Gaming
Rolling Loud levels up as Valorant drops into India’s hip hop arena
MUMBAI: The beat is dropping, the spike is planting and India is about to witness a cultural crossover loud enough to shake both the pit and the server. In a first-of-its-kind union of bass and battle, Riot Games’ tactical shooter Valorant is teaming up with Rolling Loud India 2025, the world’s largest hip-hop festival, for an explosive two-day debut at Loud Park, Navi Mumbai, on 22–23 November 2025.
It’s a milestone moment where firepower meets flow, as India gets its maiden mash-up of global gaming swagger and global hip-hop spectacle. The festival, co-produced by Rolling Loud and District by Zomato, promises a weekend that fuses festival chaos with in-game confidence loud, proud, and right on cue for Valorant’s 5th anniversary and Rolling Loud’s 10-year run since its Miami beginnings in 2015.
Rolling Loud has lit up cities from Miami and Los Angeles to Portugal, Germany, Thailand, Australia and beyond. Its India edition keeps that energy booming, bringing a heavyweight roster including Central Cee, Wiz Khalifa, Karan Aujla, Swae Lee, DaBaby, Denzel Curry, Don Toliver, NAV, Sheck Wes, Westside Gunn, and many more closing out with a special home-turf blaze by Divine.
With Hanumankind fuelling India’s hip-hop momentum, Rolling Loud India arrives both global in ambition and unmistakably local in flavour.
“Valorant reflects the spirit of its players… music is the pulse of the Valorant experience,” said Riot Games India director of publishing Arun Rajappa noting how the collaboration meets fans “where they already are in emotion, expression, and culture.”
Rolling Loud’s co-founders Matt Zingler and Tariq Cherif echoed the sentiment, calling Valorant a natural fit: “We’ve always connected worlds music, fashion, art, and now gaming.”
India has moved to Valorant’s rhythm before: the 2022 anthem “Raja”, introducing Agent Harbor, hit over 2.8 million Youtube plays and became an instant rallying cry.
Then came “Bunker”, featuring Tienas, a swagger-heavy tribute to the grit and camaraderie of the Indian Valorant community.
The Rolling Loud partnership turns that beat into a festival-scale pulse.
At Rolling Loud India, Valorant will unveil a multi-sensory experience zone designed like a live-action extension of the game’s universe equal parts arena, arcade, and art gallery.
Festival-goers can:
. Step into Karaoke Pods blasting curated Valorant playlists and in-game anthems
. Square off in quick duels and playful reflex challenges
. Explore interactive installations, live art moments, and photo-ready set-pieces
. Immerse themselves in a space where gaming culture and hip-hop aesthetics merge seamlessly
Every corner is built to move with the crowd, keeping the vibe kinetic, competitive, and unmistakably “VAL-ready.”
For Riot Games, this is more than a collaboration, it’s a cultural handshake with players who game hard, vibe harder, and treat music as their second weapon of choice.
And as Mumbai gears up to host a festival where flow meets firepower, one thing’s certain, Rolling Loud India 2025 is about to be the loudest lobby Valorant has ever entered.
Gaming
Ex-Glazer Games CEO Anand Mishra joins MetaNinza
Ahmedabad: MetaNinza, a rewards-first gaming and esports platform, has onboarded Anand Mishra as co-founder and chief of staff, signalling an ambitious push to scale its ecosystem across India and South East Asia.
Anand, a serial entrepreneur with 7+ years in consumer tech, blockchain and gaming, previously founded and led Glazer Labs, where he built Glazer Games and THRYL, a rewards-centric gamer engagement platform. Under his leadership, Glazer Games delivered 400 million+ impressions for 50+ brands, drove 10 million+ user acquisitions, executed hundreds of creator partnerships, and launched new esports IPs. THRYL amassed nearly half a million users in just two months. Anand also founded HECOD Blockchain, serving 400+ B2B clients globally and scaling to 8 million+ active users, with a $4.2 million ARR.
At MetaNinza, Anand will oversee growth, user acquisition, creator ecosystem building, tournaments and rewards distribution, and ensure alignment between product, tech, marketing and operations. His blockchain expertise is expected to strengthen secure, fair and anti-abuse reward systems across the platform.
“MetaNinza is building something truly differentiated by combining competitive esports, rewards-first daily engagement and community-led growth. What drew me most was their clarity of vision: to go beyond tournaments and build a full participation ecosystem where gamers engage meaningfully every day and are rewarded fairly,” said Anand Mishra.
The appointment comes as MetaNinza strengthens its platform foundations and expands its offerings, including tournaments, scrims, quests, coin wallets, offerwalls and anti-abuse frameworks. The company has also launched 16score.com, a global esports news platform aimed at boosting organic community growth. MetaNinza currently serves India-first users but plans to scale across South East Asia, targeting 600 million gaming enthusiasts in the region over the next three years.
“Anand brings a rare combination of ecosystem insight and execution discipline. His experience in building scalable gaming platforms is exactly what we need as MetaNinza enters its next growth phase,” said Sudhansu Sinha, founder and CEO of MetaNinza.
MetaNinza is positioning itself as a full-stack, community-first esports brand, combining competitive tournaments, teams, technology, content and social engagement into one end-to-end platform.
Gaming is no longer just play. With Anand on board, MetaNinza is turning competition, rewards and community into a high-speed growth engine.
Gaming
Esports Nations Cup to debut in Riyadh in 2026 with national teams
MUMBAI: When esports trades club colours for national flags, the stakes get personal. The Esports Nations Cup 2026 is set to make its global debut in Riyadh from November 2 to 29, 2026, adding a fresh, nation-first twist to competitive gaming.
Announced by the Esports World Cup Foundation, the new tournament is designed to sit alongside the club-based Esports World Cup, giving players the rare chance to represent their countries and fans a reason to cheer with identity and pride firmly in play.
The numbers are hard to ignore. ENC 2026 is backed by a $45 million, three-part funding model, aimed at strengthening the entire esports ecosystem. Of this, 20 million dollars will be paid directly as prize money to players and coaches across 16 game titles. A further $5 million has been earmarked as incentives for esports clubs that release their professional players for national duty, with payouts linked to player performance.
Another $20 million will flow through the ENC Development Fund, supporting national teams with logistics, travel, operations, marketing and long-term pathway development signalling that this is as much about future pipelines as present-day podiums.
The competition introduces a placement-based prize framework that keeps things simple and transparent. Every qualified player is guaranteed prize money and at least three matches. A gold-medal finish earns $50,000 per player, silver takes $30,000, and bronze pays $15,000. The same placement pays the same amount across all titles, whether solo or team-based, with team payouts scaling by roster size. Coaches are rewarded alongside players for identical finishes.
“National teams bring a powerful new layer to esports, rooted in identity and pride,” said Esports World Cup Foundation CEO Ralf Reichert, adding that the model is designed to reward performance while remaining fair and sustainable for players, clubs and national programmes alike.
While Riyadh hosts the inaugural edition, the ENC is planned as a biennial event with a rotating host-city format, taking nation-based esports to major cities around the world.
Several titles are already locked in. Mobile Legends: Bang Bang, Trackmania, and Dota 2 have been confirmed for 2026, with more games expected to be announced shortly.
For esports fans, it is no longer just about who plays best but which nation plays proudest.
Gaming
Christoph Hartmann exits Amazon games after eight years
MUMBAI: It seems Amazon’s gaming division has finally met its final boss. After nearly eight years at the helm, Christoph Hartmann is reportedly packing up his controller and heading for the exit. The news, first reported by Bloomberg’s Jason Schreier, marks the end of an era for the man who steered the New World and Lost Ark ships into the choppy waters of the MMO market.
While Hartmann’s departure might look like a simple game over, it is actually part of a massive tactical pivot. Amazon appears to be retreating from the costly, high-stakes world of traditional AAA console and PC development. Instead of chasing the next blockbuster epic, the company is looking skyward by focusing its energy on Amazon Luna, its dedicated cloud gaming service.
This leadership shuffle coincides with a broader wave of 16,000 redundancies across the Amazon empire. For gamers, the most poignant bit of lag is the news that New World: Aeternum is set to go offline permanently in January 2027. It appears the company is no longer interested in building digital worlds from scratch, but rather in providing the cloud-based pipes to stream them.
Hartmann leaves behind a legacy of taking Amazon from a struggling studio to a genuine, if brief, contender in the PC gaming space. Looking forward, the hardware focus is shifting entirely to Luna infrastructure. Rumours suggest the new-look Amazon Games will be heavily bolstered by AI-integrated experiences rather than traditional software. Whether this move is a masterstroke or a massive misclick remains to be seen. For now, the Amazon Games office is looking a little bit emptier, and the cloud is looking a lot more crowded.
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