War Thunder Players Once Again Post Military Documents On Forum

An unclassified look at an F-15E Strike Eagle

An unclassified look at an F-15E Strike Eagle
Photo: aviation-images.com (Getty Images)

You may remember that one of the funniest stories of 2022 was the way that players of War Thunder—an arcadey online shooter featuring real military vehicles—just kept on posting military documents in the game’s forums. Not as acts of espionage, but to win arguments about specs.

I am incredibly happy to report, then, that this is shaping up to be one of 2023’s funniest stories as well.

The last time we checked in on these guys it was some tank players, who despite ban after ban just kept on sharing detailed, classified information on currently-operational Main Battle Tanks and their armaments.

This week we’ve seen a similar thing happen, only now it’s about fighter aircraft. As Massively OP report, earlier this week a player “shared military documents related to the F-16 fighter jet in order to win an argument”. The problem is that those documents, while not designated as classified military documentation like the tank guys’ stuff, was still restricted material “under the jurisdiction of the International Traffic in Arms Regulations (ITAR), a State Department-enforced law that limits disclosure and transmission of US weapons data and information to foreign individuals, including distribution on the internet”. So, not classified, but still not the kind of thing you should be posting in a video game forum.

Then, just a day later, someone else was at it again! This time a different user posted excerpts from over a dozen weapons system manuals for the F-15E. Again, these weren’t classified—indeed they were for systems old enough that they had been declassified—but like I’ve already said, just because something isn’t classified doesn’t mean you can freely post it on internet forums where anyone in the world can see them. So they were deleted as well.

I said this last year but I will say it again now, the fact that a video game’s forums have become one of the greatest opsec hazards of the modern age, just because some dudes want to argue over a weapon’s statistics, is very funny.

Survivor Brings Back The Best Clone War Droids

If you, like me, are a big fan of the animated Star Wars: The Clone Wars series, then I’ve got some very good news to share. As first seen in a new gameplay video released earlier this week, a load of classic Clone Wars-era droids are featured in EA and Respawn’s upcoming Star Wars Jedi: Survivor.

Star Wars Jedi: Survivor, set a few years after Jedi: Fallen Order, once again stars Cal Kestis. The red-headed Jedi was a young padawan when Order 66 happened and the Order was nearly exterminated by the Clones they once fought side-by-side with during the war almost immediately after. Now, following the events of Fallen Order, Cal has reconnected with the Force, gotten his Jedi groove back, and even found some new friends he calls family. But this is Star Wars, so they won’t get to relax and sip blue milk. Instead, they face a whole new threat and new baddies in Respawn’s upcoming (and recently delayed) sequel. Hey, it’s not all bad news. At least our favorite clankers from the Clone Wars will be around, ready to get sliced and diced by Cal and his cool lightsaber moves.

Star Wars Jedi: Survivor – Official Reveal Trailer

As revealed in a new IGN article, Star Wars Jedi: Survivor includes a bunch of familiar droids that Clone Wars fans and prequel lovers will notice right away.

All the Clone Wars droids in Star Wars Jedi: Survivor

Of course, the classic, fan-favorite B1 Battle Droids are here. These are the idiot grunts often seen making jokes and dying by the dozen in the animated series. And based on some of the new gameplay we’ve seen, B1s will fill a similar role in Survivor.

Also featured in the new game are B2 Super Battle Droids, the bigger, stronger cousins of the B1 that were introduced in Attack of the Clones so the Jedi actually had a threatening enemy to face in combat.

An image shows BX droids standing together.

Screenshot: Lucasfilm / Disney

Next, we have the BX Commando Droids. These are the smarter siblings of the B1 and B2 droids, able to create traps and trick Clones by using advanced tactics. They are also more agile. According to the devs, these droids will often parry Cal’s attacks, making them a tricky enemy to encounter.

If you were wondering if Droidekas, aka Destroyer Droids, are in Jedi: Survivor, well, yes they are! And not only that, but the devs confirmed to IGN that these rolling bastards will feature shields, just like in the movies and Clone Wars show.

IG-100 Magna Droids will also appear in Star Wars Jedi: Survivor. These big boys were famously seen guarding General Grievous and appropriately, the devs described these robotic warriors as “superior elite” enemies that will attack, defend, parry, and counter everything, making them one of the harder foes Cal will face.

An image shows DT Sentry droids standing and fighting together.

Screenshot: Lucasfilm / Disney

Finally, we have the DT Sentry Droid. This flavor of killer robot isn’t from the Clone Wars, but instead from the sequel shows Bad Batch and Rebels. They’ve also appeared in comics, too. These DT Sentry Droids are very, very tough. In Survivor, they will come in different variants, with some featuring a missile launcher and others using blasters or melee weapons. But all of them will be big brutes that can survive losing a limb or two and will possibly be one of the hardest enemies Cal will have to fight during the course of the game.

Now the real question is why these droids are in the game at all. Based on their paint jobs and proximity to some nasty criminals, it seems that some big gang has repurposed leftover droids from the Clone Wars and built themselves a tidy little robo-army. That sounds great to me because killing droids isn’t just fun, it also doesn’t make me think about the canon and lore implications connected to their deaths. Robots aren’t connected to the light side of the Force, so swing away and chop them to bits, Cal!

Star Wars Jedi: Survivor launches on April 27 for Xbox Series X/S, PlayStation 5, and PC.

Early Plans For God of War Ragnarök Involved A Shocking Death

God of War Ragnarök is a good game that tells a story of how people can change their fates and take control of their own lives. However, in the very early days of its development, a possible story was pitched for the PlayStation-exclusive sequel that went a different direction and involved death, loss, redemption, and a big ol’ time jump.

And yes, from here on out there are spoilers for the new God of War. Consider this your last warning if you haven’t played the game and don’t want anything about its actual narrative spoiled for you.

Image for article titled Early Plans For God of War Ragnarök Involved A Big Death And A Wild Twist

In an interview with MinnMax, God of War Ragnarök’s narrative director Matt Sophos and story lead Richard Gaubert explained that very early in the creation of the sequel, they pitched the idea of Kratos dying in his first fight with Thor.

“And so, [Kratos] was gonna die, and then it wasn’t a permanent death,” said Sophos. “What was going to happen—and I don’t care, we can tell this because it doesn’t happen anymore, so this is all fan fiction at this point—he would get pulled out of Hell, essentially, by [his son] Atreus.”

However, the Atreus that would rescue Kratos from Hell wasn’t the same Atreus we got in the most recent two games. Instead he’d have been a lot older, with Sophos explaining that “20 years” would have passed in the world of the living, calling it a “big time jump-type thing.”

MinnMax

Of course, if you’ve played Ragnarök or read anything about it, you likely know this didn’t happen. Not even close. And that’s because, according to Sophos and Gaubert, when they took this early draft to the game’s director, Eric Williams, he wasn’t a fan of killing and reviving Kratos once again.

“[Director Eric Williams] was like, ‘I don’t want to do that, Kratos has died and come back from it too many times,” said Sophos. “And it’ll feel a little bit too, ‘oh, you said he was gonna die and oh, you just killed him, but he came right back!’”

Sophos added that all the emotion and the main hook of the story—seeing if Kratos and his friends could overcome the prophecy revealed at the end of 2018’s God of War—was missing in that proposed story. And Sophos agreed with Williams’ decision to go a different route with the sequel.

God of War Ragnarök’s actual ending, which sees Kratos survive the prophecy foretelling his death, also worked better with what the writers wanted to ultimately do, which was to say “fate and prophecy” is all “bullshit.”

“Nothing is written that can’t be unwritten, as long as you’re willing to make changes in your life then you’re not bound to fate,” said Sophos.

“And so when we landed on that, when we knew that was the story we wanted to tell, we knew that Kratos couldn’t die. Because then it would be like, ‘Well, are we just going to say that Kratos couldn’t change?’ And then that would suck, y’know?”

 

Dark Teenage Mutant Ninja Turtles Game Takes After God Of War

The Last Ronin comic is being adapted into an action-focused single-player video game that will play similarly to God of War. The popular and gritty 2020 comic, a spin-off of the Teenage Mutant Ninja Turtles series, stars the last remaining turtle in a war-ravaged wasteland.

While most people think of TMNT as a cartoonish, family-friendly kids’ brand, the actual franchise is much more varied than that, with comics that get darker than anything you’d find on Nickelodeon. This isn’t a weird offshoot or an occasional one-off, either. The original comics that started it all were gritty and violent, featuring sharp black-and-white art and turtles who were less radical and more dangerous. And The Last Ronin, a limited-run comic series from 2020 written by the original co-creator of the franchise, returned TMNT to its grittier, more adult roots. Now, that fan-favorite comic is being turned into a big action-adventure video game by a yet-to-be-announced studio.

In an interview with Polygon, Doug Rosen, senior vice president for games and emerging media at Paramount Global, revealed the new, still-unnamed game’s existence. Rosen told Polygon that the upcoming third-person action role-playing game will be comparable to the recent God of War entries. He also assured fans that the story of the game will be “authentic” to The Last Ronin comic series.

This means that, unlike most other TMNT games, this upcoming adventure will star the lone surviving turtle in the dark, far future of the Last Ronin universe. So don’t expect all your favorite turtles and Splinter to be hanging out, eating pizza, and partying in the sewers in this upcoming game. Because all but one of them is dead. (The identity of the lone survivor is actually a big mystery in the comic and I won’t spoil it here.)

Rosen also told Polygon that just because TMNT is a brand popular with kids, doesn’t mean the devs will have to “dial back” the upcoming Last Ronin game to make it “something it shouldn’t be.” He further explained that he sees “opportunities for multiple TMNT games aimed at both young and more mature age groups” and that TMNT owner Paramount will take different approaches to create content for each group. For example, TMNT villain Shredder is showing up in Call of Duty. 

As for when you can play this new TMNT game, well, it’s not coming anytime soon. Rosen said the game is still a “few years off.” Rosen was also seemingly tight-lipped about where this game might land when it finally does release in the future. For now, you can go play TMNT: Shedder’s Revenge which is fantastic and out now.

How God Of War Ragnarok’s Sound Effects Were Made By Hand

Most video game studios, or at least the bigger ones, will have experience with Foley, a long-standing craft that revolves around creating cinematic sound effects using everyday objects.

It’s nothing new. Many of Star Wars’ most iconic sounds were made using stuff like TV tubes and vacuum cleaners, and there are loads of excellent features on the internet showing how everyone from Bungie to Naughty Dog have used Foley to bring their own games to life. Even Unpacking, a cute little pixel game about putting things on shelves, featured over 14,000 different sound effects.

Today it’s God of War Ragnarok’s turn, in this excellent video put together by Wired, and this is already one of my all-time favourites, mostly because of the sheer volume of effects it shows.

Meeting PlayStation Studios’ Joanna Fang, we get to see how loads of the game’s crunchiest, squelchiest sound effects were made. A galloping horse’s hooves are actually just a pair of toilet plungers. Kratos smashing an enemy’s skull in is actually Fang crushing a melon with a crowbar. One of the most interesting is that you can get a perfect replica of snow crunching underfoot by…walking on coal instead.

How This Woman Creates God of War’s Sound Effects | Obsessed | WIRED

I love that the sound of floorboards is made by just slapping a shipping pallet. That twisting some leather sounds like someone being strangled. And that to get the sound of someone punching a dude wearing armour they…OK, used a boxing glove to punch some armour.

Like I’ve said, there’s nothing particularly new or relevatory here, Foley is a relatively ancient craft in modern show business, but this video is a fantastic example of showing the depth and variety of sounds that can be produced in a single room, and how a Foley artist’s passion for the job can be one of the most important—if also unsung—parts of our experience with a game.

Even God Of War Ragnarök Voice Actor Wants To Turn Off Hints

Kratos and Atreus have a conversation.

Screenshot: Sony

God of War Ragnarök is known for having excellent combat, a simultaneously epic and intimate story, great accessibility features, and a billion puzzles to solve. For many players, it wasn’t the puzzles’ difficulty that frustrated them the most. It was the frequency with which Atreus would provide hints at how to solve them. It turns out, even his own voice actor feels similarly.

Atreus is the son to the war god Kratos, and he often accompanies his father during lengthy segments of the main quest. Normally, this is fine. He’s a good kid, and Sunny Suljic puts on a solid performance as one of the co-protagonists of Ragnarök. The problem is that I don’t want puzzle hints shoved into my face while I’m trying to solve them. Atreus often gives you advice if you don’t solve a given puzzle almost immediately, which I found obnoxious. So many players felt similarly frustrated, and gaming websites even posted guides on whether or not you could turn off these hints. Unfortunately, you can’t. Everyone who played through this action-adventure game is forced to endure unsolicited nudges from Atreus telling you exactly how to progress.

And as it happens, not even Suljic appreciates the mechanic. When IGN asked him whether he enjoyed giving hints to himself, the voice actor started smiling awkwardly. “Actually, for me, no!” Suljic told his interviewer. “Because I’m trying to do the puzzles, and then I hear myself giving myself the hints and I just…I get so sick of hearing my own voice sometimes.” Poor dude. I imagine it must feel like he’s talking to himself while solving these puzzles.

The hint system wouldn’t be so frustrating if it was optional or togglable. Horizon Forbidden West had a similar system where Aloy could voice thoughts to herself that might be helpful, but the timing was a little more forgiving Atreus is much chattier, which may make you wonder if bringing him along is really worth the toll his “help” can take on your goodwill towards him. In most cases, yes—but barely.

Infinity War Deleted Scene Showed Thanos Winning

The poster for Avengers: Infinity War shows its main characters.

Image: Disney

Avengers: Infinity War almost started with a 45-minute invasion of Xandar showing Thanos retrieving the Power Stone, according to the characters’ creator, Jim Starlin. It probably would have been epic, but Marvel apparently ultimately scrapped footage for the ambitious prologue to save money and keep the movie under three hours.

The revelation comes from a new interview the graphic novelist recently did with Near Mint Condition on YouTube (via IGN). Starlin said he toured the set during production and received the full rundown of Infinity War and Endgame’s plot from script writers Christopher Markus and Stephen McFeely, including a sequence that showed Thanos obtaining his very first Infinity Gem. However, Starlin said that co-director Joe Russo informed him just a month before release that the filmmakers had opted to cut the scene entirely and only reference it in dialogue.

“There was a whole sequence of him getting the first gem and they had to cut that out,” he told Near Mint Condition. “They shot it, but they never wanted to spend the money on the effects and they didn’t want the movie to be as long as [Endgame] was. They didn’t realize it was going to be quite the hit it was.”

Instead, when the finished version of Infinity War begins, Thanos has already taken the Power Stone from Xandar and is tracking down the second gem aboard Thor and Loki’s ship. This is how he’s easily able to beat up the Hulk, though his successful siege of Xandar stays off-screen.

Audiences effectively got a preview of what this might have looked like in the first Guardians of the Galaxy when Star-Lord and co. defended the planet against Ronan the Accuser’s assault. But it would have been cool to see an inverted version in which Thanos lays waste to half the planet as the Nova Corps try to stop him prior to getting his Power Stone upgrade.

And while the studio’s fears of going over budget with even more VFX and making the movie’s runtime 194 minutes long are totally reasonable, Infinity War went on to be the sixth-highest-grossing box office release ever. Endgame, which was nearly as long at 181 minutes, remains the third highest. I have to imagine if there was a way for Disney to add the movie’s would-be explosive introduction back into the Disney Plus version via post-production, the company would have done it already.

           

Red Cross Urges Gamers To Not Commit War Crimes In Fortnite

A promotional image shows field medics covering behind barricades on the ICRC's Fortnite island.

Image: Epic Games

The International Committee of the Red Cross has partnered up with a bunch of Twitch streamers to encourage gamers to not commit war crimes in popular shooters like Call of Duty. The ICRC hopes that its event, “Play by the Rules,” will educate players on the statutes of actual war. The organization has even created its own Fortnite mode to help communicate what those rules are.

Read More: War Crimes in Video Games Draw Red Cross Scrutiny

“Every day, people play games set in conflict zones right from their couch. But right now, armed conflicts are more prevalent than ever,” the ICRC website said. “And to the people suffering from their effects, this conflict is not a game. It destroys lives and leaves communities devastated. Therefore, we’re challenging you to play FPS by the real Rules of War, to show everyone that even wars have rules—rules which protect humanity on battlefields IRL.”

As part of the event, on the ICRC’s official Twitch channel streamers have played a number of games while adhering (or attempting to adhere) to the Laws of Conflict, including PUBG Battlegrounds, Fortnite, Call of Duty: Warzone, Rainbow 6 Siege, and Escape From Tarkov. In addition to the Play by the Rules event, the ICRC created its own Fortnite mode that’s designed to convey the rules of war in the context of competitive play.

For those curious, the official rules of war for the ICRC’s Play by the Rules event (which have been streamlined to account for video game mechanics) are:

  1. No thirsting (don’t shoot downed/unresponsive enemies)
  2. No targeting non-violent NPCs
  3. No targeting civilian buildings
  4. Use med kits on everyone

ICRC

This isn’t the first time the ICRC has urged players to critically think about the rules of war. Back in 2017, the ICRC hosted a similar event in an Arma III DLC called Law of War. In Law of War, gamers put down their weapons and took on the role of humanitarian workers as they respond to people in crisis, deactivate mines, and speak with an investigative journalist. According to a blog post from Arma III developer Bohemia Interactive, the DLC raised a total of $176,667, which it donated to the ICRC.

God Of War Devs Break Down Epic Final Boss For 5th Anniversary

To celebrate the fifth anniversary of God of War (the new one, and yes, it’s been that long), Sony Santa Monica shared a bunch of behind-the-scenes footage of Kratos and Atreus’ final battle with Baldur. Spoilers for a five-year-old dog walk down below.

Spoiler warning for God of War's final boss fight.

God of War (2018) Recap

The lengthy Sony blog post begins with a quick story refresher explaining how Baldur, the first enemy bold enough to walk up to Kratos’ doorstep and German suplex him out of his moccasins, became the game’s primary antagonist. Despite Kratos snapping Baldur’s neck and kicking him into a chasm, Baldur got him back towards the end of the game. Unlike their first battle, Kratos takes on the role of mediator between Baldur and Freya. This, of course, doesn’t pan out the way Kratos would’ve wanted, leading to a high-octane punch-out between Kratos and Baldur.

Read More: God Of War: The Kotaku Review

“We knew that the players would expect a big epic finale, so our goal was always to try and push what we had done on the initial Baldur fight and up the stakes in every way,” Bruno Velazquez, animation director at Santa Monica Studio said.

The Norse giants’ camera dilemma

With the plot motivation between Kratos, Atreus, Baldur, and Freya established by the writing team, the next piece of the pie was designing the stage for their divine intervention. It was at this point that the design team suggested that the final battle include a sequence where Freya, out of sorts, puppeteers the giant Thamur to stop Kratos from bludgeoning her son. By throwing Thamur into the fray, Santa Monica’s design team was able to use the lumbering giant as both an area of effect damage-dealing factor to God of War’s final battle as well as an intricate transitional set-piece. A staple in the God of War series.

PlayStation

Read More: Kratos Actor Reveals Wholesome Reason For God Of War Ragnarok Delay

Thamur’s inclusion, as well as Jörmungandr the world serpent’s huge assist to Atreus, which was a late edition to the fight according to Velazquez, presented the team with the challenge of encompassing the grand scale of the fight so players could make heads and tails of where they were in relation to beating up Baldur.

“After a few iterations with animation to get Thamur’s hand as low as possible, we also adjusted the camera to pull back further than usual and widened the lens to provide contrast with the normal, close-fight camera,” God of War lead camera designer Erol Oksuz said. “This also opened screen real-estate to show off the ground below going into shadow while increasing the chance to see the Giant’s hand. With the final audio, a build-up of screen-shake, and controller rumble, there was enough there to communicate that something big was about to happen.”

Kratos vs Baldur round 2, fight!

With Thamur and Jörmungandr effectively taking each other out of the equation in the fight, all that was left for Sony Santa Monica was to bring it home with Kratos (featuring Atreus) and Baldur’s final bout of fisticuffs.

“We like to think of end-game fights as a final exam of sorts,” Denny Yeh, God of War lead combat designer said. “Unlike challenge bosses like the Valkyries, which are designed to test pretty much everything, a story boss like Baldur needs to feel more like the greatest hits of mechanics throughout the game. Think of it like a celebration of what you’ve learned, rather than a strict test.”

PlayStation

To ensure God of War’s final battle felt epic and rewarding to the player, Sony Santa Monica put stages into Baldur’s battle. For example, Baldur doesn’t use his element-absorbing powers at the start of the fight, which allowed players to “freestyle with whatever abilities [they] desire,” Yeh said. Yeh also revealed that savvy players could’ve turned the table on Baldur by kiting him into the vines Freya used to immobilize Kratos, allowing gamers to easily punch the Aesir god in the face.

The Kratos and Atreus Father-Son beat down

Aside from designing moments where Kratos made their fight personal by putting away his weapons so he can bare-knuckle brawl with Baldur, God of War’s final boss battle saw Kratos and Atreus team up against Baldur. I use the term “battle” loosely because those rocked Baldur’s shit something fierce.

PlayStation

“There are several sequences that sell the team up between Kratos and Atreus well, like Kratos tossing Atreus in the air to fire arrows, as well as when Kratos jumps off the Stone Mason holding Baldur, with Atreus leaping off after them,” Velazquez said. “However, nothing compares to the moment in which the player must press well-timed prompts as Kratos and Atreus take turns pummeling Baldur. It was such a highlight for us to be able to include some of these moments that really make you feel like a cohesive fighting unit as both father and son.”

PlayStation

Hel hath no fury like a mother scorned

After QT-ing Baldur’s generous white ass, Baldur actor Jeremy Davies delivered a heart-wrenching monologue about the physical and psychological damage Freya’s selfish spell placed upon him. Although his personal anguish doesn’t excuse his actions over the course of the game, God of War narrative director Matt Sophos said Davies’ performance added a “sorrowful layer of nuance” to Baldur.

PlayStation

“[Davies] brought such pain to a character who—though incapable of feeling the physical kind—is absolutely lost in his anguish and torment. His performance made it hard to hate Baldur since even the worst things he said had an undercurrent of tragedy to them,” Sophos said.

Ultimately, Kratos makes the decision to kill a freshly mistletoe-arrow-struck Baldur (tis the curse’s weakness) to prevent him from murdering his mother in a fit of rage. Freya actor Danielle Bisutti immediately followed up Davies’ gut-wrenching performance with a standout performance of her own when she admonished Kratos’ decision while cradling her lifeless son’s body in her arms.

PlayStation

“When Danielle Bisutti (Freya) promises retribution for the killing of her son, and slowly builds in intensity until she’s just spitting bile, hate, and grief at Kratos… it’s one of the most powerful moments I’ve ever been a part of,” Sophos said. “You could hear a pin drop on the performance capture stage. We were all just kind of stunned into silence. I knew based on how much of herself Danielle invests in her performance that she was going to go hard, but DAMN…”

A Counter-Strike Map Is Telling Russians About The Ukraine War

As journalists and editors know, cutting through the noise to deliver the news can be a tricky business. It’s even harder when you’re trying to report on the invasion of Ukraine, and your target audience is located in Russia. Since March 2022, the Russian president has made it a crime to call the invasion a “war.” So Finland’s biggest newspaper took creative measures to distribute the news in Russia: it put the information in a custom Counter-Strike: Global Offensive map.

Last year, the Russian central assembly ruled that disseminating “false information” is a criminal act that carries a 15-year jail sentence. Because of this, several independent Russian news outlets have shut down, and the BBC pulled out of the country. One Wall Street Journal reporter was even detained in Russia on charges of espionage, where he remains to this day. Journalists who report on news that is unfavorable to Russia are labeled “traitors.”

According to the Finnish newspaper Helsingin Sanomat, CS:GO is extremely popular in Russia—it’s played by nearly 4 million people, mostly young men. And unlike other western services such as Twitter, TikTok, Facebook, and YouTube, the servers have remained online in Russia. So Helsingin Sanomat paid two custom map designers to create a map with a hidden room that details the horrors of war in Ukraine. Helsingin Sanomat released the map on May 2.

A CS:GO map shows the Russian strikes on civilian targets in Ukraine.

Screenshot: Helsingin Sanomat

When a player dies on the de_voyna map, they’re able to freely roam the space and find an underground room near a flame (which has symbolic significance as a war memorial). Once they enter, they’ll see newspaper headlines about the war in Ukraine—including the massacre in Bucha, where mass graves have been discovered. A map details the locations in Ukraine that Russian soldiers have attacked, and a table lists the number of Russians who have been killed. Another station tells the story of the Ukrainian civilian Yuriy Glodan, whose family was killed by a missile strike while he was shopping for groceries.

“Russia’s senseless aggression on Ukraine has killed tens of thousands of civilians, including children,” one of the map makers told Helsingin Sanomat, who has chosen to remain anonymous out of concern over potential internet harassment. “The least we can do is to bring Putin’s war crimes and Russian propaganda to light.” Kotaku has reached out to Valve for a comment, but did not receive a response by the time of publication.

This is pretty nuts. Russian law has now made it criminal for global news organizations to speak truth in the public eye, but CS:GO is making that possible through journalistic ingenuity. You can check it out yourself by going to this link.

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