Überblick

England’s second-half forward surge against Croatia fails to mask def…

England’s second-half forward surge against Croatia fails to mask defensive frailties | Jacob Steinberg

Even as forwards shine, Dallas performance exposes shaky defence that may cost Thomas Tuchel and England dear come the tournament’s sharp end

When Thomas Tuchel won the Champions League with Chelsea in 2021 the success was built on unflinching defensive rigour and midfield discipline. Five years on, though, Tuchel’s England displayed neither of those qualities during a dreadful first half in Dallas. They kept losing the ball in dangerous areas, struggled to maintain their shape without the ball and were rocking when Croatia stung them with a second equaliser just before half-time.

The vibe could hardly have been less convincing. Anthony Barry, Tuchel’s No 2, let rip in an interview with ITV, accusing England of doing all the wrong things, of playing with “a nervous energy”, of making everything “confused and complicated” against opponents well versed in making their craft and experience in midfield count. noplasticplease.life

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Bellingham, England’s man for elite moments, kicks over the console table | Barney Ronay

Goal against Croatia in his side’s World Cup opener was an angry one with a rising sense of inevitability

And breathe again. For the opening 45 minutes under the giant Victorian train station roof at the Dallas Stadium, England produced a performance that was a bit like watching one of those YouTube videos where an awkward and frightening Chinese robot has learned how to dance like Michael Jackson.

Dogged and occasionally convincing, but the kind of spectacle that does generally end with the robot falling off the stage. England didn’t just play like machines in that first half. They played like faulty machines, scared machines, contributing almost zero free-form football to a 2-2 half-time score that included two Harry Kane set-piece goals; the first a set piece from a set piece, a penalty after a corner, set piece squared.

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Hours after announcing a collab with Fortnite, Vampire Survivors dev suggests it may back out over Epic's touting of generative AI

Epic announced several upcoming Fortnite collabs earlier today, including one with Vampire Survivors. But a few hours after the presentation, Vampire Survivors developer Poncle left a Reddit comment suggesting that the partnership might not happen after all.

While the post is brief, Poncle seems to be reacting to a recent video which demonstrates how Epic artists use generative AI to assist with the design of Fortnite characters and locations, and perhaps also to today's reveal of generative AI features in Unreal Engine.

"Following today's news about gen AI usage by Epic to create all sorts of game assets, including Fortnite characters, we're currently 'reviewing' our collaboration with Fortnite," the developer wrote. "We'll let you know if anything moves forward."

At Unreal Fest today, Epic showed off a new experimental plugin feature that integrates generative AI models like Claude and Gemini with Unreal Engine. In a blog post about features coming to Unreal Engine 6, Epic said that these tools will act as "creativity and productivity multipliers so that teams can focus their efforts on essential creative and technical tasks of development rather than time on time–consuming manual tasks." During the presentation, it demonstrated using generative AI models to change the lighting or add objects to a scene.

The more immediate concern for Poncle, however, may be the video Epic posted earlier this week (embedded above) in which artists use generative AI to quickly develop character and environment concepts for Fortnite. Assets created for the Vampire Survivors collab could presumably be made in the same way.

I've asked the studio for more information on its concerns, and PC Gamer has reached out to Epic for comment.

It's unclear when Poncle and Epic made the collab deal. At the presentation, Epic announced several other collabs coming to Fortnite: Control Resonant, Phantom Blade Zero, and Sonic Racing: CrossWorlds.

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Best co-op games: Better together

Guild Wars 3 hopes to solve the problem that made me quit Guild Wars 2 after thousands of hours with the series

I'm thrilled by the announcement of Guild Wars 3, but there's a little voice in my head that keeps whispering "you know you won't have time for a new MMO." It's a fear that ArenaNet seems keenly aware of as it begins to set expectations for the sequel, which plans to begin beta testing in 2027.

In a blog post this week, ArenaNet laid out several things that it believes are the "core philosophy" of Guild Wars 3: no subscriptions, no pay-to-win, respecting your time, and evolving the MMO genre.

"Historically, MMO engagement has been viewed as an experience like a second job, where players spend large amounts of time preparing to have fun before they can actually engage in the fun parts," ArenaNet says. "Only have thirty minutes to play? Don't play an MMO; you'll need that time just to organize your inventory, figure out what content you're going to play, get your character set up, and—oh, no! Time's up, and you haven't even begun the gameplay yet."

The "preparing to play" problem, specifically inventory organizing, is exactly what made me drift away from Guild Wars 2 after its Path of Fire expansion despite having thousands of hours in the original Guild Wars and probably double that in GW2. Every time I logged in I would find my bags stuffed with Halloween tonics, miscellaneous currencies, and all sorts of other consumables whose purpose I couldn't recall. It felt like I needed to clean my room before I was allowed to have fun. Eventually I stopped logging in.

ArenaNet has gotten the message that managing a slew of currencies from the past decade of expansions and story updates is one of the biggest pain points for GW2 players, lapsed or otherwise.

"We want you to feel good about the time you invest, whether you're playing every day, only have an hour or two every week, or are coming back after a long break from the game," it says.

ArenaNet says it approaches MMO design by identifying a problem with MMOs as they currently exist and building a solution. It's true that my problem with most MMO options right now is that they're all trying to lay claim to the same precious few hours I've got between work and bedtime.

If ArenaNet's answer to that really is a snappier MMO with less homework, I'll be excited to see it. I can't help but think of the end of new content updates for Destiny 2, sometimes affectionately called a "dad game" for its (relatively) low-stress, drop-in qualities. I wasn't ever a Destiny gal, but I'd be psyched by the rise of a "mom MMO" equivalent.

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Best horror games: Fight or flight

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