• واش راكم تظنوا، واش كاين جديد في عالم الألعاب؟

    كيما العادة، Alan Lopez كان في PAX West ويكتشف في ألقاب جديدة للـ Switch 1 و 2. في هذا المقال، يشاركونا 6 ألعاب جربوهم ويعطونا آراءهم. من العناوين الكبيرة والصغيرة، إلى تطويرات محتملة من مطورين حابين يخدموا على Nintendo ولكن مازال ما عندهمش إعلان رسمي.

    أنا شخصيا، نحب نشوف كيفاش الألعاب تتطور وكيما تعرفوا، مجال الألعاب ديما فيه مفاجآت. كل مرة نكتشف لعبة جديدة، نحس كأنها رحلة جديدة.

    يمكن تكون عندك أفكار جديدة في بالك حول الألعاب لي تحب تشوفها في المستقبل، وكيما يقولوا، المستقبل قدامنا.

    رابط المقال: https://www.nintendolife.com/features/round-up-6-switch-1-and-2-games-we-played-at-pax-heres-what-we-thought

    #ألعاب #PAX #Nintendo #Switch #JeuxVideo
    واش راكم تظنوا، واش كاين جديد في عالم الألعاب؟ 🎮✨ كيما العادة، Alan Lopez كان في PAX West ويكتشف في ألقاب جديدة للـ Switch 1 و 2. في هذا المقال، يشاركونا 6 ألعاب جربوهم ويعطونا آراءهم. من العناوين الكبيرة والصغيرة، إلى تطويرات محتملة من مطورين حابين يخدموا على Nintendo ولكن مازال ما عندهمش إعلان رسمي. أنا شخصيا، نحب نشوف كيفاش الألعاب تتطور وكيما تعرفوا، مجال الألعاب ديما فيه مفاجآت. كل مرة نكتشف لعبة جديدة، نحس كأنها رحلة جديدة. 😍 يمكن تكون عندك أفكار جديدة في بالك حول الألعاب لي تحب تشوفها في المستقبل، وكيما يقولوا، المستقبل قدامنا. رابط المقال: https://www.nintendolife.com/features/round-up-6-switch-1-and-2-games-we-played-at-pax-heres-what-we-thought #ألعاب #PAX #Nintendo #Switch #JeuxVideo
    www.nintendolife.com
    PAX picks, plus a trio we hope come to Nintendo's platform(s).Last weekend, the intrepid Alan Lopez hit Seattle to see what PAX West had to offer this year.He went hands-on with a bunch of titles, large and small, coming to Switch 1 and/or 2, plus a
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  • مرحبا جماعة الخير!

    اليوم حبيت نشارك معاكم فيديو جديد من "قصر المعارض"، تحت عنوان "يوم دراسي حول ثقافة نشر الكتاب". هذا الحدث يجيبنا على تساؤلات كبار الكتاب والمبدعين ويعطينا لمحة عن عوالم النشر الحديثة.

    كلما نتحدث على الثقافة، نتذكر حكمة: "الكتاب هو الحديقة التي تحملها في جيبك". وفعلاً، الكتاب يفتح لنا أبواب جديدة ويخلينا نعيش تجارب متنوعة.

    شخصياً، كنت دايماً نشوف الكتب كرفيقات سفر، وكل كتاب عنده قصته الخاصة، وهذا الفيديو يبرز هذه الثقافة الجميلة.

    شوفوا الفيديو وتفكروا في كيفاش الكتاب يقدر يغير حياتنا!

    https://www.youtube.com/watch?v=paXOV9blO_E
    #ثقافة_الكتاب #نشر #Livres #BookLovers #Culture
    🌟 مرحبا جماعة الخير! 🌟 اليوم حبيت نشارك معاكم فيديو جديد من "قصر المعارض"، تحت عنوان "يوم دراسي حول ثقافة نشر الكتاب". هذا الحدث يجيبنا على تساؤلات كبار الكتاب والمبدعين ويعطينا لمحة عن عوالم النشر الحديثة. 📚✨ كلما نتحدث على الثقافة، نتذكر حكمة: "الكتاب هو الحديقة التي تحملها في جيبك". وفعلاً، الكتاب يفتح لنا أبواب جديدة ويخلينا نعيش تجارب متنوعة. 📖💭 شخصياً، كنت دايماً نشوف الكتب كرفيقات سفر، وكل كتاب عنده قصته الخاصة، وهذا الفيديو يبرز هذه الثقافة الجميلة. شوفوا الفيديو وتفكروا في كيفاش الكتاب يقدر يغير حياتنا! https://www.youtube.com/watch?v=paXOV9blO_E #ثقافة_الكتاب #نشر #Livres #BookLovers #Culture
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  • Tencent claims its new AI tool will reduce art production timeframes from days to minutes

    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20252 Min ReadImage via Tencent Tencent debuted a new AI creation tool called VISVISE at Gamescom 2025 that it claims will accelerate video game art production by automating repetitive tasks. The Chinese conglomerate billed VISVISE as an end-to-end AI game creation suit that will "dramatically cut down game art design time from days or even months, down to minutes." "With capabilities spanning animation and modeling to the creation of intelligent NPCs, or managing digital assets, VISVISE provides game developers and designers with a complete AIGC-powered toolset to accelerate workflows," it added. Tencent said the tool will specifically allow developers to rapidly skin and animate characters in a matter of minutes—a process it claims usually takes up to three-and-a-half days. In addition, the company claimed skeletal animations can be produced in just 10 seconds with VISVISE. Tencent said that process usually takes between three and seven days. "This results in an eightfold improvement in character skinning throughput and transforms animation into a fully automated process of 'keyframe generation + intelligent in-betweening,'" it continued. Tencent claims it doesn't want VISVISE to replace 'human ingenuity'Tencent Games VISVISE expert Zijiao Zeng delivered a keynote at Devcomand shared more details on VISVISE's two key core technologies: VISVISE GoSkinning and VISVISE MotionBlink. Related:GoSkinning works by leveraging a universal AI model to automatically adapt to different skeletal structures. Tencent told Game Developer the tool is based on an AI model developed in-house. The company explained GoSkinning achieves around 85 percent automation and uses a two-step process of bone chain prediction and weight refinement, while its proprietary 'Skirt AI' addresses "complex garment deformation issues." MotionBlink, meanwhile, uses a self-regressive diffusion architecture to rapidly generate keyframes combined with pre-trained CVAE and contrastive learning to produce smooth motion transitions that Tencent claims will rival optimal motion capture and eliminate common issues such as foot sliding and jitter. VISVISE tools have already been integrated into the development of over 90 titles, including PUBG Mobile. Addressing the widespread concerns surrounding AI technology and automation, Tencent said it doesn't envision a future in which VISVIE replaces workers and instead explained it views the technology as a "supporting tool." "VISVISE is designed to automate repetitive tasks with human oversight, enabling creative teams to focus on core artistic and design elements that define a great game," a Tencent spokesperson told Game Developer. "Human ingenuity, intuition and connection continue to be pillars of our industry's success, and the keys to developing engaging, emotionally resonant games. With AI, we hope to accelerate creativity, building a collaborative environment where we can continue to create, play and sell quality games."Related:Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:GamescomAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    #tencent #claims #its #new #tool
    Tencent claims its new AI tool will reduce art production timeframes from days to minutes
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20252 Min ReadImage via Tencent Tencent debuted a new AI creation tool called VISVISE at Gamescom 2025 that it claims will accelerate video game art production by automating repetitive tasks. The Chinese conglomerate billed VISVISE as an end-to-end AI game creation suit that will "dramatically cut down game art design time from days or even months, down to minutes." "With capabilities spanning animation and modeling to the creation of intelligent NPCs, or managing digital assets, VISVISE provides game developers and designers with a complete AIGC-powered toolset to accelerate workflows," it added. Tencent said the tool will specifically allow developers to rapidly skin and animate characters in a matter of minutes—a process it claims usually takes up to three-and-a-half days. In addition, the company claimed skeletal animations can be produced in just 10 seconds with VISVISE. Tencent said that process usually takes between three and seven days. "This results in an eightfold improvement in character skinning throughput and transforms animation into a fully automated process of 'keyframe generation + intelligent in-betweening,'" it continued. Tencent claims it doesn't want VISVISE to replace 'human ingenuity'Tencent Games VISVISE expert Zijiao Zeng delivered a keynote at Devcomand shared more details on VISVISE's two key core technologies: VISVISE GoSkinning and VISVISE MotionBlink. Related:GoSkinning works by leveraging a universal AI model to automatically adapt to different skeletal structures. Tencent told Game Developer the tool is based on an AI model developed in-house. The company explained GoSkinning achieves around 85 percent automation and uses a two-step process of bone chain prediction and weight refinement, while its proprietary 'Skirt AI' addresses "complex garment deformation issues." MotionBlink, meanwhile, uses a self-regressive diffusion architecture to rapidly generate keyframes combined with pre-trained CVAE and contrastive learning to produce smooth motion transitions that Tencent claims will rival optimal motion capture and eliminate common issues such as foot sliding and jitter. VISVISE tools have already been integrated into the development of over 90 titles, including PUBG Mobile. Addressing the widespread concerns surrounding AI technology and automation, Tencent said it doesn't envision a future in which VISVIE replaces workers and instead explained it views the technology as a "supporting tool." "VISVISE is designed to automate repetitive tasks with human oversight, enabling creative teams to focus on core artistic and design elements that define a great game," a Tencent spokesperson told Game Developer. "Human ingenuity, intuition and connection continue to be pillars of our industry's success, and the keys to developing engaging, emotionally resonant games. With AI, we hope to accelerate creativity, building a collaborative environment where we can continue to create, play and sell quality games."Related:Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:GamescomAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #tencent #claims #its #new #tool
    Tencent claims its new AI tool will reduce art production timeframes from days to minutes
    www.gamedeveloper.com
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20252 Min ReadImage via Tencent Tencent debuted a new AI creation tool called VISVISE at Gamescom 2025 that it claims will accelerate video game art production by automating repetitive tasks. The Chinese conglomerate billed VISVISE as an end-to-end AI game creation suit that will "dramatically cut down game art design time from days or even months, down to minutes." "With capabilities spanning animation and modeling to the creation of intelligent NPCs, or managing digital assets, VISVISE provides game developers and designers with a complete AIGC-powered toolset to accelerate workflows," it added. Tencent said the tool will specifically allow developers to rapidly skin and animate characters in a matter of minutes—a process it claims usually takes up to three-and-a-half days. In addition, the company claimed skeletal animations can be produced in just 10 seconds with VISVISE. Tencent said that process usually takes between three and seven days. "This results in an eightfold improvement in character skinning throughput and transforms animation into a fully automated process of 'keyframe generation + intelligent in-betweening,'" it continued. Tencent claims it doesn't want VISVISE to replace 'human ingenuity'Tencent Games VISVISE expert Zijiao Zeng delivered a keynote at Devcom (soon to be rebranded as Gamescom Dev) and shared more details on VISVISE's two key core technologies: VISVISE GoSkinning and VISVISE MotionBlink. Related:GoSkinning works by leveraging a universal AI model to automatically adapt to different skeletal structures. Tencent told Game Developer the tool is based on an AI model developed in-house. The company explained GoSkinning achieves around 85 percent automation and uses a two-step process of bone chain prediction and weight refinement, while its proprietary 'Skirt AI' addresses "complex garment deformation issues." MotionBlink, meanwhile, uses a self-regressive diffusion architecture to rapidly generate keyframes combined with pre-trained CVAE and contrastive learning to produce smooth motion transitions that Tencent claims will rival optimal motion capture and eliminate common issues such as foot sliding and jitter. VISVISE tools have already been integrated into the development of over 90 titles, including PUBG Mobile. Addressing the widespread concerns surrounding AI technology and automation, Tencent said it doesn't envision a future in which VISVIE replaces workers and instead explained it views the technology as a "supporting tool." "VISVISE is designed to automate repetitive tasks with human oversight, enabling creative teams to focus on core artistic and design elements that define a great game," a Tencent spokesperson told Game Developer. "Human ingenuity, intuition and connection continue to be pillars of our industry's success, and the keys to developing engaging, emotionally resonant games. With AI, we hope to accelerate creativity, building a collaborative environment where we can continue to create, play and sell quality games."Related:Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation.Read more about:GamescomAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Evil Empire tells devs to avoid early access unless their project is 90 percent complete

    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20254 Min ReadVia Evil Empire/UbisoftThe Rogue Prince of Persia developer Evil Empire doesn't believe it's worth entering early access in the current climate unless your project is at least 90 percent complete. Speaking to Game Developer at Gamescom 2025, studio marketing manager Matthew Houghton and art director Dylan Eurlings shared their thoughts on the state of contemporary early access campaigns and suggested the system is becoming increasingly risky. You might recognize Evil Empire as the studio that has spent years helping Dead Cells developer Motion Twin expand the franchise with DLC and free updates. Since May 2024, however, the studio has also been shepherding The Rogue Prince of Persia through an Steam Early Access campaign that culminated in an official launch on August 20.Yet, due to a variety of factors including shifting player expectations, the team had to tweak their pre-release strategy in a bid to lure in players. As a result, the studio has become more wary of early access in general. "To be honest, the way I see it now is that unless you're coming into early access with a 90 percent complete game, don't do it. Because players, they don't see it as early access, they see it a game to play," says Houghton. He adds that players are entitled to express their views because they're often paying money to play early access titles, but he feels that sifting viewpoint means consumers are less willing to follow games on an early access journey that will often result in significant changes. Related:Eurlings echoes that point and suggests that a perceived lack of polish and content can now be a "huge issue" during early access campaigns. He explains that Evil Empire was even forced to rethink their original roadmap after the earliest versions of Rogue Prince of Persia failed to meet internal expectations."Initially we wanted to do quick updates. Very fast. In the end, we took a bit more time to ensure that each update would be a bit more chunky," he adds, noting that pivot resulted in a steady cadence of monthly updates that each packed a fair bit of clout. That shift came after the team conceded that early access numbers "weren't great." Houghton explains the project initially attracted just under 1,000 peak concurrent users. After they flipped the script, the title started to pull in around 4,000 CCU. "That's why we wanted to prioritize chunky content—there would be an impact every time," says Houghton, before acknowledging the title still hadn't quite met the team's CCU expectations even after that switch-up. Related:"Of course you listen to the feedback and take the ideas, but you have to feed them through a filter."It underlines the risks that come with early access, and Houghton specifically wonders whether some developers who can't hit that 90 percent completion benchmark before launching into early access might instead be better off conducting beta tests through Steam instead. If you're curious as to where Rogue Prince of Persia was when it entered Early Access, Houghton suggests the project was roughly 60 percent complete. Eurlings, was slightly more conservative, and claimed it was more like 50 percent. We suggested they meet in the middle. "Steam has evolved now. You can do beta tests and playtests through Steam. I think that's become more like Early Access. People aren't paying for it and your project might be a bit jankybut that's okay because they're still going to give feedback and it's not going to be a disaster if it's not great yet," continues Houghton. When asked whether Evil Empire would consider revisiting Early Access in the future, Houghton isn't so certain."I don't know. I'm going to be honest. I've been put off by it, because especially now people are so used to games coming out and then doing live ops for three, four, and five years—so why go with early access and have to deal with the stigma that's around it? I think I would do playtests and then just release," he explains. Related:Houghton adds that teams who are still convinced early access is right for them must have complete conviction in their creative vision—otherwise they might risk being derailed. "Of course you listen to the feedback and take the ideas, but you have to feed them through a filter, otherwise you'll have too many cooks.You'll have people who are super enthusiastic who think you can't do anything wrong, and then you get the people who are just super negative and people who are just throwing ideas at you that you know won't work in the game." It's a situation that can feel overwhelming, with Houghton explaining that Rogue Prince of Persia's game director found the onslaught "too much" at times. "You have to stick to your vision," says Houghton. "Listen, but just cherry pickcarefully."Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:GamescomTop StoriesInterviewsAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    #evil #empire #tells #devs #avoid
    Evil Empire tells devs to avoid early access unless their project is 90 percent complete
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20254 Min ReadVia Evil Empire/UbisoftThe Rogue Prince of Persia developer Evil Empire doesn't believe it's worth entering early access in the current climate unless your project is at least 90 percent complete. Speaking to Game Developer at Gamescom 2025, studio marketing manager Matthew Houghton and art director Dylan Eurlings shared their thoughts on the state of contemporary early access campaigns and suggested the system is becoming increasingly risky. You might recognize Evil Empire as the studio that has spent years helping Dead Cells developer Motion Twin expand the franchise with DLC and free updates. Since May 2024, however, the studio has also been shepherding The Rogue Prince of Persia through an Steam Early Access campaign that culminated in an official launch on August 20.Yet, due to a variety of factors including shifting player expectations, the team had to tweak their pre-release strategy in a bid to lure in players. As a result, the studio has become more wary of early access in general. "To be honest, the way I see it now is that unless you're coming into early access with a 90 percent complete game, don't do it. Because players, they don't see it as early access, they see it a game to play," says Houghton. He adds that players are entitled to express their views because they're often paying money to play early access titles, but he feels that sifting viewpoint means consumers are less willing to follow games on an early access journey that will often result in significant changes. Related:Eurlings echoes that point and suggests that a perceived lack of polish and content can now be a "huge issue" during early access campaigns. He explains that Evil Empire was even forced to rethink their original roadmap after the earliest versions of Rogue Prince of Persia failed to meet internal expectations."Initially we wanted to do quick updates. Very fast. In the end, we took a bit more time to ensure that each update would be a bit more chunky," he adds, noting that pivot resulted in a steady cadence of monthly updates that each packed a fair bit of clout. That shift came after the team conceded that early access numbers "weren't great." Houghton explains the project initially attracted just under 1,000 peak concurrent users. After they flipped the script, the title started to pull in around 4,000 CCU. "That's why we wanted to prioritize chunky content—there would be an impact every time," says Houghton, before acknowledging the title still hadn't quite met the team's CCU expectations even after that switch-up. Related:"Of course you listen to the feedback and take the ideas, but you have to feed them through a filter."It underlines the risks that come with early access, and Houghton specifically wonders whether some developers who can't hit that 90 percent completion benchmark before launching into early access might instead be better off conducting beta tests through Steam instead. If you're curious as to where Rogue Prince of Persia was when it entered Early Access, Houghton suggests the project was roughly 60 percent complete. Eurlings, was slightly more conservative, and claimed it was more like 50 percent. We suggested they meet in the middle. "Steam has evolved now. You can do beta tests and playtests through Steam. I think that's become more like Early Access. People aren't paying for it and your project might be a bit jankybut that's okay because they're still going to give feedback and it's not going to be a disaster if it's not great yet," continues Houghton. When asked whether Evil Empire would consider revisiting Early Access in the future, Houghton isn't so certain."I don't know. I'm going to be honest. I've been put off by it, because especially now people are so used to games coming out and then doing live ops for three, four, and five years—so why go with early access and have to deal with the stigma that's around it? I think I would do playtests and then just release," he explains. Related:Houghton adds that teams who are still convinced early access is right for them must have complete conviction in their creative vision—otherwise they might risk being derailed. "Of course you listen to the feedback and take the ideas, but you have to feed them through a filter, otherwise you'll have too many cooks.You'll have people who are super enthusiastic who think you can't do anything wrong, and then you get the people who are just super negative and people who are just throwing ideas at you that you know won't work in the game." It's a situation that can feel overwhelming, with Houghton explaining that Rogue Prince of Persia's game director found the onslaught "too much" at times. "You have to stick to your vision," says Houghton. "Listen, but just cherry pickcarefully."Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:GamescomTop StoriesInterviewsAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #evil #empire #tells #devs #avoid
    Evil Empire tells devs to avoid early access unless their project is 90 percent complete
    www.gamedeveloper.com
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20254 Min ReadVia Evil Empire/UbisoftThe Rogue Prince of Persia developer Evil Empire doesn't believe it's worth entering early access in the current climate unless your project is at least 90 percent complete. Speaking to Game Developer at Gamescom 2025, studio marketing manager Matthew Houghton and art director Dylan Eurlings shared their thoughts on the state of contemporary early access campaigns and suggested the system is becoming increasingly risky. You might recognize Evil Empire as the studio that has spent years helping Dead Cells developer Motion Twin expand the franchise with DLC and free updates. Since May 2024, however, the studio has also been shepherding The Rogue Prince of Persia through an Steam Early Access campaign that culminated in an official launch on August 20.Yet, due to a variety of factors including shifting player expectations, the team had to tweak their pre-release strategy in a bid to lure in players. As a result, the studio has become more wary of early access in general. "To be honest, the way I see it now is that unless you're coming into early access with a 90 percent complete game, don't do it. Because players, they don't see it as early access, they see it a game to play," says Houghton. He adds that players are entitled to express their views because they're often paying money to play early access titles, but he feels that sifting viewpoint means consumers are less willing to follow games on an early access journey that will often result in significant changes. Related:Eurlings echoes that point and suggests that a perceived lack of polish and content can now be a "huge issue" during early access campaigns. He explains that Evil Empire was even forced to rethink their original roadmap after the earliest versions of Rogue Prince of Persia failed to meet internal expectations."Initially we wanted to do quick updates. Very fast. In the end, we took a bit more time to ensure that each update would be a bit more chunky," he adds, noting that pivot resulted in a steady cadence of monthly updates that each packed a fair bit of clout. That shift came after the team conceded that early access numbers "weren't great." Houghton explains the project initially attracted just under 1,000 peak concurrent users (CCU). After they flipped the script, the title started to pull in around 4,000 CCU. "That's why we wanted to prioritize chunky content—there would be an impact every time," says Houghton, before acknowledging the title still hadn't quite met the team's CCU expectations even after that switch-up. Related:"Of course you listen to the feedback and take the ideas [on board], but you have to feed them through a filter."It underlines the risks that come with early access, and Houghton specifically wonders whether some developers who can't hit that 90 percent completion benchmark before launching into early access might instead be better off conducting beta tests through Steam instead. If you're curious as to where Rogue Prince of Persia was when it entered Early Access, Houghton suggests the project was roughly 60 percent complete. Eurlings, was slightly more conservative, and claimed it was more like 50 percent. We suggested they meet in the middle. "Steam has evolved now. You can do beta tests and playtests through Steam. I think that's become more like Early Access. People aren't paying for it and your project might be a bit janky [...] but that's okay because they're still going to give feedback and it's not going to be a disaster if it's not great yet," continues Houghton. When asked whether Evil Empire would consider revisiting Early Access in the future, Houghton isn't so certain."I don't know. I'm going to be honest. I've been put off by it, because especially now people are so used to games coming out and then doing live ops for three, four, and five years—so why go with early access and have to deal with the stigma that's around it? I think I would do playtests and then just release," he explains. Related:Houghton adds that teams who are still convinced early access is right for them must have complete conviction in their creative vision—otherwise they might risk being derailed. "Of course you listen to the feedback and take the ideas [on board], but you have to feed them through a filter, otherwise you'll have too many cooks. [...] You'll have people who are super enthusiastic who think you can't do anything wrong, and then you get the people who are just super negative and people who are just throwing ideas at you that you know won't work in the game." It's a situation that can feel overwhelming, with Houghton explaining that Rogue Prince of Persia's game director found the onslaught "too much" at times. "You have to stick to your vision," says Houghton. "Listen, but just cherry pick [your feedback] carefully."Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation.Read more about:GamescomTop StoriesInterviewsAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • All The Gamescom Awards 2025 Winners

    Gamescom 2025 is wrapping up this weekend, but the winners of the annual Gamescom Awards have already been named. This year's biggest winner was Resident Evil Requiem, which took home four awards, including Best Sony PlayStation Game.There were some surprises along the way--including the winner of the inaugural Best Nintendo Switch 2 Game--and there were surprise winners among the indie titles like Windup's Hela, which won two awards against stiff competition from more established games like Donkey Kong Bananza.To be considered for Gamescom Awards, publishers pay to nominate their games in one or more categories. However, the actual awards are chosen by a jury that evaluates each title across multiple criteria, including graphics, gameplay, and innovation.This year's Gamescom opening night had a number of new announcements and trailers, and there may be more to come in the show's remaining two days.For now, we've put together a complete list of the 2025 Gamescom Awards with all categories and nominees. The winners are listed in bold. Best VisualsBorderlands 4 - Gearbox Software / 2KBye Sweet Carole – Little SewingMachine / Maximum EntertainmentCrimson Desert – Pearl AbyssMIO: Memories In Orbit – Douze Dixièmes / Focus EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best AudioCairn – The Game BakersLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentPhantom Blade Zero – S-GameWINNER: Resident Evil Requiem – Capcom EntertainmentRockbeasts – Lichthund / Team17 Best GameplayWINNER: Donkey Kong Bananza – NintendoHela – Windup / Knights PeakMario Kart World – NintendoPVKK – Bippinbits / Kepler InteractiveResident Evil Requiem – Capcom Entertainment Most EntertainingDispatch – AdHoc StudioDonkey Kong Bananza – NintendoGrounded 2 – Obsidian Entertainment / Xbox Game StudiosWINNER: Hela – Windup / Knights PeakMario Kart World – Nintendo Most EpicCrimson Desert – Pearl AbyssDune: Awakening – FuncomWINNER: Resident Evil Requiem – Capcom EntertainmentSuper Meat Boy 3D – Sluggerfly, Team Meat / HeadupWarhammer 40,000: Space Marine 2 – Saber Interactive / Focus Entertainment Most WholesomeWINNER: Hela – Windup / Knights PeakIs This Seat Taken? – Poti Poti Studio / Wholesome Games PresentsStar Birds – Toukana InteractiveTiny Bookshop – neoludic games / Skystone Games, 2P GamesWinter Burrow – Pine Creek Games / Noodlecake Games for ImpactCairn – The Game BakersForever Skies – Far From HomeHollow Home – Twigames / GalaktusMonowave – Studio BBBWINNER: Tiny Bookshop – neoludic games / Skystone Games, 2P Games Best Microsoft Xbox GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssWINNER: Grounded 2 – Obsidian Entertainment / Xbox Game StudiosLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentNinja Gaiden 4 – PlatinumGames, Team Ninja / Xbox Game Studios Best PC GameWINNER: Anno 117: Pax Romana – Ubisoft Mainz / UbisoftBorderlands 4 – Gearbox Software / 2KPVKK – Bippinbits / Kepler InteractiveTowa and the Guardians of the Sacred Tree – Brownies inc. / Bandai Namco EntertainmentWorld of Warcraft – Blizzard Entertainment / Activision Blizzard Best Sony PlayStation GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssCronos: The New Dawn – Bloober TeamPragmata – Capcom EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best Nintendo Switch 2 GameDonkey Kong Bananza – NintendoWINNER: Mario Kart World – NintendoMetroid Prime 4: Beyond – NintendoTowa and the Guardians of the Sacred Tree – Brownies Inc. / Bandai Namco EntertainmentWinter Burrow – Pine Creek Games / Noodlecake Best Mobile GameArknights: Endfield – Hypergryph / GryphlineDungeon Clawler – Stray Fawn / Stray Fawn Publishing, PlayworksGenshin Impact – HoYoverseWINNER: Love and Deepspace – Papergames / Infold GamesServant of the Lake – Rusty Lake
    #all #gamescom #awards #winners
    All The Gamescom Awards 2025 Winners
    Gamescom 2025 is wrapping up this weekend, but the winners of the annual Gamescom Awards have already been named. This year's biggest winner was Resident Evil Requiem, which took home four awards, including Best Sony PlayStation Game.There were some surprises along the way--including the winner of the inaugural Best Nintendo Switch 2 Game--and there were surprise winners among the indie titles like Windup's Hela, which won two awards against stiff competition from more established games like Donkey Kong Bananza.To be considered for Gamescom Awards, publishers pay to nominate their games in one or more categories. However, the actual awards are chosen by a jury that evaluates each title across multiple criteria, including graphics, gameplay, and innovation.This year's Gamescom opening night had a number of new announcements and trailers, and there may be more to come in the show's remaining two days.For now, we've put together a complete list of the 2025 Gamescom Awards with all categories and nominees. The winners are listed in bold. Best VisualsBorderlands 4 - Gearbox Software / 2KBye Sweet Carole – Little SewingMachine / Maximum EntertainmentCrimson Desert – Pearl AbyssMIO: Memories In Orbit – Douze Dixièmes / Focus EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best AudioCairn – The Game BakersLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentPhantom Blade Zero – S-GameWINNER: Resident Evil Requiem – Capcom EntertainmentRockbeasts – Lichthund / Team17 Best GameplayWINNER: Donkey Kong Bananza – NintendoHela – Windup / Knights PeakMario Kart World – NintendoPVKK – Bippinbits / Kepler InteractiveResident Evil Requiem – Capcom Entertainment Most EntertainingDispatch – AdHoc StudioDonkey Kong Bananza – NintendoGrounded 2 – Obsidian Entertainment / Xbox Game StudiosWINNER: Hela – Windup / Knights PeakMario Kart World – Nintendo Most EpicCrimson Desert – Pearl AbyssDune: Awakening – FuncomWINNER: Resident Evil Requiem – Capcom EntertainmentSuper Meat Boy 3D – Sluggerfly, Team Meat / HeadupWarhammer 40,000: Space Marine 2 – Saber Interactive / Focus Entertainment Most WholesomeWINNER: Hela – Windup / Knights PeakIs This Seat Taken? – Poti Poti Studio / Wholesome Games PresentsStar Birds – Toukana InteractiveTiny Bookshop – neoludic games / Skystone Games, 2P GamesWinter Burrow – Pine Creek Games / Noodlecake Games for ImpactCairn – The Game BakersForever Skies – Far From HomeHollow Home – Twigames / GalaktusMonowave – Studio BBBWINNER: Tiny Bookshop – neoludic games / Skystone Games, 2P Games Best Microsoft Xbox GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssWINNER: Grounded 2 – Obsidian Entertainment / Xbox Game StudiosLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentNinja Gaiden 4 – PlatinumGames, Team Ninja / Xbox Game Studios Best PC GameWINNER: Anno 117: Pax Romana – Ubisoft Mainz / UbisoftBorderlands 4 – Gearbox Software / 2KPVKK – Bippinbits / Kepler InteractiveTowa and the Guardians of the Sacred Tree – Brownies inc. / Bandai Namco EntertainmentWorld of Warcraft – Blizzard Entertainment / Activision Blizzard Best Sony PlayStation GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssCronos: The New Dawn – Bloober TeamPragmata – Capcom EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best Nintendo Switch 2 GameDonkey Kong Bananza – NintendoWINNER: Mario Kart World – NintendoMetroid Prime 4: Beyond – NintendoTowa and the Guardians of the Sacred Tree – Brownies Inc. / Bandai Namco EntertainmentWinter Burrow – Pine Creek Games / Noodlecake Best Mobile GameArknights: Endfield – Hypergryph / GryphlineDungeon Clawler – Stray Fawn / Stray Fawn Publishing, PlayworksGenshin Impact – HoYoverseWINNER: Love and Deepspace – Papergames / Infold GamesServant of the Lake – Rusty Lake #all #gamescom #awards #winners
    All The Gamescom Awards 2025 Winners
    www.gamespot.com
    Gamescom 2025 is wrapping up this weekend, but the winners of the annual Gamescom Awards have already been named. This year's biggest winner was Resident Evil Requiem, which took home four awards, including Best Sony PlayStation Game.There were some surprises along the way--including the winner of the inaugural Best Nintendo Switch 2 Game--and there were surprise winners among the indie titles like Windup's Hela, which won two awards against stiff competition from more established games like Donkey Kong Bananza.To be considered for Gamescom Awards, publishers pay to nominate their games in one or more categories. However, the actual awards are chosen by a jury that evaluates each title across multiple criteria, including graphics, gameplay, and innovation.This year's Gamescom opening night had a number of new announcements and trailers, and there may be more to come in the show's remaining two days.For now, we've put together a complete list of the 2025 Gamescom Awards with all categories and nominees. The winners are listed in bold. Best VisualsBorderlands 4 - Gearbox Software / 2KBye Sweet Carole – Little SewingMachine / Maximum EntertainmentCrimson Desert – Pearl AbyssMIO: Memories In Orbit – Douze Dixièmes / Focus EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best AudioCairn – The Game BakersLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentPhantom Blade Zero – S-GameWINNER: Resident Evil Requiem – Capcom EntertainmentRockbeasts – Lichthund / Team17 Best GameplayWINNER: Donkey Kong Bananza – NintendoHela – Windup / Knights PeakMario Kart World – NintendoPVKK – Bippinbits / Kepler InteractiveResident Evil Requiem – Capcom Entertainment Most EntertainingDispatch – AdHoc StudioDonkey Kong Bananza – NintendoGrounded 2 – Obsidian Entertainment / Xbox Game StudiosWINNER: Hela – Windup / Knights PeakMario Kart World – Nintendo Most EpicCrimson Desert – Pearl AbyssDune: Awakening – FuncomWINNER: Resident Evil Requiem – Capcom EntertainmentSuper Meat Boy 3D – Sluggerfly, Team Meat / HeadupWarhammer 40,000: Space Marine 2 – Saber Interactive / Focus Entertainment Most WholesomeWINNER: Hela – Windup / Knights PeakIs This Seat Taken? – Poti Poti Studio / Wholesome Games PresentsStar Birds – Toukana InteractiveTiny Bookshop – neoludic games / Skystone Games, 2P GamesWinter Burrow – Pine Creek Games / Noodlecake Games for ImpactCairn – The Game BakersForever Skies – Far From HomeHollow Home – Twigames / GalaktusMonowave – Studio BBBWINNER: Tiny Bookshop – neoludic games / Skystone Games, 2P Games Best Microsoft Xbox GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssWINNER: Grounded 2 – Obsidian Entertainment / Xbox Game StudiosLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentNinja Gaiden 4 – PlatinumGames, Team Ninja / Xbox Game Studios Best PC GameWINNER: Anno 117: Pax Romana – Ubisoft Mainz / UbisoftBorderlands 4 – Gearbox Software / 2KPVKK – Bippinbits / Kepler InteractiveTowa and the Guardians of the Sacred Tree – Brownies inc. / Bandai Namco EntertainmentWorld of Warcraft – Blizzard Entertainment / Activision Blizzard Best Sony PlayStation GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssCronos: The New Dawn – Bloober TeamPragmata – Capcom EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best Nintendo Switch 2 GameDonkey Kong Bananza – NintendoWINNER: Mario Kart World – NintendoMetroid Prime 4: Beyond – NintendoTowa and the Guardians of the Sacred Tree – Brownies Inc. / Bandai Namco EntertainmentWinter Burrow – Pine Creek Games / Noodlecake Best Mobile GameArknights: Endfield – Hypergryph / GryphlineDungeon Clawler – Stray Fawn / Stray Fawn Publishing, PlayworksGenshin Impact – HoYoverseWINNER: Love and Deepspace – Papergames / Infold GamesServant of the Lake – Rusty Lake
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  • يا جماعة، عندي خبر مليح لعشاق الألعاب!

    Nintendo تأكدت خطتها للعرض في PAX West اللي راح يجرى في سياتل بعد 10 أيام، وبش نكونو صرحاء، الحماس عندي وصل للسماء! من بين الألعاب المترقبة، راح يكون أول عرض علني لـ Kirby Air Riders، ومن شفت الفيديو الأخير من Nintendo Direct، فهمت بلي راح تكون تجربة فريدة. وعندنا كمان Hades II وSilksong وPokémon Legends: Z-A، واللي بإمكانكم تجربتهم في المعرض.

    صراحة، التنوع هذا في الألعاب يعبر على كيفاش Nintendo تحب تكسر الروتين وتقدم لعشاقها الجديد. تفتكروا كيف كانت الأجواء في المعارض السابقة؟ كل واحد فينا يشارك انطباعاته ويعبر على شغفه!

    نتمنى نشوف أفكار جديدة وتعاملات رائعة بين محبي الألعاب، ونزيدوا نستمتعوا معًا بوقت ممتع.

    https://www.nintendolife.com/news/2025/08/nintendos-pax-west-line-up-includes-first-public
    🎮 يا جماعة، عندي خبر مليح لعشاق الألعاب! Nintendo تأكدت خطتها للعرض في PAX West اللي راح يجرى في سياتل بعد 10 أيام، وبش نكونو صرحاء، الحماس عندي وصل للسماء! 🤩 من بين الألعاب المترقبة، راح يكون أول عرض علني لـ Kirby Air Riders، ومن شفت الفيديو الأخير من Nintendo Direct، فهمت بلي راح تكون تجربة فريدة. وعندنا كمان Hades II وSilksong وPokémon Legends: Z-A، واللي بإمكانكم تجربتهم في المعرض. صراحة، التنوع هذا في الألعاب يعبر على كيفاش Nintendo تحب تكسر الروتين وتقدم لعشاقها الجديد. تفتكروا كيف كانت الأجواء في المعارض السابقة؟ كل واحد فينا يشارك انطباعاته ويعبر على شغفه! نتمنى نشوف أفكار جديدة وتعاملات رائعة بين محبي الألعاب، ونزيدوا نستمتعوا معًا بوقت ممتع. https://www.nintendolife.com/news/2025/08/nintendos-pax-west-line-up-includes-first-public
    www.nintendolife.com
    Hades II, Silksong, and Pokémon all playable, too.Nintendo has confirmed its line-up for PAX West in Seattle, Washington — which kicks off in 10 days time. And Kirby Air Riders, which just got an extensive Nintendo Direct, is getting its first public
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  • يا جماعة، عندي خبر زين لعشاق اللعبة! غدوة، Nintendo راح تطلق حلقة جديدة من "Nintendo Direct" وتركز على Kirby Air Riders!

    هذو المرة، كيف ما تعرفوا، Kirby راح يعود لنا بطريقة جديدة ومثيرة، وكما نعرفه دايمًا، المزيج بين المرح والتحدي هو سر نجاحه! حاجة باهية لأن اللعبة هذي تجيب ذكريات جميلة من طفولتنا، كيف كنا نلعب مع الصحاب ونقعدوا نضحكوا وننافسوا!

    أنا شخصيًا، كنت نحب نلعب Kirby مع العايلة، كنا نعيشوا لحظات ما تتنساش! فخليونا نتحمسوا ونتمنى يكونوا مفاجآت رائعة في الحلقة.

    تخيلوا معايا شنو ممكن يقدموه!

    https://news.google.com/atom/articles/CBMirAFBVV95cUxPUmtvV0luR09PQ21OeXdvODFha29OSG41anlyLVp5a2NUV1hPaXlqWGZ
    يا جماعة، عندي خبر زين لعشاق اللعبة! 🚀 غدوة، Nintendo راح تطلق حلقة جديدة من "Nintendo Direct" وتركز على Kirby Air Riders! 🕹️ هذو المرة، كيف ما تعرفوا، Kirby راح يعود لنا بطريقة جديدة ومثيرة، وكما نعرفه دايمًا، المزيج بين المرح والتحدي هو سر نجاحه! 💖 حاجة باهية لأن اللعبة هذي تجيب ذكريات جميلة من طفولتنا، كيف كنا نلعب مع الصحاب ونقعدوا نضحكوا وننافسوا! أنا شخصيًا، كنت نحب نلعب Kirby مع العايلة، كنا نعيشوا لحظات ما تتنساش! فخليونا نتحمسوا ونتمنى يكونوا مفاجآت رائعة في الحلقة. تخيلوا معايا شنو ممكن يقدموه! https://news.google.com/atom/articles/CBMirAFBVV95cUxPUmtvV0luR09PQ21OeXdvODFha29OSG41anlyLVp5a2NUV1hPaXlqWGZ
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  • 'It is not our aim to grow, grow, grow:' Gamescom 2025 touts record exhibitors but organizers says quality is better than quantity

    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 15, 20254 Min ReadImage via GamescomGamescom 2025 is less than a week away and the annual industry showcase has broken a deluge of records before a single person has stepped foot inside the cavernous halls of the Koelnmesse. The five-day event, which brands itself as Europe's leading trade fair for digital games culture, will host over 1,500 exhibitors from 72 countries in 2025. It's a notable first that organizers say will comprise the most diverse lineup in Gamescom history. To accommodate burgeoning exhibitor interest, Gamescom 2025 is expanding its footprint to a record 233,000 square meters. Record registration numbers mean it's a smart move, with last year's event attracting 335,000 visitors. Opening Night Live, the digital and in-person show that kicks off the event with a deluge of video game announcements, has also been moved to Hall 1 for the first time. The switch means 5,000 people will be able to attend in-person—although the showcase will also be streamed online for a global audience.Felix Falk, managing director of game—the German games industry association that owns the Gamescom brand and co-organizes the event with Koelnmesse—described interest in the show as "immense," but why has Gamescom flourished in the years following the pandemic when another major industry event that went by the name of E3 fell into ruin? Related:Speaking to Game Developer earlier this week, Falk suggested Gamescom weathered that storm and emerged stronger because organizers understood the importance of establishing a digital footprint even before COVID-19 left the world in stasis. Opening Night Live was part of that push to attract a global audience via the power of streaming, and Falk explained that almost 50 million people watched last year's Geoff Keighly-fronted opening salvo. That's a lot of eyes on the Gamescom brand. Falk said the pivot to a hybrid digital-meets-physical event that included online communities meant Gamescom was in "good shape" before the pandemic. But what about post-COVID? In a world where major publishers are by no means guaranteed to attend in-person events—largely because the likes of Nintendo, Sony, and Microsoft have all taken to saving their biggest announcements for their own digital directs—where is the value in meeting face-to-face?Gamescom organizer says face-to-face events close the 'emotional distance' between  developers and consumersFor both exhibitors and consumers, Falk suggested there is an "emotional" aspect to attending events in-person that is tough to replicate digitally." Related:"Being on-site is a totally different experience and much deeper and much more worthy for the companies and the games, compared to the digital format," he said. "You can see that if you head to the indie area, which is the biggest indie area we've ever had, and there you'll normally find the developer stood next to the game. You can talk to them—and they love the feedback. Of course, you could do a survey online and get feedback that way, but it's different from talking to each other." In short, he explained that in-person events close the "emotional distance" between developers and players to create experiences that simply cannot be replicated online. Falk described digital events as "fast" and "dynamic" by contrast, which makes them a unique proposition in their own right. So, by cultivating an online presence and letting people engage with the show virtually, Falk claimed Gamescom managed to become a "platform for the whole industry.""means you do find target groups and communities you normally don't reach," he added. "You also reach media or stakeholders who wouldn't normally come to your specific showcase, because you're a part of the biggest show worldwide for gaming."Making digital inroads also allows Gamescom to expand without stretching the in-person event to a breaking point. Discussing what long-term success means for the showcase, Falk explained he doesn't believe Gamescom will live or die based on "one KPI of scale." Related:In fact, he said organizers have been intentionally limiting attendance in Cologne to preserve the atmosphere of the show. "We don't want the atmosphere to be worse because we squeeze in too many people," he continued. "We could squeeze more in—which we don't—because the quality of the experience is important for the fans." Still, there is room for measured growth. Falk noted the record number of exhibitors was possible because there is still room to expand the show floor, but reiterated that "more" isn't the overarching plan. "We have more exhibitors than ever before, which is great because we still have space to grow, butis more about variety and diversity of content," he added. "It is not our aim to grow, grow, grow—because that doesn't make sense. It's more about the quality and most importantly the digital reach, which we have seen over the last few years is exponentially growing." Gamescom is also expanding into other regions such as Latin America and Asia, but we'll have more on that particular topic next week. Stay locked on Game Developer for more.Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:Top StoriesGamescomAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    #039it #not #our #aim #grow
    'It is not our aim to grow, grow, grow:' Gamescom 2025 touts record exhibitors but organizers says quality is better than quantity
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 15, 20254 Min ReadImage via GamescomGamescom 2025 is less than a week away and the annual industry showcase has broken a deluge of records before a single person has stepped foot inside the cavernous halls of the Koelnmesse. The five-day event, which brands itself as Europe's leading trade fair for digital games culture, will host over 1,500 exhibitors from 72 countries in 2025. It's a notable first that organizers say will comprise the most diverse lineup in Gamescom history. To accommodate burgeoning exhibitor interest, Gamescom 2025 is expanding its footprint to a record 233,000 square meters. Record registration numbers mean it's a smart move, with last year's event attracting 335,000 visitors. Opening Night Live, the digital and in-person show that kicks off the event with a deluge of video game announcements, has also been moved to Hall 1 for the first time. The switch means 5,000 people will be able to attend in-person—although the showcase will also be streamed online for a global audience.Felix Falk, managing director of game—the German games industry association that owns the Gamescom brand and co-organizes the event with Koelnmesse—described interest in the show as "immense," but why has Gamescom flourished in the years following the pandemic when another major industry event that went by the name of E3 fell into ruin? Related:Speaking to Game Developer earlier this week, Falk suggested Gamescom weathered that storm and emerged stronger because organizers understood the importance of establishing a digital footprint even before COVID-19 left the world in stasis. Opening Night Live was part of that push to attract a global audience via the power of streaming, and Falk explained that almost 50 million people watched last year's Geoff Keighly-fronted opening salvo. That's a lot of eyes on the Gamescom brand. Falk said the pivot to a hybrid digital-meets-physical event that included online communities meant Gamescom was in "good shape" before the pandemic. But what about post-COVID? In a world where major publishers are by no means guaranteed to attend in-person events—largely because the likes of Nintendo, Sony, and Microsoft have all taken to saving their biggest announcements for their own digital directs—where is the value in meeting face-to-face?Gamescom organizer says face-to-face events close the 'emotional distance' between  developers and consumersFor both exhibitors and consumers, Falk suggested there is an "emotional" aspect to attending events in-person that is tough to replicate digitally." Related:"Being on-site is a totally different experience and much deeper and much more worthy for the companies and the games, compared to the digital format," he said. "You can see that if you head to the indie area, which is the biggest indie area we've ever had, and there you'll normally find the developer stood next to the game. You can talk to them—and they love the feedback. Of course, you could do a survey online and get feedback that way, but it's different from talking to each other." In short, he explained that in-person events close the "emotional distance" between developers and players to create experiences that simply cannot be replicated online. Falk described digital events as "fast" and "dynamic" by contrast, which makes them a unique proposition in their own right. So, by cultivating an online presence and letting people engage with the show virtually, Falk claimed Gamescom managed to become a "platform for the whole industry.""means you do find target groups and communities you normally don't reach," he added. "You also reach media or stakeholders who wouldn't normally come to your specific showcase, because you're a part of the biggest show worldwide for gaming."Making digital inroads also allows Gamescom to expand without stretching the in-person event to a breaking point. Discussing what long-term success means for the showcase, Falk explained he doesn't believe Gamescom will live or die based on "one KPI of scale." Related:In fact, he said organizers have been intentionally limiting attendance in Cologne to preserve the atmosphere of the show. "We don't want the atmosphere to be worse because we squeeze in too many people," he continued. "We could squeeze more in—which we don't—because the quality of the experience is important for the fans." Still, there is room for measured growth. Falk noted the record number of exhibitors was possible because there is still room to expand the show floor, but reiterated that "more" isn't the overarching plan. "We have more exhibitors than ever before, which is great because we still have space to grow, butis more about variety and diversity of content," he added. "It is not our aim to grow, grow, grow—because that doesn't make sense. It's more about the quality and most importantly the digital reach, which we have seen over the last few years is exponentially growing." Gamescom is also expanding into other regions such as Latin America and Asia, but we'll have more on that particular topic next week. Stay locked on Game Developer for more.Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:Top StoriesGamescomAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #039it #not #our #aim #grow
    'It is not our aim to grow, grow, grow:' Gamescom 2025 touts record exhibitors but organizers says quality is better than quantity
    www.gamedeveloper.com
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 15, 20254 Min ReadImage via GamescomGamescom 2025 is less than a week away and the annual industry showcase has broken a deluge of records before a single person has stepped foot inside the cavernous halls of the Koelnmesse. The five-day event, which brands itself as Europe's leading trade fair for digital games culture, will host over 1,500 exhibitors from 72 countries in 2025. It's a notable first that organizers say will comprise the most diverse lineup in Gamescom history. To accommodate burgeoning exhibitor interest, Gamescom 2025 is expanding its footprint to a record 233,000 square meters. Record registration numbers mean it's a smart move, with last year's event attracting 335,000 visitors. Opening Night Live, the digital and in-person show that kicks off the event with a deluge of video game announcements, has also been moved to Hall 1 for the first time. The switch means 5,000 people will be able to attend in-person—although the showcase will also be streamed online for a global audience.Felix Falk, managing director of game—the German games industry association that owns the Gamescom brand and co-organizes the event with Koelnmesse—described interest in the show as "immense," but why has Gamescom flourished in the years following the pandemic when another major industry event that went by the name of E3 fell into ruin? Related:Speaking to Game Developer earlier this week, Falk suggested Gamescom weathered that storm and emerged stronger because organizers understood the importance of establishing a digital footprint even before COVID-19 left the world in stasis. Opening Night Live was part of that push to attract a global audience via the power of streaming, and Falk explained that almost 50 million people watched last year's Geoff Keighly-fronted opening salvo. That's a lot of eyes on the Gamescom brand. Falk said the pivot to a hybrid digital-meets-physical event that included online communities meant Gamescom was in "good shape" before the pandemic. But what about post-COVID? In a world where major publishers are by no means guaranteed to attend in-person events—largely because the likes of Nintendo, Sony, and Microsoft have all taken to saving their biggest announcements for their own digital directs—where is the value in meeting face-to-face?Gamescom organizer says face-to-face events close the 'emotional distance' between  developers and consumersFor both exhibitors and consumers, Falk suggested there is an "emotional" aspect to attending events in-person that is tough to replicate digitally." Related:"Being on-site is a totally different experience and much deeper and much more worthy for the companies and the games, compared to the digital format," he said. "You can see that if you head to the indie area, which is the biggest indie area we've ever had, and there you'll normally find the developer stood next to the game. You can talk to them—and they love the feedback. Of course, you could do a survey online and get feedback that way, but it's different from talking to each other." In short, he explained that in-person events close the "emotional distance" between developers and players to create experiences that simply cannot be replicated online. Falk described digital events as "fast" and "dynamic" by contrast, which makes them a unique proposition in their own right. So, by cultivating an online presence and letting people engage with the show virtually, Falk claimed Gamescom managed to become a "platform for the whole industry.""[The hybrid setup] means you do find target groups and communities you normally don't reach," he added. "You also reach media or stakeholders who wouldn't normally come to your specific showcase, because you're a part of the biggest show worldwide for gaming."Making digital inroads also allows Gamescom to expand without stretching the in-person event to a breaking point. Discussing what long-term success means for the showcase, Falk explained he doesn't believe Gamescom will live or die based on "one KPI of scale." Related:In fact, he said organizers have been intentionally limiting attendance in Cologne to preserve the atmosphere of the show. "We don't want the atmosphere to be worse because we squeeze in too many people," he continued. "We could squeeze more in—which we don't—because the quality of the experience is important for the fans." Still, there is room for measured growth. Falk noted the record number of exhibitors was possible because there is still room to expand the show floor, but reiterated that "more" isn't the overarching plan. "We have more exhibitors than ever before, which is great because we still have space to grow, but [success] is more about variety and diversity of content," he added. "It is not our aim to grow, grow, grow—because that doesn't make sense. It's more about the quality and most importantly the digital reach, which we have seen over the last few years is exponentially growing." Gamescom is also expanding into other regions such as Latin America and Asia, but we'll have more on that particular topic next week. Stay locked on Game Developer for more.Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation.Read more about:Top StoriesGamescomAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Embracer will deploy 'targeted cost initiatives' and AI tech to unlock more value

    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 14, 20253 Min ReadLogo via Embracer Group / Kingdom Come Deliverance screenshot via Warhorse StudiosEmbracer Group—which is in the process of splitting into three standalone companies following an era of mass layoffs, project cancellations, and divestments—has confirmed it will explore "targeted cost initiatives" and look to streamline processes with the help of AI technology during what CEO Phil Rogers described as a "transition year" for the Swedish conglomerate.Addressing investors in the company's latest fiscal report, Rogers said Embracer's performance during the first quarter of the current financial year was "quiet" and said the company must now focus on "operational and strategic execution" to position itself for long-term growth.Consolidated net sales decreased by 31 percent to SEK 3,355 millionduring Q1. Breaking that total down by operating segment, PC/Console Games decreased by 38 percent to SEK 1,641 million; Mobile Games decreased by 63 percent to SEK 520 million; and Entertainment & Services increased by 41 percent to SEK 1,193 million."As we move forward, we are taking a conservative approach for this current year, reflecting a measured view on the timing and performance of our PC/Console release schedule in addition to potential continued softness in our catalog following Q1," said Rogers, who officially stepped up as CEO on August 1, 2025, to allow outgoing chief exec Lars Wingefors to take on the mantle of executive chair. Related:"This year is a transition period as we lay the foundations of Fellowship Entertainment and focus on building a business led by key IP and empowered teams, in a structure enabling focus and operational discipline. It is paramount that we concentrate on the quality and long-term value of our releases rather than chasing short-term gains."What does that mean for Embracer employees? According to Rogers, the company will implement "targeted cost initiatives" relating to underperforming business. Those initiatives could potentially result in more divestments. Game Developer has reached out to Embracer to clarify whether those plans could potentially include layoffs.Embracer CEO believes AI will become an "increasingly supportive force"Rogers claims Embracer is facing a "pivotal moment" and must double down on its biggest franchises. He explained the company has increased capital allocation to its core IPs, which include The Lord of the Rings, Tomb Raider, Kingdom Come Deliverance, Metro, Dead Island, Darksiders, and Remnant. He believes those franchises represent "one of the most exciting IP portfolios in the industry" but said Embracer must now "sharpen" its focus. The company currently has nine triple-A titles slated for release, excluding projects being financed by external partners. Related:"As previously noted, one or a couple of these games will most likely slip into FY 2028/29, but we do see a clear increase in release cadence as compared to our average of just over 1 AAA game per year in the past five years," said Rogers, discussing that release slate. "We expect the increased released pipeline in combination with lower fixed costs will notably improve free cashflow FY 2026/27 onwards."As Embracer prepares to evolve into Fellowship Entertainment, Rogers said the company must significantly rewire its business to create a "powerhouse unit" within its PC and console division. According to Rogers, leveraging AI technologies will be  integral part of that process. His predecessor had already suggested that ignoring AI tools could lead to it being "outrun" by its competitors. "This comes through smarter collaboration, increased streamlining, shared services and with AI as an increasingly supportive force," Rogers continued. "These factors will be key to unlocking value and expanding margins." As the table below shows, Embracer has already significantly reduced its workforce following a number of layoffs and key divestments. Related:Its entire workforce totaled 7,228 peopleas of June 2025. That a notable decrease on the 13,712 workersit employed at the end of June 2024. The company currently has 116 video games in development—down on the 127 projects it had in the pipeline this time last year, but actually up on the 108 titles it showcased in March. about:Embracer GroupGenerative AI, Machine Learning, & LLMsTop StoriesAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    #embracer #will #deploy #039targeted #cost
    Embracer will deploy 'targeted cost initiatives' and AI tech to unlock more value
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 14, 20253 Min ReadLogo via Embracer Group / Kingdom Come Deliverance screenshot via Warhorse StudiosEmbracer Group—which is in the process of splitting into three standalone companies following an era of mass layoffs, project cancellations, and divestments—has confirmed it will explore "targeted cost initiatives" and look to streamline processes with the help of AI technology during what CEO Phil Rogers described as a "transition year" for the Swedish conglomerate.Addressing investors in the company's latest fiscal report, Rogers said Embracer's performance during the first quarter of the current financial year was "quiet" and said the company must now focus on "operational and strategic execution" to position itself for long-term growth.Consolidated net sales decreased by 31 percent to SEK 3,355 millionduring Q1. Breaking that total down by operating segment, PC/Console Games decreased by 38 percent to SEK 1,641 million; Mobile Games decreased by 63 percent to SEK 520 million; and Entertainment & Services increased by 41 percent to SEK 1,193 million."As we move forward, we are taking a conservative approach for this current year, reflecting a measured view on the timing and performance of our PC/Console release schedule in addition to potential continued softness in our catalog following Q1," said Rogers, who officially stepped up as CEO on August 1, 2025, to allow outgoing chief exec Lars Wingefors to take on the mantle of executive chair. Related:"This year is a transition period as we lay the foundations of Fellowship Entertainment and focus on building a business led by key IP and empowered teams, in a structure enabling focus and operational discipline. It is paramount that we concentrate on the quality and long-term value of our releases rather than chasing short-term gains."What does that mean for Embracer employees? According to Rogers, the company will implement "targeted cost initiatives" relating to underperforming business. Those initiatives could potentially result in more divestments. Game Developer has reached out to Embracer to clarify whether those plans could potentially include layoffs.Embracer CEO believes AI will become an "increasingly supportive force"Rogers claims Embracer is facing a "pivotal moment" and must double down on its biggest franchises. He explained the company has increased capital allocation to its core IPs, which include The Lord of the Rings, Tomb Raider, Kingdom Come Deliverance, Metro, Dead Island, Darksiders, and Remnant. He believes those franchises represent "one of the most exciting IP portfolios in the industry" but said Embracer must now "sharpen" its focus. The company currently has nine triple-A titles slated for release, excluding projects being financed by external partners. Related:"As previously noted, one or a couple of these games will most likely slip into FY 2028/29, but we do see a clear increase in release cadence as compared to our average of just over 1 AAA game per year in the past five years," said Rogers, discussing that release slate. "We expect the increased released pipeline in combination with lower fixed costs will notably improve free cashflow FY 2026/27 onwards."As Embracer prepares to evolve into Fellowship Entertainment, Rogers said the company must significantly rewire its business to create a "powerhouse unit" within its PC and console division. According to Rogers, leveraging AI technologies will be  integral part of that process. His predecessor had already suggested that ignoring AI tools could lead to it being "outrun" by its competitors. "This comes through smarter collaboration, increased streamlining, shared services and with AI as an increasingly supportive force," Rogers continued. "These factors will be key to unlocking value and expanding margins." As the table below shows, Embracer has already significantly reduced its workforce following a number of layoffs and key divestments. Related:Its entire workforce totaled 7,228 peopleas of June 2025. That a notable decrease on the 13,712 workersit employed at the end of June 2024. The company currently has 116 video games in development—down on the 127 projects it had in the pipeline this time last year, but actually up on the 108 titles it showcased in March. about:Embracer GroupGenerative AI, Machine Learning, & LLMsTop StoriesAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #embracer #will #deploy #039targeted #cost
    Embracer will deploy 'targeted cost initiatives' and AI tech to unlock more value
    www.gamedeveloper.com
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 14, 20253 Min ReadLogo via Embracer Group / Kingdom Come Deliverance screenshot via Warhorse StudiosEmbracer Group—which is in the process of splitting into three standalone companies following an era of mass layoffs, project cancellations, and divestments—has confirmed it will explore "targeted cost initiatives" and look to streamline processes with the help of AI technology during what CEO Phil Rogers described as a "transition year" for the Swedish conglomerate.Addressing investors in the company's latest fiscal report, Rogers said Embracer's performance during the first quarter of the current financial year was "quiet" and said the company must now focus on "operational and strategic execution" to position itself for long-term growth.Consolidated net sales decreased by 31 percent to SEK 3,355 million ($350.5 million) during Q1. Breaking that total down by operating segment, PC/Console Games decreased by 38 percent to SEK 1,641 million; Mobile Games decreased by 63 percent to SEK 520 million; and Entertainment & Services increased by 41 percent to SEK 1,193 million."As we move forward, we are taking a conservative approach for this current year, reflecting a measured view on the timing and performance of our PC/Console release schedule in addition to potential continued softness in our catalog following Q1," said Rogers, who officially stepped up as CEO on August 1, 2025, to allow outgoing chief exec Lars Wingefors to take on the mantle of executive chair. Related:"This year is a transition period as we lay the foundations of Fellowship Entertainment and focus on building a business led by key IP and empowered teams, in a structure enabling focus and operational discipline. It is paramount that we concentrate on the quality and long-term value of our releases rather than chasing short-term gains."What does that mean for Embracer employees? According to Rogers, the company will implement "targeted cost initiatives" relating to underperforming business. Those initiatives could potentially result in more divestments. Game Developer has reached out to Embracer to clarify whether those plans could potentially include layoffs.Embracer CEO believes AI will become an "increasingly supportive force"Rogers claims Embracer is facing a "pivotal moment" and must double down on its biggest franchises. He explained the company has increased capital allocation to its core IPs, which include The Lord of the Rings, Tomb Raider, Kingdom Come Deliverance, Metro, Dead Island, Darksiders, and Remnant. He believes those franchises represent "one of the most exciting IP portfolios in the industry" but said Embracer must now "sharpen" its focus. The company currently has nine triple-A titles slated for release, excluding projects being financed by external partners. Related:"As previously noted, one or a couple of these games will most likely slip into FY 2028/29, but we do see a clear increase in release cadence as compared to our average of just over 1 AAA game per year in the past five years," said Rogers, discussing that release slate. "We expect the increased released pipeline in combination with lower fixed costs will notably improve free cashflow FY 2026/27 onwards."As Embracer prepares to evolve into Fellowship Entertainment, Rogers said the company must significantly rewire its business to create a "powerhouse unit" within its PC and console division. According to Rogers, leveraging AI technologies will be  integral part of that process. His predecessor had already suggested that ignoring AI tools could lead to it being "outrun" by its competitors. "This comes through smarter collaboration, increased streamlining, shared services and with AI as an increasingly supportive force," Rogers continued. "These factors will be key to unlocking value and expanding margins." As the table below shows, Embracer has already significantly reduced its workforce following a number of layoffs and key divestments. Related:Its entire workforce totaled 7,228 people (including 5,452 game developers) as of June 2025. That a notable decrease on the 13,712 workers (and 10,713 game developers) it employed at the end of June 2024. The company currently has 116 video games in development—down on the 127 projects it had in the pipeline this time last year, but actually up on the 108 titles it showcased in March.Read more about:Embracer GroupGenerative AI, Machine Learning, & LLMsTop StoriesAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • يا جماعة، هل سمعتم آخر الأخبار عن فنربخشة؟

    الريمونتادا تاعهم كانت حاجة خرافية! قدروا يوصلوا للملحق النهائي لدوري أبطال أوروبا، وهذا بفضل عزيمتهم وموهبتهم الكبيرة. المقال يجيبنا تفاصيل مثيرة حول الماتشات، واللعب الجماعي، وكيفاش الفريق قدرت تتجاوز التحديات.

    بالنسبة لي، هذي هي روح كرة القدم: الإصرار وعدم الاستسلام. تذكروني بوقتها كي كنت نتفرج على مبارايات دوري الأبطال وأنا مع الأصدقاء، كل واحد يشجع فريقه وكأنها معركة!

    أحبوا شوية من الأدرينالين؟ شوفوا التفاصيل وعيشوا الأجواء.

    https://news.google.com/rss/articles/CBMigARBVV95cUxQZmVrWGQyTzFaNDV3VUxKMHBCV2d0X1J0RENvZEtjN19penRLOGIySW5ZUm5yVDFRekZpaXhteUVqOFpzU0tKaXI1RlhySWl
    يا جماعة، هل سمعتم آخر الأخبار عن فنربخشة؟ 🔥 الريمونتادا تاعهم كانت حاجة خرافية! قدروا يوصلوا للملحق النهائي لدوري أبطال أوروبا، وهذا بفضل عزيمتهم وموهبتهم الكبيرة. المقال يجيبنا تفاصيل مثيرة حول الماتشات، واللعب الجماعي، وكيفاش الفريق قدرت تتجاوز التحديات. بالنسبة لي، هذي هي روح كرة القدم: الإصرار وعدم الاستسلام. تذكروني بوقتها كي كنت نتفرج على مبارايات دوري الأبطال وأنا مع الأصدقاء، كل واحد يشجع فريقه وكأنها معركة! 😂 أحبوا شوية من الأدرينالين؟ شوفوا التفاصيل وعيشوا الأجواء. https://news.google.com/rss/articles/CBMigARBVV95cUxQZmVrWGQyTzFaNDV3VUxKMHBCV2d0X1J0RENvZEtjN19penRLOGIySW5ZUm5yVDFRekZpaXhteUVqOFpzU0tKaXI1RlhySWl
    news.google.com
    ريمونتادا فنربخشة تقوده إلى الملحق النهائي لدوري أبطال أوروبا  خبرنيعرض التغطية الكاملة للخبر على أخبار Google
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ollo https://www.ollo.ws