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Tag: Epic

  • Epic will let Fortnite creators sell in-game items in latest attempt to compete with Roblox

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    Creators building experiences in Fortnite are getting a new way to earn revenue. Epic says developers will soon have the ability to make and sell in-game items in Fortnite, and earn a cut of the V-Bucks users spend to buy them. Previously, developers only earned money through Fortnite based on the amount of time users spent on their “islands,” the in-game name for third-party experiences creators can offer through Fortnite.

    Developers will be able to create their consumable and durable in-game items using soon-to-be-released tools in Unreal Editor for Fortnite and a new “Verse-based API,” according to Epic. The company also plans to be generous with the revenue split its offering, at least at first. Developers “will ordinarily earn 50 percent of the V-Bucks value from sales in their islands,” but from December 2025 through the end of 2026, they’ll get to keep 100 percent.

    Epic says its 50 percent cut — notably more than the 30 percent popularized by Apple’s App Store — is to help “contribute to server hosting costs, safety and moderation costs, R&D and other operating expenses” of running Fortnite. It’s also a make-good of sorts, since Epic claims it’s been “investing and operating the business at a loss.”

    How much 100 percent or 50 percent of “V-Bucks value” actually equals in real money unfortunately isn’t as simple as converting Fortnite’s digital currency to dollars, though. Epic offers the following explanation for how it calculates V-Bucks value:

    To determine the V-Bucks value in US dollars in a given month, we take all customer real-money spending to purchase V-Bucks (converted to US Dollars), subtract platform and store fees (ranging from 12 percent on Epic Games Store to 30 percent on current consoles), and divide it by the total V-Bucks spent by players. Fortnite’s average platform and store fees are currently 26 percent (with specific fees ranging from 12 percent on the Epic Games Store to 30 percent on console platforms). So, 50 percent of V-Bucks value translates to ~37 percent of retail spending, and 100 percent of V-Bucks value translates to ~74 percent.

    Alongside the new ability to create in-game items, Epic says Fortnite developers will be able to pay to be featured in a new “Sponsored row” inside Fortnite‘s Discover feed. And to better engage new and returning players, developers are also getting access to new tools for creating community forums and sharing updates on their islands.

    All of these changes are in service of further extending Fortnite‘s ability to act as a platform for games and social experiences, rather than just a battle royale game (with racing, rhythm game and LEGO spin-offs). Epic clearly wants Fortnite to be Roblox, and reap the benefits of having an active community of adult and child users creating experiences for its platform. Cultivating that audience has led to all sorts of child safety problems for Roblox, but Epic clearly views the risks to be worth it.

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    Ian Carlos Campbell

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  • Judge rejects Apple’s last-minute request for a deadline extension in Epic case

    Judge rejects Apple’s last-minute request for a deadline extension in Epic case

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    Apple tried at the last second to get out of producing a trove of documents by Monday as it was ordered to in its ongoing dispute with Epic, and Magistrate Judge Thomas Hixson is not having it. In early August, the company was given a deadline of September 30 to produce documents relating to the this year, which was its attempt to satisfy an injunction. Apple initially told the court that the task would entail reviewing roughly 650,000 documents — but in a status report on Thursday, it said the number had ballooned to over 1.3 million, and asked for a two-week extension. Hixson denied the request on Friday in a strongly worded spotted by , and called out Apple’s move as “bad behavior.”

    Apple and Epic have been submitting joint status reports to the court every two weeks, and the issue of Apple’s documents exceeding its earlier estimate never previously came up, the judge noted. “This information would have been apparent to Apple weeks ago,” Hixson said in the order. “It is simply not believable that Apple learned of this information only in the two weeks following the last status report.” The judge said the request raises other concerns, calling into question the quality of Apple’s reports and its intentions around complying in a timely manner. Apple has “nearly infinite resources” that it could have tapped to get the task done in the allotted time, according to Hixson.

    “This is a classic moral hazard,” Hixson said in the order, “and the way Apple announced out of the blue four days before the substantial completion deadline that it would not make that deadline because of a document count that it had surely been aware of for weeks hardly creates the impression that Apple is behaving responsibly.”

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    Cheyenne MacDonald

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  • Powdr planning to sell Colorado’s Eldora Mountain Resort in coming weeks

    Powdr planning to sell Colorado’s Eldora Mountain Resort in coming weeks

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    Powdr Corp., which owns multiple ski resorts in the U.S. and Canada, is selling Vermont’s Killington Resort and Pico Mountain, the largest mountain resort in New England, to a group of local passholders, the company said Thursday.

    Powdr also said it plans to list three other resorts for sale in the coming weeks: Eldora, in Colorado; Mt. Bachelor, in Oregon; and SilverStar, in British Columbia.

    The Salt Lake City-based company will keep Copper Mountain, in Colorado, and Snowbird in Utah, she said. It aims to balance its ski business with its two concession contracts in the National Parks and operations of Woodward camps and mountain centers, spokesperson Stacey Hutchinson said by email.

    Killington said the purchase by local investors represents “a commitment to keeping Killington and Pico in the hands of those who know and love it.” The new owners will focus on capital investment, community engagement and sustainability, the resort said.

    Powdr bought Killington in 2007. The ski area for years has been one of the stops on the FIS Alpine Ski World Cup tour. Powdr will retain a minority ownership stake and have a seat on the board of directors, it said.

    “We will miss the entire team there but cannot wait to see the amazing things that lie ahead,” Hutchinson said. “The new owners, who are locals with a deep love for the mountain, share our commitment to the resort’s long-term success.”

    Killington said its grateful for Powdr’s stewardship over the years, with improvements to infrastructure, snowmaking capabilities, and year-round growth.

    “We believe that local ownership will allow us to be even more responsive to the needs and desires of our community and guests,” said Mike Solimano, Killington’s president and general manager.

    Killington and Pico will remain on the popular Ikon ski pass, Killington said. There will be no changes to the leadership or management, it said.

    Powdr previously owned Alpine Meadows, now called Palisades Tahoe, in California, from 1994 to 2007; Lee Canyon, in Las Vegas, from 2003 to 2023; and Park City Mountain in Park City, from 1994 to 2014, according to Hutchinson.

    Denver 7+ Colorado News Latest Headlines | August 22, 11am

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    The Associated Press

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  • Best Photos of the Week!! (100 Photos)

    Best Photos of the Week!! (100 Photos)

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    Alright Everyone, I know I know, the Photos of the Week is a night later than it usually gets posted. I won’t sugarcoat it, I hosted the inlaws, ALL of the inlaws, at my house for the past 4 days and peeling off time to do almost any work was a near impossibility. This is of course if I care to stay in the good graces of my wonderful wife.

    SOooo, long story short, I finally have my house and my time back to myself and I was able to put this gallery together. It’s a little heavy on the ladies, so I do hope that in some small way this helps dissolve the disappointment you had towards me after the lack of POTW last night.

    Also, Happy 4th of July WEEKEND, Everybody!

    KCCO!!

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    Bob

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  • Epic says that Apple has accepted its third-party app store

    Epic says that Apple has accepted its third-party app store

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    Update, July 5, 5:25PM ET: The same day it posting a tweet thread about Apple’s app submission processes, Epic now says its game store has been accepted by Apple. The company offered no further commentary beyond a single tweet noting that “Apple has informed us that our previously rejected Epic Games Store notarization submission has now been accepted.”

    Thirty minutes later, Epic CEO Tim Sweeney said “Apple is now telling reporters that this approval is temporary and are demanding we change the buttons in the next version – which would make our store less standard and harder to use. We’ll fight this.”

    Guess this saga’s got more legs to run.

    The original story chronicling Epic’s moody tweets follows unedited.


    Epic says that Apple has once again rejected its submission for a third-party app store, according to a series of posts on X. The company says that Apple rejected the latest submission over the design and position of the “install” button on the app store, claiming that it too closely resembles Apple’s own “get” button. Apple also allegedly said that Epic’s “in-app purchases” label is too similar to its own label, used for the same reason.

    The maker of Fortnite suggests that this is just another salvo in the long-running dispute between the two companies. Epic says that it’s using the same “install” and “in-app purchases” naming conventions found “across popular app stores on multiple platforms.” As for the design language, the company states that it’s “following standard conventions for buttons in iOS apps” and that they’re “just trying to build a store that mobile users can easily understand.”

    Epic has called the rejection “arbitrary, obstructive and in violation of the DMA.” To that end, it has shared concerns with the European Commission in charge of tracking potential Digital Markets Act (DMA) violations. The company still says it’s ready to launch both the Epic Games Store and Fortnite on iOS in the EU in “the next couple of months” so long as Apple doesn’t put up “further roadblocks.”

    This is just the latest news from a rivalry that goes back years. The two companies have been sparring ever since Epic started using its own in-app payment option in the iOS version of Fortnite, keeping Apple away from its 30 percent cut.

    This led to a lengthy legal battle in the US about Apple’s walled-garden approach to its app store. Epic sued Apple and Apple banned Epic. A judge issued a permanent injunction as a way to allow developers to avoid Apple’s 30 percent cut of sales. This didn’t satisfy anyone. Apple wasn’t happy, for obvious reasons, and Epic contested the language of the injunction, which didn’t call out Apple for having a monopoly. Both companies appealed, eventually making its way to the Supreme Court. The court decided not to hear the case. The justices must have had other things to do.

    As the two companies continued bickering in the US, the EU passed the aforementioned DMA. This forced Apple’s hand into allowing third-party storefronts on iOS devices in Europe. Since then, Epic has been trying to get its storefront going but has been met by resistance from Apple.

    This article contains affiliate links; if you click such a link and make a purchase, we may earn a commission.

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    Lawrence Bonk

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  • Most App Store developers aren’t taking Apple up on its new outside payments option

    Most App Store developers aren’t taking Apple up on its new outside payments option

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    It seems Apple’s recently added option for App Store developers to include links to external payment methods isn’t actually all that appealing. In a hearing on Friday as part of the ongoing legal battle with Epic, Apple said only 38 developers have applied to add such links — out of roughly 65,000 that could, according to . The new guidelines, , require developers get Apple’s approval before they can add alternative payment options and stipulate that they’ll still have to pay a commission fee of up to 27 percent.

    The changes were intended to satisfy an injunction ordered by U.S. District Judge Yvonne Gonzalez Rogers in 2021, but, per , Epic in March called Apple’s attempt at compliance “a sham” and filed a complaint with the court. At this point, Rogers doesn’t really seem impressed either. “It sounds to me as if the goal was to then maintain the business model and revenue you had in the past,” Rogers said of Apple’s solution during the latest hearing, according to Bloomberg.

    On top of Apple’s commission, developers also need to consider payment processing fees, which altogether could lead to them paying even more than they did before. “You’re telling me a thousand people were involved [in approving the new fee] and not one of them said maybe we should consider the cost [to developers]?” the judge reportedly said.

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    Cheyenne MacDonald

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  • Shōgun is a great war epic that never actually shows us any war

    Shōgun is a great war epic that never actually shows us any war

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    [Ed. note: This post contains spoilers for the end of Shōgun.]

    Just before he’s forced to commit seppuku in the final moments of Shōgun, Yabushige demands to know how Toranaga’s plan to overthrow Ishido will play out. At this moment, Shōgun shows us a glimpse of tens of thousands of soldiers across five armies amassed on a battlefield. The entire series has seemingly been building up to this point — the training of the cannon regiment, Toranaga’s half-brother shifting his alliance, the Regents all signing a declaration of war — and yet just before the battle is set to begin, Ishido is delivered a note letting him know that the heir’s army will abstain from the battlefield. Without the heir’s banner, the other Regents will turn on him before the battle even begins. But this is just Toranaga’s plan; Shōgun never actually shows us any war.

    It’s subversive never to have any war in a historical war epic, with Toranaga’s subversion delaying his impeachment vote (and any declaration of war) until the ninth episode. Most movies or TV shows in the genre set up the narrative to give the viewer a satisfying and violent conclusion to the tension that’s been building, like the final stand in The Return of the King, the faceoff in Braveheart, or even the last stand of The Last Samurai (which is also about a Western military man landing in Japan, and shares some crew with Shōgun). In essence, no matter how brutal and bloody the fight is, an explosive battlefield is the natural climax to the story arc. These movies and shows also often land on one implied conclusion: War, no matter how disgusting it may be, is a justified, even virtuous endeavor.

    But while the war genre often posits a “good side” to root for over the evil one, Shōgun complicates the conception with Toranaga, who spends most of the series plotting in the background toward an alliance with key adversaries rather than preparing to fight them. Toranaga is cunning, ruthless, and willing to sacrifice his closest friends if it means he can avoid an all-out war. His motivations are what make Shōgun such a compelling show — while at the same time forcing audiences to reexamine their expectations of a historical war epic.

    For Toranaga in Shōgun, there’s only one evil side: war itself. In his final speech to Yabushige, Toranaga describes his dream: “A nation without wars. An era of great peace.” Key to his calculus, however, is his willingness to sacrifice those dearest to him to achieve this peace. From the moment Ochiba returned to Osaka, Toranaga had been prepping Mariko (and her thoughts about death) to make a final appeal to gain allegiance from the heir’s army. And, knowing since the pilot that Yabushige was bound to betray him, Toranaga’s orchestration of Mariko’s sacrifice was his personal trolley problem — only in his version, the question is between sacrificing one life or setting 10,000 trolleys against another 10,000 trolleys on the same tracks.

    Photo: Katie Yu/FX

    Blackthorne (Cosmo Jarvis) standing and looking at a zen garden in a still from Shogun

    Photo: Katie Yu/FX

    In other shows, this setup wouldn’t quite work. Audiences are used to war being a mass of bodies hacking and slashing and shooting each other with the idea that sacrifice is necessary and just as long as both parties are armed. Individual deaths of beloved characters, however, are usually framed as the face for the heaps of lost lives. But Mariko walked into Osaka with a plan. With how close she came to committing seppuku, her sacrifice is likely one of the potential outcomes of the plan she discussed with Toranaga. When she willingly absorbs the blast of the bomb through the door, it’s absolutely heart-wrenching for the viewer and Blackthorne. His grief on screen, along with Father Alvito’s and Buntaro’s, is devastating to see unfold in the finale. In most media properties, the audience would walk away wishing the character was saved in time from their terrible fate, forced to be content with the revenge in their name. In Shōgun, we’re asked to accept her decision and not demand a bloodbath as retribution.

    In this light, Toranaga seems ruthlessly Machiavellian, since he seems perfectly fine with innocent death. When Uejiro the gardener removes the rotting pheasant and is put to death by the village as a smokescreen to protect his spy, Toranaga treats Blackthorne’s distress as childish. Similarly, when the Erasmus is sunk at the end of the series, Toranaga routs the whole town of Ajiro, sticking severed heads of fishermen on a sign as punishment for the destruction of the boat — even though it was he, personally, who hired the men who spread gunpowder across the deck of Blackthorne’s beloved ship. Even his son’s graceless death is only audibly acknowledged by Toranaga as a way to buy time and delay the oncoming war.

    Avoiding war seems to be Toranaga’s top priority throughout the series, though he never fully states it outright until his final confrontation with Yabushige. Throughout the show, he declines to share his feelings publicly, instead letting other characters in his council lead discussions — even if he’s manipulating their moves from behind the scenes. When his oldest friend and advisor threatens seppuku, Toranaga stands by his decision to surrender to Osaka, knowing that Hiromatsu’s death will set his battle-averse plans in motion. Even in his final interaction with Yabushige, who demands to know if Toranaga plans to reinstate the shogunate, triggering a return to a single military ruler for all of Japan, he forgoes the chance to monologue: “Why tell a dead man the future?”

    Shōgun is sparing but decisive about the horrors of war that Toranaga wants to avoid. Violence is efficiently brutal in the world of the show. Even in the flashback to Toranaga’s early glory days, Shōgun is careful not to valorize war or his part in it; while his own soldiers brutally behead fallen enemies lying in bloody piles of limbs on the battlefield, a young Toranaga looks on, unwavering in his demeanor. Threatened by the arrival of Ishido’s main man Nebara Jozen in episode 4, Toranaga’s son Nagakado makes the rash decision to unload their newly minted cannon regiment on the interlopers. As the cannons in the distance roar, the camera cuts quickly to Jozen, his men, and their horses being torn to shreds in some of the goriest effects put to television. While there is a fair amount of swordplay skirmishes throughout the series, this cannon demonstration is one of the only depictions we get of mass warfare, and the results are truly terrifying. Amid the viscera, the audience can actually hear the feet of Nagakado’s men squelch in the blood-soaked mud as they creep in to finish everyone off. Compared to the hand-to-hand combat we’ve seen in the woods, where men drop from a single slash or stab, this preview of war is significantly more gruesome, particularly when you add in the full rifle regiments.

    Toranaga (Hiroyuki Sanada) holding up a piece of paper

    Photo: Katie Yu

    Shōgun is careful to avoid the glorious charge into battle, upending the viewer’s relationship to political struggle. When Hiromatsu commits seppuku to protest Toranaga’s surrender to Osaka, he does so to prevent Toranaga’s other generals from sparking their own uprising. Toranaga clearly wants to stop him but can’t, the way Hiromatsu would do anything for him and must. Later, Toranaga reveals that he knew Hiromatsu’s actions would spark Yabushige and Blackthorne to head to Osaka on their own, which allows him to send Mariko with them as part of his true plan. Toranaga’s pained stoicism in this scene is revealing, and the tears in his eyes are the first time viewers see his facade crack. Even if Toranaga carries the weight of every death in service to his cause, he’s still unwavering in his ultimate goal.

    That brings us back to Mariko’s standoff at the Osaka castle gates. As she tries to fight her way forward with her naginata, she’s relentlessly beaten back by Ishido’s men. After her defeat, she declares her intention to commit seppuku publicly for not being able to fulfill Toranaga’s orders, and it’s that moment that primes Ishido to release the Regents and their royal court as hostages — not her actual fight. In her actual fight, just before she picks up her own polearm, we see the pointless death of her armed escorts again and again as Ishido’s men slaughter them. Even when it looks like they may turn the tide, Mariko’s guards are cut down by arrows from men stationed on the castle walls. The battle is over in seconds, ending with one of Toranaga’s men bowing to Mariko while being speared directly through the heart from behind.

    It’s hard to ignore the message of intentional protest by death. For those not directly involved, war — particularly period warfare like Shōgun — tends to be a tragedy that occurs in a faraway place, out of sight and out of mind. Even if her men remain nameless, Mariko’s sacrifice instead places tragedy immediately on the doorstep of Japan’s capital in the most unavoidable way possible. When looking to calculate what the cost of war is, it’s no longer a tally of nameless soldiers dying far away. It’s now the immediate loss of someone everyone in the show — and of course, the audience — holds dear to their hearts.

    And the audience spends the entire last episode dealing with Blackthrone’s grief and acceptance. Shōgun defies the natural story arc by ending with a whimper; it’s in that precise moment of audience discomfort that viewers are forced to reckon with how much they want to see violence play out on screen, and perhaps even contend with how readily they are willing to accept war in real life.

    In a way, Shōgun is both a critique of war and of the media’s portrayal of it. But the show is always clear that every decision demands some sort of sacrifice. “It’s hypocrisy, our lives,” Yabushige states, cliffside, as Toranaga draws his sword to second his seppuku. “All this death and sacrifice from lesser men just to ensure some victory in our names…” Yabushige in this moment exists almost as an analog for the audience, questioning Toranaga’s methods. “If you win, anything is possible,” Toranaga replies, echoing a sentiment uttered by Blackthorne earlier. And winning, Shōgun seems to imply, can happen before war even breaks out.

    Shōgun is now streaming in full on Hulu.

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    Jesse Raub

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  • Warhammer 40K’s New Culture War Crossfire Is a Mess of Its Own Making

    Warhammer 40K’s New Culture War Crossfire Is a Mess of Its Own Making

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    Warhammer 40,000‘s grimdark world of horrors both human and alien has developed a complicated relationship with elements of its audience over the years. What was once a biting satire of Britain’s conservative government in the late ‘80s has, in iteration after iteration of lore and retcons, become a messy extrapolation of the fascism and its imagery, and what it means to present that from a marketable perspective—and what that in turn means for cultivating elements of a fandom that interprets those ideas in a very different manner.

    This is a tightrope Warhammer’s owner, Games Workshop, has had to balance for years at this point—but this past weekend it found itself rocked from its balancing act as the game became the target of right-wing fans and culture war proponents eager to grift on the so-called threat of “wokeness.” The cause? A single short story in a new rulebook, or “Codex” as they are called in Warhammer 40,000, for the Adeptus Custodes faction.

    In 40K, the Custodes (the chosen army of occasional actor and full time Warhammer fan Henry Cavill) are a specific branch of the Imperium of Man’s martial forces dedicated to the protection of the God-Emperor, the desiccated husk that maintains the religiofascist domination of Humanity and its territories across the stars from atop a golden throne that has kept him alive for thousands of years through the daily sacrifice of legions of people. Clad in golden, red-plumed armor, they are even above the mighty Space Marine chapters of the Imperium’s forces, and the direct right hand of the Emperor’s will. As with many elements of the game, for many years, they have so far been presented in Warhammer’s fiction from a masculine perspective, but a new story in the Custodes’ latest codex, updated for the game’s 10th edition, introduces us to a Custodian named Calladayce Taurovalia Kesh, who uses she/her pronouns: the first ever female-identifying Custodian in Warhammer fiction.

    Kesh does not have a dedicated model in the Adeptus Custodes line, nor does she appear elsewhere in the new edition of Codex: Adeptus Custodes. The new book was only introduced alongside a single new miniature for the Custodes this past weekend—a Shield Captain that can be built with either a masculine head or a non-gendered helmet, as is the case with many of the Custodes models. No one knows yet if she will appear in Warhammer fiction again, but her very existence has made Codex: Adeptus Custodes the flashpoint of a new front in the online culture war, one that grew even brighter when Games Workshop addressed the “controversy” of her existence on X, the platform formerly known as Twitter, with a simple statement: “There have always been female Custodians.”

    The statement, and ensuing backlash from people eager to paint the decision as an example of “woke” ideas in entertainment, marks an inflection point of several issues Games Workshop has had to struggle with in its fanbase in recent years. The first is the very existence of female characters within elements of its fiction. Although the concept of female Space Marines has never been “canon”—Games Workshop went as far in the 2022 updated rulebook for its prequel-spinoff game, Horus Heresy: The Age of Darkness, to state that Space Marines are raised from genetic stock described as the “biological makeup of the human male,” drawing ire from audiences who perceived the language as adjacent to gender-critical ideas around sex—it has long existed as an idea among fans who have developed their own lore and ideas for custom chapters and factions, and has been debated over almost as long.

    Games Workshop has modernized its models and redeveloped factions over the years, and sometimes that has included presenting more options for female-presenting characters and infantry across the board—whether they’re for alien armies, the forces of Chaos (which in and of itself has a bunch of wild, genderless demons from beyond the constraints of physical space, let alone any perceived constraints of a gender binary), or the forces of the Imperium. The Custodes themselves received something of a sort with the introduction of the Sisters of Silence in Warhammer 40K’s 7th edition in 2017, an all-female allied faction that, in the lore, became the left hand of the God-Emperor’s elite armies to the right hand in the Custodes.

    Image: Games Workshop

    In turn, elements of lore established in years past have likewise endlessly been rewritten and updated as the story of the fiction has expanded, with Warhammer’s concept of what is and what isn’t “canonical” almost always in flux, things changing from one updated supplement to the next. Yes, that Games Workshop would say the existence of female Custodians has always been a thing, despite us only having just been introduced to the first-ever named one, is indeed a retcon, but that’s also just how Warhammer fiction has always worked. The Horus Heresy, the interstellar civil war that set the stage for Warhammer 40K’s world as we know it today—and now considered an important, fundamental cornerstone of the fiction—simply didn’t exist in the earliest versions of the setting. Things always change: few Warhammer fans actually familiar with the material could be pressed into saying that the original lore for the Space Marines presented in the original iteration of the game, Rogue Trader—where they’re closer to armored cops on the frontiers of the Imperium, policing gang worlds and punks, rather than the quasi-Roman fundamentalist crusaders of the modern fiction—are one and the same to the idea of the Space Marines as we know them all these decades later.

    And yet, in spite of all this, Games Workshop finds itself once again having to navigate another struggle with its audience that has increasingly become a problem in recent years: how its portrayal of the fascism at the heart of Warhammer 40,000‘s biggest faction has invited opportunities for people who align themselves with that ideology in real life to believe that they have a safe space within Warhammer’s community to share and support those beliefs. Multiple incidents recently, from showing support for the Black Lives Matter movement in 2020 to a European tournament prevaricating over whether or not to disqualify a player who showed up to play in clothing depicting Nazi iconography, have seen Games Workshop release statements rejecting hate groups and their place in the Warhammer community. But those statements in turn have relied on an increasingly precarious argument: that it should be clear to bigots who believe that Warhammer’s world supports them that, in fact, the setting is a satirical extrapolation of conservative ideology to its most evil and absurd heights, and that, in turn, it is making fun of their beliefs.

    “The Imperium of Man stands as a cautionary tale of what could happen should the very worst of Humanity’s lust for power and extreme, unyielding xenophobia set in. Like so many aspects of Warhammer 40,000, the Imperium of Man is satirical,” a blog post released by Games Workshop on the official Warhammer Community website in 2021 titled “The Imperium Is Driven by Hate. Warhammer Is Not” reads in part. “For clarity: satire is the use of humour, irony, or exaggeration, displaying people’s vices or a system’s flaws for scorn, derision, and ridicule. Something doesn’t have to be wacky or laugh-out-loud funny to be satire. The derision is in the setting’s amplification of a tyrannical, genocidal regime, turned up to 11. The Imperium is not an aspirational state, outside of the in-universe perspectives of those who are slaves to its systems. It’s a monstrous civilization, and its monstrousness is plain for all to see.”

    Image for article titled Warhammer 40K's New Culture War Crossfire Is a Mess of Its Own Making

    Image: Games Workshop

    This may have been true in Warhammer’s earliest days, but as we said: the franchise has grown and changed in the years since Rogue Trader’s satirical extrapolation of British conservatism nearly 40 years ago. For as much as Games Workshop can state that Warhammer 40K’s satire is clear for all to see, in reality, its clarity of purpose is far murkier. The Imperium is an explicitly evil organization, responsible for mass genocide, xenophobia, and bigotry across Warhammer’s stars—but the Space Marines are Games Workshop’s poster child. Their perspective is presented as heroic and noble, and as the default, in the vast majority of its fiction. Beautifully rendered artwork of their legions is plastered across posters and displays inviting newcomers to walk into Warhammer stores and learn how to play the game. They are the stars of children’s books, they are the face of merchandising efforts beyond the models themselves, they are the protagonists of dozens upon dozens (upon dozens) of video games. For as evil an entity as it is, the Imperium, and its vanguard in the Space Marines, has been romanticized as something that looks cool. Space Marines are giant, brightly colored power-armored soldiers with guns that shoot the equivalent of artillery rounds in a hailstorm of bullets and literal chainsaw swords. They fight monsters and things that look far, far worse than they do. They are meant to look cool, because that then sells you an awful lot of Space Marine models, and rulebooks, and fiction books—and soon, presumably, an Amazon TV show.

    When that evil is presented as cool, it is no longer satire: it’s just something that looks cool. And in being something that looks cool, it in turn invites people who see the Imperium’s ideas about hating things that are different, controlling people through vile doctrines, and its terrifying religious dogma as ideologies that are actually worth supporting, and to feel like they and their awful beliefs have a place in Warhammer’s community, regardless of what Games Workshop says. These are the same people who blow up at the very existence of a character of a non-masculine gender, or a character of a non-white racial background, regardless of how minor or fleeting their existence ultimately is—the same people that now Games Workshop finds itself being harangued by for purportedly turning Warhammer 40,000 “woke.”

    Satire without clarity is not effective satire—and not an effective defense for someone to claim as they try to push back against a hateful co-option of a universe like Warhammer’s. If Games Workshop wants a world where it can mention the existence of a diverse array of characters in its fiction without delving its fanbase into arguments and harassment, it can no longer sit back and claim satire as its guiding principal, and instead must actively push back against these bigoted elements and forcefully prove to them that they have no space in its community. To do so, it has to recognize something many people within and without the company have already noticed: Warhammer has changed since its origins, and it will always continue to do so. Defending it from becoming another front line in the endless culture war requires Games Workshop to adapt or face consequences of its own making.


    Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.

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    James Whitbrook

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  • 3 Body Problem is the kind of TV epic we need

    3 Body Problem is the kind of TV epic we need

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    When Game of Thrones ended in May 2019, the hunt was well underway for a series that could match its blockbuster scale. HBO was already talking spinoffs with George R.R. Martin, while Netflix’s The Witcher, Disney’s The Mandalorian, Apple’s Foundation, Paramount Plus’ Halo, and Amazon’s mega-budgeted gambit on a Lord of the Rings prequel bubbled at various stages of development and production. Five years later, all the shows exist — but there’s no clear champion. Even reactions to HBO’s prequel, House of the Dragon, were more golf-clap acclaim than calls of the second coming of a franchise.

    What the wannabe successors proved (that everyone seemed to know at the time except IP-hungry executives?) is that Thrones’ secret wasn’t scale, but substantive drama. A great show needs characters with big questions and big goals, but down-to-earth emotions. The balance of a continent could hinge on valiant knights and ancient prophecy and dragon battles as long as when those involved got mad, it felt like actual people getting mad. For all the finale-related flack, Thrones showrunners David Benioff and D.B. Weiss were afforded the time and space to adapt the human side of Martin’s sprawling narrative as well as its set-pieces. So it’s no surprise that while the rest of Hollywood chased tentpoles, Benioff and Weiss set their boyhood dreams of making a Star Wars movie aside (phew, crisis averted) to cash their chips on a deal where they could demand time and space and quality work that didn’t involve swordplay.

    And they actually did it: Teaming up with veteran TV writer Alexander Woo (The Terror season 2), their new Netflix series 3 Body Problem, like Thrones, feels epic in scale while probing the messiness of human instinct. Movies like Interstellar and Solaris ventured into deep space to confront our innate spirituality, but 3 Body Problem season 1 sticks close to home to the benefit of its characters, who juggle romantic relationships and work-life stress and impending doom. Still, there is something extraterrestrial out there in the universe, a cosmic unknown. Benioff, Weiss, and Woo treat that promise like a chemical pipetted into a petri dish. Just a few drops of knowledge cause an instant reaction with consequences that will only be felt hundreds of years in the future.

    Image: Netflix

    The showrunner trio adapts Liu Cixin’s famed Remembrance of Earth’s Past science fiction trilogy with both reverence and an eye toward storytelling economics. The core drama of 3 Body Problem season 1, focused on a set of physicists out to understand what the hell is going on in the universe, weaves together people, places, and things from across all three books in order to be propulsively paced while easily digested. Die-hard readers may miss Liu’s dense “far out, man”-core style, but the pillar moments remain. Early episodes bounce from China’s Cultural Revolution to present-day London to virtual reality landscapes that hold the key to greater mysteries. The prickly politics of solving Earth’s perilous future simmer across timelines. Benioff, Weiss, and Woo don’t dumb any of it down as they tear through the plot, relying on genre conventions to keep it all watchable. (British mysteries like Broadchurch and Happy Valley feel as much part of the show’s DNA as any sci-fi series.)

    Perhaps a 10- or 12-episode season would have made room for deeper character work, but the writers are pros at making every line of dialogue illustrative of their characters’ deeper motivations, and every silent gesture — staring at the stars, gasping at equations, even watching a kid play Mortal Kombat — speaks volumes. Unlike recent Netflix adaptations that have crammed long narratives into uncompromising run times by removing all downtime “filler,” 3 Body Problem is full of humanity’s quirks. The show has religious zealots, anxious nerds, quiet romantics, and Benedict Wong as a no-bullshit cop. There is a lot of mumbo-jumbo about quantum physics and gravitational interaction, but also one of the best on-screen meet-my-family awkward dinner dates in recent memory.

    Doing the Lord’s work is actor Jess Hong, a relative newcomer and the nexus of all of 3 Body Problem’s narrative strands. In a cast full of Game of Thrones veterans and big-screen talent like Wong and Eiza González (Baby Driver, Godzilla vs. Kong), Hong takes on the burden of making all of the show’s otherworldly turns feel totally natural. Whether her character, Jin, is sipping a beer and making pub chat or navigating the immersive third level of the least fun virtual puzzle game ever invented, she reflects an authentic reality that’s increasingly tested by the show’s oddities. 3 Body Problem ultimately questions whether we deserve the planet we have so often fucked up. Hong’s Jin, in all her ups and downs, glimmers with the kind of humanity that we want to believe in.

    Jess Hong as Jin wearing Victorian era clothing and holding up an apple in a throne room

    Jess Hong as Jin
    Photo: Ed Miller/Netflix

    It really helps that Netflix didn’t skimp on 3 Body Problem, which, for all its character drama, goes big when it needs to go big. Benioff and Weiss’ clout has bought them the kind of top-tier production value that I thought only David Fincher commanded; flashbacks to the 1960s/’70s China feel rich in detail, while scenes set in the present-day drama have a refined look, rather than the cheap digital sheen that’s plagued so many post-Fincher Netflix projects. Anyone haunted by awful renderings of VR in movies and TV will be relieved by the show’s intentionally uncanny, often fantastical digital worlds that look like actual Unreal Engine survival-game backdrops. And when 3 Body Problem kicks into a high sci-fi gear, the show gets truly mind-bending — and often gnarly. The giddy provocateurs who orchestrated the Red Wedding are absolutely at the helm of this series.

    I’m a little in awe of 3 Body Problem. Liu’s books are like a character study of humanity itself; there is inherently too much to chew on. But Benioff, Weiss, and Woo came ready to cook. Their adaptation is gripping from the start and already prioritizing the pieces needed for a coherent endgame. From the trilogy’s pages of information they’ve carved out a visual story, dazzling and frightening. There are nits to pick from episode to episode, leaps in logic that may not stand up to scrutiny, but it’s a show that, unlike the Game of Thrones imitators, swept me up. Most of those shows settled on escapism. 3 Body Problem feels like a true escape, an excuse to wonder about the vastness of the cosmos from the comfort of the couch and wonder, What if?

    3 Body Problem premieres on Netflix on March 21.

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    Matt Patches

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  • The Grand Historical Epic Is Back in Fashion

    The Grand Historical Epic Is Back in Fashion

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    One of the year’s biggest talking points in pop culture has been the possible (hopeful?) twilight of comic book movies as the dominant form of entertainment in Hollywood, but far less attention has been devoted to what might take its place. If the superhero genre really is beginning to fade, then a lot of theatrical real estate is about to open up. But open up for what, exactly? Well, 2023 might have already given us an answer.

    Though Barbie emerged from the great Barbenheimer throwdown as the top domestic and international grosser of 2023, Oppenheimer’s success was almost certainly the bigger surprise. Oppenheimer currently sits at fifth in domestic box office totals and third in international earnings, and its $952 million worldwide gross is the same as Ant-Man and the Wasp: Quantumania ($476 million), The Flash ($271 million), and The Marvels ($206 million) managed to rake in combined.

    To say the industry didn’t see this coming is an understatement. Earlier this year on the Ringer podcast The Town, host Matthew Belloni and Bloomberg’s Lucas Shaw held a box office draft in which each speaker was allowed to saddle their opponent with one movie they thought would be a bomb, and Shaw picked Oppenheimer to “curse” Belloni with. I don’t bring this up to mock Shaw’s pick, but rather to point out how common and widespread the opinion was that Oppenheimer would be a huge money loser. On paper, that viewpoint made perfect sense: It’s a three-hour, partially black-and-white period piece mostly consisting of long-dead scientists debating theories and ethics with each other in dull rooms, and it stars a guy whose most prominent movie role was playing the third villain in a Batman movie nearly 15 years earlier. It didn’t really scream “billion-dollar grosser” to the industry. But as the great screenwriter William Goldman loved to say of show business: “Nobody knows anything.”

    If you ask 10 people why Oppenheimer became such a sensation, you’ll probably get 10 different answers. Some people think the film had brilliant marketing, while others think its success mostly boils down to the Barbenheimer social media phenomenon, and the fun of participating in meme culture. Some think Christopher Nolan’s name just has that much sway over the box office, while others think audiences were really into the idea of watching a nuclear bomb go off in IMAX. But another possibility that has to be seriously considered is that the film scratched an itch among audiences for an underserved kind of moviegoing experience: the grand historical epic.

    While Oppenheimer is certainly in a box office category of its own, it’s not the only indication of historical epics breaking back into the zeitgeist. Ridley Scott’s Napoleon and Martin Scorsese’s Killers of the Flower Moon both made over $150 million at the global box office, which is a lot of money for two lengthy dramas expected to be available on a streaming service (Apple TV+) just a couple of months after release. 2022’s The Woman King similarly exceeded box office expectations and generated discussion of the movie potentially reviving the historical action genre, while Netflix’s All Quiet on the Western Front was nominated for nine Academy Awards and won four. And, next Thanksgiving, the genre will make a big splash again with the release of Gladiator 2, Ridley Scott’s long-awaited sequel starring Paul Mescal, Denzel Washington, and Pedro Pascal.

    If we’re looking for what could replace the box office cachet of comic book movies, historical epics make a lot of sense as a possible answer. Since movie theaters first opened, audiences have shown they’ll pay for a reliable experience. That’s why stars used to be so important, because each star used to make only one kind of movie and play only one kind of role, essentially acting as their own franchise. From Charlie Chaplin to Shirley Temple, John Wayne to Doris Day, Clint Eastwood to Harrison Ford, and Arnold Schwarzenegger to Jim Carrey, these stars became box office phenomenons because audiences could depend on them to deliver certain kinds of experiences, again and again. When franchises took over the cinematic marketplace a few decades ago, it wasn’t a shift in what audiences wanted, it was a shift in the dependability of movie stars. Actors began challenging themselves more and more, like Tom Cruise suddenly making three-hour art films with Stanley Kubrick and Paul Thomas Anderson, or Jim Carrey, the most emotive comedian of his generation, playing Andy Kaufman, who famously refused to emote. Moves like this fundamentally breached the reliability audiences sought from stars, so audiences found that reliability somewhere else.

    Something Oppenheimer, Napoleon, and Killers of the Flower Moon all have in common is that they’re easy to describe and quick to pique interest. When you tell prospective audiences things like, “a Christopher Nolan movie about inventing the atomic bomb,” or “Joaquin Phoenix as Napoleon, by the Gladiator guy,” or “DiCaprio and De Niro in a 1920s crime epic by Martin Scorsese,” audiences know exactly what you’re selling. Those are highly marketable, highly intriguing concepts. Or, to put a finer point on it, they convey reliability to the people you’re asking to pay you a not-insignificant amount of money.

    When it comes to superhero movies and other IP-driven projects, people want that reliability, but they don’t want to overtly feel like sheep. John Wayne may have basically played the same character 75 times, but he didn’t do that literally, and when every franchise movie feels like it’s some version of “Volume 7, Part 3,” it becomes too much. Audiences don’t want to do all the homework to keep up with that. The promise of a Schwarzenegger or Eastwood movie was that you (generally) didn’t have to see any other films to make sense of them, which allowed each generation of moviegoers to enter the theater with a fresh slate.

    But with few exceptions, studios aren’t creating new franchises anymore—because the existing ones have been on an unprecedented run of profitability—and that’s led to a status quo in which the sequel numbers (or reboot, or remake, or spinoff, or prequel) just keep going higher and higher. At some point it’s all too much, and maybe we’re at that point. You used to be able to watch a James Bond movie without ever having seen one before, but even that’s not true anymore. When everything becomes about building an elaborate mythology, the simple entertainment value is gone. If you have to remember what happened in the post-credits scene of Fast and Furious: Tokyo Drift to understand what’s happening in F9, then we’re no longer talking about reliable mass entertainment.

    While historical epics may provoke a Wikipedia deep dive after the credits roll, it’s unlikely they’ll require any homework before entering the theater. They’re typically self-contained, and they usually revolve around larger stories that audiences already have some awareness of. While The Marvels had to constantly re-explain the Kree-Skrull War, Oppenheimer didn’t have to explain World War II. In other words, the narrative world-building is already halfway done. And many historical epics operate at a perfect middle ground between populism and prestige; these movies often have rousing action set pieces and huge special effects budgets, while they also have big, prestigious casts and frequently end up competing for Oscars (as Oppenheimer and Killers of the Flower Moon surely will be in a few months). And their creation typically involves just enough hubris that the world’s greatest filmmakers find them irresistible.

    Historical epics might have some momentum going, but that doesn’t mean they’re going to be produced on the scale of Marvel movies anytime soon. Beyond Gladiator 2, there’s only a handful of notable titles in development: a Hannibal movie in the works at Netflix, starring Denzel Washington and directed by his Training Day and Equalizer collaborator, Antoine Fuqua; a Cleopatra movie starring Gal Gadot, which has already switched directors once and still has no production date; and another Master and Commander movie being planned at 20th Century Studios, which was first reported two and a half years ago and has seen few updates since. None of those three movies will come out in 2024, and it’s highly unlikely any of them come out in 2025, either.

    The other questions around movies like this are logistical: How many directors can reliably deliver films at this scale? Which actors, with the ongoing extinction of the bona fide movie star, can not only play these roles, but also successfully sell them to the masses? Will studios continue to shell out hundreds of millions of dollars to make three-hour blockbusters about centuries-old historical figures, some of whom are more forgotten than others? The biggest reason the industry was so worried about Oppenheimer’s box office performance isn’t because it didn’t trust Nolan, it’s because the movie cost $100 million and was directed in a way that downplayed the more high-concept parts of the story. And then there are Napoleon and Killers of the Flower Moon, which both reportedly cost $200 million. It’s complicated to talk about budgets with those two, because they were made by Apple, which cares a lot more about winning Oscars and increasing streaming subscriptions than it does about box office performance. But the risk is still there, and those price tags loom large. With few test cases for the genre on the horizon, one massive dud could be all it takes to stop this historical epic renaissance dead in its tracks. Or will studio execs’ fears be allayed once viewers see a rousing trailer with Denzel as a Carthaginian warlord, looking like a total badass while riding a giant elephant into battle?

    One thing is clear: Oppenheimer, Napoleon, and Killers of the Flower Moon seemed to tap into a significantly underserved taste demographic among audiences. There’s an opportunity to exploit that, but it’ll take time and a whole lot of money. Will audiences be patient enough, and will studios be willing to spend enough? We may get answers to some of these questions next November, when a Gladiator movie once again asks us if we’re not entertained. A lot could be riding on our collective response.

    Daniel Joyaux is a writer based in Ann Arbor, Michigan. His work has appeared in Vanity Fair, Roger Ebert, Rotten Tomatoes, The Verge, and Cosmopolitan, among others. You can follow him on Twitter @Thirdmanmovies and on Letterboxd at Djoyaux.

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    Daniel Joyaux

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  • Fortnite Brings Back ‘Share The Wealth’ Emote On Same Day As Mass Layoffs

    Fortnite Brings Back ‘Share The Wealth’ Emote On Same Day As Mass Layoffs

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    The video game industry is still reeling from Epic Games’ September 28 announcement that it will lay off nearly 900 employees. If developers at the Fortnite money-printing factory aren’t safe, nobody is. In perhaps the worst-timed microtransaction ever, Fortnite’s “Share The Wealth” emote went back up for sale on the battle royale’s in-game shop later that day.

    It didn’t take Fortnite news accounts like Guille_GAG long to discover the emote had returned to cap off the a day full of grim news. “Epic has brought back the Share the Wealth Emote just after firing 900 of their employees…,” they tweeted. “Epic Games is under fire for selling the ‘Share the Wealth’ Emote in today’s Item Shop rotation – just hours after 830 employees were laid off,” the FortniteBR Instagram account posted.

    It appears the emote, which was added to the game earlier this year in Chapter 4: Season 3, was only on sale for a brief period before being removed. According to FortniteBR and others, the emote was removed when Epic took down the entire Daily Rotation tab from the store shortly after the emote went live.

    A company spokesperson told Kotaku in an email that the “Share The Wealth” emote was pre-scheduled. “The emote was taken down when we realized the mistake roughly one hour after going live,” they wrote. Epic Games acknowledged the missing feature on Twitter and said it would return during the next item shop refresh.

    “We’ve been spending way more money than we earn,” Epic CEO Tim Sweeney wrote in an email to staff announcing the layoffs. It was a peculiar invocation of of the royal “we,” considering the executive then proceeded to list acquisitions, expansions, and other business initiatives, like growing Fortnite as a metaverse-inspired ecosystem for creators, that most of the people laid off probably had no say in.

    It’s unclear what sort of salary Sweeney and other executives at the company draw. Epic remains a privately owned company, so it doesn’t have to disclose any of that information. Sweeney has pushed back again the concept of a wealth tax in the past, claiming that it would penalize people like him by forcing them to sell equity in their companies anytime they become more valuable. While the larger company remains a black box, we do know that Fortnite made $9 billion in its first two years, and Epic continues to rake in “billions of dollars a year in revenue from player purchases.”

    The news around Epic’s layoffs renewed questions about how companies handle cost-cutting, and who feels the pain first when economic gambles don’t pay off. People often recall the late Nintendo president Satoru Iwata’s symbolic pay cuts when his companies’ products would underperform, like the 3DS and Wii U. Some other gaming CEOs have undergone similar compensation cuts in recent years, including Ubisoft, Electronic Arts, and Activision. Relative to the millions earned in company stock, however, the salary haircuts often seem like a pittance in comparison.

    “The reality of being laid off by Epic while being treated for skin cancer has hit me and woken me from a not sound sleep and I don’t think there are words for how furious I am at the company, the leadership, their greed…all of it.” one former Epic employee tweeted overnight. In the meantime, Epic is still burning money on things like Epic Games Store, its Steam competitor, showering players with free games. The latest freebie is the action RPG Soulstice, which is normally listed at $40.

    “Saying goodbye to people who have helped build Epic is a terrible experience for all,” Sweeney wrote in his email to staff. “The consolation is that we’re adequately funded to support laid off employees: we’re offering a severance package that includes six months base pay and in the US/Canada/Brazil six months of Epic-paid healthcare.”

               

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    Ethan Gach

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  • New Historical Thriller “Yakov’s Run” by Greg Simons Takes Readers on an Epic Journey Through Medieval Europe – World News Report – Medical Marijuana Program Connection

    New Historical Thriller “Yakov’s Run” by Greg Simons Takes Readers on an Epic Journey Through Medieval Europe – World News Report – Medical Marijuana Program Connection

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    COLVILLE, WASHINGTON, UNITED STATES , April 14, 2023/EINPresswire.com/ — Author Greg Simons’ latest novel, “Yakov’s Run,” is a thrilling and immersive historical tale that takes readers on a journey through the 14th century Holy Roman Empire.

    In this engaging and atmospheric novel, Michael Simons, a widower seeking to rediscover his roots, is linked to the past through the story of Yakov Symons, a young farmer living in the Holy Roman Empire in the 14th century. Yakov’s life takes a dramatic turn when he is forced into bondage and enlisted in a conflict he knows nothing about. Along the way, he meets the infamous Petres the Chain and the enigmatic Der Flechtemann, a near-mythical figure on a mission to liberate the people from the chains of feudal hierarchies and institutionalized poverty.

    Simons’ vivid portrayal of the Holy Roman Empire paints a picture of a dark and bleak world, where life is always on the brink of death, and the horsemen of the apocalypse stand witness to the age. But amidst this darkness, there is still hope, and the mysterious monk who knows so much of these events may hold the key to unlocking the past and the future.

    “‘Yakov’s Run’ is a gripping and enthralling historical thriller that will take readers on a journey they won’t forget,” said Simons. “I wanted to explore the realities of life in the Holy Roman Empire and the struggles that people faced, while also weaving in elements of mystery, intrigue,…

    Original Author Link click here to read complete story..

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    MMP News Author

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