برچسب: time

  • Honkai Star Rail 3.5 arriving in a few days time – here’s what we know so far

    Honkai Star Rail 3.5 arriving in a few days time – here’s what we know so far


    Honkai Star Rail v3.5

    Gacha, gacha everywhere. Everything seems to be gacha these days – including the new mech game Mecharishi that came out the other day and has managed to hold my attention for longer than much of this sort of thing does.

    One of the longer-term and more successful examples out there at the moment is the popular Honkai Star Rail, which has just announced the arrival of its latest 3.5 update. But when is it, what will it bring, and what news has been released so far?

    Honkai: Star Rail Version 3.5 “Before Their Deaths”

    When is it out?

    HoYoverse has announced that we can expect the version 3.5 update to arrive on August 13th, so less than two weeks away from the time of publication.

    This update officially kicks off the second half of the Amphoreus story. Trailblazers will encounter new companions, confront fresh enemies and events, and witness old friends in entirely new forms. Hysilens and Cerydra will also make their long-awaited debut as playable characters, joining players in the next leg of the Amphorean trailblazing expedition.

    Honkai Star Rail 3.5 characters

    Version 3.5 introduces two powerful new characters to the team of Trailblazers. The first is Hysilens, commander of the holy city’s knights and a 5-star Physical-Type character following the Path of Nihility. Hysilens excels when paired with characters who specialize in DoT. 

    The other 5-star Wind-Type character following the Path of Harmony, Imperator Cerydra, is the holder of the Law Coreflame and the initiator of the first Flame-Chase Journey

    HSR V3.5 will see the limited 5-star characters Stellaron Hunter Kafka and Silver Wolf return in the first and second halves of the Version 3.5 warp event

    Voice actor features

    This is an interesting one. Version 3.5 brings a toggle to the in-game audio that allows you to toggle between the original in-game dub and the original licensed voice actors. This is being added to help increase immersion for players.

    Honkai Star Rail has so far passed an astonishing 150 million downloads across PC, iOS, and Android. That is a lot of potential income for HoYoverse when you consider it sits beside its other gacha behemoth, Genshin Impact.

    You can download the new Honkai Star Rail update on August 13th, and we will update this page with go-live times once they are released.


    The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy



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  • magic the gathering – How does a card’s “Impending” ability work while there are still time counters on it?

    magic the gathering – How does a card’s “Impending” ability work while there are still time counters on it?


    A creature cast with the impending cost with time counters on it is just a regular enchantment permanent.

    A spell cannot be on the stack for multiple turns

    In Magic: the Gathering, each turn is divided into a sequence of steps, and each step can only end if the stack is empty. This means that any spell must leave the stack, either by resolving or by being countered, in the same step in which it is cast. So, no spell can ever be on the stack in a turn after the one in which it was cast, and you cannot ever counter a spell that was cast in a previous turn.


    “Not a creature” does not mean “not a permanent”

    The impending ability says that if you pay the impending cost, the object is “not a creature” as long as it has a time counter on it. “Creature” is just a card type, like “artifact” or “enchantment”. If an effect says that something is “not a creature”, that just means that it doesn’t have the creature type, or any associated subtypes, or power and toughness. Nothing else about it changes; if it would otherwise be a permanent, it’s still a permanent, just one that isn’t a creature.


    Impending

    The ability is defined in rule 702.126a:

    702.176a. Impending is a keyword that represents four abilities. The first and second are static abilities that function while the spell with impending is on the stack. The third is a static ability that functions on the battlefield. The fourth is a triggered ability that functions on the battlefield. “Impending N–[cost]” means “You may choose to pay [cost] rather than pay this spell’s mana cost,” “If you chose to pay this spell’s impending cost, it enters with N time counters on it,” “As long as this permanent’s impending cost was paid and it has a time counter on it, it’s not a creature,” and “At the beginning of your end step, if this permanent’s impending cost was paid and it has a time counter on it, remove a time counter from it.” Casting a spell for its impending cost follows the rules for paying alternative costs in rules 601.2b and 601.2f-h.

    All of the existing cards with the Impending ability are Enchantment Creature cards, so if one of them is cast by paying its impending cost, it resolves just like any other permanent spell, except that as long as it has a time counter on it, it is just an Enchantment. It can be interacted with just like any other Enchantment. A counterspell targets spells on the stack, and this is a permanent on the battlefield, so they do not interact. Terror targets creatures, and this is not a creature, so they do not interact. Naturalize, for example, targets enchantments, so it could interact with one of these permanents.



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  • Using “Congress of Vienna” in the Classroom and Reducing Time to Play a CoV “Clash of Armies” Scenario Turn Through a “Warm Start”


    Introduction by Congress of Vienna Assistant Designer/Editor, Fred Schachter – The CoV Team is privileged having in its rank’s educator Tyler Brooks, who with his co-teacher adapted Congress of Vienna for the classroom to teach students so they could experience the challenges of being in a coalition or facing one. The class they created was entitled… “Applied Strategy: Wargaming the Great Captains of History”. This involved non-gamer college level students successfully gaining needed appreciation of our wonderful hobby and using CoV’s four turn “Clash of Armies” Scenario in particular.  Quite the achievement!

    If you’re unfamiliar with Congress of Vienna, there’s a host of material regarding it within GMT’s site: GMT Games – Congress of Vienna, 2nd Printing  Yes, the game’s warm enthusiastic hobby reception has it “Out of Stock”: but CoV’s 2nd Printing, which will include all rule clarifications as of the date of printing, can be P-500 ordered.  All this article’s referenced CoV Optional Historical Rules (OHRs 15.1 – 15.17) can be obtained via this GMT site for the game.  But back to Tyler’s remarkable accomplishment.

    A turn of Congress of Vienna, with experienced players, can average 40-60 minutes each and for Tyler, this amount of classroom time was prohibitive.  He therefore cleverly devised a kind of “House Rule” to dramatically shorten a turn’s playing time by pre-disposing results of its Initial and Diplomacy Phases… those are skipped via a “Warm Start”.  A “Warm Start” begins each turn with Issues won and only Military Cards remaining in each Major Power’s hand.  A “Warm Start” turn begins with Government Phase Resource allocations and then it’s off to the drama, conundrums, fun and excitement of Congress of Vienna’s War Phase whose Armies and military units are all prepositioned on the game map!!

    CoV Designer Frank Esparrago and I had a blast assisting Tyler adopt his Congress of Vienna Clash of Armies Scenario Turn “Warm Start” for the InsideGMT audience.  You’ll find it within an Appendix to Tyler’s intriguing Using “Congress of Vienna” in the Classroom article.

    To skip the article and go direct to the CoV “Turn Warm Start” Instructions & Set-Up Illustrations click here.

    The Concept

    Militaries across the world obsess over how to create better strategists.  With the sudden leaps in artificial intelligence, great powers have even begun attempting to train “synthetic strategists” to either augment or replace human ones. [1]  A debate continues among academics and practitioners over whether great military strategists (as well as wargame designers) can be trained or simply discovered and recruited.  In each of the above cases, wargames serve an integral part in either training strategists (both human and machine) or identifying their strengths and weaknesses. 

    As both a professional strategist and wargamer myself, I’ve been deeply involved in both analytical and educational wargaming; but it’s the latter I’d like to focus on here, and how I’ve used GMT’s “Congress of Vienna” game to instruct professional strategists, emerging senior military leaders, and novice professional wargame designers.

    Literature and Theory Background 

    In “On War,” Carl von Clausewitz defines genius as a “highly developed mental aptitude for a particular occupation.”[2]  He goes on and identifies several human characteristics, the harmonious combination of which produces military genius:

    1. Physically & Morally Courageous
    2. Visionary (coup d’œil)[3]
    3. Determined (courage d’esprit)[4]
    4. Mindful[5]
    5. Ambitious for Fame and Honor
    6. Emotionally Disciplined
    7. Charismatic to inspire esprit de corps[6] in others
    8. Map Literate
    9. Creative & Imaginative
    10. Competent in Statesmanship
    11. Competent in Math & Science

    Combining Clausewitz’s “On War” with the principals of war from Antoine-Henri Jomini, most western strategic theory necessary to train military planners in operational art and strategy can be extrapolated, with allowances made for changes to the character of war since their writings.[7]  And yet while military strategy courses teach about both these theorists; they often neglect to spend any time studying the man from whose genius they were both attempting to derive their methods: Napoleon Bonaparte, emperor of France. 

    In developing a pilot elective course for this academic year, my co-teacher and I chose to focus on Bonaparte for our choice of related wargames but given that he ultimately abdicated (twice!), it does beg the question from an uninitiated student: “Why do I care what a loser thinks about war winning?”  In response, I point to a medium article by Ethan Arsht where he quantified the “Wins Above Replacement” (WAR) sabermetrics on all western[8] generals’ battle records in Wikipedia which determined Napoleon Bonaparte’s measurement was 23 standard deviations from the mean, while second place Julius Caesar was in the “paltry” ballpark of around 7.[9]  To confirm this astonishing statistic, I had a department mathematician run the numbers, and the result was that Bonaparte (relative to his contemporaries during his own time) was so dominant a commander that there would have to be 10 times the current number of humans who have been born before you’d expect him to exist.[10]  This suggests Napoleon was not only the greatest military commander who ever lived, but quite possibly the greatest who will ever live.[11]

    The omission of Bonaparte from the above referenced professional military education occurs partially because Napoleon never made much of an attempt to explain his methods in writing, but he does provide some insight into how he became a “Great Captain of History”.  He names whom he considers great captains, including himself as the greatest (of course) and then explains that the way to become a great captain is to study the great captains.[12]  Napoleon’s argument is essentially a militarized take on Aristotle’s “Nicomachean Ethics” which assumes a “Great Man Theory” of history.  While Napoleon didn’t leave us theoretical writings to study; he did leave us his historical battles and campaigns.

    Wargames’ Educational Potential (with Reference to Congress of Vienna in Particular)

    So, this finally brings me to “Congress of Vienna” and the use of historical wargames, such as CoV, in the classroom as a teaching tool.  Training military leaders with wargames gives them the simulated experience of experiencing many of Clausewitz’s traits of military genius.  Wargames also provide a safe laboratory for students to test their own ideas and interact with history in an engaging manner that synthesizes insight out of a historical narrative, insight that should be generalizable to other, more modern, situations.  But especially for our purposes, this medium allows the student to travel back in time to inhabit the mind of Napoleon and his contemporaries during the critical years of 1813 – 1814, as best as Frank Esparrago and other designers/developers can manage.  I became interested in the game “Congress of Vienna” professionally when, like most other games in my collection, I had a professor ask me to recommend a game to help him teach a niche topic.

    Classroom Application of Congress of Vienna (With a 5th Major Power, Prussia, Added) 

    In August of 2022, the training school for all U.S. Army Strategists asked if I could design a bespoke educational wargame to accompany a presentation of Gordon A. Craig’s famous 1965 lecture, “Problems of Coalition Warfare: The Military Alliance Against Napoleon, 1813-1814.”[13] Given that I was not a historian by trade, and in fact deficient in any in depth knowledge of Napoleon at the time, I dug into the Gordon A. Craig reading with a critical eye and imagined a game much like “Churchill” from Mark Herman’s Great Statesman series to model the “frienemy” aspect of the balance of power within a coalition. 

    Yet I didn’t consider myself equal to the task of creating such a game from scratch at the time.  However, upon further rumination, I vaguely remembered seeing there was another P500 game on GMT game’s website for the Great Statesman series and this one was about Napoleon.  That was encouraging, but I doubted I would be so lucky for it to be about the War of the Sixth Coalition.  In any case, modifying a commercial off the shelf solution for the classroom is almost always a better idea than creating a new game from scratch; so, I went to the GMT Games site and looked up that P500 game about Napoleon.  Huzzah!! It turned out, Congress of Viennawas exactly the game I wanted!  I immediately rectified my error of not being subscribed to GMT’s monthly newsletter. 

    But the tantalizing “Congress of Vienna” game was still in development during August of 2022, without an online rulebook. Therefore, I looked around the internet as best I could and try to piece something together.  What I found on Board Game Geek (BGG) was a wonderful 4-part video by two CoV Team Members doing a full playthrough demo using the then current Vassal prototype of the game.[14]  So naturally, I watched those YouTube videos 4 or 5 times and from them built a PowerPoint Classroom Presentation explaining how to play “Congress of Vienna”. 

    I thought I had most of it figured out (except maybe for the “Congress of Peace” Issue), but I wanted to confirm my understandings.  So, I figured it wouldn’t hurt to reach out and introduce myself to CoV Designer Frank Esparrago via BGG and explain to him what I was trying to accomplish.  I subsequently emailed Frank my draft PowerPoint for feedback to learn if I got anything wrong and was thrilled when he swiftly responded! He offered me the opportunity to playtest the “Congress of Vienna” prototype with him via Vassal.  I was honored to get a chance to work with the development team. [15]    

    The Congress of Vienna game I wanted for the class would differ from the four-player version the CoV Team was developing.  How?  By adding a fifth Major Power: Prussia into the game!  So, Frank, who became enthused about my idea, spent a couple of weekends or so playing and modeling a prototype with me, since the professor had some specific requests for Prussia being its own 5th Major CoV Power, distinct from Russia. 

    To accomplish this, Frank created prototype Prussian cards and modified the Vassal board’s Diplomacy Section to accommodate a 5th National Negotiation Track.  We found adding a 5th Major Power team increased the length of play substantially, so we sped up the game in other areas to To accomplish this, Frank created prototype Prussian cards and modified the Vassal board’s Diplomacy Section to accommodate a 5th National Negotiation Track.  We found adding a 5th Major Power team increased the length of play substantially, so we sped up the game in other areas to make up for that.  One of the approaches, which Frank did not like, but nevertheless helped me achieve the playing time reduction goal, was getting rid of the card trading mechanic and through creating exclusive to each Major Power four “National Decks” (for France, Britain, Austria, and Russia); as in Mark Herman’s “Churchill” instead of using a single shared deck. 

    In retrospect, doing away with the shared deck removes a significant amount of interesting interplay between the Allies, and potentially upsets the balance of the game, not to mention removing some cards’ historical flavor.  We experimented further by having the Prussian and Russian team play with independent National Tracks, but use a shared hand of cards.[16]  However,  it became difficult to make Prussian strategic decisions distinguishable from Russian ones to be worth the extra complexity and time it was asking of the students.[17]  We cut the idea for a Prussian team, along with eliminating the Pax Britanica and Future Government of France Tracks from the classroom version of the game and sought to make even more cuts to speed things up.  We also reduced the number of Negotiation Rounds from 6 to 4 and reduced the number of cards from each Major Power’s hand by 2 to make up for the fewer card play Rounds.  We also made changes to the National Advantages (especially Russia’s) so we could script the Initiative Order (Wager), Initial Situation Cards, and the Initial Environment Table die rolls.  By scripting these starting conditions, we freed up precious minutes for more playtime.

    Now if readers have their interest piqued by the described Five Major Powers Congress of Vienna Game Variant, be heartened! This may eventually be published as a physical game or an InsideGMT article with a link to its associated Vassal Module. But for now, we shall focus on providing an aspect of the Variant we realized applicable to the current Congress of Vienna game: a Warm Start for helping teach the game to new players and adapt it to a classroom’s constraints.   

    Organizing a Congress of Vienna Lesson Plan for the Classroom 

    In consultation with the professor’s learning objectives and with Frank’s advice as CoV’s designer, for the prospective class we chose to play the four turn “Clash of Armies” scenario, which encompasses the Full Campaign Game’s turns 5-8 (per CoV Playbook Section 17.3).   The limiting factor using wargames for educational purposes tends to be fitting the teach and the game into a single class period, 4 hours in this case.  After playtesting the scenario with the professor, the most crucial feedback I received was that the Negotiation Phase of the game, while most interesting, would not make much sense to untrained players until they completed a War Phase.  Therefore, I took the recommendation to create a “Warm Start” for the scenario by starting in medias res of turn 5, scripting the Government Phase in PowerPoint for me to brief to the students and then scripting cards and Issues going into the turn 5 War Phase which allowed them to start the game there.

    Over my years working with educational wargaming, I’ve found that consolidating a scenario and rules brief together into a graphical presentation is often a great multimedia approach to teach a game when combined with a physical copy set up in front of the students.  If comprehensive and tailored to the scenario, such a presentation can serve as a replacement for the rulebook, as well as the short Quick Start Rules Summary, scenario instructions, and Player Aids which CoV provides as references.  Mark Leno, who teaches professional wargame designers and facilitators with me, breaks down a good rules briefing for students into the following format, which I follow for all teaching presentations (and rulebooks)[18]:

    1. Explain the game theme
    2. Explain the game objective (how do you win?)
    3. Briefly explain the game components and key terms
    4. Explain the rules and necessary mechanics in play order
    5. (if needed) Demonstrate any mechanics or special rules
    6. (if needed) Provide additional examples or explanations
    7. Summarize objective, key rules, and common errors
    8. Optional: If time permits, briefly describe common strategies or approaches to play and/or play a practice turn or round

    The above is called the “Full-Teach,” as opposed to a “Partial-Teach” method where we just do steps 1-3, and let the players complain when we reveal new rules as they become relevant.  ‘Partial-Teach” is less boring, but it comes at a price of being blamed for potentially ruining the players’ strategy by not explaining the entire game up front.  “Congress of Vienna” is a complex enough game that with novice gamers, “newbies”, it doesn’t lend itself well to either method; hence the “Warm-Start” approach. 

    You can get away without explaining the Initial Phase, Diplomacy Phase or each of the game’s Issues by starting with the War Phase by explaining to the players “This is what your incompetent ambassadors left you with, now General, go figure out the battles.”   After they see the struggle of operationalizing a policy they were handed by the facilitator, you can then put them in the seat of the ambassador for the Diplomacy Phase of turn 6.  The facilitator then explains the Issues for negotiation and/or debate for the upcoming turn. Then the students can see if they could do better.

    With this variant’s National Decks, the scripted initial situation, only 4 Negotiation Rounds, and the simplified game board eliminating the Pax Britanica and Future Government of France Tracks, I can consistently get a new group of future military strategists through a 30-minute rules teach and 2.5 turns of play in four hours.  During that classroom time, professors leverage the experiential learning from “Congress of Vienna” to discuss not only the friction of coalition warfare, but also the two interpretations of Clausewitz’s Trinity: the people, the government, and the general.  Or respectively: passion, reason, and chance.  “Congress of Vienna” is by far one of the best games (among “Conquest & Consequence” and “Triumph and Tragedy”) at modeling grand strategy. 

    But where “Congress of Vienna” excels is in its exploration of military genius and its effect on the enterprise of statesmanship and warfare.  Over the years, I’ve found that demonstrating an understanding of theoretical concepts, like strategy in complex systems, can only be observed in watching the synthesis through application at a gaming table.  The barrier to entry, however, is teaching students how to play the game.  Game theory and literacy among professional strategists are just as important as reading literacy, because as William North Whitehead put it: “The purpose of thinking is to let the [bad] ideas die instead of you.”

    I still have digital copies of this CoV variant’s “National Deck”, custom cards, and I’ve in fact continued to play the game in the classroom with that mod for years, until I got my official physical copy of the game this year.  Like the 5-player Prussian team variant, the National Decks aren’t fully play tested or balanced for public use, but if there’s interest, there might be a vassal mod made available at some point in the future. 

    Once I got my fresh copy of the published Congress of Vienna game, I couldn’t stand not to play with Terry Leeds’ beautiful cards and game board, so I switched back to the shared deck and card trade mechanics. This included student strategists lacking analysis paralysis by needing to read the extra text on the cards than their professors did during playtesting!  Fred Schachter was kind enough to update my “Warm Start” rules teach to match the full and final rules of the commercially released game and, with Frank’s help, present them here for you to use.  I hope you find these resources helpful in getting this game in front of more students in the classroom, and/or new hobbyists on your local gamers’ table or convention floor.

    Congress of Vienna in the Classroom! The left Photo is of three game participants. The right-side photo is of Dr. Richard Anderson, my co-teacher, facilitating the After-Action Review in class which enlightens students regarding the challenges of Coalition Warfare.

    Turn Warm Starts to Accelerate Game Playing Time of CoV’s “Clash of Armies” Scenario (17.3)

    As indicated above, an aspect of this “Congress of Vienna” game variant, which can be applied to accelerate play of the “Clash of Armies” scenario, is to start a game, or individual turn, with a “Warm Start”.  That is, for this variant, players begin with “Issues Resolution”, Step #2 of the Government Phase (12.0).

    This means skipping a turn’s Initial Phase (10.0) and time-consuming Diplomacy Phase (11.0).  Players begin a turn by determining how to best spend their available Resources to pay for won Issues, gain die roll drm for the Absolutism/Liberalism and/or Pax Britannica Tracks, as well as acquire Military Support markers or VP for Sound Government.  That’s it!  In all other particulars, play the game using Standard Congress of Vienna rules.

    Three Appendixes at this article’s conclusion contain Frank’s design (historical) interpretations of a “Clash of Armies” turn’s Set-Up.  These include, for the Scenario’s Turns 5, 6, 7, and/or 8 each Major Power’s number of available Resources, won Issues (from that turn’s Diplomacy Phase), Victory Point Track marker, Military Map Armies/units placements, and marker locations for the Absolutism/Liberalism, Pax Britannica, and Future Government of France Tracks.  For this scenario’s historical background, please reference: A Historical Introduction to the Congress of Vienna Period (CoV) Part 3 of 4: Europe Aflame (July–December 1813) – InsideGMT


    Author’s Bio

    At the time of this writing, Daniel “Tyler” Brooks is a lieutenant colonel in the United States Army, serving as an Army Strategist (FA59) and wargame designer in the Department of Strategic Wargaming (DSW) at the United States Army War College (USAWC) in Carlise Barracks, PA,  where he teaches the Army’s “Wargame Designer Course,”  two wargaming electives, and runs bespoke analytical wargames for the Army and Joint Force.  He has a Bachelor of Science degree in Philosophy from the United States Military Academy at West Point, and a Master of Arts in International Security from the Josef Korbel School of International Studies (JKSIS) at the University of Denver.  Like Napoleon, Tyler was a field artillery officer before becoming a strategist.  He graduated from the Basic Strategic Arts Program (BSAP) at USAWC in 2017.  The thoughts, opinions, and techniques presented here are solely the views of Tyler Brooks, and does not represent the thoughts, opinions, or policy of the U.S. Government, the Department of Defense, the U.S. Army, or any organization in the U.S. Army War College.  This article is meant to be a discussion of pedogeological techniques using wargames under fair use and does not constitute endorsement of the game “Congress of Vienna” by any U.S. Government organization. 


    Endnotes

    [1] https://mwi.westpoint.edu/strategic-centaurs-harnessing-hybrid-intelligence-for-the-speed-of-ai-enabled-war/

    [2] Chapter 3

    [3] Literally “Stroke of the eye,” which can be interpreted as “Commander’s Vision”, but what he’s describing is more akin to system 1 thinking as described in the book “Thinking Fast and Slow” by Daniel Kahneman.  This is an ability to mentally visualize conceptually complex situations, accurately and instantaneously in the moment with incomplete information. 

    [4] Literally “Courage of the Spirit” or “Courage of the Mind” which can be interpreted as “Moral Courage”. But Clausewitz [re: “Clausewitz’s wife”] uses the term to mean something in addition to Moral Courage, as he already includes it with physical courage.  Here, he means it as an additional trait that also includes a willingness to not give up in the face of overwhelming odds.  It is a willingness and self-confidence to act on the visualization of coup d’œil in an uncertain environment.

    [5] Meaning, to not miss any important details, and to be aware of everything that is in front of you and be able to distinguish signal from noise in order to see through the “Fog of War.”

    [6] Literally “Spirit of the body” meaning the collective morale of a group to achieve a common goal in the face of hardship.

    [7] I’m ignoring the Eastern thought, for the most part, for my purposes here, so apologies to those interested in Sun Tzu and Mao Zedong.

    [8] Again, sorry Genghis Khan, our Western bias left you and your brilliant generals missing from the data set.

    [9] https://medium.com/data-science/napoleon-was-the-best-general-ever-and-the-math-proves-it-86efed303eeb 

    [10] To be more precise, the odds are astronomically worse than that, because the sample number assumes everyone who has ever been born was also a battlefield general.  The calculations broke the computer as is, so we called it “good enough” for the purpose.

    [11] Ok, this bold claim ignores a lot of factors.  But the point remains it is a safe bet that Napoleon is worth looking at as a premier model for a Great Captain of History.

    [12] In “Napoleon on Napoleon,” edited by Somerset de Chair, Bonaparte explicitly states those captains are: Alexander the Great, Hannibal the Great, Julius Caesar, Gustavus Adolphus the Great, Turenne, Prince Eugene of Savoy, Fredrick the Great, and Napoleon Bonaparte.

    [13] https://www.usafa.edu/app/uploads/Harmon07.pdf This brings you to the entirety of this fascinating piece.

    [14] The Youtube videos have since been removed from BGG, probably because they featured a CoV prototype from before Terry Leeds’ beautiful art was added.

    [15] BTW, game designers and developers, like CoV’s, love it when you ask them about their games.  You’d be surprised how often they will write you back if you are struggling with a problem and need help with a game.

    [16] Taking inspiration from the “Two-Headed Giant” format in “Magic the Gathering”

    [17] We also added a “Deutsche Bund” track and some new Prussian staff cards in the attempt.  I also begged Frank to add “Clausewitz” and “Jomini” cards into the variant, but Frank rightfully pointed out “Clausewitz didn’t play much of a role until Waterloo.  Frank did humor me by making a neutral Jomini card, since his national loyalties caused him to serve multiple roles on different sides in official capacities.  Jomini even played a small role in the Congress itself, and Napoleon identified him by name, declaring Jomini to not be a French spy.  Both the Allies and the French deemed Jomini honorable in his military service throughout the war, despite his changing sides, or recusing himself on occasion throughout the Napoleonic Wars.

    [18] From “How to Teach a Game” by Mark Leno


    APPENDIX 1: “Warm Starts” For CoV Clash of Armies Scenario Turns 5, 6, 7, or 8

    Introduction to “Warm Starts” Appendix by Congress of Vienna Assistant Designer/Editor, Fred Schachter: Game designer Frank Esparrago and I enjoyed editing Tyler’s clever concept of shortening a Congress of Vienna “Clash of Armies” (17.3) scenario’s playing time by starting a turn at its Government Phase.  This eliminates time spent resolving a turn’s Initial Phase (10.0) and Diplomacy Phase (11.0).  It lets player(s) proceed immediately to deciding how to best allocate their Major Power’s Resources and then proceed to the exciting, fun, and dramatic action of a War Phase.  

    This can help newbie Congress of Vienna players learn the game system incrementally and avoid a Diplomacy Phase’s perceived complexities.  It also speeds resolving a CoV game turn when players are pressed for time… although at the price of sacrificing the fun challenges of selecting, negotiating, and debating Issues during a Diplomacy Phase

    Here are general instructions for a “Warm Start” to a “Clash of Armies” Game Turn:

    For all set-ups: As the French Leader, Napoleon, was not used during a turn’s preceding Diplomacy Phase, a free FR Military Operation marker is placed in Paris.  Prior to commencing a game, it is OK to include any or all CoV Optional Historical Rules (OHRs 15.1 – 15.17).

    A “Warm Start” Turn begins with the following predetermined by Major Power: any Initial Environment Table effect(s), Card Hand Size, VPs, Number of available Resources, Issues won during the turn’s Diplomacy Phase, Military Cards, and Military & Diplomacy Sections’ pieces placements.  There is a Table for each “Warm Start” Turn identifying these for set-up purposes.

    Duration & Options: A “Clash of Armies” Scenario can be for its full four turns or less.  Yes, a single turn game, with a Turn 8 “Warm Start”, could be played!

    When selecting a turn to begin a “Clash of Armies” Scenario which will be more than one turn, that is, starting with turns 5, 6, or 7, participants can agree to play the next turn as a regular Congress of Vienna turn with all Phases.  Example: Play a two-turn game with a Warm Start for Turn 7 and then Turn 8 with its Initial Phase (10.0), Diplomacy Phase (11.0) and so on.

    Alternately, every turn of a “Clash of Armies” Scenario can be played with its “Warm Start”.  Furthermore, readers should feel free to “tinker” with a turn’s “Warm Start” Resources, Issues won, Military Cards and pawn/marker placements if there’s a consensus believed to result in a more balanced, challenging, interesting, and/or better game.  Perhaps there’s an enterprising gamer in the GMT audience who’ll devise and share Tyler’s “Warm Start” approach with another Congress of Vienna Scenario?  The goal is to “tickle your gamer fancy” and have fun!

    APPENDIX 2: Adding to the “Warm Starts” variability and re-playability?

    If you want to add more variability to the game, you can deal each player one or two Handicap cards (players decide at the start of a game). Apply the result of each Handicap card at the beginning of the Government Phase, regardless of what the card says. If a drawn Handicap card cannot possibly affect a “Warm Start” game, set it aside and select another than can be applied.  This will add a touch of uncertainty and stimulating re-playability.

    APPENDIX 3: “Warm Starts” Set-Ups for “Clash of Armies” Scenario Turns 5, 6, 7, & 8

    Turn 5, August 1813

    Marker/Pawn Placements: War of 1812: BR 1, Pax Britannica: Castile & Valencia under Coalition Control, Absolutism: Defense of the Faith, Liberalism: Secularism & Confiscation, Future Government of France: Emperor Napoleon Bonaparte.

    Military Map Piece Placements: See below Turn 5 illustration.

    Government Phase Resource Allocation Reminders: A) Adjust VP markers for the three Peace Congress (12.4.1.1) die rolls. B) If resourcing a won Minor Country and/or Recruitment Issue, add any related Military Unit(s) and adjust the Major Power’s VP Track Marker accordingly. C) Adjust VPs for any Absolutism/Liberalism die roll result.

    IMPORTANT NOTE: If proceeding to a Turn 6 “Warm Start”, carry over this turn 5’s VP’s, Card Hand Size, Pawns (Absolutism, Liberalism, Pax Britannica), War of 1812 Status, and all Military Map positions of Armies on the board (with their units) as well as pieces in each Major Power’s Force Pool.  Otherwise, only use the upcoming turn’s “Warm Start” Table’s indicated Resources, Military Cards available, Won Issues, and drm modifiers to start the next Turn with its Government Phase.

    Turn 6, September 1813

    Marker/Pawn Placements: War of 1812: BR 1, Pax Britannica: Castile & Valencia under Coalition Control, Absolutism: Defense of the Faith, Liberalism: Free Market, Future Government of France: Emperor Napoleon Bonaparte.

    Military Map Piece Placements: See below Turn 6 illustration. Note that Turn 6’s Replacements have been taken and are now upon the map.

    Government Phase Resource Allocation Reminders: A) If resourcing a won Minor Country and/or Recruitment Issue, add any related Military Unit(s) and adjust the Major Power’s VP Track Marker accordingly. B) Adjust VPs for any Absolutism/Liberalism die roll result.

    IMPORTANT NOTE: If proceeding to a Turn 7 “Warm Start”, carry over this turn 6’s VP’s, Pawns (Absolutism, Liberalism, Pax Britannica), War of 1812 Status, and all Military Map positions of Armies on the board (with their units) as well as pieces in each Major Power’s Force Pool.  Otherwise, only use the upcoming turn’s “Warm Start” Table’s indicated Resources, Military Cards available, Won Issues, and drm modifiers to start the next Turn with its Government Phase.

    Turn 7, October 1813

    Marker/Pawn Placements: War of 1812: BR 1, Pax Britannica: Castile & Valencia under Coalition Control, Absolutism: Monarchies Alliance, Liberalism: Free Market, Future Government of France: Emperor Napoleon Bonaparte.  Appropriately place reminder markers for: Track C- Heavy Rains, -2DRM to BR for Gascony + Toulouse & Track A- The Grande Armée is not allowed to Withdraw.

    Military Map Piece Placements: See below Turn 6 illustration. Note that Turn 6’s Replacements have been taken and are now upon the map.

    Government Phase Resource Allocation Reminders: A) If resourcing a won Minor Country and/or Recruitment Issue, add any related Military Unit(s) and adjust the Major Power’s VP Track Marker accordingly. B) Adjust VPs for any Absolutism/Liberalism die roll result.

    IMPORTANT NOTE: If proceeding to a Turn 8 “Warm Start”, carry over this turn 7’s VP’s, Pawns (Absolutism, Liberalism, Pax Britannica), War of 1812 Status, and all Military Map positions of Armies on the board (with their units) as well as pieces in each Major Power’s Force Pool.  Otherwise, only use the upcoming turn’s “Warm Start” Table’s indicated Resources, Military Cards available, Won Issues, and drm modifiers to start the next Turn with its Government Phase.

    Turn 8, November-December 1813

    Marker/Pawn Placements: War of 1812: BR 1, Pax Britannica: Castile & Valencia under Coalition Control, Absolutism: Defense of the Faith, Liberalism: Democracy, Future Government of France: Emperor Napoleon Bonaparte.

    Military Map Piece Placements: See below Turn 8 illustration. Note that Turn 8’s Replacements have been taken and are now upon the map.

    Government Phase Resource Allocation Reminders: A) If resourcing a won Minor Country Issue add any related Military Unit(s) and adjust the Major Power’s VP Track Marker accordingly. B) Adjust VPs for any Absolutism/Liberalism and/or Peace Congress die roll result. C) If Resourced, adjust VP for the Future Government of France result.

    CONTINUE THE GAME TO TURN 10 (OR TO THE OPTIONAL TURN 11 PER OHR 15.4)?

    If player(s) agree to proceed to a Turn 9 and possibly beyond:

    1. To satisfy curiosity, as of the end of Turn 8, determine a Major Power winner of the “Clash of Armies” (17.3) Scenario.
    2. Then, carry over this turn 8’s VP’s, Pawns (Absolutism, Liberalism, Pax Britannica), War of 1812 Status, and all Military Map positions of Armies on the board (with their units) as well as pieces in each Major Power’s Force Pool.
    3. Start Turn 9 as any regular CoV Game Turn with its Initial Phase (10.0).
    4. YOU ARE NOW PLAYING A CONGRESS OF VIENNA GAME VICTORY DETERMINATION AS PRESENTED BY RULEBOOK SECTION 14.2.

    Previous Congress of Vienna InsideGMT Articles



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  • It’s time to revisit Amiga emulation as famous emulator gets huge new update

    It’s time to revisit Amiga emulation as famous emulator gets huge new update


    Amiga 500

    It’s been a little over two years since the last full version update of the best-known and loved emulator for the Commodore Amiga landed, and now, with that amount of time passed, we have just got WinUAE 6. Now, for Amiga fans, this is hugely exciting, especially if you don’t have access to original hardware or space to leave them set up.

    Real hardware fans could still sometimes tell the difference between their beige boxes and Amiga emulation, but now with the release of v6 this gap has closed exponentially. Even as advanced as it was, WinUAE could still cause inconsistencies in certain games due to chipset timings, so news that we now have a, “Major update to custom chipset emulation. Internally, almost everything in main chipset emulation has been rewritten.” means we are closer than ever to perfect emulation of this classic piece of hardware,

    There is a ton of other changes under the hood, and we will start seeing this version filter into the front-end packages that rely on it soon enough. In the meantime, you can check out the video below for a deeper dive into what’s new.

    The Amiga was a machine that is largely responsible for my entire career in games journalism, so I have a very soft spot for it in my heart. Even though we are in 2025 now, it seems Commodore news is coming thick and fast and will only develop further in the coming months.

    If you want to get into the world of Amiga emulation with minimum fuss, there is also a new version of Cloanto’s Amiga Forever software that uses the new WinUAE update.

    WinUAE 6 – highlights

    You can read the full changelog for WinUAE 6 right here, but we have picked out a few tasty paragraphs that caught our attention.

    • Custom chipset emulation (Agnus/Alice and Denise/Lisa) almost completely rewritten. Almost every part of chipset emulation is now internally cycle accurate.
    • Custom chipset Denise/Lisa emulation is now running in separate thread for large performance increase in accurate emulation modes compared to previous versions.
    • Default configuration is now cycle-exact A500. Previously default was approximate A500.
    • CD32 CD reads should be more real optical drive friendly, when CD32 is reading data sequentially (playing CD streaming animation or video), host side CD sector reads are now also sequential, without periodically re-reading part of previously read sectors.

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  • It’s time to switch to ultrawide gaming for a new outlook on your games, so we check out this 32:9 monster from Innocn

    It’s time to switch to ultrawide gaming for a new outlook on your games, so we check out this 32:9 monster from Innocn


    A new monitor is one of those purchases most people tend to make when their old one either packs in or they finally decide they want a bigger one.

    Over the years, I have had double-monitor and triple-monitor setups. I’ve toyed with portable monitors as a second screen and even projectors. Much of this has been led by my penchant for driving and flight simulations, where extra screen real estate can be beneficial. But the problem is, with working at the same desk as well, it also has to fit right for my writing needs, so that means dangling stuff at weird angles doesn’t always work for me.

    A couple of years ago, when the Samsung G9 came out, I really wanted one but simply couldn’t justify the cost – you can buy a first car for a teenager for that price – trust me, you can. As tech moves forward, though, we see a lot of prices coming down, especially in the TV and monitor spaces. The speed at which new panels are developed is pretty astounding. All this means that tech that was out of the price range of the masses not that long ago is now more than in reach.

    So, in this growing landscape of ultrawide monitors, the INNOCN 49Q1R stands out immediately — and not just because of its size. This is a 49-inch monitor aimed directly at users who want a huge, immersive workspace or gaming setup without the eye-watering price tag of some better-known brands. It’s still not exactly cheap, but compared to rivals like Samsung’s Odyssey G9 series, it’s priced pretty well at a good level. The big question is whether it delivers enough quality and performance to make it a worthwhile investment. The answer, after a couple of months of use for me, is a resounding yes, with a few caveats.

    Design and Build

    Unboxing the 49Q1R – and it is huge when it arrives. It’s not that it is heavy per se, but with the box and secure packing inside, a second pair of hands is useful to get it to its final resting spot. It’s hard not to be impressed, and possibly a little intimidated, by its sheer footprint.

    This is a 32:9 aspect ratio display with a resolution of 5120×1440, essentially two 27-inch 1440p monitors fused together by magic with no bezel gap. The curve (1800R) helps make that size manageable on a desk, though it still demands a fair amount of space — you’ll want a deep desk to get the full benefit without craning your neck. I have it on my Flexispot, and I dispensed with the previous monitor arm I was using and went with the included stand for ease – mainly because I couldn’t find an Allen key. This takes up a bit of desk real estate but is decent and allows height and swivel adjustment, and I had no problems getting it exactly where I wanted it.

    The build quality is solid enough. It’s not flashy — mostly matte plastic with minimal Innocn branding (while I’m on the subject, doesn’t it need an extra vowel – what do I know?) — but nothing feels cheap or flimsy.

    Ports are generous. You’ve got two HDMI 2.1 inputs, one DisplayPort 1.4, USB-C with 90W PD, and several USB-A ports for peripherals. The USB-C charging is a nice touch for laptop users, and it’s good to see full-fat HDMI 2.1 support for console gamers. They, like most monitors, are not the easiest to get to, and with the sense of this thing reaching around the back, it is not as simple as I would love it to be. A little breakout box would be a fabulous addition. I pre-empted future issues by attaching all the cables I might ever need before finishing the setup, but if I ever need to change it, it will be a pain, I know it will.

    As you can see in the image below, the screen is also backlit with some ambient lighting. This doesn’t change with what’s on screen and in practice, somewhat weirdly, even in a dark room, I don’t even notice it is on. I discovered it by accident when I was messing around the back a few weeks into this review. I don’t really understand how they are that dim.

    Image Quality

    This is where things get interesting. The 49Q1R is a low-cost OLED panel, and it delivers the sort of deep contrast you’d expect to pay a lot more for. Blacks are genuinely dark, and there’s decent colour pop out of the box. INNOCN rates it at 95% DCI-P3 coverage, and while we didn’t run lab-grade tests because nobody but the dorks really cares, it looks stunning in games that truly support the 32:9 aspect ratio on offer here.

    The amazing Blade-Runner-esque city builder Distopika, which you haven’t heard of but you need to buy on Steam immediately, is mind-blowingly beautiful spread across all 49 inches of screen.

    Having said that, I’ll be honest, the HDR setting didn’t do it for me. It seemed to wash things out, and I much preferred the 49Q1R’s normal settings. Still, HDR support is there, and in practice, it makes a subtle difference in well-lit scenes and games — just don’t expect OLED-style contrast or blooming-free highlights because you won’t get them. Corners have had to be cut somewhere for the price, and this is an example of that, perhaps.

    Productivity and Workflow

    For work, this monitor is a dream. The pixel density is the same as a 27-inch 1440p monitor, so text remains crisp, and you’ve got acres of horizontal space for multiple windows. Whether you’re video editing, coding, or juggling multiple browser tabs, the workflow advantage is immediate. I have Windows tracking analytics, Google Docs, Discord, and Plexamp up and running with plenty of space to spare. Windows 11 is much better equipped for snapping your windows into place where you want them these days, so fiddly resizing is a thing of the past.

    The panel also supports Picture-in-Picture mode, which effectively turns it into two separate displays. This is genuinely useful if you’re working across two machines, like a desktop and a laptop — you can keep both onscreen at once without any external switchers. You might think who does that, but I did and had a Raspberry Pi 5 in one window and my main PC in the other.

    One minor gripe: while the on-screen display is functional, the controls (located underneath the bezel) can be fiddly to use. It’s not a deal-breaker, but it’s one area where more premium monitors offer a smoother experience. You are restricted to a single button, which takes you into the menu. You will mostly use it for on/off, but if you are messing around with PiP or input modes, it can occasionally frustrate.

    Gaming Performance

    The 49Q1R supports up to 144Hz refresh rate with Adaptive Sync, and gaming on this thing is undeniably immersive. The wide field of view in racing sims and FPS titles feels genuinely next-gen, and you get the smoothness benefits of high refresh, assuming your GPU can handle pushing 5120×1440 at those frame rates.

    Input lag is low, and response times are decent, if not blistering. This isn’t a monitor aimed at esports pros, but for most gamers, me included, it’s plenty fast enough. There is a bit of smearing in dark transitions, but my eyes are so bad these days I barely notice — but nothing that ruins the experience.

    If you’re on a PS5 or Xbox Series X, you’ll want to double-check game support for ultrawide resolutions. Most console titles will fall back to 16:9 and leave black bars on the sides. PC gamers, meanwhile, will get the full benefit in titles that support 32:9, which not all do. When you find something that does it well, though, you will want to show off your new toy, and settings for 32:9 are becoming more readily available out of the box. This is more of a monitor you will be interested if you game on a PC though.

    Verdict

    The INNOCN 49Q1R gets such a lot right it still makes me smile. It offers a massive ultrawide experience with strong contrast, good colour accuracy, and solid gaming credentials — all at a price that undercuts the big names in the space by several hundred of your local dubloons. It’s also on sale at the moment in this iteration. You can pick one up for $799 or £586 directly from the manufacturer.

    It’s not perfect: HDR is limited, occasional smearing is present, and the physical footprint may be a challenge for smaller desks. But for the price, it’s madness. In the arena of new screens, you shouldn’t be afraid of going with a brand you may never have heard of. You are paying a premium for certain name tags, and, if funds are more limited, or you are simply more frugal with your cash but still want a close approximation of what you get from a Samsung, the INNOCN 49Q1R is highly recommended.


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  • Is it time for players to tell the gaming industry that enough is enough? Do most people even care?

    Is it time for players to tell the gaming industry that enough is enough? Do most people even care?


    I am not sure anyone was shocked this week when a multi-billion-dollar company carved its way through the videogaming arm of its workforce, laying off thousands of people who, until that point, had been diligently coding the games it had approved.

    Minutes later came the mealy-mouthed soundbites about restructuring, innovating, and an exciting future for all. All released to the background of thousands of resumes being hurriedly and worriedly emailed to the recruiters of the three jobs that are available.

    “We continue to implement organizational changes necessary to best position the company and teams for success in a dynamic marketplace.”

    10,000 jobs cut in 2023, another 9,000 now. How’s that positioning going Microsoft?

    Xbox head honcho Phil Spencer was also at it, “I recognize that these changes come at a time when we have more players, games, and gaming hours than ever before. Our platform, hardware, and game roadmap have never looked stronger. The success we’re seeing currently is based on tough decisions we’ve made previously.”

    The desks were emptying at studios such as Rare, King, and Bethesda, among many others, as he spoke.

    The elephAInt in the room

    Executive Producer at Xbox Game Studios, Matt Turnbull, will be wishing he hadn’t posted his advice on LinkedIn to those booted out to load up ChatGPT and get it to help you with the recruitment process. He’s now removed it, and I feel a bit sorry for him as he was trying to be helpful. And LinkedIn is a dumpster fire at the best of times, but still, if you still have your job when colleagues are losing theirs, my advice would be to keep your head down.

    It’s not clear if or indeed any of the job cuts are as a direct result of Microsoft’s love-in with Artificial Intelligence. It would be silly to presume there is no connection, and this is the way the world is headed wither way. But we don’t have to like it

    The thing is, and I have said this vociferously before when industry layoffs occur, that all that ever happens is that you get a few media outlets – many themselves often under constant fear of staff cuts, highlighting the problem, and then some bleating on Reddit from players who were looking forward to a particular game coming out that has now been canned, and that’s it. Rinse and repeat.

    Seemingly ad infinitum.

    Nothing new

    I interviewed a long-standing CEO of a prominent publisher not long back – an interview you will be able to read in full on The Escapist in the near future and he told me he thought the games industry had always been a mess. And he has been in the game for decades.

    He also said that perhaps it is time to start looking at things the way the movie industry does. There, you don’t so much work for a company but on a project. When the project is complete – ie, the movie gets released, that’s it. Job done, and you move on to the next one. If a movie gets canned, same thing.

    It’s just a different perception and maybe the way things are already going, even if it’s not being outwardly stated.

    Do most people care that the gaming industry is so dysfunctional?

    Nobody objects for more than a few hours. Nobody is held to task. Corporations gonna corporation, and we just accept it. There’s no, “well, you sacked all those Perfect Dark devs, so we will hit you in the pocket by letting you stick your next Call of Duty where the sun don’t shine”.

    Speaking of Perfect Dark, that’s another area where we should be outraged. I, like you, saw the gameplay trailer only a few months back and thought, yeah, that looks pretty cool. Now the game is canned for being in “poor shape,” and we are thinking, ‘but hang on, it looked alright to me.”

    The cancelled Perfect Dark

    Now we find out that “demo” was somewhere between a fake and a load of sections frantically duct-taped together to hold it in one piece for the one minute the trailer lasted before presumably bursting into flames the second recording stopped.

    Just stop lying to your audience.

    Or at least if you continue to lie to us, and we find out, then there will be consequences for your profit and loss sheet. Which, let’s face it, is all they really care about. If it’s a “vertical slice”, tell us it is. But the push to see all the latest trailers at the same old games festivals means that companies feel the need to do this stuff.

    Should we be bothered?

    In the main, the games industry is not a cosy cottage industry. It is a behemoth full of corporations and money guys trying to extract the most cash from you. Some of you may be young enough not to remember it being any different, but it was. And it was better for it. But that version of the games industry couldn’t exist today. It is naive to think it could.

    The cottage industry aspect survives in the form of (some) indie studios, but the world of the triple A (or even the AA or, just the bloody A) can be found north of Disaster Town. And then these companies have the gall to tell us we don’t own the games, only rent them. What happens? We complain for a few hours, then pre-order the next one so we can play it 48 hours early.

    Maybe it really is all our fault in the first place.


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  • What happens when multiple ‘conflicting’ counter-moving abilities trigger at the same time?


    The card-interaction that triggered this question was:

    1. P1 has a Sin, Unending Cataclysm on the board, and P1->P4 have a mixture of +1/+1 and other counters.

    2. P2 plays Fractured Identity, targeting P1’s Sin.

    What counters get moved where (assuming P2->P4 wants to put all counters on their Sin copy)?


    Would P2, seeing as they control the effect, be able to choose the "order" that the copies are made, and thus have their "enter the board" happen last? Or would all the ETB’s trigger at the same time and effectively split atoms, ‘copying’ the counters being moved, as they’re all moving from the same initial board-state?



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  • Sony really won’t be putting new first party games on PlayStation Plus day one any time soon

    Sony really won’t be putting new first party games on PlayStation Plus day one any time soon


    Sony is sticking to its guns, and won’t be releasing its first party games day one on its PlayStation Plus subscription service.

    Speaking with GameFile, vice president of global services at PlayStation Nick Maguire said the company was “not looking to put games in day and date” on PS Plus, and will instead stick with its current way of doing things.

    This is, of course, very different from Xbox, which often puts big first party releases such as Indiana Jones and the Great Circle and many more on Game Pass from the get go.

    FBC: Firebreak Preview – How Does It Play And Is It Good? Watch on YouTube

    Sony, meanwhile, has added some third party games like the excellent Blue Prince and Stray to PS Plus on the same day as their initial launch. But the likes of God of War Ragnarök and Horizon Forbidden West – both from Sony’s first party studios – weren’t added to the service until around a year after their initial release.

    “Our strategy of finding four or five independent day-and-date titles – and using that to complement our strategy of bringing games in when they’re 12, 18 months old or older – that balance for us is working really well across the platform,” Maguire continued, before adding:

    “If there were six or seven great opportunities, then we would go for them as well.”

    When asked if the company had considered the benefit of putting its own first party live-service titles on PS Plus, with Concord – the debut game from Sony’s FireWalk Studios, which was taken offline just two weeks after its PS5 and PC debut – being used as an example, Maguire declined to give a specific comment. The Sony exec did say, however, that PS Plus has “proven itself to be a great way to introduce new players to franchises” when they arrive on the service.

    “There’s always going to be a moment for any game where there’s the right time for it to go into Plus, when it’s ready to reach a wider audience or… to find new fans or new parts of our platform that it hasn’t already reached,” Maguire said.

    This month, Remedy’s multiplayer Control spin-off FBC: Firebreak was available to all those on PlayStation Plus’ Extra and Premium tiers day one. However, even when included on a subscription service, some live-service games still flop. Square Enix‘s Foamstars, for example, failed to set the world alight despite being part of the PS Plus catalogue.

    Concord official image showing Star Child and other characters in a montage ahead of teal, white and black background
    Would Concord have faired better if it had released on PS Plus? | Image credit: Sony Interactive Entertainment

    Today’s comments echo what the exec stated back in 2023, when Maguire said putting games on to Sony’s subscription service “a bit later in the life cycle” is working for the company. Therefore, this will “continue to be [its] strategy moving forward,” Maguire said at the time.

    Earlier this month, meanwhile, Sony president Hideaki Nishino stated the company is open to adjusting the price of PlayStation Plus in the future, as it aims to “maximise profitability”.



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  • After five tumultuous years, Ubisoft’s Prince of Persia: Sands of Time remake is now “deep” in development

    After five tumultuous years, Ubisoft’s Prince of Persia: Sands of Time remake is now “deep” in development



    It’s now been five years since Ubisoft’s beleaguered Prince of Persia: Sands of Time remake was originally revealed, and a little over a year since the publisher last popped up to remind us all the project was still alive. But here we are again, 12 months on, with another brief update, this time letting fans know the remake remains “deep” in development.


    Ubisoft’s Sands of Time remake was initially unveiled back in September 2020, when it was expected to arrive in January the following year. However, after its announcement trailer was met with a less than positive reception, Ubisoft kicked off what would prove to be a succession of delays. Eventually, the project moved from its original developers Ubisoft Pune and Mumbai to Ubisoft Montreal, where it was seemingly rebooted from scratch, and last year brought the news it wouldn’t be ready for release until 2026.


    But while it seemed like Ubisoft might opt for radio silence until its remake was finally ready for its big re-reveal, the publisher has instead shared the briefest of updates today on social media, a little over a year since its last one. “Yep, we’re still deep in the game,” it wrote, “exploring, building, and ensuring the sands move with purpose.”

    Here’s what the Sands of Time remake looked like before it was rebooted from scratch.Watch on YouTube


    “This game is being crafted by a team that truly cares,” it continued, “and they’re pouring their hearts (and a lot of coffee) into every step. Thank you for sticking with us.” And that’s pretty much all we’re getting for now, aside from an accompanying bit of art showing a glass palace against a pink sky. Ubisoft also pointed fans in the direction of series spin-off The Rogue Prince of Persia, from Dead Cells studio Evil Empire, which is set to leave early access this August.


    Ubisoft’s Sands of Time remake woes have continued to a tumultuous few years for the publisher, which has faced tumbling share prices and a number of high-profile flops in recent times, resulting in a string of layoffs and studio closures. As part of its attempts to right the ship, Ubisoft announced it was launching a new subsidiary dedicated to its big three IPs – Assassin’s Creed, Rainbow Six, and Far Cry – earlier this year. With those game under a new banner, Ubisoft itself will concentrate on a number of key areas, including “nurturing the development of iconic franchises”, including – presumably – Prince of Persia.



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  • How To Find All Time Runes In Sea of Stars: Throes of the Watchmaker

    How To Find All Time Runes In Sea of Stars: Throes of the Watchmaker


    A time rune in Sea of Stars: Throes of the Watchmaker

    Screenshot captured by the Escapist

    Back in 2023, Sea of Stars was a critical and commercial hit, reminding gamers why SNES JRPGs like Chrono Trigger and Secret of Mana were as beloved as they are. Two years later, the game has free DLC. Throes of the Watchmaker, which includes a new collectible called Time Pieces.

    While Time Pieces are an entirely optional new item as you explore the clockwork circus of Horloge, they’re necessary to see and unlock everything the 8-10 hour DLC has to offer. If you want to acquire all 12 Time Runes, here’s how to find each of them.

    All Time Rune Locations In Sea of Stars: Throes of the Watchmaker

    An important thing to note is that while you’re searching throughout Horloge for the Time Runes, you most likely will not be collecting them in order. Some of these Time Runes are discovered naturally, while others will force you to engage in side quests or go to optional areas. With that in mind, here’s how to find all 12 Time Runes in Sea of Stars: Throes of the Watchmaker!

    • Time Rune #1: Found in Horloge in the southwest corner of town. You’ll have to defeat the three Wheels players to earn it. In order to challenge them, you must first find the Warlock figurine, which can be acquired in Were-Lake. However, in order to get it, you must have collected one of each type of Goodie Bag from the three lakes in Sea of Stars: Throes of the Watchmaker.
    • Time Rune #2: In Goodies Pond behind the waterfall.
    • Time Rune #3: In Rail Forest. After grappling onto the wall midway through the level, search the eastern side of the area until you find a hidden puzzle room.
    • Time Rune #4: Outside of Ivory Towers in the overworld.
    • Time Rune #5: In Ivory Towers, before entering the fourth tower, head south until you see a door. Enter it, then solve the light puzzle (you’ll have to make a shadow in the face of the Puppeteer to solve it).
    • Time Rune #6: In Horloge, solve the sliding block puzzle in the northeast of town (you’ll need to have completed Ivory Towers to access it).
    • Time Rune #7: To the east of Goodies Pond.
    • Time Rune #8: In Wolf Rock, after crossing the bridge, enter the cave to the east.
    • Time Rune #9: In Horloge, complete the combat challenge in the eastern tent.
    • Time Rune #10: To the north of Goodies Pond (you’ll need to have completed Ivory Towers to access it).
    • Time Rune #11: At the Big Top, after defeating Pantouf, find a small cave in the upper room to the right.
    • Time Rune #12: Complete Sea of Stars: Throes of the Watchmaker.

    Once you’ve collected all 12 Time Runes, make your way to the giant clock in Horlege, insert them all into the clock, and watch the secret cutscene play! Now you’ve fully completed the DLC!

    Sea of Stars is now available on PS4, PS5, Xbox Series X/S, Nintendo Switch, and Steam.


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