment: Finance & LegalEmployment Type: Permanent - Full TimeLocation: Warsaw, PLDescriptionTripledot Studios is on track to become one of the largest independent mobile games companies in the world.We are a multi-award-winning organisation, and following our recent acquisition announcement, we’re preparing to grow into a global 2,500+ strong team across 12 studios.Our expanded portfolio is set to include some of the biggest titles in mobile gaming, collectively reaching top chart positions around the world and engaging over 25 million daily active users.Tripledot’s guiding principle remains the same: when people love what they do, what they do will be loved by others.We’re building a company we’re proud of – one filled with driven, incredibly smart & detail orientated people, who LOVE making games.Our ambition is to become the most successful games company in the world, and we’re just getting started.Take a look at our games: iOS Store + Google PlayRole OverviewWe are seeking an ambitious Senior Legal Counsel to guide Tripledot Studios through a remarkable period of growth. This is a unique opportunity to engage in meaningful work that will shape the future of our business, while also offering a platform for personal and professional growth.This role is suited for a strong, versatile legal generalist with intellectual property and technology focus, displaying a mindset defined by:Proactiveness, drive and accountabilityBusiness acumen, pragmatism and resourcefulnessCuriosity, excellence and positivityGreat work ethics and professionalismRequired Skills, Knowledge and ExpertiseKey Responsibilities:Provide accurate, sound and commercial legal advice on wide range of legal issues impacting Tripledot Studios’ products and businessDraft, review, and negotiate a broad range of commercial contracts, with a focus on IP and technologyDraft and maintain clear, user-friendly terms of service, policies, and internal product guidelines to support TDS product development and complianceAssist in the management and protection of the company’s intellectual property portfolio, including trademarks and copyrightsMaintain a strong knowledge of the mobile game industry, Tripledot Studios’ products and servicesStay ahead of relevant legal developments and translate them into practical guidanceRequired Skills, Knowledge and ExpertiseEU/UK/US qualified lawyer with minimum of 7+ years of experience, in-house role exposure viewed favourablyOutstanding written and verbal communication skills in English, coupled with strong interpersonal abilitiesDemonstrable experience working in or with technology companies - video game industry experience is a plusStrong expertise in commercial contracts and intellectual property. Expertise in privacy, compliance or consumer protection idealProven ability to lead complicated projects and advise across multiple jurisdictionsWorking at Tripledot26 days holiday: Enjoy 26 days of paid holiday in addition to national/bank holidays to relax and refresh throughout the year.20 days fully remote working: Work from anywhere in the world, 20 days of the year.Regular company events and rewards: Join in regular events and rewards that celebrate cultural events, our achievements and our team spirit.Private Medical Cover: Have peace of mind with private medical cover, ensuring your and your family's health is in good hands.Daily Free Lunch: Order free food from Pyszne.plMultisport Plus Card: Enjoy access to various sports facilities across Warsaw with the Multisport Plus Card.Employee Assistance Program: Anytime you need it, tap into confidential, caring support with our Employee Assistance Program, always here to lend an ear and a helping hand.Family Forming Support: Receive vital support on your family forming/ fertility journey with our support programContinuous Professional Development: Propel your career with continuous opportunities for professional development.Office Playroom: Unwind and recharge in our fun and relaxing office playroom. Create Your Profile — Game companies can contact you with their relevant job openings. Apply #senior #legal #counsel #tripledot #studios
    gamejobs.co
    Senior Legal CounselTripledot StudiosWarsaw PL3 minutes agoApplySenior Legal CounselDepartment: Finance & LegalEmployment Type: Permanent - Full TimeLocation: Warsaw, PLDescriptionTripledot Studios is on track to become one of the largest independent mobile games companies in the world.We are a multi-award-winning organisation, and following our recent acquisition announcement, we’re preparing to grow into a global 2,500+ strong team across 12 studios.Our expanded portfolio is set to include some of the biggest titles in mobile gaming, collectively reaching top chart positions around the world and engaging over 25 million daily active users.Tripledot’s guiding principle remains the same: when people love what they do, what they do will be loved by others.We’re building a company we’re proud of – one filled with driven, incredibly smart & detail orientated people, who LOVE making games.Our ambition is to become the most successful games company in the world, and we’re just getting started.Take a look at our games: iOS Store + Google PlayRole OverviewWe are seeking an ambitious Senior Legal Counsel to guide Tripledot Studios through a remarkable period of growth. This is a unique opportunity to engage in meaningful work that will shape the future of our business, while also offering a platform for personal and professional growth.This role is suited for a strong, versatile legal generalist with intellectual property and technology focus, displaying a mindset defined by:Proactiveness, drive and accountabilityBusiness acumen, pragmatism and resourcefulnessCuriosity, excellence and positivityGreat work ethics and professionalismRequired Skills, Knowledge and ExpertiseKey Responsibilities:Provide accurate, sound and commercial legal advice on wide range of legal issues impacting Tripledot Studios’ products and businessDraft, review, and negotiate a broad range of commercial contracts, with a focus on IP and technologyDraft and maintain clear, user-friendly terms of service, policies, and internal product guidelines to support TDS product development and complianceAssist in the management and protection of the company’s intellectual property portfolio, including trademarks and copyrightsMaintain a strong knowledge of the mobile game industry, Tripledot Studios’ products and servicesStay ahead of relevant legal developments and translate them into practical guidanceRequired Skills, Knowledge and ExpertiseEU/UK/US qualified lawyer with minimum of 7+ years of experience, in-house role exposure viewed favourablyOutstanding written and verbal communication skills in English, coupled with strong interpersonal abilitiesDemonstrable experience working in or with technology companies - video game industry experience is a plusStrong expertise in commercial contracts and intellectual property. Expertise in privacy, compliance or consumer protection idealProven ability to lead complicated projects and advise across multiple jurisdictionsWorking at Tripledot26 days holiday: Enjoy 26 days of paid holiday in addition to national/bank holidays to relax and refresh throughout the year.20 days fully remote working: Work from anywhere in the world, 20 days of the year.Regular company events and rewards: Join in regular events and rewards that celebrate cultural events, our achievements and our team spirit.Private Medical Cover: Have peace of mind with private medical cover, ensuring your and your family's health is in good hands.Daily Free Lunch: Order free food from Pyszne.plMultisport Plus Card: Enjoy access to various sports facilities across Warsaw with the Multisport Plus Card.Employee Assistance Program: Anytime you need it, tap into confidential, caring support with our Employee Assistance Program, always here to lend an ear and a helping hand.Family Forming Support: Receive vital support on your family forming/ fertility journey with our support program [subject to policy]Continuous Professional Development: Propel your career with continuous opportunities for professional development.Office Playroom: Unwind and recharge in our fun and relaxing office playroom. Create Your Profile — Game companies can contact you with their relevant job openings. Apply
    0 Yorumlar ·0 hisse senetleri ·0 önizleme
  • TechCrunch Mobility: A ride-sharing pioneer comes for Uber, Tesla loses more ground, and dog-like delivery robots land in Texas

    Welcome back to TechCrunch Mobility — your central hub for news and insights on the future of transportation. Sign up here for free — just click TechCrunch Mobility!
    It might have been a short week, but there was still plenty of news, including another Zoox recall, an update on the Stellantis-Amazon partnership, and a few startup-funding deals. 
    One item of note: This week, I wrote about Carma Technology and its patent infringement lawsuit against Uber. This isn’t a patent troll situation, and the IP attorneys I have spoken with say it will be a challenging case for Uber. 
    The gist? Carma, which was formed in 2007 by serial entrepreneur and SOSV Ventures founder Sean O’Sullivan, filed a lawsuit earlier this year against Uber, alleging the company infringed on five of its patents that are related to the system of matching riderswith capacity in vehicles. In other words, ride-sharing.
    IP attorney Larry Ashery provided the money quote that explains why this is such a complicated and challenging case. 
    “What’s important to understand here is, Carma isn’t just asserting five patents. They have had a very sophisticated strategy of patent procurement that they’ve been working on for the past 18 years.”
    Carma’s five patents are part of a 30-patent family that are all related and connected to the original filing date. That matters because each of the five asserted patents contains multiple patent claims, which define the legal boundaries of the invention. These individual claims — not just the patents as a whole — are what Carma is asserting against Uber.That means Uber will have to address and defend against each asserted claim, making the litigation more complex and difficult to defeat, Ashery noted. 

    Techcrunch event

    now through June 4 for TechCrunch Sessions: AI
    on your ticket to TC Sessions: AI—and get 50% off a second. Hear from leaders at OpenAI, Anthropic, Khosla Ventures, and more during a full day of expert insights, hands-on workshops, and high-impact networking. These low-rate deals disappear when the doors open on June 5.

    Exhibit at TechCrunch Sessions: AI
    Secure your spot at TC Sessions: AI and show 1,200+ decision-makers what you’ve built — without the big spend. Available through May 9 or while tables last.

    Berkeley, CA
    |
    June 5

    REGISTER NOW

    Let’s get into the rest of the news. 
    A little bird
    Image Credits:Bryce Durbin
    A few little birds have been chirping at us for months now about a new autonomous vehicle technology startup that has been quietly plugging along for a year. The interesting nugget about this startup — which is called Bedrock Robotics — is who is behind it: Boris Sofman, who led Waymo’s self-driving trucks program and previously co-founded and led the popular consumer robotics company Anki. 
    The San Francisco-based startup is still in stealth, but my sources tell me it has raised considerable venture funds. Bedrock Robotics is working on a self-driving kit that retrofits onto construction equipment and other heavy machinery, according to a filing with the U.S. Patent and Trademark Office. 
    Got a tip for us? Email Kirsten Korosec at kirsten.korosec@techcrunch.com or my Signal at kkorosec.07, Sean O’Kane at sean.okane@techcrunch.com, or Rebecca Bellan at rebecca.bellan@techcrunch.com. Or check out these instructions to learn how to contact us via encrypted messaging apps or SecureDrop.
    Deals!
    Image Credits:Bryce Durbin
    Firefly Aerospace received a million investment from Northrop Grumman as part of its Series D round. This investment will further advance production of the startup’s  co-developed medium launch vehicle, now known as Eclipse.
    Pallet, a warehouse logistics software startup based in Fremont, California, raised million in a Series B funding round led by General Catalyst. Bain Capital Ventures, Activant Capital, and Bessemer Venture Partners also participated.
    Volteras, a London-based startup building virtual connective tissue that will allow plugged-in EVs to offer their batteries to support the grid, closed an million Series A led by Union Square Ventures, with participation from Edenred, Exor, Long Journey Ventures, and Wex.
    Way Data Technologies, a fleet management startup founded by veterans of Lucid Motors and Wolt, raised €2.6 millionin pre-seed funding led by Pale Blue Dot, with participation from 10x Founders and Greens Ventures. 
    Notable reads and other tidbits
    Image Credits:Bryce Durbin
    Autonomous vehicles
    Rivr’s four-wheeled, stair-climbing delivery robot — which its CEO and founder, Marko Bjelonic, describes as a dog on roller skates — will ferry packages from Veho vans directly to customers’ front doors as part of a pilot program in Austin, Texas. Both companies see this small pilot as a critical step toward solving a unique slice of the end-to-end autonomous delivery journey.  
    TuSimplesent a trove of sensitive data — effectively the blueprint of an American-made autonomous vehicle system — to a Beijing-owned firm after committing to the U.S. government that it would cease such transfers under a national security agreement. The revelation, first reported by the Wall Street Journal, prompted numerous “not surprised” responses from several readers and sources within the industry.
    Zoox issued its second voluntary software recall in a month, following a collision between one of its robotaxis and an e-scooter rider in San Francisco on May 8. The incident is notable, largely for what happened after the unoccupied Zoox vehicle operating at low speed was struck by the e-scooter after braking to yield at an intersection. 
    According to Zoox, the e-scooterist fell to the ground directly next to the vehicle and the “robotaxi began to move and stopped after completing the turn, but did not make further contact with the e-scooterist.”
    In other Zoox news, the company announced it was the “official robotaxi partner of Resorts World Las Vegas.” As part of the deal, there will be a dedicated and Zoox-branded robotaxi pickup and drop-off location at Resorts World Las Vegas. 
    Electric vehicles, charging, & batteries
    The Tesla Cybertruck is having a rough time. Dozens of unsold Tesla Cybertrucks are piling up at a Detroit shopping center parking lot. And while Cybertruck owners are now allowed by Tesla to trade in their vehicles for the first time since they hit the market, they’ll face a steep depreciation hit. CarGurus recently showed depreciation rates of up to 45%.
    Meanwhile, Tesla sales in Europe and the U.K. have fallen by nearly half, according to data released by the European Automobile Manufacturers Association. 
    The Volkswagen emissions cheating scandal of 2015 rippled through the automotive sector and prompted the companyto shift away from diesel and toward hybrids and electric vehicles. Now, four former Volkswagen executives have received prison sentences for their role.
    In-car tech
    Amazon is no longer working with Stellantis to create in-car software for the automaker’s vehicles. The partnership, first announced in January 2022, was part of Stellantis’ plan to generate billion annually from software. Stellantis told TechCrunch it would be pivoting to an Android-based system.
    #techcrunch #mobility #ridesharing #pioneer #comes
    TechCrunch Mobility: A ride-sharing pioneer comes for Uber, Tesla loses more ground, and dog-like delivery robots land in Texas
    Welcome back to TechCrunch Mobility — your central hub for news and insights on the future of transportation. Sign up here for free — just click TechCrunch Mobility! It might have been a short week, but there was still plenty of news, including another Zoox recall, an update on the Stellantis-Amazon partnership, and a few startup-funding deals.  One item of note: This week, I wrote about Carma Technology and its patent infringement lawsuit against Uber. This isn’t a patent troll situation, and the IP attorneys I have spoken with say it will be a challenging case for Uber.  The gist? Carma, which was formed in 2007 by serial entrepreneur and SOSV Ventures founder Sean O’Sullivan, filed a lawsuit earlier this year against Uber, alleging the company infringed on five of its patents that are related to the system of matching riderswith capacity in vehicles. In other words, ride-sharing. IP attorney Larry Ashery provided the money quote that explains why this is such a complicated and challenging case.  “What’s important to understand here is, Carma isn’t just asserting five patents. They have had a very sophisticated strategy of patent procurement that they’ve been working on for the past 18 years.” Carma’s five patents are part of a 30-patent family that are all related and connected to the original filing date. That matters because each of the five asserted patents contains multiple patent claims, which define the legal boundaries of the invention. These individual claims — not just the patents as a whole — are what Carma is asserting against Uber.That means Uber will have to address and defend against each asserted claim, making the litigation more complex and difficult to defeat, Ashery noted.  Techcrunch event now through June 4 for TechCrunch Sessions: AI on your ticket to TC Sessions: AI—and get 50% off a second. Hear from leaders at OpenAI, Anthropic, Khosla Ventures, and more during a full day of expert insights, hands-on workshops, and high-impact networking. These low-rate deals disappear when the doors open on June 5. Exhibit at TechCrunch Sessions: AI Secure your spot at TC Sessions: AI and show 1,200+ decision-makers what you’ve built — without the big spend. Available through May 9 or while tables last. Berkeley, CA | June 5 REGISTER NOW Let’s get into the rest of the news.  A little bird Image Credits:Bryce Durbin A few little birds have been chirping at us for months now about a new autonomous vehicle technology startup that has been quietly plugging along for a year. The interesting nugget about this startup — which is called Bedrock Robotics — is who is behind it: Boris Sofman, who led Waymo’s self-driving trucks program and previously co-founded and led the popular consumer robotics company Anki.  The San Francisco-based startup is still in stealth, but my sources tell me it has raised considerable venture funds. Bedrock Robotics is working on a self-driving kit that retrofits onto construction equipment and other heavy machinery, according to a filing with the U.S. Patent and Trademark Office.  Got a tip for us? Email Kirsten Korosec at kirsten.korosec@techcrunch.com or my Signal at kkorosec.07, Sean O’Kane at sean.okane@techcrunch.com, or Rebecca Bellan at rebecca.bellan@techcrunch.com. Or check out these instructions to learn how to contact us via encrypted messaging apps or SecureDrop. Deals! Image Credits:Bryce Durbin Firefly Aerospace received a million investment from Northrop Grumman as part of its Series D round. This investment will further advance production of the startup’s  co-developed medium launch vehicle, now known as Eclipse. Pallet, a warehouse logistics software startup based in Fremont, California, raised million in a Series B funding round led by General Catalyst. Bain Capital Ventures, Activant Capital, and Bessemer Venture Partners also participated. Volteras, a London-based startup building virtual connective tissue that will allow plugged-in EVs to offer their batteries to support the grid, closed an million Series A led by Union Square Ventures, with participation from Edenred, Exor, Long Journey Ventures, and Wex. Way Data Technologies, a fleet management startup founded by veterans of Lucid Motors and Wolt, raised €2.6 millionin pre-seed funding led by Pale Blue Dot, with participation from 10x Founders and Greens Ventures.  Notable reads and other tidbits Image Credits:Bryce Durbin Autonomous vehicles Rivr’s four-wheeled, stair-climbing delivery robot — which its CEO and founder, Marko Bjelonic, describes as a dog on roller skates — will ferry packages from Veho vans directly to customers’ front doors as part of a pilot program in Austin, Texas. Both companies see this small pilot as a critical step toward solving a unique slice of the end-to-end autonomous delivery journey.   TuSimplesent a trove of sensitive data — effectively the blueprint of an American-made autonomous vehicle system — to a Beijing-owned firm after committing to the U.S. government that it would cease such transfers under a national security agreement. The revelation, first reported by the Wall Street Journal, prompted numerous “not surprised” responses from several readers and sources within the industry. Zoox issued its second voluntary software recall in a month, following a collision between one of its robotaxis and an e-scooter rider in San Francisco on May 8. The incident is notable, largely for what happened after the unoccupied Zoox vehicle operating at low speed was struck by the e-scooter after braking to yield at an intersection.  According to Zoox, the e-scooterist fell to the ground directly next to the vehicle and the “robotaxi began to move and stopped after completing the turn, but did not make further contact with the e-scooterist.” In other Zoox news, the company announced it was the “official robotaxi partner of Resorts World Las Vegas.” As part of the deal, there will be a dedicated and Zoox-branded robotaxi pickup and drop-off location at Resorts World Las Vegas.  Electric vehicles, charging, & batteries The Tesla Cybertruck is having a rough time. Dozens of unsold Tesla Cybertrucks are piling up at a Detroit shopping center parking lot. And while Cybertruck owners are now allowed by Tesla to trade in their vehicles for the first time since they hit the market, they’ll face a steep depreciation hit. CarGurus recently showed depreciation rates of up to 45%. Meanwhile, Tesla sales in Europe and the U.K. have fallen by nearly half, according to data released by the European Automobile Manufacturers Association.  The Volkswagen emissions cheating scandal of 2015 rippled through the automotive sector and prompted the companyto shift away from diesel and toward hybrids and electric vehicles. Now, four former Volkswagen executives have received prison sentences for their role. In-car tech Amazon is no longer working with Stellantis to create in-car software for the automaker’s vehicles. The partnership, first announced in January 2022, was part of Stellantis’ plan to generate billion annually from software. Stellantis told TechCrunch it would be pivoting to an Android-based system. #techcrunch #mobility #ridesharing #pioneer #comes
    TechCrunch Mobility: A ride-sharing pioneer comes for Uber, Tesla loses more ground, and dog-like delivery robots land in Texas
    techcrunch.com
    Welcome back to TechCrunch Mobility — your central hub for news and insights on the future of transportation. Sign up here for free — just click TechCrunch Mobility! It might have been a short week, but there was still plenty of news, including another Zoox recall, an update on the Stellantis-Amazon partnership, and a few startup-funding deals.  One item of note: This week, I wrote about Carma Technology and its patent infringement lawsuit against Uber. This isn’t a patent troll situation, and the IP attorneys I have spoken with say it will be a challenging case for Uber.  The gist? Carma, which was formed in 2007 by serial entrepreneur and SOSV Ventures founder Sean O’Sullivan, filed a lawsuit earlier this year against Uber, alleging the company infringed on five of its patents that are related to the system of matching riders (or packages) with capacity in vehicles. In other words, ride-sharing. IP attorney Larry Ashery provided the money quote that explains why this is such a complicated and challenging case.  “What’s important to understand here is, Carma isn’t just asserting five patents. They have had a very sophisticated strategy of patent procurement that they’ve been working on for the past 18 years.” Carma’s five patents are part of a 30-patent family that are all related and connected to the original filing date. That matters because each of the five asserted patents contains multiple patent claims, which define the legal boundaries of the invention. These individual claims — not just the patents as a whole — are what Carma is asserting against Uber.That means Uber will have to address and defend against each asserted claim, making the litigation more complex and difficult to defeat, Ashery noted.  Techcrunch event Save now through June 4 for TechCrunch Sessions: AI Save $300 on your ticket to TC Sessions: AI—and get 50% off a second. Hear from leaders at OpenAI, Anthropic, Khosla Ventures, and more during a full day of expert insights, hands-on workshops, and high-impact networking. These low-rate deals disappear when the doors open on June 5. Exhibit at TechCrunch Sessions: AI Secure your spot at TC Sessions: AI and show 1,200+ decision-makers what you’ve built — without the big spend. Available through May 9 or while tables last. Berkeley, CA | June 5 REGISTER NOW Let’s get into the rest of the news.  A little bird Image Credits:Bryce Durbin A few little birds have been chirping at us for months now about a new autonomous vehicle technology startup that has been quietly plugging along for a year. The interesting nugget about this startup — which is called Bedrock Robotics — is who is behind it: Boris Sofman, who led Waymo’s self-driving trucks program and previously co-founded and led the popular consumer robotics company Anki.  The San Francisco-based startup is still in stealth, but my sources tell me it has raised considerable venture funds. Bedrock Robotics is working on a self-driving kit that retrofits onto construction equipment and other heavy machinery, according to a filing with the U.S. Patent and Trademark Office.  Got a tip for us? Email Kirsten Korosec at kirsten.korosec@techcrunch.com or my Signal at kkorosec.07, Sean O’Kane at sean.okane@techcrunch.com, or Rebecca Bellan at rebecca.bellan@techcrunch.com. Or check out these instructions to learn how to contact us via encrypted messaging apps or SecureDrop. Deals! Image Credits:Bryce Durbin Firefly Aerospace received a $50 million investment from Northrop Grumman as part of its Series D round. This investment will further advance production of the startup’s  co-developed medium launch vehicle, now known as Eclipse. Pallet, a warehouse logistics software startup based in Fremont, California, raised $27 million in a Series B funding round led by General Catalyst. Bain Capital Ventures, Activant Capital, and Bessemer Venture Partners also participated. Volteras, a London-based startup building virtual connective tissue that will allow plugged-in EVs to offer their batteries to support the grid, closed an $11.1 million Series A led by Union Square Ventures, with participation from Edenred, Exor, Long Journey Ventures, and Wex. Way Data Technologies, a fleet management startup founded by veterans of Lucid Motors and Wolt, raised €2.6 million ($2.95 million) in pre-seed funding led by Pale Blue Dot, with participation from 10x Founders and Greens Ventures.  Notable reads and other tidbits Image Credits:Bryce Durbin Autonomous vehicles Rivr’s four-wheeled, stair-climbing delivery robot — which its CEO and founder, Marko Bjelonic, describes as a dog on roller skates — will ferry packages from Veho vans directly to customers’ front doors as part of a pilot program in Austin, Texas. Both companies see this small pilot as a critical step toward solving a unique slice of the end-to-end autonomous delivery journey.   TuSimple (now CreateAI) sent a trove of sensitive data — effectively the blueprint of an American-made autonomous vehicle system — to a Beijing-owned firm after committing to the U.S. government that it would cease such transfers under a national security agreement. The revelation, first reported by the Wall Street Journal, prompted numerous “not surprised” responses from several readers and sources within the industry. Zoox issued its second voluntary software recall in a month, following a collision between one of its robotaxis and an e-scooter rider in San Francisco on May 8. The incident is notable, largely for what happened after the unoccupied Zoox vehicle operating at low speed was struck by the e-scooter after braking to yield at an intersection.  According to Zoox, the e-scooterist fell to the ground directly next to the vehicle and the “robotaxi began to move and stopped after completing the turn, but did not make further contact with the e-scooterist.” In other Zoox news, the company announced it was the “official robotaxi partner of Resorts World Las Vegas.” As part of the deal, there will be a dedicated and Zoox-branded robotaxi pickup and drop-off location at Resorts World Las Vegas.  Electric vehicles, charging, & batteries The Tesla Cybertruck is having a rough time. Dozens of unsold Tesla Cybertrucks are piling up at a Detroit shopping center parking lot. And while Cybertruck owners are now allowed by Tesla to trade in their vehicles for the first time since they hit the market, they’ll face a steep depreciation hit. CarGurus recently showed depreciation rates of up to 45%. Meanwhile, Tesla sales in Europe and the U.K. have fallen by nearly half, according to data released by the European Automobile Manufacturers Association.  The Volkswagen emissions cheating scandal of 2015 rippled through the automotive sector and prompted the company (and later followed by others) to shift away from diesel and toward hybrids and electric vehicles. Now, four former Volkswagen executives have received prison sentences for their role. In-car tech Amazon is no longer working with Stellantis to create in-car software for the automaker’s vehicles. The partnership, first announced in January 2022, was part of Stellantis’ plan to generate $22.5 billion annually from software. Stellantis told TechCrunch it would be pivoting to an Android-based system.
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  • Track changes: Transa repair centre in Zürich, Switzerland, by Baubüro In Situ, Zirkular and Denkstatt sàrl

    The Swiss Federal Railways’ repair works in Zürich are being lightly transformed for new commercial uses
    Workers at the Swiss Federal Railways’central repair works in Zürich used to climb the roof of its halls and practise handstands. It was as good a place as any to do gymnastics: out in the open air, with a view to the Käferberg rising across from a tangle of railway tracks and the river Limmat. A photograph from 1947 survives in the SBB archives, showing a light turf growing on the roof – most of the buildings that make up the works had been constructed about 30 years earlier, between 1906 and 1910 – and a group of young apprentices exercising under the stern supervision of a foreman.
    The photograph captures the beginning of the repair works’ heyday. SBB was formed in 1902, the result of an 1898 referendum to nationalise the nine major private railway companies operating in Switzerland at the time. The construction of the Zürich repair works began soon after, with an office building, a workers’ canteen, shower rooms, workshops, stores and carriage halls laid out across a 42,000m2 site flanked by Hohlstrasse to the south‑west and the railway tracks connecting Zürich Central and Altstetten stations to the north‑east. Here, rolling stock could easily be redirected to the works, and transferred into its functional, skylit brick halls with the use of a lateral transfer platform. 
    In the postwar decades, the works came to employ upwards of 800 staff, and served as the SBB’s main repair works, or Hauptwerkstätte – there were smaller ones in Bellinzona, Chur, Yverdon-les-Bains and other locations, established by the private railway firms before nationalisation. In the same period, SBB gained international fame for its early electrification drive – the landlocked confederation lacks fossil fuel deposits but has hydropower aplenty – and modern industrial design. The Swiss railway clock, designed in 1944 by SBB employee Hans Hilfiker, is now used in transit systems around the world, and the network’s adoption of Helvetica for its graphic identity in 1978 contributed to the widespread popularisation of the typeface – long before the first iPhone. 
    At the turn of the millennium, SBB was turned into a joint‑stock company. All shares are owned by the state and the Swiss cantons, but the new company structure allowed the network to behave more like a private enterprise. Part of this restructuring was an appraisal of the network’s sizable real-estate holdings, which a new division, SBB Immobilien, was set up to manage in 2003. Around the same time, the Hauptwerkstätte in Zürich was downgraded to a ‘repair centre’, and plans were drawn up to develop the site, which was vast, central and fashionably post‑industrial – and so ripe for profitable exploitation. The revenue generated by SBB Immobilien has only become more important to the network since then, as its pension fund – long beset by market volatility and continuous restructurings – relies heavily on it.
    When, in 2017, SBB and the city and canton of Zürich organised a competition for the redevelopment of the old repair works, Swiss architecture practice Baubüro In Situ was selected as winner ‘for its expertise in adaptive reuse, sustainable circular practices and participatory approach’, says an SBB Immobilien spokesperson. For SBB, it was important that the redevelopment, now dubbed Werkstadt Zürich, made use of the railways’ enormous catalogue of existing materials and components.For the canton, it was imperative that the scheme make room for local manufacturing in line with a broader drive to bring production back into a city dominated by services. 
    Founded in Basel by Barbara Buser and Eric Honegger in 1998, Baubüro In Situwas in a unique position to meet such a brief, as it operates alongside what it terms its three ‘sister companies’: Unterdessen, Zirkular, and Denkstatt Sàrl, an urban think tank run by Buser and Honegger together with Tabea Michaelis and Pascal Biedermann. All informed the masterplan for Werkstadt Zürich, which will complete its first phase this year. 
    The Zürich offices of the four companies have been housed in various spaces on the repair works site since 2017, while the project has been ongoing. For the past year, they have had a permanent home on a new mezzanine level constructed around the internal perimeter of the works’ cathedral‑like carriage hall. This level is accessed via two central staircases composed of reused components from SBB’s network – I‑beams of various profiles, timber, metal tube railings – which, as has become a trademark of Baubüro In Situ’s work, come together in an artfully mismatched whole. ‘The main thing this office does is as little as possible,’ says Vanessa Gerotto, an interior architect at the firm.
    SBB still uses parts of the site, as is evident from train tracks that crisscross it. ‘They do repairs in some of the halls,’ explains Gerotto. ‘But they have reorganised, relocated and compacted their repair sites,’ so that approximately 18,450m2 have been freed up for commercial use at Werkstadt Zürich, including a swathe of units in the carriage hall. Here, as in other areas where they are no longer needed, SBB’s tracks have been retained but filled in with concrete and smoothed over. 
    Businesses have slowly filled Werkstadt Zürich as new units have been completed, and are mostly rarefied, small‑scale producers of luxury consumables: there is a chocolatier, a granola‑maker, a micro‑brewery, a gin distillery and a coffee roastery, as well as a manufacturer of coffee machines. The first commercial tenant, however, was somewhat more in keeping with the original programme of the site: the Swiss outdoor equipment brand Transa moved its repair workshop into one of the spaces in Werkstadt Zürich’s magazine building, to the south of the site, in 2023. Here, a team of 13 craftspeople repair and waterproof Gore-Tex clothing, backpacks, tents and sleeping bags that individual customers either drop off or mail to them, or that official partnering brands send directly to the centre. 
    ‘The Transa team is currently working on a new set of curtains for the Baubüro In Situ’s offices across the yard’
    This part of Werkstadt Zürich was also the first to be renovated. Baubüro In Situ, working closely with colleagues at Zirkular, undertook a substantial interior fit‑out of the triple-height space, located in the western part of the magazine wing. A new timber mezzanine was added to maximise use of the space for the client, who did not require a double-height ground floor space. This was designed to be structurally independent from the shell of the building, so that the listed structure was not impacted. 
    However, the weight of the mezzanine necessitated new foundations, which needed to support a load of 100kN per timber support. There were not any suitable concrete elements available on site at Werkstadt Zürich, so the teams opted for what Zirkular architect Blanca Gardelegui admits was an ‘experimental’ move, reusing concrete from a demolition site in Winterthur. Here, slabs were cut using a diamond blade saw and stacked on site using a crane. ‘Additional work,’ explains Pascal Angehrn, architect at Baubüro In Situ, ‘came from the temporary storage of the blocks,’ and their transport.
    Once the blocks had been fitted into place, new concrete nevertheless had to be poured around the timber supports. This meant that, although efforts were made to reuse a wide variety of components and fittings – heaters, doors, plumbing fixtures, lights and stone windowsills – the fit‑out did not meet the architects’ own best‑case scenario of 50 per cent greenhouse gas savings, compared with using new materials and components for the renovation. Instead, they calculated the savings to sit at around 17 per cent. ‘Concrete is one of the most challenging materials to recycle,’ says Gardelegui. ‘The idea is not to do something perfectly, but to learn from the process.’
    Finally, the teams introduced a wide staircase into the centre of the space, using the timber from the cut-out mezzanine flooring to make up its steps. Upon moving in, the staff at Transa’s repair centre embraced the architects’ spirit of reuse, creating their own furniture from pallets, and uplholstering with insulation cut‑offs. Tobias Stump, a member of staff at the centre, explains that their team is currently working on a new set of curtains for Baubüro In Situ’s offices across the yard. 
    ‘The idea is not to do something perfectly, but to learn from the process’
    Werkstadt Zürich has the atmosphere of a creative testing ground, where materials get shifted around and reconfigured as needs and uses change. There is genuine camaraderie among the new commercial tenants: they make curtains for each other; organise monthly ‘open factory’ days; and have even recreated the 1947 photograph of the gymnasts on the roof. But antics on the roof may not be viable much longer. The next phase of Werkstadt Zürich involves the construction of vertical extensions atop the halls and magazine wing, densifying the site for further financial gain. Bland, brand new residential towers loom just off site, a little further up Hohlstrasse. Altstetten is gentrifying rapidly, part of the city’s continual remaking of itself.
    #track #changes #transa #repair #centre
    Track changes: Transa repair centre in Zürich, Switzerland, by Baubüro In Situ, Zirkular and Denkstatt sàrl
    The Swiss Federal Railways’ repair works in Zürich are being lightly transformed for new commercial uses Workers at the Swiss Federal Railways’central repair works in Zürich used to climb the roof of its halls and practise handstands. It was as good a place as any to do gymnastics: out in the open air, with a view to the Käferberg rising across from a tangle of railway tracks and the river Limmat. A photograph from 1947 survives in the SBB archives, showing a light turf growing on the roof – most of the buildings that make up the works had been constructed about 30 years earlier, between 1906 and 1910 – and a group of young apprentices exercising under the stern supervision of a foreman. The photograph captures the beginning of the repair works’ heyday. SBB was formed in 1902, the result of an 1898 referendum to nationalise the nine major private railway companies operating in Switzerland at the time. The construction of the Zürich repair works began soon after, with an office building, a workers’ canteen, shower rooms, workshops, stores and carriage halls laid out across a 42,000m2 site flanked by Hohlstrasse to the south‑west and the railway tracks connecting Zürich Central and Altstetten stations to the north‑east. Here, rolling stock could easily be redirected to the works, and transferred into its functional, skylit brick halls with the use of a lateral transfer platform.  In the postwar decades, the works came to employ upwards of 800 staff, and served as the SBB’s main repair works, or Hauptwerkstätte – there were smaller ones in Bellinzona, Chur, Yverdon-les-Bains and other locations, established by the private railway firms before nationalisation. In the same period, SBB gained international fame for its early electrification drive – the landlocked confederation lacks fossil fuel deposits but has hydropower aplenty – and modern industrial design. The Swiss railway clock, designed in 1944 by SBB employee Hans Hilfiker, is now used in transit systems around the world, and the network’s adoption of Helvetica for its graphic identity in 1978 contributed to the widespread popularisation of the typeface – long before the first iPhone.  At the turn of the millennium, SBB was turned into a joint‑stock company. All shares are owned by the state and the Swiss cantons, but the new company structure allowed the network to behave more like a private enterprise. Part of this restructuring was an appraisal of the network’s sizable real-estate holdings, which a new division, SBB Immobilien, was set up to manage in 2003. Around the same time, the Hauptwerkstätte in Zürich was downgraded to a ‘repair centre’, and plans were drawn up to develop the site, which was vast, central and fashionably post‑industrial – and so ripe for profitable exploitation. The revenue generated by SBB Immobilien has only become more important to the network since then, as its pension fund – long beset by market volatility and continuous restructurings – relies heavily on it. When, in 2017, SBB and the city and canton of Zürich organised a competition for the redevelopment of the old repair works, Swiss architecture practice Baubüro In Situ was selected as winner ‘for its expertise in adaptive reuse, sustainable circular practices and participatory approach’, says an SBB Immobilien spokesperson. For SBB, it was important that the redevelopment, now dubbed Werkstadt Zürich, made use of the railways’ enormous catalogue of existing materials and components.For the canton, it was imperative that the scheme make room for local manufacturing in line with a broader drive to bring production back into a city dominated by services.  Founded in Basel by Barbara Buser and Eric Honegger in 1998, Baubüro In Situwas in a unique position to meet such a brief, as it operates alongside what it terms its three ‘sister companies’: Unterdessen, Zirkular, and Denkstatt Sàrl, an urban think tank run by Buser and Honegger together with Tabea Michaelis and Pascal Biedermann. All informed the masterplan for Werkstadt Zürich, which will complete its first phase this year.  The Zürich offices of the four companies have been housed in various spaces on the repair works site since 2017, while the project has been ongoing. For the past year, they have had a permanent home on a new mezzanine level constructed around the internal perimeter of the works’ cathedral‑like carriage hall. This level is accessed via two central staircases composed of reused components from SBB’s network – I‑beams of various profiles, timber, metal tube railings – which, as has become a trademark of Baubüro In Situ’s work, come together in an artfully mismatched whole. ‘The main thing this office does is as little as possible,’ says Vanessa Gerotto, an interior architect at the firm. SBB still uses parts of the site, as is evident from train tracks that crisscross it. ‘They do repairs in some of the halls,’ explains Gerotto. ‘But they have reorganised, relocated and compacted their repair sites,’ so that approximately 18,450m2 have been freed up for commercial use at Werkstadt Zürich, including a swathe of units in the carriage hall. Here, as in other areas where they are no longer needed, SBB’s tracks have been retained but filled in with concrete and smoothed over.  Businesses have slowly filled Werkstadt Zürich as new units have been completed, and are mostly rarefied, small‑scale producers of luxury consumables: there is a chocolatier, a granola‑maker, a micro‑brewery, a gin distillery and a coffee roastery, as well as a manufacturer of coffee machines. The first commercial tenant, however, was somewhat more in keeping with the original programme of the site: the Swiss outdoor equipment brand Transa moved its repair workshop into one of the spaces in Werkstadt Zürich’s magazine building, to the south of the site, in 2023. Here, a team of 13 craftspeople repair and waterproof Gore-Tex clothing, backpacks, tents and sleeping bags that individual customers either drop off or mail to them, or that official partnering brands send directly to the centre.  ‘The Transa team is currently working on a new set of curtains for the Baubüro In Situ’s offices across the yard’ This part of Werkstadt Zürich was also the first to be renovated. Baubüro In Situ, working closely with colleagues at Zirkular, undertook a substantial interior fit‑out of the triple-height space, located in the western part of the magazine wing. A new timber mezzanine was added to maximise use of the space for the client, who did not require a double-height ground floor space. This was designed to be structurally independent from the shell of the building, so that the listed structure was not impacted.  However, the weight of the mezzanine necessitated new foundations, which needed to support a load of 100kN per timber support. There were not any suitable concrete elements available on site at Werkstadt Zürich, so the teams opted for what Zirkular architect Blanca Gardelegui admits was an ‘experimental’ move, reusing concrete from a demolition site in Winterthur. Here, slabs were cut using a diamond blade saw and stacked on site using a crane. ‘Additional work,’ explains Pascal Angehrn, architect at Baubüro In Situ, ‘came from the temporary storage of the blocks,’ and their transport. Once the blocks had been fitted into place, new concrete nevertheless had to be poured around the timber supports. This meant that, although efforts were made to reuse a wide variety of components and fittings – heaters, doors, plumbing fixtures, lights and stone windowsills – the fit‑out did not meet the architects’ own best‑case scenario of 50 per cent greenhouse gas savings, compared with using new materials and components for the renovation. Instead, they calculated the savings to sit at around 17 per cent. ‘Concrete is one of the most challenging materials to recycle,’ says Gardelegui. ‘The idea is not to do something perfectly, but to learn from the process.’ Finally, the teams introduced a wide staircase into the centre of the space, using the timber from the cut-out mezzanine flooring to make up its steps. Upon moving in, the staff at Transa’s repair centre embraced the architects’ spirit of reuse, creating their own furniture from pallets, and uplholstering with insulation cut‑offs. Tobias Stump, a member of staff at the centre, explains that their team is currently working on a new set of curtains for Baubüro In Situ’s offices across the yard.  ‘The idea is not to do something perfectly, but to learn from the process’ Werkstadt Zürich has the atmosphere of a creative testing ground, where materials get shifted around and reconfigured as needs and uses change. There is genuine camaraderie among the new commercial tenants: they make curtains for each other; organise monthly ‘open factory’ days; and have even recreated the 1947 photograph of the gymnasts on the roof. But antics on the roof may not be viable much longer. The next phase of Werkstadt Zürich involves the construction of vertical extensions atop the halls and magazine wing, densifying the site for further financial gain. Bland, brand new residential towers loom just off site, a little further up Hohlstrasse. Altstetten is gentrifying rapidly, part of the city’s continual remaking of itself. #track #changes #transa #repair #centre
    Track changes: Transa repair centre in Zürich, Switzerland, by Baubüro In Situ, Zirkular and Denkstatt sàrl
    www.architectural-review.com
    The Swiss Federal Railways’ repair works in Zürich are being lightly transformed for new commercial uses Workers at the Swiss Federal Railways’ (SBB) central repair works in Zürich used to climb the roof of its halls and practise handstands. It was as good a place as any to do gymnastics: out in the open air, with a view to the Käferberg rising across from a tangle of railway tracks and the river Limmat. A photograph from 1947 survives in the SBB archives, showing a light turf growing on the roof – most of the buildings that make up the works had been constructed about 30 years earlier, between 1906 and 1910 – and a group of young apprentices exercising under the stern supervision of a foreman. The photograph captures the beginning of the repair works’ heyday. SBB was formed in 1902, the result of an 1898 referendum to nationalise the nine major private railway companies operating in Switzerland at the time. The construction of the Zürich repair works began soon after, with an office building, a workers’ canteen, shower rooms, workshops, stores and carriage halls laid out across a 42,000m2 site flanked by Hohlstrasse to the south‑west and the railway tracks connecting Zürich Central and Altstetten stations to the north‑east. Here, rolling stock could easily be redirected to the works, and transferred into its functional, skylit brick halls with the use of a lateral transfer platform.  In the postwar decades, the works came to employ upwards of 800 staff, and served as the SBB’s main repair works, or Hauptwerkstätte – there were smaller ones in Bellinzona, Chur, Yverdon-les-Bains and other locations, established by the private railway firms before nationalisation. In the same period, SBB gained international fame for its early electrification drive – the landlocked confederation lacks fossil fuel deposits but has hydropower aplenty – and modern industrial design. The Swiss railway clock, designed in 1944 by SBB employee Hans Hilfiker, is now used in transit systems around the world, and the network’s adoption of Helvetica for its graphic identity in 1978 contributed to the widespread popularisation of the typeface – long before the first iPhone.  At the turn of the millennium, SBB was turned into a joint‑stock company. All shares are owned by the state and the Swiss cantons, but the new company structure allowed the network to behave more like a private enterprise. Part of this restructuring was an appraisal of the network’s sizable real-estate holdings, which a new division, SBB Immobilien, was set up to manage in 2003. Around the same time, the Hauptwerkstätte in Zürich was downgraded to a ‘repair centre’, and plans were drawn up to develop the site, which was vast, central and fashionably post‑industrial – and so ripe for profitable exploitation. The revenue generated by SBB Immobilien has only become more important to the network since then, as its pension fund – long beset by market volatility and continuous restructurings – relies heavily on it. When, in 2017, SBB and the city and canton of Zürich organised a competition for the redevelopment of the old repair works, Swiss architecture practice Baubüro In Situ was selected as winner ‘for its expertise in adaptive reuse, sustainable circular practices and participatory approach’, says an SBB Immobilien spokesperson. For SBB, it was important that the redevelopment, now dubbed Werkstadt Zürich, made use of the railways’ enormous catalogue of existing materials and components. (SBB even has its own online resale platform, where, for example, four tonnes of gravel, a disused train carriage or a stud welding machine can be acquired for a reasonable sum.) For the canton, it was imperative that the scheme make room for local manufacturing in line with a broader drive to bring production back into a city dominated by services.  Founded in Basel by Barbara Buser and Eric Honegger in 1998, Baubüro In Situ (previously Baubüro Mitte) was in a unique position to meet such a brief, as it operates alongside what it terms its three ‘sister companies’: Unterdessen (founded in 2004, to organise ‘meanwhile’ uses for buildings and sites), Zirkular (established in 2020, focusing on materials and circular construction), and Denkstatt Sàrl, an urban think tank run by Buser and Honegger together with Tabea Michaelis and Pascal Biedermann. All informed the masterplan for Werkstadt Zürich, which will complete its first phase this year.  The Zürich offices of the four companies have been housed in various spaces on the repair works site since 2017, while the project has been ongoing. For the past year, they have had a permanent home on a new mezzanine level constructed around the internal perimeter of the works’ cathedral‑like carriage hall. This level is accessed via two central staircases composed of reused components from SBB’s network – I‑beams of various profiles, timber, metal tube railings – which, as has become a trademark of Baubüro In Situ’s work, come together in an artfully mismatched whole. ‘The main thing this office does is as little as possible,’ says Vanessa Gerotto, an interior architect at the firm. SBB still uses parts of the site, as is evident from train tracks that crisscross it. ‘They do repairs in some of the halls,’ explains Gerotto. ‘But they have reorganised, relocated and compacted their repair sites,’ so that approximately 18,450m2 have been freed up for commercial use at Werkstadt Zürich, including a swathe of units in the carriage hall. Here, as in other areas where they are no longer needed, SBB’s tracks have been retained but filled in with concrete and smoothed over.  Businesses have slowly filled Werkstadt Zürich as new units have been completed, and are mostly rarefied, small‑scale producers of luxury consumables: there is a chocolatier, a granola‑maker, a micro‑brewery, a gin distillery and a coffee roastery, as well as a manufacturer of coffee machines. The first commercial tenant, however, was somewhat more in keeping with the original programme of the site: the Swiss outdoor equipment brand Transa moved its repair workshop into one of the spaces in Werkstadt Zürich’s magazine building, to the south of the site, in 2023. Here, a team of 13 craftspeople repair and waterproof Gore-Tex clothing, backpacks, tents and sleeping bags that individual customers either drop off or mail to them, or that official partnering brands send directly to the centre.  ‘The Transa team is currently working on a new set of curtains for the Baubüro In Situ’s offices across the yard’ This part of Werkstadt Zürich was also the first to be renovated. Baubüro In Situ, working closely with colleagues at Zirkular, undertook a substantial interior fit‑out of the triple-height space, located in the western part of the magazine wing. A new timber mezzanine was added to maximise use of the space for the client, who did not require a double-height ground floor space. This was designed to be structurally independent from the shell of the building, so that the listed structure was not impacted.  However, the weight of the mezzanine necessitated new foundations, which needed to support a load of 100kN per timber support. There were not any suitable concrete elements available on site at Werkstadt Zürich, so the teams opted for what Zirkular architect Blanca Gardelegui admits was an ‘experimental’ move, reusing concrete from a demolition site in Winterthur. Here, slabs were cut using a diamond blade saw and stacked on site using a crane. ‘Additional work,’ explains Pascal Angehrn, architect at Baubüro In Situ, ‘came from the temporary storage of the blocks,’ and their transport. Once the blocks had been fitted into place, new concrete nevertheless had to be poured around the timber supports. This meant that, although efforts were made to reuse a wide variety of components and fittings – heaters, doors, plumbing fixtures, lights and stone windowsills – the fit‑out did not meet the architects’ own best‑case scenario of 50 per cent greenhouse gas savings, compared with using new materials and components for the renovation. Instead, they calculated the savings to sit at around 17 per cent. ‘Concrete is one of the most challenging materials to recycle,’ says Gardelegui. ‘The idea is not to do something perfectly, but to learn from the process.’ Finally, the teams introduced a wide staircase into the centre of the space, using the timber from the cut-out mezzanine flooring to make up its steps. Upon moving in, the staff at Transa’s repair centre embraced the architects’ spirit of reuse, creating their own furniture from pallets, and uplholstering with insulation cut‑offs. Tobias Stump, a member of staff at the centre, explains that their team is currently working on a new set of curtains for Baubüro In Situ’s offices across the yard.  ‘The idea is not to do something perfectly, but to learn from the process’ Werkstadt Zürich has the atmosphere of a creative testing ground, where materials get shifted around and reconfigured as needs and uses change. There is genuine camaraderie among the new commercial tenants: they make curtains for each other; organise monthly ‘open factory’ days; and have even recreated the 1947 photograph of the gymnasts on the roof. But antics on the roof may not be viable much longer. The next phase of Werkstadt Zürich involves the construction of vertical extensions atop the halls and magazine wing, densifying the site for further financial gain. Bland, brand new residential towers loom just off site, a little further up Hohlstrasse. Altstetten is gentrifying rapidly, part of the city’s continual remaking of itself.
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  • This Story Is Yours - Take the Lead in F1® 25, Available Worldwide Today

    May 30, 2025

    Race Your Way with the Return of Braking Point, Revamped My Team, and F1® THE MOVIE Scenarios Featuring Fictional Team APXGP

    Watch F1® 25 Iconic Edition Cover Star Lewis Hamilton and Football Superstar, Kylian Mbappé, Test Their Speed as the Iconic Rivals Go Head-to-Head HERE
    REDWOOD CITY, Calif.----
    Today, Electronic Arts Inc.invites players to race their way with F1® 25, an official game of the 2025 FIA Formula One World Championship™, available today on PlayStation®5, Xbox Series X|S, and PC. Through a variety of gameplay features, players can take the lead as team owner in My Team 2.0, and live the emotional highs and lows of competing at the front of the grid in the return of fan-favourite story mode, Braking Point. Players can also take to the track as fictional team APXGP from Apple Original Films’ F1® THE MOVIE with a preview chapter, with additional chapter scenariosavailable post-launch beginning June 30th.* As part of the launch day celebrations, F1® 25 Iconic Edition cover star Lewis Hamilton challenged three-time EA SPORTS cover star Kylian Mbappé to a thrilling sprint race ahead of the FORMULA 1 ARAMCO GRAN PREMIO DE ESPAÑA 2025. Watch the action unfold HERE.Standard Edition cover art of EA Sports F1 25 featuring F1 drivers Oscar Piastri, Carlos Sainz, and Oliver Bearman“F1 25 delivers more ways for players to tell their F1 story, from battling for the World Championship to securing a front row seat and interacting with the racing movie of the summer,” said Lee Mather, Senior Creative Director at Codemasters. “With story-driven features, Braking Point and F1® THE MOVIE, taking the lead in My Team and Driver Career, or jumping into F1 World with a multitude of bite-sized challenges, customisation enhancements, multiplayer and cooperative gameplay, F1 25 is all-out, unabashed action for every racing fan.”Players will experience the third instalment of fan-favourite story mode, Braking Point. Set across two seasons, the returning cast encounter a dramatic event that threatens to throw a title-contending season into chaos. For the first time, players encounter more variety through different driver perspectives, giving the mode a new dimension and alternate endings to the story. Additionally, Konnersport is now available to choose in My Team with a further option to become the 11th team on the grid in Driver Career.F1® 25 gets players closer to the real world than ever before with a series of innovations both on and off the track. Players who want to call the shots can jump into My Team 2.0 and take on the role of team owner. Alongside running the entire operations from the Team HQ, focusing on Engineering, Personnel, and Corporate, players manage the fate of both drivers and can switch between the two for race weekends.Five circuits - Bahrain, Miami, Melbourne, Suzuka, and Imola - join Silverstone as those that have all been digitally scanned during race weekends. Through millions of data points, LIDAR technology delivers pinpoint accuracy from asphalt surface details and kerb heights to the positioning of broadcast towers, barriers, trees, and foliage. These advancements, in conjunction with changes to handling, tested pre-launch by esports drivers and the F1® community, ensure players feel every bump and elevation change, just like the real F1® drivers.F1® 25 delivers greater customisation through the new Decal Editor. Driver numbers receive a visual overhaul with new fonts and colours. Players can bring their personalities to life with the freedom to move, rotate, and resize designs with variants to unlock throughout the game and use across My Team and F1® World. Players can also use the newly introduced sponsor liveries built around the visual identity of the fictional brands in the game, alongside new driver numbers which receive a visual overhaul with new customisable fonts and colours, to create the most authentic-looking vehicle designs the franchise has ever delivered.EA Play** members get a 5-hour Trial, score a monthly 5000 XP boost, and can save 10% on EA digital purchases, including PitCoin, full game, and DLC. More details on EA Play. F1® 25 Iconic Edition owners receive a number of perks linked to F1® THE MOVIE producer Lewis Hamilton, F3™ Driver Icons Pack, 18,000 Pitcoin and much more. F1® THE MOVIE chapter scenarios are available to F1® 25 Standard Edition players through the purchase of the DLC pack, available now for purchase and playable in-game beginning June 30.To keep up-to-date with the latest F1® game news and information, visit the Formula 1® game websitesocial channels.PRESS ASSETS ARE AVAILABLE AT EAPressPortal.com*Chapter Scenarios playable beginning June 30, 2025. Requires F1® 25, EA account, internet connection & all game updates.**Conditions, limitations and exclusions apply. See tos.ea.com/legalapp/eaplay/US/en/PC/ for details.About Electronic ArtsElectronic Artsis a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission.F1® 25 Game - an official product of the FIA FORMULA ONE WORLD CHAMPIONSHIP. © 2025 Electronic Arts Inc. EA, EA SPORTS, the EA SPORTS logo, and Codemasters are trademarks of Electronic Arts Inc. The F1 FORMULA 1 logo, F1 logo, FORMULA 1, F1, FIA FORMULA ONE WORLD CHAMPIONSHIP, GRAND PRIX and related marks are trademarks of Formula One Licensing BV, a Formula 1 company. The F2 FIA FORMULA 2 CHAMPIONSHIP logo, FIA FORMULA 2 CHAMPIONSHIP, FIA FORMULA 2, FORMULA 2, F2 and related marks are trademarks of the Federation Internationale de L’Automobile and used exclusively under license. All rights reserved.About F1® THE MOVIEApple Original Films and Warner Bros. Pictures Present A Monolith Pictures / Jerry Bruckheimer / Plan B Entertainment / Dawn Apollo Films Production, A Joseph Kosinski Film, F1® THE MOVIE, distributed worldwide by Warner Bros. Pictures, in theatres and IMAX® nationwide on June 27, 2025 and internationally beginning 25 June 2025.Category: EA Sports

    Natalia Lombardi
    Global Public Relations ManagerSource: Electronic Arts Inc.

    Multimedia Files:
    #this #story #yours #take #lead
    This Story Is Yours - Take the Lead in F1® 25, Available Worldwide Today
    May 30, 2025 Race Your Way with the Return of Braking Point, Revamped My Team, and F1® THE MOVIE Scenarios Featuring Fictional Team APXGP Watch F1® 25 Iconic Edition Cover Star Lewis Hamilton and Football Superstar, Kylian Mbappé, Test Their Speed as the Iconic Rivals Go Head-to-Head HERE REDWOOD CITY, Calif.---- Today, Electronic Arts Inc.invites players to race their way with F1® 25, an official game of the 2025 FIA Formula One World Championship™, available today on PlayStation®5, Xbox Series X|S, and PC. Through a variety of gameplay features, players can take the lead as team owner in My Team 2.0, and live the emotional highs and lows of competing at the front of the grid in the return of fan-favourite story mode, Braking Point. Players can also take to the track as fictional team APXGP from Apple Original Films’ F1® THE MOVIE with a preview chapter, with additional chapter scenariosavailable post-launch beginning June 30th.* As part of the launch day celebrations, F1® 25 Iconic Edition cover star Lewis Hamilton challenged three-time EA SPORTS cover star Kylian Mbappé to a thrilling sprint race ahead of the FORMULA 1 ARAMCO GRAN PREMIO DE ESPAÑA 2025. Watch the action unfold HERE.Standard Edition cover art of EA Sports F1 25 featuring F1 drivers Oscar Piastri, Carlos Sainz, and Oliver Bearman“F1 25 delivers more ways for players to tell their F1 story, from battling for the World Championship to securing a front row seat and interacting with the racing movie of the summer,” said Lee Mather, Senior Creative Director at Codemasters. “With story-driven features, Braking Point and F1® THE MOVIE, taking the lead in My Team and Driver Career, or jumping into F1 World with a multitude of bite-sized challenges, customisation enhancements, multiplayer and cooperative gameplay, F1 25 is all-out, unabashed action for every racing fan.”Players will experience the third instalment of fan-favourite story mode, Braking Point. Set across two seasons, the returning cast encounter a dramatic event that threatens to throw a title-contending season into chaos. For the first time, players encounter more variety through different driver perspectives, giving the mode a new dimension and alternate endings to the story. Additionally, Konnersport is now available to choose in My Team with a further option to become the 11th team on the grid in Driver Career.F1® 25 gets players closer to the real world than ever before with a series of innovations both on and off the track. Players who want to call the shots can jump into My Team 2.0 and take on the role of team owner. Alongside running the entire operations from the Team HQ, focusing on Engineering, Personnel, and Corporate, players manage the fate of both drivers and can switch between the two for race weekends.Five circuits - Bahrain, Miami, Melbourne, Suzuka, and Imola - join Silverstone as those that have all been digitally scanned during race weekends. Through millions of data points, LIDAR technology delivers pinpoint accuracy from asphalt surface details and kerb heights to the positioning of broadcast towers, barriers, trees, and foliage. These advancements, in conjunction with changes to handling, tested pre-launch by esports drivers and the F1® community, ensure players feel every bump and elevation change, just like the real F1® drivers.F1® 25 delivers greater customisation through the new Decal Editor. Driver numbers receive a visual overhaul with new fonts and colours. Players can bring their personalities to life with the freedom to move, rotate, and resize designs with variants to unlock throughout the game and use across My Team and F1® World. Players can also use the newly introduced sponsor liveries built around the visual identity of the fictional brands in the game, alongside new driver numbers which receive a visual overhaul with new customisable fonts and colours, to create the most authentic-looking vehicle designs the franchise has ever delivered.EA Play** members get a 5-hour Trial, score a monthly 5000 XP boost, and can save 10% on EA digital purchases, including PitCoin, full game, and DLC. More details on EA Play. F1® 25 Iconic Edition owners receive a number of perks linked to F1® THE MOVIE producer Lewis Hamilton, F3™ Driver Icons Pack, 18,000 Pitcoin and much more. F1® THE MOVIE chapter scenarios are available to F1® 25 Standard Edition players through the purchase of the DLC pack, available now for purchase and playable in-game beginning June 30.To keep up-to-date with the latest F1® game news and information, visit the Formula 1® game websitesocial channels.PRESS ASSETS ARE AVAILABLE AT EAPressPortal.com*Chapter Scenarios playable beginning June 30, 2025. Requires F1® 25, EA account, internet connection & all game updates.**Conditions, limitations and exclusions apply. See tos.ea.com/legalapp/eaplay/US/en/PC/ for details.About Electronic ArtsElectronic Artsis a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission.F1® 25 Game - an official product of the FIA FORMULA ONE WORLD CHAMPIONSHIP. © 2025 Electronic Arts Inc. EA, EA SPORTS, the EA SPORTS logo, and Codemasters are trademarks of Electronic Arts Inc. The F1 FORMULA 1 logo, F1 logo, FORMULA 1, F1, FIA FORMULA ONE WORLD CHAMPIONSHIP, GRAND PRIX and related marks are trademarks of Formula One Licensing BV, a Formula 1 company. The F2 FIA FORMULA 2 CHAMPIONSHIP logo, FIA FORMULA 2 CHAMPIONSHIP, FIA FORMULA 2, FORMULA 2, F2 and related marks are trademarks of the Federation Internationale de L’Automobile and used exclusively under license. All rights reserved.About F1® THE MOVIEApple Original Films and Warner Bros. Pictures Present A Monolith Pictures / Jerry Bruckheimer / Plan B Entertainment / Dawn Apollo Films Production, A Joseph Kosinski Film, F1® THE MOVIE, distributed worldwide by Warner Bros. Pictures, in theatres and IMAX® nationwide on June 27, 2025 and internationally beginning 25 June 2025.Category: EA Sports Natalia Lombardi Global Public Relations ManagerSource: Electronic Arts Inc. Multimedia Files: #this #story #yours #take #lead
    This Story Is Yours - Take the Lead in F1® 25, Available Worldwide Today
    news.ea.com
    May 30, 2025 Race Your Way with the Return of Braking Point, Revamped My Team, and F1® THE MOVIE Scenarios Featuring Fictional Team APXGP Watch F1® 25 Iconic Edition Cover Star Lewis Hamilton and Football Superstar, Kylian Mbappé, Test Their Speed as the Iconic Rivals Go Head-to-Head HERE REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Today, Electronic Arts Inc. (NASDAQ: EA) invites players to race their way with F1® 25, an official game of the 2025 FIA Formula One World Championship™, available today on PlayStation®5, Xbox Series X|S, and PC. Through a variety of gameplay features, players can take the lead as team owner in My Team 2.0, and live the emotional highs and lows of competing at the front of the grid in the return of fan-favourite story mode, Braking Point. Players can also take to the track as fictional team APXGP from Apple Original Films’ F1® THE MOVIE with a preview chapter, with additional chapter scenarios (sold separately) available post-launch beginning June 30th.* As part of the launch day celebrations, F1® 25 Iconic Edition cover star Lewis Hamilton challenged three-time EA SPORTS cover star Kylian Mbappé to a thrilling sprint race ahead of the FORMULA 1 ARAMCO GRAN PREMIO DE ESPAÑA 2025. Watch the action unfold HERE.Standard Edition cover art of EA Sports F1 25 featuring F1 drivers Oscar Piastri, Carlos Sainz, and Oliver Bearman“F1 25 delivers more ways for players to tell their F1 story, from battling for the World Championship to securing a front row seat and interacting with the racing movie of the summer,” said Lee Mather, Senior Creative Director at Codemasters. “With story-driven features, Braking Point and F1® THE MOVIE, taking the lead in My Team and Driver Career, or jumping into F1 World with a multitude of bite-sized challenges, customisation enhancements, multiplayer and cooperative gameplay, F1 25 is all-out, unabashed action for every racing fan.”Players will experience the third instalment of fan-favourite story mode, Braking Point. Set across two seasons, the returning cast encounter a dramatic event that threatens to throw a title-contending season into chaos. For the first time, players encounter more variety through different driver perspectives, giving the mode a new dimension and alternate endings to the story. Additionally, Konnersport is now available to choose in My Team with a further option to become the 11th team on the grid in Driver Career.F1® 25 gets players closer to the real world than ever before with a series of innovations both on and off the track. Players who want to call the shots can jump into My Team 2.0 and take on the role of team owner. Alongside running the entire operations from the Team HQ, focusing on Engineering, Personnel, and Corporate, players manage the fate of both drivers and can switch between the two for race weekends.Five circuits - Bahrain, Miami, Melbourne, Suzuka, and Imola - join Silverstone as those that have all been digitally scanned during race weekends. Through millions of data points, LIDAR technology delivers pinpoint accuracy from asphalt surface details and kerb heights to the positioning of broadcast towers, barriers, trees, and foliage. These advancements, in conjunction with changes to handling, tested pre-launch by esports drivers and the F1® community, ensure players feel every bump and elevation change, just like the real F1® drivers.F1® 25 delivers greater customisation through the new Decal Editor. Driver numbers receive a visual overhaul with new fonts and colours. Players can bring their personalities to life with the freedom to move, rotate, and resize designs with variants to unlock throughout the game and use across My Team and F1® World. Players can also use the newly introduced sponsor liveries built around the visual identity of the fictional brands in the game, alongside new driver numbers which receive a visual overhaul with new customisable fonts and colours, to create the most authentic-looking vehicle designs the franchise has ever delivered.EA Play** members get a 5-hour Trial, score a monthly 5000 XP boost, and can save 10% on EA digital purchases, including PitCoin, full game, and DLC. More details on EA Play. F1® 25 Iconic Edition owners receive a number of perks linked to F1® THE MOVIE producer Lewis Hamilton, F3™ Driver Icons Pack, 18,000 Pitcoin and much more. F1® THE MOVIE chapter scenarios are available to F1® 25 Standard Edition players through the purchase of the DLC pack, available now for purchase and playable in-game beginning June 30.To keep up-to-date with the latest F1® game news and information, visit the Formula 1® game websitesocial channels.PRESS ASSETS ARE AVAILABLE AT EAPressPortal.com*Chapter Scenarios playable beginning June 30, 2025. Requires F1® 25 (sold separately), EA account, internet connection & all game updates.**Conditions, limitations and exclusions apply. See tos.ea.com/legalapp/eaplay/US/en/PC/ for details.About Electronic ArtsElectronic Arts (NASDAQ: EA) is a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately $7.5 billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission.F1® 25 Game - an official product of the FIA FORMULA ONE WORLD CHAMPIONSHIP. © 2025 Electronic Arts Inc. EA, EA SPORTS, the EA SPORTS logo, and Codemasters are trademarks of Electronic Arts Inc. The F1 FORMULA 1 logo, F1 logo, FORMULA 1, F1, FIA FORMULA ONE WORLD CHAMPIONSHIP, GRAND PRIX and related marks are trademarks of Formula One Licensing BV, a Formula 1 company. The F2 FIA FORMULA 2 CHAMPIONSHIP logo, FIA FORMULA 2 CHAMPIONSHIP, FIA FORMULA 2, FORMULA 2, F2 and related marks are trademarks of the Federation Internationale de L’Automobile and used exclusively under license. All rights reserved.About F1® THE MOVIEApple Original Films and Warner Bros. Pictures Present A Monolith Pictures / Jerry Bruckheimer / Plan B Entertainment / Dawn Apollo Films Production, A Joseph Kosinski Film, F1® THE MOVIE, distributed worldwide by Warner Bros. Pictures, in theatres and IMAX® nationwide on June 27, 2025 and internationally beginning 25 June 2025.Category: EA Sports Natalia Lombardi Global Public Relations Manager [email protected] Source: Electronic Arts Inc. Multimedia Files:
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