DOF set to form group to ease investor tax, nontax concerns

MANILA, Philippines — The Department of Finance (DOF) will establish a multisectoral working group with private sector partners to tackle tax and nontax issues that have unsettled investors. This move is part of a broader effort to improve the country’s business climate.

The initiative was a product of a dialogue held on October 14 between Finance Secretary Ralph Recto and various stakeholders.

https://business.inquirer.net/552757/dof-set-to-form-group-to-ease-investor-tax-nontax-concerns

Gritty Archers rally to stall Warriors’ upset bid

Down goes another Archer. Just three days after Mason Amos’ unfortunate MCL injury in the Green Archers’ loss to National University, La Salle has been forced to deal with another key manpower issue.

Kean Baclaan went down with a knee injury in the fourth quarter of a tight duel against the University of the [opponent name missing]. This latest setback adds to the challenges faced by the Green Archers as they strive to remain competitive despite their injury woes.
https://sports.inquirer.net/644448/gritty-archers-rally-to-stall-warriors-upset-bid

イスラエル、ガザへの支援物資搬入制限を通知 ハマスの遺体返還遅れに対抗

【社会・国際】イスラエル、ガザへの支援物資搬入制限を通知 〜ハマスの遺体返還遅れに対抗〜
2025年10月16日 6:00
※この記事は有料会員限定です。

【エルサレム/ニューヨーク共同】
国連人道問題調整室(OCHA)は14日、パレスチナ自治区ガザでの停戦発効に伴い、過去3日間で数千トンの支援物資が搬入されたことを明らかにしました。

しかしながら、同日イスラエルは国連に対して、ハマスによる遺体返還の遅れに対抗する形で、ガザへの支援物資搬入に制限を設けることを通知しました。

▶ 関連記事
ハマス、ガザ支配復活の動き 街頭に戦闘員、武装勢力と衝突 住民「次は内戦か」

※残りの本文(596文字)は有料会員限定での公開となります。
7日間の無料トライアルもご用意しております。1日37円で読み放題。年払いならさらにお得です。

【クリップ機能は有料会員の方のみご利用いただけます。】

西日本新聞meとは?
https://www.nishinippon.co.jp/item/1411810/

Ananta’s ‘kitchen sink’ approach to game design is as overwhelming as it is impressive

Some folks will tell you that comparisons are a lazy crutch for critics. Don’t tell your reader what a game is like; tell them how it stands on its own merits. The problem is that game design is an iterative process. One of the first video games was *Tennis for Two*, but the first breakout hit was eerily similar, yet much more refined: *Pong*. Hell, we used to call FPSs “Doom clones.”

Comparison is a useful tool because so much of game design is based on iterating on the competition. *Ananta* takes this logical endpoint by essentially acting as a blender to emulsify popular game mechanics together for something bizarrely unique in its sheer lack of new ideas.

### An Everything Bagel Game

So what is NetEase’s next big game? Well, to use a useful crutch, it is one part *Grand Theft Auto* open world, one part *Batman Arkham* combat. There is a dash of *Like A Dragon’s* zany side missions, a touch of *Spider-Man* movement, alongside some of the bones of a linear Sony first-party action game. There is also a sprinkle of *Persona* character building.

All of this is held loosely together with an anime aesthetic and gacha structure that amounts to a game feeling like a dozen experiences you’ve had before—resulting in something less than the sum of its many parts.

In a lot of ways, it’s like an everything bagel, or, more accurately, it’s like when you were a kid and your friends mixed together every flavor drink at the freestyle machine for something truly nightmarish. *Ananta* won’t make you want to throw up like a Coke, Pepsi, Seven-Up, and milk combo drink, but even after a thirty-minute demo, I can tell that its “everything, everywhere, all at once” game design approach is making me wince in places.

None of these elements are bad; in fact, in isolation, they are excellent distillations of the core ideas they are borrowing from other games. Developer Naked Rain clearly understands that video game innovation comes from iteration. However, when this many elements are combined together after being recreated so authentically, the disparate pieces quickly rub against each other and cause an untold amount of friction while playing *Ananta*.

### Concessions in the Name of Volume

This first became apparent as soon as I started playing. The demo kicks off with a story mission where our Spider-Man in a sharp business suit is ambushed by countless assailants. This is where you’re introduced to the first form of combat: hand-to-hand Arkham-style brawling.

In theory, this combat plays out just like a *Batman: Arkham* game, or *Middle-earth: Shadow of Mordor*-like, or *Mad Max*-like. Take your pick. However, in practice, because so many buttons on the controller have been reserved for movement abilities you use in the open world, punching and blocking are shifted to the shoulder buttons—making the controls feel much less comfortable.

This is further exacerbated when you take out a gun, as the triggers are reserved for special moves, meaning aiming and shooting are also assigned to the shoulder buttons. That said, in scripted missions like the one I played, it’s not like you’ll need to worry about hitting your shots. The car chase segment I played through was nearly impossible to fail.

In these sequences, you magically forgo the need to reload with your assault rifle, letting loose an endless barrage of bullets.

These issues are far from deal breakers, but every element of the game feels like it has to cede ground to several other mechanics and ideas in order for things to keep functioning.

This game does have GTA-inspired driving, which I describe that way because the driving model feels just like GTA rather than other open-world driving games. However, why would you ever use that when playing as the main character, or Captain, who can literally swing above the traffic at twice the speed? Or when you could fast travel on the subway—which, yes, also has the Spider-Man-esque loading screens of the Captain commuting with city locals?

### Gacha Theft Auto

It’s worth noting that this gameplay diversity is somewhat justified both narratively and structurally.

You see, *Ananta* will apparently be a free-to-play gacha game. This means you’ll take on the role of an ever-growing cast of characters, expanded through updates and endless pulls. So, yeah, it makes sense that one character controls like Peter Parker and another has an electric unicycle to get around quickly.

In fact, gacha mechanics are one of the few things that seem cleanly integrated with the overall GTA-like open world. You’ll be able to create a roster of three characters you can quickly swap between with a “zoom out on a world map and then zoom back in” quick menu—directly inspired by GTA 5. Usually, you’ll pick up with your new character in the middle of a funny little encounter.

Keeping up the pattern of borrowing beloved mechanics, the character building from *GTA: San Andreas* is also present. After trying some side missions, I found myself taking one of my characters to the gym to level up their stats and abilities—like CJ trying to get cut.

Are gacha pulls and character leveling really something I wanted in my GTA-like game? Not really. I can’t exactly see myself excited to spend a bunch of money to pull a legendary future cop. However, I am apparently in the minority, considering the game’s recent Tokyo Game Show trailer has over five million views on the official PlayStation YouTube channel alone.

### Like Like A Dragon

After all that, and having played the game myself, I still can’t help but wonder: What am I doing in *Ananta*? What is this game?

Yes, it will have a main narrative focusing on the Captain, with set pieces and the like, but what am I doing with the roster of gacha characters? Why would I continue to put time and money into a free-to-play GTA-like?

It seems like each character you gain access to will have their own set of missions. These missions seem to lean into the wackiness of *Like A Dragon* sub-stories, with the structure of GTA filler content.

In the mission I played, I was tasked with delivering a mysterious crate in the back of a kei truck to a destination. After a quick hand-to-hand brawl and some driving, it quickly became clear that what I was delivering was a sleeping vampire—who eventually awoke due to our rough driving and vomited rainbows.

Yeah, I don’t really know either.

This mission capped off with an admittedly pretty funny sequence where the bunny girl I was playing as was recruited to continue making similar deliveries before she could even protest.

While this cutscene was fun, I realized I was ultimately partaking in the much-derided GTA mission structure, which has rightfully been called out as padded filler since *GTA 3*. I drove to a place, beat up some guys, got in a car, listened to some character dialogue as I drove, and finished the mission.

While games like *Genshin Impact* and *Honkai Star Rail* have similarly repetitive mission structures, the gameplay that they’re based on is inherently more engaging moment to moment. Genshin’s exploration and Honkai’s turn-based combat both lend themselves to a satisfying rhythm of completing dailies.

I am skeptical I would ever find similar joy driving the same streets repeatedly for missions like the one I played in *Ananta*.

### Less Is More

The more I think about it, the more *Ananta* might well be the everything bagel of video games. It sounds great on paper because I am getting a bunch of all the things I love, all filled with salmon and other toppings.

However, halfway through eating an everything bagel, I usually have the same thought: “I kinda wish I was just having a poppy-seed bagel with cream cheese. Nothing fancy, but doing one thing better than anyone else.”

I may well end up eating my words, but I wish *Ananta* was doing less.

The idea of an anime-style GTA-like game is fun, but there are so many systems and ideas taken wholesale from other games that it ends up cluttering itself with constant bloat.

While gaming innovation usually starts with borrowing someone else’s good idea and building on it, I don’t know if yanking a dozen different ideas and adding nothing to them will lead to anything other than an overcomplicated bagel.
https://www.shacknews.com/article/146329/anantas-kitchen-sink-approach-to-game-design-is-as-overwhelming-as-it-is-impressive

Yokozuna Stroll Through London Eating Hotdogs

Wrestlers were recently seen posing for commemorative photos with Hello Kitty, who, originally from London, is serving as the official ambassador for the tour.

Dressed in traditional attire, the wrestlers visited popular tourist spots such as the London Eye, Buckingham Palace, and Westminster Bridge. Their presence drew attention from locals and tourists alike, many of whom were eager to take photos with them.

At one point during their walk, the pair stopped to enjoy hot dogs, laughing and savoring the local street food.

As excitement builds for sumo’s first London performance in 34 years, banners have already been raised outside the historic Royal Albert Hall, the venue set to host the event. According to organizers, tickets for the 27,000-seat venue are almost sold out ahead of opening day.

Source: TBS.
https://newsonjapan.com/article/147290.php

[長崎県]偽電話詐欺関与の疑いで中国籍の男逮捕

長崎県で偽電話詐欺関与の疑い、中国籍の男を逮捕

2025年10月16日 6:00

長崎県警は、偽電話詐欺に関与した疑いで中国籍の男を逮捕しました。詳細な情報や続報については、有料会員限定の記事でご確認いただけます。

また、長崎県内では連続窃盗の容疑で別の男が送検され、捜査が終結しています。

※この記事は有料会員限定の記事です。残り181文字を読むには、7日間無料トライアル(1日37円で読み放題)または年払いプランがおすすめです。

西日本新聞meとは?

https://www.nishinippon.co.jp/item/1411827/

Vivek Menon becomes first Asian to lead IUCN Species Survival Commission

An Indian wildlife conservationist, environmental commentator, author, and photographer with a passion for elephants, Vivek Menon is a conservation leader whose lifelong dedication has created positive, global change for wildlife and natural habitats.

“My goal is to strengthen the SSC into a more resilient, inclusive, and globally impactful network that drives action and shapes policy. I believe in the power of this global network of over 11,000 experts, united by a shared passion for life on Earth, and as Chair, I will lead it with integrity, transparency, and dedication,” Vivek Menon said.

Through expert guidance to premier organisations, participation in landmark initiatives, and training of enforcement personnel across more than 50 countries, Menon has advanced solutions to critical challenges like illegal wildlife trade and species protection. His impact stretches from establishing reserves in Myanmar to helping shape international conservation policies through active roles in CITES, UNESCO, and national advisory boards.

Menon is widely known for his work in protecting elephants and tackling wildlife crime. With more than 30 years of experience, he has worked in over 100 countries and trained officials in over 50 nations. His efforts have helped shape major wildlife policies, and he has played a key role in setting up protected areas and conservation organisations both in India and beyond.

In India, Menon is the Founder and Executive Director of the Wildlife Trust of India (WTI). Under his leadership, WTI has carried out important projects such as elephant corridor protection, anti-poaching efforts, and wildlife rescue and recovery programmes.

Internationally, Menon has held numerous significant roles with the International Union for Conservation of Nature (IUCN), including Chair of the Asian Elephant Specialist Group and membership on committees shaping global biodiversity goals.

In addition to his conservation work, Menon is a prolific author, having written ten wildlife books, including the widely acclaimed *Indian Mammals: A Field Guide*.

His contributions have been recognised with several prestigious international awards, such as the Clark R. Bavin Award, the Whitley Continuation Award, and the Freedom of the City of London in 2024.

Menon’s recent election as Chair of the Species Survival Commission (SSC) marks a major step for diversity in conservation leadership, providing a stronger voice to Asia and the Global South in global species protection efforts.
https://www.mid-day.com/news/india-news/article/indian-wildlife-conservationist-vivek-menon-creates-history-becomes-first-asian-to-lead-iucn-species-survival-commission-23598873

Ball x Pit review: The deadliest ball pit you’ll ever see

I find myself growing more and more tired of roguelikes lately, and I don’t really believe in “guilty pleasure” as a concept. But if you held a gun to my head and asked me to identify my gaming guilty pleasure, I’d probably answer with **Vampire Survivors**. It’s the perfect combination of brainless dopamine and just-thoughtful-enough build-crafting that makes me dump hours into something that isn’t up to my usual tastes.

So when another game in the “like Vampire Survivors, but with a Specific Twist” pool floats up to the surface, I’ll gladly check it out. This time it’s **Ball x Pit**, a strange combination of brick-breaker (think *Arkanoid*) and survival roguelike, with a touch of base-building and… pachinko, kind of? It’s an odd one, and with a somber tone and setting that combines *Wizardry* with something like *Made in Abyss* (without the excess, mind), it definitely has a distinct vibe.

It’s fun to play with its unique mechanics and combination-oriented system, but it’s extremely grindy and has some issues making its own nuances stand out.

### Ballbylon’s Fall

The story is very silly. The city of **Ballbylon** is hit with a massive (ball-shaped, of course) meteor, which pierces the depths of the Earth and leaves a clean, morbidly intriguing pit in its wake. Naturally, the surviving locals decide to explore the pit, and find several layers of godforsaken horrors inhabiting the abyss.

But they also find hella resources, so into the pit they go, with their fancy makeshift elevator platform. Each explorer has the power of combat pinball or something, with unique powers they can use to take down hundreds of skeletons, dragons, sand lizards, and whatever else they come across on their way to the bottom. If there even is one.

### Combining Powers Like Never Before

The cool thing about *Ball x Pit* is where it takes the idea of combining powers. We see this all the time with games like *Vampire Survivors*, where you can combine two powers to make a new one. But while most games treat those combinations as a setup for an endgame state, *Ball x Pit* pushes those combinations freely—not just as power-ups but as a way to clear up an inventory slot.

And not only are there specific evolutions, but powers that don’t evolve can still be crammed together to fit both effects into one ball. There’s a rush to get new powers, level them up fast, smash ’em together regardless of the result, and keep going as much as you can before the level’s boss shows up.

It makes for some wacky builds by the end, albeit ones that lack cohesion compared to similar games. I can put these things together!

### The Grind Sets In

It’s a fun premise, but it immediately stumbles over itself by how obnoxiously grindy *Ball x Pit*’s entire structure is. This game DPS-checks the bejeezus out of you, and if you aren’t set up in a way that does enough damage, the scroll of enemies will just take over and crush you effortlessly.

All you can do is watch, then collect some EXP and resources to build up the passive numbers in the background that make up the progression system. Back home, you build bases from blueprints you find in battle, giving you more passive upgrades and game-adjusting abilities. Also, more characters with their own powers.

So, there’s tons of unlocking, which is certainly exciting. But the pace can be glacial, especially as some of the passive benefits ask you to beat each stage with every character you can or require multiple upgrades that cost more and more resources.

Resources you barely earn in battle and mostly earn by doing these goofy, little pachinko-like maneuvers you can initiate after each run, giving you a stack of stuff—assuming you’ve smartly arranged your buildings and aimed true.

Some buildings can take several runs to afford, then you have to hit them a bunch of times, which may also take several runs as you adjust to the system. It can take forever to build up power, especially as you fill out the levels and have to get some of the more finicky characters through later stages.

### Numbers Must Go Up, or Die

Because of the serious DPS requirements, build-crafting suffers as a result. I found myself not caring about finding potential new evolutions after a while, skipping tons of different sub-weapons and powers I knew wouldn’t get me through the level.

It was also hard to discern, in the moment-to-moment action, the differences between many of the power-ups beyond basic stuff like damage over time or area of effect. It was always about damage: how quickly enemies could be cleared before the screen got crowded.

I couldn’t tell you the specifics about some of my winning builds if my life depended on it. Heck, there’s even a character with a gimmick that chooses upgrades for you, which I often found success with due to its high stats.

Despite having a lot of verbs, stats, tinkering, and codexes, *Ball x Pit* feels brainless. I’m just clicking on things to make numbers go up, because numbers going up is the only way I’m going to get through a level.

There’s no clever strategy or hidden breakthroughs buried off the beaten path, which is weird in an action game based on pinball that you can mold into turn-based combat at one point.

### Final Thoughts

For all the gimmicks, ideas, and mechanics *Ball x Pit* has up its sleeves, it’s so focused on *Being a Roguelike* that it misses the forest for the trees and corners you with stats from the jump.

While *Vampire Survivors* makes me sidestep my own tastes, *Ball x Pit* simply reinforced them.

### Availability

*Ball x Pit* is available on **October 15, 2025**, for PC, PlayStation 5, Xbox Series X|S, and Nintendo Switch. A Switch code was provided by the publisher for this review.
https://www.shacknews.com/article/146348/ball-x-pit-review-score

GlobalSource: Proposed tax holiday ‘poorly targeted’

MANILA, Philippines — The proposed one-month income tax holiday would primarily benefit the middle class, exclude low-income workers, and strain public finances without guaranteeing equivalent economic and social gains, GlobalSource said.

Senator Erwin Tulfo has proposed what he called an “extraordinary measure” in response to the “resounding clamor” to “return the people’s money” amid a widening economic gap.
https://business.inquirer.net/552760/globalsource-proposed-tax-holiday-poorly-targeted

ソフトバンクがサヨナラ勝ち CSファイナル開幕

スポーツ|ソフトバンクがサヨナラ勝ち CSファイナル開幕

2025年10月15日 21:35 更新:21:38

プロ野球のクライマックスシリーズ(CS)は15日、セ・パ両リーグのファイナルステージ(6試合制)が開幕しました。

パ・リーグではソフトバンクが延長10回に劇的なサヨナラ勝ちを収め、北海道日本ハムファイターズに2-1で勝利しました。

この勝利により、ソフトバンクはリーグ優勝チームとしてのアドバンテージを生かし、シリーズの好スタートを切りました。

※本記事は有料会員限定です。クリップ機能は有料会員のみご利用いただけます。

7日間無料トライアル1日37円で読み放題の年払いプランもご用意しています。

https://www.nishinippon.co.jp/item/1411733/

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