Parallels

AppWizard
February 11, 2026
The Kremlin expressed regret over recent restrictions imposed on Telegram, with spokesman Dmitry Peskov stating that the limitations are due to the company's non-compliance with Russian laws. Peskov indicated that it is unfortunate Telegram is not adhering to these regulations. Reports emerged that Russian users experienced disruptions in Telegram services, with over 11,000 complaints logged in a 24-hour period, leading to Roskomnadzor initiating restrictions. The Federal Service for Supervision of Communications confirmed it would impose consistent restrictions on Telegram until it complies with Russian legislation. Telegram may face fines totaling 64 million rubles due to alleged failures to remove illegal content. Telegram founder Pavel Durov criticized the government's actions, suggesting they aim to push users towards a state-controlled app. Analysts noted that Durov's stance could hinder potential cooperation with Russian authorities and that a complete ban on Telegram might occur by mid-March unless a resolution is reached. Durov, who has lived outside Russia for over a decade, indicated that Telegram stands for freedom of speech and privacy.
AppWizard
February 1, 2026
Square Home offers grid-based menus for mobile customization, allowing users to organize essential apps and widgets conveniently. It enables quick transitions between apps like WhatsApp and social networks without scrolling through screens. Total Launcher provides extensive customization options, allowing users to reposition icons and widgets, modify fonts, and create unique interfaces, though it has a steeper learning curve. It includes a backup tool for saving and sharing custom setups. Kvaesitso focuses on search functionality, enabling users to access apps via a global search feature, streamlining interactions, and is available as an open-source project on GitHub. Niagara Launcher features a minimalist interface designed for one-handed operation, with an alphabetical scroll bar for easy app access and organization.
AppWizard
February 1, 2026
This year features several anticipated video game adaptations, including The Super Mario Galaxy Movie, Mortal Kombat II, and Street Fighter. A Minecraft Movie became the highest-grossing film in the domestic market of 2025, earning 8.3 million globally. The film's success was marked by enthusiastic audience reactions, reminiscent of The Rocky Horror Picture Show. Jack Black noted the audience's fervor and compared it to his childhood experiences with the cult classic. Warner Bros. re-released the film due to its reception, and Black's song “Lava Chicken” became the shortest hit to reach the Billboard charts. A sequel is in development, with production expected to start in April and a release date set for July 23, 2027.
AppWizard
January 30, 2026
A US gamer, Cayden Breeden, has filed a lawsuit against Epic Games, Microsoft Corporation, and Mojang Studios in New York, claiming that Fortnite and Minecraft are designed to exacerbate video game addiction. The lawsuit alleges that the companies failed to inform players about the dangers of excessive gaming and did not implement safeguards against compulsive gaming, which Breeden characterizes as negligent and fraudulent. He describes his gaming habits as compulsive, leading to withdrawal-like symptoms when not playing, and seeks compensation for pain, suffering, emotional distress, and related costs. The case argues that the design mechanics of both games promote extended play and addictive behaviors, despite lacking traditional gambling elements. This lawsuit is part of a growing trend of legal actions against gaming companies in the US. Community reactions on Reddit have varied, with some users expressing skepticism about the lawsuit's viability and others discussing the balance between personal responsibility and corporate accountability in game design. The outcome of the case could impact future game design and regulatory compliance in the industry. No formal statements have been made by the defendants regarding the lawsuit.
AppWizard
January 21, 2026
Control, a game released in 2019, received the "Best Setting" award for its unique presentation and immersive environments. It features combat mechanics that involve dashing maneuvers and levitating attacks using office furniture, set within The Oldest House, a brutalist tower. The game's narrative parallels the fictional SCP Foundation. Control is currently available on Steam, including the Ultimate Edition with expansions and post-launch content. A sequel, Control Resonant, is scheduled for release in 2026.
AppWizard
January 16, 2026
Hytale is an early access game that has been in development for a decade, facing a cancellation by Riot Games before its revival in November. The game features mechanics such as jumping two blocks high and a combat system that requires timing for attacks, which are similar to potential mods in Minecraft. Hytale includes familiar mobs like skeletons, spiders, zombies, and golems, alongside new creatures like goblins and Kweebecs, and a mysterious area known as the Void. Crafting in Hytale is more complex than in Minecraft, requiring multiple workstations, and workbenches can recognize adjacent chest contents. Despite its unique elements, Hytale often feels derivative of Minecraft, with similar sounds and inventory mechanics. Future updates, including an anticipated Adventure Mode, aim to introduce RPG-like storylines and quests. The game currently faces balancing issues but remains visually appealing, though it has not surpassed Minecraft's foundational elements.
AppWizard
January 13, 2026
Clair Obscur: Expedition 33 has received critical acclaim and commercial success, winning Game of the Year at the previous year’s Game Awards. Josef Fares, founder of Hazelight Studios, warns the triple-A gaming sector against merely replicating trends from Expedition 33's success, emphasizing the need for innovation rather than imitation. He highlights the importance of diversity in gaming, asserting that both triple-A and double-A titles have their place in the industry. Fares points out that while high-budget games face pressure to avoid risks, innovation is still possible, citing examples from studios like Naughty Dog, Rockstar, and Nintendo. He also mentions that other major studios, such as Capcom, are exploring unconventional ideas.
AppWizard
January 13, 2026
The Epic Games Store has grown its user base by 173% from 2019 to 2024, increasing from 108 million to over 295 million users. However, its revenue from third-party earnings has only increased by 1.6%. The store was launched in 2018 as a competitor to Steam and initially attracted users through a favorable revenue split for developers and exclusive game releases. Epic's strategy of offering free games has led to a perception of the store as primarily a platform for claiming giveaways rather than purchasing games. Critics note that the Epic Games Store has historically provided a less satisfying experience compared to Steam, lacking essential features at launch, with some improvements made only recently. In contrast, the Xbox app emphasizes subscription services through Game Pass, which has seen a 45% year-over-year growth, indicating a more engaged audience willing to spend money. Steam remains the preferred platform for many PC users due to its user-centric approach and comprehensive features. Epic is exploring NFT-based games and AI integration, while its revenue is projected to be over [openai_gpt model="gpt-4o-mini" prompt="Summarize the content and extract only the fact described in the text bellow. The summary shall NOT include a title, introduction and conclusion. Text: In recent discussions, the Epic Games Store has found itself at the center of scrutiny as users analyze its growth trajectory from 2019 to 2024. During this period, the platform has expanded its user base by an impressive 173%, climbing from 108 million users to over 295 million. However, this surge in numbers has not been mirrored in revenue, with third-party earnings only seeing a modest increase of 1.6%. This disparity raises questions about the spending habits of the newly acquired audience, suggesting that while Epic has successfully attracted users, many are not engaging in purchasing games. The Epic Game Store problem The Epic Games Store was launched in 2018 as a direct competitor to Steam, the dominant PC storefront developed by Valve. Steam has long been favored by players for its seamless user experience and robust feature set. In its initial attempts to capture market share, Epic offered developers a more favorable revenue split and secured exclusive game releases. However, these strategies did not resonate with gamers, prompting Epic to shift its approach while still maintaining a better revenue share for developers. To draw users in, Epic has heavily relied on a strategy of offering free games. While this tactic has effectively increased sign-ups, it has also led to a perception of the store as a platform primarily for claiming giveaways, rather than a destination for purchasing games. Many users, including myself, find themselves opening the Epic Games Store solely to claim free titles before promptly closing it. Critics have pointed out that the Epic Games Store has historically provided a less satisfying experience compared to Steam. The platform launched without several essential features, and although it has made strides to address these gaps, some users feel that the improvements have come too late. Key features such as user reviews, wishlists, achievements, and gifting were added only in recent years, while family sharing and mod support remain absent. Is this an Xbox PC problem as well? There are intriguing parallels to be drawn between the Epic Games Store and Xbox PC, both vying for a share of the market dominated by Steam. However, their approaches differ significantly. The Xbox app emphasizes subscription services through Game Pass, which has experienced a remarkable 45% year-over-year growth. This indicates that even with its feature limitations, Xbox has cultivated an engaged audience willing to spend money, contrasting with Epic's model of attracting users primarily through free offerings. Console players, particularly those on Xbox, demonstrate a strong willingness to invest in games, especially in popular genres like shooters. Despite PlayStation's larger hardware sales, Xbox users consistently show up to purchase titles, reflecting a dedicated gaming community. In contrast to Epic's strategy, Xbox is investing in a cross-device ecosystem that integrates cloud, console, and PC gaming. This long-term vision aims to blur the lines between console and PC, potentially unifying Xbox and Steam libraries under one umbrella. Such a strategy fosters a more open and flexible gaming environment, appealing to users who seek versatility in their gaming experiences. The future of PC gaming is Steam for now For the time being, Steam remains the preferred platform for many PC users, thanks to its user-centric approach and comprehensive feature set. This stability has left little incentive for players to migrate to alternative platforms, leading both Xbox and Epic to carve out their own niches rather than attempting to supplant Steam directly. Looking ahead, Xbox's next generation of hardware is expected to support multiple storefronts, including Steam and Epic. Meanwhile, Epic is exploring avenues that Steam has yet to embrace, such as NFT-based games and AI integration in development. Tim Sweeney, CEO of Epic, has publicly criticized Steam for its policies regarding AI disclosure, further highlighting the competitive landscape. What once seemed like a battleground where Epic and Xbox could not coexist now appears to be evolving into a space where collaboration and coexistence are possible. Neither platform needs to eclipse Steam to achieve success; rather, they can thrive alongside it. This reality is reflected in my own usage patterns—I often access the Epic Games Store to claim free games, yet I find myself primarily engaged with my Steam and Xbox libraries. Epic's performance, with over .09 billion in revenue in 2024, demonstrates that it can be a viable player in the market, even if it never reaches the same scale or user goodwill as Steam. Do you use Epic Games Store and if so, how? Let us know by commenting and taking part in our poll below: Follow Windows Central on Google News to keep our latest news, insights, and features at the top of your feeds!" max_tokens="3500" temperature="0.3" top_p="1.0" best_of="1" presence_penalty="0.1" frequency_penalty="frequency_penalty"].09 billion in 2024.
AppWizard
January 12, 2026
In a Minecraft world, approximately 50 villagers are confined in a basement, contrasting with the idyllic town above. Players manage villagers by using fishing rods to guide them into trading halls, where they can be traded with for resources. The game, launched in 2009 by Mojang Studios, allows players to explore and build in an open-world environment. The construction of villager trading halls reflects themes of exploitation, likened to chattel slavery, as players seek enchantments through trading. Critics note that the game's mechanics mirror colonial ideologies and contemporary global supply chains. Techniques like update suppression enhance farming efficiency, suggesting a deeper layer of exploitation in gameplay. The villager trading hall serves as a processing puzzle, emphasizing the functional role of villagers rather than their individuality. The game encourages innovation and manipulation of reality within its grid-based structure, reflecting broader societal trends in technology and information.
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