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A Vancouver parent has launched a proposed class-action lawsuit against the makers of Fortnite, saying the popular video game is designed to be “as addictive as possible” for children.
Just a few days ago I was wondering when Elden Ring would start talking about its seemingly inevitable DLC plans, given that it was its one year anniversary and it had hit 20 million sales.
Well, it appears the magic number was one year and…three days. FromSoftware has now just announced Elden Ring’s DLC, Shadow of the Erdtree, in a new post on social media:
The DLC is classified as an “expansion,” and while that can mean many things depending on the developer, usually expansions are a step above smaller DLCs, significant content additions. I wonder if this could be a $40 piece of content, as a result, and I’m certainly curious about what it’s going to add.
The only clues we have are the photo above, and the name, Shadow of the Erdtree, referring to the giant tree that looms over the entire map, and is itself scalable later on.
Torrent
From
Of course, what we do not know about the just-announced expansion is endless, including its release date. While it is “in development,” we have no date or time window for it. I would imagine the soonest would be holiday 2023. Generally speaking, FromSoft didn’t take that long between announcing DLC and releasing it for past games, just a few months, but my gut tells me this is probably more ambitious DLC than they’ve done previously, given the scale of Elden Ring itself, so it’s possible it takes longer. We may not even see it before 2024.
It’s just good that they’ve said something, as at a certain point, everyone was wondering if they’d simply move on to Armored Core and not do DLC at all. Sekiro, for instance, never got DLC, and it’s not a sure thing for big releases anymore the way it used to be essentially a guarantee. But I’m glad they’re doing it, and of course, I cannot wait to play it.
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Pick up my sci-fi novels the Herokiller series and The Earthborn Trilogy.
PRESS RELEASE: Cane Creek Cycling Components
Cane Creek introduces their next offering of titanium cranks, the Cane Creek Electric Wings, to join their iconic eeWings. A crankset designed specifically for the rigors eMTBs face, the innovative Electric Wings are 3D-printed from titanium, resulting in a product that is both incredibly durable and lightweight.
With the Electric Wings, riders can experience the benefit of carbon cranks, without the fear of damage from rock strikes. Electric Wings are as light as carbon, yet as durable as heavy aluminum cranks, making them the perfect choice for those looking to maximize their ride time with confidence.
Implementing advanced 3D-printing additive manufacturing techniques enable freedom in design, opening the door for Cane Creek to set a new benchmark for durability
A New Level of Durability
Break rocks – not cranks – with the Cane Creek Electric Wings. eMTBs are known for taking a beating on rough terrain, which can easily compromise the integrity of carbon cranksets. With the Electric Wings, riders can now enjoy peace of mind, knowing that their cranks are up to the challenge. Whether riders are climbing through a rock garden or hucking to flat, the Electric Wings will give riders the confidence needed to tackle any obstacle.
Compatible with electric bike drive units that use an ISIS motor spindle: The Cane Creek Electric Wings fit Bosch/Yamaha, Brose, Fazua, TQ, Bafang, Specialized motors and more, ensuring compatibility with a wide range of eMTB models.
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Weighing a mere 383grams – Electric Wings are as light as carbon eMTB cranks while still maintaining one of the best stiffness to weight ratios on the market – Constructed from 6/4 Titanium
3D-Printed Titanium
Implementing advanced additive manufacturing techniques enable freedom in design, opening the door for Cane Creek to set a new benchmark for durability with a titanium crankset designed for electric-assist mountain bikes.
Availability
Cane Creek Electric Wings are now available at select Cane Creek dealers, distributors and factory direct at www.canecreek.com. These 3D-Printed Titanium eMTB Cranks are $1299.99 and shipments of 165mm length cranks are expected to begin in March
Cane Creek Cycling Components – Titanium Cranks
At the March 14th Council meeting, the City of Pointe-Claire signed a partnership agreement with Sport’Aide. The independent non-profit organization was created in 2014 by a team of 3 people concerned by the phenomenon of violence in sports.
The organization aims to offer support and guidance services to young athletes, as well as to the various actors in the Quebec sports world (parents, coaches, sports organizations, officials and volunteers) who may have witnessed violence against young athletes.
This agreement will allow the City and the para-municipal sport clubs, the Aquatic Club and the Canoe Kayak Club, to obtain personalized consulting services and to be assisted in the development and adaptation of sport safety policies and procedures.
“Pointe-Claire is the first city to sign an agreement with Sport’Aide, positioning it as a leader and further demonstrating our City’s commitment to maintaining a healthy, safe, harmonious and inclusive sports and recreation environment. I would like to thank our dynamic Sports and Recreation team and its director Mr. Gilles Girouard. This partnership demonstrates our proactivity and our concern for the quality of services offered to our community.” Said Tim Thomas, Mayor of Pointe-Claire
From left to right: Tim Thomas, Mayor of Pointe-Claire and Sylvain Croteau, Instigator and General Manager of Sport’Aide
Information : 514 630-1200, communications@pointe-claire.ca
A Vancouver parent has launched a proposed class-action lawsuit against the makers of Fortnite, saying the popular video game is designed to be “as addictive as possible” for children.
In the lawsuit filed in B.C. Supreme Court on Friday, the plaintiff identified only as A.B. says her son downloaded Fortnite in 2018 and “developed an adverse dependence on the game.”
The statement of claim says the game incorporates a number of intentional design choices such as offering rewards for completing challenges and making frequent updates, which encourages players to return repeatedly.
The statement says Fortnite creator Epic Games enriches itself by making content and customization options purchasable via an in-game currency, which are purchased with real cash.
The class-action lawsuit would still need approval from a judge and none of the allegations have been proven in court.
The plaintiff is seeking damages alleging the game breaches the B.C. Business Practices and Consumer Protection Act, as well as for “unjust enrichment” and medical expenses for psychological or physical injuries, among other claims.
“Video games have been around for decades, but Fortnite is unique in that the science and psychology of addiction and cognitive development are at the core of the game’s design,” the court statement says.
It describes the game as “predatory and exploitative,” given its popularity among minors.
In a written statement, Epic Games communications director Natalie Munoz said the company will “fight these inflammatory allegations.”
“These claims do not reflect how Fortnite operates and ignore all the ways parents can control their child’s experience through Epic’s Parental Controls,” she said.
As examples, Munoz said parental controls “enable guardians to supervise their child’s experience, including limiting purchases and receiving playtime reports.”
Social settings can also “default to the highest privacy option for minors” and Cabined Accounts “provide a tailored experience for younger players.”
Also, Munoz said the company has a daily spending limit for players under 13.
In the statement, A.B. says her son began playing Fortnite: Battle Royale on a Sony PlayStation 4 game console when he was nine years old. The boy, she said, soon began buying various Fortnite products while adding the game to different platforms at home, including on mobile phone and computer.
Since that time, A.B. says Epic Games “received payment for numerous charges” made to her credit card without her authorization. The statement says A.B.’s son spent “thousands of dollars” on in-game purchases.
“If Epic Games had warned A.B. that playing Fortnite could lead to psychological harm and financial expense, A.B. would not have allowed (her son) to download Fortnite,” the statement says.
The lawsuit, if approved by the court, would cover three classes of plaintiffs: an “Addiction Class” of people who suffered after developing a dependence on Fortnite, a “Minor Purchaser Class” that includes gamers who made purchases in the game while under the age of majority, and an “Accidental Purchaser Class” of users who mistakenly bought items due to the game’s design.
The lawsuit would cover all persons affected by Fortnite in Canada except Quebec, where Epic lost its attempt last month to appeal a court decision there to authorize a similar class-action suit.
In the Quebec class-action appeal attempt, Epic lawyers argued the claims that children were becoming addicted to Fortnite were “based purely on speculation,” and no scientific consensus exists on cyberaddiction.
Epic Games also said in the Quebec case that it was not given a chance to argue against the claim that minors who bought Fortnite’s in-game currency were taken advantage of.
Quebec Appeal Court Justice Guy Cournoyer said in his decision that Epic did not demonstrate any significant error on the lower court judge’s decision to authorize the class-action lawsuit in that case.
Epic said in documents made public in a separate legal battle with Apple in the United States that Fortnite made more than US$9 billion combined in 2018 and 2019.
The legal claim against the video maker in Quebec still needs to be argued in court.
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