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19 May 22:21

How to choose the best TV for gaming right now

by Jeff Dunn

The best gaming TVs aren’t much different from the best TVs you can buy in general. But if you’re looking to make your PlayStation 5 or Xbox Series X games look their best, there are a handful of key features to keep in mind. To help you get the most from your living room setup, we’ve broken down a few tips for buying a good gaming TV below. We’ve also scoured the current TV market and picked out a few well-reviewed options from across the price spectrum.

What to look for in a gaming TV

Whether you use it for gaming or not, all good TVs are built on the same foundations. You want a 4K resolution, high-enough brightness to overcome glare and make HDR content pop, a relatively high contrast ratio with deep and uniform black tones, colors that find the right balance between accuracy and saturation and wide viewing angles. For video games specifically, you want a TV with minimal input lag and fast motion response, with no blur or other unwanted artifacts behind quick-moving objects. Of course, finding a set that does all of this well and fits into your budget can be tricky.

OLED and LCD

For now, top OLED TVs generally offer the best picture quality for gaming or otherwise. But good OLED sets usually cost more than their LCD counterparts, and some models may not get bright enough for those who have their TV set in a particularly bright room.

More specifically, modern OLED TVs may utilize different types of OLED display tech: WOLED (i.e., “White OLED”) or the newer QD-OLED. We won’t dig too deep into how the two diverge in panel composition and subpixel structure, but the simplified version is that QD-OLED displays use a layer of quantum dots (hence the “QD”) to deliver a wider gamut of more vibrant colors and higher overall brightness than traditional WOLED sets.

This doesn’t mean all QD-OLED TVs are inherently better: How well an individual set performs is more important than the panel it uses, and some premium WOLED TVs like the LG G4 utilize a new form of display tech called Micro Lens Array (MLA) to greatly improve brightness themselves. Those can be better at keeping colors natural in the face of reflections as well. And virtually all OLED TVs share the same core strengths. But as good QD-OLED sets have come down in price, they’ve started to look like the standout for those looking to balance value and superior picture quality.

If you opt for an LCD TV— whether to save cash or stick in room with poor light control — an advanced backlight with smaller and more precise mini LEDs and effective full-array local dimming will usually improve contrast and lighting detail. Many of these TVs, including some budget-level models, also use quantum dots to enhance colors. They usually aren’t as vivid or fast in motion as the top OLED sets, but they’re often brighter and more affordable, and the best can still produce an excellent image in their own right.

HDMI 2.1

To get the most out of a PlayStation 5 or Xbox Series X/S, your TV should have full HDMI 2.1 support. This is the latest major update to the HDMI spec, enabling a higher maximum bandwidth — 48 gigabits per second, up from HDMI 2.0’s 18 Gbps — and a handful of features that are beneficial for gaming performance specifically. These include variable refresh rate (VRR) and automatic low latency mode (ALLM), which we detail further below.

Beyond that, perhaps the chief perk of HDMI 2.1 is its ability to transmit sharp 4K video up to a 120Hz refresh rate with modern consoles like the PS5 and Xbox Series X, or up to 144Hz with a powerful gaming PC. Not every PS5 or Xbox Series X/S game supports frame rates that high — and some only do at lower resolutions — but those that do will look and feel especially fluid in motion. HDMI 2.1 also includes support for Enhanced Audio Return Channel (eARC), which allows you to pass higher-quality lossless audio from a source device connected to the TV to a compatible soundbar or receiver.

The more full HDMI 2.1 ports your TV has, the better. “Full” is the key word there. As reported by TFT Central, because HDMI 2.1 is backwards compatible with HDMI 2.0, TV and monitor manufacturers have been allowed to brand HDMI ports as “HDMI 2.1” even if they lack full (or any) support for the spec’s upgraded features. We recommend a few TVs below that have true HDMI 2.1 ports, but if you’re buying a new TV for gaming, make sure your chosen set isn’t trying to hide any capabilities you may consider essential.

HDR — High Dynamic Range

HDR refers to a TV's ability to display a wider range between the darkest and brightest parts of a picture. This broader range can bring out details that would otherwise be missing on a standard dynamic range (SDR) TV, in both the very dark and (especially) very bright areas of an image. HDR typically comes with an improvement to color reproduction as well, displaying a larger palette of more vibrant colors that brings content closer to its creator’s original vision.

To get an HDR picture, you need both content that is mastered to take advantage of the tech and a TV capable of displaying that content. HDR also comes in a variety of formats, which are generally split between those that utilize static metadata (e.g., HDR10) and those that utilize dynamic metadata (e.g., HDR10+, Dolby Vision). In short, the latter allows a TV to optimize its brightness and colors on a per-scene or even per-frame basis, while the former uses one set of optimized settings for the entirety of the given content. Support for these formats can differ depending on the TV, content and game console you use. The Xbox Series X and S, for example, support Dolby Vision for gaming, while the PS5 does not.

The good news is that most TVs you’d buy in 2023 are HDR-ready in some fashion, even on the budget end of the market. The catch is that some TVs are much better at getting the most out of HDR than others. The same goes for actual content mastered in HDR. With video games in particular, there aren’t quite as many titles designed to take advantage of HDR as there are movies (though the number is growing all the time), and the variance in HDR quality tends to be wider.

HGiG — HDR Gaming Interest Group

HGiG stands for the HDR Gaming Interest Group. Sony and Microsoft are both members, as are many TV makers and game developers. What this means is that, ideally, all the groups communicate information so that you can start up a new game on a console or PC and have it automatically recognize your display. Once that happens, the game can adjust the internal settings to adjust for that display's capabilities and give you the best picture quality possible, without losing details in the brightest or darkest areas of the screen. For example, daylight at the end of a dark tunnel may portray a brightly lit environment instead of looking like an overexposed white blob.

This is a good thing, but the reality is a bit more complicated. Not all TVs highlight HGiG compatibility in their settings menu, while only some PlayStation and Xbox games recognize and follow the guidelines. If an HGiG option is listed in your TV's tone mapping settings, you should turn it on prior to running the console's HDR settings. Then, if you're playing a game that supports HDR and HGiG, you should be in good shape without having to adjust the various luminance levels again. Still, how all of this looks to you might differ depending on your TV and the game you’re playing. Owners of certain LG OLED TVs, for instance, may prefer their TV’s Dynamic Tone Mapping setting. Use whatever settings you think look best.

ALLM — Auto Low Latency Mode

ALLM allows a source (like your PS5 or Xbox) to tell the display to switch into a picture mode that reduces lag between receiving each frame of an image and displaying it on the TV. This cuts out additional processing that could be the milliseconds of difference between landing a precise input or not. A good modern TV can automatically switch to game mode, then back out when you'd rather watch a movie or TV show.

VRR — Variable Refresh Rate

VRR will sound familiar if you're a PC gamer. Most players have experienced slowdown, screen tearing or stuttering as a system struggles to render each frame at the target speed, which is most commonly 30 or 60 fps on a TV. With VRR, everything stays in sync: Your display won't show the next frame until it's ready, which can make things feel smoother and more responsive, even if the system fails to deliver on its target frame rate.

There are a few different implementations of VRR available, including Nvidia’s G-Sync, AMD’s FreeSync and the HDMI Forum’s VRR spec, which is part of the full HDMI 2.1 standard. Both a TV and an input device need to support the same VRR tech for it to work, and different devices may only support VRR within a specific refresh rate window. On a 120Hz display, for instance, the PS5’s VRR only works between 48Hz and 120Hz.

As a reminder, the PS5 supports HDMI Forum VRR, the Xbox Series X/S support HDMI Forum VRR and FreeSync, while gaming PCs may support G-Sync or FreeSync depending on whether they use a Nvidia or AMD graphics card. A great gaming TV supports all the big VRR formats, but missing, say, G-Sync, isn’t a killer if you only game on a PS5 or Xbox.

8K (You don't need it)

One thing you don’t need to worry about is 8K support. Although the PS5 and Xbox Series X are technically capable of outputting 8K video, very few games are made for that resolution, and 8K’s practical benefits are extremely minimal unless you plan on sitting unreasonably close to a massive TV. The few 8K TVs on the market are also very expensive.

Good gaming TVs you can get right now

There’s never a perfect time to buy a new TV. Prices on current models are always dropping, and next year’s upgrades are always just around the corner. But if we had to narrow it down, the best times to pounce would be right around Black Friday — when we usually see larger-than-usual discounts on the newest sets — and during the late spring to early summer period, when last year’s models steadily drop in price as manufacturers clear out inventory.

As of this writing, we’re still in the middle of the latter. The latest TVs from Samsung, LG, Sony, Hisense and the like are now readily available, so many of the better sets from 2023 are in the process of being phased out. If you can grab one of those older models while they’re still available and on sale, that should get you the most bang for the buck. Many of those older sets are now totally out of stock, though. While we at Engadget do not formally review TVs, we’ve researched the market and rounded up a few sets that have been widely well-reviewed by other professional review sites we trust, including Rtings, Wirecutter, Reviewed and PCMag, among others.

Richard Lawler contributed to a previous version of this report.

This article originally appeared on Engadget at https://www.engadget.com/best-gaming-tv-131509986.html?src=rss
19 May 22:18

Captain Kirk's Body In Star Trek: Picard Could Be More Than Just An Easter Egg

by Danielle Ryan

The third season of "Star Trek: Picard" was full of Easter eggs and good old-fashioned nostalgia, but it turns out that one Easter egg might actually be a hint at things to come. 

In season 3, episode 6 of "Picard" (which is titled "The Bounty"), Worf (Michael Dorn), Raffi (Michelle Hurd), and Riker (Jonathan Frakes) break into Daystrom Institute's underground warehouse to try and retrieve what remains of Data (Brent Spiner). While they're there, they see a few interesting items taken by Starfleet Intelligence, including an attack tribble and the body of one James Tiberius Kirk. We don't actually get to see Kirk, of course, just his X-ray and some basic information about him. Still, it's pretty wild to know that Starfleet went and got his body off of Veridian III (where we last saw him at the end of "Star Trek Generations"). 

The role of Kirk was, of course, originally played by /Film contributor William Shatner on "Star Trek: The Original Series" back in the 1960s and then in the seven "Star Trek" films over the 30 years that followed. However, he's also been played by Chris Pine in the Kelvin-verse films (starting with "Star Trek" in 2009) and by Paul Wesley on "Star Trek: Strange New Worlds." That means it's not impossible that we could see the character show up in other "Trek" properties, too.

In an interview with ComicBook.com, "Star Trek: Picard" season 3 showrunner Terry Matalas confirmed that this little Easter egg could, in fact, have potential repercussions elsewhere -- and they could be very exciting.

All Of The Possibilities For One Of Trek's Most Beloved Captains

In the interview, Terry Matalas was asked if the Kirk's body Easter egg was a hint about anything that could potentially happen in the future, including Paul Wesley reprising the role of Kirk -- as a clone perhaps? -- in the 25th century, maybe on "Star Trek: Legacy." (Just to be totally clear: "Legacy," a proposed "Picard" spinoff series following Jeri Ryan's Captain Seven of Nine, hasn't been confirmed yet, but Matalas hopes to make it a reality.) 

Matalas explained:

"In 'Star Trek,' anything is possible, right? Look, we put that in there as an Easter egg. I always thought that it was a s****y grave on Veridian III. It was a pile of rocks, I don't care what fans think. It became a controversial idea. Starfleet showed up an hour and a half later. There was no way they were going to leave Kirk's body that had just come through the nexus under a pile of coal on the planet. So it was less an insidious plan, and it was mostly a nod to Shatner and Judy and Gar's [Reeves-Stevens] novel 'The Return' in that way, and to give some opportunity to keep that character alive in some way, whether that would be Shatner or some new actor, or crazy gender swap clone, some fun thing. It's science-fiction, and your imagination is endless. That was the idea behind that."

It turns out there already was a gender-swapped Kirk in the "Star Trek" comics, in one of the Kelvin-verse stories. That sounds like a lot of fun, but it could be exciting to see Wesley's young Kirk appear and link the franchise together in a brand new way, too.

All of the "Star Trek" shows and films are available to stream on Paramount+.

Read this next: Every Star Trek Movie Ranked Worst To Best

The post Captain Kirk's Body In Star Trek: Picard Could Be More Than Just An Easter Egg appeared first on /Film.

19 May 22:18

When You Should (and Shouldn't) File a Home Insurance Claim

by Emily Long

Homeowner’s insurance is a recommended (and if you have a mortgage, required) investment in the security of your home. While these policies help mitigate significant financial loss in the event of damage or destruction, they don’t cover every single issue in need of replacement or repair. There are situations when it…

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19 May 22:15

Barry's Stephen Root Is Satisfied With The Way The Series Is Ending

by Hannah Shaw-Williams

This post contains spoilers for "Barry" season 4, up to episode 6.

"Barry" season 4's big time jump has been transformative for a lot of characters, but perhaps none more so than The Raven -- or, as he used to be known, Monroe Fuches. Stephen Root's character has been through the wringer, from getting his teeth filed down to fending off a feral child, but his stoicism in the face of relentless prison beatings has now earned him something he's long been lacking: respect.

There are just two episodes left of the series now. According to Bill Hader, he and fellow co-creator Alex Berg made the decision to end with season 4 because "a very clear ending presented itself." Things have already taken an unexpected turn with the time jump, and Root said that he and the show's other actors wanted to be surprised as much as possible during filming.

"We were very careful about trying not to learn what was gonna happen in each episode as we filmed them," the actor told Collider. Inevitably, they ended up knowing the arcs of episodes for much of the season, but when it came to the final scene of the series, "We got that late, as everybody did," said Root. He added cryptically: 

"It was satisfying to me, that it's gonna end the way it ends. I was happy with the resolution of the main characters, and there's a nice surprise at the end."

'I See Him As Non-Reformable'

Redemption arcs have become such a staple of TV shows that a character not only failing to redeem themselves, but actually becoming worse, is quite a subversive move. Despite striving to be a "good person," Barry's attempt to break into acting has taken him from carrying out contract hits on high-level criminals to murdering one of his army buddies and, later, his mentor's girlfriend.

Just as Barry's love for Gene Cousineau didn't stop him from killing the love of Gene's life, Fuches' love for Barry doesn't make him a good person (or even a medium person). "He's a guy that really loves Barry, but he's completely self-serving and basically evil," Stephen Root told NPR, laughing, back in 2019. Like Barry, Fuches has also undergone the opposite of a redemption arc. When asked by Uproxx whether the character is even capable of reform, Root replied:

"I see him as non-reformable. I think he's just as damaged as Barry is through different circumstances, and I think he will continue to repeat his actions throughout eternity until he is taken out. So, I don't think he's redeemable. I don't think he thinks he's a bad person. He thinks he's a good person that can help you, but again, that's his world to live in; round and round revenge."

Fuches' transformation into The Raven actually represents a twisted kind of growth. "You see in this season him actually saying to himself, 'I've found myself. I know what I am. I'm a killer. I'm okay with it. I'm fine with it now,'" said Root. "And he hadn't been. I think he had felt guilty about it. By the end of the season, he does not feel guilty about it. He is relaxed and ready to get on with his life."

New episodes of "Barry" premiere Sundays at 10 p.m. on HBO and HBO Max.

Read this next: The 18 Best Crime Dramas In TV History

The post Barry's Stephen Root is Satisfied With the Way the Series is Ending appeared first on /Film.

19 May 22:15

Fast X Makes It Clear: The Next Step For The Series Is Time Travel, And We're Only Kinda Joking

by Bill Bria

This article contains massive spoilers for "Fast X."

If there's a guiding principle to the "Fast & Furious" franchise, it's best summed up by one Cady Heron: the limit does not exist. After all, this is a series that, in the very first movie of the franchise, features street racing scenes where the cars go so fast they appear to travel into a psychedelic hyperspace — there's a legitimate argument to be made that "The Fast and the Furious" influenced the Wachowski's work on "Speed Racer," for cryin' out loud. Despite what a recent Twitter debate begun by people who clearly haven't been paying attention posited, the Fast Saga has never troubled itself with resembling any sort of reality.

With "Fast X," the franchise is now 10 (or 11, counting "Hobbs & Shaw") films deep, and each successive installment has seen increasingly improbable events occur. A few examples: cars being able to fly across bridges and drop safely from airplanes, characters coming back from the dead in increasingly convoluted ways, and a mission that featured two members of the Fast Family actually flying a Pontiac Fiero into outer space in order to destroy a satellite by ramming into it, and that's just for starters.

"Fast X" eagerly tries to top all that's come before in the series with such wild elements like a boulder-sized bomb rolling around the streets of Rome (while on fire), Dom Toretto (Vin Diesel) driving his Dodge Charger down the face of a dam, and the appearance of Pete Davidson. Where can the series possibly go next? If the clues this writer is reading within "Fast X" are any indication, the Fast Saga has but one incredible destination ahead: time travel.

Technically, Time Travel Has Already Sorta Kinda Happened In The Fast Saga

Before we get too ahead of ourselves, however, it's first important to acknowledge that the Fast Saga has technically already dealt with a form of time travel. This particular brand of time travel doesn't actually involve people getting into machines or vehicles and going to another time period, but rather lies in the way director, co-producer and co-writer of multiple "Fast" entries, Justin Lin, moved the timeline of the series around in order to keep Han Lue (Sung Kang) alive and drifting far past his expiration date.

When Han tragically dies during the events of 2006's "The Fast and the Furious: Tokyo Drift," it seemed that his demise was due to that film's plot involving a quarrel with some criminals, including the Yakuza. However, Lin was inspired by a fateful trip to Arby's with Kang soon after "Tokyo Drift" to not just come back for another installment but to keep Han alive. As he told EW in 2021:

"...we stopped at Arby's for lunch in central California, off the 5 freeway, some tiny town. All of a sudden these kids saw Sung and they were like, 'Han!' He's being swarmed. It was the first time feeling that kind of impact. I still remember, I was driving on the on-ramp back after lunch and I said, 'God, it's too bad Han is dead.' Sung looked at me and said, 'Does he have to be?' I was like, 'Oh, this is everything I was talking to Vin about, the connection. We can actually now see and create our own timeline and mythology.'"

As a result of that Beef n' Cheddar lunch, Lin brought Han back for three subsequent installments, before finally having the timeline catch up to "Tokyo Drift" at the end of 2013's "Fast & Furious."

'Fast X' Is To 'Avengers: Infinity War' What 'Fast 11' Could Be To 'Avengers: Endgame'

During his commentary track for "F9," Lin explains how he tackled the fan theory/meme about bringing the Fast Family into space for that film and goes on to describe the franchise's wonky timeline as a way to hand-wave away any fan theories about time travel. Yet stranger things have happened. Although Lin originally intended for Han to remain dead, he came back for "F9" to resurrect the character as a response to the "Justice For Han" movement, providing a wonderfully convoluted flashback story involving Han faking his own death with help from Kurt Russell's Mr. Nobody.

The Fast Saga is far from the only cinematic franchise that sees characters returning from the grave, but it is (so far) the only one where it's done without the use of magic, superpowers, or time travel. The Marvel Cinematic Universe had no problem using actual time travel to pull that trick in 2019's "Avengers: Endgame," where a past version of Gamora (Zoe Saldaña) was brought back to the future in the process of allowing the Avengers to basically do over their battle with Thanos (Josh Brolin).

As fate would have it, "Fast X" strongly resembles the "Avengers" film preceding "Endgame," 2018's "Infinity War." In that movie as in "Fast X," the ending involves a cliffhanger where a large portion of the heroes appear to have met their demise or are at least finding death imminent. With the possible exception of Jakob (John Cena), who plows directly into a group of enemy vehicles to save Dom and his nephew, Little B (Leo Abelo Perry), the characters who die in "Fast X" do so offscreen, leaving some wiggle room for the next film to provide barely plausible explanations for any of them surviving. Yet if the "Fast" filmmakers are using the "Avengers" films as a template, they might just go ahead and introduce time travel as a way of bringing the family back together.

Gotta Go Fast, Dam It!

The final moments of "Fast X" don't merely recall "Infinity War"; in fact, they strongly resemble another superhero classic altogether. In "Fast X," Dom and Little B are cornered by Dante around a dam in Portugal, and Dom manages to escape Dante's trap of two remote-controlled tanker trucks wired to explode on top of the dam by revving his Charger and careening headfirst down the side of the dam while the trucks detonate above him.

Of course, this means that the car plunges into the rushing river below, and though Dom and Little B manage to get out of the car safely, it leaves them without any means of escape. Knowing this, Dante reveals that he's wired the entire dam to explode, with Dom and Little B left helpless at the bottom of the structure.

Escaping or fixing a collapsing dam seems pretty impossible — unless, of course, you may have a way of turning back time to do so. That's exactly what Kal-El, last son of Krypton, does during the finale of 1978's "Superman," using his super-speed to literally move the Earth back in time. Of course, he's doing so in order to save the life of his beloved Lois (Margot Kidder), but in the process, he manages to fix most of the catastrophic damage that's befallen the West Coast as a result of Lex Luthor (Gene Hackman) and his missile attack, including the collapsing Hoover dam that threatens the life of Jimmy Olsen (Marc McClure).

Could this dam incident in "Fast X" be another clue that time travel is happening in the next "Fast" film? It wouldn't be at all out of bounds for the series if Dom, bereft at the loss of his friends and victory of his foe, gets his hands on a car that goes so fast it breaks the time barrier.

Great Scott! A Heavy Clue

Speaking of time-traveling cars, one of the earliest twists in "Fast X" involves new villain Dante Reyes (Jason Momoa) forcing former villain Cipher (Charlize Theron) to regroup after he performs a hostile takeover of her mercenary gang. Of all places, Cipher turns to Dom and Letty (Michelle Rodriguez) for help after Dante's attack. Bruised and bloody, she pulls up to the Toretto homestead in a prototype DeLorean Alpha 5.

Of course, the DeLorean's cinematic legacy is considerable and centered around one franchise in particular: the "Back to the Future" films, in which the classic '80s DeLorean is used as the series' main method of time travel. Just as Lin was cognizant of the "Fast" fans' time travel theories, "Fast X" director Louis Leterrier is also well aware of the idea and deliberately sought out using the prototype DeLorean as a way of having cheeky fun with the fans. Speaking to Collider, Leterrier described his reasoning for this:

"...at one point there was a leaked image of the Cannon car that went on the internet, and then people went crazy, and they thought that after going to space, we're going to do time travel. [Laughs] So like, after space travel was going to be time travel. And then I was like, 'Oh, I will have people go crazy by having the DeLorean pull up with shoes that look like futuristic shoes come out,' and then I was like, 'Oh yeah, let's have fun with it all.'"

Could that be all the DeLorean's appearance is? Just a playful wink to the fan theories? Or could it be something deeper, something hiding in plain sight?

Cipher Is The Key

Whatever turns out to be the case, it seems clear from "Fast X" that something very suspicious is going on with Cipher. For one thing, the character has thus far been shown to be someone several steps ahead of everyone else, and even though she was captured by competitors during the events of "F9" and allows herself to be removed by the Agency to a Black Site in "Fast X," she's always got a reason for being where she is as well as an escape plan.

For another, this appears to be a noticeably changed Cipher than the megalomaniacal villain we've come to know. Sure, the Fast Saga is notorious for having characters switch sides as well as personalities; in this movie alone, Jakob changes from a brooding superspy and spurned younger brother to a lovable, kooky uncle. Yet Cipher isn't acting contrite and trying to get Dom and the rest of the family to accept her with open arms in the way the Shaw brothers (Luke Evans and Jason Statham) or Luke Hobbs (Dwayne Johnson) did in prior entries. Instead, it appears that enlisting Dom and Letty's help is part of whatever plan she's enacting, one that culminates (for now) with the reveal that Cipher has a nuclear submarine in the Arctic, piloted by another previously deceased character: Gisele Yashar (Gal Gadot).

Perhaps, however, this isn't an instance of Cipher managing to find another submarine after the one she tried to steal at the end of "The Fate of the Furious" was destroyed, and perhaps this isn't another instance of a character having faked their apparent death. What if the Cipher in "Fast X" isn't arriving directly from her encounter with Dante, but is instead coming from the future (or an otherwise different timeline) where she's already put the pieces of her ultimate plan in motion?

They Have The Technology

If there's one thing the "Fast" films have proven time and again, it's that cars can do whatever they want in this universe. That principle has been expanded over the entries to include all sorts of next-level technologies, from the world-ending-tech MacGuffins the family is asked to chase after (the Nightshade, the God's Eye, Project Aries) to the abilities of the super-secret spy agency dubbed, well, the Agency.

In "Fast X," it turns out that the Agency Black Site where Letty and Cipher are interred includes a super special laser thingy that has the ability to heal wounds pretty effectively. Not only does this offer a sort of back-door notion for making once critically-injured (maybe even dead) people healthy again, it also implies that the Agency and the Fast universe may include a far wilder assortment of advanced technology that we've yet to see. After all, the plot of "Hobbs & Shaw" involved the titular duo fighting against a techno-terrorism cult named Eteon, whose chief representative had cyborg enhancements that gave him pseudo-superhero powers.

Thanks to all these clues, the fans' time travel theories won't be quelled by the cheeky efforts of Leterrier or others after "Fast X" — in fact, they'll only grow in popularity. One devotee of the theory is half of the music duo The Living Tombstone (and sometimes comedy musician who co-writes unbiasedly amazing songs), Sam Haft, who at this point is convinced that time travel is already a fait accompli for the franchise. We're not as sure, but if it turns out to be the case, just know that we told you so.

Read this next: 12 Awesome Action Movies That Never Got Sequels

The post Fast X Makes It Clear: The Next Step for the Series is Time Travel, and We're Only Kinda Joking appeared first on /Film.

19 May 22:13

Quentin Tarantino Aims To 'Remake' Movies From The '70s Within His Next Film, The Movie Critic

by Jeremy Smith

Whenever Quentin Tarantino makes a movie, the movie news apparatus kicks into overdrive. Ideally, we would walk in cold to every movie, but with Tarantino there's a breadcrumb dropping game that invites us to suss out plot details. For years, it was common for his scripts to get leaked to the internet (and he seemed relatively okay with this), but he was furious when an early draft of "The Hateful Eight" made the cyber rounds prior to shooting. He wasn't done, and he didn't want the public taking a look under the hood before he was done calibrating the engine.

The plot of "Once Upon a Time in Hollywood" was kept almost completely under wraps until its 2019 Cannes debut, and I expected more of the same with his next (and purportedly final) feature, "The Movie Critic." But minor details have been seeping out here and there, and Paul Schrader just let slip what might be a fairly big reveal in terms of the movie's intent.

Revisiting The Vengeful 'Rolling Thunder'

In an interview with IndieWire, Schrader, whose "Master Gardener" is out in theaters today, revealed that Tarantino recently reached out to him about paying explicit homage to the director's Vietnam-Vet-takes-revenge-on-murdering-scumbags classic "Rolling Thunder" (a movie Tarantino loves so much, he named his short-lived boutique distribution arm at Miramax after it). Per Schrader:

"[T]his may have changed — but about a month ago he was making a film, had something to do with filmmaking in the '70s. And part of this, he's going to use clips from movies from the '70s, but he's also gonna remake movies from the '70s. And he asked me, 'Can I redo the ending of 'Rollling Thunder?' And I said, 'Yeah, go for it. I'd love to see you redo the ending of "Rolling Thunder."' Who knows whether he actually will or not. But it was something that was tickling his imagination in a very Tarantino-esque way."

So "The Movie Critic" is going to be "Cinema Speculation: The Movie"?

Film History, Tarantino Style

"Cinema Speculation" is the title of Tarantino's provocative collection of movie essays (published in 2022) wherein he rants and raves over the films that shaped his cinephile DNA. In classic Tarantino fashion, he doesn't hold back. Indeed, he gives Schrader's porn-industry peregrination "Hardcore" quite the working over.

While he adores "Rolling Thunder," he notes that Schrader's script was a tad more serrated before it was rewritten by Heywood Gould and directed by John Flynn (e.g. William Devane's protagonist was a racist). It would've been a much different, less straightforward kind of exploitation flick.

When "The Movie Critic" was first announced, there was speculation that Tarantino was using "The Movie Critic" to riff on the career of Pauline Kael. He's since refuted this, saying, quite contradictorily, that the film "is not devoted to a real critic" and is about a "real [male critic]." Tarantino could be playing games, which is fine, but if Schrader is correct, Tarantino will be redoing elements of '70s movies.

In the case of "Rolling Thunder," this means restaging the climactic brothel shootout. It's a great sequence, one that finds Devane and a pre-stardom Tommy Lee Jones cleaning up the bad guys. I've always considered Flynn's film a "perfect/no notes" affair, but if Tarantino is going to shoot Schrader's original ending... let's go! People are already wondering if he'll shoot a segment of "Taxi Driver" from Brian De Palma's perspective (as imagined in Tarantino's book). We know from "Inglourious Basterds" and "Once Upon a Time in Hollywood" that Tarantino has a penchant for reshaping history. "The Movie Critic" could have the filmmaker making the '70s shake out to his fanciful, yet exacting wishes.

Read this next: 13 Tarantino Projects We Never Saw But Wish We Could've

The post Quentin Tarantino Aims to 'Remake' Movies From the '70s Within His Next Film, The Movie Critic appeared first on /Film.

19 May 19:12

Judge refuses to shut down illegal pipeline across Native American land, says it will be their fault when it starts leaking and they should take better care of the oil company's stuff [Asinine]

19 May 19:10

The Next Generation in Graphics, Part 3: Software Meets Hardware

by Jimmy Maher

The first finished devices to ship with the 3Dfx Voodoo chipset inside them were not add-on boards for personal computers, but rather standup arcade machines. That venerable segment of the videogames industry was enjoying its last lease on life in the mid-1990s; this was the last era when the graphics of the arcade machines were sufficiently better than those which home computers and consoles could generate as to make it worth getting up off the couch, driving into town, and dropping a quarter or two into a slot to see them. The Voodoo chips now became part and parcel of that, ironically just before they would do much to destroy the arcade market by bringing equally high-quality 3D graphics into homes. For now, though, they wowed players of arcade games like San Francisco Rush: Extreme Racing, Wayne Gretzky’s 3D Hockey, and NFL Blitz.

Still, Gary Tarolli, Scott Sellers, and Ross Smith were most excited by the potential of the add-on-board market. All too well aware of how the chicken-or-the-egg deadlock between game makers and players had doomed their earlier efforts with Pellucid and Media Vision, they launched an all-out charm offensive among game developers long before they had any actual hardware to show them. Smith goes so far as to call “connecting with the developers early on and evangelizing them” the “single most important thing we ever did” — more important, that is to say, than designing the Voodoo chips themselves, impressive as they were. Throughout 1995, somebody from 3Dfx was guaranteed to be present wherever developers got together to talk among themselves. While these evangelizers had no hardware as yet, they did have software simulations running on SGI workstations — simulations which, they promised, duplicated exactly the capabilities the real chips would have when they started arriving in quantity from Taiwan.

Our core trio realized early on that their task must involve software as much as hardware in another, more enduring sense: they had to make it as easy as possible to support the Voodoo chipset. In my previous article, I mentioned how their old employer SGI had created an open-source software library for 3D graphics, known as OpenGL. A team of programmers from 3Dfx now took this as the starting point of a slimmed-down, ultra-optimized MS-DOS library they called GLide; whereas OpenGL sported well over 300 individual function calls, GLide had less than 100. It was fast, it was lightweight, and it was easy to program. They had good reason to be proud of it. Its only drawback was that it would only work with the Voodoo chips — which was not necessarily a drawback at all in the eyes of its creators, given that they hoped and planned to dominate a thriving future market for hardware-accelerated 3D graphics on personal computers.

Yet that domination was by no means assured, for they were far from the only ones developing consumer-oriented 3D chipsets. One other company in particular gave every indication of being on the inside track to widespread acceptance. That company was Rendition, another small, venture-capital-funded startup that was doing all of the same things 3Dfx was doing — only Rendition had gotten started even earlier. It had actually been Rendition who announced a 3D chipset first, and they had been evangelizing it ever since every bit as tirelessly as 3Dfx.

The Voodoo chipset was technologically baroque in comparison to Rendition’s chips, which went under the name of Vérité. This meant that Voodoo should easily outperform them — eventually, once all of the logistics of East Asian chip fabricating had been dealt with and deals had been signed with board makers. In June of 1996, when the first Vérité-powered boards shipped, the Voodoo chipset quite literally didn’t exist as far as consumers were concerned. Those first Vérité boards were made by none other than Creative Labs, the 800-pound gorilla of the home-computer add-on market, maker of the ubiquitous Sound Blaster sound cards and many a “multimedia upgrade kit.” Such a partner must be counted as yet another early coup for Rendition.

The Vérité cards were followed by a flood of others whose slickly aggressive names belied their somewhat workmanlike designs: 3D Labs Permedia, S3 Virge, ATI 3D Rage, Matrox Mystique. And still Voodoo was nowhere.

What was everywhere was confusion; it was all but impossible for the poor, benighted gamer to make heads or tails of the situation. None of these chipsets were compatible with one another at the hardware level in the way that 2D graphics cards were; there were no hardware standards for 3D graphics akin to VGA, that last legacy of IBM’s era of dominance, much less the various SVGA standards defined by the Video Electronic Standards Association (VESA). Given that most action-oriented computer games still ran on MS-DOS, this was a serious problem.

For, being more of a collection of basic function calls than a proper operating system, MS-DOS was not known for its hardware agnosticism. Most of the folks making 3D chips did provide an MS-DOS software package for steering them, similar in concept to 3Dfx’s GLide, if seldom as optimized and elegant. But, just like GLide, such libraries worked only with the chipset for which they had been created. What was sorely needed was an intermediate layer of software to sit between games and the chipset-manufacturer-provided libraries, to automatically translate generic function calls into forms suitable for whatever particular chipset happened to exist on that particular computer. This alone could make it possible for one build of one game to run on multiple 3D chipsets. Yet such a level of hardware abstraction was far beyond the capabilities of bare-bones MS-DOS.

Absent a more reasonable solution, the only choice was to make separate versions of games for each of the various 3D chipsets. And so began the brief-lived, unlamented era of the 3D pack-in game. All of the 3D-hardware manufacturers courted the developers and publishers of popular software-rendered 3D games, dangling before them all sorts of enticements to create special versions that took advantage of their cards, more often than not to be included right in the box with them. Activision’s hugely successful giant-robot-fighting game MechWarrior 2 became the king of the pack-ins, with at least half a dozen different chipset-specific versions floating around, all paid for upfront by the board makers in cold, hard cash. (Whatever else can be said about him, Bobby Kotick has always been able to spot the seams in the gaming market where gold is waiting to be mined.)

It was an absurd, untenable situation; the game or games that came in the box were the only ones that the purchasers of some of the also-ran 3D contenders ever got a chance to play with their new toys. Gamers and chipset makers alike could only hope that, once Windows replaced MS-DOS as the gaming standard, their pain would go away.

In the meanwhile, the games studio that everyone with an interest in the 3D-acceleration sweepstakes was courting most of all was id Software — more specifically, id’s founder and tech guru, gaming’s anointed Master of 3D Algorithms, John Carmack. They all begged him for a version of Quake for their chipset.

And once again, it was Rendition that scored the early coup here. Carmack actually shared some of the Quake source code with them well before either the finished game or the finished Vérité chipset was available for purchase. Programmed by a pair of Rendition’s own staffers working with the advice and support of Carmack and Michael Abrash, the Vérité-rendered version of the game, commonly known as vQuake, came out very shortly after the software-rendered version. Carmack called it “the premier platform for Quake” — truly marketing copy to die for. Gamers too agreed that 3D acceleration made the original’s amazing graphics that much more amazing, while the makers of other 3D chipsets gnashed their teeth and seethed.

Quake with software rendering.

vQuake

Among these, of course, was the tardy 3Dfx. The first Voodoo cards appeared late, seemingly hopelessly so: well into the fall of 1996. Nor did they have the prestige and distribution muscle of a partner like Creative Labs behind them: the first two Voodoo boards rather came from smaller firms by the names of Diamond and Orchid. They sold for $300, putting them well up at the pricey end of the market —  and, unlike all of the competition’s cards, these required you to have another, 2D-graphics card in your computer as well. For all of these reasons, they seemed easy enough to dismiss as overpriced white elephants at first blush. But that impression lasted only until you got a look at them in action. The Voodoo cards came complete with a list of features that none of the competition could come close to matching in the aggregate: bilinear filtering, trilinear MIP-mapping, alpha blending, fog effects, accelerated light sources. If you don’t know what those terms mean, rest assured that they made games look better and play faster than anything else on the market. This was amply demonstrated by those first Voodoo boards’ pack-in title, an otherwise rather undistinguished, typical-of-its-time shooter called Hellbender. In its new incarnation, it suddenly looked stunning.

The Orchid Righteous 3D card, one of the first two to use the Voodoo chipset. (The only consumer category as fond of bro-dude phraseology like “extreme” and “righteous” as the makers of 3D cards was men’s razors.)

The battle lines were drawn between Rendition and 3Dfx. But sadly for the former, it quickly emerged that their chipset had one especially devastating weakness in comparison to its rival: its Z-buffering support left much to be desired. And what, you ask, is Z-buffering? Read on!

One of the non-obvious problems that 3D-graphics systems must solve is the need for objects in the foreground of a scene to realistically obscure those behind them. If, at the rendering stage, we were to simply draw the objects in whatever random order they came to us, we would wind up with a dog’s breakfast of overlapping shapes. We need to have a way of depth-sorting the objects if we want to end up with a coherent, correctly rendered scene.

The most straightforward way of depth-sorting is called the Painter’s Algorithm, because it duplicates the process a human artist usually goes through to paint a picture. Let’s say our artist wants to paint a still life of an apple sitting in front of a basket of other fruits. First she will paint the basket to her satisfaction, then paint the apple right over the top of it. Similarly, when we use a Painter’s Algorithm on the computer, we first sort the whole collection of objects into a hierarchy that begins with those that are farthest from our virtual camera and ends with those closest to it. Only after this has been done do we set about the task of actually drawing them to the screen, in our sorted order from the farthest away to the closest. And so we end up with a correctly rendered image.

But, as so often happens in matters like this, the most logically straightforward way is far from the most efficient way of depth-sorting a 3D scene. When the number of objects involved is few, the Painter’s Algorithm works reasonably well. When the numbers get into the hundreds or thousands, however, it results in much wasted effort, as the computer ends up drawing objects that are completely obscured by other objects in front of them — i.e., objects that don’t really need to be drawn at all. Even more importantly, the process of sorting all of the objects by depth beforehand is painfully time-consuming, a speed bump that stops the rendering process dead until it is completed. Even in the 1990s, when their technology was in a laughably primitive stage compared to today, GPUs tended to emphasize parallel processing — i.e., staying constantly busy with multiple tasks at the same time. The necessity of sorting every object in a scene by depth before even getting properly started on rendering it rather threw all that out the window.

Enter the Z-buffer. Under this approach, every object is rendered right away as soon as it comes down the pipeline, used to build the appropriate part of the raster of colored pixels that, once completed, will be sent to the monitor screen as a single frame. But there comes an additional wrinkle in the form of the Z-buffer itself: a separate, parallel raster containing not the color of each pixel but its distance from the camera. Before the GPU adds an entry to the raster of pixel colors, it compares the distance of that pixel from the camera with the number in that location in the Z-buffer. If the current distance is less than the one already found there, it knows that the pixel in question should be overwritten in the main raster and that the Z-buffer raster should be updated with that pixel’s new distance from the camera. Ditto if the Z-buffer contains a null value, indicating no object has yet been drawn at that pixel. But if the current distance is larger than the (non-null) number already found there, the GPU simply moves on without doing anything more, confident in the knowledge that what it had wanted to draw should actually be hidden by what it has already drawn.

There are plenty of occasions when the same pixel is drawn over twice — or many times — before reaching the screen even under this scheme, but it is nevertheless still vastly more efficient than the Painter’s Algorithm, because it keeps objects flowing through the pipeline steadily, with no hiccups caused by lengthy sorting operations. Z-buffering support was reportedly a last-minute addition to the Vérité chipset, and it showed. Turning depth-sorting on for 100-percent realistic rendering on these chips cut their throughput almost in half; the Voodoo chipset, by contrast, just said, “No worries!,” and kept right on trucking. This was an advantage of titanic proportions. It eventually emerged that the programmers at Rendition had been able to get Quake running acceptably on the Vérité chips only by kludging together their own depth-sorting algorithms in software. With Voodoo, programmers wouldn’t have to waste time with stuff like that.

But surprisingly, the game that blew open the doors for the Voodoo chipset wasn’t Quake or anything else from id. It was rather a little something called Tomb Raider, from the British studio Core Design, a game which used a behind-the-back third-person perspective rather than the more typical first-person view — the better to appreciate its protagonist, the buxom and acrobatic female archaeologist Lara Croft. In addition to Lara’s considerable assets, Tomb Raider attracted gamers with its unprecedentedly huge and wide-open 3D environments. (It will be the subject of my next article, for those interested in reading more about its massive commercial profile and somewhat controversial legacy.)

In November of 1996, when Tomb Raider been out for less than a month, Core put a  Voodoo patch for it up on their website. Gamers were blown away. “It’s a totally new game!” gushed one on Usenet. “It was playable but a little jerky without the patch, but silky smooth to play and beautiful to look at with the patch.” “The level of detail you get with the Voodoo chip is amazing!” enthused another. Or how about this for a ringing testimonial?

I had been playing the regular Tomb Raider on my PC for about two weeks
before I got the patch, with about ten people seeing the game, and not
really saying anything regarding how amazing it was. When I got the
accelerated patch, after about four days, every single person who has
seen the game has been in awe watching the graphics and how
smooth [and] lifelike the movement is. The feel is different, you can see
things much more clearly, it’s just a more enjoyable game now.

Tomb Raider became the biggest hit of the 1996 holiday season, and tens if not hundreds of thousands of Voodoo-based 3D cards joined it under Christmas trees.

Tomb Raider with software rendering.

Tomb Raider with a Voodoo card.

In January of 1997, id released GLQuake, a new version of that game that supported the Voodoo chipset. In telling contrast to the Vérité-powered vQuake, which had been coded by Rendition’s programmers, GLQuake had been taken on by John Carmack as a personal project. The proof was in the pudding; this Quake ran faster and looked better than either of the previous ones. Running on a machine with a 200 MHz Intel Pentium processor and a Voodoo card, GLQuake could manage 70 frames per second, compared to 41 frames for the software-rendered version, whilst appearing much more realistic and less pixelated.

GLQuake

One last stroke of luck put the finishing touch on 3Dfx’s destiny of world domination: the price of memory dropped precipitously, thanks to a number of new RAM-chip factories that came online all at once in East Asia. (The factories had been built largely to feed the memory demands of Windows 95, the straw that was stirring the drink of the entire computer industry.) The Voodoo chipset required 4 MB of memory to operate effectively — an appreciable quantity in those days, and a big reason why the cards that used it tended to cost almost as twice as much as those based on the Vérité chips, despite lacking the added complications and expense of 2D support. But with the drop in memory prices, it suddenly became practical to sell a Voodoo card for under $200. Rendition could also lower their prices somewhat thanks to the memory windfall, of course, but at these lower price points the dollar difference wasn’t as damaging to 3Dfx. After all, the Voodoo cards were universally acknowledged to be the class of the industry. They were surely worth paying a little bit of a premium for. By the middle of 1997, the Voodoo chipset was everywhere, the Vérité one left dead at the side of the road. “If you want full support for a gamut of games, you need to get a 3Dfx card,” wrote Computer Gaming World.

These were heady times at 3Dfx, which had become almost overnight the most hallowed name in hardcore action gaming outside of id Software, all whilst making an order of magnitude more money than id, whose business model under John Carmack was hardly fine-tuned to maximize revenues. In a comment he left recently on this site, reader Captain Kal said that, when it comes to 3D gaming in the late 1990s, “one company springs to my mind without even thinking: 3Dfx. Yes, we also had 3D solutions from ATI, NVIDIA, or even S3, but Voodoo cards created the kind of dedication that I hadn’t seen since the Amiga days.” The comparison strikes me as thoroughly apropos.

3Dfx brought in a high-profile CEO named Greg Ballard, formerly of Warner Music and the videogame giant Capcom, to oversee a smashingly successful initial public offering in June of 1997. He and the three thirty-something founders were the oldest people at the company. “Most of the software engineers were [in their] early twenties, gamers through and through, loved games,” says Scott Sellers. “Would code during the day and play games at night. It was a culture of fun.” Their offices stood at the eighth hole of a golf course in Sunnyvale, California. “We’d sit out there and drink beer,” says Ross Smith. “And you’d have to dodge incoming golf balls a bit. But the culture was great.” Every time he came down for a visit, says their investing angel Gordon Campbell,

they’d show you something new, a new demo, a new mapping technique. There was always something. It was a very creative environment. The work hard and play hard thing, that to me kind of was Silicon Valley. You went out and socialized with your crew and had beer fests and did all that kind of stuff. And a friendly environment where everybody knew everybody and everybody was not in a hierarchy so much as part of the group or the team.

I think the thing that was added here was, it’s the gaming industry. And that was a whole new twist on it. I mean, if you go to the trade shows, you’d have guys that would show up at our booth with Dracula capes and pointed teeth. I mean, it was just crazy.

Gary Tarolli, Scott Sellers, and Greg Ballard do battle with a dangerous houseplant. The 1990s were wild and crazy times, kids…

While the folks at 3Dfx were working hard and playing hard, an enormously consequential advancement in the field of software was on the verge of transforming the computer-games industry. As I noted previously, in 1996 most hardcore action games were still being released for MS-DOS. In 1997, however, that changed in a big way. With the exception of only a few straggling Luddites, game developers switched over to Windows 95 en masse. Quake had been an MS-DOS game; Quake II, which would ship at the end of 1997, ran under Windows. The same held true for the original Tomb Raider and its 1997 sequel, as it did for countless others.

Gaming was made possible on Windows 95 by Microsoft’s DirectX libraries, which finally let programmers do everything in Windows that they had once done in MS-DOS, with only a slight speed penalty if any, all while giving them the welcome luxury of hardware independence. That is to say, all of the fiddly details of disparate video and sound cards and all the rest were abstracted away into Windows device drivers that communicated automatically with DirectX to do the needful. It was an enormous burden lifted off of developers’ shoulders. Ditto gamers, who no longer had to futz about for hours with cryptic “autoexec.bat” and “config.sys” files, searching out the exact combination of arcane incantations that would allow each game they bought to run optimally on their precise machine. One no longer needed to be a tech-head simply to install a game.

In its original release of September 1995, the full DirectX suite consisted of DirectDraw for 2D pixel graphics, DirectSound for sound and music, DirectInput for managing joysticks and other game-centric input devices, and DirectPlay for networked multiplayer gaming. It provided no support for doing 3D graphics. But never fear, Microsoft said: 3D support was coming. Already in February of 1995, they had purchased a British company called RenderMorphics, the creator of Reality Lab, a hardware-agnostic 3D library. As promised, Microsoft added Direct3D to the DirectX collection with the latter’s 2.0 release, in June of 1996.

But, as the noted computer scientist Andrew Tanenbaum once said, “the nice thing about standards is that you have so many to choose from.” For the next several years, Direct3D would compete with another library serving the same purpose: a complete, hardware-agnostic Windows port of SGI’s OpenGL, whose most prominent booster was no less leading a light than John Carmack. Direct3D would largely win out in the end among game developers despite Carmack’s endorsement of its rival, but we need not concern ourselves overmuch with the details of that tempest in a teacup here. Suffice to say that even the most bitter partisans on one side of the divide or the other could usually agree that both Direct3D and OpenGL were vastly preferable to the bad old days of chipset-specific 3D games.

Unfortunately for them, 3Dfx, rather feeling their oats after all of their success, made in response to these developments the first of a series of bad decisions that would cause their time at the top of the 3D-graphics heap to be a relatively short one.

Like all of the others, the Voodoo chipset could be used under Windows with either Direct3D or OpenGL. But there were some features on the Voodoo chips that the current implementations of those libraries didn’t support. 3Dfx was worried, reasonably enough on the face of it, about a “least-common-denominator effect” which would cancel out the very real advantages of their 3D chipset and make one example of the breed more or less as good as any other. However, instead of working with the folks behind Direct3D and OpenGL to get support for the Voodoo chips’ special features into those libraries, they opted to release a Windows version of GLide, and to strongly encourage game developers to keep working with it instead of either of the more hardware-agnostic alternatives. “You don’t want to just have a title 80 percent as good as it could be because your competitors are all going to be at 100 percent,” they said pointedly. They went so far as to start speaking of Voodoo-equipped machines as a whole new platform unto themselves, separate from more plebeian personal computers.

It was the talk and actions of a company that had begun to take its own press releases a bit too much to heart. But for a time 3Dfx got away with it. Developers coded for GLide in addition to or instead of Direct3D or OpenGL, because you really could do a lot more with it and because the cachet of the “certified” 3Dfx logo that using GLide allowed them to put on their boxes really was huge.

In March of 1998, the first cards with a new 3Dfx chipset, known as Voodoo2, began to appear. Voodoo2 boasted twice the overall throughput of its predecessor, and could handle a screen resolution of 800 X 600 instead of just 640 X 480; you could even join two of the new cards together to get even better performance and higher resolutions. This latest chipset only seemed to cement 3Dfx’s position as the class of their field.

The bottom line reflected this. 3Dfx was, in the words of their new CEO Greg Ballard, “a rocket ship.” In 1995, they earned $4 million in revenue; in 1996, $44 million; in 1997, $210 million; and in 1998, their peak year, $450 million. And yet their laser focus on selling the Ferraris of 3D acceleration was blinding Ballard and his colleagues to the potential of 3D Toyotas, where the biggest money of all was waiting to be made.

Over the course of the second half of the 1990s, 3D GPUs went from being exotic pieces of kit known only to hardcore gamers to being just another piece of commodity hardware found in almost all computers. 3Dfx had nothing to do with this significant shift. Instead they all but ignored this so-called “OEM” (“Original Equipment Manufacturer”) side of the GPU equation: chipsets that weren’t the hottest or the sexiest on the market, but that were cheap and easy to solder right onto the motherboards of low-end and mid-range machines bearing such unsexy name plates as Compaq and Packard Bell. Ironically, Gordon Campbell had made a fortune with Chips & Technologies selling just such commodity-grade 2D graphics chipsets. But 3Dfx was obstinately determined to fly above the OEM segment, determined to offer “premium” products only. “It doesn’t matter if 20 million people have one of our competitors’ chips,” said Scott Sellers in 1997. “How many of those people are hardcore gamers? How many of those people are buying games?” “I can guarantee that 100 percent of 3Dfx owners are buying games,” chimed in a self-satisfied-sounding Gary Tarolli.

The obvious question to ask in response was why it should matter to 3Dfx how many games — or what types of games — the users of their chips were buying, as long as they were buying gadgets that contained their chips. While 3Dfx basked in their status as the hardcore gamer’s favorite, other companies were selling many more 3D chips, admittedly at much less of a profit on a chip-per-chip basis, at the OEM end of the market. Among these was a firm known as NVIDIA, which had been founded on the back of a napkin in a Denny’s diner in 1993. NVIDIA’s first attempt to compete head to head with 3Dfx at the high end was underwhelming at best: released well after the Voodoo2 chipset, the RIVA TNT ran so hot that it required a noisy onboard cooling fan, and yet still couldn’t match the Voodoo2’s performance. By that time, however, NVIDIA was already building a lucrative business out of cheaper, simpler chips on the OEM side, even as they were gaining the wisdom they would need to mount a more credible assault on the hardcore-gamer market. In late 1998, 3Dfx finally seemed to be waking up to the fact that they would need to reach beyond the hardcore to continue their rise, when they released a new chipset called Voodoo Banshee which wasn’t quite as powerful as the Voodoo2 chips but could do conventional 2D as well as 3D graphics, meaning its owners would not be forced to buy a second video card just in order to use their computers.

But sadly, they followed this step forward with an absolutely disastrous mistake. You’ll remember that prior to this point 3Dfx had sold their chips only to other companies, who then incorporated them into add-on boards of their own design, in the same way that Intel sold microprocessors to computer makers rather than directly to consumers (aside from the build-your-own-rig hobbyists, that is). This business model had made sense for 3Dfx when they were cash-strapped and hadn’t a hope of building retail-distribution channels equal to those of the established board makers. Now, though, they were flush with cash, and enjoyed far better name recognition than the companies that made the boards which used their chips; even the likes of Creative Labs, who had long since dropped Rendition and were now selling plenty of 3Dfx boards, couldn’t touch them in terms of prestige. Why not cut out all these middlemen by manufacturing their own boards using their own chips and selling them directly to consumers with only the 3Dfx name on the box? They decided to do exactly that with their third state-of-the-art 3D chipset, the predictably named Voodoo3, which was ready in the spring of 1999.

Those famous last words apply: “It seemed like a good idea at the time.” With the benefit of hindsight, we can see all too clearly what a terrible decision it actually was. The move into the board market became, says Scott Sellers, the “anchor” that would drag down the whole company in a rather breathtakingly short span of time: “We started competing with what used to be our own customers” — i.e., the makers of all those earlier Voodoo boards. Then, too, 3Dfx found that the logistics of selling a polished consumer product at retail, from manufacturing to distribution to advertising, were much more complex than they had reckoned with.

Still, they might — just might — have been able to figure it all out and make it work, if only the Voodoo3 chipset had been a bit better. As it was, it was an upgrade to be sure, but not quite as much of one as everyone had been expecting. In fact, some began to point out now that even the Voodoo2 chips hadn’t been that great a leap: they too were better than their predecessors, yes, but that was more down to ever-falling memory prices and ever-improving chip-fabrication technologies than any groundbreaking innovations in their fundamental designs. It seemed that 3Dfx had started to grow complacent some time ago.

NVIDIA saw their opening and made the most of it. They introduced a new line of their own, called the TNT2, which outdid its 3Dfx competitor in at least one key metric: it could do 24-bit color, giving it almost 17 million shades of onscreen nuance, compared to just over 65,000 in the case of Voodoo3. For the first time, 3Dfx’s chips were not the unqualified, undisputed technological leaders. To make matters worse, NVIDIA had been working closely with Microsoft in exactly the way that 3Dfx had never found it in their hearts to do, ensuring that every last feature of their chips was well-supported by the increasingly dominant Direct3D libraries.

And then, as the final nail in the coffin, there were all those third-party board makers 3Dfx had so rudely jilted when they decided to take over that side of the business themselves. These had nowhere left to go but into NVIDIA’s welcoming arms. And needless to say, these business partners spurned were highly motivated to make 3Dfx pay for their betrayal.

NVIDIA was on a roll now. They soon came out with yet another new chipset, the GeForce 256, which had a “Transform & Lighting” (T&L) engine built in, a major conceptual advance. And again, the new technology was accessible right from the start through Direct3D, thanks to NVIDIA’s tight relationship with Microsoft. Meanwhile the 3Dfx chips still needed GLide to perform at their best. With those chips’ sales now plummeting, more and more game developers decided the oddball library just wasn’t worth the trouble anymore. By the end of 1999, a 3Dfx death spiral that absolutely no one had seen coming at the start of the year was already well along. NVIDIA was rapidly sewing up both the high end and the low end, leaving 3Dfx with nothing.

In 2000, NVIDIA continued to go from strength to strength. Their biggest challenger at the hardcore-gamer level that year was not 3Dfx, but rather ATI, who arrived on the scene with a new architecture known as Radeon. 3Dfx attempted to right the ship with a two-pronged approach: a Voodoo4 chipset aimed at the long-neglected budget market, and a Voodoo5 aimed at the high end. Both had potential, but the company was badly strapped for cash by now, and couldn’t afford to give them the launch they deserved. In December of 2000, 3Dfx announced that they had agreed to sell out to NVIDIA, who thought they had spotted some bits and bobs in their more recent chips that they might be able to make use of. And that, as they say, was that.

3Dfx was a brief-burning comet by any standard, a company which did everything right up to the instant when someone somewhere flipped a switch and it suddenly started doing everything wrong instead. But whatever regrets Gary Tarolli, Scott Sellers, and Ross Smith may have about the way it all turned out, they can rest secure in the knowledge that they changed not just gaming but computing in general forever. Their vanquisher NVIDIA had revenues of almost $27 billion last year, on the strength of GPUs which are as far beyond the original Voodoo chips as an F-35 is beyond the Wright Brothers’ flier, which are at the forefront not just of 3D graphics but a whole new trend toward “massively parallel” computing.

And yet even today, the 3Dfx name and logo can still send a little tingle of excitement running down the spines of gamers of a certain age, just as that of the Amiga can among some just slightly older. For a brief few years there, over the course of one of most febrile, chaotic, and yet exciting periods in all of gaming history, having a Voodoo card in your computer meant that you had the best graphics money could buy. Most of us wouldn’t want to go back to the days of needing to constantly tinker with the innards of our computers, of dropping hundreds of dollars on the latest and the greatest and hoping that publishers would still be supporting it in six months, of poring over magazines trying to make sense of long lists of arcane bullet points that seemed like fragments of a particularly esoteric PhD thesis (largely because they originally were). No, we wouldn’t want to go back; those days were kind of ridiculous. But that doesn’t mean we can’t look back and smile at the extraordinary technological progression we were privileged to witness over such a disarmingly short period of time.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.



(Sources: the books Renegades of the Empire: How Three Software Warriors Started a Revolution Behind the Walls of Fortress Microsoft by Michael Drummond, Masters of DOOM: How Two Guys Created an Empire and Transformed Pop Culture by David Kushner, and Principles of Three-Dimensional Computer Animation by Michael O’Rourke. Computer Gaming World of November 1995, January 1996, July 1996, November 1996, December 1996, September 1997, October 1997, November 1997, and April 1998; Next Generation of October 1997 and January 1998; Atomic of June 2003; Game Developer of December 1996/January 1997 and February/March 1997. Online sources include “3Dfx and Voodoo Graphics — The Technologies Within” at The Overclocker, former 3Dfx CEO Greg Ballard’s lecture for Stanford’s Entrepreneurial Thought Leader series, the Computer History Museum’s “oral history” with the founders of 3Dfx, Fabian Sanglard’s reconstruction of the workings of the Vérité chipset and the Voodoo 1 chipset, “Famous Graphics Chips: 3Dfx’s Voodoo” by Dr. Jon Peddie at the IEEE Computer Society’s site, and “A Fallen Titan’s Final Glory” by Joel Hruska at the long-defunct Sudhian Media. Also, the Usenet discussions that followed the release of the 3Dfx patch for Tomb Raider and Nicol Bolas’s crazily detailed reply to the Stack Exchange question “Why Do Game Developer Prefer Windows?”.)

19 May 15:19

One Of The Scariest Scenes In Pet Sematary Warns You Not To Play In The Road

by Chris Evangelista

(Welcome to Scariest Scene Ever, a column dedicated to the most pulse-pounding moments in horror with your tour guides, horror experts Chris Evangelista and Matt Donato. In this edition, Chris advises you not to play in the road with "Pet Sematary" 1989.)

We here at Scariest Scene Ever Industries often try to tie our spooky little column to a big new release hitting theaters the same week. And this week, the biggest movie arriving on the big screen is "Fast X," in which cars go vroom. With that in mind, I wanted to do something car-or-vehicle-related. And while there are many options for that — John Carpenter's "Christine," the big pileup from "Final Destination 2," and so on — I landed on one of the most memorable horror movie moments of all time: the untimely death of Gage Creed from "Pet Sematary." So grab your kite and let's go! 

The Setup

Adapted from the Stephen King novel (by Stephen King himself!), Mary Lambert's 1989 "Pet Sematary" is a creepy piece of work. I saw the film when I was about 7 or 8, and let me tell you, that is probably way too young to see "Pet Sematary." Being a child, I had never really thought about death much at the time. But King's tale of terror about a burial ground that raises the dead forced me to confront mortality head-on, and my tiny child brain was not ready for that. I was traumatized and developed an extreme phobia of death that latest until I was a teenager. Still, despite — or perhaps because of this, to this day I love "Pet Sematary" in all its forms with all my heart. It's my favorite King novel, I love Lambert's film, and I even dig the 2019 remake, which changes things up a bit, which I thought was a neat idea. But Lambert's '89 movie is the better of the two. 

The Story So Far

In "Pet Sematary," Louis Creed, his wife, his two kids, and the family cat Church, move to the town of Ludlow, Maine. There they meet kindly old neighbor Jud Crandal (Fred Gwynne, who is great here, New England accent and all), who tells them about a "pet sematary" located deep in the woods behind the house. The Creeds and Jud live on opposite sides of a major road that's constantly full of roaring trucks — and those trucks are the reason a lot of pets end up in the "sematary" (the sign was made by kids, thus the misspelling). 

When poor cat Church gets hit by a truck, Jud takes Louis beyond the pet graveyard to a place deeper in the woods — an indigenous burial ground that once belonged to the Miꞌkmaqs. As it so happens, that burial ground has the power to raise the dead! Jud insists that only animals have been buried there and come back, not humans. But c'mon Jud, we all know you're lying. 

The Scene

There's an unspoken rule in horror movies: you don't kill kids. Sure, it happens from time to time, but more often than not, filmmakers stick to that rule. You especially don't kill cute little toddlers. Which is part of what makes "Pet Sematary" so damn disturbing. Not only does a child die in the film, but the child — little Gage — dies in a violent way, run down in the road by one of those damn trucks. 

Lambert begins the scene on an extremely light note, with the entire Creed family having a picnic with Jud, complete with a kite they're all taking turns flying. At one point, Gage loses the kite string — which ends up drafting into the road. The unknowing Gage chases after the string, and it takes a beat before Jud and the Creeds notice what the hell is happening. By then, it's clear it's too late — Louis is too far away to catch his son. 

Still, if you were seeing the movie in 1989 and had no knowledge of the book, you might think, "No way they're gonna kill that kid!" But they do, and Lambert frames it beautifully. In fact, I'm not even entirely sure how she set up the shot, which really looks like a giant truck is about to smash into child actor Miko Hughes. We don't see the actual impact of the truck, but the moment still hits us in the gut thanks to clever editing, which combines the sound of a crashing truck with an image of Gage's bloody shoe rolling in the road. But don't worry! Gage will be back with the help of that burial ground! Although when he comes back he'll be a tiny killing machine, so maybe you should worry. 

The Impact (Matt's Take)

I SEE WHAT YOU DID HERE, CHRIS. How better to honor "Fast X" than vehicular terror at ramming speed? I love the idyllic picnic vibes — pastel overalls, flying kites, sunshine like a Hallmark romantic comedy — before an unspeakable smash-cut to devastation. There's no gore either, just a children's sized sneaker dashed with blood tumbling into screen. It's the kind of horror that takes a common parental fear of turning your back for seconds and having the worst happen in broad daylight. Horror thrives because it's real and relatable. There's no greater loss in life than parents having to bury their sons or daughters, and "Pet Sematary" makes damn sure even the single folks in the audience understand such trauma.

Read this next: The Best Horror Movie Performances Of 2022

The post One Of The Scariest Scenes In Pet Sematary Warns You Not to Play in the Road appeared first on /Film.

19 May 15:18

Sony details its future PC strategy for its first-party games

by John Papadopoulos

In the past couple of years, Sony released numerous of its first-party games on PC. And while most of these releases were commercial successes, Sony seems willing to retain the big gap between the PS5 and PC releases of its first-party games. Back in November 2022, Sony stated that Marvel’s Spider-Man Remastered was its fastest selling … Continue reading Sony details its future PC strategy for its first-party games →

The post Sony details its future PC strategy for its first-party games appeared first on DSOGaming.

19 May 10:43

The Supreme Court’s Warhol decision could have huge copyright implications for ‘fair use’

by Mariella Moon

The Supreme Court has ruled that Andy Warhol has infringed on the copyright of Lynn Goldsmith, the photographer who took the image that he used for his famous silkscreen of the musician Prince. Goldsmith won the justices over 7-2, disagreeing with Warhol's camp that his work was transformative enough to prevent any copyright claims. In the majority opinion written by Justice Sonia Sotomayor, she noted that "Goldsmith's original works, like those of other photographers, are entitled to copyright protection, even against famous artists." 

Goldsmith's story goes as far back as 1984, when Vanity Fair licensed her Prince photo for use as an artist reference. The photographer received $400 for a one-time use of her photograph, which Warhol then used as the basis for a silkscreen that the magazine published. Warhol then created 15 additional works based on her photo, one of which was sold to Condé Nast for another magazine story about Prince. The Andy Warhol Foundation (AWF) — the artist had passed away by then — got $10,000 it, while Goldsmith didn't get anything. 

Typically, the use of copyrighted material for a limited and "transformative" purpose without the copyright holder's permission falls under "fair use." But what passes as "transformative" use can be vague, and that vagueness has led to numerous lawsuits. In this particular case, the court has decided that adding "some new expression, meaning or message" to the photograph does not constitute "transformative use." Sotomayor said Goldsmith's photo and Warhol's silkscreen serve "substantially the same purpose." 

Indeed, the decision could have far ranging implications for fair use and could influence future cases on what constitutes as transformative work. Especially now that we're living in the era of content creators who could be taking inspiration from existing music and art. As CNN reports, Justice Elena Kagan strongly disagreed with her fellow justices, arguing that the decision would stifle creativity. She said the justices mostly just cared about the commercial purpose of the work and did not consider that the photograph and the silkscreen have different "aesthetic characteristics" and did not "convey the same meaning."

"Both Congress and the courts have long recognized that an overly stringent copyright regime actually stifles creativity by preventing artists from building on the works of others. [The decision will] impede new art and music and literature, [and it will] thwart the expression of new ideas and the attainment of new knowledge. It will make our world poorer," she wrote. 

The justices who wrote the majority opinion, however, believe that it "will not impoverish our world to require AWF to pay Goldsmith a fraction of the proceeds from its reuse of her copyrighted work. Recall, payments like these are incentives for artists to create original works in the first place."

This article originally appeared on Engadget at https://www.engadget.com/the-supreme-courts-warhol-decision-could-have-huge-copyright-implications-for-fair-use-103547155.html?src=rss
19 May 10:32

The Wilderness Chose For The Yellowjackets And The Results Are Frighteningly Feral

by BJ Colangelo

This article contains spoilers for "Yellowjackets" season 2 episode 8.

After the cliffhanger bloodbath that was last week's episode, "It Chooses" picks up with Mari and Misty holding up Lottie over a bowl so she can pee. Unfortunately, Lottie's pissing blood, likely because Shauna kicked her square in the kidneys a few times. The girls have brought her up to the attic to try and heal, but Mari's making snarky jokes and Misty has had enough of it. Mari takes the piss bowl downstairs, but drops it on the floor and starts crying. I think she's finally cracking from the severity of the situation. Through her pain, Lottie is having visions that resemble ones she'll have again as an adult. Things are getting bad for our Yellowjackets.

Adding to the list of People Having a Bad Time™, Akilah is playing with the baby mouse she's been mothering the last few episodes and telling him how she's going to get him all sorts of pet mouse toys when they're out of the wilderness. There's just one problem with her theory ... the mouse is dead. Taissa catches Akilah playing with her little friend and has to break the news to her that she's playing with a mouse corpse. It's impossible to know whether or not the mouse has been dead the whole time or if it died sometime during her care and her brain chose to protect her by refusing to let her live in reality.

Akilah swears to Taissa that she didn't know it was dead, but once she holds it in front of her face, there's no denying it. Akilah starts panicking and delivers an understandable "What the f***?" before the credits roll.

What new horrors await us this week?

The Sadecki Family Is Struggling

The cops show up with a warrant to search the Sadecki home as Shauna is officially a suspect, and Officer 'Stache looks way too smug for my liking. Callie records him tearing apart her room, taunting him, but he's clearly unmoved. She openly admits she'll weaponize her teenage white girl tears in front of a jury, but he says once they hear that Shauna is a liar, they'll realize "the psychopath apple doesn't fall far from the f***ed up, man-eating tree." I hate him, but he gets credit for that sick burn.

Kevyn finds it odd that Jeff didn't kick out Shauna after learning about the affair, totally trying to make Jeff feel like a bad husband or "less of a man" for wanting to work on their marriage. Jerk. Officer 'Stache decides to show Jeff the crime scene photos of Adam's severed body parts. They look clean enough to be surgical, something the cops imply could be reflective of "survival skills." Whoever killed Adam knew to remove his head, feet, and hands, as well as his tattoos which were likely removed with a cheese grater (You're not alone, "Evil Dead Rise!"). The photos are too much for Jeff to handle, and he kicks the pair out.

Later that night, Jeff and Callie have an all-timer daddy/daughter speech. Callie is afraid that she's "seriously f***ed up" just like her mom, but Jeff explains that what Shauna endured in the wilderness is more than either of them could imagine. He tells her about the baby Shauna lost, and it's the first Callie is hearing of it. She's immediately overwhelmed with emotion, but Jeff tells her not to carry her mom's trauma. Aw, good advice, Dad!

Secrets In The Sharing Shack

The women are all still flying high after their glorious reconnection and dance party on Lottie's compound, but Shauna's back from her own cliffhanger reveal from last week. Since the cops found Adam's remains, they're all in danger as accomplices. Taissa tries to play it cool around Van, but she immediately calls her out on lying. Van takes matters into her own hands by throwing Shauna's car keys into the woods, demanding answers. Not only does Shauna come clean to Van and Lottie about what happened to Adam, but she has to tell Misty, Natalie, and Taissa that Jeff knows about what happened since he's the one who called her.

Lottie has them all talk it out in the Sharing Shack, and all the secrets come out. Misty killed Jessica Roberts, Misty and Walter faked being the FBI to interrogate Randy about Natalie, Taissa is the one who hired Jessica Roberts to investigate them, and Jeff was actually the blackmailer so Adam died for no real reason.

Shauna is trying not to be seen as a bad guy despite being very much in the wrong (some things never change), claiming she didn't want to tell them about Jeff because she was afraid they'd kill him, or that Taissa would do something while she sleepwalked. That's the final straw for Tai, who loses it on Shauna and calls her out for using them and putting them all at risk Shauna gets close to tears before she stops herself and accepts the truth; she didn't tell them because she knew if the tables were turned, she'd kill any of their spouses to keep their secrets in a heartbeat. She's right. And the whole group knows they'd have done the same.

Is Healing Even Possible?

Despite the beauty of their spontaneous dance party, trauma is clearly manifesting in weird ways for all of them, and no amount of alcohol or dancing in the snow is going to fix that. "It's time we finally f***ing talk about it," Natalie says, but Lottie stomps it out. This isn't something therapy can fix. Lottie says that something guided them all to the compound for this reunion, refusing to see it as a coincidence. I'm not exactly Lottie's biggest fan, but in this instance, I think she's right. She tells them that this "force" has been guiding her for quite some time and that it's too powerful to ignore. "And now we have to give it what it wants," she says, and they all know what that means, even if they don't want to.

They try to use logic and reasoning, but as much as they want to fight it, they start to believe Lottie when she says, "The only way to get ourselves out of this is to give ourselves fully to it." She fills cups for each of them, one containing, as Misty (of course) points out, the same death elixir used by Heaven's Gate. Lottie breaks down the signs of how broken and screwed up they all are, and points out that ritualistic sacrifice helped them survive then and it can help them survive now ... if they give it what it wants. This reveal works in tandem with the timeline of their 19 months in the wilderness, where it's shown that cannibalism wasn't performed just out of necessity.

The Aftermath Of Shauna V. Lottie

Taissa might not be sleepwalking, but she's starting to see the Other Her in reflections and hallucinations. Van knows she's hiding something, but Taissa isn't one for easily coming clean, so we'll probably see this come to a head next week. Luckily, Van has also found one of Jackie's leather belts, which maybe the girls could eat for protein? Look, things are rough out here. If belt soup keeps them alive, then belt soup for dinner it shall be.

Meanwhile, everyone is acting like a royal b-word to Shauna, which, while understandable, feels like playing with fire. Y'all saw her turn Lottie's face into ground chuck and you're still going to talk smack? Bold move, but don't come crying when you're turned into a shish kabob.

Natalie and Coach Ben are still having their buddy-buddy talks, debating the ethics of Lottie's possible death. Nat is fully aware that Lottie has a massive influence over some of the girls, but her practicality has her convinced that Lottie's passing might be a good thing for them. Coach Ben thinks it'd be a good thing if she's in that much pain, but he's trying to kid himself into thinking the factions aren't as obvious as we know them to be. Nat lets it slip that she caught Javi bowing down to a symbol tree, which sends Coach Ben on a small hunt. He digs through Javi's drawings trying to figure out which tree he was worshipping. Is this where he spent all those months hiding?

Things Are Getting Worse Across The Board

Mari is hearing the incessant dripping again, but Taissa sits up in a stupor, claiming she can also hear it. It's not obvious if this is Taissa or The Bad One, but either way, Mari looks at the wall and imagines it bleeding. She's screaming her head off in terror, but no one else can see what she can see. Is she attuned or has she totally lost it the way some of the others have from hunger?

Misty has Coach Ben on suicide watch, but he promises he's only using a blade to rig his crutches to be more snow-bound. At this point, I believe him. Travis sees Natalie making a pair of hand warmers for Javi and decides to bury the hatchet, finally recognizing what Natalie was trying to do for him by faking Javi's death. He tells her she's a good person. Time heals all wounds, after all.

Lottie is in really, really bad shape following the fight, and tells Misty that they better not waste her body if she dies. Misty tells the group, but they refuse to accept it. "The wilderness won't let her die," Mari says. Knowing that Lottie makes it to adulthood, it's starting to feel like the girls are going to make some sort of weird sacrifice to keep Lottie alive, or at least, believe they have to. "We have to find some way to stay alive," Taissa says, "But it can't be her." Ah, there we go. Like clockwork!

Pick A Card, Any Card

Lottie's pain is only getting worse, so the survivors decide to perform a little ritual of their own. Using the skull from Shauna's pregnancy, they all put personal items on top of it and light a candle before Van reveals the Queen of Hearts card with her eyes carved out, the same one from Lottie's visions as an adult. She puts it back in the deck and they all pull at random. Oh, good. It's random sacrifice time! They all draw cards with the same intensity as the blood test in "The Thing," Natalie draws the Queen. We know she's making it to adulthood, so the tension is even higher trying to figure out how she's going to make it out of this.

In a ceremonial gesture, Shauna puts Jackie's BFF necklace on Natalie, which tells me that the Pit Girl we saw in the pilot wearing the necklace will eventually become one of the targets of this card drawing. Shauna tries to slit Natalie's throat in the cabin, but she can't bring herself to do it after Natalie forces her to look her in the eyes while she does it. The cabin is growing almost untamed in anticipation, but Travis spears Shauna to the floor and punches Mari and Van, giving Natalie time to run for her life.

The girls sprint out of the cabin while a few stay back holding Travis at knife-point, and it is some straight-up "Lord of the Flies" s***. They're howling like animals, sprinting in the snow like beasts, and Natalie is in panic mode. The needle drop of "Bullet with Butterfly Wings" by Smashing Pumpkins is a nice touch. While the girls are out hunting, Coach Ben tracks down Javi's tree, and it defies all logic. The inside seemingly goes on forever, like a tunnel, and inside is a small sanctuary filled with the bones of smaller critters. Guess we know where Javi was hiding all this time!

Hungry Like The Wolf

Hunger has completely destroyed any sense of humanity, and the girls chase Natalie down with feral fury. They're literally chomping at the bit. Javi catches up with her and offers her a safe place by bringing her to the tree. It's the first he's spoken to her since the return, and that is enough for her to trust him. The two make a break for it, but the other girls are hot on the chase. At one point, Natalie trips and falls. Oh no. They're running on the snow-covered ice. Remember how Natalie found a moose there but they couldn't get it out of the water and therefore didn't have any food to eat? Well, uh, I think the wilderness is working in mysterious ways.

The weight and pressure of the girls chasing after Natalie is too much for the ice to handle, and it starts to crack beneath Javi's feet. He falls into the water and immediately starts waving for help. They could save him, easily, just like they did to Natalie after she tried to save the moose, but they don't. Natalie holds his hand and tries to bring him above water, but Misty pulls her away from him. "If you save him, the others will get you," she screams. They all look on as Javi drowns, some of them in horror, some of them in pride. "The wilderness chose," Van declares, before the camera cuts back to Lottie in the cabin, appearing as if her recovery has finally begun. I guess we can answer last week's question of "Does a hunt that has no violence feed anyone?"

It's as if the wilderness kept Javi alive just to kill him later for food. Damn.

Buzzworthy Moments And Additional Thoughts

After the police tear apart the Sadecki home, Jeff has a nightmare where Shauna slices him open with electric carving knives that have replaced her hands. It understandably scares the crap out of him, especially when Shauna says "These are a part of me," implying that Jeff is realizing that the woman he married might be far more dangerous than he realized. It's a fantastic scene that perfectly balances horror with absurd comedy and also had me doing "The Rocky Horror Picture Show" call-out of "It slices, it dices, it circumcises!" at my screen.

  • Also not mentioned is the quick scene of Walter doing a puzzle while listening to "Not While I'm Around" from "Sweeney Todd" where he sees the news that Adam's body has been found. He immediately emails the Wiskayok police department saying he has information but doesn't say what information. Later he's shown gathering things to leave while "Phantom of the Opera" plays. What are you up to, Walter?!
  • What does it say about me that I could totally stomach the cannibalism, but watching Akilah contemplate eating the dried-up mouse carcass made me audibly gag?
  • I'm kind of secretly hoping that Coach Ben just hides out in the tree for the rest of the season and then we see him 25 years later looking like the mountain version of Robin Williams returning home in "Jumanji." Not because it makes any damn sense, but because it would be hilarious.

Until next week, "Yellowjackets" hive. Buzz! Buzz! Buzz!

Read this next: Every Yellowjackets Main Character, Ranked

The post The Wilderness Chose For The Yellowjackets and the Results Are Frighteningly Feral appeared first on /Film.

18 May 23:38

Download: Apple Releases macOS Ventura 13.4 For All Compatible Macs With New Features And Bug Fixes

by Ali Salman

Download Apple releases macOS ventura 13.4 on compatible Macs

Apple has finally released the final version of its macOS Ventura 13.4 to the public for all compatible Macs. The update is finally out of the beta stage, and you can download it right now for free. The latest macOS Ventura 13.4 update comes with a plethora of new changes and bug fixes, so be sure to download the latest build as soon as you can. Scroll down for more details on what you should expect with the latest update.

Apple released macOS Ventura 13.4, which is now available for download on all supported Macs

If you were anxiously waiting for the update to hit your devices, you can now download it through the System Settings on your iPhone. If you are unfamiliar, you can download macOS Ventura 13.4 through the Software Update mechanism in System Settings. The update is available for free to all users and can be downloaded on compatible Macs only. As mentioned earlier, macOS 13.4 brings a lot of changes to the table, along with major bug fixes. Henceforth, we would advise you to install it as soon as you can.

According to the changelog that we have seen in the past and the one that came with the release of the final build, macOS Ventura 13.4 will offer a wide range of enhancements in the Apple News app. For one, you will get a new Sports feed in the sidebar of Apple News which will offer easier access to stories and news. Additionally, the update also comes with a My Sports score and schedule cards that take you directly to the game with ease through additional options.

Download Apple releases macOS ventura 13.4 on compatible Macs

Apart from these features, macOS Ventura 13.4 offers a wide range of bug fixes and improvements for a more seamless user experience. The update fixes an Auto Locking issue with the Apple Watch, an issue where Bluetooth keyboards connect slowly to the Mac, a VoiceOver issue in webpages, and a Screen Time issue where the settings would automatically reset, and the content is not synced across devices. With all of these bug fixes and performance enhancements, we would recommend you download and install macOS Ventura 13.4 as soon as you can. You can check out more details in the changelog below.

macOS Ventura 13.4 includes the following enhancements and bug fixes:
  • Sports feed in the sidebar of Apple News gives easy access to stories, scores, standings, and more, for the teams and leagues you follow
  • My Sports score and schedule cards in Apple News take you directly to game pages where you can find additional details about specific games
  • Resolves an issue where Auto Unlock with Apple Watch does not log you into your Mac
  • Fixes a Bluetooth issue where keyboards connect slowly to Mac after restarting
  • Addresses a VoiceOver issue with navigating to landmarks on webpages
  • Fixes an issue where Screen Time settings may reset or not sync across all devices

Some features may not be available for all regions, or on all Apple devices. For detailed information about the security content of this update, please visit: https://support.apple.com/kb/HT201222

Apart from this, the update also brings a new beta installation method to the table. This puts macOS in line with iOS and iPadOS, where developers do not have to download the configuration profile to install the beta. All in all, macOS Ventura will offer a stable user experience with major bug fixes and underlying performance improvements.

We will keep you guys updated on the latest, so be sure to stick around. Apple has also released iOS 16.5 and iPadOS 16.5 to the public for all compatible iPhone and iPad models, so be sure to check that out as well.

Written by Ali Salman
18 May 22:27

Pour Out A Corona For Leon, The 'Lost' Fast And Furious Family Member

by Rafael Motamayor

The Fast Saga is one of the unlikeliest franchises in modern Hollywood -- one that originated with a movie that didn't really hint at any larger world to be explored in sequels, much less important characters beyond its protagonists. Nevertheless, the "Fast & Furious" property has continued to expand its universe with each new entry, along the way adding several new players to its recurring cast and shattering the laws of physics into who-knows-how-many pieces. 

While the original "Fast and the Furious" had fellowship and family as big themes, it wouldn't be until a few movies later that the concept of family would really come to define the franchise, even more so than the (super-fast) cars. As it did, Dominic Toretto's humble crew (composed primarily of small-time robbers and gearheads) grew to include everyone from super hackers to international spies, even as the members of Dom's original team fell by the wayside -- save for Letty, Mia, and, on one occasion, Vince.

But what about the rest of Dom's OG "Fast" Fam? Presumably, they were rather important to him, seeing as they spent years working together. Jesse, of course, didn't make it out of "Fast and the Furious" alive, whereas Vince would disappear before returning (and dying) in "Fast Five." However, there's another member of the team who, as far as we know, is still alive and well, but has never really come back into the fold — Leon. 

Here's to you, Leon, the forgotten member of the fambly.

We Do Leave Family Behind?

We don't really know a lot about Leon, which is kind of the issue. In "The Fast and the Furious," Leon is mostly there to serve as the lookout during street races while serving as yet another member of Dom's truck highjacking crew.

Nine movies later, it's rather remarkable to see how much Dom's crew has changed over the years. Before they all became immortal superheroes and experts in martial arts, driving, and hacking, the series' heroes were a group of disenfranchised car enthusiasts whose circumstances led to them becoming law-breakers. In Jesse's case, he was a bonafide genius whose ADD gave him problems at school and he dropped out, before eventually turning to crime and designing modifications for Dom and the crew's cars.

While Jesse had a sad story which helped push Brian towards feeling sympathy for Dom's situation and Vince was Dom's best friend since childhood, Leon was just ... there. He didn't really add anything to the team and by the time Dom returned in "Fast & Furious," he had a brand new crew, including Han, Leo, and Santos (who we later learn Dom knew years prior to the first film, having met them in prison). By then, though, there was no room for Leon, and Dom seemingly just moved on, which is a rather serious thing for him to do, given how much he claims to care about family.

Granted that "Fast & Furious" loves to reference earlier movies and bring back characters we haven't seen in ages, who better to help Dom in his hour of need going into the franchise's final (?) film than Leon himself? In the meantime, you can catch Dom and his current fambly back in action when "Fast X" hits theaters on May 19, 2023.

Read this next: The 14 Best Vin Diesel Movies (That Aren't The Fast And The Furious)

The post Pour Out a Corona For Leon, the 'Lost' Fast and Furious Family Member appeared first on /Film.

18 May 22:26

Why You Should Stop Eating Fake Sugars, According to the World Health Organization

by Beth Skwarecki

As a teen and young adult, I drank a lot of full-sugar sodas—Mountain Dew, mostly. One day I decided that I would swap them all out for their diet equivalents, and the resulting loss of calories would mean I’d drop an easy five, maybe ten pounds by the end of the year. I stuck to my promise, and you know how many…

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18 May 22:26

Fast X Credits Scene Explained: Guess Who's Back?

by Jeremy Mathai

If you live your life a quarter mile of a time and haven't seen "Fast X" just yet, look away now! This article contains major spoilers for the Fast family.

Have you caught your breath yet? "Fast X" certainly lived up to the hype (you can read /Film's review by Ethan Anderton here) in terms of putting Vin Diesel's Dominic Toretto and the rest of his racing crew through the wringer, overloading this latest sequel with constant action that somehow kept topping itself with each and every set piece. All of that culminated with a frankly mind-melting third act finale, which paid off on previous comments that the blockbuster would end on a daring cliffhanger.

By the time the smoke cleared, cinema's First Family was scattered to the winds — either dead or left with no assurances that they'd all make it out alive. After Jakob's (John Cena) heroic self-sacrifice to buy Dom and his son Brian (Leo Abelo Perry) a little more time, the pair currently await their fate at the bottom of the crumbling Hoover Dam, masterminded by the unhinged villain Dante (Jason Momoa). Roman (Tyrese Gibson), Tej (Ludacris), and Ramsey (Nathalie Emmanuel) were last seen trapped inside a crashing aircraft, shot out of the sky by the double-dealing Aimes (Alan Ritchson). And as for Michelle Rodriguez's Letty and Charlize Theron's Cipher, they've been staging a prison escape all the way at the bottom of the world in Antarctica ... with another surprise in tow revealed in the final seconds.

Have you managed to process all of that by now? Well, too bad because "Fast X" had even more fireworks to throw our way before the credits completely rolled. In a mid-credits scene, yet another familiar face makes his grand return out of nowhere: Dwayne Johnson's Luke Hobbs.

He's Back, Baby!

How's that for a surprise? There have been plenty of reasons why nobody expected to see Luke "I will beat you like a Cherokee drum" Hobbs ever appear in another movie in this franchise again, both in-universe and out. In terms of the official canon, 2017's "The Fate of the Furious" ended with the imposing Diplomatic Security Service agent hanging up his holster to spend time with his daughter for a change. Of course, he'd eventually come back in the rather divisively-received spin-off, "Hobbs and Shaw," where he reignited his feud with frenemy Deckard Shaw (Jason Statham). But while Shaw would go on to reprise his role in the main series again, it no longer seemed likely that the same would apply to Hobbs.

Until now, that is! "Fast X" director Louis Leterrier clearly left no stone unturned in delivering one of the most extravagant conclusions to any "Fast" movie to this point, but he saved perhaps the biggest surprise for the post-credits tease. We follow a masked soldier winding his way through a labyrinthine estate, clearly on the hunt to fulfill some dangerous objective. When he arrives at his destination, however, he's met with a similar setup that the villainous Dante had created for Dom. Faced with flashing images and incriminating footage from that infamous bridge in "Fast Five," the mysterious figure finds himself the subject of Dante's disembodied voice over the telephone. Though he holds Diesel responsible for the death of his drug lord father Hernan Reyes (Joaquim De Almeida), it was ultimately Hobbs who pulled the trigger.

And now with Dante swearing vengeance against him, to be continued in the next film, Hobbs has only one card left to play: milk his delivery of "You son of a b****" for all it's worth.

Mending Fences?

For years, "Fast" fans have followed along with the real-life dramatics unfolding between stars Vin Diesel and Dwayne Johnson. To put it mildly, neither one of these egos seemed capable of tolerating the other during filming, leading to a massive personality clash and, in an infamous moment at the end of "Fast & Furious 6," possibly one of the most hilarious examples of staging in a major Hollywood blockbuster by two stars who may or may not have even been present on-set together at the same time. (See above.) Whether this was all an elaborate WWE-style storyline meant to drum up headlines or the product of genuinely irreconcilable differences, however, the effect was the same. Most never anticipated seeing Johnson's Luke Hobbs show up in a "Fast & Furious" movie again.

Have both actors finally internalized the franchise's main theme of never turning one's back on family and helped the cold war begin to thaw? Or could this be even more evidence of the fallout from the disastrous release of the Johnson-starring "Black Adam," which all but ended his decades-long dalliance with DC and left him wanting for a reliable franchise again? We'd propose that both hypotheticals can be true at the same time, though that doesn't make it any less of a surprise to discover that Hobbs may very well cross paths with Dom in the next movie — which could become extended into a trilogy of sorts.

Either way, Hobbs' return seems like another piece of evidence that the end of the road appears to be in sight. We wouldn't expect the "Fast & Furious" franchise to go out any other way.

"Fast X" is currently playing in theaters.

Read this next: The 18 Best Action Movie Actors Ranked

The post Fast X Credits Scene Explained: Guess Who's Back? appeared first on /Film.

18 May 17:37

This Cybercrime Syndicate Pre-Infected Over 8.9 Million Android Phones Worldwide

by info@thehackernews.com (The Hacker News)
A cybercrime enterprise known as Lemon Group is leveraging millions of pre-infected Android smartphones worldwide to carry out their malicious operations, posing significant supply chain risks. "The infection turns these devices into mobile proxies, tools for stealing and selling SMS messages, social media and online messaging accounts and monetization via advertisements and click fraud,"
18 May 14:48

sdl12-compat Gets More Games Working For This SDL1-On-SDL2 Compatibility Layer

The sdl12-compat project that implements the SDL 1.2 API/ABI atop SDL 2.x interfaces for better game compatibility on modern Linux systems is out today with a new pre-release...
18 May 14:47

An Acclaimed 2002 Indie Crime Drama Is Actually Part Of The Fast And Furious Universe

by Devin Meenan

The "Fast & Furious" franchise has taken quite the ride, growing from a modest "Point Break" riff to globe-trotting espionage, borderline superhero movies (with cars). Along the way, it left the laws of physics in the dust. There are currently 11 "Fast & Furious," the 10 mainline films plus the spin-off "Hobbs & Shaw" — or are there?

Director Justin Lin (who directed five of these eleven films) made himself a household name with 2002's "Better Luck Tomorrow." The film centers on four Asian-American high school students in Orange County, California: overachieving Ben (Parry Shen), his nerdy best friend Virgil (Jason Tobin), Virgil's cool cousin Han (Sung Kang), and valedictorian Daric (Roger Fan). Afflicted with ennui, the four begin committing petty crimes, which escalate to robbery and then murder — the victim is Steve (John Cho), boyfriend of Ben's crush Stephanie (Karin Anna Cheung).

The film was inspired by Lin's work as a youth basketball coach and a real-life 1992 crime, called the "Honor Roll Murder" by local paper The Orange County Register. Despite a tumultuous production (Lin claims he maxed out 10 credit cards to fund the shoot), "Better Luck Tomorrow" was a success — it made back its small budget many times over and earned positive reviews (Roger Ebert was a fan).

So, what's the connection with "Fast & Furious" besides Lin? It's Han. In a 2013 interview for Mandatory, conducted by /Film's William Bibbiani, Sung Kang confirmed that Han Lue in "Better Luck Tomorrow" is the same Han who later appears in "Fast & Furious" — "Justin and I always ... He wanted to keep the anthology going. He was always wondering where the characters go after high school."

In "Better Luck Tomorrow," Han is even introduced leaning on his car — a vintage red Ford Mustang — in a prescient glimpse of his future.

The Anthology Of Han Lue

Lin and Kang's first "Fast & Furious" movie was "Tokyo Drift," the third installment released in 2006. Han serves as the street racing mentor to Sean Boswell (Lucas Black). Kang added that once Lin came on as director, he rewrote the existing script to feature Han.

"Originally the role was named 'Phoenix,' and it was an African-American character, but they cast Bow Wow as Twinkie and so they figured, 'Hey, we have this Phoenix character, and it's kind of a brooding guy who's an older brother for everybody,' and Justin presented it to the studio and said, 'What if he's an Asian-American?' They're like, 'Well, how can an Asian-American be cool like this?' So then he showed them 'Better Luck Tomorrow.'"

From the beginning, Han became a central character in "Fast & Furious" by accident. He dies two-thirds of the way through "Tokyo Drift" in a car crash. However, the film ends with Dominic Toretto (Vin Diesel) showing up in Tokyo, revealing he knew Han and challenging Sean to a race. This left a back door open for Han to show up in future "Fast" films — which, by extension, became "Tokyo Drift" prequels.

The timeline finally caught up in the post-credits scene for "Fast & Furious 6," which revealed Han was deliberately killed by Deckard Shaw (Jason Statham). His murder then became the driving force of "Furious 7." Then, in one of the most soap opera twists in "Fast" yet, Han showed up alive in "F9" (which also marked Lin's return after a hiatus on 7 and 8) and turned out to have faked his death.

Furthering The Connection

Since Han is back for "Fast X" and beyond, will future films touch on his "Better Luck Tomorrow" backstory? I'd guess no. For one, Lin is out as director of "Fast X." Without his personal connection to "Better Luck Tomorrow," there's little incentive to draw from it. Since "Better Luck Tomorrow" was distributed by Paramount and "Fast & Furious" is a Universal property, there could be legal complications as well. Compared to "Fast," "Better Luck Tomorrow" is obscure, meaning references could throw off the audience.

If there was ever a time to reference "Better Luck Tomorrow," it probably would've been "Furious 7" — give Ben, Daric, and co. cameos at Han's funeral — but that didn't happen. There is one other link though. In "Tokyo Drift," Han's mechanic Earl is played by Jason Tobin. According to Kang's Mandatory interview, this was a nod to Virgil being Han's cousin in "Better Luck Tomorrow" and, apparently, one could even take Virgil/Earl as the same character.

Considering what "Fast" has become, looking back on "Better Luck Tomorrow" can be surreal. This grounded crime drama is apparently set in the same universe where Vin Diesel can all but fly and cyborg Idris Elba shouts, "I'm Black Superman!" Maybe it's for the best that the films stay only implicitly linked.

"Fast X" is in theaters on May 19, 2023. "Better Luck Tomorrow" is streaming on Starz.

Read this next: The 14 Greatest Action Movies Of The 21st Century

The post An Acclaimed 2002 Indie Crime Drama is Actually Part of the Fast and Furious Universe appeared first on /Film.

17 May 23:12

Verizon's New Plans Make Sense To Nobody Except Verizon

by msmash
An anonymous reader shares a report: Hey, did you hear? Verizon has incredibly, out of the goodness of its heart, revealed new phone plans that don't include "bloated" service bundles. How thoughtful! There's just one catch: they're kinda less expensive, except not really, because things that used to be included are now an extra $10 per month each. On the surface, the new plans sound simpler than the current Get More, Play More, etc. There are two options -- an expensive one and a bit less expensive one -- and you add the extra services you want, like the Disney / Hulu bundle or Apple Music Family a la carte. That's nice in theory, but if you're switching from one of the current unlimited plans, it's very likely you'll need to pay more if you want the same things you used to get included in your monthly rate. [...] On top of all that, these plans are just plain confusing. There's an old plan called "Welcome Unlimited" and a new plan called "Unlimited Welcome." Great, makes perfect sense. Also, Verizon is still playing its cute little game of not including "Ultra Wideband" mid-band 5G on its lower-tier plan, only the much slower "Nationwide" version, which is largely just LTE dressed up as 5G.

Read more of this story at Slashdot.

17 May 22:34

Biden Vetoes Bill Blocking Waiver for Solar Panel Tariffs - CNET

by Dan Avery
The White House says the exemptions allow foreign manufacturers to fill the gap while US companies ramp up production.
17 May 22:32

Grill Tender Vegetables Right on Your Charcoal Chimney

by Claire Lower

If you cook with charcoal, you need a charcoal chimney. It’s not that you can’t get your coals hot without one, but using one really speeds up the process, and ensures your coals are consistently scorching every time. Even with a chimney, it takes about half an hour to get them white hot and ready to grill. Instead of…

Read more...

17 May 18:33

The Outer Worlds - Branding in the Game

Tim Cain explains branding in The Outer Worlds: Branding in The Outer Worlds Thanks Couchpotato!
17 May 18:33

Congress Moves To Preserve AM Radio in Cars

by msmash
A bipartisan group of lawmakers wants to make it illegal for carmakers to eliminate AM radio from their cars, arguing public safety is at risk. From the report: AM radio is one key way that government officials communicate with the public during natural disasters and other emergencies. Officials worry that if drivers don't have access, they might miss important safety alerts. Some manufacturers are eliminating AM radio from their electric vehicles (EVs) because of interference from the electric motors that creates annoying buzzing noises and faded signals. They argue that car owners can still access AM radio content through digital streaming packages or smartphone apps (though such services sometimes require a subscription). While AM might seem like a relic of the past, nearly 50 million people still listen to it, according to Nielsen figures provided by the National Association of Broadcasters. The proposed legislation, to be introduced today by Senators Edward J. Markey (D-Mass.), Ted Cruz (R-Tex.) and others, would require all new vehicles to include AM radio at no additional charge. In the case of EV models that have already eliminated AM radio (from BMW, Ford, Mazda, Polestar, Rivian, Tesla, Volkswagen and Volvo), carmakers would be required to disclose the lack of AM access to consumers. The law would also direct the Government Accountability Office to study whether alternative communication systems are as effective in reaching the public during emergencies. Further reading: Saving AM Radio - the Case For and Against.

Read more of this story at Slashdot.

17 May 14:53

Steam leaving Google Analytics behind for built-in system

by Anna Koselke
Steam leaving Google Analytics behind for built-in system

Valve has decided to update the Steam traffic tracking system for game developers after reviewing privacy issues with Google Analytics, the most widely used tool for accessing such data. Instead, developers looking to monitor their games' statistics will have to use Steam's own built-in traffic reporting tools.

MORE FROM PCGAMESN: Steam FAQ, Steam family sharing, Steam in-home streaming
17 May 14:52

Threat Group UNC3944 Abusing Azure Serial Console for Total VM Takeover

by info@thehackernews.com (The Hacker News)
A financially motivated cyber actor has been observed abusing Microsoft Azure Serial Console on virtual machines (VMs) to install third-party remote management tools within compromised environments. Google-owned Mandiant attributed the activity to a threat group it tracks under the name UNC3944, which is also known as Roasted 0ktapus and Scattered Spider. "This method of attack was unique in
17 May 00:35

Playing Groot In Guardians Of The Galaxy Helped Vin Diesel Grieve Paul Walker

by Witney Seibold

Vin Diesel starred in James Gunn's 2014 film, "Guardians of the Galaxy," as the voice of Groot, a humanoid tree made of moss and bark. Groot is only capable of saying one phrase, "I am Groot," which his closest friends seem to understand — Rocket Racoon (Bradley Cooper) seems to interpret this phrase liberally. Diesel managed to do a lot with only three words of dialogue, adding sentimentality to the character that, in conjunction with the motion capture performance provided by Krystian Godlewski, won the hearts of many fans. As of 2023, Diesel has played Groot or Groot's offspring, Baby Groot, in four different "Guardians" projects, in two "Avengers" films, in "Thor: Love and Thunder," and in the animated series "I Am Groot." 

Famously, Diesel played Groot in every non-English language dub of the above projects as well. He was deeply committed to the role. 

In a 2014 interview with the Independent, Diesel revealed why. It seems that he was using the role of Groot to cope with a personal tragedy: the death of actor Paul Walker. Walker and Diesel had appeared together in seven of the massively successful "Fast & Furious" movies together since 2001, and had grown very close. Walker tragically died in a car crash in 2013, in the middle of filming "Furious 7," and most of the world immediately mourned a reportedly kind human being and dazzling movie star. 

Diesel said that playing Groot was a "therapeutic" experience for him that allowed him to grieve a friend properly.

'The Most Innocent Character'

Vin Diesel seemingly took a great deal of inspiration from Groot's gentleness. While the alien tree person did occasionally help out on a battlefield, he seemed blissfully relaxed most of the time, taking in the world the way a child might. In the "Guardians of the Galaxy" sequel, Baby Groot was literally a child. For an actor like Diesel, whose stock in trade had become playing tough and grizzled characters, Baby Groot was a change of pace. Additionally, the role allowed him to be gentler and more emotional than he had ever been before. The gentleness let the actor appreciate life -- and the life of a friend -- more openly. He said: 

"When we deal with death, our appreciation for life is represented in so many ways. [...] We appreciate everything that's alive ... And this character celebrates life, in so many ways. It's the most innocent character I've ever played, clearly, which is why I've kind of been so silly. I'm not talking about heavy issues that I'm usually talking about with the movies I make ... I get to have fun!"

As one can imagine, playing just the voice of Groot -- a character who can only say three words -- was a challenge Diesel had never encountered before. He was facing the same challenges as Ikue Otani, the actor who plays Pikachu (who can only say one word). With such a limited instrument, Diesel had to find new ways to express emotion. He said: 

"I was being challenged as an actor, as a thespian ... the idea of playing a character without any facial mannerisms or allowing your body physicality to play into the character, and being limited to such a small vocabulary."

Pretending Paul Was There

Prior to playing Groot, Vin Diesel had faced an even more difficult acting challenge on the set of "Furious 7." Because Walker died during production, the film had to be changed to accommodate the departure of his character. The movie ended with Diesel saying a very emotional goodbye to Walker's Brian, whose presence was facilitated by stock footage from earlier "Furious" movies. In the film, the farewell scene was clearly for Walker and not for his character, who was merely retiring from the super-spy game. 

Diesel found the scene to be difficult, as he had to essentially act as if Walker was still there. Given the sadness he felt, the scene was immensely emotional. Diesel said: 

"[It] was the hardest film to do — and blessed, because there was such a sense of family and coming back. But surreal. [...] You would never imagine that you would ever have to mourn someone so close to you, and simultaneously pretend that they're sitting next to you. It's kind of a strange thing to have to do as an artist, and as a human."

Diesel has gone on to appear in three additional "Furious" movies since Walker's passing. Each film is careful to state that Brian is alive and well. Thankfully, none of the increasingly contrived and elaborately plotted movies have tried to bring back Brian in a crass, action-movie manner. In a way, the "Furious" movies allow audiences to remind themselves that Walker's legacy lives on and that Brian is living a happy life. 

Read this next: The Most Brutal Moments In The MCU Ranked

The post Playing Groot in Guardians of the Galaxy Helped Vin Diesel Grieve Paul Walker appeared first on /Film.

16 May 23:44

Elon Musk Gives In: Tesla Will Soon Start Taking Out Advertisements

by Rohail Saleem

Elon Musk Tesla

A few days back, Future Fund’s Gary Black had advised Elon Musk to launch 60-second Tesla ads on Tucker Carlson’s new Twitter show. While it is as yet unclear whether a Tesla-Carlson tie-up is in the works, the EV giant’s CEO does now finally appear amenable to one part of that advice: advertisements.

At today’s annual meeting of Tesla’s shareholders (AGM), Elon Musk finally succumbed to the inevitable by declaring that “Tesla will start advertising a little.”

Of course, advertisements are a time-tested method of increasing sales in a demand-constrained environment. And, without a shadow of a doubt, Tesla is demand-constrained at the moment. The company was forced to cut the prices of its EVs by an average of between 12 and 15 percent during the first quarter of 2023. These price cuts, however, provided only diminishing returns, with Tesla’s sequential deliveries managing to grow by only 6 percent and sequential automotive revenue falling by around 7 percent.

Earlier today, we had noted in a post that Elon Musk would either fully commit to Tesla’s overarching vision at the AGM or make way for Zach Kirkhorn. It seems that Musk has chosen the former path, with the CEO of Tesla stressing that “short-term distraction” – a reference to Twitter – was now at an end with the global town square reaching a “stable place.”

Moreover, toward the end of the AGM, Elon Musk categorically stated that he was not stepping down as the CEO of Tesla.

As for other major announcements at the event, Tesla teased two new models, with Elon Musk claiming that the company was targeting an eventual combined annual run rate of 5 million units for these new additions to its product lineup. Additionally, Giga Mexico will have a production capacity of 2 million units per annum.

In another striking tidbit, Musk said that the design for the much-delayed Roadster would be finalized this year and that the vehicle would enter production in 2024.

Elon Musk also expects to extract $300 billion in annual revenue from Tesla Megapacks.

Finally, it won’t be a Tesla event without showcasing the famous Optimus bipedal robot.

In a subsequent interview with CNBC, Elon Musk touted Tesla's AI-related prowess, asserting that the company's bespoke solution was "far more advanced" than Google's.

What do you think of the change in the EV giant's strategy? Let us know your thoughts in the comments section below.

Written by Rohail Saleem
16 May 18:04

Fallout - How it got its Name

Tim Cain explain the name-finding process for Fallout: How Fallout Got Its Name
16 May 14:24

GOG GALAXY Update: check out the improvements we’ve implemented so far in 2023

Our GOG GALAXY is a client dedicated to keeping all your games in one, convenient place and helping you discover your next favorite ones. With access to a functional and beautiful library, game launcher, plethora of customization options, and lots of other cool things, we strive to make it your favorite base of gaming operations.

And to achieve that, we constantly improve it, add new features and make sure to make the experience of using it as smooth and pleasant as possible.

To keep our community up to date, we thought that it would be a good idea to share with you what key improvements we’ve implemented to GOG GALAXY so far in 2023. Let’s begin!



Your wishlist at hand



At the start of the year, in January, we added the “From your wishlist” section to your “Discover” view. This addition allowed for quick and easy access to information about the games that you are interested in, gathered in one place. Missing a release or any special offers is a thing of the past. Moreover, the January update also came with various fixes and smaller quality of life changes meant to improve your overall GOG GALAXY experience.



Quick access to important information about games



To make browsing and buying titles even more hassle-free, at the same time we’ve also improved the “Discover” view with the quick preview feature. It shows more details about games by just hovering over the cover. With all the crucial information like the game's rating, features, assigned tags, and screenshots, it is now much faster to browse essential information about the games you are interested in.

Moreover, if a title has caught your attention, you can easily add it straight to your cart or wishlist it from the preview as well.

It’s also worth noting that the same update brought us an improved tray icon menu which makes launching games even quicker – something that many of you requested.



One place to get support



In February, we've improved the tickets submissions system so that addressing any issues that you may encounter is done faster and more efficiently.

From that point, to make sure the reports can be addressed in the fastest way possible, we streamlined the bug reporting flow which now goes through the “Get support” button. Any time there’s something you’d like to report, you can do so by clicking the gear icon in the upper left corner where the new option can be found just below the “Share feedback”.

Additionally, we’ve replaced the whole underlying network stack, which translated to lower CPU usage and improved the overall performance. Your games should download much faster now. Also, from that update onward your GOG GALAXY version is displayed in “Add or remove programs”.

Please note: in the February update we’ve fixed the issues preventing GOG GALAXY from updating – so you’re not missing out on any improvements – as well as problems with game installations sometimes failing after resuming. This fix affected the GOG GALAXY from version 2.0.60 onward. If you still have an older version of the client and you’re experiencing this issue please refer to THIS support article to easily resolve it.



Easier Cart management and sidebar revamp



Then, at the end of March, GOG GALAXY received improvements on the front of more intuitive UI and better access to the thing you love the most – great deals!

We’ve renamed the “Deals” section to “GOG Store” and then added to it both “Deals” – showing you the current best bargains available on GOG, and “Cart” – allowing you for a quick access to your cart so you can modify its contents and ultimately make well-thought out purchases effortlessly.



On top of that, there was also the addition of a “Welcome offer” banner for our newly joined gaming enthusiasts – so they don’t miss out on cool welcome deals. Moreover, we’ve added a feature that shows active download progress and state visibility on the Windows’ taskbar, information of estimated time of downloads’ finish in the “Downloads” view, and settings to customize GOG GALAXY behavior when minimizing, closing the main window, or launching a game – things highly requested by many of you.



So there you have it – key improvements we’ve implemented to GOG GALAXY so far in 2023. If you haven’t tried GOG GALAXY yet, be sure to check it out, you won’t regret it – click HERE to download it!

We’ll continuously work to provide you with even better overall experience and more cool features. Let us know what you think and we’ll see you in the next update!