title: Anne Neville

text: On 9 April 1483, Edward IV died and Anne's husband Richard was named Lord Protector for his 12-year-old nephew Edward V. But on 25 June 1483, Edward V and his siblings were declared illegitimate and Richard ascended the throne as King Richard III. Anne Neville was crowned alongside her husband on 6 July 1483 by Thomas Bourchier, Archbishop of Canterbury, the first joint coronation in England in 175 years. The queen's train was borne by Margaret, Countess of Richmond, whose son would become Henry VII after defeating Richard at the Battle of Bosworth. Almost the entire peerage of England was present at what was a magnificent spectacle. Richard and Anne's son Edward of Middleham was created Prince of Wales in York Minster on 8 September 1483 following their Royal Progress across England.


title: Anne Neville

text: Anne was on good terms with her mother-in-law Cecily Neville, Duchess of York, with whom she discussed religious works, such as the writings of Mechtilde of Hackeborn.


title: Anne Neville

text: Edward of Middleham died suddenly in April 1484 at Middleham Castle, while his parents were in Nottingham on their way to visit him. Both Richard and Anne were overwhelmed with grief at this news. Anne was particularly heartbroken, and she fell gravely ill only a few months later.


title: Anne Neville

text: After the death of her son, Anne Neville effectively adopted her nephew Edward, Earl of Warwick. After Anne Neville died, Richard may have named another nephew, John de la Pole, Earl of Lincoln, as his heir presumptive.


title: Anne Neville

text: Anne Neville died on 16 March 1485, probably of tuberculosis, at Westminster. The day she died, there was an eclipse, which some took to be an omen of her husband's fall from heavenly grace. She was buried in Westminster Abbey in an unmarked grave to the right of the High Altar, next to the door to the Confessor's Chapel. Richard III is said to have wept at her funeral. Nevertheless, rumours circulated that Richard III had poisoned her in order to marry his niece Elizabeth of York.


title: Anne Neville

text: Richard sent Elizabeth away from court to Sheriff Hutton and publicly rebutted these rumours on 30 March 1485 during an assembly of Lords he had summoned at the Hospital of St. John. Addressing them "in a loud and distinct voice", he "showed his grief and displeasure aforesaid and said it never came into his thought or mind to marry in such manner wise, nor willing nor glad of the death of his queen but as sorry and in heart as heavy as man might be …". There is no reason to doubt that Richard's grief over his wife's death was genuine. Documents later found in the Portuguese royal archives show that after Anne's death, Richard's ambassadors were sent on a formal errand to negotiate a double marriage between Richard and the Portuguese king's sister Joanna (who was of Lancastrian descent), and Elizabeth of York and Joanna's cousin Duke Manuel (the future Manuel I).


title: Anne Neville

text: There was no memorial to Queen Anne until 1960, when a bronze tablet was erected on a wall near her grave by the Richard III Society.


title: Anne Neville

text: Anne Neville appears in three scenes in William Shakespeare's "Richard III". In Act I, Scene 2, Richard III persuades her to marry him. In Act IV, Scene 1, just before Richard III's coronation, Anne Neville meets Edward IV's widow and laments her own position. In Act V, Scene 3, Anne Neville is one of the ghosts that appear to Richard III.


title: Anne Neville

text: Anne Neville is also a character in "Tower of London" (1939) (played by Rose Hobart), and "Tower of London" (1962) (played by Joan Camden).


title: Anne Neville

text: In German productions of musical "Tanz Der Vampire (Dance of the Vampires)" at the ball of Count von Krolock there are several historical figures among vampires, including Anne Neville and her husband King Richard III.


title: My Love from the Star

text: My Love from the Star () is a South Korean fantasy romantic comedy television series written by Park Ji-eun and directed by Jang Tae-yoo. Produced by Choi Moon-suk and Moon Bo-mi, it stars Jun Ji-hyun, Kim Soo-hyun, Park Hae-jin, Yoo In-na, Shin Sung-rok, and Ahn Jae-hyun. It tells the story of an extraterrestrial alien who landed on Earth in 1609 during the Joseon Dynasty and 400 years later falls in love with a top female actor.


title: My Love from the Star

text: The series aired for 21 episodes on Seoul Broadcasting System (SBS) from December 18, 2013, to February 27, 2014. According to Nielsen Korea, it recorded an average nationwide television viewership rating of 24 percent. It garnered widespread popularity during its broadcast and sparked trends in fashion, make-up and restaurants. It has been also credited for spreading Korean wave.


title: My Love from the Star

text: "My Love from the Star" received several accolades. At the 50th Baeksang Arts Awards, it received nine nominations with three wins; Jun Ji-hyun won the Grand Prize – Television and Kim Soo-hyun won the Most Popular Actor – Television. The series won the Korea Drama Award for Best Drama, the Seoul International Drama Award for Excellent Korean Drama and the Magnolia Award for Best Foreign Television Series.


title: My Love from the Star

text: Do Min-joon (Kim Soo-hyun) is an alien who landed on Earth in 1609 during the Joseon Dynasty. He saves a girl named Seo Yi-hwa from falling off a cliff and misses his return trip to his home planet and is stranded on Earth for the next four centuries. He has a near-perfect human appearance, enhanced physical abilities involving his vision, hearing and speed, and a cynical, jaded view of human beings. Min-joon never ages and is forced to take on a new identity every ten years; he has worked as a doctor, an astronomer, a lawyer, and a banker, and is now working as a college professor.


title: My Love from the Star

text: Cheon Song-yi (Jun Ji-hyun) is a famous Hallyu actor who attained stardom as a schoolchild; her haughty demeanor has earned derision in the entertainment industry and on social media. Song-yi's spendthrift mother has mismanaged her finances and her younger brother Cheon Yoon-jae (Ahn Jae-hyun) is estranged by her success. Lee Hee-kyung (Park Hae-jin) has been Song-yi's friend since middle school and remains in love with her but is continually rejected. In turn, Yoo Se-mi (Yoo In-na), Song-yi's childhood friend who is frequently cast in a supporting role alongside Song-yi has had a crush on Hee-kyung since middle school despite her love being unrequited. As a result, Se-mi secretly harbors a deep jealousy towards Song-yi for standing in the way of her career and love interest.


title: My Love from the Star

text: With only three months left before Min-joon's long-awaited departure to his planet of origin, Song-yi suddenly becomes his next-door neighbor in the condominium where he lives. Slowly, Min-joon finds himself entangled in Song-yi's crazy and unpredictable situations, saving her multiple times using his special powers and eventually acting as her manager due to his vast legal knowledge. He finds out that she at a young age resembles Yi-hwa, with whom he fell in love with 400 years earlier. Min-joon and Song-yi eventually fall in love; Min-joon aims to leave Earth without being emotionally attached so he tries to avoid her but fails. While Song-yi initially does not understand his impending departure, she ultimately accepts letting him go to assure his survival.


title: My Love from the Star

text: Song-yi's career goes into a downturn when her talent agency and sponsors drop her in a backlash against her recent behavior, particularly rumors that she caused the suicide of her arch-rival, actor Han Yoo-ra. Earlier at a celebrity wedding, Song-yi had discovered Yoo-ra was in a secret relationship with Lee Jae-kyung (Shin Sung-rok), the elder brother of Hee-hyung. Jae-kyung tries to silence Song-yi until Min-joon brokers a deal to spare her in return for burying the evidence. Jae-kyung, however, turns out to be much more dangerous than Min-joon suspected, learning to exploit Min-joon's weaknesses and injuring Se-mi's older brother, a prosecutor who is investigating Yoo-ra's suicide. Min-joon, despite being discreet in the use of his special abilities, eventually draws the attention of police while losing control of his powers as his departure date nears. While jealous of Min-joon for winning Song-yi's heart, Hee-kyung works with Min-joon to protect her from Jae-kyung.


title: My Love from the Star

text: Developed under the working title "Man from the Stars" (), "My Love from the Star" was written by Park Ji-eun. She based the drama on the historical "Gwanghae Journal" from the Veritable Records of the Joseon Dynasty that references mysterious UFO sightings. The series was directed by Jang Tae-yoo and the cinematography was handled by Lee Gil-bok and Jung Min-gyun. Produced by Choi Moon-suk and Moon Bo-mi, managed the show's production.


title: My Love from the Star

text: In August 2013, media reported that Kim Soo-hyun and Jun Ji-hyun were cast in a fantasy rom-com; it is the second collaboration between Kim and Jun, coming after the successful film "The Thieves" (2012). It also marks Jun's small screen comeback after 14 years. Initially Park Hae-jin was cast to play Lee Jae-kyung, the antagonist, and Choi Min was cast to play his younger brother Lee Hee-kyung; but Choi Min's injury led to Park's role being changed to that of Lee Hee-kyung and Shin Sung-rok was cast as Lee Jae-kyung.


title: My Love from the Star

text: The first script reading was held on October 14, 2013, and filming began in early November 2013. The protagonist of the series possesses superpowers including the ability to teleport and stop time so special effects were needed. The crew used 60 small, special cameras to create bullet time effects. GoPro cameras were installed in a 180-degree arc and "stopped" characters were filmed from various angles. The final scene is a montage of small details and was enhanced digitally. This was the first time high-definition cameras were used to produce a television drama in South Korea.


title: My Love from the Star

text: "My Love from the Star" soundtrack album was released on February 26, 2014; it contains all of the singles and background tracks from the series. The album debuted on the weekly Gaon Album Chart at number four and was ranked seventy-one on the 2014 year-end Gaon Album Chart.


title: My Love from the Star

text: Singles included on the album were released from December 2013 to February 2014, and a special standalone single from the series, "Promise" (약속), sung by Kim Soo-hyun was released on March 13, 2014. Kim also contributed to the vocals of the soundtrack with "If I" (너의 집 앞; In Front of Your House); both of his covers were well-received by the audience. "Promise" reached the top of online music charts Soribada, Daum Music and Cyworld Music. All of the soundtrack's songs were popular across the Asia-Pacific region, including South Korea. Lyn's soundtrack single "My Destiny" peaked at number two on the Gaon Digital Chart and "Billboard"s K-pop Hot 100. She later received the Best Original Soundtrack award at the 16th Mnet Asian Music Awards for the song. Hyolyn's "Goodbye" topped the "Billboard"s K-pop Hot 100 chart for three consecutive weeks, making it the longest-running number one of January and February 2014.


title: My Love from the Star

text: "My Love from the Star" was originally broadcast on Seoul Broadcasting System (SBS) on Wednesdays and Thursdays at 10:00 pm Korea Standard Time (KST); it was the most-watched television program of its time slot from December 18, 2013. Episode 14, which was supposed to air on January 30, 2014, was delayed and "Secretly, Greatly" starring Kim Soo-hyun was broadcast instead. A 70-minute special episode titled "My Love from the Star: the Beginning" was aired on February 7, 2014, at 11:20 pm KST; it recapped episodes 1 to 15, focusing on the love story of Do Min-joon and Cheon Song-yi. The program was aired 30 minutes ahead of its original time on February 12 due to coverage of the 2014 Winter Olympics but it still ranked as the most-watched program.


title: My Love from the Star

text: Although "My Love from the Star" was originally planned as a twenty-episode series, the production company decided to make an extra episode due to demand from viewers. The 21-episode run finished its first run on February 27, 2014, with its highest nationwide rating of 28.1 percent, according to Nielsen Korea. A minute-long epilogue of the drama that shows happily newlywed couple Cheon Song-yi and Do Min-joon in a house with a garden was released on March 4.


title: My Love from the Star

text: The show was premiered outside South Korea, during its official run on SBS, through online video platforms LeTV and iQIYI. It was one of the most-viewed streaming shows on iQIYI, where it was streamed more than 14.5 billion times from December 2013 to February 2014. Later, it was exported to nearly twenty countries. In the Philippines, it topped viewership ratings when it aired on GMA Network from April 21 to June 30, 2014, dubbed in Filipino. In China, "My Love from the Star" was aired with a different ending because of the government's censorship of materials that depict aliens and supernatural beings. Its broadcast on the Chinese television channel Anhui was concluded with the entire story being a fictional tale that Do Min-joon writes for Cheon Song-yi. The broadcasting rights has also been acquired by over-the-top content platforms like Viu, VIKI and Netflix, where it is available with multi-language subtitles.


title: My Love from the Star

text: "My Love from the Star" led to the resurgence of Korean wave (or "Hallyu") throughout Asia with reigniting it in China, and an increase in interest in the United States and North Korea. It was placed first as "Korea's most favorite program" in a poll conducted by Gallup Korea in February 2014, with 11.5 percent of the votes, replacing MBC's "Infinite Challenge", which had held that position for the previous eleven months. Additionally, it was named the "most popular television program" of 2014 by CJ E&M and research firm AGB Nielsen Media Research.


title: My Love from the Star

text: "My Love from the Star" largely received positive reviews from critics and viewers. In an op-ed piece published by the "China Daily", writer Xiao Lixin attributed the program's success to "great innovations in South Korean TV productions in terms of themes and narrative patterns." He praised the plot as "logical and fast-paced", and interspersed with "whimsy and romantic punch lines", and write "high-speed photography and computer-generated effects" help "create a lifelike visual impact". Film and drama critic Greg Wheeler described it as "a silly, funny and surprisingly poignant drama, one that strips away the humour to lean in hard on the melodrama at just the right times. While the show is an outright romance first and foremost, it does have some great drama throughout too."


title: My Love from the Star

text: Lee Sang-hyun of "Yonhap News Agency" said the "power of the drama is also in the charm of the ... leading actors" and that "[i]t would have been difficult to gain convincing power for such an unrealistic setting and storytelling without Kim Soo-hyun's unique thick voice and stable acting ability". He also said Jun Ji-hyun's "acting tone" synchronised well with story development and that "[w]hen the comic melody with Do Min-joon reinforced, she showed a lovely appearance, and when a crisis came in the relationship, she stably conveyed sad emotions". "Philippines Cosmopolitan"s Hanna Tamondong called the series as "iconic" and said that it will "send you dancing and laughing and crying because of Do Min-joon and Cheon Song-yi". Park Si-soo writing for "The Korea Times" said that "Shin Sung-rok was a scene stealer" and "his villain role gave the drama a new dimension".


title: My Love from the Star

text: A year-end poll that Gallup conducted in South Korea named Kim Soo-hyun the "most memorable actor" of 2014, while Jun Ji-hyun was listed in third position.


title: My Love from the Star

text: "My Love from the Star" became a cultural phenomenon in South Korea and China. The series started a craze for "chimaek"; Korean fried chicken ("chi"cken) and "maek"ju, a popular Korean snack of chicken and beer, which is the female protagonist's favourite snack. Despite declining chicken consumption in China due to fear of H7N9 bird flu, fried chicken restaurants in cities saw an increase in orders after the show was broadcast there. Korean instant noodle maker Nongshim said sales in January and February 2014―when the drama aired―rose to a record high in its more-than-15-year history of business in China, which was attributed to a scene in which the lead couple enjoyed a bowl of noodles on a trip.


title: My Love from the Star

text: The series influenced Korean fashion; clothes, accessories and make-up products worn by Jun Ji-hyun saw an "unprecedented" surge in orders. The children's novel "The Miraculous Journey of Edward Tulane" by Kate DiCamillo, from which the male protagonist repeatedly quotes throughout the series, went to the top of the bestseller lists in major Korean bookshops. A luggage manufacturing company also saw increased sales in China after Kim Soo-hyun carried one of its backpacks. The drama also drew the international community to the Korean language; "씨" (ssi), which Jun Ji-hyun adds after male protagonist's name, became the most-discussed word. Although the series was sold to China for per episode, its increased popularity led to a sharp rise in the price for the Chinese distribution rights of future Korean dramas.


title: My Love from the Star

text: "My Love from the Star" attracted international tourism to South Korea and its filming locations became major attractions. Songdo rocky mountain in Incheon, where Do Min-joon rescues Cheon Song-yi from a near-death experience, was developed into a tourist attraction by Incheon Development and Tourism Corporation. Among the filming locations were Dongdaemun Design Plaza & Park (DDP) and Boutique Monaco; newly built luxury buildings. The Korea Tourism Organization held a 3D exhibit at the DDP Art Hall that featured one of the show's house sets with display rooms titled "Start," "Fate," "Shaking" and "Longing" in line with the plot, from June 10, to August 15, 2014. At the exhibition, Do Min-joon's knit and Cheon Song-yi's handbag were sold in an auction for ; the proceeds were donated to a local charity.


title: My Love from the Star

text: Other locations that attracted tourists include Incheon National University—one of the major shooting locations— and the French-themed village Petite France in Gapyeong, Gyeonggi, where Do Min-joon and Cheon Song-yi share a kiss.


title: My Love from the Star

text: In March 2014, "The Washington Post" reported "My Love from the Star" popularity had led to it being discussed at China's National People's Congress, particularly in a committee of the political advisory body Chinese People's Political Consultative Conference (CPPCC), where it reportedly topped the agenda among delegates from the culture and entertainment industry.


title: My Love from the Star

text: "My Love from the Star" cast and crew won numerous awards, both in South Korea and internationally. The series won the Best Drama Award at the 7th Korea Drama Awards, the Top Excellence Korean Drama Award at the 9th Seoul International Drama Awards, Magnolia Award for Best Foreign Television Series at the 20th Shanghai Television Festival, and the Best Foreign Drama Award at the 8th International Drama Festival in Tokyo. It was nominated at the 50th Baeksang Arts Awards in nine television categories including Best Drama, Best Director and Best Screenplay. Jun Ji-hyun won the Grand Prize – Television and Kim Soo-hyun won the Most Popular Actor – Television at the ceremony. Jun also won the Grand Prize at the 22nd SBS Drama Awards while Kim Soo-hyun earned the notch at the 7th Korea Drama Awards. Kim Soo-hyun also won the Best Actor in Asia Award at the 8th International Drama Festival in Tokyo.


title: My Love from the Star

text: Due to its popularity in mainland China, Chinese production company Meng Jiang Wei re-edited the series into a two-hour, feature-length film that was released in theatres in August 2014.


title: My Love from the Star

text: In September 2014, it was announced an American remake was under development at American Broadcasting Company; it was to be written by Elizabeth Craft and Sarah Fain, and produced by HB Entertainment and EnterMedia Contents in association with Sony Pictures Television. However, due to unknown reasons, the remake was shelved.


title: My Love from the Star

text: In 2017, a Philippine remake of the same title, which was directed by Joyce Bernal, was broadcast on GMA Network. The rights for the production were acquired by GMA-7 in 2016. Jennylyn Mercado was cast as Cheon Song-yi, who was renamed Steffi Cheon; and Filipino-Spanish model and first-time actor Gil Cuerva was cast for the role of Do Min-joon, who was renamed Matteo Do. After the premiere of its first episode on May 29, 2017, the hashtag "#MyLoveFromTheStarPH" was the most-popular Twitter hashtag in the Philippines and at number two worldwide.


title: My Love from the Star

text: A Thai remake, titled "" was broadcast in Thailand in the second half of 2019 by Channel 3; it stars Nadech Kugimiya and Peranee Kongthai, and achieved low ratings.


title: My Love from the Star

text: A Japanese remake was released on Amazon Prime on February 23, 2022, starring Mizuki Yamamoto and Sota Fukushi


title: My Love from the Star

text: In a statement posted on her blog on December 20, 2013, author Kang Kyung-ok alleged the concept of "My Love from the Star" was plagiarized from her 2008 comic book "Seol-hee", claiming the background, setup, jobs and relationships between characters were similar. The production company HB Entertainment denied plagiarism in an official statement, calling the claim "completely baseless". The company said; "the two works may look similar as they both take a motif from the "Gwanghae Journal" in the Veritable Records of the Joseon Dynasty". The show's screenwriter Park Ji-eun said she "had never read or heard of" "Seol-hee".


title: My Love from the Star

text: On May 20, 2014, Kang filed her lawsuit against Park Ji-eun and HB Entertainment in court, asking for in damages. HB Entertainment said it was prepared to "strongly confront" the lawsuit with its own evidence and witnesses, calling the charges of plagiarism "synonymous to a death sentence" for creators that must be "eradicated". Kang dropped her lawsuit on July 3, 2014, after an out-of-court settlement.


title: My Love from the Star

text: In April 2014, Indonesian television network RCTI aired a series titled "", which was first thought to be an authorised remake of "My Love from the Star" but was then found to have been plagiarized. The Indonesian series has exactly the same set up and storyline as the Korean drama. A representative of SBS Contents Hub stated: "The drama was created without the obtainment of legal publication rights. You could view it as plagiarism ... While we were in the process of discussing the sale of legal publication rights with another Indonesian enterprise, this drama came out. We are in the midst of finding what course of action to take." Broadcast of the series was discontinued but after an agreement between RCTI and SBS, it began airing again in June 2014.


title: IATA airport code

text: An IATA airport code, also known as an IATA location identifier, IATA station code, or simply a location identifier, is a three-character alphanumeric geocode designating many airports and metropolitan areas around the world, defined by the International Air Transport Association (IATA). The characters prominently displayed on baggage tags attached at airport check-in desks are an example of a way these codes are used.


title: IATA airport code

text: The assignment of these codes is governed by IATA Resolution 763, and it is administered by the IATA's headquarters in Montreal, Canada. The codes are published semi-annually in the IATA Airline Coding Directory.


title: IATA airport code

text: Alphabetical lists of airports sorted by IATA code are available. A list of railway station codes, shared in agreements between airlines and rail lines such as Amtrak, SNCF, and , is available. However, many railway administrations have their own list of codes for their stations, such as the list of Amtrak station codes.


title: IATA airport code

text: Airport codes arose out of the convenience that the practice brought pilots for location identification in the 1930s. Initially, pilots in the United States used the two-letter code from the National Weather Service (NWS) for identifying cities. This system became unmanageable for cities and towns without an NWS identifier, and the use of two letters allowed only a few hundred combinations; a three-letter system of airport codes was implemented. This system allowed for 17,576 permutations, assuming all letters can be used in conjunction with each other.


title: IATA airport code

text: Since the U.S. Navy reserved "N" codes, and to prevent confusion with Federal Communications Commission broadcast call signs, which begin with "W" or "K", the airports of certain U.S. cities whose names begin with one of these letters had to adopt "irregular" airport codes: EWR for Newark, New Jersey, ORF for Norfolk, Virginia, EYW for Key West, Florida, OME for Nome, Alaska and APC for Napa, California. This practice is not followed outside the United States: Karachi is KHI, Warsaw is WAW, and Nagoya is NGO. In addition, since three letter codes starting with Q are widely used in radio communication, cities with "Q" beginning their name also had to find alternate codes, as in the case of Qiqihar (NDG), Quetta (UET), Quito (UIO), and Quimper (UIP).


title: IATA airport code

text: IATA codes should not be confused with the FAA identifiers of US airports. Most FAA identifiers agree with the corresponding IATA codes, but some do not, such as Saipan whose FAA identifier is GSN and its IATA code is SPN, and some coincide with IATA codes of non-US airports.


title: IATA airport code

text: Canada's unusual codes–which bear little to no similarity with any conventional abbreviation to the city's name–such as YUL in Montréal, and YEG in Edmonton, originated from the two-letter codes used to identify weather reporting stations in the 1930s. The letters preceding the two-letter code follow the following format:


title: IATA airport code

text: Most large airports in Canada have codes that begin with the letter "Y", although not all "Y" codes are Canadian (for example, YUM for Yuma, Arizona, and YNT for Yantai, China), and not all Canadian airports start with the letter "Y" (for example ZBF for Bathurst, New Brunswick). Many Canadian airports have a code that starts with W, X or Z, but none of these are major airports. When the Canadian transcontinental railways were built, each station was assigned its own two-letter Morse code. VR stands for Vancouver, TZ Toronto, QB Quebec, WG Winnipeg, SJ Saint John, YC Calgary, OW Ottawa, EG Edmonton, etc. When the Canadian government established airports, it used the existing railway codes for them as well. If the airport had a weather station, authorities added a "Y" to the front of the code, meaning "Yes" to indicate it had a weather station or some other letter to indicate it did not. When international codes were created in cooperation with the United States, because "Y" was seldom used in the US, Canada simply used the weather station codes for its airports, changing the "Y" to a "Z" if it conflicted with an airport code already in use. The result is that most major Canadian airport codes start with "Y" followed by two letters in the city's name: YOW for Ottawa, YWG for Winnipeg, YYC for Calgary, and YVR for Vancouver, whereas other Canadian airports append the two-letter code of the radio beacons that were the closest to the actual airport, such as YQX in Gander and YXS in Prince George.


title: IATA airport code

text: Four of the ten provincial capital airports in Canada have ended up with codes beginning with YY, including YYZ for Toronto, Ontario, YYJ for Victoria, British Columbia, YYT for St. John's, Newfoundland, and YYG for Charlottetown, Prince Edward Island. Canada's largest airport is YYZ for Toronto–Pearson (As YTZ was already allocated to Toronto City Airport, the airport was given the station code of Malton, Mississauga, where it is located.) YUL is used for Montréal–Trudeau (UL was the ID code for beacon in the city of Kirkland, now the location of Montréal–Trudeau). While these codes make it difficult for the public to associate them with a particular Canadian city, some codes have become popular in usage despite their cryptic nature, particularly at the largest airports. Toronto's code has entered pop culture in the form of "YYZ", a song by the rock band Rush which utilizes the Morse code signal as a musical motif. Some airports have started using their IATA codes as brand names, such as Calgary International Airport (YYC) and Vancouver International Airport (YVR).


title: IATA airport code

text: Numerous New Zealand airports use codes that contain the letter Z, to distinguish them from similar airport names in other countries. Examples include HLZ for Hamilton, ZQN for Queenstown, and WSZ for Westport.


title: IATA airport code

text: Predominantly, airport codes are named after the first three letters of the city in which it is located—ATL for Atlanta, IND for Indianapolis, ASU for Asunción, MEX for Mexico City, DEN for Denver, IST for Istanbul; or a combination of the letters in its name, ALA for Almaty (formerly known as Alma-Ata), ORK for Cork, EWR for Newark, GDL for Guadalajara, JNB for Johannesburg, HKG for Hong Kong, SLC for Salt Lake City and WAW for Warsaw. Some airports in the United States retained their NWS codes and simply appended an X at the end, such as LAX for Los Angeles, PDX for Portland, and PHX for Phoenix.


title: IATA airport code

text: Sometimes the airport code reflects pronunciation, rather than spelling, such as NAN, which reflects the pronunciation of "Nadi" as in Fijian, where "d" is realized as the prenasalized stop .


title: IATA airport code

text: For many reasons, some airport codes do not fit the normal scheme described above. Some airports, for example, cross several municipalities or regions, and therefore, use codes derived from some of their letters, resulting in DFW for Dallas/Fort Worth, DTW for Detroit–Wayne County, LBA for Leeds–Bradford (Airport), MSP for Minneapolis–Saint Paul, and RDU for Raleigh–DUrham. Other airports—particularly those serving cities with multiple airports—have codes derived from the name of the airport itself, such as JFK for New York's John F. Kennedy or CDG for Paris' Charles de Gaulle (see below). In some cases, the code comes from the airport's unofficial name, such as Kahului Airport's OGG (for local aviation pioneer Jimmy Hogg).


title: IATA airport code

text: In large metropolitan areas, airport codes are often named after the airport itself instead of the city it serves, while another code is reserved which refers to the city itself which can be used to search for flights to any of its airports. For instance:


title: IATA airport code

text: Or using a code for the city in one of the major airports and then assigning another code to another airport:


title: IATA airport code

text: When different cities with the same name each have an airport, they need to be assigned different codes. These are some examples:


title: IATA airport code

text: Sometimes, a new airport is built, replacing the old one, leaving the city's new "major" airport (or the only remaining airport) code to no longer correspond with the city's name. The original airport in Nashville, Tennessee, was built in 1936 as part of the Works Progress Administration and called Berry Field with the designation, BNA. A new facility known as Nashville International Airport was built in 1987 but still uses BNA. This is in conjunction to rules aimed to avoid confusion that seem to apply in the United States, which state that "the first and second letters or second and third letters of an identifier may not be duplicated with less than 200 nautical miles separation." Thus, Washington, D.C. area's three airports all have radically different codes: IAD for Washington–Dulles, DCA for Washington–Reagan (District of Columbia Airport), and BWI for Baltimore (Baltimore–Washington International, formerly BAL). Since HOU is used for William P. Hobby Airport, the new Houston–Intercontinental became IAH. The code BKK was originally assigned to Bangkok–Don Mueang and was later transferred to Suvarnabhumi Airport, while the former adopted DMK. The code ISK was originally assigned to Gandhinagar Airport (Nashik's old airport) and later on transferred to Ozar Airport (Nashik's current airport). Shanghai–Hongqiao retained the code SHA, while the newer Shanghai–Pudong adopted PVG. The opposite was true for Berlin: the airport Berlin–Tegel used the code TXL, while its smaller counterpart Berlin–Schönefeld used SXF; the Berlin Brandenburg Airport has the airport code BER, which is also part of its branding. The airports of Hamburg (HAM) and Hannover (HAJ) are less than apart and therefore share the same first and middle letters, indicating that this rule might be followed only in Germany.


title: IATA airport code

text: Many cities retain historical names in their airport codes, even after having undergone an official name/spelling/transliteration change:


title: IATA airport code

text: Some airport codes are based on previous names associated with a present airport, often with a military heritage. These include:


title: IATA airport code

text: Some airports are named for an administrative division or nearby city, rather than the one they are located in:


title: IATA airport code

text: In Asia, codes that do not correspond with their city's names include Niigata's KIJ, Nanchang's KHN, Pyongyang's FNJ, and Kobe's UKB.


title: IATA airport code

text: EuroAirport Basel Mulhouse Freiburg, which serves three countries, has three airport codes: BSL, MLH, EAP


title: IATA airport code

text: Some European cities have a different name in their respective language than in English, yet the airport code represents "only" the English name. Examples include:


title: IATA airport code

text: There are several airports with scheduled service that have not been assigned ICAO codes that do have IATA codes. For example, several airports in Alaska have scheduled commercial service, such as Stebbins and Nanwalek, which use FAA codes instead. There are also airports with scheduled service for which there are ICAO codes but not IATA codes, such as Nkhotakota Airport/Tangole Airport in Malawi or Chōfu Airport in Tokyo, Japan. There are also several minor airports in Russia (e.g. Omsukchan Airport) which instead use internal Russian codes for booking. Flights to these airports cannot be booked through the international air booking systems or have international luggage transferred there, and thus, they are booked instead through the airline or a domestic booking system. Thus, neither system completely includes all airports with scheduled service. Several heliports in Greenland have 3-letter codes used internally which might be IATA codes for airports in faraway countries.


title: IATA airport code

text: Some airports are identified even in the colloquial speech by their airport code. The most notable examples are LAX, DFW and JFK.


title: Diablo Immortal

text: Diablo Immortal is a free-to-play, massively multiplayer online action role-playing video game developed by Blizzard Entertainment and NetEase. An installment in the "Diablo" series, it is set between the events of "Diablo II" and "Diablo III". Players control a character of their chosen classBarbarian, Wizard, Monk, Necromancer, Demon Hunter, or Crusaderwho must locate and destroy hidden shards of the Worldstone, to prevent Skarn, the Lord of Damnation, from destroying the world of Sanctuary.


title: Diablo Immortal

text: Development of "Diablo Immortal" began with the aim of creating a "Diablo" game centered around touch controls for those who predominantly played on mobile, but was later expanded to also support game controllers and PC. The game incorporates a business model which allows players to unlock content through microtransactions, though almost all content can also be obtained through gameplay without paying.


title: Diablo Immortal

text: The announcement of "Diablo Immortal" at BlizzCon in 2018 was met with a largely negative response from "Diablo" fans, who had anticipated an installment designed for PC. It was released on Android and iOS on June 2, 2022 for countries mainly outside of the Asia-Pacific region, with a beta release for Windows on the same date. The game's Asia-Pacific release was delayed several days before its original date, with most releases taking place on July 8, 2022, and its China launch on July 25, 2022.


title: Diablo Immortal

text: "Immortal" received mixed reviews, with praise for its combat, graphics, and the adaption of "Diablo" to mobile, while criticism targeted the plot, voice acting, and the game's focus on microtransactions. It became the lowest user rated game on Metacritic in response to microtransactions and the progression system. "Immortal" had the biggest launch in the franchise's history with over ten million downloads, reaching 30 million downloads by the end of July 2022.


title: Diablo Immortal

text: "Diablo Immortal" is a free-to-play massively multiplayer online (MMO) action role-playing game (ARPG), designed initially for play on mobile devices. It is an online-only game, requiring an internet connection during play. The game also features cross-save functionality, linking the player's progress to their Battle.net account and allowing them to continue across multiple devices.


title: Diablo Immortal

text: The fast-paced, arcade-like "Immortal" has many gameplay similarities to "Diablo III" (such as destructible environments); however, while it retains the vibrant art style of "Diablo III", the game's tone is closer to the more somber style of "Diablo II". It features the isometric graphic style common to games in the series.


title: Diablo Immortal

text: Many of the game's activities are designed to be small in size (Blizzard advise that dungeons, though similar to those from the prior games, average 10–15 minutes in length, with shorter activities lasting 1–5 minutes), so they can fit with the shorter play sessions common to mobile gaming; however, unlike many games in the free-to-play mobile space, "Immortal" does not feature an "energy" system to limit the amount of free play time available.


title: Diablo Immortal

text: Players can create one or more characters to use within the game. When creating a character, players select one of the game's six character classes: Barbarian, Wizard, Monk, Necromancer, Demon Hunter, and Crusader, each with 12 unlockable skills (from which the player chooses five to use concurrently). For example, the Barbarian class's skills include slamming a hammer and turning into a whirlwind, whereas the Wizard's skills include a beam of electricity that boomerangs back to its source, dealing damage twice. "Charms" can also be acquired within the game and equipped to further increase skill effectiveness and change how they function.


title: Diablo Immortal

text: Unlike previous games in the series, "Immortal" features a "Class Change" system, by which players can change the class of an existing character and receive a new set of "appropriate" items without having to reset their progress (although focusing on a specific class may ultimately yield advantages, such as a broader range of available gameplay styles). The class change option has no in-game or microtransaction cost; however players are limited to using it once per week for a given character.


title: Diablo Immortal

text: The game is designed primarily for touchscreen devices, with virtual controls that overlay the display: a directional thumbstick and skill buttons. Skills feature auto-aim (generally towards the nearest enemy), but the player can manually aim each skill by holding down its corresponding button. Some skills will also "charge" while their button is held, increasing aspects such as damage and area of effect. Alternatively, players can control the game using a connected gamepad: movement and aiming are controlled with the analogue sticks; attacks, potions, and interactions are controlled by the front-facing buttons; and skills are triggered using the top bumpers & triggers (although these bindings can be changed in the game's settings). When played using a mouse and keyboard, "Immortal" supports movement using the WASD keys (a first for PC games in the series), allowing for movement with one hand alongside combat-based commands using the mouse.


title: Diablo Immortal

text: Unlike previous games in the "Diablo" series, mana and other class-specific resources have been removed from "Immortal", in favor of a cooldown-based system for skills (with typical cooldown times ranging from 8–12 seconds). Performing attacks will also fill the character's "Ultimate meter", which, when filled, allows the use of more powerful attacks, amplifying the perks of the character's basic attack, for a limited time period.


title: Diablo Immortal

text: Outside of the game's primary storyline missions, other activities include random quests which appear during exploration, "bounties" (such as defeating specific enemies or creating specific items), "challenge rifts" (randomly-generated, time-limited dungeons with ever-increasing levels of difficulty), and "elder rifts". Elder rifts are similar to challenge rifts, but can be modified using "crests" (available on a daily basis) and "legendary crests" for greater reward, the latter of which guarantee a "legendary" (i.e. top-level) gem upon completion.


title: Diablo Immortal

text: The "Helliquary" is a feature which unlocks by player level 45. Players gain the ability to hunt, trap, and then defeat "boss demons" (each with a recommended offense and defence rating) as part of 8-player raids. Defeating these enemies earns players trophies, which they can place within their Helliquary, granting permanent character bonuses. The development team intend for the game to introduce a new boss each month.


title: Diablo Immortal

text: In the "Legacy of the Horadrim", players are rewarded for completing specific in-game achievements with "vessels". These items can be inserted into a shrine under Westmarch to unlock character bonuses. Located close to the shrine is a daily-refreshing dungeon, which can be cleared to gain resources for enhancing the vessels to gain additional bonuses.


title: Diablo Immortal

text: Through gameplay, characters earn experience points, which allow them to increase their level. As characters increase in level, they become more powerful, earning new skills and increasing the power of existing skills. Each character class has its own system of progression.


title: Diablo Immortal

text: Once a player's character has reached the game's level cap (which is 60 at launch, though Blizzard has announced plans to increase this later), they can achieve additional "paragon levels", which can be invested into one of four categories (each with their own talent tree of 100 levels): Survivor (increasing odds of survival), Treasure Hunter (increased odds of finding gold and other in-game items), Vanquisher (increasing combat effectiveness against non-player enemies), and Gladiator (increasing combat effectiveness against other players). Blizzard has stated that it plans to add additional paragon trees to the game following its initial release. Higher paragon levels can also result in players finding items with higher statistics than the base versions.


title: Diablo Immortal

text: Defeated enemies and opened treasure chests drop items ("loot"), and NPCs sell similar items in exchange for the in-game currency of gold. Some loot items are also specific to particular enemies. These items can be equipped via a pop-up button or via the game's inventory screen. Such equipment can also be made more powerful by inserting "gems", and via the game's "rank up" system, which uses materials salvaged from other items to make "rare" and "legendary" level items more effective. Such ranks also be transferred from one item to another, ensuring that resources can be invested in progress even prior to acquiring a specific item. Once a legendary-level gem reaches rank 10, it can be used to "awaken" the item it's inserted into, resulting in improved bonuses and a new appearance (such as flames, or swirls of energy). Players can also use any additional legendary gems in their possession to "resonate" with others, increasing both their bonus and cosmetic effect.


title: Diablo Immortal

text: Players can also obtain items that belong to a set from specific locations in the game. Item sets in "Immortal" occupy the six "secondary" slots (hands, feet, neck, waist, and two rings). Equipping two, four, or six items from the same set yields additional bonuses that grant non-class-specific benefits, such as increased healing or extra damage dealt.


title: Diablo Immortal

text: In addition to items which change character statistics, the game also offers purely cosmetic items, which can be equipped to change the appearance of a character without altering gameplay. Some cosmetic items are available for specific factions to unlock for free by raising their "Dominance" statistic to specific levels.


title: Diablo Immortal

text: The game features a cross-player "marketplace" in which players can buy and sell materials and gems; however, to avoid repeating controversial issues from the "auction house" feature in "Diablo III", the marketplace does not allow purchase or trading of equipment items, which must be earned through gameplay.


title: Diablo Immortal

text: Although all of "Immortal"'s core activities can be completed by a solo player, in the style of other MMO games, players can encounter each other when exploring. They can also form temporary parties of up to four players, or create more permanent "Warbands" of up to 8 players, to play through "dynamic events" together. Warbands can also occupy and explore the "Castle Cyrangar" location together, to earn additional benefits. Some of the high-level in-game dungeons and enemies are designed specifically to be tackled by groups of players cooperatively. These gameplay elements are similar to Blizzard's long-running MMO, "World of Warcraft".


title: Diablo Immortal

text: The game also provides voice chat features, allowing players to communicate both with other members of their party, and with a broader range of players via "public" channels. "Immortal" also features clans for bringing together larger groups of players.


title: Diablo Immortal

text: "Immortal" supports cross-platform-play; however, players must be on the same in-game server in order to interact. A player character can be transferred between servers for free on the first occasion, with each subsequent transfer requiring a one-off purchase (and a wait period of 30 days).


title: Diablo Immortal

text: In addition to cooperative multiplayer elements, the game also features competitive PVP. For example, some areas of the game feature treasure chests which respawn on a timed basis and can only be opened by the last player left alive in the area. Another PVP feature is "Battleground", an 8 vs. 8 mode, with a player ranking system. The "attackers" are charged with—in order—destroying three "Sacred Guardians", escorting at least one of two "Zealous Idols", and destroying the other team's "Ancient Heart", with a separate time limit for each phase. The "defenders" win if they prevent any of those three tasks from being completed or tally enough opponent kills across all three phases.


title: Diablo Immortal

text: The "Cycle of Strife" is an optional PVP system open to all players who have reached "Immortal's" "endgame" phase. Each of the game's servers allows up to 300 players within the "Immortals" faction, but an unlimited number of players to opt in as part of the "Shadows" faction. The feature is entirely optional for players; any players who do not opt in during a specific cycle are simply designated "Adventurers" not affiliated with either group.


title: Diablo Immortal

text: Shadows players attempt to displace the current "Immortal" players by changing their clans to "Dark Clans" and participating in the Shadows' activities. Immortals players also have designated activities, distinct from those of the Shadows. For example, Immortal players can participate in "Kion's Ordeal": a 48-player raid, with four groups of 12 players fighting four bosses simultaneously. Loot earned from elder rifts by Kion's Ordeal players is added to a vault, which gets handed out to Immortals players on a weekly basis. Shadows activities include "Raid the Vault", where 4 players attempt to steal from the Immortals' vault (beginning with PVE gameplay, until the Immortals send players to defend the vault).


title: Diablo Immortal

text: The "Wall of Honor", which is located in Westmarch for all players to view, details achievements of all Immortal faction leaders and their four lieutenants.


title: Diablo Immortal

text: Once the Shadows reach a sufficient level of progression, this will trigger "Rite of Exile" where the Dark Clans battle against each other. Victors from the Rite of Exile proceed to the "Challenge of the Immortal", whereby the top player from the Immortals is transformed into a boss (with powerful skills exclusive to that form), and must battle against the top 30 Shadow players in a 30 vs. 1 format. If the Immortal player defeats all 30 Shadows, the structure of these factions remains unchanged; however, if the Shadows are victorious, all 30 players are resurrected and must battle against each other in a battle royale to determine which Dark Clan becomes the new Immortals faction (with the victorious player becoming the new top Immortal, all other players being returned to "Adventurer" designation), at which point a new cycle begins.


title: Diablo Immortal

text: Part of the "Diablo" series, "Immortal" takes place in the series' world of Sanctuary and is set 5 years after the events of "Diablo II", but prior to "Diablo III". Players begin their adventure in the town of Wortham, which is being threatened by cultists and the undead. They learn from recurring "Diablo" character Deckard Cain that they must locate and destroy shards of the Worldstone across the world of Sanctuary in order to prevent a world-threatening disaster, masterminded by the game's initial antagonist Skarn, the "Lord of Damnation."


title: Diablo Immortal

text: This journey continues into areas including the city of Westmarch (which serves as the game's main location for trade and social activities), Ashworld Cemetery, Dark Wood, the Shassar Sea, Mount Zavain (location of the Sanctified Earth Monastery), the Frozen Tundra (populated by Barbarian tribes), and the Stormpoint prison island.


title: Diablo Immortal

text: Other aspects of the game's plot focus on conflict between the "Immortals" (a group dedicated to the protection of Sanctuary) and the "Shadows" (a secret group established to test the Immortals) in what is known as the "Cycle of Strife". In the words of the game's principal designer, Scott Shicoff:"A long time ago, there was a powerful individual called Daedessa the Builder… she wanted to protect Sanctuary from demonic invasion but she wasn't a fighter. She was, however, a master crafter, and she created a powerful artifact called the Eternal Crown. She gave it to her son Kion… and charged him with forming a group whose sole purpose would be the protection of Sanctuary from the Burning Hells. Kion took this powerful artifact and created a guardian group which he called the Immortals.


title: Diablo Immortal

text: "Daedessa knew that power, especially that kind of power, can lead to complacency and corruption for even the best or most well-intentioned individuals like her son. So she gave her daughter Akeba a secret heavy burden. It would be Akeba's job to make sure that the Immortals would never falter or waver. That they were always worthy and capable of defending Sanctuary, as they were charged. So working in secret, Akeba found those brave enough to help her constantly test and challenge the Immortals. They would look for cracks and weaknesses and they would do everything they could to make sure the elite defenders of Sanctuary were always up to the task. She called this group the Shadows.


title: Diablo Immortal

text: "And should the Shadows ever prove stronger and more capable, they would overthrow the current reign and take up the Eternal Crown as the new Immortals. Which, of course, they eventually did, with Akeba becoming the next Immortal. But Akeba could never get too comfortable because she knew that as she rose up, so too would new Shadows to make sure she was always worthy of her station. And thus the Cycle of Strife was born."


title: Diablo Immortal

text: Although free-to-play, "Immortal" features in-game microtransactions using real-world currencies. Blizzard has stated that these transactions are optional, and not required in order to access any core gameplay. According to "Diablo" general manager Rod Fergusson, "You can play every aspect of this game for free. You can play the entire campaign for free, you can play raids and the Cycle of Strife and everything, for free. And we're going to support it with new zones and dungeons and new character classes post-launch for free." Mike Ybarra, president of Blizzard, slightly amended this statement, saying that players "can literally do 99.5% of everything in the game" without spending real money.


title: Diablo Immortal

text: The in-game marketplace's currency of "platinum" can be obtained through free gameplay and the selling of materials, or via in-game purchase (though there is not an option to convert this back into currency outside of the game). Other in-game purchases, such as the "Boon of Plenty" (which has a fixed monthly limit), can be used to acquire the in-game currency of "eternal orbs" (a premium in-game currency used to purchase items such as cosmetics and platinum) and "legendary crests" (items used to improve the volume and rarity of rewards gained when completing "rift" dungeons; such as "legendary gems", for improving equipment). The legendary crest system has been classified as a "loot box" process, because of the random nature of their rewards.


title: Diablo Immortal

text: As an alternative to microtransactions, players can also earn "Telluric Pearls" through in-game rewards, then use them to craft powerful "5-star" legendary gems.


title: Diablo Immortal

text: In addition to level-based progressions, the game also features a Battle Pass reward system, which grants significant experience points, making it a way to speed up character progression (especially during the end-game content, once players have reached the level cap). The battle pass is leveled up by completing activities such as bounties, dungeons, and rifts. It is tied to seasons, within which there are both free and paid tiers available, with the paid tier focusing on additional opportunities to earn in-game currencies.


title: Diablo Immortal

text: Blizzard confirmed that seasons which encourage players to create a new character each time (as seen in "Diablo III") are not planned for "Immortal", which will focus instead on the concept of players retaining a single long-term character.


title: Diablo Immortal

text: "Immortal" was co-developed by Blizzard Entertainment and NetEase, the latter being Blizzard's partner for Chinese market releases. Blizzard intended to bring the core "Diablo" experience to the smartphone platform, making interface design choices to best fit that experience to the medium, including gameplay concepts that were unavailable to prior "Diablo" titles. By designing for a smartphone gaming audience, "Immortal" was intended to reach demographics and geographic regions that use mobile phones as their primary gaming platform, and therefore may not otherwise interact with "Diablo" in other formats. The game's director, Wyatt Cheng, and its senior combat designer, Julian Love, both worked previously on "Diablo III", and included elements to "Immortal" which they were not able to include within its predecessor.


title: Diablo Immortal

text: The game was first announced during the opening ceremony of BlizzCon in November 2018, where the release platforms were confirmed as Android and iOS, with cross-platform play and progression carry-over between the two. Blizzard also announced plans to keep the "Immortal" experience fresh after its initial release with the regular addition of stories and characters. Shortly after the game's announcement, Blizzard began allowing players to pre-register on the game's website for admission to playtest the future beta version.


title: Diablo Immortal

text: In February 2019, NetEase's CFO, Yang Zhaoxuan, stated that the game was "pretty much ready" and still planned for a 2019 release; however, he also stated that Blizzard would be the ones to determine the exact release timetable. In November 2019, during BlizzCon, Blizzard posted an update on its official blog, confirming that "Immortal" was still in development; however, it stated that there was still no specific release date for the game, because "It takes significant time to meet the Blizzard quality level we're aiming for, and we have a lot of ambitious goals for "Diablo Immortal"." Additional details confirmed in the post included that the game would feature six playable classes (Barbarian, Crusader, Demon Hunter, Monk, Necromancer, and Wizard) and chargeable, class-specific 'ultimate' abilities.


title: Diablo Immortal

text: At the start of August 2020, at ChinaJoy, Blizzard and NetEase released a new gameplay trailer for "Immortal", showcasing each of the six playable classes, and featuring the first appearance of Baal, one of the main antagonists from "Diablo II" and its expansion, "". The trailer also revealed improvements to the game's graphics and character models, which had been implemented since the release of previous promotional material.


title: Diablo Immortal

text: A "very limited" public alpha demo of the game took place from December 2020 until January 2021, featuring its first 45 character levels and four of the six playable classes. The alpha was released specifically for players in Australia on Android devices; however, some media outlets were also given access. Character progression from the alpha cannot be carried over into the full game. During a question & answers session at BlizzConline (an online-only version of BlizzCon, due to the COVID-19 pandemic) in February 2021, the development team confirmed that the game's next phase would be an additional alpha, likely featuring the game's full launch level cap (60 levels), additional story elements, and all six playable classes. During this discussion, the team also confirmed that they were working to bring game controller support to "Immortal", alongside its on-screen virtual controls, and that they plan to introduce additional classes and locations (all free for every player) after the game's initial release.


title: Diablo Immortal

text: In further February 2021 interviews, development team members stated that although they remained focused on mobile platforms, they were "not necessarily going to block" efforts by others to emulate it on other devices. They also confirmed the game to be based on a brand new engine, not used for any previous NetEase games, with the same quality standards as other Blizzard-developed games:"Game development at Blizzard is all about making sure that we ask ourselves the questions, like 'is this good enough?' That's sometimes why it takes a long time for us to make what we make ... [NetEase] completely subscribe to our commitment to quality, which was a pre-requisite to having this partnership ... This is an engine that NetEase is using for the first time. It wasn't [used for] any of those previous games people are comparing it to. It's being built from scratch on a new engine, and it's not a re-skin of Diablo III ... It is a wholly new game that we've built."The team also revealed how they had made player feedback a core component of the alpha test, implementing a system which allowed them to look at all of the feedback submitted through the in-game feedback tool:"At the end of our Technical Alpha, we looked at every single piece of feedback we got ... We basically did a summit where we had all the team on a Zoom, and I was sharing my screen, and we just went line-by-line ... In the end, we do have to make a judgment call, but we really do value that kind of feedback, especially when we see clear trends over multiple players. And we're also looking at Reddit and other community channels to get anecdotes and other feedback from there, as well."An example given of changes made in response to this feedback was how the team had strengthened the wizard class's ice-based attacks, to support ways in which players wanted to use these skills, and address concerns that the class was "underpowered".


title: Diablo Immortal

text: In April 2021, "Immortal" entered a new closed alpha test, also limited specifically to Android players in Australia. The new test featured addition of the game's Crusader class, a raise of the character level cap to 55 (compared to 60 from the full game), and introduction of the "Cycle of Strife" feature (with the alpha lasting "at least a month" to allow sufficient testing of this new gameplay element). At the beginning of this second alpha, the game's director, Wyatt Cheng, confirmed that there would be a minimum of one further testing phase (with the full level cap of 60) before the game's release.


title: Diablo Immortal

text: During its first quarter financial earnings release in May 2021, parent company Activision Blizzard confirmed "Immortal" to be "on track for global release later [in 2021]," although no specific release window for the game was stated; however, in August 2021, Blizzard announced that the game had been delayed until the first half of 2022. The update indicated that the delay was to allow more time for gameplay improvements following alpha testing feedback, such as making the Cycle of Strife feature "more accessible", making the Helliquary and bounties "more engaging", adding controller support, and making alterations to character progression systems.


title: Diablo Immortal

text: A closed beta version of "Immortal" launched on October 28, 2021, with an intended duration of "just under three months", solely for Android players in Australia and Canada (expanding in the weeks after to Korea, Japan, and China). This new version of the game added in the Necromancer class (the final of the game's planned launch classes), a new "Hell IV" difficulty level (with improved rewards for higher difficulties), the "Legacy of the Horadrim" feature, and the first iteration of game controller support (a work-in-progress "early test" version of the feature, supporting character movement and combat via a limited range of controllers, but requiring players to navigate menus using the touchscreen). Additional gameplay systems added in the beta included "awakening" and "resonance" for legendary gems, and item sets.


title: Diablo Immortal

text: The beta also added a player ranking system and corresponding rewards to the 8 vs. 8 "Battlegrounds" mode, and significantly changed the end of the "Cycle of Strife", shifting it from a series of 8 vs. 8 battles (featuring the strongest eight members of the top ten Dark Houses against the best players within the Immortals) to a new system called "Challenge of the Immortal": a 30 vs. 1 battle centred around the top Immortal player. The structure of the "Helliquary" feature was also changed: these enemies, which could previously be defeated by solo players, were changed to 8-player raid events, with a strong focus on teamwork.


title: Diablo Immortal

text: In-game purchases were made available for the first time during the beta. Although any purchases made during the beta will not carry over to the full version, players making purchases during the beta were to receive equal credits back to their account once the testing period completes.


title: Diablo Immortal

text: In February 2022 (following completion of the beta in January), game director Wyatt Cheng and senior system designer Kris Zierhut posted on the game's official website stating that they would be making multiple additional changes based on player feedback. These changes included shifting bounties to single-player experiences (to avoid players feeling like groups were forced together), balancing the difficulty of "Helliquary" raid bosses, refining controller support, finalizing the "Paragon" system (to prevent players progressing too quickly ahead of others), and re-evaluating the "Boon of Plenty" micro-transaction to increase its value. Further changes were also announced for the Cycle of Strife (with additional changes to be announced later), including the consolidation of clans and "Dark Houses" into a single entity (describing the existence of separate, temporary social groups a "a jarring upheaval to your social system and network of players"). The post reiterated a target launch for the game at some stage in 2022.


title: Diablo Immortal

text: On March 28, 2022, Blizzard commenced iOS pre-orders for "Immortal" (to match Android pre-registrations, which had already gone live), with a new trailer showcasing exclusive in-game "Horadrim" cosmetics that would be made available to all players (provided that they complete the tutorial within 30 days of launch) if the game reached 30 million pre-registrations before release. The corresponding App Store listing for the game specified a release date of June 30, 2022; however, later the same day, Blizzard clarified that this was only a placeholder date while they "lock in" plans for the game's release. During this time period, Blizzard also revealed that the game would allow players to change the class of an existing character without losing their prior progress.


title: Diablo Immortal

text: On April 25, 2022, Blizzard shared a new trailer for "Immortal", announcing its release date of June 2, 2022. As part of this announcement, they also unveiled that an open beta for Windows versions of the game would begin on the same date (with all of the mobile version's content and features, plus all progress and purchases carrying over to the full version). It was confirmed that full cross-play and cross-save support would exist across these platforms. Blizzard also released a statement regarding their decision to release the game on PC, despite previously stating it would be mobile exclusive:"On one hand, we felt that we wouldn't be doing the title justice by releasing a game originally designed for mobile on PC, on the other hand, we wanted to make sure the game reached as many players as possibleespecially our most dedicated PC fans. The deciding factor was that we knew many of you would attempt to play this game through an emulator, thus leading us towards building a better experience."In an interview with GameSpot, the game's senior designer, Scott Burgess, added that they had taken "so long" to announce the game's PC version because they "wanted to make sure the polish of the game was at a point where we were happy with it and happy to release it simultaneously with the mobile launch."


title: Diablo Immortal

text: The release version of the game was expanded to include support for a number of additional controllers compared with its beta versions, including the PlayStation 5's DualSense, the Rotor Riot, and the SteelSeries Nimbus.


title: Diablo Immortal

text: PC pre-loading for the game began on May 26, 2022, alongside Blizzard's "roadmap to hell," detailing the game's rollout schedule. This included confirmation that although it would launch on June 2 for most regions, "Immortal" would launch on June 23 for countries in the Asia Pacific region such as Hong Kong, Indonesia, Singapore, and Thailand, and that it would only be available on PC for players in Vietnam. It was also confirmed that it would launch with native voice chat transcription and speech-to-text accessibility options. In the following days, it was revealed that the game would not be launching in Belgium and the Netherlands, due to "current operating environment for games in those countries," specifically their tighter laws regarding loot boxes.


title: Diablo Immortal

text: Blizzard supplied reviewers for the game with Razer Kishi controllers, which attach to smartphones to provide a hardware experience similar to handheld gaming consoles such as the Nintendo Switch or Steam Deck. In an interview with The Washington Post, game director Wyatt Cheng said that he believed "...'Diablo Immortal' is going to change a lot of people's minds on what they think of as a mobile game. That was one of our goals since the beginning. Let's elevate the standards for what people can expect from a mobile game."


title: Diablo Immortal

text: As previously indicated by Blizzard, The mobile version of the game became available for some markets a day ahead of the official June 2 release date.


title: Diablo Immortal

text: In September 2022, the game received an official tie-in promotion with Burger King in Japan. This promotion featured a limited-time spicy garlic cheeseburger and a giveaway of three t-shirts with a chibi-style cartoon of in-game enemy "The Butcher" (drawn by manga artist Bkub Okawa).


title: Diablo Immortal

text: On June 15, 2022, "Immortal's" official account on Chinese social media website Weibo was reportedly banned from the service for "violating relevant laws and regulations," with publications speculating that this was due to an alleged, since-deleted post from the account making reference to Winnie the Pooh (a popular method for criticizing Chinese leader, Xi Jinping). Four days later, it was announced that the game's release in Asia-Pacific markets (originally scheduled for June 23, 2022) would be delayed for developers to "[make] a number of optimization adjustments," including "support for a wider range of models and devices ... experience, network and performance optimisations, and more."


title: Diablo Immortal

text: Following the delay, NetEase promised players an "exclusive thank-you package containing legendary equipment" as an apology, and provided an updated release window of July 8 for impacted markets such as Hong Kong, Indonesia, Macao, Malaysia, the Philippines, Singapore, Taiwan, and Thailand; however, no new release date for China (which had received over 15 million pre-registrations) was confirmed at the time. NetEase's share price fell significantly in the days following these events.


title: Diablo Immortal

text: The following month, NetEase confirmed the game's updated China release date of July 25, 2022. Sources cited by "Bloomberg" indicated that this date was still "subject to last-minute changes"; however, the release went ahead as planned. Due to the ongoing ban of the game's Weibo account, NetEase did not make any social media announcement for the updated launch date (though did set up pre-launch marketing pages on the App Store and TapTap online game stores). On the first two days of release, Immortal was first place in the country's iOS video game downloads, with some players on popular regional servers experienced queues of over 5,000 people.


title: Diablo Immortal

text: Following a "Season 2" update on July 7, 2022 (focused on a new Battle Pass, and new Helliquary boss, and new cosmetic items), "Immortal's" first new feature was added on July 20, granting player's access to the "Class Change" feature, swapping their character's class for free, without losing their prior progress.


title: Diablo Immortal

text: In mid-August 2022, additional game modes were added in the form of limited-time events, including the "Fractured Plane" (a roguelike mode where players enter a 15-floor dungeon, starting with a basic set of skills and equipment, then salvaging better items or purchasing them using looted "shadow coins") and the "Echo of the Immortal" (a PVP mode allowing non-Immortal players to play a match similar to "Challenge of the Immortal").


title: Diablo Immortal

text: "Immortal's" first "major" update was released in late September 2022. This "Forgotten Nightmares" update introduced a new dungeon and a new system for warband groups to occupy and explore a new location called "Castle Cyrangar." In the following month, Blizzard also added a means for players to earn "Telluric Pearls:" a new resource for crafting 5-star legendary gems without making in-game purchases.


title: Diablo Immortal

text: In response to one of the game's "top requested changes from our community," the ability to transfer characters between in-game servers was added in October 2022, alongside the announcement that the game would be merging servers to achieve higher player counts in each (such as the 12 servers in each North American data center being merged into four groups of three).


title: Diablo Immortal

text: The first additional in-game location for "Immortal", the "salt-scrubbed prison island" of Stormpoint, was announced during a developer Q&A post, which confirmed that it would "expand the story of Diablo Immortal and introduce a new questline," whilst also featuring "more farming opportunities, bounties, and unique zone-wide events." The new location was released on 14 December 2022, as part of the game's second "major content update," named "Terror's Tide." This update also introduced the option for players to re-customize the appearance of their characters, plus additional "Hell" difficulty levels (tied more closely to Paragon and Helliquary progression systems).


title: Diablo Immortal

text: Response to "Immortal's" announcement at BlizzCon 2018 was largely negative. While traditional gaming audiences often express skepticism towards mobile versions of game franchises, the "Diablo" series community's discontent was compounded by their anticipation for a larger announcement. They expressed their discontent through online channels, likening "Immortal" to a "reskin" of prior NetEase games, such as "Crusaders of Light" and "Endless of God". Later in the same day, developers participated in a Q&A with attendees. Two particular questions leveled at Wyatt Cheng, Principal Game Designer at Blizzard, drew significant attention from media and audiences alike, with one attendee asking if the announcement was an "out of season April Fools' joke", and another asking if there was a possibility for a PC release, leading to the crowd booing when the answer was negative.


title: Diablo Immortal

text: Blizzard responded to the announcement's reception the following day, stating that "Immortal" is but one "Diablo" series game in active development, and pointing to the company's multi-platform development experience and the success of the mobile version of "Hearthstone" as evidence of their capacity to overcome uncertainty and do right by their core audience. They also addressed a rumor that they had withheld announcement of a main "Diablo" sequel due to the negative response at "Immortal"'s reveal:"First off we want to mention that we definitely hear our community. We generally don't comment on rumors or speculation, but we can say that we didn't pull any announcements from BlizzCon this year or have plans for other announcements. We do continue to have different teams working on multiple unannounced Diablo projects, and we look forward to announcing when the time is right."Following the announcement, Activision Blizzard's stock fell 7% on the first weekday of trading. Later in November 2018, newly-appointed Blizzard president, J Allen Brack, thanked fans for their feedback, because it showed their love for the franchise:


title: Diablo Immortal

text: "I think it's clear there's a lot of players who are eager for more Diablo PC and console content. That came through loud and clear from BlizzCon. Frankly, we feel fortunate to have a community that cares so much about that franchise. The commitment and the engagement of our community is one of the things that makes Blizzard very special and something that we really appreciate.


title: Diablo Immortal

text: "We feel that Diablo Immortal is going to deliver a very authentic Diablo experience, and we're not going to compromise on that mission ... Launching the game is only going to be the beginning. There's going to be ongoing support. We're only going to release the game when we feel like it is meeting the community's very high standards. In the end, Diablo Immortal is going to fulfil that, and we think that people are going to experience it, and we think they're going to love it."


title: Diablo Immortal

text: Previews based on the game's earliest demos in 2018 included both positive and negative sentiment. "Mashable", for example, described the game as "a lot of fun" and praised its visual style compared to "Diablo III", while "GameSpot" and "VentureBeat" cited its many unknown factors (especially how its business model would work, which Blizzard was unable to confirm at the time) as one of the biggest areas of concern. Some writers expressed approval for its controls, its interface having been tested by prior NetEase games, although "Polygon" noted difficulties with the precision aiming of abilities, and "Kotaku" felt it to be "occasionally slow to respond." Multiple writers felt that where "Immortal" captured the series' look and feel, it omitted some of its core tenets, or as "Polygon" put it, "Diablo" "soul". Although the mobile game captured the basic "Diablo" experience, the reviewers questioned whether the new entry had enough new content to remain fresh. In these early previews of the game, newly equipped items did not change the visual appearance of the player's character, which also received criticism; however, this feature was added by the time of the game's subsequent alpha demo.


title: Diablo Immortal

text: In contrast to those from 2018, previews based on the game's late 2020 alpha featured a higher level of positivity: "IGN", described "Immortal" as offering a "fully fledged new Diablo" experience, and "not a watered down mobile lookalike" (a message reinforced by "Eurogamer" and "The Verge", who described it as "[feeling] like a proper Diablo game"). "IGN" made specific callout of the fact that, despite "Immortal" being a free-to-play game, there were no core gameplay elements (such as missions, character progression, or loot items) which required players to spend money. Other areas of praise included the game's combat and art direction (including the look of different equipment items on character models); however, the lack of controller support was identified as a shortcoming. "Game Informer"'s reviewer explicitly stated that the game's new alpha "looks, feels, and plays much closer to a core Diablo title" than the previous demos they had seen; however, they felt that while the game had a number of positives, it made them wish it was available on a non-mobile platform, without virtual touch controls.


title: Diablo Immortal

text: Of the game's 2021 beta version, Anthony Nash of Android Central stated that ""Diablo Immortal" has what it takes to not only deliver an authentic Diablo experience, but to quickly become one of the best Android games available when it launches." Describing it as "a must-play for fans of the series," Nash praised the newly-added necromancer class and the improvements to player vs. player modes compared to the prior alpha. Nick Rego of IGN also praised the beta's improvements over the alpha and its similarity to prior Diablo games, but also noted that "it'll only run as good as the phone you're playing it on, and in-game microtransactions may make you feel like you're missing out on some truly great items." Cam Shea of IGN also praised Immortal's controller support, but noted that it was at odds with the game's strength that, by being mobile, "it can fit into your life wherever you want it to." Shea also offered praise for the virtual controls available, describing them as "intuitive and easy to use", despite considering himself "generally not a fan of virtual analogue sticks and virtual buttons."


title: Diablo Immortal

text: "Diablo Immortal" received "mixed or average" reviews according to review aggregator Metacritic. Common areas of praise included the game's "fun" and "satisfying" combat, graphics, user interface, touch controls, and overall presentation; whereas areas of criticism included the plot, leveling system (citing a need for grinding, particularly for free players), and voice acting.


title: Diablo Immortal

text: During his review, Cam Shea of "IGN" said the game "feels great to play, and for the most part it looks pretty good, too", reiterated his being a "big fan" of the game's touch controls, while also praising the game's streamlined inventory system compared with its predecessors. He also supported Blizzard's claim that the game did not require in-game purchases to enjoy, writing "not once, in more than 20 hours, did I hit any kind of unexpected roadblock where it felt like I was expected to make a purchase to more easily push through."


title: Diablo Immortal

text: Other publications, however, expressed a higher level of concern with the game's monetization methods. "Den of Geek's" Matthew Byrd mentioned that when focusing attention on the "core Diablo Immortal experience... you're able to experience without spending a dime," it is "one of the most substantial mobile games ever made" and "features some of the most impressive presentation values you'll ever find in a mobile game;" however, Byrd also opined that the game's microtransactions are "malicious" and "clearly designed to make free-to-play gamers feel inferior". Similarly, Igor Bonifacic of "Engadget" described "Immortal" as "Blizzard's best and most worrying game in years" and "a more fitting sequel" to its predecessors than "Diablo 3", but also pointed out how "players willing to spend nearly endless amounts of money on the game will be the most powerful", contrasting with the "spirit of the franchise." Maddy Myers of "Polygon" thought "Diablo Immortal" proved that ""Diablo" was made to be a mobile game", but pointed out how microtransactions work "a little too well" with the series formula, writing "[they] do not just feel predatory and manipulative; they feel like the final ingredient that allows an already-addictive series to attain its true form." Tyler Colp of "PC Gamer" said that in regards to the game's microtransactions, "the red flags are big with this one." A number of others expressed mixed or uncertain feelings regarding the game's business model (especially in comparison with some other free-to-play mobile titles) at their time of writing.


title: Diablo Immortal

text: Metacritic's user review score for the PC version reached 0.2/10, making it the site's lowest ever user rating for a game. Criticism targeted the use of microtransactions, with players noting it became increasingly harder to progress through the later stages of the game without paying real-world money, and accused it of being "pay-to-win".


title: Diablo Immortal

text: In the days following "Immortal"s release, publications reported on calculations made by YouTuber Bellular News that it would require approximately of real-world money to fully upgrade a character, or approximately 10 years of play without purchases. The required costs were primarily attributed to the game's highest-level legendary gems not being able to be earned by free-to-play players, while the paid process to obtain them was noted by "Eurogamer" as "randomised and often exceedingly rare". "Game Rant" and other publications, meanwhile, documented that a Twitch streamer had, in an attempt to highlight the design of the progression system, spent NZ$25,166 ($15,997) in the game before receiving any top-level legendary gems. Other players on services such as Twitter and Reddit later revised these estimates to between and , due to the fact that reaching maximum levels of a legendary gem unlocks additional gem slots within items.


title: Diablo Immortal

text: "Video Games Chronicle" reported on the experience of YouTuber Raxxanterax, who noted he had easily lost to a "whale" player, while "PCGamesN" documented the experience of another YouTuber, Wudijo, who had become powerful enough to survive the toughest battles on their server without spending any money (although they did note that not all members of the victorious clan were free-to-play). Later reports also documented the experience of a player who spent "around $100k" on the game and achieved a battleground record too high for the game's matchmaking system to pair them with any other players, thereby preventing them from playing that game mode. Additional negative sentiment was directed at the discovery of hidden caps for in-game rewards, which the game does not make explicit to players. Such caps include a daily limit on the number of "legendary" level items dropped, and on the number of rewards available from side-quests and random events.


title: Diablo Immortal

text: Following the controversy over the game's microtransaction costs, a number of "Immortal's" most notable live streamers and community figures publicly announced their separation from the game. This included a community "Diablo" website announcing that they would be closing their "Diablo Immortal" section and removing all of their previously-published guides for it. The website cited the "predatory pay-to-win system", exploiting "gambling addiction" and "unrewarding gameplay" as the key reasons for the decision, concluding that "we cannot in good faith continue to cover this game".


title: Diablo Immortal

text: In response to negative sentiment around the game's monetization, Blizzard representatives stated that "the monetization comes in at the end game ... hundreds of millions of people can go through the whole campaign without any costs", cited "high user reviews on the App Store" of the game's success, and informed the "LA Times" that "50% of players have never played a Diablo game before" and "the vast majority of players aren't spending money".


title: Diablo Immortal

text: During the initial months after the game's launch, some third-party reseller websites (often supported by proceeds from stolen credit cards) made it possible for players to purchase reduced-price "Eternal Orbs" outside of the game's built-in process; however, in September 2022 (in response to player requests for action, and due to the associated EULA violations), Blizzard removed any orbs from players which were purchased in this manner. Given that many of these orbs had already been spent by players on in-game items, this reduction often resulted in a negative balance, which multiple publications termed "orb debt." For one top player, this debt amounted to the equivalent of approximately –. Blizzard released an official statement to accompany this action:"We have been looking into abnormal Eternal Orb purchases that have been reported among the community, and taken actions to prevent players from purchasing Eternal Orbs through unofficial channels. Investigations have been made for accounts that have participated in these activities, and disciplinary measures were implemented against accounts that were found to have violated the Blizzard End User License Agreement. We will continue to monitor and take actions as needed."Players with such negative balances became unable to join in-game "parties" and other group activities, such as dungeons and rifts; but (following further player requests), Blizzard took additional action in the subsequent weeks, releasing a game update preventing any player in "orb debt" from participating in player-versus-player activities. This was again accompanied by a public statement from Blizzard, saying that "transactions with unauthorized sellers [create] a risk — not only to [a player's] own account, but to our greater player community.”


title: Diablo Immortal

text: Within the first week of release, Blizzard announced "Diablo Immortal" as having the biggest launch in the "Diablo" franchise's history, having reached over ten million downloads. They later announced that, it had reached over 20 million global installs by 24 July, 2022, and over 30 million downloads by July 29, 2022. Activision Blizzard's second-quarter financial results for 2022 (which cited "Immortal" as the reason for its increase from 22 million monthly users to 27 million) indicated that 50% of "Diablo Immortal" player accounts to-date were newly-registered with Blizzard, suggesting (due to Blizzard's player sign-in requirements) that they had likely not played any prior "Diablo" game.


title: Diablo Immortal

text: According to the AppMagic data tracking service, "Immortal" generated over within its first 24 hours, and $14.5 million within its first week. This figure had reached $24 million within the game's first two weeks (making it Blizzard's second-highest-earning game, after Hearthstone). As of July 4, 2022, it was reported that the game was grossing in excess of per day (with a daily peak of ten days after its launch). According to the App Store analytics firm Sensor Tower, the game surpassed in revenue within its first eight weeks.


title: Jim Jordan (American politician)

text: James Daniel Jordan (born February 17, 1964) is an American politician serving as the U.S. representative for since 2007. His district stretches from Lake Erie to just below Urbana in north-central and western Ohio and includes Lima, Marion, Tiffin, Norwalk, and Elyria. A member of the Republican Party, Jordan is a former collegiate wrestler and college wrestling coach.


title: Jim Jordan (American politician)

text: Jordan is a founding member of the conservative House Freedom Caucus, serving as its first chair from 2015 to 2017, and as its vice chair since 2017. He was the ranking member of the House Oversight Committee from 2019 to 2020. He vacated that position to become the ranking member of the House Judiciary Committee.


title: Jim Jordan (American politician)

text: Jordan is a close ally of former president Donald Trump. During Trump's presidency, Jordan sought to discredit investigations into Russian interference in the 2016 election and staged a sit-in to prevent a Trump impeachment inquiry hearing over the Trump-Zelenskyy telephone controversy. After Joe Biden won the 2020 presidential election and Trump refused to concede while making claims of election fraud, Jordan supported lawsuits to invalidate the election results and voted not to certify the Electoral College results. He has refused to cooperate with the United States House Select Committee in connection with the January 6, 2021 storming of U.S. Capital by election fraud protesters, which subpoenaed him on May 12, 2022.


title: Jim Jordan (American politician)

text: Jordan was born and raised in Champaign County, Ohio, the son of Shirley and John Jordan. He attended and wrestled for Graham High School, graduating in 1982. He won state championships all four years he was in high school and compiled a 156–1 win–loss record. He then enrolled at the University of Wisconsin–Madison, where he became a two-time NCAA Division I wrestling champion. Jordan won the 1985 and 1986 NCAA championship matches in the weight class. He graduated with a bachelor's degree in economics in 1986. He lost the featherweight semifinal match at the 1988 US Olympic wrestling trials, failing to qualify for the Olympic team.


title: Jim Jordan (American politician)

text: Jordan earned a master's degree in education from Ohio State University and a Juris Doctor from the Capital University Law School. In a 2018 interview, Jordan said he never took the bar examination.


title: Jim Jordan (American politician)

text: Jordan was an assistant wrestling coach with Ohio State University's wrestling program from 1987 to 1995. Ohio State University began an independent investigation in April 2018 into allegations of sexual misconduct against former wrestling team physician Richard Strauss, who served as the team physician during Jordan's tenure as assistant coach. Strauss died by suicide in 2005.


title: Jim Jordan (American politician)

text: In June 2018, at least eight former wrestlers said that Jordan had been aware of, but did not respond to, allegations of sexual misconduct by Strauss. Jordan's locker was adjacent to Strauss's, and while he was assistant wrestling coach, he created and awarded a "King of the Sauna" certificate to the member of the team who spent the most time in the sauna "talking smack". Wrestlers commonly use a sauna to “make weight” by shedding weight through sweating.


title: Jim Jordan (American politician)

text: In July 2018, Jordan's congressional spokesman Ian Fury released a statement in which Ohio State wrestling coach Russ Hellickson reportedly said: "At no time while Jim Jordan was a coach with me at Ohio State did either of us ignore abuse of our wrestlers. This is not the kind of man Jim is, and it is not the kind of coach that I was."


title: Jim Jordan (American politician)

text: Former wrestling team members David Range, Mike DiSabato and Dunyasha Yetts asserted that Jordan knew of Strauss's misconduct. Yetts said, "For God's sake, Strauss's locker was right next to Jordan's and Jordan even said he'd kill him if he tried anything with him". No wrestlers have accused Jordan of sexual misconduct, but four former wrestlers named him as a defendant in a lawsuit against the university. Several former wrestlers, including ex-UFC fighter Mark Coleman, allege that Hellickson contacted two witnesses in an alleged attempt to pressure them to support Jordan the day after they accused Jordan of turning a blind eye to the abuse.


title: Jim Jordan (American politician)

text: Jordan has refused to cooperate with investigations into Strauss. He described his accusers as "pawns in a political plot" and said he did not even hear any locker room talk about Strauss or sexual abuse at OSU. In response to Jordan's denials, DiSabato said, "I considered Jim Jordan a friend. But at the end of the day, he is absolutely lying if he says he doesn't know what was going on."


title: Jim Jordan (American politician)

text: On July 13, 2018, the editorial board of the "Cleveland Plain Dealer" wrote, "Jim Jordan must acknowledge what he knew".


title: Jim Jordan (American politician)

text: In May 2019, DiSabato filed a Title IX lawsuit against OSU. In one count of the court papers, DiSabato alleged that a second cousin of Jordan's attempted to "intimidate and retaliate" against DiSabato. In 2019, DiSabato shared text messages with NBC News, corroborated by another former wrestler, indicating that Jordan, Russ Hellickson, and high school wrestling coach Jeff Jordan (Jim Jordan's younger brother) conspired to engage in witness tampering and intimidation when they called Coleman and Coleman's parents to pressure Coleman to recant his accusation that Jordan was aware of the abuse.


title: Jim Jordan (American politician)

text: In November 2019, a retired wrestling referee filed a lawsuit alleging that he had warned Jordan and Hellickson about Strauss's misconduct but they had dismissed his warning. Jordan said that the referee was "another person making a false statement". It has never been proved that Jordan was aware of the alleged abuse.


title: Jim Jordan (American politician)

text: In February 2020, Adam DiSabato, the brother of Mike DiSabato, testified before the Ohio House Civil Justice Committee that Jordan called him "crying, groveling... begging me to go against my brother" and described Jordan as a "coward".


title: Jim Jordan (American politician)

text: Jordan was elected to the Ohio House of Representatives in November 1994 and represented the 85th Ohio House district for three terms.


title: Jim Jordan (American politician)

text: In 2000, Jordan was elected to the Ohio Senate over independent candidate Jack Kaffenberger with 88% of the vote. In 2004, Jordan defeated Kaffenberger again, with 79% of the vote.


title: Jim Jordan (American politician)

text: Jordan represents Ohio's 4th congressional district. He won the Republican primary for the 4th district in 2006 after 26-year incumbent Mike Oxley announced his retirement. Jordan defeated Democratic nominee Rick Siferd in the general election with 60% of the vote.


title: Jim Jordan (American politician)

text: Jordan was reelected in 2008, defeating Democratic nominee Mike Carroll with 65% of the vote. In 2010, he was again reelected, defeating Democrat Doug Litt and Libertarian Donald Kissick with 71% of the vote. Jordan was reelected in 2012, 2014, 2016, 2018, and 2020.


title: Jim Jordan (American politician)

text: Jordan chaired the Republican Study Committee during the 112th Congress while turning down a position on the Appropriations Committee. During the U.S. government shutdown of 2013, he was considered the committee's most powerful member. That group was the primary proponent and executor of the Republican congressional strategy to bring about a government shutdown in order to force changes in the Patient Protection and Affordable Care Act, also known as Obamacare.


title: Jim Jordan (American politician)

text: Jordan received a vote for Speaker of the United States House of Representatives in the 113th Congress from a fellow right-wing conservative, Tea Party Caucus chairman Tim Huelskamp of Kansas. Jordan received two votes for Speaker during the 114th Congress. On July 26, 2018, Jordan announced his bid for Speaker after Paul Ryan retired, but he lost to Kevin McCarthy. His campaign ended when Democrats took the majority in the U.S. House of Representatives. Subsequently, Jordan campaigned for House minority leader. Former Ohio state representative Capri Cafar said that Jordan "is someone who has built a reputation as an attack dog, someone who is media savvy, someone who is a stalwart supporter of the president and who has the skill necessary to take the lead for the GOP". He lost his bid to McCarthy in a 159–43 vote.