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  • UK watchdog threatens Ticketmaster with legal action over way Oasis tickets were sold | Competition and Markets Authority

    UK watchdog threatens Ticketmaster with legal action over way Oasis tickets were sold | Competition and Markets Authority

    The UK competition watchdog has written to Ticketmaster threatening legal action over the way it sold more than 900,000 tickets for Oasis’s reunion tour, days before what is expected to be the most popular, and profitable, run of gigs in British history kicks off.

    In March, the Competition and Markets Authority (CMA) published concerns that Ticketmaster may have misled fans, some of whom paid more than £350 for tickets with a face value of £150, in the way it priced tickets for the band’s comeback gigs when they went on sale last August.

    In response, Ticketmaster said it had made changes to “some aspects” of its ticket sales process. However, the CMA said that they were not sufficient to address its concerns.

    The CMA told Ticketmaster the voluntary undertakings it would accept to address its concerns.

    In a letter to the business and trade select committee – which has been investigating ticket pricing, competition and consumer protection – the CMA said it received a response from Ticketmaster this month.

    “Having carefully considered Ticketmaster’s response, the CMA’s view is that there is a fundamental disagreement … about whether Ticketmaster’s practices infringed consumer law,” the CMA said in a section of its submission relating to the Oasis investigation, published on Wednesday.

    “Ticketmaster has declined to provide undertakings in the terms sought by the CMA or indicate whether there is a form of undertakings which it would be prepared to offer.”

    The CMA is concerned that the ticketing company may have breached consumer protection law by labelling certain seats as “platinum”, and selling them for almost 2.5 times the price of standard equivalent tickets, without sufficiently explaining that they did not offer any additional benefits and were often located in the same area of a stadium as standard tickets.

    The regulator also said fans were not informed there were two categories of standing tickets at different prices, with many waiting lengthy periods in online queues without understanding they would be paying much higher prices than they expected.

    It also said that while it had not found evidence that Ticketmaster used an algorithmic “dynamic” pricing model during the Oasis sale it was concerned that consumers were “not given clear and timely information about how the pricing of standing tickets would work”.

    The CMA said that the failure of the consultation process with Ticketmaster means that it is now in a position to look at taking legal action.

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    “The CMA has written to Ticketmaster to confirm that it has now discharged its obligation to consult with Ticketmaster and, given that no undertakings have been offered or agreed, is now preparing to litigate the matter if necessary,” it said in the letter.

    “The CMA will, in parallel, continue to engage with Ticketmaster in an effort to secure a voluntary resolution, should it indicate a clear and timely commitment to do so.”

    The much-anticipated tour, which reunites Noel and Liam Gallagher after years of fractious relations, will kick off on Friday in Cardiff.

    Ticketmaster has been approached for comment.

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  • Google Photos sees several app improvements

    Google Photos sees several app improvements

    The Google Photos app has been updated to make it easier to navigate your gallery and view image information. Google says the photo view — the screen that appears when you open an image in Google Photos — has been redesigned to provide a “simpler, more modern, and more intuitive UI” while adding a new light mode, glanceable photo details, and streamlined action menus.

    These changes are available now for iPhone users, and will be coming to the Google Photos app for Android “soon,” according to Google. The update doesn’t remove any of the previous functionality provided by the app, but some features may have been relocated.

    The biggest visual change is the introduction of light mode, which will automatically match the photo view background to match your device’s system theme. Information is now also displayed at the top of each photograph that provides the date, time, and location where it was captured. Some pill-shaped “badges” are sometimes located underneath those details that allow users to play or pause a Live or Motion photo, change the photo’s category, save shared images, and manage storage.

    Several actions can now be found under the three-dot menu at the top right of the photo view, including About, Create, Cast, Save as, Download or Delete from device, and Google Lens. The latter was previously located on the photo view taskbar, and has now been replaced with an “Add to” menu that allows users to archive photos, organize them into albums, or secure them in a locked folder.

    Lastly, photo stacks and bursts can now be managed via their own three-dot menu, which will appear beside whatever thumbnail is currently selected. Here you’ll find options to change the top image, remove images, unstack, or select multiple photos to take bulk actions.

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  • Xiaomi can fuel phones and cars with same self-made chips, but not this year – Huawei Central

    1. Xiaomi can fuel phones and cars with same self-made chips, but not this year  Huawei Central
    2. Xiaomi files for trademark of new in-house chipset XRING 02 – report  Seeking Alpha
    3. The U.S. Won’t Be Happy: Xiaomi’s New Chip Is So Advanced Even the Chinese Government Has Praised It  The Daily Galaxy
    4. Xiaomi XRING 02 Rumored To Be Under Evaluation For Not Just Smartphones And Tablets, But Also Cars And Other Applications; No Word If TSMC’s Newer Lithography Can Be Utilized  Wccftech
    5. Xiaomi’s new chip impresses China—the US won’t be happy  Glass Almanac

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  • Who is Kika Nazareth? Get to know the young Portuguese football star who broke Cristiano Ronaldo’s World Cup record

    Who is Kika Nazareth? Get to know the young Portuguese football star who broke Cristiano Ronaldo’s World Cup record

    Navigating life and pressure at Barcelona

    After a productive stint at Benfica, Nazareth was rewarded with an offer from Barcelona in July 2024, where she was signed for a record €500,000 fee – the biggest in Portuguese women’s football history.

    The terms included four seasons with the Spanish giants, seeing Nazareth through to 2028.

    It sent shockwaves through the sport but also spoke to the prestigious side’s belief in the midfielder’s talent.

    For Nazareth, the headline-making transfer fee sparked mixed feelings. On the one hand came a weight of expectation, seeing every performance through the lens of money. But on the other hand, came a sense of belief.

    “If they paid this amount for me to be here, it’s because they believe in me, it’s because I have value. And I believe, I believe that I can eventually be worth this,” the Portuguese star told Forbes Portugal.

    “I also have to be able to change my way of thinking, I have to value myself, and that means recognising my quality.”

    Accepting Barcelona’s investment in her, Nazareth has been rising to the challenge of the game in Spain.

    Up until her ankle injury in March of this year, the Portuguese prodigy had shown flashes of her potential. She scored three goals in 12 starts with three assists in the Liga F this season and bagged three goals and two assists in the Champions League.

    The step up in work ethic, she says, has been significant, but the special environment has balanced the challenge.

    “It’s a different level. I remember that in the first training session I was like, ‘What have I gotten myself into?’” Nazareth continued to Forbes Portugal on her initial experiences at Barcelona.

    “I’m not saying that there wasn’t quality at Benfica, because there is a lot of quality, but, once again, without comparing, it’s a different world. It’s playing with the best, it’s easy to play with them, they all think the same way.”

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  • Despite ad bans, young children frequently see junk food promotions on YouTube and YouTube Kids

    Despite ad bans, young children frequently see junk food promotions on YouTube and YouTube Kids

    There’s a new star in your child’s favorite YouTube videos: junk food. 

    Messages promoting candy, sugar-sweetened drinks, fast food, and sweet or salty snacks brands frequently appear during videos viewed by 3- to -8-year-olds on YouTube and YouTube Kids, according to a new paper from researchers at the UConn Rudd Center for Food Policy and Health.  

    This is the first study to measure young (ages 3 to 8) children’s actual exposure to food brands while watching YouTube or YouTube Kids videos of their own choice on their own mobile devices. To mimic their typical video viewing habits, 101 children used their own mobile devices to watch videos on the YouTube platform of their choice, YouTube or YouTube Kids, for 30 minutes in their own homes. 

    The study’s findings, published in the Journal of the Academy of Nutrition and Dietetics, found that 75% of 6- to 8-year-olds and 36% of 3- to 5-year-olds viewed promotions for unhealthy food and beverage brands, averaging 7 such messages during 30 minutes of video watching. Moreover, some 6- to 8-year-olds saw alcohol ads while watching YouTube videos.  

    The majority of food brand appearances (73%) promoted candy, sugar-sweetened drinks, fast food or other restaurants, and sweet or salty snacks. Healthy products (including water, plain milk, 100% juice) made up just 3% of appearances. Food and beverage brands appeared more often when children watched YouTube (60%) compared to YouTube Kids (36%). 

    “More than half of food brands in these videos came from companies that participate in the Children’s Food and Beverage Advertising Initiative, a U.S. food industry self-regulatory program,” says Jennifer Harris, Ph.D., Senior Research Advisor at the Rudd Center. “Despite these companies’ pledges to only advertise healthier choices to children, child-influencers frequently promoted their brands, including candy, sugary drinks and sweet and salty snacks.” 

    Children viewed food brand promotions while watching YouTube videos during video previews (i.e., thumbnails), accounting for 23% of brand appearances, and ads, accounting for 17%. However, more than 60% of food brand appearances were embedded within the video content. Lifestyle videos, primarily influencer videos, contributed 77% of these appearances and most (71%) showed the influencer or another character consuming or preparing to consume the product.

    The FTC has called on companies and social media influencers to discontinue these common stealth marketing practices that blur the line between entertainment and advertising, especially when aimed at young children. 

    “Very young children are being bombarded with unhealthy product promotion on YouTube and YouTube Kids, frequently embedded in their favorite videos as props or part of the storyline, which disguises persuasive intent,” says Frances Fleming-Milici, Ph.D., the study’s lead author and Director of Marketing Initiatives at the Rudd Center. “As children as young as age 3 spend more and more time on these platforms, policies must be enacted to protect them from this stealth marketing of products that harm their health.”  

    Currently, Google, YouTube’s parent company, bans food and beverage advertising on YouTube Kids and during “made-for-kids” videos (a subset of videos designated for children under age 13). However, over one-third of 3- to 8-year-olds who watched YouTube Kids, a channel specifically created for children, viewed food brand appearances embedded in videos and thumbnail images. Moreover, brand appearances in “made-for-kids” videos on the main YouTube platform contributed most of 3- to- 5-year-olds’ total branded food exposures. Therefore, watching YouTube Kids or “made-for-kids” videos does not protect children from exposure to stealth marketing promoting unhealthy food brands.

    In addition, not one video embedded with a food or beverage brand disclosed food company-sponsored content, as required by the U.S. Federal Trade Commission.

     

    To stay connected with the UConn Rudd Center’s work, you can follow them on social media and subscribe to their mailing list. 

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  • FTI Consulting to Release Second Quarter 2025 Results and Host Conference Call

    FTI Consulting to Release Second Quarter 2025 Results and Host Conference Call

    WASHINGTON, July 02, 2025 (GLOBE NEWSWIRE) — FTI Consulting, Inc. (NYSE: FCN) today announced that it will release financial results for the second quarter ended June 30, 2025 before the New York market opens on Thursday, July 24, 2025.

    A conference call will be held to discuss these financial results on Thursday, July 24, 2025, at 9:00 a.m. Eastern Time and will be hosted by senior management.

    The conference call will be simulcast live on the Internet and can be accessed by logging onto the Company’s investor relations website. A replay of the webcast will be available on the Company’s investor relations website for 90 days.

    About FTI Consulting
    FTI Consulting, Inc. is a leading global expert firm for organizations facing crisis and transformation, with more than 8,100 employees located in 33 countries and territories as of March 31, 2025. In certain jurisdictions, FTI Consulting’s services are provided through distinct legal entities that are separately capitalized and independently managed. The Company generated $3.70 billion in revenues during fiscal year 2024. More information can be found at www.fticonsulting.com.

    FTI Consulting, Inc. 
    555 12th Street NW
    Washington, DC 20004
    +1.202.312.9100

    Investor Contact: Mollie Hawkes+1.617.747.1791
    mollie.hawkes@fticonsulting.com

    Primary Logo


    Source: FTI Consulting, Inc.

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  • NEOM McLaren and Oxagon unveil special edition livery for the London E-Prix

    NEOM McLaren and Oxagon unveil special edition livery for the London E-Prix

    London, July 2, 2025 – NEOM McLaren Electric Racing has today revealed a striking new livery for the season finale of the ABB FIA Formula E World Championship in London on July 26-27.

     

    Unveiled at McLaren Racing’s Never Stop Racing fan experience in Trafalgar Square, the design reimagines the team’s identity as a bold “away kit,” creatively expressing the ambition of Oxagon, NEOM’s reimagined industrial city.

     

    The partnership between Oxagon and the NEOM McLaren Electric Racing Team highlights the power of strategic collaboration to drive meaningful change. By combining McLaren’s technological edge with Oxagon’s vision for advanced and clean industries, the two organizations are working to redefine how technology, sustainability and design converge to shape the future of industry – within NEOM and beyond.

     

    Developed between the two brands, the livery introduces dynamic new colors inspired by Oxagon, while retaining the signature papaya elements that define the NEOM McLaren Electric Racing Team’s visual identity. This distinctive design will also feature on the race suits and helmets of drivers Sam Bird and Taylor Barnard.

     

    “This special edition livery offers a fresh take on our existing design — a purposeful “away kit’ that shines a light on Oxagon, one of NEOM’s key regions,” said Ian James, Team Principal, NEOM McLaren Electric Racing Team. “It represents more than bold visuals; it symbolizes a partnership rooted in innovation, collaboration and real-world industrial transformation.”

     

    “Our work with the NEOM McLaren Electric Racing Team demonstrates how cross-industry partnerships can accelerate sustainable transformation,” said Vishal Wanchoo, CEO of Oxagon. “By combining McLaren’s performance and efficiency with Oxagon’s vision for clean, connected manufacturing, we’re advancing the kind of innovation that is shaping the future of industry.”

     

    Since the launch of the international Oxagon x McLaren Accelerator Program in 2023, two successful cohorts of scale-ups from around the world have completed the 12-week program designed to fast-track deep tech and next generation solutions to advance industries. From autonomous mobility to smart logistics and supply chain innovation, the program has already led to pilot projects within NEOM and commercial opportunities across the Kingdom of Saudi Arabia. In 2024, out of seven companies, four were shortlisted to pilot their technologies in the port on HSE, worker wellbeing, robotic container handling and condition-based predictive maintenance.

     

    The NEOM–McLaren partnership, established in 2022, extends beyond motorsport sponsorship to reflect a shared commitment to high performance, innovation and the development of future talent. Revealed in London and inspired by Oxagon, the livery captures the spirit of the partnership and its role in advancing progress through design, technology and shared values.

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  • Les Indes Galantes review – popping, leaps and whoops in immersive and spellbinding Rameau | Opera

    Les Indes Galantes review – popping, leaps and whoops in immersive and spellbinding Rameau | Opera

    Surprising as it sounds, this spirited production of Rameau’s Les Indes galantes represents the work’s first staging in the UK. Then again, French opéra-ballet has always presented challenges, from the substantial forces required to do it justice to the need for specialist vocal techniques rarely encouraged this side of the Channel: a gifted practitioner of the French baroque must be across a dizzying nine different types of trill.

    Premiered in Paris in 1735, Rameau’s ballet héroïque tapped into Enlightenment tropes of the noble savage and the export of European ideals to the New World, whether the inhabitants wanted it or not. Its exotic locations – Turkey, Peru, Persia and the North American wilderness – present a modern-day director with a veritable minefield of cultural sensitivities. Happily, Bintou Dembélé, whose roots are in French hip-hop, navigates these perilous waters with ease, conjuring up an irresistible blend of pop culture and inclusive storytelling.

    Presented on a bare stage, with musicians on rostra at the back, there are times when this discreetly truncated interpretation comes across as more choreographed concert than opera, but with musicians and dancers ranging freely throughout the auditorium it also feels thoroughly immersive. Lighting designer Benjamin Nesme’s illuminated floating circle does duty as a rose-tinted Persian fountain, the torrid Peruvian sun and a North American forest. The disc’s detachable light sticks are often all that’s required to illuminate a singer’s face. Charlotte Coffinet’s gender-fluid, street-savvy costumes bring a chilled vibe to musicians and dancers alike.

    Crushing it … Les Indes Galantes at The Grange festival, 2025. Photograph: Richard Hubert Smith

    The production simmers before it sizzles. The abstract choreography of the prologue occasionally treads water, ditto in the Turkish act. By the time we make landfall in Peru, however, the supple dancers – drawn from Dembélé’s company Structure Rualité – are crushing it with spellbinding outbursts of breaking, popping and waacking. The Inca temple, volcanic eruption and all, is vividly conveyed, while Rameau’s Dance of the Peace Pipe crackles with leaps, whoops and stamps. The subsequent slow-motion slaughter of one half of the company by the other is a powerful reminder of colonialism’s brutal legacy.

    Musical standards are exemplary. Cappella Mediterranea, playing under founder and conductor Leonardo García-Alarcón, produce a dynamic, spicily textured and disciplined blend, complemented by the specialist baroque voices of the Belgian Choeur de chambre de Namur. Four busy singers cover the various vocal roles, all thoroughly idiomatic and blessed with immaculate diction. Ana Quintans is a standout as the goddess Hébé; Laurène Paternò a feisty North American maiden; Alasdair Kent – a proper French high tenor – makes a charmingly fickle Spaniard; and sonorous bass Andreas Wolf is enormously persuasive as the fanatical Inca high priest. The Grange festival deserves the Legion of Honour for bringing this imaginative production to our shores.

    Final performance on 2 July.

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  • Blue Protocol: Star Resonance — Bokura Founder Roy Answers the Community’s Biggest Questions

    Blue Protocol: Star Resonance — Bokura Founder Roy Answers the Community’s Biggest Questions

    On May 15, 2025, fans got the surprise they’d been waiting for: Blue Protocol: Star Resonance, the long-anticipated anime MMORPG from Shanghai Bokura Network Technology, is officially coming to the West via publisher A Plus in 2025. The news followed hot on the heels of the game’s Chinese beta, and the hype hasn’t stopped building since.

    To keep the momentum going — and true to its community-driven development ethos — Bokura extended a rare opportunity to the game’s largest English-speaking fan hub, Star Resonance Database. Through a series of curated questions sourced from the Discord server, players got the chance to directly engage with the team behind the game.

    Roy, Bokura’s founder and seasoned game producer — who’s been a driving force behind MMO titles like Dragon Nest Mobile and Ragnarok Origin: Love at First Sight — answered the community’s most burning questions, and didn’t hold back.

    Q1: MMOs nowadays try to cater to every type of player (PvE, PvP, roleplayers, casuals, hardcore, etc.), but this often leads to a lack of proper direction and focus, resulting in none of the content reaching its full potential. In the case of Star Resonance, who is the main target audience, and which content areas will you primarily focus on?

    A: Many members of our team, including myself, are anime enthusiasts. Combined with my years of experience as an MMO producer, I’ve always dreamed of creating an MMO with a distinct anime aesthetic. We know this is an ambitious vision because today’s market lacks games that truly cater to both anime enthusiasts and traditional MMO players. That’s exactly who we’re building this game for: players who, like us, love deep MMO experiences and vibrant anime-style worlds.

    The game’s core gameplay will focus on a PvE battle and casual gameplay hybrid model. That said, as we continue updating the game and gathering player feedback, we may expand into other areas in the future.

    Q2: Monetization is one of the biggest concerns for Western players compared to the Eastern player base. Generally, players don’t want others to gain an unreasonable progression advantage by spending money. Specifically, the Chinese beta test revealed that the game has a premium to in-game currency conversion system without any daily or weekly restrictions, similar to many recently criticized MMOs in the West. Are you planning to adjust this for the Western community? If so, what is your current approach?

    A: As mentioned earlier, our game focuses on a PvE battle and casual gameplay hybrid model, so we certainly don’t want a P2W environment here. While we do offer pay-for-convenience options (like currency conversion), none of these provide exclusive advantages. All progression items can be earned through gameplay, and the Trading Center ensures that even paid boosts indirectly benefit the broader community by circulating resources.

    These systems are designed to help players with limited playtime or those joining later to catch up, rather than creating an imbalanced situation. We believe this approach will create a relatively balanced gameplay experience, fostering a fair ecosystem and a healthier in-game economy. We also recognize that players may want to support the development team through these optional purchases, allowing us to continue creating more high-quality content for everyone.

    Q3: Content is another critical factor in MMOs. What kind of vertical progression-related content can casual and hardcore players currently expect to engage in Blue Protocol: Star Resonance?

    A: We believe combat and progression are the heart of the MMO experience, so we’ve designed these systems to cater to all types of players. Through extensive iteration, we’ve created a battle system that’s easy to pick up for newcomers but deep enough to challenge veterans.

    For hardcore players, we’ve built a robust PvE ecosystem — from class customization to dungeons and open-world encounters. As players grow stronger, they’ll test their skills in high-stakes battles, including five-player dungeons and 20-player raids, all while earning exciting rewards. Each season will introduce fresh content like new classes, dungeons, and PvE modes to keep the experience dynamic.

    For casual players, we’re crafting a relaxed, social playground with features like house-building, life skills, fishing, etc. And we are also planning seasonal events for social play. Over time, we’ll add more social mini-games, aiming to create a vibrant world that feels like a shared amusement park for everyone.

    Our goal is to create a playground where every player, whether competitive or casual, can find their own adventure.

    Q4: Many MMOs tend to introduce more and more systems over time. This often leads to a high barrier of entry to the game and overwhelms the active player base. To avoid this, it is much simpler to expand the currently existing systems (e.g., adding skills, expanding talent trees, etc.) instead of adding new ones. What is your design philosophy when considering the future development of the game?

    A: We’re intentional about keeping progression systems streamlined. Our philosophy is simple: Whether you’re a new player just starting out or a veteran returning after a break, we want you to jump back in effortlessly, without cramming a ton of new mechanics. That’s why we focus on expanding existing systems — adding depth, new goals, and fresh twists — rather than piling on entirely new mechanics. Long-term, this keeps the experience fresh but familiar, ensuring that players always have meaningful ways to grow without feeling overwhelmed.

    Q5: MMOs often face the issue of mandatory progression-related content being too grindy, difficult, or time-consuming for the majority of the player base. Easing the difficulty for progression-related content, adding social-focused content for after progression, and including optional but challenging content for those seeking a challenge seem to be effective solutions. What is your current stance on this, and how do you plan to address it?

    A: Making core progression both enjoyable and accessible has always been one of our top priorities. We’re adopting a seasonal approach. Not only to introduce fresh content but also to revitalize existing activities with thematic updates, ensuring even veteran players find new excitement in familiar gameplay. We’re also deeply committed to enhancing social experiences. Social interaction is the heart of our game, and every piece of content is designed to bring players together. After all, the most memorable moments often emerge from player-driven interactions. To foster this, we’re building a more diverse game ecosystem that caters to different playstyles — whether it’s PvE, casual gameplay, or relaxed social activities. For example, we’ve invested significant effort into developing the housing system. While it was not available in the test server yet, we’ll continue expanding it through seasonal updates, enriching its depth, variety, and overall appeal to strengthen player connections. By consistently refining and expanding content this way, we aim to create a vibrant, inclusive world where every player finds their place.

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    Q6: The community would love to see the game include content that enriches exploration, similar to timed or dynamic events present in other MMOs. These are unscheduled events that randomly appear throughout the world while bringing the community together. Are there any plans for such content?

    A: As fellow MMO players, we absolutely love dynamic events like these. They’re a fantastic way to encourage exploration and spontaneous player interaction. However, with our current development resources, we’re prioritizing refining the game’s core experience first. That said, we’re actively evaluating the potential for unscheduled world events and similar content in future updates. Stay tuned for more details as we expand the game’s horizons!

    Q7: Undoubtedly, the game’s player base will include many anime enthusiasts. Can we expect collaborations with anime franchises in the future?

    A: Absolutely! As an anime-inspired MMO, our game naturally aligns with anime and manga IPs. We are also excited about future collaborations and are confident about the BPSR’s potential in this aspect. The real question is: Which IP should we team up with first? Our community team will soon launch surveys to gather your voices and preferences because we want these partnerships to reflect what you truly love. Stay tuned, your dream crossover might be closer than you think!

    Q8: Currently, direct player-to-player trading is not possible, and gear cannot be traded in the auction house. However, the shared warehouse system allows players to have a shared space with a limited number of friends for trading, which is especially beneficial for the life skill profession aspect of the game. Unfortunately, only a limited number of life skill materials can be placed in the shared warehouse. Do you plan to address this limitation?

    A: At the current stage, we’re not planning to lift these restrictions. Past experience showed that allowing ability-enhancing items in shared storage led to players feeling forced to create multiple alternate accounts. That’s why we’ve limited such items while still maintaining a system where friends can share resources. We want to encourage cooperation without creating pressure to grind on alts.

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    Q9: The current life skill system heavily favors players who have the time to create and play alternate characters, as life skill energy is character-specific. Most casual players don’t have the time or interest in creating alternate characters. How do you plan to address this and similar issues related to this in the future?

    A: We actually do not encourage multi-character gameplay — our shared storage system is intentionally designed this way to avoid grinding on alts. We hope the players create alternate characters to experience different character body types and genders, not optimization for the main character.

    We’ve reworked the Life Skill system to optimize the experience for casual players and players who are dedicated to Life Skills. Here’s what we’ve done so far:

    1. Make energy only affect trade
    2. Allow free gathering/crafting without energy cost
    3. Add more recipes so dedicated Life Skill players won’t hit progression walls

    Q10: The auto-combo system currently allows players to stand in place and attack nearby monsters with skills in random order. This does not include auto-pathing or full auto-combat, which is great. However, the MMO audience in the West strongly dislikes automated combat systems and is concerned about this feature being expanded, potentially trivializing combat and breaking immersion if many players are seen AFK-farming simple monsters. Do you plan to adjust this system for the Western audience to avoid these issues?

    A: Our vision is to create a fun world for players to explore, so we’ve implemented auto-combat and auto-pathfinding in a very careful way. We want the auto function to solely reduce meaningless grind time in low-difficulty areas without compromising core gameplay. For a long-term MMO, some convenience features are necessary for players to handle relatively repetitive and low-difficulty features. Additionally, we’ve strictly controlled the rewards from monster grinding, which will minimize the impact of players’ AFK farming.

    Q11: Regarding the Western server structure, will it be split into regions, or can we expect a single mega-server where everyone can play together?

    A: We’ve heard much feedback on this matter, and we completely agree that players should play together. While physical distance creates technical challenges, we’re actively working toward a mega-server solution and hope to deliver satisfying results.

    Q12: Which languages will be supported at the game’s release, and do you intend to support more languages in the future?

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    A: At launch, we’ll support English localization with Japanese VO. We’re currently working hard on localization QA to ensure Western players get the best first impression. Additional languages may come based on player feedback — we welcome your suggestions!

    Q13: Will a housing system be available at the game’s release? If so, what features can players expect?

    A: We have good news for those who love to decorate their places: the housing system will be available at launch! Players can claim their own homestead at no additional cost, which consists of two parts: an island and a house, both exclusively for the player’s use. Players can invite up to four friends to cohabitate (five people total) and manage the house together. The system offers high freedom of customization. Things like building partition walls, arranging furnishings, and more will be possible. The house also includes farming features where grown crops can be sold to merchants for housing currency to be exchanged for furniture and other items. Additionally, some furniture can be crafted through life skills.

    Q14: The website already shows the silhouette of a class using a guitar, which might be available at release. Do you plan to add more classes to the game? If so, at what intervals?

    A: Correct! The Guitarist class will also be available at launch. They also come with two styles: One has more DPS abilities that make it easier to play solo in the open world. The other one specializes in support with strong healing and buffing abilities.

    As for future classes, we surely have plans to add more classes post-launch. Stay tuned for updates!

    Q15: You recently revealed that the game will have controller support. Does this mean there are plans to release the game on consoles in the future? Will it be playable on the Steam Deck?

    A: We’re implementing controller support starting with mainstream models, with plans to expand compatibility. Regarding consoles and Steam Deck, while we have nothing certain to announce yet, I’ll say we are open to all possibilities!

    Q16: Based on the Chinese beta test, it seemed that character customization options, as well as the variety of costumes and accessories in the game, were very limited. Can we expect more options in these areas for the Western release? If so, what additional options can players look forward to?

    A: We’ll continuously add more outfits and cosmetics, including mix-and-match pieces, to allow players to express themselves as they want. While the core customization categories will remain the same, we will add more options for players to choose from: more eye shapes, hairstyles, etc.

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    Q17: Are there any plans to make a character creator available before the game’s release, allowing players to take their time creating a character in advance?

    A: We also believe this is a good idea, and a character creation code system on the client side has been developed. The function needs to be tested, but I’ll say it is very possible that players can see it at launch.

    Q18: The community is eager to test and play the game in the West as soon as possible. Can you provide any hints/teasers about future tests or the release date?

    A: We’re preparing the beta for global now. Having seen CN players enjoy two tests, we know fans all over the world are excited to try BPSR. While I can’t share exact dates yet, the wait won’t be much longer.

    Q19: Can we expect more regular opportunities like this, both before and after the game’s release, for the community to provide feedback and ask questions? Additionally, will there be future developer live streams for the Western audience in English or with subtitles?

    A: Yes. We have developer talks for English fans planned. Other programs, like developer live streams, are also possible. Stay tuned for more!

    Blue Protocol: Star Resonance launches in 2025 for iOS, Android, and PC via Steam and the Epic Games Store.

    Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

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  • Apple has reportedly entered the first of three testing phases for their First iPhone Fold – patentlyapple.com

    1. Apple has reportedly entered the first of three testing phases for their First iPhone Fold  patentlyapple.com
    2. Three ways Galaxy Z Fold 8 could be better than foldable iPhone  SamMobile
    3. Leaked render hints Apple can copy Huawei Pura X design for its first foldable  Huawei Central
    4. New iPhone Fold leak details display size, cameras, and more  9to5Mac
    5. Foldable iPhone In Testing Phase, Leak Reveals Key Specs Ahead Of 2026 Launch  NewsX

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