Banks shares FaZe's side of the story on Tfue lawsuit in emotional interview - Dexerto

Banks shares FaZe’s side of the story on Tfue lawsuit in emotional interview

Published: 20/May/2019 21:06 Updated: 26/Mar/2020 12:51

by Eli Becht


FaZe Clan founder Ricky “FaZe Banks” Banks went on KEEMSTAR’s Drama Alert in an attempt to set the record straight about the recent lawsuit Turner ‘Tfue‘ Tenney filed against FaZe Clan.

The lawsuit, which was filed on May 20, alleges that the organization signed him to an oppressive contract that included an 80/20 split in favor of FaZe Clan for the revenue from Tfue’s branded content on social media.

Following the announcement of the lawsuit, FaZe Clan denied the allegations, stating they have actually only taken $60,000 total through their partnership with the Fortnite Battle Royale pro and have taken nothing at all from his YouTube or Twitch revenue.

FaZe ClanTfue filed a lawsuit against FaZe Clan.

After vehemently denying the allegations and getting into a Twitter beef with 100 Thieves CEO Nadeshot, Banks echoed those earlier statements during his interview with KEEMSTAR on the May 20 edition of Drama Alert.

“We have collected a grand total of 0% from Tfue’s prize winnings,” he said. “We have collected nothing from his Twitch, his YouTube, absolutely nothing.”

He then goes on to explain where the $60,000 the team collected from Tfue came from, which was noticeably absent from FaZe Clan’s official statement on Twitter.

“Where the $60,000 comes from are two brand deals that we brought Tfue that we have taken 20% of,” which falls in line with FaZe Clan’s statement that they are only taking 20% of “content revenue” as opposed to the 80% Tfue’s suit alleges.

Moving away from the specifics of the lawsuit, Banks turned his attention to the “snakes” on Twitter discussing the situation.

“I’m not going to name drop because I’m pretty emotional right now,” he said. “This situation specifically with Tfue really fucking fires me up because I’ve been so invested in this kid since the day I fucking met him.”

Banks additionally claims that FaZe Clan have indeed offered Tfue a salary but he has not taken it.

In response to the allegations Tfue was given alcohol before turning 21 and illegally gambling, Banks said he had no idea what that means.

“Illegally gamble,” he asked. “[I] don’t know what that means, illegally gamble? I don’t have a thought in my head about what that could be about.”

Banks then went into how Tfue only had about 100 viewers on Twitch and was a “nobody.”

“One of my earliest memories of Turner was me in his DMs like ‘Yo, you wanna play Fortnite?’ when he was a nobody.”

FaZe Banks, YouTubeFaZe Banks and Tfue.

He goes on to explain how another one of his memories, before Tfue signed with FaZe, was him drinking on a boat before he was 21.

“One of my earliest memories is him coming back home after being on a boat on all day,” he said ” And he was drinking all day on a boat. This was far before we met him. Turner’s drank far, far before we got together with him. He was never pressured to drink.”

Banks says Tfue was drinking the night he met Corinna Kopf, his current girlfriend, at a FaZe party where he was drinking.

FaZe ClanTfue and Cloak are one of the most popular Duos in Fortnite.

In response to the injury allegations, Banks says Tfue was doing stunts that could hurt himself before he ever signed to FaZe and argued he even pressured other people to do it.

“Listen, this is just leverage for Turner to get out of his contract,” he says.

Banks argues he made Tfue happen by watching Ninja and Myth play and comparing them to Tfue.

“250,000 people were watching these people [Cloak and Tfue] yesterday and I made that happen,” he said. “You can ask them that, I was the person who made that happen.”

In doing so, Banks also revealed what Cloak supposedly first thought of Tfue.

“That kid’s garbage, he doesn’t know how to build and he’s not who we want to pick up,” Cloak said according to Banks.

Despite all this, Banks still wishes the best for Tfue and just wants a phone call.

There will certainly be a lot more to the story but now we have Banks’ side of the story.

Other than the lawsuit, Tfue has not released a statement since the story broke.


Adam Fitch: Sorry Dr Disrespect, mobile esports are thriving

Published: 27/Nov/2020 17:00

by Adam Fitch


Earlier in November 2020, streamer Dr Disrespect spoke down towards mobile gamers on Twitter by questioning how it could be a “serious thing” — however, he’s just failing to understand how popular competition on mobile already is.

While mobile gamers and industry figures alike came to the defense of mobile gaming when the Two-Time took aim at the platform, there’s still a serious misconception around mobile esports and the success it’s already achieved.

Firstly, it’s worthwhile addressing the “serious” comment from Doc. While mobile devices perhaps don’t allow for precision that PCs do, there’s still a major skill gap between average and professional players and that lends itself perfectly to competition. The most common and widely-accepted definition of esports is a “video game played competitively for spectators,” mobile tournaments meet such a criteria on a daily basis and it’s already serious to hundreds of thousands of viewers on a weekly basis.

This skepticism from one of the faces of gaming is emblematic of a larger problem of platform elitism that plagues gaming on all levels. Ever since the popularization of esports there has been debate between console and PC gaming, centering around not only which type of players are better but whether console esports have unfair advantages due to features such as aim assist.

Ezreal in League of Legends Wild Rift
Riot Games
The most popular esports title, League of Legends, arrived on mobile in October 2020.

Tribalism is also a factor in this spritely, never-ending discussion, with players grouping together based on their platform of choice and nonsensically taking aim at those who have other preferences.

The only time in which such a debate would be productive is if cross-platform play is embraced in serious competition, which seems to be a long way away from ever becoming a reality. Fortnite developers Epic Games received plenty of criticism when implementing this feature in casual play, never mind in their esports activities, so it’s probably safe to assume no companies are rushing to make this a reality for the time being.

Infrastructure matters

Something that all good games need to be viable on a competitive level is infrastructure. Creating an appropriate structure for esports initiatives is important, whether it’s by a game’s developer or a third-party tournament organizer.

A great example of this in the realm of mobile esports is Clash Royale, one of the more popular titles from Finnish developers Supercell. The real-time strategy game has its own official team-based league from the company themselves, with top-tier gameplay spanning nine weeks and culminating in a year-ending world championship. This level of support and structure actually goes beyond what some PC and console games receive.

On the third-party organizer front, especially in the West, you only have to look as far as ESL to see how seriously mobile esports is being taken. As well as hosting regular online events for the likes of Call of Duty: Mobile, Clash of Clans, Brawls Stars, and Clash Royale, they have the ESL Mobile Open for elite players.

Clash Royale League World Finals
The Clash Royale League World Finals are always a spectacle, rivaling events in almost any other game.

Recently incorporating the Middle East and North Africa into the European arm of the competition, it’s said that ESL hosted over 500,000 players in the inaugural season alone. The second season involves PUBG Mobile, Auto Chess, Asphalt 9: Legends, and Clash of Clans, and will be expecting even more success with the widening of the player base.

In North America, the Mobile Open from ESL is already in its sixth season and has a headline sponsorship from the world’s largest telecommunications company, AT&T. There are other examples of infrastructure being fleshed out for mobile titles, but you get the gist.

A sight for sore eyes

One major factor of how we define success in esports is viewership. With a healthy amount of eyeballs on a product comes sponsorship opportunities, bragging rights, and further validation that fans are interested in watching the elite face off against each other.

With that in mind, it’s never been clearer that mobile esports isn’t just a major part of the future of the industry — it has already arrived. According to analytics agency Esports Charts, mobile events made up three of the five most popular tournaments in October 2020. This happened alongside the League of Legends World Championship taking place, which is not only one of the most anticipated occasions in the esports calendar but as it turned out to be one of the only LAN events we’d seen in six months.

Garena Free Fire
Free Fire hit a record of 100 million peak daily users earlier in 2020.

Asia and Latin America are where mobile esports are truly thriving at the moment, rivaling the popularity of any other title you decide to compare them with. This is proven from last month’s peak viewership statistics, where MOBA title Mobile Legends: Bang Bang and battle royale game Garena Free Fire occupied three of the top five placements.

Ryan ‘Fwiz’ Wyatt, the head of gaming at YouTube, posted a thread on Twitter on November 26 backed up the sheer popularity of Free Fire on the platform. In 2019, it was YouTube’s fourth most-viewed game and it’s proving to have some longevity considering its monthly viewership peaked in October 2020.

While this level of success isn’t replicated across all regions just yet, that’s how esports typically work. Call of Duty and Counter-Strike are mainly popular among those in North America and Europe, for example, which is reflected in the demographics of both the top-level players and the viewership alike. The same applies to mobile but it’s not an excuse for ignorance.

The future?

Mobile devices are generally more accessible than a high-end computer or new-generation gaming console so there’s a much higher ceiling on participation in mobile esports by default. Whether adoption from mobile users does indeed propel it into becoming the de facto competitive option is yet to be seen, but such potential can’t be ignored.

With viewership rivaling (and even oftentimes besting) that from console and PC esports alike, it’s sheer ignorance to state that mobile gaming isn’t already a major player in the industry. If you fail to see that from the investment that’s being funneled into mobile titles, or the number of people who already enjoy playing and spectating, then perhaps you’d like to argue that grass isn’t green too.