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Valorant Champions 2026 Bundle Might Be the Priciest Yet, Leaks Reveal

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The price of the upcoming Valorant Champions 2026 bundle has seemingly been leaked on social media forums, and it has led to some heated debates within the gameโ€™s community.

As per a recent X post from prominent Valorant dataminer valohabercisi, the Champions 2026 bundle will have a price tag of a whopping 6,640 VP.

Should this leak turn out to be true, this will make the Champions 2026 bundle the most expensive Champions bundle in Valorant to date.

Prior to this, the Champions 2025 bundle, which included a Butterfly Knife melee and a Vandal skin alongside several accessories, was the priciest Champions bundle in the game. It was sold for 6,620 VP, since it also included a Flex inside the bundle.

The Champions 2026 bundle, however, is unlikely to include a Flex at all. As per another leak from the same dataminer, the upcoming bundle will include 3 Player Cards, 2 Gun Buddies, and a Spray in addition to the Phantom skin and the Fan melee.

This elevated price tag, though unconfirmed, has raised some serious outrage within the Valorant community, with many players seemingly disappointed with the constantly increasing skin prices in the shooter.

Note that Riot hasnโ€™t confirmed the contents or the price of the bundle at the time of writing, so take this with a grain of salt. However, the leaker in question is trusted within the community, with countless prior leaks of theirs turning out to be true.

Valorant Champions 2026 Bundle Release Date

The Valorant Champions 2026 bundle will go on sale starting patch 13.06 on September 22 or September 23, 2026. The new update will also kick off a brand-new game mode, revamp the competitive tab, add a new gun, and more.

Then thereโ€™s also the new Performance Score metric that will replace the Average Combat score in your games, so if youโ€™re looking to grind your rank this season, be sure to read all about it before hopping on to your next competitive game.

BLACKPINK Lisa DualSense Controller: Price, Pre-Order Date and Release Details

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Sony Interactive Entertainment (SIE) has announced the DualSense Wireless Controller Lisa Limited Edition, a PS5 controller co-designed with BLACKPINK member Lisa. Pre-orders for the Lisa DualSense controller open on October 2, 2026, and the controller releases on October 30 in limited quantities.

The controller will be sold through official PlayStation sales channels and participating retailers in select countries. Sony is also releasing a Lisa x PlayStation merchandise collection, which is exclusive to the United States.

Here is everything confirmed so far about the price, pre-orders, design, and merchandise.

Lisa DualSense controller release date and pre-order details

Pre-orders begin on October 2 at 10am local time and run while supplies last. The controller launches on October 30.

Where you can pre-order depends on your region:

  • United States: Pre-orders open at 10am ET through PlayStation Direct, in limited quantities.
  • UK and Europe: Players in the UK, France, Germany, Austria, Spain, Portugal, Italy, the Netherlands, Belgium, and Luxembourg can pre-order through the PlayStation hardware store at 10am local time.
  • Other regions: The controller will also reach participating retailers globally. Sony has not shared a full retailer list yet.

Sony has sold its recent limited edition controllers in a similar way. The Marvel’s Wolverine Battle Yellow DualSense was also offered through PlayStation Direct and select retailers ahead of its September launch.

Lisa Limited Edition DualSense price by region

Sony confirmed the recommended retail price in four regions:

RegionPrice
United States$84.99
Japanยฅ12,480 (tax included)
Europeโ‚ฌ84.99
United Kingdomยฃ74.99

The $84.99 price is the same as the Marathon Limited Edition DualSense released earlier in 2026.

Sony has not announced pricing or availability for South Korea, India, or other regions. The official English announcement only lists the four prices above.

Lisa DualSense controller design

The controller uses a Chroma Pearl base colorway. Sony says this is Lisa’s favorite color.

Lisa’s bangs and eyes are placed at the center of the touchpad. Star motifs and bold “LL” lettering appear around the design.

According to Sony, Lisa worked with the PlayStation team from the start and chose details that hold personal meaning for her.

Sony has not listed any hardware changes. The Lisa edition is expected to work like a standard DualSense wireless controller, with haptic feedback and adaptive triggers and a built-in microphone. PC players can also keep it current by following our guide on how to update a PS5 DualSense via PC.

What Lisa said about the PlayStation collaboration

Lisa said gaming is how she relaxes when she has free time, so designing a collection with PlayStation excited her.

She added that she enjoyed placing small details in the design that fans would spot. She said she wanted fans to have “something they can connect with.”

Lisa also said the project gave her a new creative outlet beyond music and fashion.

This is not Lisa’s first work with Sony. She appeared in PlayStation’s global PS5 campaign last year. The full announcement is available on the official PlayStation Blog.

Lisa x PlayStation merchandise collection

Alongside the controller, Sony is releasing merchandise featuring Lisa’s designs. The collection is US-exclusive and comes in two assortments, both in limited quantities.

Items include:

  • Apparel and hats
  • Tote bags and keychains
  • Stickers
  • A DualSense controller carrying case

Select merchandise can be pre-ordered from PlayStation Direct on October 2 at 10am ET, with a launch date of October 30. More items go on sale October 23 on Lisa’s official Amazon store and in the Amazon Music app.

Lisa x Playstation merchandise

Lisa’s new EP Press Play releases October 23

Sony also confirmed that Lisa’s new EP, Press Play, releases on October 23. That is the same day the Amazon merchandise drop goes live.

Lisa x PlayStation key dates

DateEvent
October 2Controller and select merchandise pre-orders open (10am local time / 10am ET in the US)
October 23Additional merchandise on Lisa’s Amazon store and Press Play EP release
October 30Lisa DualSense controller and PlayStation Direct merchandise launch

Frequently asked questions

When can I pre-order the Lisa DualSense controller?
Pre-orders open on October 2, 2026, at 10am local time.

How much does the Lisa Limited Edition DualSense cost?
It costs $84.99 in the US, ยฅ12,480 in Japan, โ‚ฌ84.99 in Europe, and ยฃ74.99 in the UK.

Is the Lisa DualSense controller available in India?
Sony has not announced Indian pricing or availability. The controller is listed for participating retailers globally, so check official PlayStation channels for regional updates.

Is the Lisa x PlayStation merchandise available outside the US?
No. Sony has announced the merchandise collection as US-exclusive.

Does the Lisa DualSense controller work on PC?
Sony has not announced any hardware changes, so it should connect to PC the same way a standard DualSense does, over USB-C or Bluetooth.

Persona 5 Fortnite Collab: Joker, Ann and Morgana Release Date, Time and Skins

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Three members of the Phantom Thieves are coming to Fortnite this week. Joker (Ren Amamiya), Ann Takamaki and Morgana are set to arrive on Friday, 25 September, as part of Fortnite’s Season Override.

Epic Games revealed the date in a new cinematic trailer, but the characters only appear as silhouettes. The full cosmetic lineup has not been officially shown yet. Here is everything confirmed and leaked so far about the Persona 5 Fortnite collab.

Persona 5 Fortnite Collab Release Date and Time

The Persona 5 skins will go on sale when the Fortnite Item Shop refreshes at 5 PM PT / 8 PM ET on September 25. Because of time zone differences, the crossover goes live on September 26 in many regions.

RegionDate and Time
US Pacific (PT)September 25, 5 PM
US Eastern (ET)September 25, 8 PM
BrazilSeptember 25, 9 PM
United KingdomSeptember 26, 1 AM
Central EuropeSeptember 26, 2 AM
India (IST)September 26, 5:30 AM
Japan and South KoreaSeptember 26, 9 AM
Australia (Sydney)September 26, 10 AM
New ZealandSeptember 26, 12 PM

Epic usually shares the full details close to launch. The complete collab reveal is expected about a day before the items go live.

Which Phantom Thieves Are Coming to Fortnite?

The first wave includes three characters from the Phantom Thieves of Hearts. In Persona 5, this is a masked vigilante group of high school students who change the hearts of corrupt people inside a realm called the Metaverse.

Joker (Ren Amamiya): The protagonist of Persona 5, who uses the codename Joker.

Ann Takamaki (Panther): One of Joker’s earliest allies in the group.

Morgana (Mona): A cat-like creature the group frees early in the story, who teaches them how the Metaverse works and acts as second in command.

Other Phantom Thieves such as Ryuji Sakamoto and Makoto Niijima are not part of this release. Dataminers say the crossover will include only two outfits and one Sidekick, although more cosmetics could be released later.

Leaked Persona 5 Fortnite Skins and Cosmetics

Joker Fortnite skin in Chapter 7 Season 4 Override key art

Epic has not shown the final items. Based on leaked files, these are the Persona 5 Fortnite cosmetics expected so far:

  • Joker: Phantom Thief outfit with a Dancing in Starlight style
  • Ann Takamaki: Panther outfit with a Dancing in Starlight style
  • Morgana Sidekick
  • Morgana Bus vehicle

Dataminers also report that Joker gets a Back Bling, Pickaxe, Emote, Wrap, Kicks, Guitar and Emoji, while Ann gets a Back Bling, Pickaxe, Emote, Mic and Wrap. The skins can reportedly be bought on their own or as part of a bundle.

A Morgana Sprite is also coming. It was added to the game files in the September 17 update and is expected to release a day before the collab. Equipping it reportedly boosts the effectiveness of healing items.

Prices have not been announced, and there is no word yet on Persona themed Gliders, Loading Screens or Jam Tracks.

How the Collab Fits Into Chapter 7 Season 4

The Persona 5 crossover is part of Fortnite Chapter 7 Season 4: Override, a season built around gaming collaborations. The season started on August 20, 2026, and runs until October 31, 2026.

The Override trailer released on August 17 confirmed several gaming crossovers, including Sonic the Hedgehog, Persona 5’s Joker, Crash Bandicoot, Mega Man, Pac-Man and Spyro the Dragon. Joker was also featured in the official Override key art.

The collab was teased weeks before launch through the season’s Lobby Hacks codes. One code, TakeYourHeart, points to the calling card the Phantom Thieves leave for their targets. The same teaser was part of the early Chapter 7 Season 4 leaks that first linked Persona 5 to Fortnite.

This follows other game crossovers in Fortnite this year, including the Fortnite x Overwatch collab in May. Persona 5 Royal has previously crossed over with Overwatch 2 and Call of Duty: Mobile.

Persona 5 Fortnite Collab FAQ

When does the Persona 5 Fortnite collab release?
The collab goes live on September 25, 2026, at 5 PM PT. In India, that is 5:30 AM IST on September 26.

Is the full Phantom Thieves team coming to Fortnite?
No. Only Joker, Ann Takamaki and Morgana are part of the first release, based on the teaser and leaks.

How much will the Joker Fortnite skin cost?
Epic has not revealed prices yet. Pricing should appear when the Item Shop updates on launch day.

Is there a Morgana skin in Fortnite?
Morgana is expected as a Sidekick and a Sprite, not as a playable outfit.

G2 Sweep Movistar KOI to Win Record 20th LEC Title

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G2 Esports have extended their record at the top of European League of Legends, sweeping Movistar KOI 3-0 in the 2026 LEC Summer Grand Final to claim their 20th regional title and complete a clean sweep of Europe’s three championships this season.

Playing in front of the crowd at the Palais Nikaรฏa in Nice on September 20, G2 closed the best-of-five without conceding a game. The result capped a year in which the organisation won LEC Versus, LEC Spring and LEC Summer, while also giving G2 a fourth consecutive European championship stretching back to its 2025 Summer victory.

For Rasmus “Caps” Winther, the victory added another milestone to an already extraordinary domestic rรฉsumรฉ. The G2 mid laner has now won 18 European titles individually, only weeks after becoming the first Western player inducted into League of Legends’ Hall of Legends. Support Lampros “Labrov” Papoutsakis, meanwhile, was named Finals MVP after dying only twice across the entire three-game series.

G2 needed just three games to settle the LEC Summer final

Movistar KOI arrived in the Grand Final after an impressive lower-bracket run, including a 3-2 victory over Team Vitality, a 3-1 win over Natus Vincere and a 3-0 sweep of Karmine Corp in Nice. G2 had taken the shorter route through the upper bracket, beating Vitality 3-0 and Karmine Corp 3-1 to reach the final.

The difference on Sunday was decisive. G2 won Game 1 in 27 minutes and 58 seconds, finishing with 15 kills to MKOI’s five. Game 2 lasted 31 minutes and 47 seconds and produced the most kills of the series, with G2 winning 21-8, before the champions closed Game 3 in 29 minutes and six seconds with a 13-2 kill advantage.

Across the entire Grand Final, G2 therefore outscored Movistar KOI 49-15 in kills and completed all three games in a combined 88 minutes and 51 seconds of game time. Riot’s official LoL Esports schedule records the championship series as a 3-0 victory for G2.

The sweep was particularly striking because MKOI had taken the long route through the playoffs. After losing its opening upper-bracket series, the Spanish organisation defeated Team Vitality 3-2, Natus Vincere 3-1 and Karmine Corp 3-0 on successive weekends to reach the championship match.

Labrov’s 7/2/34 Finals MVP performance

Labrov’s Finals MVP award came after one of the cleanest support performances of the LEC season. He opened the series on Seraphine with a 2/0/12 scoreline, followed it with 2/2/18 on Lulu and finished the championship on Lux at 3/0/4.

Across the three games, that left Labrov with seven kills, only two deaths and 34 assists. His two deaths in Game 2 were the only times Movistar KOI managed to kill G2’s support during the entire Grand Final. Sheep Esports reported the same 7/2/34 combined statline while naming Labrov’s performance as one of the defining factors in the sweep.

https://twitter.com/Sheep_Esports/status/1970178349186093340

The award marks another significant step in Labrov’s career. The Greek support joined G2 ahead of the 2025 season after previously representing Team Vitality and Team BDS, and has since become part of a lineup that has continued G2’s dominance of the European championship.

The rest of G2’s championship lineup consisted of Sergen “BrokenBlade” ร‡elik in the top lane, Rudy “SkewMond” Semaan in the jungle, Caps in mid and Steven “Hans Sama” Liv alongside Labrov in the bottom lane.

G2 complete a sweep of every LEC title in 2026

The Summer trophy completes a dominant domestic championship year for G2. They began 2026 by defeating Karmine Corp 3-2 in the LEC Versus Grand Final, securing the organisation’s 18th European championship and qualification for First Stand.

G2 then added the LEC Spring championship before Sunday’s 3-0 victory over Movistar KOI completed the set. The organisation therefore finishes 2026 with all three European championships available during the season: LEC Versus, LEC Spring and LEC Summer.

The run also extends beyond the current season. G2 won the 2025 Summer championship by the same 3-0 scoreline against Movistar KOI, meaning the organisation has now won four consecutive European titles across the two seasons.

That sustained run adds further weight to G2’s historical position within European League of Legends. The organisation won its first championship in 2016; ten years later, the 2026 Summer trophy takes its current title count to 20.

Caps reaches 18 European championships

G2’s organisational milestone comes with another extraordinary number attached to Caps. The Danish mid laner has now collected 18 European championships during his career, with his first two arriving with Fnatic in 2018 before he moved to G2 ahead of the 2019 season.

His latest championship comes during a particularly significant year individually. Riot Games inducted Caps into its Hall of Legends in August, making him the third player to receive the honour after Faker and Uzi and the first player from the West. TalkEsport covered Caps’ Hall of Legends induction and career record when Riot announced the decision.

At that point, Caps had won 17 European championships. The Summer 2026 victory over Movistar KOI now moves the total to 18, further extending a record accumulated across Fnatic and G2.

Since joining G2, Caps has remained at the centre of almost every era of the organisation’s domestic success. His championship record spans the old EU LCS structure, the LEC era and its changing competition formats, while his international rรฉsumรฉ includes G2’s 2019 Mid-Season Invitational championship and consecutive World Championship final appearances with Fnatic and G2 in 2018 and 2019.

G2 and Movistar KOI now turn to Worlds 2026

The result also determines Europe’s hierarchy heading into the 2026 League of Legends World Championship. G2 will travel to Worlds as the LEC’s first seed, while Movistar KOI will also represent Europe after reaching the Summer Grand Final.

For G2, Worlds will provide the more difficult measure of a season that has once again demonstrated its domestic control. The organisation has spent much of the past decade setting the standard in Europe, but its ambitions have consistently extended beyond the LEC and towards international competition.

That distinction becomes particularly relevant after another dominant domestic year. Winning all three European championships establishes G2 as the region’s leading team heading into Worlds, but the next question is how that form translates against the strongest teams from Korea, China and the rest of the international field.

Ten years after G2 won its first European title, the organisation leaves Nice with championship No. 20, three European trophies from three in 2026 and another opportunity to carry that domestic dominance onto the World Championship stage.

No CS2 Major in Europe in 2027 for First Time in Counter Strike History

Europe will go an entire Counter-Strike Major season without hosting one of Valve’s flagship tournaments in 2027, marking the first time in the history of the Major circuit that both events in a calendar year will take place outside the continent.

The 2027 season will begin with the FiReMAJOR in Buenos Aires, Argentina, from May 31 to June 20 before moving to Shanghai, China, where Perfect World will stage the year’s second Major from November 22 to December 12. Perfect World formally confirmed Shanghai as its host city this month, completing a 2027 Major calendar split between South America and Asia.

The development completes a story TalkEsport first reported in January, when Buenos Aires and Shanghai emerged as the selected destinations for the two 2027 Majors. Perfect World subsequently confirmed China as the location for the second event before Shanghai was formally announced as the host city.

That geographical combination represents a significant departure for a competitive scene whose biggest events have historically been concentrated in Europe. Valve-backed Counter-Strike Majors began with DreamHack Winter in Jรถnkรถping, Sweden, in 2013, and every calendar year containing a Major since then has featured at least one European host. The only interruption came in 2020, when no Major was played because of the COVID-19 pandemic.

The change is therefore more than a scheduling curiosity. Counter-Strike’s most prestigious tournament series is entering a period in which Valve and its tournament partners are repeatedly taking the Major outside its traditional European centre.

CS2 Majors 2027: Buenos Aires and Shanghai

The first Major of 2027 will take Counter-Strike to Argentina for the first time. FiReSPORTS will stage the FiReMAJOR Buenos Aires between May 31 and June 20, making Argentina the 14th country to host a Valve-backed Counter-Strike Major.

Buenos Aires will also become only the second South American city to host one. The continent’s previous Major was IEM Rio 2022 in Brazil, won by Outsiders against Heroic.

For FiReSPORTS, the scale of the event represents another first. The Argentine tournament organiser has operated Counter-Strike competitions in Latin America and staged international FiReLEAGUE events, but the Buenos Aires tournament will be its first Valve Major.

โ€œWe’re very excited to host the first Major in the history of our country,โ€ FiReSPORTS founder and CEO Rodrigo Figueroa Reyes told HLTV when the event was announced. He described Argentina’s Counter-Strike audience as one defined by the same sporting passion that surrounds the country’s more traditional sports.

The circuit will then travel to Shanghai for the second Major of the year. Perfect World confirmed the city as its 2027 host in September, with the tournament scheduled from November 22 to December 12.

The two 2027 Majors are currently expected to feature 32 teams and $1.25 million prize pools, continuing the expanded Major structure used in recent editions.

From a European circuit to a global Major calendar

The significance of 2027 becomes clearer when viewed against the history of Counter-Strike’s Majors. The first six Valve-sponsored Majors were all staged in Europe, beginning with DreamHack Winter 2013 in Sweden and continuing through events in Katowice, Cologne and Jรถnkรถping.

That changed with MLG Columbus in 2016, the first Major held outside Europe. South America entered the map with IEM Rio in 2022, while Asia followed when Perfect World staged the Shanghai Major in 2024.

The expansion has accelerated further. PGL Major Singapore, scheduled for late 2026, will bring a Major to Southeast Asia for the first time. Buenos Aires follows in May 2027 before Shanghai closes the year.

That means three consecutive Majors from late 2026 through the end of 2027 will be staged in Asia, South America and Asia respectively: Singapore, Buenos Aires and Shanghai.

Europe is not disappearing from top-level Counter-Strike. The continent remains home to a dense calendar of elite events, major tournament organisers and many of the game’s leading teams. The 2026 Major season itself began in Cologne, one of Counter-Strike’s longest-standing host cities. What is changing is the geography of the game’s most prestigious championship.

Shanghai 2024 showed the scale of China’s Counter-Strike audience

Perfect World’s decision to return to Shanghai is particularly significant because there is already data from its first Major demonstrating the size of the local market.

According to figures published by the Shanghai municipal government, the 2024 Major attracted more than 70,000 spectators across its offline venues and reached 600 million online viewers worldwide.

Publicly measurable international streaming tells a different but complementary story. Esports Charts recorded approximately 1.33 million peak viewers for Shanghai 2024, excluding Chinese livestreaming platforms. The tournament averaged roughly 316,000 viewers and generated 32.8 million hours watched.

The grand final between Team Spirit and FaZe Clan produced the tournament’s highest internationally tracked concurrent audience, with Spirit winning 2-1 to secure its first Major championship. Danil โ€œdonkโ€ Kryshkovets was named tournament MVP and became the youngest player to win a Counter-Strike Major, aged 17.

For Perfect World, the 2027 tournament is therefore not an experiment in a new market. It is a return to a city that has already demonstrated substantial demand for elite Counter-Strike.

The time-zone problem for Counter-Strike’s European audience

The increasingly global calendar does, however, create a practical trade-off for the game’s established European audience.

Shanghai 2024 provides evidence of that effect. The tournament averaged roughly 316,000 viewers on internationally tracked platforms and generated 32.8 million hours watched, according to Esports Charts. By comparison, the PGL Copenhagen Major earlier that year reached approximately 1.85 million peak viewers, averaged around 552,000 and accumulated roughly 58 million hours watched.

Those figures cannot be interpreted solely as differences in demand. Matches in Shanghai were played at hours considerably less accessible to European and North American viewers, while Chinese audiences were not included in the internationally reported concurrent-viewer statistics.

Singapore and Shanghai will create similar scheduling considerations for Western audiences. Buenos Aires presents almost the reverse equation, with evening matches potentially extending deep into the night for European viewers while offering more convenient viewing hours across the Americas.

The result is a Major circuit that may become less universally convenient but considerably more geographically distributed.

Europe still dominates Counter-Strike’s Major history

A year without a European Major should also be placed in perspective. Europe has been the centre of Valve’s championship circuit for more than a decade, hosting the majority of the game’s Majors since 2013.

Sweden, Poland, Germany, Romania, Denmark, Belgium, France, the United Kingdom and Hungary have all hosted Valve-backed Majors, while cities such as Cologne and Katowice became closely associated with Counter-Strike’s rise as an arena esport.

The competitive ecosystem remains similarly European-heavy. Many of the game’s largest tournament operators maintain extensive European calendars, and a large proportion of Tier 1 Counter-Strike continues to be played on the continent.

What 2027 demonstrates is not the replacement of that ecosystem, but the widening of the Major circuit beyond it. North America broke Europe’s monopoly in 2016, South America hosted its first Major in 2022, Asia followed in 2024, Southeast Asia joins the list in 2026, and Argentina receives its first Major in 2027 before China welcomes the championship back later that year.

For the first time since DreamHack Winter established Valve’s Major system in 2013, Europe’s role in that story will be from outside the host cities for an entire Major season.

Revenant XSpark Completes MOBA Legends Roster With KielVJ, Aezu, Duba and Bidd

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Revenant XSpark has completed its six-player MOBA Legends: 5v5! roster with the signings of Kiel VJ Cruzem โ€œKielVJ,โ€ Reniel Ace Pizaรฑa โ€œAezu,โ€ Dhubalanta Oinam โ€œDubaโ€ and Bidhyasagar Laishram โ€œBidd,โ€ adding two Filipino veterans and two Indian players to its new-look lineup.

The four additions join Gaithanlung โ€œKyleโ€ Gonmei and Susanta โ€œKimyyโ€ Biswas, who were unveiled as Revenant XSpark’s first two MOBA Legends signings earlier this month. The completed lineup will compete under the iQOO Revenant XSpark banner and combines players from India’s emerging competitive circuit with experience from the established Southeast Asian ecosystem.

The roster also reunites several players who competed together earlier this year. Duba previously played alongside Kyle and Kimyy at True Rippers, where the trio helped the organisation win the inaugural ML Masters Series Season 1 and qualify for the MLBB Mid Season Cup 2026.

Duba reunites with Kyle and Kimyy at Revenant XSpark

Duba’s arrival restores a core that already has experience winning together in India. True Rippers defeated GodLike Esports 3-2 in the ML Masters Series Season 1 Grand Final in May, earning an $18,000 first-place prize and qualification for the Mid Season Cup 2026.

Kyle, Kimyy and Duba were all part of the True Rippers setup during that campaign. Their move to Revenant XSpark therefore gives the organisation an established domestic core rather than requiring the entire six-player lineup to build its competitive understanding from the beginning.

Bidd approaches the reunion from the other side of that rivalry. He competed with GodLike Esports in the MLMS Season 1 Grand Final against True Rippers and now joins several of the players he faced for the championship. His recent domestic record also includes a Mythic Showdown Season 2 title and a runner-up finish at the Rai Star x Gyan Gaming Cup.

Revenant XSpark had already signalled the direction of its roster when it signed Kyle and Kimyy. The pair competed internationally following their MLMS victory, with True Rippers representing India at the Mid Season Cup 2026 before finishing 13th-16th.

KielVJ and Aezu bring Southeast Asian experience

The two Filipino additions give Revenant XSpark considerably more experience from outside the Indian circuit.

KielVJ brings the most decorated rรฉsumรฉ of the four new signings. The Filipino veteran won consecutive MPL Philippines championships with Sunsparks in Seasons 4 and 5 and was named Finals MVP in Season 5. He later finished runner-up in MPL Philippines Season 7 with Execration before winning the MLBB Southeast Asia Cup in 2021.

His career has also included appearances at the M1 World Championship and the Mid Season Cup, giving Revenant XSpark a player with experience across domestic championships and major international events.

Aezu adds another player who has competed across multiple Southeast Asian markets. His results include victories at the Just ML Invitational 2024 Season 1 and Realme Cup Season 8, where he earned Finals MVP honours, along with a third-place finish at MPL Cambodia Season 9. More recently, he finished runner-up at MPL Singapore Season 11 in 2026.

Bringing KielVJ and Aezu into a roster built around Indian players reflects Revenant XSpark’s attempt to combine local talent with experience from a region where the game’s professional ecosystem has been established for considerably longer.

Revenant XSpark’s complete MOBA Legends roster

  1. Gaithanlung โ€œKyleโ€ Gonmei
  2. Susanta โ€œKimyyโ€ Biswas
  3. Kiel VJ Cruzem โ€œKielVJโ€
  4. Reniel Ace Pizaรฑa โ€œAezuโ€
  5. Dhubalanta Oinam โ€œDubaโ€
  6. Bidhyasagar Laishram โ€œBiddโ€

โ€œWhen we announced Kyle and Kimyy, we spoke about building a roster that combines strong Indian talent with international experience,โ€ Revenant XSpark CEO Rohit Jagasia said. โ€œWith KielVJ, Aezu, Duba and Bidd joining them, we now have that complete lineup.โ€

Jagasia added that the immediate priority will be integrating players who arrive with different competitive backgrounds and creating an environment in which the six-player roster can perform as a unit.

The move continues Revenant XSpark’s investment in MOBA esports as India’s competitive ecosystem develops more direct routes into international tournaments. ML Masters Series Season 1 provided one such pathway earlier this year, with True Rippers’ championship sending the Indian roster to the Mid Season Cup.

For Revenant XSpark, the resulting roster now contains both sides of that domestic final alongside players who have spent years competing in Southeast Asia. How quickly those pieces translate into an effective six-player unit will be the first test for the organisation’s latest MOBA project.

Revenant XSpark Completes MOBA Legends: 5v5! Roster With KielVJ, Aezu, Duba and Bidd

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Revenant XSpark has finalized its six-player roster for MOBA Legends: 5v5!, adding Kiel VJ Cruzem (KielVJ), Reniel Ace Pizaรฑa (Aezu), Dhubalanta Oinam (Duba) and Bidhyasagar Laishram (Bidd) to a lineup that already included Gaithanlung “Kyle” Gonmei and Susanta “Kimyy” Biswas. The Mumbai-based organization announced the additions on September 21, 2026, bringing together players from India and the Philippines under the iQOO Revenant XSpark banner.

MOBA Legends: 5v5! is the version of Mobile Legends: Bang Bang (MLBB) available in India, published locally after the original MLBB was banned by the Indian government in 2020 over data privacy concerns. The game runs its own domestic circuit, including tournaments that feed into MLBB’s regional and global events.

Who joins the roster

Duba reunites with former True Rippers teammates Kyle and Kimyy. The three were part of the lineup that won the inaugural ML Masters Series (MLMS) Season 1, taking the grand final 3-2 and earning a spot for India at the MLBB Mid Season Cup 2026.

Bidd played on the other side of that same final with GodLike Esports. He also won Mythic Showdown Season 2 and finished runner-up at the Rai Star x Gyan Gaming Cup.

KielVJ and Aezu bring the roster’s international experience. KielVJ won back-to-back MPL Philippines titles in Seasons 4 and 5 with Sunsparks, was named Season 5 Finals MVP, then reached the Season 7 final with Execration before winning the MLBB Southeast Asia Cup in 2021. Aezu has titles at the Just ML Invitational 2024 Season 1 and Realme Cup Season 8, where he was also Finals MVP, along with a runner-up finish at MPL Singapore Season 11 earlier in 2026.

What Revenant XSpark said

Rohit Jagasia, CEO of Revenant XSpark, said the group now gives the organization “a lot of experience within this group,” pointing to players who have both won together and faced each other in major finals. He added that the immediate focus is bringing the six players together as one unit ahead of competition.

About Revenant XSpark

Revenant XSpark was formed through a partnership between Revenant Esports and Team XSpark, the latter led by gaming personality Tanmay “ScoutOP” Singh, who serves as the venture’s brand ambassador. Revenant Esports was founded in 2021 by Jagasia and fields teams across BGMI, Valorant, Pokรฉmon UNITE, Brawl Stars, Call of Duty Mobile, Free Fire Max, Counter-Strike 2, Honor of Kings and MLBB, with past titles including BGIS 2024, BMPS 2024 and VALORANT Challengers South Asia, plus a top-five finish at the Brawl Stars World Finals 2025.

The MOBA Legends: 5v5! roster is Revenant’s latest move into a title with a fast-growing base of Indian players, following broader movement across the region. It also comes as India’s broader esports scene continues to operate under a regulatory framework still settling into place, which shapes how titles like MOBA Legends: 5v5! are published and run in the country.

With the full six-player squad now set, Revenant XSpark’s roster will look to build early chemistry before India’s next round of MLBB-linked competition, including any pathway tied to the MLBB Mid Season Cup circuit that has already featured Indian representation this year. More roster moves and results from the Indian scene are tracked on TalkEsport’s India news page.

Hideo Kojima Reveals How Sony Ended PHYSINT Over a Zoom Call

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Hideo Kojima has described the moment Sony told him it was pulling support from PHYSINT, and he still doesn’t have a clear reason why. The comments came in an interview with IGN published on September 20, 2026. Kojima Productions posted its own statement on X the same day, addressing weeks of reporting about why Sony walked away from the project.

What happened on the June Zoom call

Kojima said Sony Interactive Entertainment asked for a video call in mid-June while he was traveling between a Prada event in New York and Los Angeles. On that call, PlayStation Studios told him it would no longer fund PHYSINT, the stealth-action game billed as a spiritual successor to Metal Gear Solid.

Kojima called it the “final notice” from Sony. He said the company gave no explanation, though he also admitted he did not press for many details during the meeting itself. His first concern shifted to what would happen to Kojima Productions, including possible staff cuts, loan pressure, and the actors who had already completed body scans for the game. Asked whether Sony had clarified its reasoning since June, Kojima said it had not.

He described being caught off guard by the decision. “Nothing could’ve prepared me for their decision to step away from the project,” he told IGN. Even so, he said he holds no bad feelings toward Sony and does not see this as a “divorce” between the two companies.

Why Sony reportedly pulled the plug

Kojima’s interview was recorded before Bloomberg reporter Jason Schreier published his own account of the split on September 11. According to Schreier’s sources, PHYSINT had missed internal deadlines and was on pace to run well over budget, even though release was still years away.

Commercial performance was also a factor. Death Stranding and Death Stranding 2 reportedly fell short of PlayStation’s revenue targets. Sony was also said to be reluctant to spend hundreds of millions more on a game that, like the Death Stranding titles, would not stay permanently exclusive to PlayStation hardware. Schreier noted that the exact size of the budget overrun is unclear, and that other factors may have played a role too, as Shacknews reported once the story broke.

Kojima Productions responds to the reports

The same day the IGN interview went live, Kojima Productions posted a statement on X addressing the coverage directly. The studio said it usually avoids commenting on speculation, but that ongoing reports about its relationship with PlayStation, Death Stranding’s sales, and PHYSINT’s budget had started affecting the studio, its fans, and its creative partners.

The statement added that the studio remains healthy and profitable, that PHYSINT is still moving forward under Xbox, and that its relationship with PlayStation remains strong. According to the Washington Post’s coverage of the interview, studio president Shinji Hirano was struck by how quickly Kojima went back to work once the June call ended.

Sudden exits by a publisher or partner are not new to gaming. We covered a similar shake-up when FaZe Clan’s roster and creator exodus reshaped that organization almost overnight.

How PHYSINT ended up with Xbox

After the June call, Kojima Productions spent close to three months looking for a new partner. Instead of pitching PHYSINT as a single game, Kojima reworked it into a wider multimedia idea covering film, TV, anime, comics, and music alongside the game itself. He said the response to that pitch was positive across the board.

Xbox, led by CEO Asha Sharma, agreed to publish and help fund PHYSINT. The deal builds on Kojima Productions’ existing work with Xbox on OD, its horror project with filmmaker Jordan Peele, and reportedly includes film and TV rights tied to both games. Unlike Sony’s recent pullback from day-one PC releases, Xbox plans to bring PHYSINT to both Xbox and PC.

Whether PHYSINT reaches PS5 at all is still unclear. Kojima said that decision now rests with Xbox rather than with him. Publisher changes like this one keep reshaping the wider industry, in the same way Global Esports’ reported deal with Revenant XSpark shifted the ownership picture in Indian esports earlier this year. Microsoft has also been expanding its footprint elsewhere in gaming, including a recently reported patent filing around pausing games for ads, as it adds projects like PHYSINT to its lineup.

For now, PHYSINT remains in development at Kojima Productions, with Xbox as publisher and Sony no longer attached to the project.

PUBG Mobile Asian Games 2026: 12 Teams Set for Aichi-Nagoya Finals

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PUBG Mobile’s field for the 2026 Asian Games is set, with 12 national teams preparing to compete for medals at the Aichi Sky Expo in Japan on September 28 and 29.

The final brings together eight teams that earned their places through the Asian Games qualifiers in Ho Chi Minh City, the three medal-winning nations from the previous Asian Games in Hangzhou, and host nation Japan. Pakistan, Vietnam, Thailand, Malaysia, Indonesia, Myanmar, Uzbekistan and Jordan advanced through qualifying, while China, Republic of Korea and Chinese Taipei return after occupying the podium at Hangzhou.

Pakistan arrive in Japan having produced the standout result of the qualification stage. Twenty-three national teams entered the PUBG Mobile Asian Games qualifiers in Vietnam in June, with Pakistan finishing at the top of the final standings to lead the eight nations that progressed to Aichi-Nagoya.

China, however, will enter the competition as defending Asian Games champion. The Chinese team won gold when PUBG Mobile became an official medal event at Hangzhou, with Republic of Korea taking silver and Chinese Taipei securing bronze.

The 12 teams competing in PUBG Mobile at Asian Games 2026

The complete field consists of Japan, China, Republic of Korea, Chinese Taipei, Vietnam, Thailand, Malaysia, Indonesia, Myanmar, Uzbekistan, Jordan and Pakistan.

Japan receives its place as host nation, while China, Republic of Korea and Chinese Taipei qualify through their medal finishes at the previous Asian Games. The remaining eight teams reached Aichi-Nagoya through June’s qualifier in Ho Chi Minh City.

The scale of the qualification process also makes PUBG Mobile one of the more geographically representative esports competitions at this year’s Games. According to PUBG Mobile Esports, 27 National Olympic Committees participated across the tournament’s different stages, the highest representation of any esports title at Aichi-Nagoya. PUBG Mobile is also the only battle royale title included in the 2026 Asian Games esports programme.

How the PUBG Mobile Asian Games final will work

Unlike a conventional knockout tournament, the PUBG Mobile medals will be determined across 12 matches played over two days. Six matches are scheduled for September 28 followed by another six on September 29, with the final standings decided by the teams’ cumulative performance across the entire series.

The first four matches on each competition day will take place on Erangel, while the final two will be played on Miramar. Teams will earn points through a combination of match placement and eliminations, making consistency across all 12 games particularly important.

The format leaves considerably less room for recovery than a traditional PUBG Mobile league season. A poor sequence of games can have an immediate effect on a country’s medal prospects, while teams capable of consistently accumulating placement and elimination points across both maps will have the advantage over the two-day competition.

All PUBG Mobile matches will take place at Aichi Sky Expo in Tokoname, which is hosting the Asian Games esports programme. The wider esports competition will also be supported by Tencent’s Esports Competition Solution across all 11 medal events, with the system handling equipment inspection, real-time monitoring and post-match review. TalkEsport recently detailed how Tencent’s ECS will operate at the Asian Games 2026.

PUBG Mobile returns as an Asian Games medal event

Aichi-Nagoya marks PUBG Mobile’s second appearance as an official Asian Games medal discipline. The title made its medal debut at Hangzhou, where a specially developed Asian Games version was used for competition rather than the standard battle royale format familiar to PUBG Mobile’s professional circuit.

Its return comes as esports itself expands considerably at the Asian Games. The Aichi-Nagoya programme contains 11 medal events, compared with seven at the previous edition, and includes established competitive titles alongside several games making their first appearance on the continental stage.

The tournament is taking place against the backdrop of a considerably larger Asian Games operation in Japan. Preparations for Aichi-Nagoya have already faced accommodation and transportation problems affecting athletes ahead of competition, issues TalkEsport reported on ahead of the opening ceremony.

For PUBG Mobile, the tournament places national representation above the club-based structure that dominates most of the game’s esports calendar. Players who ordinarily compete for professional organisations will instead represent their respective National Olympic Committees, with gold, silver and bronze contributing to their countries’ official Asian Games medal totals.

The final consequently brings together several different storylines. China has the opportunity to defend the first PUBG Mobile gold medal awarded at the Asian Games, Republic of Korea and Chinese Taipei return after reaching the Hangzhou podium, and Japan will compete on home soil.

Pakistan, meanwhile, enters the tournament having already demonstrated its form by winning the qualification final in Vietnam. With eight other teams earning their places through the same qualification route, however, the two-day final leaves little separation between established medal holders and challengers arriving through the wider Asian esports circuit.

PUBG Mobile competition at the 20th Asian Games will run on September 28 and 29 at Aichi Sky Expo, with 12 national teams playing 12 matches to determine the three medal-winning nations.

Tencentโ€™s ECS to Power All 11 Esports Events at Asian Games 2026

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Tencent Esports will deploy its Esports Competition Solution (ECS) across all 11 esports medal events at the 20th Asian Games in Aichi-Nagoya, bringing equipment inspection, real-time monitoring and post-match review under a common technical system when esports competition begins in Japan on September 22.

According to a report by The Sun, ECS has been designed specifically for large-scale intercontinental esports competition. Inven Global also reported that the system will support operations across all 11 events, from pre-match equipment inspections through live competition monitoring and post-match record management.

The deployment is particularly notable because of the complexity of running esports inside a multi-sport competition. The Aichi-Nagoya programme spans six game categories and 11 medal events involving different publishers, game engines, software versions and device environments. Unlike a conventional professional esports league built around a single title, Asian Games officials must operate these different competitive environments while maintaining consistent standards for players and referees.

Esports is returning as an official medal sport after making its medal debut at Hangzhou 2022, which was eventually held in 2023. The 2026 esports programme will run from September 22 to October 2 at Hall D of Aichi Sky Expo and is the largest esports programme staged at an Asian Games to date.

How Tencent’s ECS will work at the Asian Games

ECS divides competition operations into three principal stages. Before a match begins, an Inspection Station checks player peripherals, equipment and the competition environment while maintaining check-in records for officials. The process is intended to create a consistent inspection procedure across games that may otherwise have very different hardware and technical requirements.

During competition, a Monitoring Console will track more than 30 indicators in real time, including device and network status. Officials can also bring together multiple video sources within the system, including Player POV footage, the Observer View and Hand Cams, giving referees and monitoring teams a broader picture of what is happening during a match.

Once play concludes, officials can use a dedicated Review Room to examine match records and footage. The system supports post-match reviews, record summaries, information retention and video archiving, effectively creating a technical record of the competition that can be revisited when an incident or officiating decision requires examination.

For esports at a multi-sport event, that distinction is important. Publisher-run leagues can design their competitive infrastructure around one game and one ecosystem, whereas the Asian Games must accommodate titles from several publishers while attempting to provide athletes with a consistent competition and officiating environment.

Tencent builds on its Hangzhou Asian Games experience

Tencent already has experience operating esports technology at the Asian Games. The company says its technical team supported 217 matches during the previous edition in Hangzhou and completed the schedule without a technical disruption.

The company has since subjected ECS to additional testing ahead of Aichi-Nagoya. Three test events were conducted between January and June 2026 across Japan, Singapore and Vietnam, allowing the system to be evaluated under different venue, network and tournament conditions. Integrated testing was subsequently conducted at the Asian Games venue in September before competition.

Yati Zhang, Director of Tencent Esports, said the growing presence of esports within multi-sport competitions also requires tournament operations to meet standards of fairness associated with traditional sport. According to Zhang, ECS is intended to turn processes such as equipment inspection, live monitoring and referee support โ€” areas that have traditionally depended heavily on the experience of tournament personnel โ€” into procedures that can be recorded, tracked and reviewed.

The 2026 deployment comes as esports assumes an increasingly established place within the Asian Games programme. After appearing as a demonstration sport at Jakarta-Palembang 2018, esports became a medal event in Hangzhou and has been retained for Aichi-Nagoya with an expanded programme.

OCA and Tencent are looking beyond Aichi-Nagoya

The relationship between Tencent Esports and the Olympic Council of Asia extends beyond this year’s tournament. The two organisations entered a 10-year strategic partnership covering 2025 to 2035, with the development of more standardized esports competition systems and technical infrastructure forming part of the collaboration.

OCA Director General Husain Al-Musallam has described the creation of a more standardized and institutionalized competition framework as an important long-term task as esports continues to expand across Asia. The deployment of ECS across all 11 events at Aichi-Nagoya therefore gives both organisations an opportunity to test that approach at considerable scale.

It also addresses a broader problem that has followed esports as it moves into conventional international sporting structures. Competitive games are controlled by different publishers, operate on different hardware and software, and can have very different technical requirements. Building a common operational layer around those games could make it easier for multi-sport organisers to establish consistent procedures without attempting to standardize the games themselves.

For Tencent, Aichi-Nagoya will consequently be more than another tournament deployment. With 11 medal events operating through the same system over the course of the Asian Games esports programme, it will provide the largest test yet of whether ECS can function as reusable competition infrastructure across different games, publishers and competitive environments.