Category Archives: technology

Sony CFO Lin Tao says Destiny 2 has not reached expectations

It’s been a tumultuous period for Destiny 2 maker Bungie since the studio was acquired by Sony, and new financial data shows that the acquisition has impacted the parent company’s finances.

Sony recently published its Q2 2025 earnings report, revealing a significant impairment loss on a portion of its Bungie assets. The company recorded a loss of 31.5 billion yen (approximately $204.4 million USD) in connection with Destiny 2. This financial write-down signals that the popular live service game has not been performing up to Sony’s expectations.

Sony’s CFO, Lin Tao, confirmed these concerns during a subsequent Q&A session, as reported by Eurogamer. Addressing Destiny 2’s performance, Tao explained that, partially due to changes in the competitive environment, the levels of sales and user engagement have fallen short of what Sony anticipated at the time of acquiring Bungie.

This development highlights the challenges Sony faces in managing live service games and underscores the unpredictable nature of the gaming market, even for well-established titles like Destiny 2.
https://www.shacknews.com/article/146780/sony-destiny-2-not-reaching-expectations

Watch the November 2025 PlayStation State of Play here

Today marks the date of the latest PlayStation State of Play, but this one will be a bit different from what has come before. This edition is titled **State of Play Japan**, with a sole focus on games developed in Japan and other studios across Asia.

The November 2025 PlayStation State of Play Japan will take place today, November 11, at 2 p.m. PT / 5 p.m. ET. Fans can watch the event live on the official PlayStation YouTube channel.

We know a couple of key details about this special PlayStation event. First, it will run for approximately 40 minutes. Second, the showcase will primarily highlight games from Japan and other Asian studios. This means publishers like Square Enix, Capcom, and Sony Interactive Entertainment are expected to feature prominently.

Don’t miss out on the latest updates and announcements focused on Asian-developed titles—tune in to the PlayStation State of Play Japan today!
https://www.shacknews.com/article/146776/watch-playstation-state-of-play-japan

Kingdom Come: Deliverance 2’s Lead Gameplay Designer has jumped ship to CD Projekt RED

**Kingdom Come: Deliverance 2 Dev Joins CD Projekt RED to Work on The Witcher 4**

Warhorse Studios’ *Kingdom Come: Deliverance 2* has been turning heads this year as an immersive medieval RPG, boasting compelling systems and an engaging story. Now, CD Projekt RED is ramping up excitement for its own medieval RPG, *The Witcher 4*, by bringing a key developer from the Kingdom Come sequel onboard.

Former Warhorse Lead Game Designer Karel Kolmann has made the switch to CD Projekt RED, where he will work as a Senior Quest Designer. This is a significant acquisition for CD Projekt RED, and Kolmann himself shared the announcement on his social media this week.

Kolmann kept the message simple, stating, “I’m happy to share that I’ve joined CD Projekt RED,” in a tweet graphic. However, his LinkedIn profile provides a bit more detail, revealing his new role as Senior Quest Designer at CDPR.

During his eight-year tenure at Warhorse Studios, Kolmann was instrumental in shaping the Kingdom Come series. He contributed as a writer, quest designer, and game designer before stepping into the role of Lead Game Designer. Notably, Kolmann was one of the lead architects behind *Kingdom Come: Deliverance 2’s* Hardcore Mode and its intricate law system.

There’s no doubt that Kolmann’s expertise played a role in many of the features praised in Guides Editor Sam Chandler’s review of *Kingdom Come: Deliverance 2*, making his move to CD Projekt RED an exciting prospect for fans eagerly awaiting *The Witcher 4*.

Stay tuned for more updates on *The Witcher 4* as development continues with fresh talent on board.
https://www.shacknews.com/article/146775/kingdom-come-deliverance-2-karel-kolmann-the-witcher-4-cd-project

Pokemon Pokopia gets March 2026 release date

Pokémon Pokópia, the first-ever Pokémon lifestyle simulation game, was initially revealed in September 2025 with an expected release window set for 2026. Now, Nintendo has officially announced that the game will launch on March 5, 2026.

The release date was shared through a post on X, although no new trailers, screenshots, or additional game details accompanied the announcement. What we do know is that Pokémon Pokópia will be a Switch 2 exclusive, arriving early next year.

In Pokémon Pokópia, players take on the role of Ditto, the shapeshifting Pokémon. While Ditto adopts a human-like form, players will harness Ditto’s unique ability to mimic various Pokémon in order to shape the land, grow crops, and construct buildings. This fresh gameplay concept sets Pokémon Pokópia apart from traditional entries in the franchise.

The game was first revealed during the September 2025 Nintendo Direct and is being developed by Koei Tecmo. As a Switch 2 exclusive, it joins other highly anticipated titles like 007 First Light and Saros, both also set for release in March 2026.

The year 2026 promises to be significant for Pokémon fans worldwide, as the franchise will celebrate its 30th anniversary in February. Pokémon Pokópia is poised to be a major highlight in what looks to be a memorable year for the Pokémon series.
https://www.shacknews.com/article/146773/pokemon-pokopia-release-date

Lumines Arise review: Hip to make squares

Enhance has been making games for many years, but the team cemented its place on the gaming map with its unique blend of puzzle gameplay and stirring musical accompaniment. *Tetris Effect* remains a generation-defining reinvention of a classic franchise. Building on that success, Enhance has now given the same treatment to *Lumines* with their latest release, *Lumines Arise*.

### Make the Beat Drop

*Lumines Arise* follows the series’ formula of creating 2×2 squares of matching patterns, aiming to clear as much of the board as possible. Like the best puzzle games, the speed and intensity ramp up as the game progresses, keeping players on their toes.

In Journey Mode, players navigate through five distinct sections, each requiring a certain number of squares to advance. The game starts off gently but becomes increasingly challenging as the play area shrinks in the later stages.

While the puzzle mechanics alone are a winner, *Lumines Arise* follows in *Tetris Effect*’s footsteps by wrapping the gameplay in a breathtakingly beautiful visual package. Backgrounds feel fully immersive, featuring scenes ranging from a remote beach and snowy cabin to a tropical rainforest with head-bopping chameleons and a bustling neon-lit metropolis.

Each stage pulses and moves in time with the music, making it easy to get lost in the rhythm—sometimes to the point of losing track of gameplay details. Even on Easy difficulty, Journey Mode offers a satisfying challenge, especially for players new to the *Lumines* formula who might think making squares is simple.

### Visuals and Accessibility

Some stages like Mirror Ball or Digital Human amp up the visual effects heavily, creating dazzling but occasionally distracting displays. While these flashy effects are impressive, they can overwhelm, especially by default. Fortunately, Enhance includes a comprehensive set of accessibility options to tone down the intensity and make visuals more subtle. This is particularly helpful in the game’s VR mode.

Accessibility settings also add useful modifiers to reduce game stress. Players can adjust whether blocks fall automatically and enable a No Fail option alongside various difficulty settings that influence game speed.

Camera distance can be tweaked to lessen the intensity of visual effects, aiding players sensitive to sensory overload. The game also offers toggles to disable spiders and snakes, catering to those with related phobias. Additionally, a photosensitivity warning appears at startup to prepare players for the visual experience.

### All Together Now

The core experience in *Lumines Arise* is the Journey Mode, but there are additional ways to enjoy the game. Missions present specific challenges, such as clearing squares within a limited number of moves or completing more unconventional objectives. Some missions feature falling towers or even Tetris-shaped pieces—an enjoyable nod to Enhance’s previous puzzle success.

Another key feature is multiplayer, which offers a handful of modes. Burst Battle is the main competitive mode, where players clear as many squares as possible while sending “garbage blocks” to opponents. Players can customize their preferred background and music tracks here.

The Leaderboard League adds Time Attack challenges and a mode called Dig Down, which tasks players with managing a rising tide of blocks. While these additional modes are entertaining, their limited variety means they can lose appeal over time.

One standout aspect of *Arise*’s multiplayer and overall presentation is its sense of community. Weekend events encourage the entire player base to participate by playing any multiplayer mode. The more completed games, the greater the contribution to a worldwide goal—such as gathering Light to build a giant Vision construct. All participants earn rewards to customize their Pon avatar.

The multiplayer hub, main menu, and even the end of Journey Mode all feature NPC Pon avatars representing every player who has logged in, creating a lively, festive atmosphere that enhances the social experience.

### The Soundtrack: Lumines Arise’s Defining Feature

Music lies at the heart of *Lumines Arise*. The soundtrack by Hydelic spans a vibrant mix of genres including techno, house, rap, and LoFi beats. The tunes synchronize beautifully with the game’s moving Timeline that clears completed squares and the ever-moving backgrounds.

Players aren’t required to play on the beat—instead, the beat plays with them. If a background song speeds up, so does the Timeline, adding an exhilarating toe-tapping challenge.

### Press Play

Like *Tetris Effect* before it, *Lumines Arise* is as much a musical experience as a gaming one. Without its stellar soundtrack, the game wouldn’t work nearly as well. Luckily, it boasts an array of bangers that power both Journey Mode and multiplayer sessions.

Enhance also provides a Playlist mode, allowing players to arrange songs and their associated backgrounds to their personal liking.

As someone more inclined toward Tetris, I hadn’t been a big *Lumines* fan—until now. *Lumines Arise* is an absolute triumph. The visuals are among Enhance’s best, blending the power of Unity with their proprietary Synaesthesia Engine.

The game is wildly fun and surprisingly challenging in spots, but above all, it is a relaxing pleasure. So sit back, unwind, and let the beat drop.
https://www.shacknews.com/article/146765/lumines-arise-review-score

Nikkhil Advani’s Emmay Entertainment launches subsidiary ‘Emmayzing’ for new-age media

Nikkhil Advani, Madhu Bhojwani, and Monisha Advani’s production banner, Emmay Entertainment and Motion Pictures, has announced the launch of its new subsidiary — Emmayzing Creations LLP. This newly established division marks Emmay’s strategic expansion into new media, hyper-short formats, and technology-aided content creation and production.

Emmayzing will focus on producing independent music videos, advertorial short films, micro-dramas, and vodcasts, signaling a forward-looking approach toward emerging storytelling platforms.

Helmed by producers Sagar Manik and Kushal Mansukhani, Emmayzing has already commenced operations with its first project: a music video titled *Jugni*, created for the fashion brand Style Junkie. The video, now streaming on social media platforms, also introduces a new rap talent, Vheer.

The producers expressed excitement about collaborating with brands and fresh talent to deliver content that integrates cutting-edge technologies such as artificial intelligence to achieve cost-effective and visually immersive storytelling. “We aim to create content that bridges creativity and technology, producing fresh, relatable stories for the digital age,” they shared.

Speaking on behalf of the parent company, Monisha Advani emphasized Emmay’s ongoing commitment to innovation and talent development. She said,
“This move underlines Emmay’s commitment to supporting and nurturing new minds, new technicians and behind-the-camera expertise, while continuing to develop its interests in promoting new media and formats.”

With Emmayzing, Emmay Entertainment looks to strengthen its presence in the evolving digital entertainment space, creating opportunities for collaboration between emerging creators, brands, and new-age audiences.

**Also Read:**
Nikkhil Advani hails *Sabar Bonda*’s victory at Sundance Film Festival; says, “It is a story deeply rooted in our soil, yet utterly universal in its resonance.”
https://www.bollywoodhungama.com/news/bollywood/nikkhil-advanis-emmay-entertainment-launches-subsidiary-emmayzing-new-age-media/

AI code means more critical thinking, not less

Secure Code Warrior empowers development teams by enhancing their skills to protect companies against potential cybersecurity threats.

By upskilling developers, organizations can build more secure software and reduce vulnerabilities from the ground up.

Connect with Matias on LinkedIn to learn more about how Secure Code Warrior can help your team stay protected in today’s evolving cybersecurity landscape.
https://stackoverflow.blog/2025/11/11/ai-code-means-more-critical-thinking-not-less/

Dispatch Season 1’s success makes Season 2 a real question for AdHoc Studio

AdHoc Studio is a late success story for a smaller developer in 2025, having achieved sales of over 1 million copies with its new narrative title, *Dispatch*.

Season 1 of *Dispatch* wraps up this Wednesday, but the game is already the talk of the internet, with players raving about its diverse characters and memorable moments. Given the strong performance of the first season, a second season now seems more likely, according to the developers.

Nick Herman, co-founder of AdHoc Studio and co-director of *Dispatch*, discussed the possibility of a Season 2 during an appearance on the *Friends Per Second* podcast, as reported by GamesRadar. Herman shared some insight into the game’s unexpected early success:

> “Just to give you a timeline of events, it was just a little under a week ago that *Dispatch* first released, which is to say that when the game launched, AdHoc Studio had no idea what to expect. But this far in, with an Overwhelmingly Positive review rating and over 1 million units sold in ten days, the game has fared extraordinarily well.”

Part of the game’s success can be attributed to its ability to capture the classic Telltale-style narrative gameplay while also respecting players’ time. Senior Editor Ozzie Mejia noted that *Dispatch* manages to deliver engaging storytelling without unnecessary filler, which has resonated well with fans.

With such a promising start, fans of *Dispatch* have plenty of reasons to be excited about what AdHoc Studio has in store next.
https://www.shacknews.com/article/146764/dispatch-season-2-adhoc-studio

Battlefield 6 Update 1.1.1.5 patch notes adjust vehicle spawns & Redsec battle royale

Battlefield 6 Update 1.1.1.5 Patch Notes: Improvements to Redsec Match Flow, Squad Revives, and End-of-Round Transitions

Electronic Arts and Battlefield Studios have prepared one of the first major patches for Battlefield 6 since the launch of its free-to-play Redsec battle royale module. Update 1.1.1.5 brings a variety of fixes across the game, with a significant focus on balancing and improving key aspects of Redsec, including match flow, squad revives, and round transitions.

Release Schedule

The Battlefield 6 Update 1.1.1.5 is set to launch on November 11, but the patch notes have already been made available. Alongside a number of broader fixes affecting the game’s other modes, many changes specifically target the Redsec experience.

Major Fixes and Updates in 1.1.1.5

  • Fixed an exploit allowing players to ascend and access unintended areas by standing on the XFGM-6D Recon Drone and hitting it with the Sledgehammer.
  • Resolved an issue where Lock-Guided Missiles were not properly countered by enemy flares and countermeasures.
  • Fixed vehicle spawning problems occurring in Breakthrough and Conquest modes.
  • Addressed multiple Battle Royale issues impacting match flow, squad revives, and End-of-Round transitions.
  • Improved progression, audio, and UI elements to boost clarity, reliability, and overall immersion.

Detailed Changelog

Player

  • Corrected dispersion issues where weapon spread was higher than intended when transitioning from sprinting to aiming down sights (ADS).
  • Fixed scaling of dispersion with movement speed to better reflect actual player speed, rather than always assuming maximum movement speed for the stance.
  • Tuned landing animations to reduce excessive camera and weapon movement during and after landing, enhancing visual stability when aiming down sights.
  • Resolved instances where ADS aim could be misaligned after sliding.

Vehicles

  • Fixed Lock-Guided Missiles not being correctly countered by enemy flares and countermeasures.

Gadgets

  • Patched an exploit that allowed players to reach unintended areas via the XFGM-6D Recon Drone and the Sledgehammer interaction.

Maps & Modes

  • Fixed vehicle spawn issues in Breakthrough and Conquest.
  • Corrected an error where matches sometimes started with all sectors and objectives active simultaneously.
  • Fixed an issue in Strikepoint mode on the Siege of Cairo map, where destruction did not reset at halftime.

UI & HUD

  • Updated Vehicle Customization to properly display unlock criteria for locked Anti-Air Vehicle presets.

Progression

  • Fixed the shotgun weapon challenge “Kill 5 Enemies With a Shotgun Without Reloading” to ensure it completes correctly.
  • Resolved a bug where progress on the “Engineer Specialist 3” assignment was not saving properly.

Portal

  • Fixed “SpawnLoot” not spawning Ammo or Armor as intended.
  • Corrected an issue where players with community creation privileges set to Block could still access user-generated Community Experiences when the party leader hosted a match.

Audio

  • Fixed an issue where activating the BF PRO Radio Channel via the Commo Rose did not play any audio.

Redsec (Battle Royale Mode)

  • Fixed an issue where Battle Royale (Quads) matches failed to end after the last team was eliminated.
  • Resolved a bug where being killed immediately after a mobile respawn could inadvertently eliminate the entire squad instead of reviving remaining teammates.
  • Fixed cases where players became stuck in a top-down map view following redeployment.
  • Corrected an issue where players retained their Second Chance after redeploying and did not transition to the End of Round screen after subsequent elimination.

Redsec UI & HUD

  • Fixed a display issue where all squad members showed the same highlighted stat on the Squad Placement screen.

Redsec Progression

  • Fixed the “Battle Royal Master Challenge 4” so that progress is now tracked correctly.

That covers the Battlefield 6 Update 1.1.1.5 patch notes. Stay tuned to our Battlefield 6 topic for more news, updates, and in-depth guides to the game.


TJ Denzer – Senior News Editor

TJ Denzer is a passionate gamer and writer, having joined Shacknews in late 2019 and risen to Senior News Editor. Beyond news coverage, he contributes to various livestream projects including Indie-licious, Shacknews Stimulus Games, and the Shacknews Dump. Reach him at tj.denzer@shacknews.com or find him on BlueSky at @JohnnyChugs.

https://www.shacknews.com/article/146761/battlefield-6-update-1115-patch-notes

Intel files lawsuit against ex-employee who allegedly copied 18,000 company files & disappeared

Intel has launched a lawsuit against a former employee accused of carrying out a serious act of corporate sabotage. According to Intel, the ex-employee, Jinfeng Luo, allegedly copied approximately 18,000 files from the company’s corporate servers before disappearing.

Intel filed the lawsuit against Luo in Seattle District Court, as reported by The Oregonian. The company claims that Luo was among those scheduled to be laid off by the end of 2025. He was reportedly informed of his termination on July 7, with his employment ending by July 31.

After being notified, Luo allegedly plugged an external drive into company hardware but was locked out by security measures. However, about five days later, he reportedly plugged in another storage device and successfully copied around 18,000 files.

Intel alleges that some of the files copied by Luo contained “top secret” or “confidential” company materials. The unauthorized transfer of these files triggered an internal investigation.

For months, Intel has been attempting to contact Luo at three separate listed addresses to determine the extent of the information taken. Despite these efforts, Luo has not been located, and his current whereabouts remain unknown.

The lawsuit alleges damages of approximately $250,000, pending Luo’s potential appearance in court. Intel continues to seek answers about the stolen files and aims to hold the former employee accountable for his actions.
https://www.shacknews.com/article/146760/intel-intc-lawsuit-jinfeng-luo-files-stolen