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As it barrels through its characteristically outlandish fourth and final season, Danny McBride’s HBO comedy The Righteous Gemstones has cemented a reputation for itself. Yes, it’s side-splittingly funny. Yes, its “failchildren of a crumbling empire” narrative is surprisingly relevant. Yes, there is a core of sincerity at the center of the madness. But Gemstones ’ legacy wouldn’t be complete without talking about the bold ways McBride and co. spend the budget on ridiculous props and movie-level set pieces. It’s the best-looking comedy on television because of the care put into the details of the production, and because you see every single dollar on the screen.

Season 4 has continued that tradition with aplomb, opening with a Civil War flashback episode that included a long, chaotic battle sequence edited to look like one extended take. It’s one of the biggest action pieces on TV this year so far, and involved 100 background actors, 20 reenactors, 13 stunt performers, and 12 horseback wranglers. (McBride is happy to hold up the HBO “big battle” mantle until Game of Thrones prequel series A Knight of Seven Kingdoms : The Hedge Knight premieres later this year.)

But the second episode upped the ante even more, as the core Gemstones (McBride, Edi Patterson, and Adam DeVine) were strapped to jetpacks and sent flying around the cavernous North Charleston Coliseum & Performing Arts Center. The scene is one of the best examples yet of the Gemstone childrens’ ostentatious excess — they are ostensibly holding an event to honor the legacy of their late mother, but instead, of course, make it all about them. A lesser show would have green screened the whole thing, but not Gemstones : While stunt performers were used for the most dangerous parts, all three cast members flew as high as 50 feet in the coliseum to capture the high-wire act.

It was a big challenge for supervising stunt coordinator Cory DeMeyers ( Rebel Ridge ) and his stunt team. While he had never worked on a jetpack sequence before, his wirework experience as a stuntman and time spent shooting a similar (but ultimately reshot) sequence in Netflix’s Project Power made him confident in what to do. Along with director Jody Hill and VFX supervisor Bruce Branit, the first step: sitting down with a bunch of G.I. Joes and choreographed the sequence with the toy soldiers.

“It [helped us] come up with the concept of like, OK, how are we going to do this?” DeMeyers told Polygon. “What is the actual performance? Are they rising together? Opposite, spinning, changing position?”

After briefly considering using real jetpacks (“more trouble than it was worth”) and green screens (“not the vibe”), the team settled on a classic, but taxing practical stunt approach: 13 different wire rigs, two high-speed winches from a team that works with Cirque du Soleil, old school hand-operated stunt lines, and over 7,000 feet of tech line weaved around the 100-foot-tall coliseum. In all, DeMeyers and his team had three weeks of rigging, testing, and rehearsing — a blessing in the fast-paced world of television shooting.

“I do not know how I got our [Unit Production Manager] and our line producer to agree to that,” DeMeyers says. “In television, it never really feels like you have enough time. But [the Gemstones team] are trying to give you as much time as they can while still allowing every other department to put as much on screen as possible. They're very much about making sure everybody has what they need to be successful.”

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The Civil War battle from the first episode helped DeMeyers execute within the time he had — the two sequences were shot “back-to-back, with a couple of days in between.” That meant he could bring the rigging team to Charleston early to help with some of that sequence, before sending them to the coliseum to get started scouting and wiring the place. But the design of the coliseum itself — and the necessities for filming an evangelical extravaganza there — posed its own problems.

“They’re rigging for a rock-and-roll/television show with their lighting setups,” DeMeyers says. “So now we have 7,000 feet of line that we have to put up in the air. We have to be able to fly our actors 50 feet up at times and our stunt people 50 feet up at times, but we also have to fly them like 75, 80 feet across the entire coliseum. And so how do you do that when you have 150 lights on grids up in the air?”

The answer: color-coded rigs (to keep all 13 of them straight), and some old-fashioned theater tricks. Because the majority of the jetpack sequence has Danny McBride’s character flying higher than the other two in the middle, with Adam Devine and Edi Patterson level on either side of him, the team set up one system for both Devine and Patterson, and a different one for McBride. But the team only had two winches, instead of four. With two, you can control flight in two dimensions, while four allows you to move in three. Since the characters were flying both vertically and horizontally, that’s where the theater techniques came in: Counterweights and strong arms.

“We put the winches on one axis, and then we operated hand lines with counterweights the same way they used to do it in stage productions,” he explains. “So up and down might be on counterweights and a stuntman on a line helping you travel upwards smoothly on this counterbalance system. But forward would be programmed speed, and timing would be on the high speed winch, or vice versa.”

An unexpected wrinkle for DeMeyers and the stunt team was the Gemstones’ ostentatious costuming. There are a few different outfits they wear during the flying sequences, including extravagant angel wings and astronaut outfits. The astronaut suits were easy, but the wings were a “pain in the butt.” In rehearsals, the team used makeshift wings made out of PVC pipes and foam to recreate the right size, but they realized later the weight was off and had to make late adjustments to account for the approximate 50 pounds of weight from the jetpack prop (made by production designer Richard Wright’s team, complete with lights and fans inside) and the costumes.

While stunt performers were used for the crashes, McBride, Devine, and Patterson (the only one of the trio without prior harness-flying experience in her career) did “most of our flying,” DeMeyers says, including moments where they send the actors flying towards walls to get their genuine reactions (stopping them just before impact, of course, with stunt performers swapping in for that part). That includes the final shot of the episode, where McBride flies “50 to 75 feet up in the air” towards a hanging disco ball — he did the flying himself.

“All three of them — Danny, Adam, and Edi — were just champions in that sequence,” he says. “They were nervous for sure, but we brought them in for a rehearsal day beforehand and gave them an opportunity to fly a little bit.

“You can make people as comfortable as possible in a harness, and a day might be all right, but when you're in that harness testing for an entire day and then shooting for two or three days […] And they weren't just flying in harnesses for three, four days. They were also carrying an additional 50 pounds while doing it. And that doesn't necessarily feel the best, but it looked amazing and we accomplished everything we set out to accomplish and it was safe, and I think it looks good.”

One of the most important elements for the team to get right was the jetpacks crashing during the Gemstones’ rehearsals, because it was a unique opportunity to recreate where real jetpack technology is at right now. The programmable winches use a node-based program (“like you were editing a slow motion timeline”) that allowed the team to be exact with the way jetpacks can sputter and sway.

“We’ve all seen jetpacks now,” he says. “They really exist in our world, and if you watch ‘em, they don’t necessarily fly the way that you had imagined them when you were a kid.”

During the jetpack sequence, McBride’s character bowls into a group of dancers, hitting one directly in the back with his helmet. The performer hit, MaryGrace Colburn, was a first-time stunt performer — a former dancer who had worked on the show as a PA and had talked to DeMeyers about getting into stunts. (It’s not uncommon on the show: DeMeyers says the crew are encouraged to try out other jobs they’re interested in.) This was her first real opportunity, and she did so well that it put a serious scare into her coordinator.

[Content truncated due to length...]


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In a side-by-side image, Chad Stahelski looks like he’s directing Axel from Lazarus

Tuesday morning, Lionsgate announced that among a trio of new projects in the John Wick universe, there will be an animated prequel movie about the night the master assassin initially broke free from his obligation to the High Table. Intended for “more mature audiences,” the movie will be directed by Shannon Tindle ( Ultraman: Rising ) and written by Vanessa Taylor ( Game of Thrones, The Shape of Water). Keanu Reeves will return to voice Wick. (The other projects teased: John Wick 5 and a Caine spinoff directed by and starring Donnie Yen).

The official announcement of a John Wick animated prequel movie should come as no surprise. Franchise auteur Chad Stahelski (who is producing the prequel) is a longtime anime fan who has made no secret of the medium’s influence on his work (“I hope people can watch at least John Wick: Chapter 4 and go, Oh, he 's got a heavy, heavy anime influence,” he told Polygon), and has been dropping hints about the project for months. He’s also recently flexed his action design chops in that arena, working on a sequence for Ninja Kamui __ and serving as action designer for Shinichirō Watanabe’s new series Lazarus. Stahelski, fellow 87eleven action designer Jeremy Marinas, and their team filmed live-action sequences at their studio and sent them to Watanabe’s team in a continual collaborative process that spanned approximately a year.

Stahelski grew up as a massive fan of Watanabe’s work, and told Polygon he has “literally memorized everything of Cowboy Bebop and Samurai Champloo.” So when Watanabe and his team reached out to see if Stahelski could recommend a member of his team to give advice on Lazarus ’ action design, Stahelski jumped at the opportunity and fulfilled a lifelong dream.

Polygon spoke with Stahelski, calling in from his script-covered office at 87eleven Action Design (the man is attached to approximately 2 million upcoming projects, including quite a few video game adaptations), over Zoom about his experience designing action in a new medium and his love for anime. The second part of our interview, focusing on how the collaboration with Watanabe came together, will be published later in Lazarus ’ run.


Polygon: Did your experiences on Lazarus and Ninja Kamui change anything about how you think of converting animated projects into live action?

Chad Stahelski: I know your sentiment, but I wouldn't use the word “converting.” We're not converting anything. We're an ingredient. Converting is when we lock something in and they're just going to translate it over. That couldn't be further from the process. Remember, it's not just building a house. You're building a house in a different dimension where gravity and rules don't mean the same thing.

I'm jealous. If I could draw a third as good, an eighth as good as Watanabe-san, the shit that would come out of my fucking head… If I could get it down, I would never leave this room. I would draw all day long. I have to go out and choose people and get it. So I'm constantly defined by the talent of people, the cameramen, the angles, the time, the money. If I could just take a piece of paper and draw, there are no limits. I could draw forever. I think I'm very open-minded, and I think I'm fairly creative and all that stuff, but you ask any creative in the film industry what terrifies them the most? I guess the number one answer would always be a blank piece of paper. Now this seems funny. If I took away all references for you and you had to create your own thing, brand-new original idea, a blank piece of paper, that should scare the shit out of you.

That's what the animators do. There is nothing but what's in his head. I go to location. People say, Oh, John Wick is beautiful. I went to fucking Paris, guys. I could spin myself around, open my eyes, and I'd find a good fucking place to shoot. Yeah, I'm framing it, I'm shining it, don't get me wrong. I'm doing a great job washing the car, but I didn't invent the car. I made choices. So if anything, I'm a genius at choices, but I didn't come up with the creative vision. I'm working that out. These guys, the animators, there is literally nothing on that piece of paper. And then they have to draw it. Even if they were copying a real-world thing like the Eiffel Tower, they have to draw it into perspective in a way that best fits them.

People say, Oh, John Wick is beautiful. I went to fucking Paris, guys. I could spin myself around, open my eyes, and I'd find a good fucking place to shoot

They have an opportunity. They take the motions. Let’s say our choreography is in the Eiffel Tower, right? It's something that we've given them, but now they have to literally do the Star Trek transporter thing and go interdimensional with it and take that in any direction they can take. Our guys aren't always perfect. But [animators] can make the perfect punch. They can make the perfect kick. They can move the camera anywhere they want. They can see bones break, they can see teeth all in one shot. They don't have to edit. They don't have to do a digital zoom. They don't have to stitch. They have a whole ’nother dimension that we don't have. So if anything, we're just an ingredient in the cake. They still got to fucking bake. We’re not equals, I’m just giving ’em good stuff.

For someone as detail-oriented as you, it must be a dream to be able to have that level of control over every single frame and pixel.

Everyone wonders why directors always want to go do anime. I bring in a great cast, and all the cast has to do is talk into a mic. I can act it out, and then I can have my animators do the impossible.

Are you going to try and do more of that in the future?

Yeah, we would love to. Again, I wish I was a Watanabe-san-level guy at that, but that's something I have to ease into. And I'm going to go with what I know right now, and I think I'm decent at taking real-world stuff and making it, so a couple more of those. But at the same time, yeah, this and what we're currently doing with John Wick are things we want to venture into that world.

Are you interested in taking drawing lessons or anything like that?

Oh, I suck, that’s never going to happen. You got to know thyself, right?

Did yours and Jeremy’s experience designing action for ** Ninja Kamui** __help?

We had already been doing a bunch of Lazarus as we helped out on Ninja Kamui , and that was just for a sequence. But [another] great director [Sunghoo Park] who knew what he wanted. I bring in several different choreographers. Every movie I do, I want that different flavor, different flair. He had a great team that was doing really good. They just wanted to see what we would do and how we interpreted the language that they had already kind of established. And you come up with this great synergy. One of my favorite things to do is mix it up with other teams, because you always get something, I won't say better or worse, but you always get something a little fresh, which is great. And I think I wish more people would do it that way, but stunt teams don't really work that way, unfortunately.

How did you think about making ** Lazarus** ’ action feel like anime?

Me and Jeremy, we’re huge anime fans, so we get it. [In real life] I can pick you up and throw you for 2 or 3 feet. That's it. I could kick you and knock you back maybe 2 meters, but that's not anime. In anime, you can go back a mile. Our kind of movement doesn't work the same way anime movement does, so our emotions have to be bigger and tighter. There's more sequencing. You can get away with stuff in anime that we can't do practically. So you can't let yourself be the ceiling. We know anime can take it to an unlimited nature. We just have to find out where the creative apex should be for this kind of character, reality versus fantasy. How do we stretch it laterally or horizontally? And that's up to the directors. So we try to go big. We use wires. We'll do things that give the animators a sense of things, and then they have to dial it in to fit the anime to make it look great. It’s a constant process between us and the animators.

[Content truncated due to length...]


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The Switch 2 is a social machine. For the console’s second iteration, Nintendo prioritized processing power capable of large-scale multiplayer. The Joy-Cons’ new C button lets you instantly join a group chat with shared-screen play options. Extensions in the Nintendo Switch Online app will add dimension to old titles, including autobuild-sharing in The Legend of Zelda: Tears of the Kingdom. As producer Kouichi Kawamoto put it in Nintendo’s post-reveal Ask the Developer update, development of the Switch 2 was inspired by memories of “playing games together as children at a friend’s house or in a student lounge, where everyone brought their own consoles.” The clear goal is to bring frictionless community play to Switch 2 that will be safe for all ages.

The pitch is harmonious on paper and, based on footage in the Switch 2 Direct, existentially terrifying as a practice. Inspired by one of the defining experiences of the early 2020s, in which many of us were sequestered inside our homes playing Animal Crossing: New Horizons, Nintendo has, intentionally or not, optimized Switch 2 for the next global shutdown.

Work on the Switch 2 began in earnest in 2019, according to Kawamoto, and the early focus was on improving software performance through tech upgrades. But development soon became entangled with the COVID-19 pandemic. Lockdown protocols forced Nintendo’s teams, among millions and millions of others, to work from home. The frustrations the team experienced while making the setup work led to one of Switch 2’s major features: GameChat.

“Back then, we were using a video conferencing system to check the software we were developing with our team, but the screen-sharing function built into the video conferencing system only allowed us to share one gameplay screen at a time,” Kawamoto says in the Ask the Developer interview. “So, we had each person place their game screen in front of their camera instead of their faces. When we did that, it felt like we were all in the same place, each bringing our own console to play the game together, which was a lot of fun. Based on this experience, we proposed adding a feature to Switch 2 where people can share their gameplay screen with other players.”

As demonstrated in a video Nintendo released on Thursday, GameChat looks and feels exactly like a Discord or Zoom call. After receiving a notification for a GameChat invite from a friend, a player simply hits the C button to open a multi-window grid that allows for the seamless continuation of play while peeking in on whatever their friends are playing and chatting back and forth. The sizzle reel shows up to four people participating in a call, playing games individually or together in multiplayer spaces like Splatoon 3 and Mario Party Jamboree. Players speak to each other using the onboard console mic and can activate video using the new Switch 2 camera accessory. If for some reason a Switch 2 player needed to remain in their house without making human contact for two to 12 months, Nintendo has them covered on the socializing front.

In many ways, Nintendo is beyond late to the game. Discord is right there, but even before the ubiquitous social platform, Microsoft strove for a similar connection when it launched Skype integration for the Xbox One in 2013, allowing for a party-chat-like experience. Nintendo’s dream of bringing distant friends closer together during remote play also predates GameChat; the Wii had the Wii Speak mic accessory and the few people who bought a Wii U had the ability to ring friends with Wii U Chat. But GameChat stands to be the cleanest collision of social and play on a console yet, and one with greater protection for kids thanks to Nintendo’s walled-off friend-list gardens. In the Switch 2 era, no distance will keep friends apart.

It’s a far cry from the vision for the original Switch. Nintendo revealed that console in a vibrant 2016 teaser that highlighted the hybrid console’s on-the-go possibilities. Players could kick back on the couch to play the new Zelda, or they could also traverse Hyrule literally anywhere else — in airports, in parks, huddled around a beer hall picnic table with friends. Those memories of “playing games together as children” were part of the Switch DNA too, with an emphasis on breaking down the living room walls. With the Switch 2, Nintendo has retreated back indoors, and wants us to lean in closer to the TV.

Nintendo hasn’t abandoned the hybrid nature of the console and it never will, but GameChat’s Zoom aesthetic is a jarring departure from the limitlessness of the 2016 Switch reveal. In Nintendo’s promo video for Switch 2, good-looking 20-somethings chill in each of their loft apartments, remotely chit-chatting with each other as one plays Zelda: Echoes of Wisdom and another explains the inner workings of Untitled Goose Game. In another vignette, a Japanese woman tells her three friends about a pizza place they once visited together in the outside world, which she has recreated in Animal Crossing: New Horizons , a game which has no negative connotations to our social reality whatsoever.

Read the news, and you know Nintendo is making a smart call. As has been widely reported over the last year, the outbreak potential of H5N1, dubbed “bird flu,” looms as the virus jumps from avian species to mammals. The fear at this present juncture is not just that H5N1 could evolve to affect a wider spread of humans than just poultry and dairy workers who contract it on farms, but that combating bird flu is looking more and more like a potential U.S. infrastructure failure. Scientists say bird flu has been under-addressed on a political level over the last few years, while the Trump administration’s mission to cut jobs in the health sector may impact the meager work that is being done. When asked recently what should be done about the continued emergence of bird flu, Robert F. Kennedy Jr., the nation’s top health official, suggested letting it run its course through bird populations, which scientists seem to agree is a pretty terrible way of mitigating viral mutation.

That’s a lot of doom to erupt out of the introduction of Nintendo’s GameChat function, but then again, who could forget the time when GameChat would make the most sense? During my quarantine days in 2020, I spent an ungodly number of evenings playing Mario Kart 8 Deluxe online with a few non-gamer friends who lived just a few blocks away. Like the majority of people, the easiest way for us all to catch up face to face and talk a bit of smack as we swerved around Rainbow Road was to load up the Switch on the TV and a Zoom call on a laptop. With Switch 2, we’ll have GameChat. In a way, I pray we never have to use it.

There are less apocalyptic reasons GameChat is a tremendous advancement. There are families spread out around the state, the country, the world, who will come together to play Kirby Air Riders and feel closer than they ever would over a quick FaceTime check-in. The FromSoftware fans will have a helluva time screaming at each other as they embark on whatever The Duskbloods turns out to be. All of that will happen from the comfort of home — the same home, the same walls, the same sofa, the inescapable familiar.

The global population might completely avoid H5N1 or whatever the next close call looks like. Nintendo isn’t taking a chance. It has built a console for socializing in solitary confinement that, thankfully, still has a handheld mode. I’ll be taking it outside while I can.


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Maleficent in a snazzy modern outfit, holding a smart phone on a selfie stick, declaring that she has decided what social media platform she wants to rule. From Disney Villains Cursed Cafe

I did something horrible. I told Jafar, the scheming vizier villain in Disney’s Aladdin , about cryptocurrency, and now he’s determined to get WyshCoin off the ground by selling the luxurious lifestyle associated with the brand. The problem is he’s actually broke, so I need to brew him teleportation potion after teleportation potion so he can sneak into increasingly extravagant venues in order to sell the illusion of the WyshCoin lifestyle.

That’s just a day in the life of a potionista (a portmanteau of potion maker and barista) at the Cursed Café, the coffee shop at the center of Disney Villains Cursed Café. The game is a partnership between Disney Studios and indie team Bloom Digital Media. In Disney Villains Cursed Café , I spend time brewing potions, talking to my villainous clientele and helping them achieve their goals (or sometimes, very specifically not helping them). It’s a modern setting, which means the villains all have fun, contemporary designs — and contemporary problems.

Yes, Jafar’s setting up a cryptocurrency, and Snow White’s Evil Queen is running her own pyramid scheme. Meanwhile, Gaston is trying to impress his new golf bros at the country club he just joined. It’s hilarious to see what sorts of villainous shenanigans these iconic characters get up to in a modern, low-stakes setting. They’re taking over the world… in their own ways. And hey, in the year 2025, that does mean having huge social media followings!

The writing is sharp and funny, with some particularly pointed dialogue options (you can tell the villains that in this modern world, the rulers are the 1%, for instance). Seeing the characters interact is also a highlight. Cruella and the Evil Queen roll their eyes at Gaston’s attempts at dating on “the apps.” Maleficent and Ursula reluctantly team up for a social media collaboration. And throughout it all, the art style is incredibly charming, an elevated rendering of the characters’ Disney movie counterparts with some painterly accents.

With each in-game day, I have three chances to serve customers. Most of the time, this means picking between two villains to serve. But don’t worry — if it’s Cruella and Jafar at the counter and I pick Jafar, the rest of Cruella’s storyline will still unfold. The brewing mechanic is pretty straightforward; I just look at the recipe list to find the requested potion and then select the ingredients in my cupboards.

A page of a potion book in front of a shelf in Disney Villains Cursed Cafe

Occasionally, the villains will have bigger requests, and taking those on will continue the next big chapters of their plots. They’ll present me with their desired potion, often something malevolent and more complicated. My handy potion book will suggest a “good” option as well: It’ll have the same outcome, but probably result in less property damage. If you want to try a different option — or if you accidentally add the wrong ingredients — you’ll have the choice at the end of the day to buy a re-do from Yzma. The branching is simple, but enjoyable.

There is also an overarching mystery about the previous owner of the café that continues to perplex me — and is surprisingly complicated to figure out. One time, after I had messed up a day and intended to redo it, Yzma handed me a key that unlocked a secret room that held clues about this mysterious owner. But since I had fumbled the Evil Queen’s storyline, I erased the memories of that day to try again. The second time, though, I didn’t get the key — and a few in-game days later, I still haven’t! I’m not sure what conditions trigger more information about this storyline, but I’m determined to keep selling potions to find out.

But even if I’m still struggling at figuring out the grander mystery of the Cursed Café, I’m invested in the storylines of my customers. Even if I’m not actually investing in WyshCoin, every time I see Jafar at the counter, I eagerly select him to serve because I just want to know what the heck he’s scheming next. Maybe I’m tapping into my own inner villain by enabling him, but hey, you don’t become the favorite potion brewer of some of the best Disney villains by playing hero.


Disney Villains Cursed Café was released March 27 on Nintendo Switch, PlayStation 5, Xbox Series X, and Windows PC. The game was reviewed on Nintendo Switch using a download code provided by Disney Games. Vox Media has affiliate partnerships. These do not influence editorial content, though Vox Media may earn commissions for products purchased via affiliate links. You can find additional information about Polygon’s ethics policy here.


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A graphic showing close-up details of the Steam Deck, Switch 2, and Legion Go S

When Nintendo launched the Switch in 2017, it had no competition in dedicated handheld gaming, a sector it had established with the Game Boy in 1989 and ruled ever since. Sega had come and gone; Sony, after two determined attempts with the PlayStation Portable and PlayStation Vita, had just about given up.

As Switch 2 nears launch in 2025, things look a little different — but only a little. The colossal success of the Switch has awoken the slumbering giants. Sony and Microsoft are now reportedly preparing dedicated PlayStation and Xbox handhelds. Improbably, though, it was the PC gaming sphere that made the first move. Valve led the way with the Steam Deck in 2022, which swiftly seeded a growing ecosystem of similar, PC-based handheld devices from manufacturers like Lenovo and Asus. After a quiet decade, non-Nintendo handheld gaming is a thing again. And that means the Switch 2 will not run unopposed for handheld gaming supremacy.

In a sense, Nintendo is the victim of its own strategic foresight. With the Switch, it was the first to spot that the narrowing gap in processing power between mobile and at-home devices had enabled a unification of handheld and home gaming experiences. Finally, the same games could work in both contexts. The Switch proved this point emphatically, and now everyone wants a piece.

But with dedicated devices from Sony and Microsoft still years away, for now that competition must come from Steam Deck and the other PC handhelds. My colleague Chris Plante persuasively argued that these devices represent Nintendo’s “biggest threat in the present.” They trounce the Switch on specs and have closed the gap to contemporary AAA gaming in the home until it’s almost imperceptible. Software-wise, they offer the compelling value and staggering range of just about everything on Steam — and much of PC gaming beyond it, if you’re prepared to fiddle about a bit.

It’s true that the Switch 2’s price and specs put it into direct competition with the lower-end PC handhelds. At $449, it’s $50 more expensive than the base model Steam Deck. The Switch 2 is roughly comparable in power and storage, has a much better screen, and with detachable controllers and a TV dock included in the price, it’s much more flexible to use. The base model of Asus’ ROG Ally handheld ($499 or thereabouts) and the new Lenovo Legion Go S ($549) are also pretty close competitors in terms of specs.

In raw hardware terms, these are all very similar devices. It’s worth noting that the Switch 2’s exclusive access to Nvidia’s market-leading DLSS upscaling technology should allow it to punch a bit above its weight class. But realistically, there’s not much between them.

But — and it’s a very, very big but — comparing the Switch 2 to the PC handhelds by running your finger down a spec sheet, or by noting that they can all play Civilization 7 and Elden Ring , does not tell the whole story. Within an enthusiast bubble, PC handhelds are a big deal, but they do not exist in the same universe as Nintendo consoles. To put it bluntly, PC handhelds are still niche.

The Steam Deck has been a big success for Valve, but let’s put it in perspective. Valve has not discussed sales numbers, but market research estimates that it has sold around 4 million Steam Decks. And Steam Deck dwarfs its competition; the same research suggests that, in total, around 6 million PC handhelds have been sold in the three years since the Steam Deck went on the market. Worryingly, there aren’t yet signs of strong growth in sales.

Stack that up against the Switch’s 150 million units sold and the wild difference in scale becomes evident. Of course, it isn’t a directly analogous comparison. PC handhelds have only existed for three years; the Switch has been around for eight years, and Nintendo has been in the handhelds business for more than 35 years. All the same, Nintendo predicts it will sell 11 million units of the aging Switch in its current fiscal year — more than five times the predicted sales of PC handhelds in that time. Meanwhile, analysts reckon that the Switch 2 will, on its own, outstrip the size of the PC handheld market almost immediately, with 6 to 8 million units available at launch, and up to 20 million sales in its first year.

Valve is a big player in the game industry, and a very rich company. But it is a newcomer to the world of consumer electronics retail, and it has a lot of catching up to do — if it’s even interested in doing it. Steam Deck isn’t available to purchase in stores; you can’t walk into Walmart and pick one up. Valve is not buying ads for it on TV or at bus stops. Companies like Lenovo and Asus have more traditional distribution channels, but they’re tiny minnows compared to the marketing, retail, and distribution might of Nintendo.

There are other factors that make the PC handhelds niche products. The user experience of Windows-based handhelds like the ROG Ally and Legion Go is notoriously bad. Valve’s SteamOS is much better, but it is still quite far removed from the reliability and simplicity offered by Nintendo and the other console platforms.

You cannot unbox a new Steam Deck, turn it on, and play a game straight away. It requires tinkering to get the best out of. Although Valve’s verification system for games is a helpful guide, it’s not guaranteed you’ll get a good, playable experience on every game. The Deck is also bulky and heavy. You would never buy one for a child, or share one within a family — it’s clearly not designed to be shared. Realistically, it remains a tough sell for anyone who isn’t a gaming hobbyist.

There is, reportedly, one upcoming device that may be able to change this narrative a little. Microsoft is said to be working with a PC handheld manufacturer on a system that will have Xbox branding and a user interface based on a new version of the Xbox PC app. This has the potential to be a more user-friendly device that offers easy access to PC Game Pass on the go, which would be quite compelling. But, although Microsoft has now been making Xbox consoles for over 20 years, it has consistently struggled to use that experience to make PC gaming more seamless, despite repeated attempts — and the device doesn’t sound like much more than a stopgap until Microsoft’s own dedicated handheld console is ready.

Nintendo will not have true competition in handhelds until its peers in the console space get involved. Microsoft is reportedly eyeing 2027 for the release of its handheld Xbox. Sony’s portable PS5 is also said to be years away, if it’s ever released. Things are definitely heating up for Nintendo, and by the end (or even the middle) of the Switch 2’s life, the handheld gaming market is sure to be much busier than it is now. But for the next few years, competition for the new console will remain distant — at best.


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“People don't understand how close D&D and wrestling are,” said Brennan Lee Mulligan. And he’s speaking from an informed perspective, ushering Dimension 20 : Titan Takedown into the world this week.

In the new four-episode season of the long-running anthology actual play show, Mulligan hosts four WWE superstars — Xavier Woods, Kofi Kingston, Bayley, and Chelsea Green — to a game set in a professional-wrestling-themed reimagining of Greek mythology. And despite its brevity, the season has become a playground for wrestling-loving Dimension 20 veterans, who were welcomed into a suite of extra skits and bits to celebrate their own fandom.

The parallels between professional wrestling and actual play Dungeons & Dragons are easy to find, and when Polygon chatted with Mulligan via video call last week, we started with the obvious one. Did he feel like his entire career had come down to this: playing every heel?

“The Dungeon Master should just be called the All-Heel,” Mulligan said. “It is the heel of all heels; you play every heel, and it is your role to be big and blustery and then lose, and that is what the people want to see. It's a delight. I flew into it with all of the love and ardor I could muster.”

For more of Brennan’s thoughts on Titan Takedown , the kayfabe all around us, and the unexpected advantages of having new players in your actual play, read on.


Polygon: Are you a wrestling fan from way back or is it something you 've been introduced to later in life or for the show?

Brennan Lee Mulligan: Later in life; I had the pleasure, the honor — I wish that everyone in the world could be so lucky as to be pals with the magnificent Danielle Radford [comedian and co-host of the Tights and Fights podcast]. Danielle is a wrestling and comedy super maven.

I have always been tangentially a fan of wrestling, as a lot of people are tangentially fans of D&D, where they're like, Oh, that looks fun, but no one has invited me specifically to participate. I don 't have an on-ramp. I'm not at a friend's house where they're watching it, my parents aren't watching it. So it's this thing that seems cool, but that I'm not getting drawn into.

Working in comedy, there are so many comedians that are huge wrestling fans. And Danielle took me by the hand — especially ramping up as this season was approaching — and went like, Here 's the historic matches, here's the lore, here's the jargon, here's the encyclopedia. She created this beautiful document for the season, came through and said, "Here's the matches you need to watch to understand these four players."

After years and years of being like, Oh, that seems cool, but I don 't see an organic way into participating in that, Danielle could not have thrown more of a royal red carpet out for me and all the D20 people that wanted to finally be involved. And it was a joy, a privilege, and an honor.

**I 've always been in a similar boat, but the appeal of wrestling clicked for me when I found out what kayfabe means. I thought, **Oh, it 's like the Muppets **. It 's a performance of a performance. **

Hey, listen, kayfabe is all around us. Anyone who has ever had to visit their grandma knows that you are not the same person everywhere, right? You go, [ soft, cheerful voice ] “Hi, Grandma. It's good to see you!” We present these masks; we present these sides of ourselves. Kayfabe is a really useful concept, and I love that it's entering common parlance. It's a useful term, especially in the age of social media [ mildly deranged voice ] where we are all performers, Susana, all of us are performers…

Oh god, interviews are already the most kayfabe space I occupy, this is a level of metatext I 'm not sure I'm capable of processing.

Dimension 20 has always included players of different levels of experience with Dungeons & Dragons. But recent seasons like Dungeons and Drag Queens and Titan Takedown have really leaned into new players as performers. What's in your playbook for introducing not just a player to a game they haven’t played, but a performer to this kind of performance they haven't done before?

The best thing I always say is: Don't worry about the rules. And I try to really remind people that I am a living encyclopedia. I'm like, "You should just step out into open air and I'll build a bridge underneath you. You can't go wrong. Don't be afraid." And also just trying to remind people that it's story first, game second.

What I mean by that is, it's not that the game doesn't matter — it's that people will literally come with a game mentality of being like, “Wait, so how do we win? Can we die? What's going on? What happens when we die, we lose the game?” And you're like, “No, you make another character…”

It's very funny, because it's not even a debate. It is story first. The game is story first. There's no lose condition, there's no win condition. The game ends when you're done telling your story, it's built into the bones of the thing. And so: Reminding people of that [is the first step]. But the truth is a lot of that "being a novice to the game" [stuff] is incredibly beneficial to the show. It's really helpful. It creates an on-ramp for people that can come and find a season really approachable.

It's so funny, we did Dungeons and Drag Queens , which was a lot of first-time players, and what's so funny is you think, Oh, this is going to be like a Reese 's Cup; your peanut butter got in my chocolate. Fans of drag and fans of D&D can cross-pollinate and find these other mediums and performers. It was so funny that a lot of people approached that season as people that were not drawn from either, but it was a good on-ramp to learn about both.

That you are novice to each other creates this really interesting opportunity to be able to jump into the beginning of something and go, Oh, they 're explaining the game to these performers and it's an easy on-ramp for me coming in. I think that with Titan Takedown , it was really great, because you see apex performers at the top of their mastery of this skillset, learning something new, but being absolutely so entertaining and charming that it's a wild ride while you're learning along with them.

Maybe this is a question wrongly asked, because all gaming groups are going to be different in their own ways, but were there any unexpected differences between introducing a group of drag performers to the game and introducing a group of wrestling performers to the game?

Yeah, I think I would say no. I'd say that they're just wonderful. They're just really wonderful.

Dungeons and Drag Queens just won Best Web Series at the Queerty Awards, onstage with Monét and Bob and our incredible producer, Ebony Hardin — who's the supervising producer for Dropout, but was also our day one production coordinator and producer going forward in Dimension 20. They're just phenomenal people.

You meet them on day one and you see these people that are quite famous, and they're just the most down to earth and funny and gregarious. Like Bob and Monét's rivalry, taking shots at each other, the cameras aren't [even] rolling, it's just delightful. And the same was true for these wrestlers, they were just the most warm and incredible [presences]. And again, to watch that facility and charm — I would say the cool thing was the storytelling.

If you're someone that's approaching this as a D&D fan that is seeing wrestlers for the first time, you might think of them as these obviously athletic, incredible performers. You see the big, larger-than-life persona. What I grokked right away was [that] their facility was storytelling. The understanding of setting something up and paying it off. The understanding of those turns, of moments where something shifts. There are storytelling moments in [ Titan Takedown ] that you really see how confident and skilled they are at bringing a character through an experience. I think that's going to be really gratifying for people to come in and see.

Titan Takedown _premiered on Dropout on April 2, with new episodes airing Wednesdays through April 23. _


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Spilled! creator Lente in the boat where she lives and makes games.

Push to Talk is a weekly newsletter about the business of making and marketing video games, written by games industry veteran and marketing director Ryan Rigney.Subscribe here for eclectic and spicy interviews and essays in your inbox every Friday.

Of the hundreds of indie games released on Steam each week, only a fortunate few become breakout hits.

Last week’s biggest winner was the viral drug-dealing simulator Schedule I . But it wasn’t the only game that managed to crack 1,000 “overwhelmingly positive” reviews in its first week. The other surprise was Spilled!, a bite-sized game about cleaning up waterways.

Spilled! puts you into a cute little solar-powered boat which you use to slurp up oil spills and gently, slowly , push floating cans and bottles into recycling bins, earning coins which unlock boat upgrades to speed up your task. It’s a meditative experience that you can finish in about an hour.

And you probably will finish it, because there’s something viscerally compelling about watching the game’s muddy brown waters gradually brighten to a clear blue as you putter around. Once each area is cleared, the next litter-strewn and oil-slicked environment beckons. So it goes for eight or nine turns of Spilled!’s game loop. And since it only costs $5.99, a solid 95% of Steam reviewers have given it a thumbs-up.

But maybe more compelling than the game’s price is its backstory. Spilled! was made primarily by a 25-year-old Dutch game developer called Lente, who lives on a boat which she purchased and renovated.

The sun shines on Spilled!

A few years ago, Lente made a YouTube channel and began logging the development of the game that ultimately became Spilled! At first, she was attempting to build the game entirely without a game engine, and though that didn’t pan out, her other efforts seemed charmed with preternaturally good fortune.

After making a Twitter account to try and make more game developer friends, the very first tweet Lente ever posted went semi-viral, earning her a following and a community. “That kinda jump started it I think,” Lente says. As buzz began building around her game, she says, “I started getting into events and showcases, and those really grew the wishlist count for Spilled!

After an early demo for the game did particularly well on Steam, Lente decided to make a Kickstarter campaign, which was successfully funded in the first 12 hours.

Lente’s streak of good fortune continued when a member of her Discord community reached out with an offer to rework Spilled’s 3D pixel art style. The artist, Starbi, had been following Lente’s efforts since her early YouTube days.

“He showed me some of his previous art,” Lente says, “and made a mockup for Spilled!. I quickly got very excited as he is truly, very talented with 3D pixel art.” Starbi joined the project officially, and the duo were able to show off the game’s visual update when Spilled! earned a promo slot in last June’s Wholesome Direct.

More wins followed. By August of last year, the game had over 50,000 wishlists on Steam. A few weeks before the launch, a very simple tweet showing Lente on her boat and a short clip of the game in action went viral on X, earning 26,000 likes. And so it was probably no surprise that, when Spilled! finally launched last Wednesday, it immediately rocketed to the top of Steam’s coveted “New & Trending” chart.

Fate smiles this brightly on very few indie games. Of the 18,239 games that released on Steam last year, only 445 earned over 1,000 reviews—a common milestone for indie success on Steam. Why does the universe deal so few games a winning hand?

Fate’s reasons are rarely clear—something Lente knows well. She’s had her fair share of inexplicably bad luck too.

A nautical childhood

Lente’s current boat isn’t the first she’s lived on. “My parents bought a ship 5 years before I was born,” she says. For her entire early childhood, that boat was home.

“I had the best time growing up there,” Lente says. “It was in the middle of nature, next to a small town. I was playing outside all the time. And when my parents had to run the laundry or something and turned on the generator, me and my brother sometimes played CD-ROM and flash games on the old laptop (it was chunky).”

When her parents would tie-off on land, Lente and her brother built treehouses and played in the water. “The world was our garden,” she says.

Lente’s family lived in a small municipality outside of Amsterdam, where the rules for boat-living weren’t always totally clear. “Usually you pay a yearly fee to put your boat somewhere,” she explains. “There are spots where you're allowed to officially live, but also plenty of harbors where it's not officially allowed—but they don't really care. And then another option would be to roam around a lot. You can stay in most spots in nature for three days in a row. Either by anchor, or by some specially made poles created for recreational boaters.”

Lente recalls one early story about another seafaring neighbor who ran afoul of the local authorities. Next to the spot where her family usually anchored, there was “a big wooden ship,” she says. “It was from a guy that used to do weddings and stuff on it. But unfortunately taxes caught up to him and he was not able to care for the ship anymore. Eventually the ship sank and slowly the masts would fall over too. It looked pretty cool. Me and my brother always called it the pirate ship.”

It was a charmed childhood, but around the time Lente turned 9 or 10, her own family began to run into trouble themselves. “The municipality started acting a little strange,” she says. “They said we'd have to move the ship because we didn't have a license to live there.” This was “basically correct,” because her parents had simply purchased the ship itself and began living in the location where the boat had long been anchored.

Eventually, Lente says, the municipality pushed her family out. Her parents were forced to sell the ship, and took out a mortgage for a small apartment in town so Lente and her brother could continue attending the same school they’d grown up in.

“That was important to them,” Lente says. “Talking about this gets me a little teary eyed.”

Her parents engaged in a long legal struggle with the municipality, and after five years they won: “Turns out the ship had been there so long, that they never should have kicked us out,” she says. “We got a replacement spot somewhere else, and my parents got a mortgage for a houseboat. But to this day, the new spot is only a temporary license, and we for instance can't sell the place if we wanted to.”

Why do these things happen? One day, some faceless small-town bureaucrat decides that the family that’s been living in a local river for 15 years has got to go.

From the perspective of a 9-year-old child, it must have felt incomprehensible. You have to leave your home and go live on land like all the other kids. Why?

A childhood reclaimed

Spoilers for the ending of Spilled! follow.

Throughout Spilled! you’ll occasionally see an unnamed antagonist trawling the waters—a sloppy oil tanker that leaves behind a mess wherever it goes.

Who’s steering this boat, and why are they doing this? Don’t they know that people live here? Animals and humans alike are the victims of the villainous boat’s antics. And you have to clean up behind it.

In the game’s final chapter, you’re forced to face off against a supersized oil tanker. Using your boat’s water cannon, you can flood its decks and sink it to the bottom of the bay.

You never learn more about your silent antagonist’s reasons. The inner workings of the machine are inscrutable. As the last vestige of its damage is undone and it disappears beneath the waves, you’re left to wonder why it was so determined to cause all that trouble.

In the end, the machine’s motivations don’t really matter. All you know is that, despite the damage it dealt, you have the tools available to do something about it. You can reclaim the water. And with effort, you can turn your fortunes around.


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At a glance, House House’s 2019 honking sensation Untitled Goose Game may not seem like the most obvious choice to write a book about. The game — essentially a stealth game where your job is to cause trouble — was a viral hit, but isn’t filled with extensive lore or complex mechanics that beg to be broken down over the course of hundreds of pages. So when Boss Fight Books announced a Goose Game book, I was curious to see what approach it would take.

As it turned out, not only there was a fascinating behind-the-scenes story, but the game ended up being a perfect entry point to talk about developer House House and the broader Australian game development community — which has struggled to make a name for itself over the years.

As part of an effort to spotlight game-related books and documentaries, Polygon is running an email interview series with the people behind them. Check out the full list to read up on a Sky: Children of the Light book, a Street Fighter 2 documentary, and others. Below, Untitled Goose Game book author James O’Connor discusses the Australian game development scene, the power of coincidence, and page 171.

Polygon: On the surface, ** Untitled Goose Game** is a relatively simple game. What inspired you to write a book about it?

James O’Connor: The initial spark was, more than anything, a want to write about the Australian game development scene. I’d long been a fan of Boss Fight Books, and the more books they released, the more it felt to me like an opportunity was being missed if they didn’t publish any books about Australian game development — a topic I knew fairly well from my time working as a games journalist down here.

For decades, the country’s studios were best-known for their work with ports, handheld translations and licensed titles — Australian studios were cheap and had a reputation for getting good work done fast. Following the global financial crisis in the ’00s, a lot of the foreign investment that was fueling that work dried up, and studios began to shutter. What we ended up with was a wealth of experienced game developers who knew how to work efficiently, who had never been able to work on their own original ideas… and then along came the iPhone and the App Store. I get into this in more detail in the book!

I pitched a book on Untitled Goose Game for fairly practical reasons — I wanted to write about the shifts and changes across the local industry from 2010 to 2019, and Untitled Goose Game capped off that decade perfectly with a huge, strange, funny hit, one that had struck a huge cultural nerve. It’s just kind of a perfect object — a singular idea, realised brilliantly, a game that everyone immediately recognized the moment it was announced. I figured that digging down into how a game like this came to be would be interesting and fun. Luckily, I was right!

What did you learn about Australia’s development community when working on the book?

I’ve been in and around Australia’s game development community for a long time — as a journalist, and then eventually as a developer myself — but the thing that surprised me most was how many folks from across the local community intersect with the story of Untitled Goose Game ’s development. Working on this book felt a bit like how I imagine Stephen King feels when he writes a story and finds the characters from his other books suddenly walking across the page, except that most of it is set in Melbourne rather than Maine. Oh, here’s the guy I interviewed for a magazine ten years ago ; Ah, I didn’t know the person who used to run this festival was friends with the team ; Huh, this story has weird parallels to this other story I heard. That sort of thing.

I have long benefited from the generosity and support that flows through the local game development community across Australia, so it’s been nice being able to share some of that with readers.

What was the wildest anecdote or behind the scenes story you came across when reporting the book?

I will say that this isn’t necessarily a huge “wild anecdote” book, in that the stories that are really wild in here are more about how well everything went than how poorly. There isn’t a scene where a goose gets loose in the office and causes havoc, or where the publisher comes over for dinner and the four lads at House House have to try and disguise their ruined roast. The wild anecdotes are more along the lines of the perfect person to help them with the next part of the development process just sort of showed up one day.

Perhaps the anecdote that has stuck with me the most since writing this book is the one I lead with — the story of the day the four members of House House really cemented themselves as a team. Like many good stories, it starts with a misunderstanding, continues with a coincidence, and ends with them playing Sportsfriends. It’s this weird Sliding Doors moment — I honestly believe Untitled Goose Game would not have happened if things had gone even slightly differently on the day I describe in the introduction. There are a few such instances throughout the story, and it's interesting to think about.

What’s the best page in the book?

Page 171. Partly because it’s right near the end, so once someone gets there, they’ve enjoyed the book enough to make it all the way through (hopefully). But that page also does something a little fun that I won’t spoil.

I know I’ve just singled out the start of the book and the end of the book, but I recommend that people read all the other pages in between, too. Honk!!


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King of All Cosmos in Katamari Damacy on Nintendo Switch, with a caption that reads “Yes. We were naughty. Completely naughty.” The second “naughty” is in bright red text.

Netflix’s gleeful horror-comedy Dead Talents Society wears a lot of its influences out in the open. Writer-director John Hsu talked with Polygon earlier this month about how YouTube streamers, ’90s Taiwanese pop music, Satoshi Kon’s Perfect Blue and Tokyo Godfathers, and real Asian urban legends like “the little girl in red” helped inspire his manic movie about the capitalist grind of the afterlife. In Dead Talents Society , ghosts endlessly chase viral fame as haunting superstars, while one new ghost, The Rookie (Gingle Wang), deals with the humiliation of being an incompetent scarer.

During that interview, Hsu also mentioned that he’s an avid gamer, which has heavily influenced his career: He learned to script and edit while making World of Warcraft machinima videos and posting them on the AFK PL@YERS YouTube channel, and he went on to direct the 2019 film adaptation of the 2018 horror game Detention .

“Since I'm such a huge gamer — they realized it might be a good idea to have someone who's familiar with gaming culture make that film,” he told Polygon. “It’s not that I'm particularly interested in horror or history, but it's because of the fact that I'm a gamer that I got that job.”

With so many different references on the screen in Dead Talents Society , Polygon figured it was worth asking whether there were any game inspirations we missed in the movie. The answers were… really unexpected.

This interview has been edited for concision and clarity.

Polygon: Did any particular games affect your planning on ** Dead Talents Society** ? Or are there games you think people who love this movie should play?

John Hsu: There are so many of them. For example, Katamari Damacy.

I… would not have guessed that from this movie’s bloody, horror-driven humor.

It's not a direct influence, but I really enjoy the wackiness of the game. Every time when I'm nearing the end of the game, I get really emotional, because it's like — I can roll up something really big, and everything becomes one, to just one purpose. It's like Tokyo Godfathers or Little Miss Sunshine — [movie characters'] goals can be super stupid, but they're doing it anyway.

To me, Katamari Damacy is like, you're always rolling something and getting it bigger. It might not have any kind of meaning, but you do it again and again. You are making the ball bigger and bigger, but what's that for? And then you send it to the sky to become a star. It's kind of meaningless and also so meaningful at the same time.

**You 've **compared the horror elements of this movie to Sisyphus being doomed to eternally roll a rock up a hill . This sounds similar.

Yeah. We did a lot of research in terms of Albert Camus' work. Everything is meaningless, so you should just enjoy the process. That's the conclusion we have in the film.

In terms of other games, a lot of inspiration we had with Dead Talents Society came from indie games. For example, The Beginner 's Guide. It's an indie game from the author of The Stanley Parable. And it's about this game developer who made The Stanley Parable suffering from impostor syndrome. He found some kind of mystery — another game developer who's been anonymous for quite some time. He would upload random games that don't even sound fun to play, but it's like he was trying to say something, but it's so anonymous, no one knows who it is. So the protagonist, who is the game developer of Stanley Parable , is trying to find this guy.

And when the protagonist gets closer to that mysterious game developer, he's warned not to get even closer. Weird things happen, but at the end of the day, it's about, Why are we making stuff? Why are we creating stuff? What are we trying to do? Are we trying to connect to other people? Are we trying to be understood? Are we trying to be seen?

There's a scene in the game when your game gets super famous — there are a lot of people with cameras, taking photos of you, and their heads are blocked, saying "Press." It's a scene to describe unwanted attention. Because if you are creating something, in the beginning, at least, you must be creative because you thought it was fun. But at a certain point, when it's becoming your job, when you have an audience, when you have other people to satisfy, it gets more and more complicated.

And the creative process can be toxic sometimes, because we have to satisfy a lot of people, which is also impossible. And that influences your self-value and identity in certain ways. And that's the core of what we want to talk about in Dead Talents Society. So that game had a lot of influence as well. Me and my co-writer Tsai Kun-Lin both played it.

There's another game called Before Your Eyes. It's also an indie game, where when you blink, time will pass. So the camera is your eyes, and how you proceed the story. You get to see this protagonist's whole life. And sometimes you really don't want to miss the stuff you're seeing, but you do because you have to blink. That's the point of that game — time is fleeting. And what was actually the essence of your whole life after your death?

The protagonist is so similar to our protagonist. He had a musician mother, always pushing him to become another musician. And he was so ill as a child, so he thought he wouldn't satisfy his mother's expectations. So it's exactly like The Rookie in Dead Talents Society. When I played the game during the writing process, I was so surprised at how similar it was.

Dead Talents Society is quite personal to me, in terms of the Rookie story arc. I was forced to play piano when I was 10 or something. One of the songs I really had trouble practicing is a song that the character in Before Your Eyes is playing. So it's such a coincidence for me to realize that actually, there are a lot of people suffering from the same situation — either confusion about your self-value or about your identity when you're taking too much account of other people's opinions. It leads to impostor syndrome.

It fascinates me that none of these are horror games, that you were more influenced by various games ' philosophical elements. Are there any horror games that have been meaningful for you?

Oh yeah. Silent Hill 2. Definitely. I am a big fan of that series. I think the Silent Hill story is at its best in 2. When we were making Detention , we had a lot of influences and references from Silent Hill as well, because the game Detention also had a lot of influence from Silent Hill. I also quite enjoy Doki Doki Literature Club. I thought that was so clever — it's so meta. And using meta elements to scare people is the best.


Dead Talents Society is streaming on Netflix now.


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All the best Assassin’s Creed games are about family.

The Ezio trilogy, long considered the peak of the series, is built on the tragic loss of Ezio’s family, and his fundamental loneliness. The game’s most iconic song — the one whose motif is colloquially known as “the Assassin’s Creed theme” — is titled “Ezio’s Family.” Assassin’s Creed Origins is the story of parents seeking vengeance after the death of their son. Likewise, the protagonist of Odyssey comes from a broken family: Alexios or Kassandra grows up orphaned after being literally dropped off a mountain by their father, who chooses loyalty to Sparta over protecting his children.

The latest game in the series, Assassin’s Creed Shadows , also revolves around family. Early on it takes the player through a long sequence where we see young ninja Naoe’s family life before — as always happens in this series — her world is upended by violence.

I’m not far enough into the game to see where Naoe’s story will (presumably!) intersect with the game’s second protagonist, Yasuke. The two start the narrative on opposite sides of Lord Oda Nobunaga’s warpath through 16th-century Japan, and they share equal real estate in the game’s marketing materials. But starting Assassin’s Creed Shadows reminded me of the first time that Ubisoft anchored an Assassin’s Creed game with dual protagonists — and how much I loved it.

Assassin’s Creed Syndicate may have largely followed the franchise blueprint, but it did some things differently where it counted. I’m happy to call it my favorite game in the series. Here at Polygon it reviewed well, and Metacritic agrees. But its success was never guaranteed, and looking back on it now, I still think it’s kind of miraculous.

Syndicate’s bad timing

Assassin’s Creed Syndicate introduced the player to twin Assassins Jacob and Evie Frye. They’re young and opinionated, ready to make the leap from the boonies to bustling Victorian London.

It was the first time that Assassin’s Creed would have dual protagonists, and the first time a mainline Assassin’s Creed game would be co-headlined by a female character.

Assassin’s Creed 3 and its spinoffs had toyed with both of these concepts in limited ways. Assassin’s Creed 3 featured a prologue where the player inhabited Haytham Kenway, before swapping to his son Connor for the rest of the game. And the spinoff Assassin’s Creed 3: Liberation is anchored by the slave-liberating Assassin Aveline de Grandpré — a genuinely cool, bold move even if the game was destined for the low-selling PlayStation Vita.

It was the right moment for Ubisoft to shake things up in a main series game, and also the worst. Syndicate came out in 2015, and it splash-landed right in the middle of a poisonous debate around playable female characters and the Gamergate harassment campaign.

At the time, Ubisoft was still putting out an Assassin’s Creed game basically every year. Although Syndicate would have been in development for years, it directly followed the much-maligned Assassin’s Creed Unity. Unityhad a rough launch from a technical perspective, but also got blowback when a developer told Polygon that a female character model was cut from the co-op mode, because of the additional work that creating it would entail.

In short, a lot of people were mad in a lot of different directions, and the pressure on Syndicate to do better was high.

Ubisoft also had to contend with a question that fewer and fewer people are asking these days: What about the lore? In previous games, the Animus that the Assassins use to relive history required a genetic link between the modern-day protagonist and their historical counterpart. By the time Unity rolled around, it was clear that this concept was holding the series back. Fortunately, it was pretty easy to ditch it: The tech gets better! Later versions of the Animus are advanced enough to simulate history just using the historical character’s DNA.

But in 2014 and 2015, players were still catching up with the new normal. The question of where and whether Arno Dorian, the protagonist of Unity , fit into Desmond Miles’ sprawling family tree was floated by fans on Reddit before that game’s release. The fact that Syndicate ’s Jacob and Evie are twins seems to gesture at this concern, too. Dual protagonists were possible — because their DNA was so similar. The lore could remain intact, and the historical timeline undisturbed.

(Science-heads, don’t bother trying to explain whether or not this justification actually makes sense — it truly doesn’t matter.)

Obviously, later games would hand-wave even more of the science. In Assassin’s Creed Odyssey , the player can decide for themself whether Kassandra or Alexios is the mercenary that faces off against the Cult of Kosmos. Historical record be damned!

But Syndicate had a smaller sandbox to play in. And in that sandbox, it made some magic.

A tale of two twins

Assassin’s Creed Syndicate pioneered the model that Shadows now follows: two protagonists with different play styles and radically different personalities.

Jacob Frye is brash and bold — the kind of Assassin who runs into the burning orphanage without thinking ahead. He’s a brawler, and brass knuckles are his weapon of choice. Evie is a planner, and like Naoe, she is stealth incarnate. Her footsteps are lighter, and she carries a cane sword.

As in Shadows , Jacob and Evie are both introduced in gameplay missions upfront. But whereas Shadows then hides Yasuke behind hours of story progression, Syndicate immediately lets the player swap between Jacob and Evie in the open world of Victorian London.

Each character has their own story missions, however, and it’s here that Syndicate ’s narrower scope is really in its favor.

The twins have very different priorities. Evie is working with fellow Assassin Henry Green to find a Piece of Eden, a valuable artifact that must be kept from the Templars. Meanwhile, Jacob finds it more productive to simply assassinate the powerful Templars controlling the city.

The twins’ warring prerogatives bring them into conflict. In one mission, Jacob assassinates the governor of the Bank of England — a Templar who also made a habit of robbing the Bank of England. For Jacob, the solution is simple! See Templar, kill Templar.

Unfortunately this sends England spiraling toward a financial crisis.

It’s here that Evie has to step in, in a mission where the player recovers stolen currency printing plates. In this way, the two narratives are constantly counterbalancing each other. The player gets to wreak chaos as Jacob, but then see how his careless actions ripple out into the world, and make amends. It makes London feel like it’s really being shaped and driven by the twins’ (and the player’s) efforts.

Evie is frustrated by Jacob’s move fast and break things approach, and Jacob feels like Evie is wasting her time chasing McGuffins. They cross each other, clean up each other’s messes, and get on each other’s nerves — as siblings do.

And when inevitably Jacob’s and Evie’s goals are unified, it’s all the more satisfying.

All in the family

Like the rest of Assassin’s Creed’s orphaned and tormented heroes, Jacob and Evie have parental baggage. Their story begins shortly after their father, the Assassin who trained them, dies. It’s not a dramatic death and there’s no one to blame, except maybe Victorian environmental standards: Ethan Frye dies of pleurisy, a painful lung disease.

The game begins when these two young, ambitious Assassins are set loose on the world for the first time. They’re discovering who they are without the guiding — and often critical — hand of their father.

The twins’ relationship with Ethan underlines all of their conflicts. Evie has always been the golden child who excelled under Ethan’s tutelage and took his philosophy to heart. Jacob chafed at the restrictions and wants to do things his own way.

But then, something very special happens.

[ Ed. note: This rest of this story contains spoilers for the ending of Assassin’s Creed Syndicate and the Jack the Ripper DLC.]

Unlike so many Assassin’s Creed games that came before it, Syndicate is a happy story.

Jacob and Evie grow through their differences and learn to work together. Evie and Henry Green fall in love. They all get knighted by Queen Victoria. And everybody lives! Instead of descending into maudlin tragedy, Syndicate is about learning to love and live with the family that you have — even if you don’t always agree with them.

[Content truncated due to length...]


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A close-up shot of Val Kilmer holding up an ID card to a person wearing glasses in Heat.

March is finally behind us, and with its passing comes the arrival of spring and all its splendors! There’s a ton of exciting new releases to catch in theaters this month, from the returns of major directors, like Ryan Coogler’s Sinners and David Cronenberg’s The Shrouds, to escapist genre fare like The Accountant 2 and The Legend of Ochi.

Looking for something to watch from the comfort of your own home? Don’t worry, we got you. This month’s selection of the best films available on streaming include Steve McQueen’s underrated heist thriller starring Viola Davis, a bonafide classic from Michael Mann, a stirring period romance, and much more.

Here are the best movies new to streaming services you should watch this month!


Editor’s Pick

Widows

Two men in gray and dark blue suits leaning against a statue of a soldier in a graveyard in Widows.

Where to watch: Hulu **
Genre:** Heist thriller **
Director:** Steve McQueen **
Cast:** Viola Davis, Michelle Rodriguez, Elizabeth Debicki

Modern thrillers don’t get much better than 2018’s Widows. The story follows Veronica Rawlings (Viola Davis), the widow of a famous bank robber. After her husband’s death, Veronica gets pushed into pulling a heist of her own to pay back Jamal (Bryan Tyree Henry), the crime boss that her husband stole from in his last heist.

Director Steve McQueen ( 12 Years a Slave ), manages to fill every moment of the movie with palpable tension, but it’s the outstanding cast, which also includes Michelle Rodriguez, Elizabeth Debicki, Cynthia Erivo, Colin Farrell, and Daniel Kaluuya, who really make this movie shine. Every single actor here is doing some of the best work they’ve ever done, including one of the most terrifying performances in modern memory from Kaluuya. While this movie didn’t make a massive splash when it was released, it’s absolutely a modern crime classic, and one worth revisiting. — Austen Goslin


New on Netflix

Heat

A close-up image of a man’s face visible through infrared imaging in Heat

Genre: Heist thriller **
Director:** Michael Mann **
Cast:** Robert de Niro, Al Pacino, Val Kilmer

It’s never a bad time to rewatch Michael Mann’s cops-and-criminals heist classic Heat , but right now is a particularly great time. After all, Netflix also has both Den of Thieves movies, which make for a perfect pairing with Heat , and Mann himself apparently just turned in his script for Heat 2, which will follow the plot of the novel he released in 2022 and act as both a prequel and sequel to his 1995 film. In much sadder news, the film also includes a tremendous performance by Val Kilmer, who passed away this week.

All of that preamble aside though, Heat remains an absolute banger and one of the best heist movies ever made. While the sprawling story takes on half a dozen or so subplots, and tons of different characters, the heart of Heat is the constant chess match between master thief Neil McCauley (Robert De Niro) and Vincent Hanna (Al Pacino), the expert police detective who’s chasing him. While many movies have tried to replicate this cat-and-mouse game since Heat was first released, no other movie has ever nailed it quite like the original. — AG

New on Hulu

Sexy Beast

A close-up of Ben Kingsley in a suit lit by red lights in Sexy Beast.

Genre: Black comedy **
Director:** Jonathan Glazer **
Cast:** Ray Winstone, Ben Kingsley, Ian McShane

Prior to winning an Oscar for his historical drama The Zone of Interest , Jonathan Glazer cut his teeth as a music video, directing some of the most visually striking short films for idiosyncratic artists like Radiohead, Apex Twin, and Jamiroquai. His 2000 feature directorial debut, Sexy Beas t, feels the most indebted to his previous life as a commercial director out of all his films, thanks in no small part to its pulsing electronic score composed by UK triphop outfit Unkle.

Ray Winstone stars as Gary "Gal" Dove, an ex-criminal happily retired in the South of Spain, living a life of luxury and leisure off the fruit of his ill-gotten gains. When Gal is visited by Don Logan (Ben Kingsley), a sociopathic former acquaintance, his once-placid life is completely upended, forcing him to resort to desperate measures in order to finally leave his old life behind. While Winstone is technically the lead, it's Kingsley that steals the spotlight as Don with his caustic rapid-fire invective and intimidating demeanor. Throw in a memorable supporting performance by Ian McShane as an eagle-eyed London crime boss, and you have a nail-biting crime thriller with a serious psychological bent. — Toussaint Egan

New on Max

Portrait of a Lady on Fire

Two women embracing in Portrait of a Lady on Fire.

Genre: Historical romantic drama **
Director:** Céline Sciamma **
Cast:** Noémie Merlant, Adèle Haenel

Céline Sciamma’s 2019 film is one of the most beautiful and bittersweet love stories ever committed to film, a sapphic romance set against the backdrop of 18th century France. Having been commissioned to do the wedding portrait of Héloïse (Adèle Haenel), the soon-to-be wife of a wealthy dignitary, Marianne (Noémie Merlant) and her subject unexpectedly fall in love, all the while knowing that their love cannot be — nor last forever. With beautiful cinematography, an exquisite pair of leading performances, and an ending certain to clench at your heartstrings, Portrait of a Lady on Fire is an unambiguous masterpiece. —TE

New on Prime Video

Three Thousand Years of Longing

Genre: Romantic fantasy **
Director:** George Miller **
Cast:** Tilda Swinton, Idris Elba

To say it plainly, Three Thousand Years of Longing was not the film most audiences had in mind for George Miller’s operatic post-apocalyptic thriller Mad Max: Fury Road. It was a damn good movie, rich with mesmerizing imagery and an affecting on-screen dynamic between a demure narratologist (Tilda Swinton) and the haughty Djinn (Idris Elba) she unwittingly unleashed from a flask in Istanbul. I wholly believe that time will be kind to this film, by why miss an opportunity to experience it now? If you love Miller’s work, you’ll undoubtedly find something to love here. —TE


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A few minutes into my first look at The Midnight Walk , I thought to myself, Wait, is this actually the game? Not a cutscene? What I was watching looked like a gorgeous stop-motion animated short film, but I soon realized the developers from MoonHood Studios were showing me real-time game footage.

The Midnight Walk looks so much like a stop-motion film, a la Phil Tippett’s Mad God or old Tool videos, in part because the game’s characters, monsters, and environments are composed of actual physical materials. Klaus Lyngeled of MoonHood says the studio sculpted some 700 objects, 3D-scanned them in, and turned them into polygonal models. Characters are animated with a stop-motion stutter and the camera has a shallow depth of field to complete the look.

Lyngeled and writer Olov Redmalm describe their first-person, narrative-driven puzzle game as a “cozy horror adventure” full of eccentric weirdos and friendly monsters. The story spans multiple chapters of fairy tales, but there’s a consistent theme among them: warmth, contrast, and bringing light back into a dark world.

The Midnight Walk starts with the game’s main character, the Burnt One, digging themselves out of a grave and repairing their body. As they take their journey through the titular highway the Midnight Walk, they’re joined by a charming and goofy little creature known as Potboy. This guide and companion has a little brazier on its head; using Potboy’s flame and a series of matches, players light torches to bring light to the Midnight Walk and battle enemies.

There’s some puzzle-solving and stealth throughout the game, and even a button dedicated to closing your eyes to just… listening. (MoonHood promises binaural audio and suggests that players experience The Midnight Walk while wearing headphones.) There’s even some “gunplay” — the developers showed the Burnt One acquiring a weapon that shoots lit matches, giving the player extended range to battle monsters and solve puzzles.

While much of The Midnight Walk lives up to its “cozy” descriptor, largely thanks to Potboy, there’s some real horrific-looking stuff in here too. Every monster and boss is some variation on a twisted freak: There are scurrying cyclopean mutants, giant spider-like terrors, leathery weirdos with their eyes sewn shut, and angry-looking slug creatures with rage issues.

The developer’s listed inspirations ( Over the Garden Wall , The Nightmare Before Christmas , David Lynch, Half-Life 2 ) were apparent throughout my eyes-on preview, but the combination of influences and craft on display makes The Midnight Walk feel distinct from the projects that came before it. Suffice it to say, I’m looking forward to MoonHood’s new game, something that wasn’t really on my radar until last week.

Fortunately, the wait to play will be short. The Midnight Walk is coming to PlayStation 5 (with PlayStation VR2 support) and Windows PC via Steam on May 8.


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In a YouTube video Friday, Dropout.tv CEO Sam Reich announced plans to increase the cost of subscriptions to the streaming service starting May 7. Monthly subscription costs will go from $5.99 to $6.99, while annual subscriptions will go from $59.99 to $69.99. However, anyone with a current Dropout subscription will remain locked into the legacy price until they change or cancel their subscription. This means if you want to secure the lowest possible price for your Dropout subscription, you should commit to an annual plan before May 7. It’s also worth noting that new subscribers can still save 20% on annual plans, and additional details have thankfully been spelled out in an FAQ on Dropout if you need more information.

This is the first time Dropout has increased its price since January 2022, and reflects a variety of factors like higher production values and inflation in addition to providing adequate compensation for staff and production teams. Reich says in the video, “To allow us to continue to operate in a healthy, sustainable way, we think that raising prices every few years to keep up with costs and inflation makes sense, but we still want to reward existing subscribers for their loyalty.”

Even with this modest price increase, Dropout.tv is still one of the best values in streaming with an awesome spread of content from the immensely popular actual play series Dimension 20 , to Reich’s own game show spinoff Game Changer , and more.


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In its latest little widget that shows up when searching for a specific game-related term, Google has now added… filling out a complete* Pokédex.

*For the first 151 Pokémon, at least.

A gif of the Google Pokédex feature showing the user searching for Pikachu, “catching” it with a Poké Ball animation, and being prompted to catch more Pokémon by Googling.

Any mobile user who searches for one of those original Pokémon will find a Poké Ball button that they can tap to catch that Pokémon, complete with a familiar animation. As long as they’re logged in, their progress toward completing a Google-based Pokédex will be recorded, and they’ll be prompted with a “Who’s that Pokémon?”-style clue pointing to any Pokémon they haven’t caught yet.

That really seems to be it — no wading through tall grass, just searching for the names of all 151 original Pokémon and tapping the Poké Ball. Google’s news release also says that Legendary or Mythical Pokémon will require Master Balls to catch (traditional), which can be earned by catching regular Pokémon. And that “to win, users must catch all 151 original Pokemon characters.” What you get for winning was not revealed, so all we can assume is that it will include satisfying your instinct for completing things.

Google’s news release cited no particular reason for implementing a Pokémon-catching game at this particular point in time, except to say that “searches for ‘pokemon card’ reached an all-time high in the US” this February. The search engine’s new Pokédex widget is only available on mobile, and requires that you be logged into a Google account in order to save your progress.


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Each week on Polygon, we round up the most notable new releases to streaming and VOD, highlighting the biggest and best new movies for you to watch at home.

This week, The Monkey , the new black comedy horror thriller from director Osgood Perkins ( Longlegs ), screeches and bangs its way onto VOD. That’s not all that’s new to rent and purchase this week, as Steven Soderbergh’s spy thriller Black Bag , starring Cate Blanchett and Michael Fassbender, also comes to VOD, along with Naoko Yamada’s The Colors Within , Paddington in Peru , and more. Plus, the new buddy comedy One of Them Days , starring Keke Palmer and SZA, comes to streaming on Netflix.

Here’s everything new that’s available to watch this weekend!


New on Netflix

One of Them Days

Where to watch: Available to stream on Netflix

SZA and Keke Palmer leaning over a balcony decorated with christmas lights in One of Them Days.

Genre: Buddy comedy
Run time: 1h 37m
Director: Lawrence Lamont
Cast: Keke Palmer, SZA, Katt Williams

SZA and Keke Palmer star in this buddy comedy in which they play two best friends who have one day to find the $1,500 they need for rent, because one of their boyfriends blew through all their cash. Hilarity and hijinks ensue, as the two desperately try to come up with the cash, resorting to taking out sketchy loans, donating plasma, and climbing up a telephone pole to retrieve a pair of Jordans.

New on Max

Y2K

Where to watch: Available to stream on Max

Genre: Horror comedy **
Run time:** 1h 31m
Director: Kyle Mooney **
Cast:** Jaeden Martell, Rachel Zegler, Julian Dennison

Remember when everyone thought the year 2000 would cause a bunch of electronics errors? Well, in Kyle Mooney’s Y2K , the error isn’t so much an error as it is electronic devices coming to life and trying to enslave humanity. Aren’t we glad that that didn’t happen IRL? There are some brutal and hilarious deaths, including a kill by Tamagotchi, a very 2000 soundtrack, and one great cameo.

New on Shudder

825 Forest Road

Where to watch: Available to stream on Shudder

A woman stands in front of a mannequin dressed in a black outfit in 825 Forest Road.

Genre: Horror **
Run time:** 1h 41m **
Director:** Stephen Cognetti
Cast: Lorenzo Beronilla, Brian Anthony Wilson, Elizabeth Vermilyea

Director Stephen Cognetti ( Hell House LLC ) is back with a new supernatural horror thriller. After a grisly family tragedy, Chuck Wilson (Joe Falcone) moves to the town of Ashland Falls with his wife (Elizabeth Vermilyea) and sister (Kathryn Miller) in hopes of starting a new life. Upon moving into their new home, however, the family finds themselves stalked by a malevolent presence whose influence runs deep throughout the town’s history.

New to rent

Black Bag

Where to watch: Available to rent on Amazon, Apple, and Vudu

Cate Blanchett and Michael Fassbender leaning in for a kiss in Black Bag.

Genre: Spy thriller
Run time: 1h 33m
Director: Steven Soderbergh
Cast: Cate Blanchett, Michael Fassbender, Marisa Abela

Steven Soderbergh returns for his second feature film of 2025, this time a sultry spy thriller starring Cate Blanchett and Michael Fassbender as a happily married couple of British intelligence officers. When a top-secret malware program is stolen, Kathryn (Blanchett) is implicated and George (Fassbender) is secretly tasked with investigating her. As the plot unfolds, the couple is faced with the challenge of whether or not they can trust each other in a field where nearly everyone knows how to lie.

The Colors Within

Where to watch: Available to rent on Amazon, Apple, and Vudu

Genre: Drama **
Run time:** 1h 41m **
Director:** Naoko Yamada **
Cast:** Akari Takaishi, Sayu Suzukawa, Taisei Kido

In this quiet, contemplative movie from K-On! and Sound! Euphonium director Naoko Yamada, three lonely teenagers start a band. It’s less about a love for music and more about the three of them finding kindred spirits with each other. The main character has a form of synesthesia where she sees particular emotions and people as colors. The splashes of gorgeous watercolor hues add some beautiful emotional impact to the otherwise grounded visuals.

From our review:

What makes _The Colors Within _work so well is how the naturalistic animation combined with the specific set-pieces and situations create such a distinct feeling and atmosphere. There are just so many gorgeous, evocative moments where the movie lingers: Kimi’s forlorn reflection in a set of Newton balls; the slightly fuzzy city lights behind Totsuko’s hand as she waves goodbye to Kimi; Rui’s sneakers on the snow-covered steps of the church, shifting as he calls his mother. All the small details contribute to a feeling of soft loneliness that slowly lessens as the characters grow closer and closer.

The Last Stop in Yuma County

Where to watch: Available to rent on Amazon, Apple, and Vudu

Genre: Neo-Western thriller **
Run time:** 1h 30m **
Director:** Francis Galluppi **
Cast:** Jim Cummings, Jocelin Donahue, Sierra McCormick

This neo-Western crime thriller centers on a travelling knife salesman who unwittingly finds himself in an unconventional hostage situation after being stranded at a rural Arizona rest stop. Held at gunpoint by two ruthless bank robbers, both he and the rest stop’s waitress (Jocelin Donahue) must find a way to escape without arousing the robbers’ suspicions, all the while carrying on a normal workday like nothing’s happened. Things only get weirder and worse from there.

The Monkey

Where to watch: Available to rent on Amazon, Apple, and Vudu

Genre: Horror comedy **
Run time:** 1h 38m **
Director:** Osgood Perkins **
Cast:** Theo James, Tatiana Maslany, Christian Convery

Coming off the strength of last year’s breakout horror thriller Longlegs , director Osgood Perkins is back with a new black comedy horror based on Stephen King’s 1980 short story. The Monkey stars Theo James ( Divergent) as Hal and Bill, identical twins who have to find a way to destroy a cursed cymbal-banging monkey toy with the power to kill anyone unfortunate enough to cross its path.

As Polygon’s editor-in-chief Chris Plante puts it:

The Monkey , for all of the familiar trappings, isn’t just another horror-tinged distraction. As the kills become gnarlier — and more, how do I put this?… impressive? — it becomes clear that Perkins is using a familiar skeleton to support something muscular and human. He once again borrows from the works of some of the greatest filmmakers of all time. Not the ones that get added to the Criterion Collection, but those you see get loving 4K discs from boutique brands like Arrow and Vinegar Syndrome.

Opus

Where to watch: Available to rent on Amazon, Apple, and Vudu

Genre: Psychological thriller **
Run time:** 1h 44m **
Director:** Mark Anthony Green **
Cast:** Ayo Edebiri, John Malkovich, Juliette Lewis

Ayo Edebiri ( Bottoms ) stars in this psychological horror thriller as Ariel Ecton, a young music journalist who is invited to the remote compound of a reclusive pop star (John Malkovich) who has been unseen for the past 30 years. What at first seems a once-in-a-lifetime interview opportunity quickly morphs into a nightmarish scenario as Ariel finds herself surrounded by cultish sycophants, intoxicated colleagues, and a nefarious idol with a lot more than music on his mind.

Paddington in Peru

Where to watch: Available to rent on Amazon, Apple, and Vudu

Genre: Adventure **
Run time:** 1h 46m **
Director:** Dougal Wilson **
Cast:** Hugh Bonneville, Emily Mortimer

[Content truncated due to length...]


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