• Batman, DC Universe, Nolan Trilogy, superhero movies, Batman Begins, important characters, Caped Crusader, Warner Bros., Marvel supremacy, cinematic legacy

    ## Introduction

    Twenty years since the release of "Batman Begins," we still feel the seismic shockwaves that Christopher Nolan unleashed upon the superhero genre. After the catastrophic failure of "Batman & Robin," the Caped Crusader was left in a state of limbo, abandoned by a studio that had lost its way. Enter Nolan, who resurrected not ...
    Batman, DC Universe, Nolan Trilogy, superhero movies, Batman Begins, important characters, Caped Crusader, Warner Bros., Marvel supremacy, cinematic legacy ## Introduction Twenty years since the release of "Batman Begins," we still feel the seismic shockwaves that Christopher Nolan unleashed upon the superhero genre. After the catastrophic failure of "Batman & Robin," the Caped Crusader was left in a state of limbo, abandoned by a studio that had lost its way. Enter Nolan, who resurrected not ...
    20 Years After Batman Begins: The Nolan Trilogy's Most Important Characters
    Batman, DC Universe, Nolan Trilogy, superhero movies, Batman Begins, important characters, Caped Crusader, Warner Bros., Marvel supremacy, cinematic legacy ## Introduction Twenty years since the release of "Batman Begins," we still feel the seismic shockwaves that Christopher Nolan unleashed upon the superhero genre. After the catastrophic failure of "Batman & Robin," the Caped Crusader was...
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  • The MORPHEUS Supercar Concept Could Make Batman Rethink His Ride

    The Carbon MORPHEUS is so sleek and streamlined its wind-tunnel test is probably just a bunch of parallel lines. Designed by EPTA, this mid-engine two-seater supercar skips nostalgia and dives straight into aggressive futurism. It looks engineered by a design studio that sees speed not as a metric, but as a shape.
    The design brief? “Design is the language of dreams.” Which sounds poetic until you realize what they’ve dreamt up could moonlight as a Batmobile in a Nolan film – just sharper, lower, and probably too dangerous for even Bruce Wayne. A manifesto of Italian elegance, they call it. But it leans more toward brutalist cyberpunk with a splash of Lamborghini’s wild DNA and a whisper of Bertone-era silhouette language. That tapered greenhouse? Pure retro-futurism, the kind that could only come from a country that worships both speed and sculpture in equal measure.
    Designer: EPTA Design

    The bodywork is entirely carbon fiber, and not just as a flex. The weave is visible from every angle, wrapping around exaggerated wheel arches and angry origami-like creases. It’s not just aesthetics either – it’s structure, soul, and statement. The reflections rolling off the surface are almost liquid, a high-gloss hallucination of light and intent. Look closely and you’ll see the word “VEPTA” near the front wheels, perhaps a clue or a red herring in EPTA Design’s growing mythos.

    Around the back, things get wild. Four vertical exhausts erupt from a tail section that looks like a spaceship’s afterburner array. There’s no wing, but the rear deck itself swoops like it’s ready to generate lift – or downforce, depending on how many laws of physics it’s trying to bend. A golden center-lock nut anchors the gloss-black wheels, which are wide, multi-spoked, and performance-obsessed. Brake calipers peek out in red, adding a splash of aggression to an otherwise stealth-fighter palette.

    From above, the canopy has a near-seamless wrap of glass and carbon. It’s tight. Tense. Like a jet cockpit shrunken down and perched just ahead of a carbon fiber storm. The symmetry here is clinical, the panel gaps razor-thin. It doesn’t just look fast; it looks like it was born in a vacuum chamber under military surveillance.

    EPTA says this is a “mid-engine two-seater supercar,” which automatically tells you what kind of proportions and intent they’re working with. But beyond the silhouette and stance, this thing is abstract sculpture on wheels. It’s less about raw specs and more about shaping emotion through velocity.

    And yet, it’s not lost in concept art fantasy. The presence is real, the panels are real, the reflections tell you this isn’t just a digital mockup. There’s heat coming out of those pipes in one of the rear shots. That’s combustion. That’s ambition made tactile. You don’t commit this hard to an idea unless you’re serious about chasing it into reality.The post The MORPHEUS Supercar Concept Could Make Batman Rethink His Ride first appeared on Yanko Design.
    #morpheus #supercar #concept #could #make
    The MORPHEUS Supercar Concept Could Make Batman Rethink His Ride
    The Carbon MORPHEUS is so sleek and streamlined its wind-tunnel test is probably just a bunch of parallel lines. Designed by EPTA, this mid-engine two-seater supercar skips nostalgia and dives straight into aggressive futurism. It looks engineered by a design studio that sees speed not as a metric, but as a shape. The design brief? “Design is the language of dreams.” Which sounds poetic until you realize what they’ve dreamt up could moonlight as a Batmobile in a Nolan film – just sharper, lower, and probably too dangerous for even Bruce Wayne. A manifesto of Italian elegance, they call it. But it leans more toward brutalist cyberpunk with a splash of Lamborghini’s wild DNA and a whisper of Bertone-era silhouette language. That tapered greenhouse? Pure retro-futurism, the kind that could only come from a country that worships both speed and sculpture in equal measure. Designer: EPTA Design The bodywork is entirely carbon fiber, and not just as a flex. The weave is visible from every angle, wrapping around exaggerated wheel arches and angry origami-like creases. It’s not just aesthetics either – it’s structure, soul, and statement. The reflections rolling off the surface are almost liquid, a high-gloss hallucination of light and intent. Look closely and you’ll see the word “VEPTA” near the front wheels, perhaps a clue or a red herring in EPTA Design’s growing mythos. Around the back, things get wild. Four vertical exhausts erupt from a tail section that looks like a spaceship’s afterburner array. There’s no wing, but the rear deck itself swoops like it’s ready to generate lift – or downforce, depending on how many laws of physics it’s trying to bend. A golden center-lock nut anchors the gloss-black wheels, which are wide, multi-spoked, and performance-obsessed. Brake calipers peek out in red, adding a splash of aggression to an otherwise stealth-fighter palette. From above, the canopy has a near-seamless wrap of glass and carbon. It’s tight. Tense. Like a jet cockpit shrunken down and perched just ahead of a carbon fiber storm. The symmetry here is clinical, the panel gaps razor-thin. It doesn’t just look fast; it looks like it was born in a vacuum chamber under military surveillance. EPTA says this is a “mid-engine two-seater supercar,” which automatically tells you what kind of proportions and intent they’re working with. But beyond the silhouette and stance, this thing is abstract sculpture on wheels. It’s less about raw specs and more about shaping emotion through velocity. And yet, it’s not lost in concept art fantasy. The presence is real, the panels are real, the reflections tell you this isn’t just a digital mockup. There’s heat coming out of those pipes in one of the rear shots. That’s combustion. That’s ambition made tactile. You don’t commit this hard to an idea unless you’re serious about chasing it into reality.The post The MORPHEUS Supercar Concept Could Make Batman Rethink His Ride first appeared on Yanko Design. #morpheus #supercar #concept #could #make
    WWW.YANKODESIGN.COM
    The MORPHEUS Supercar Concept Could Make Batman Rethink His Ride
    The Carbon MORPHEUS is so sleek and streamlined its wind-tunnel test is probably just a bunch of parallel lines. Designed by EPTA, this mid-engine two-seater supercar skips nostalgia and dives straight into aggressive futurism. It looks engineered by a design studio that sees speed not as a metric, but as a shape. The design brief? “Design is the language of dreams.” Which sounds poetic until you realize what they’ve dreamt up could moonlight as a Batmobile in a Nolan film – just sharper, lower, and probably too dangerous for even Bruce Wayne. A manifesto of Italian elegance, they call it. But it leans more toward brutalist cyberpunk with a splash of Lamborghini’s wild DNA and a whisper of Bertone-era silhouette language. That tapered greenhouse? Pure retro-futurism, the kind that could only come from a country that worships both speed and sculpture in equal measure. Designer: EPTA Design The bodywork is entirely carbon fiber, and not just as a flex. The weave is visible from every angle, wrapping around exaggerated wheel arches and angry origami-like creases. It’s not just aesthetics either – it’s structure, soul, and statement. The reflections rolling off the surface are almost liquid, a high-gloss hallucination of light and intent. Look closely and you’ll see the word “VEPTA” near the front wheels, perhaps a clue or a red herring in EPTA Design’s growing mythos. Around the back, things get wild. Four vertical exhausts erupt from a tail section that looks like a spaceship’s afterburner array. There’s no wing, but the rear deck itself swoops like it’s ready to generate lift – or downforce, depending on how many laws of physics it’s trying to bend. A golden center-lock nut anchors the gloss-black wheels, which are wide, multi-spoked, and performance-obsessed. Brake calipers peek out in red, adding a splash of aggression to an otherwise stealth-fighter palette. From above, the canopy has a near-seamless wrap of glass and carbon. It’s tight. Tense. Like a jet cockpit shrunken down and perched just ahead of a carbon fiber storm. The symmetry here is clinical, the panel gaps razor-thin. It doesn’t just look fast; it looks like it was born in a vacuum chamber under military surveillance. EPTA says this is a “mid-engine two-seater supercar,” which automatically tells you what kind of proportions and intent they’re working with. But beyond the silhouette and stance, this thing is abstract sculpture on wheels. It’s less about raw specs and more about shaping emotion through velocity. And yet, it’s not lost in concept art fantasy. The presence is real, the panels are real, the reflections tell you this isn’t just a digital mockup. There’s heat coming out of those pipes in one of the rear shots. That’s combustion. That’s ambition made tactile. You don’t commit this hard to an idea unless you’re serious about chasing it into reality.The post The MORPHEUS Supercar Concept Could Make Batman Rethink His Ride first appeared on Yanko Design.
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  • Former ‘Grand Theft Auto’ Chief Leslie Benzies ‘Can’t Wait’ to Play ‘GTA 6,’ Downplays Similarities to His New Studio’s ‘MindsEye’

    Next week, the former president of “Grant Theft Auto” maker Rockstar North launches his first title since leaving the Take-Two Interactive-owned video game developer and opening his own studio, Build A Rocket Boy: the AAA narrative-driven action-adventure thriller “MindsEye.”

    Published by IOI Partners, the team behind the “Hitman” franchise, the Unreal Engine 5-built game will debut June 10 across PlayStation 5, Xbox Series X and S, and on PC via Steam and Epic Games Store with a price tag for the standard edition.

    Related Stories

    Set in the near-futuristic city of Redrock, “MindsEye” puts players into the role of Jacob Diaz, a former soldier haunted by fragmented memories from his mysterious MindsEye neural implant, as he uncovers a conspiracy involving rogue AI, corporate greed, an unchecked military, and a threat so sinister that it endangers the very survival of humanity.

    Popular on Variety

    But the base story isn’t the biggest draw for “MindsEye,” which includes Build A Rocket Boy’s proprietary Game Creation System, that enables players to, well, “craft anything in their minds eye.”

    Per the studio, “Players can craft their own experiences using all of the ‘MindsEye’ assets, creating everything from custom missions to entirely new scenarios within the game’s expansive, richly detailed world. Whether you’re designing a high-speed chase through Redrock’s bustling cityscapes or a stealth mission in its industrial outskirts, it is designed to be intuitive and easy to use, ensuring that players of all skill levels can bring their imagination to life.”

    Benzies’ Edinburgh-based Build A Rocket Boy has promised “fresh premium content” will rollout monthly for the game, including regular releases of new missions, challenges and game assets.

    While “MindsEye” is the first title from Benzies since he launched BARB after leaving Rockstar in 2016, it’s just step one in the prolific producer’s plan to shake up the gaming industry.

    “At Build A Rocket Boy, our vision goes far beyond a single title,” Benzies told Variety. “‘MindsEye’ is the first episode and central story around which ever-expanding interconnected episodes will span. We’re already working on future episodes, which will introduce alternate realities while maintaining it’s core themes of hope, redemption, and the intrigue of civilizations past and future, drawing from the lore and multiverse concepts.”

    See Variety‘s full interview with Benzies below, including the inevitable comparisons that will be drawn between “MindsEye” and the aesthetic of the “GTA” franchise, and his hopes for Rockstar Games’ highly anticipated and much-delayed “GTA 6.”

    Where did the concept for “MindsEye” come from?

    I pull a lot of inspiration from the real world. Watching the actions of humans – their foibles and their virtues. Watching the advancement of technology and how we adapt, or indeed, do not adapt. We’ve been moving to an automated world for many years now, and the impact on humans, especially with recent advancements in AI, which serves as good fodder for a story and even better for a video game. I think we all have this little nagging feeling about how humans and AI will blend together in the future—will it go smoothly, or will it turn sinister?

    We’re fans of all different types of media, and we’ve drawn influence from cinematic visionaries like Ridley Scott, Paul Greengrass, Christopher Nolan, and J.J. Abrams, and films like “The Bourne Identity,” “Memento,” and TV series “Lost” — they’re all exploring memory, perception, and control in their own ways.

    So, while we nod to those influences here and there, we wanted to build something that feels fresh, grounded in today’s world, but still asking the kinds of questions that have always made this genre powerful.

    With your “GTA” roots, obvious comparisons are already being drawn between the style and aesthetic of that franchise and “MindsEye.”

    Comparisons will always be made—it’s the way human beings pigeonhole concepts. But “MindsEye” isn’t built to fit into anyone else’s box.

    Many games share the same core elements: cars, guns, cities, and charismatic characters, and differentiation is even tougher in today’s entertainment landscape. Streaming, social media, and on-demand binge culture have fractured attention spans, and consumer mindshare is a brutal battlefield for all IP.

    Our industry continues to celebrate each other’s breakthroughs, and I’m proud that our collective innovation is advancing the medium of gaming, even if our paths diverge.

    As an independent studio we have the freedom to break ground in experimental new ways and the challenge is balancing innovation with familiarity—too much “new” risks alienating fans, too much “same” feels stale. It’s about nailing what makes your game’s world feel alive and urgent.

    “MindsEye” is about consequence and connection—it’s cinematic, reactive, and meant to feel like a world you’re not just playing in, but able to create in it too.

    We’re excited to see what they’ve crafted with “GTA VI ,” and I can’t wait to play it as a consumer for the first time. They’re always delivering something new, unique and at a scale that very few can pull off.

    What does MindsEye represent in BARB’s larger vision and long-term strategy? Are you plotting this out as a multi-game franchise or your first standalone?

    At Build A Rocket Boy, our vision goes far beyond a single title. “MindsEye” is the first episode and central story around which ever-expanding interconnected episodes will span. We’re already working on future episodes, which will introduce alternate realities while maintaining it’s core themes of hope, redemption, and the intrigue of civilizations past and future, drawing from the lore and multiverse concepts.

    It’s the future of entertainment to allow active participation so players feel like they have agency and can immerse themselves in our world as they want to. We are introducing three products in one game that will revolutionize AAA-quality interactive gaming and storytelling: “MindsEye” narrative story, Play.MindsEye, and Build.MindsEye.

    In our tightly crafted action-noir, “MindsEye” narrative story we have rips in time accessed through portals at strategic points throughout the game – so while you play as Jacob Diaz on his personal journey, players can also explore side stories and delve deeper into the backstories of characters they encounter along the way. In this way we are delivering companion content at the same time as the anchor content, weaving a rich narrative tapestry which will continue to evolve and expand giving greater depth to characters so you understand their personality and motivations.

    How do digital products Play.MindsEyeand Build.MindsEyetie in to plans for “MindsEye” and what BARB wants to offer gamers?

    In this new era of entertainment, where streaming platforms, boom-and-bust games, and an on-demand culture dominate, we’re pushing things in a new direction—with an interface that simplifies how we consume not just games, but all forms of entertainment. Consumers are moving away from 2D browsing into fully 3D, immersive experiences. Put simply, we’re shifting from passive interaction to active participation.

    As with all new products, things evolve. Arcadia was originally envisioned as our creation platform, but as we continued developing “MindsEye” and building out BARB’s ecosystem, it naturally grew into something more focused— Play.MindsEye and Build.MindsEye. Play delivers cinematic, high-intensity gameplay with missions and maps that constantly evolve. Build gives players intuitive tools to create their own content—no technical skills required, just imagination and intent.

    For BARB to fully realize our vision, we had to beta test our creation system with a community of builders in real-time and started with Everywhere while we were in stealth mode developing MindsEye.

    How did you settle on IOI as publishing partner?

    We’ve always found the way IOI handled the “Hitman” franchise interesting. They are one of the few publishers that have taken their single-player IP and increased their player count and amplified their community culture over time. From a technology point of view, their one executable approach for all of their content is very smart, and we always planned to have a similar approach, which encouraged us to join forces.

    This interview has been edited and condensed.
    #former #grand #theft #auto #chief
    Former ‘Grand Theft Auto’ Chief Leslie Benzies ‘Can’t Wait’ to Play ‘GTA 6,’ Downplays Similarities to His New Studio’s ‘MindsEye’
    Next week, the former president of “Grant Theft Auto” maker Rockstar North launches his first title since leaving the Take-Two Interactive-owned video game developer and opening his own studio, Build A Rocket Boy: the AAA narrative-driven action-adventure thriller “MindsEye.” Published by IOI Partners, the team behind the “Hitman” franchise, the Unreal Engine 5-built game will debut June 10 across PlayStation 5, Xbox Series X and S, and on PC via Steam and Epic Games Store with a price tag for the standard edition. Related Stories Set in the near-futuristic city of Redrock, “MindsEye” puts players into the role of Jacob Diaz, a former soldier haunted by fragmented memories from his mysterious MindsEye neural implant, as he uncovers a conspiracy involving rogue AI, corporate greed, an unchecked military, and a threat so sinister that it endangers the very survival of humanity. Popular on Variety But the base story isn’t the biggest draw for “MindsEye,” which includes Build A Rocket Boy’s proprietary Game Creation System, that enables players to, well, “craft anything in their minds eye.” Per the studio, “Players can craft their own experiences using all of the ‘MindsEye’ assets, creating everything from custom missions to entirely new scenarios within the game’s expansive, richly detailed world. Whether you’re designing a high-speed chase through Redrock’s bustling cityscapes or a stealth mission in its industrial outskirts, it is designed to be intuitive and easy to use, ensuring that players of all skill levels can bring their imagination to life.” Benzies’ Edinburgh-based Build A Rocket Boy has promised “fresh premium content” will rollout monthly for the game, including regular releases of new missions, challenges and game assets. While “MindsEye” is the first title from Benzies since he launched BARB after leaving Rockstar in 2016, it’s just step one in the prolific producer’s plan to shake up the gaming industry. “At Build A Rocket Boy, our vision goes far beyond a single title,” Benzies told Variety. “‘MindsEye’ is the first episode and central story around which ever-expanding interconnected episodes will span. We’re already working on future episodes, which will introduce alternate realities while maintaining it’s core themes of hope, redemption, and the intrigue of civilizations past and future, drawing from the lore and multiverse concepts.” See Variety‘s full interview with Benzies below, including the inevitable comparisons that will be drawn between “MindsEye” and the aesthetic of the “GTA” franchise, and his hopes for Rockstar Games’ highly anticipated and much-delayed “GTA 6.” Where did the concept for “MindsEye” come from? I pull a lot of inspiration from the real world. Watching the actions of humans – their foibles and their virtues. Watching the advancement of technology and how we adapt, or indeed, do not adapt. We’ve been moving to an automated world for many years now, and the impact on humans, especially with recent advancements in AI, which serves as good fodder for a story and even better for a video game. I think we all have this little nagging feeling about how humans and AI will blend together in the future—will it go smoothly, or will it turn sinister? We’re fans of all different types of media, and we’ve drawn influence from cinematic visionaries like Ridley Scott, Paul Greengrass, Christopher Nolan, and J.J. Abrams, and films like “The Bourne Identity,” “Memento,” and TV series “Lost” — they’re all exploring memory, perception, and control in their own ways. So, while we nod to those influences here and there, we wanted to build something that feels fresh, grounded in today’s world, but still asking the kinds of questions that have always made this genre powerful. With your “GTA” roots, obvious comparisons are already being drawn between the style and aesthetic of that franchise and “MindsEye.” Comparisons will always be made—it’s the way human beings pigeonhole concepts. But “MindsEye” isn’t built to fit into anyone else’s box. Many games share the same core elements: cars, guns, cities, and charismatic characters, and differentiation is even tougher in today’s entertainment landscape. Streaming, social media, and on-demand binge culture have fractured attention spans, and consumer mindshare is a brutal battlefield for all IP. Our industry continues to celebrate each other’s breakthroughs, and I’m proud that our collective innovation is advancing the medium of gaming, even if our paths diverge. As an independent studio we have the freedom to break ground in experimental new ways and the challenge is balancing innovation with familiarity—too much “new” risks alienating fans, too much “same” feels stale. It’s about nailing what makes your game’s world feel alive and urgent. “MindsEye” is about consequence and connection—it’s cinematic, reactive, and meant to feel like a world you’re not just playing in, but able to create in it too. We’re excited to see what they’ve crafted with “GTA VI ,” and I can’t wait to play it as a consumer for the first time. They’re always delivering something new, unique and at a scale that very few can pull off. What does MindsEye represent in BARB’s larger vision and long-term strategy? Are you plotting this out as a multi-game franchise or your first standalone? At Build A Rocket Boy, our vision goes far beyond a single title. “MindsEye” is the first episode and central story around which ever-expanding interconnected episodes will span. We’re already working on future episodes, which will introduce alternate realities while maintaining it’s core themes of hope, redemption, and the intrigue of civilizations past and future, drawing from the lore and multiverse concepts. It’s the future of entertainment to allow active participation so players feel like they have agency and can immerse themselves in our world as they want to. We are introducing three products in one game that will revolutionize AAA-quality interactive gaming and storytelling: “MindsEye” narrative story, Play.MindsEye, and Build.MindsEye. In our tightly crafted action-noir, “MindsEye” narrative story we have rips in time accessed through portals at strategic points throughout the game – so while you play as Jacob Diaz on his personal journey, players can also explore side stories and delve deeper into the backstories of characters they encounter along the way. In this way we are delivering companion content at the same time as the anchor content, weaving a rich narrative tapestry which will continue to evolve and expand giving greater depth to characters so you understand their personality and motivations. How do digital products Play.MindsEyeand Build.MindsEyetie in to plans for “MindsEye” and what BARB wants to offer gamers? In this new era of entertainment, where streaming platforms, boom-and-bust games, and an on-demand culture dominate, we’re pushing things in a new direction—with an interface that simplifies how we consume not just games, but all forms of entertainment. Consumers are moving away from 2D browsing into fully 3D, immersive experiences. Put simply, we’re shifting from passive interaction to active participation. As with all new products, things evolve. Arcadia was originally envisioned as our creation platform, but as we continued developing “MindsEye” and building out BARB’s ecosystem, it naturally grew into something more focused— Play.MindsEye and Build.MindsEye. Play delivers cinematic, high-intensity gameplay with missions and maps that constantly evolve. Build gives players intuitive tools to create their own content—no technical skills required, just imagination and intent. For BARB to fully realize our vision, we had to beta test our creation system with a community of builders in real-time and started with Everywhere while we were in stealth mode developing MindsEye. How did you settle on IOI as publishing partner? We’ve always found the way IOI handled the “Hitman” franchise interesting. They are one of the few publishers that have taken their single-player IP and increased their player count and amplified their community culture over time. From a technology point of view, their one executable approach for all of their content is very smart, and we always planned to have a similar approach, which encouraged us to join forces. This interview has been edited and condensed. #former #grand #theft #auto #chief
    VARIETY.COM
    Former ‘Grand Theft Auto’ Chief Leslie Benzies ‘Can’t Wait’ to Play ‘GTA 6,’ Downplays Similarities to His New Studio’s ‘MindsEye’
    Next week, the former president of “Grant Theft Auto” maker Rockstar North launches his first title since leaving the Take-Two Interactive-owned video game developer and opening his own studio, Build A Rocket Boy: the AAA narrative-driven action-adventure thriller “MindsEye.” Published by IOI Partners, the team behind the “Hitman” franchise, the Unreal Engine 5-built game will debut June 10 across PlayStation 5, Xbox Series X and S, and on PC via Steam and Epic Games Store with a $59.99 price tag for the standard edition. Related Stories Set in the near-futuristic city of Redrock, “MindsEye” puts players into the role of Jacob Diaz, a former soldier haunted by fragmented memories from his mysterious MindsEye neural implant, as he uncovers a conspiracy involving rogue AI, corporate greed, an unchecked military, and a threat so sinister that it endangers the very survival of humanity. Popular on Variety But the base story isn’t the biggest draw for “MindsEye,” which includes Build A Rocket Boy’s proprietary Game Creation System, that enables players to, well, “craft anything in their minds eye.” Per the studio, “Players can craft their own experiences using all of the ‘MindsEye’ assets, creating everything from custom missions to entirely new scenarios within the game’s expansive, richly detailed world. Whether you’re designing a high-speed chase through Redrock’s bustling cityscapes or a stealth mission in its industrial outskirts, it is designed to be intuitive and easy to use, ensuring that players of all skill levels can bring their imagination to life.” Benzies’ Edinburgh-based Build A Rocket Boy has promised “fresh premium content” will rollout monthly for the game, including regular releases of new missions, challenges and game assets. While “MindsEye” is the first title from Benzies since he launched BARB after leaving Rockstar in 2016 (Benzies was the lead “Grand Theft Auto” developer across the third through fifth games in the franchise, as well as “Grand Theft Auto Online,” and was in a legal battle with parent company Take Two over unpaid royalties from 2016 until 2019), it’s just step one in the prolific producer’s plan to shake up the gaming industry. “At Build A Rocket Boy, our vision goes far beyond a single title,” Benzies told Variety. “‘MindsEye’ is the first episode and central story around which ever-expanding interconnected episodes will span. We’re already working on future episodes, which will introduce alternate realities while maintaining it’s core themes of hope, redemption, and the intrigue of civilizations past and future, drawing from the lore and multiverse concepts.” See Variety‘s full interview with Benzies below, including the inevitable comparisons that will be drawn between “MindsEye” and the aesthetic of the “GTA” franchise, and his hopes for Rockstar Games’ highly anticipated and much-delayed “GTA 6.” Where did the concept for “MindsEye” come from? I pull a lot of inspiration from the real world. Watching the actions of humans – their foibles and their virtues. Watching the advancement of technology and how we adapt, or indeed, do not adapt. We’ve been moving to an automated world for many years now, and the impact on humans, especially with recent advancements in AI, which serves as good fodder for a story and even better for a video game. I think we all have this little nagging feeling about how humans and AI will blend together in the future—will it go smoothly, or will it turn sinister? We’re fans of all different types of media, and we’ve drawn influence from cinematic visionaries like Ridley Scott, Paul Greengrass, Christopher Nolan, and J.J. Abrams, and films like “The Bourne Identity,” “Memento,” and TV series “Lost” — they’re all exploring memory, perception, and control in their own ways. So, while we nod to those influences here and there, we wanted to build something that feels fresh, grounded in today’s world, but still asking the kinds of questions that have always made this genre powerful. With your “GTA” roots, obvious comparisons are already being drawn between the style and aesthetic of that franchise and “MindsEye.” Comparisons will always be made—it’s the way human beings pigeonhole concepts. But “MindsEye” isn’t built to fit into anyone else’s box. Many games share the same core elements: cars, guns, cities, and charismatic characters, and differentiation is even tougher in today’s entertainment landscape. Streaming, social media, and on-demand binge culture have fractured attention spans, and consumer mindshare is a brutal battlefield for all IP. Our industry continues to celebrate each other’s breakthroughs, and I’m proud that our collective innovation is advancing the medium of gaming, even if our paths diverge. As an independent studio we have the freedom to break ground in experimental new ways and the challenge is balancing innovation with familiarity—too much “new” risks alienating fans, too much “same” feels stale. It’s about nailing what makes your game’s world feel alive and urgent. “MindsEye” is about consequence and connection—it’s cinematic, reactive, and meant to feel like a world you’re not just playing in, but able to create in it too. We’re excited to see what they’ve crafted with “GTA VI ,” and I can’t wait to play it as a consumer for the first time. They’re always delivering something new, unique and at a scale that very few can pull off. What does MindsEye represent in BARB’s larger vision and long-term strategy? Are you plotting this out as a multi-game franchise or your first standalone? At Build A Rocket Boy, our vision goes far beyond a single title. “MindsEye” is the first episode and central story around which ever-expanding interconnected episodes will span. We’re already working on future episodes, which will introduce alternate realities while maintaining it’s core themes of hope, redemption, and the intrigue of civilizations past and future, drawing from the lore and multiverse concepts. It’s the future of entertainment to allow active participation so players feel like they have agency and can immerse themselves in our world as they want to. We are introducing three products in one game that will revolutionize AAA-quality interactive gaming and storytelling: “MindsEye” narrative story, Play.MindsEye, and Build.MindsEye. In our tightly crafted action-noir, “MindsEye” narrative story we have rips in time accessed through portals at strategic points throughout the game – so while you play as Jacob Diaz on his personal journey, players can also explore side stories and delve deeper into the backstories of characters they encounter along the way. In this way we are delivering companion content at the same time as the anchor content, weaving a rich narrative tapestry which will continue to evolve and expand giving greater depth to characters so you understand their personality and motivations. How do digital products Play.MindsEye (formerly named Arcadia) and Build.MindsEye (formerly Everywhere) tie in to plans for “MindsEye” and what BARB wants to offer gamers? In this new era of entertainment, where streaming platforms, boom-and-bust games, and an on-demand culture dominate, we’re pushing things in a new direction—with an interface that simplifies how we consume not just games, but all forms of entertainment. Consumers are moving away from 2D browsing into fully 3D, immersive experiences. Put simply, we’re shifting from passive interaction to active participation. As with all new products, things evolve. Arcadia was originally envisioned as our creation platform, but as we continued developing “MindsEye” and building out BARB’s ecosystem, it naturally grew into something more focused— Play.MindsEye and Build.MindsEye. Play delivers cinematic, high-intensity gameplay with missions and maps that constantly evolve. Build gives players intuitive tools to create their own content—no technical skills required, just imagination and intent. For BARB to fully realize our vision, we had to beta test our creation system with a community of builders in real-time and started with Everywhere while we were in stealth mode developing MindsEye. How did you settle on IOI as publishing partner? We’ve always found the way IOI handled the “Hitman” franchise interesting. They are one of the few publishers that have taken their single-player IP and increased their player count and amplified their community culture over time. From a technology point of view, their one executable approach for all of their content is very smart, and we always planned to have a similar approach, which encouraged us to join forces. This interview has been edited and condensed.
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  • Augmented World Expo 2025 will draw 400 speakers, 6K attendees and 300 global exhibitors

    Augmented World Expo 2025 will draw more than 6,000 attendees, 400 speakers and 300 global exhibitors to its event June 10 to June 12 in Long Beach, California.
    The speaker lineup includes Snap CEO Evan Spiegel, Atari cofounder Nolan Bushnell and Oculus/Anduril founder Palmer Luckey. If the show is any indication, the XR industry isn’t doing so bad. A variety of market researchers are forecasting fast growth for the industry through 2030. Ori Inbar, CEO of AWE, believes that the XR revolution is “ready to conquer the mainstream.” But to get there, he believes the industry still needs to create “head-turning content that must be experienced.”
    Of course, the red hot days of the “metaverse,” inspired by Neal Stephenson’s Snow Crash sci-fi novel in 1992, is no longer driving the industry forward. With less focus on sci-fi, the industry is focused on practical uses for mixed reality technology in the enterprise and consumer markets like gaming.
    But will XR and the metaverse be overrun by AI, or will it carry them to the mass market destination?
    Much is riding on how committed Mark Zuckerberg’s Meta will be even as it reprioritizes some resources away from XR to AI. Meta, which acquired Luckey’s Oculus back in 2014, has invested billions every quarter in the technology, with no profits so far. But, in a very unexpected turnaround, Zuckerberg and Luckey buried the hatchet on the past differences and set up an alliance between Meta and Anduril — the latter being Luckey’s AI/drone defense company.
    Zuckerberg has new competition from his own nemesis, Apple, which launched the Apple Vision Pro in February 2024. However, Apple has slowed down its development of the next-generation XR headset, while Zuckerberg has put more emphasis on AR/AI glasses.
    Spiegel, the CEO of Snap, has focused on augmented reality glasses. His Spectacles are now in their fifth generation, powered by the Snap OS and authoring tool Lens Studio.
    Nolan Bushnell, founder of Atari and Chuck E. Cheese, will deliver a one-of-a-kind talk on the main stage with five of his children, who are continuing his pioneering vision in gaming through XR. Brent Bushnell, Nolan’s eldest son, recently debuted DreamPark, a new XR startup that turns any park or playground into a mixed reality theme parks.
    Others speakers include Vicki Dobbs Beck – VP, Immersive Content Innovation, Lucasfilm & ILM Immersive; Ziad Asghar – SVP & GM XR, Qualcomm; Brian McClendon – Chief Technology Officer, Niantic Spatial, Inc.; Jason Rubin – VP, Metaverse Experiences, Meta; Hugo Swart, Senior Director of XR Ecosystem Strategy and Technology, Google; Jacqui Bransky – VP Web3 & Innovation, Warner Records; Chi Xu – CEO and Founder, XREAL; Helen Papagiannis – AR Pioneer and XR Hall of Famer; and Tom Furness – Grandfather of VR and Founder, Virtual World Society.
    AWE Builders Nexus will be a new program focused on startups this year. Startup founders, developers, designers, product managers, and business leaders alike will get the resources they need to build something extraordinary, get advice and funding, scale through partnerships, and win customers, Inbar said. The event will also feature the AWE Gaming Hub.
    I also interviewed some companies that are showcasing technology at the show. Here’s some snippets from what they are going to show.
    Pico VR
    Pico started out in Beijing, China, in 2015 and is now hitting its 10th anniversary. It is making the standalone Pico XR headsets, and it was acquired by ByteDance, the owner of TikTok, in 2021. In September 2024, the company launched the Pico 4 Ultra Enterprise headset, filling out the high end of its product line in addition to its G3 and Neo 3 legacy headsets.
    Pico also has its set of full-body motion trackers to its product offerings to allow for full-body and object tracking. That’s helping it with its focus on location-based entertainment in markets such as China. It’s focused on WiFi7, hand tracking and motion tracking.
    Leland Hedges, head of enterprise business at Pico, said that the LBE market in China has grown by 1,000% in the last six to nine months Pico has an app for PC streaming and another app for managing devices over a LAN. Pico can track play spaces with columns or cordoned-off areas. Hedges said the company will share 15 different user stories at AWE in public places such as zoos, museums, aquariums and planetariums.
    Convai
    Purnendu Mukherjee, CEO of Convai, showed me a bunch of demos at the Game Developers Conference where it has been able to create avatar-based demos of generative AI solutions with 3D animated people. These can be used to show off brands and greet people on web sites or as avatars in games.
    At AWE, Convai will also off learning and training scenarios for education and enterprises through a variety of simulations. Convai can render high fidelity avatars that are effectively coming from the cloud. At GDC, Convai scanned me and captured my voice so that it can create a lifelike avatar of me. These avatars can be created quickly and answer a variety of questions from website visitors. The idea is to enable non-technical people to create simulations without the need to code anything.
    In a demo, Convai’s avatar of me said, “I’ve been covering the games industry for many years now at games beat I’ve seen it evolve from the arcades to the massive global phenomenon it is today. I love digging into the business side of gaming, the technology, the culture, the whole shebang.” Convai will announce pricing for its self-serve platform as well as an enterprise subscription fee.
    Doublepoint
    Ohto Pentikäinen, CEO of Doublepoint, has a technology that detects the gesture you can make with your hand. It captures that movement via a smartwatch and allows you to control things on a TV interface or an XR device. With Android XR, Doublepoint is showing off demos where gesture control can unlock a more intuitive and comfortable augmented reality experience for those wearing AR glasses. Xreal is one of the glasses makers that is using the technology for controlling an AR user interface with gestures.
    “Our technology is able to fully control a XR system. A stat that we can update you on is that there’s 150,000 people who have downloaded the technology so far, and we have a developer community of over 2,000 people since January 2024,” Pentikäinen said.
    Now the company is starting its own Doublepoing developer program, and this adds layers on top of the enterprise client. So now the company can provide technology for indie developers or startups that are building augmented reality or AI hardware experiences.
    “We’re empowering developers in AR robotics and AI hardware, and we’re providing everything that we’re providing the enterprise clients, but for a much reduced price,” Pentikäinen said.
    #augmented #world #expo #will #draw
    Augmented World Expo 2025 will draw 400 speakers, 6K attendees and 300 global exhibitors
    Augmented World Expo 2025 will draw more than 6,000 attendees, 400 speakers and 300 global exhibitors to its event June 10 to June 12 in Long Beach, California. The speaker lineup includes Snap CEO Evan Spiegel, Atari cofounder Nolan Bushnell and Oculus/Anduril founder Palmer Luckey. If the show is any indication, the XR industry isn’t doing so bad. A variety of market researchers are forecasting fast growth for the industry through 2030. Ori Inbar, CEO of AWE, believes that the XR revolution is “ready to conquer the mainstream.” But to get there, he believes the industry still needs to create “head-turning content that must be experienced.” Of course, the red hot days of the “metaverse,” inspired by Neal Stephenson’s Snow Crash sci-fi novel in 1992, is no longer driving the industry forward. With less focus on sci-fi, the industry is focused on practical uses for mixed reality technology in the enterprise and consumer markets like gaming. But will XR and the metaverse be overrun by AI, or will it carry them to the mass market destination? Much is riding on how committed Mark Zuckerberg’s Meta will be even as it reprioritizes some resources away from XR to AI. Meta, which acquired Luckey’s Oculus back in 2014, has invested billions every quarter in the technology, with no profits so far. But, in a very unexpected turnaround, Zuckerberg and Luckey buried the hatchet on the past differences and set up an alliance between Meta and Anduril — the latter being Luckey’s AI/drone defense company. Zuckerberg has new competition from his own nemesis, Apple, which launched the Apple Vision Pro in February 2024. However, Apple has slowed down its development of the next-generation XR headset, while Zuckerberg has put more emphasis on AR/AI glasses. Spiegel, the CEO of Snap, has focused on augmented reality glasses. His Spectacles are now in their fifth generation, powered by the Snap OS and authoring tool Lens Studio. Nolan Bushnell, founder of Atari and Chuck E. Cheese, will deliver a one-of-a-kind talk on the main stage with five of his children, who are continuing his pioneering vision in gaming through XR. Brent Bushnell, Nolan’s eldest son, recently debuted DreamPark, a new XR startup that turns any park or playground into a mixed reality theme parks. Others speakers include Vicki Dobbs Beck – VP, Immersive Content Innovation, Lucasfilm & ILM Immersive; Ziad Asghar – SVP & GM XR, Qualcomm; Brian McClendon – Chief Technology Officer, Niantic Spatial, Inc.; Jason Rubin – VP, Metaverse Experiences, Meta; Hugo Swart, Senior Director of XR Ecosystem Strategy and Technology, Google; Jacqui Bransky – VP Web3 & Innovation, Warner Records; Chi Xu – CEO and Founder, XREAL; Helen Papagiannis – AR Pioneer and XR Hall of Famer; and Tom Furness – Grandfather of VR and Founder, Virtual World Society. AWE Builders Nexus will be a new program focused on startups this year. Startup founders, developers, designers, product managers, and business leaders alike will get the resources they need to build something extraordinary, get advice and funding, scale through partnerships, and win customers, Inbar said. The event will also feature the AWE Gaming Hub. I also interviewed some companies that are showcasing technology at the show. Here’s some snippets from what they are going to show. Pico VR Pico started out in Beijing, China, in 2015 and is now hitting its 10th anniversary. It is making the standalone Pico XR headsets, and it was acquired by ByteDance, the owner of TikTok, in 2021. In September 2024, the company launched the Pico 4 Ultra Enterprise headset, filling out the high end of its product line in addition to its G3 and Neo 3 legacy headsets. Pico also has its set of full-body motion trackers to its product offerings to allow for full-body and object tracking. That’s helping it with its focus on location-based entertainment in markets such as China. It’s focused on WiFi7, hand tracking and motion tracking. Leland Hedges, head of enterprise business at Pico, said that the LBE market in China has grown by 1,000% in the last six to nine months Pico has an app for PC streaming and another app for managing devices over a LAN. Pico can track play spaces with columns or cordoned-off areas. Hedges said the company will share 15 different user stories at AWE in public places such as zoos, museums, aquariums and planetariums. Convai Purnendu Mukherjee, CEO of Convai, showed me a bunch of demos at the Game Developers Conference where it has been able to create avatar-based demos of generative AI solutions with 3D animated people. These can be used to show off brands and greet people on web sites or as avatars in games. At AWE, Convai will also off learning and training scenarios for education and enterprises through a variety of simulations. Convai can render high fidelity avatars that are effectively coming from the cloud. At GDC, Convai scanned me and captured my voice so that it can create a lifelike avatar of me. These avatars can be created quickly and answer a variety of questions from website visitors. The idea is to enable non-technical people to create simulations without the need to code anything. In a demo, Convai’s avatar of me said, “I’ve been covering the games industry for many years now at games beat I’ve seen it evolve from the arcades to the massive global phenomenon it is today. I love digging into the business side of gaming, the technology, the culture, the whole shebang.” Convai will announce pricing for its self-serve platform as well as an enterprise subscription fee. Doublepoint Ohto Pentikäinen, CEO of Doublepoint, has a technology that detects the gesture you can make with your hand. It captures that movement via a smartwatch and allows you to control things on a TV interface or an XR device. With Android XR, Doublepoint is showing off demos where gesture control can unlock a more intuitive and comfortable augmented reality experience for those wearing AR glasses. Xreal is one of the glasses makers that is using the technology for controlling an AR user interface with gestures. “Our technology is able to fully control a XR system. A stat that we can update you on is that there’s 150,000 people who have downloaded the technology so far, and we have a developer community of over 2,000 people since January 2024,” Pentikäinen said. Now the company is starting its own Doublepoing developer program, and this adds layers on top of the enterprise client. So now the company can provide technology for indie developers or startups that are building augmented reality or AI hardware experiences. “We’re empowering developers in AR robotics and AI hardware, and we’re providing everything that we’re providing the enterprise clients, but for a much reduced price,” Pentikäinen said. #augmented #world #expo #will #draw
    VENTUREBEAT.COM
    Augmented World Expo 2025 will draw 400 speakers, 6K attendees and 300 global exhibitors
    Augmented World Expo 2025 will draw more than 6,000 attendees, 400 speakers and 300 global exhibitors to its event June 10 to June 12 in Long Beach, California. The speaker lineup includes Snap CEO Evan Spiegel, Atari cofounder Nolan Bushnell and Oculus/Anduril founder Palmer Luckey. If the show is any indication, the XR industry isn’t doing so bad. A variety of market researchers are forecasting fast growth for the industry through 2030. Ori Inbar, CEO of AWE, believes that the XR revolution is “ready to conquer the mainstream.” But to get there, he believes the industry still needs to create “head-turning content that must be experienced.” Of course, the red hot days of the “metaverse,” inspired by Neal Stephenson’s Snow Crash sci-fi novel in 1992, is no longer driving the industry forward. With less focus on sci-fi, the industry is focused on practical uses for mixed reality technology in the enterprise and consumer markets like gaming. But will XR and the metaverse be overrun by AI, or will it carry them to the mass market destination? Much is riding on how committed Mark Zuckerberg’s Meta will be even as it reprioritizes some resources away from XR to AI. Meta, which acquired Luckey’s Oculus back in 2014, has invested billions every quarter in the technology, with no profits so far. But, in a very unexpected turnaround, Zuckerberg and Luckey buried the hatchet on the past differences and set up an alliance between Meta and Anduril — the latter being Luckey’s AI/drone defense company. Zuckerberg has new competition from his own nemesis, Apple, which launched the Apple Vision Pro in February 2024. However, Apple has slowed down its development of the next-generation XR headset, while Zuckerberg has put more emphasis on AR/AI glasses. Spiegel, the CEO of Snap, has focused on augmented reality glasses. His Spectacles are now in their fifth generation, powered by the Snap OS and authoring tool Lens Studio. Nolan Bushnell, founder of Atari and Chuck E. Cheese, will deliver a one-of-a-kind talk on the main stage with five of his children, who are continuing his pioneering vision in gaming through XR. Brent Bushnell, Nolan’s eldest son, recently debuted DreamPark, a new XR startup that turns any park or playground into a mixed reality theme parks. Others speakers include Vicki Dobbs Beck – VP, Immersive Content Innovation, Lucasfilm & ILM Immersive; Ziad Asghar – SVP & GM XR, Qualcomm; Brian McClendon – Chief Technology Officer, Niantic Spatial, Inc.; Jason Rubin – VP, Metaverse Experiences, Meta; Hugo Swart, Senior Director of XR Ecosystem Strategy and Technology, Google; Jacqui Bransky – VP Web3 & Innovation, Warner Records; Chi Xu – CEO and Founder, XREAL; Helen Papagiannis – AR Pioneer and XR Hall of Famer; and Tom Furness – Grandfather of VR and Founder, Virtual World Society. AWE Builders Nexus will be a new program focused on startups this year. Startup founders, developers, designers, product managers, and business leaders alike will get the resources they need to build something extraordinary, get advice and funding, scale through partnerships, and win customers, Inbar said. The event will also feature the AWE Gaming Hub. I also interviewed some companies that are showcasing technology at the show. Here’s some snippets from what they are going to show. Pico VR Pico started out in Beijing, China, in 2015 and is now hitting its 10th anniversary. It is making the standalone Pico XR headsets, and it was acquired by ByteDance, the owner of TikTok, in 2021. In September 2024, the company launched the Pico 4 Ultra Enterprise headset, filling out the high end of its product line in addition to its G3 and Neo 3 legacy headsets. Pico also has its set of full-body motion trackers to its product offerings to allow for full-body and object tracking. That’s helping it with its focus on location-based entertainment in markets such as China. It’s focused on WiFi7, hand tracking and motion tracking. Leland Hedges, head of enterprise business at Pico, said that the LBE market in China has grown by 1,000% in the last six to nine months Pico has an app for PC streaming and another app for managing devices over a LAN. Pico can track play spaces with columns or cordoned-off areas. Hedges said the company will share 15 different user stories at AWE in public places such as zoos, museums, aquariums and planetariums. Convai Purnendu Mukherjee, CEO of Convai, showed me a bunch of demos at the Game Developers Conference where it has been able to create avatar-based demos of generative AI solutions with 3D animated people. These can be used to show off brands and greet people on web sites or as avatars in games. At AWE, Convai will also off learning and training scenarios for education and enterprises through a variety of simulations. Convai can render high fidelity avatars that are effectively coming from the cloud. At GDC, Convai scanned me and captured my voice so that it can create a lifelike avatar of me. These avatars can be created quickly and answer a variety of questions from website visitors. The idea is to enable non-technical people to create simulations without the need to code anything. In a demo, Convai’s avatar of me said, “I’ve been covering the games industry for many years now at games beat I’ve seen it evolve from the arcades to the massive global phenomenon it is today. I love digging into the business side of gaming, the technology, the culture, the whole shebang.” Convai will announce pricing for its self-serve platform as well as an enterprise subscription fee. Doublepoint Ohto Pentikäinen, CEO of Doublepoint, has a technology that detects the gesture you can make with your hand. It captures that movement via a smartwatch and allows you to control things on a TV interface or an XR device. With Android XR, Doublepoint is showing off demos where gesture control can unlock a more intuitive and comfortable augmented reality experience for those wearing AR glasses. Xreal is one of the glasses makers that is using the technology for controlling an AR user interface with gestures. “Our technology is able to fully control a XR system. A stat that we can update you on is that there’s 150,000 people who have downloaded the technology so far, and we have a developer community of over 2,000 people since January 2024,” Pentikäinen said. Now the company is starting its own Doublepoing developer program, and this adds layers on top of the enterprise client. So now the company can provide technology for indie developers or startups that are building augmented reality or AI hardware experiences. “We’re empowering developers in AR robotics and AI hardware, and we’re providing everything that we’re providing the enterprise clients, but for a much reduced price,” Pentikäinen said.
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  • DreamPark raises $1.1M to transform real-world spaces into mixed-reality theme parks

    DreamPark, the creator of what it calls “the world’s largest downloadable mixed realitytheme park,” said it has raised million in seed funding.
    The investment will accelerate DreamPark’s mission to make Earth worth playing again by transforming ordinary spaces into extraordinary adventures through mixed reality technology. I got a demo of the game in Yerba Buena Park in San Francisco and it made me smile. It also made me think it was part of a pretty good plan to convince property owners to get more out of their entertainment venues.
    But we’ll get to that in a bit. Long Journey Ventures led the investment round, with participation from Founders Inc.
    The company is the brainchild of Aidan Wolf, CEO of DreamPark; Kevin Habich, cofounder; and cofounder Brent Bushnell. They came up with the idea while working at Two-Bit Circus, a zany entertainment venue in Los Angeles run by Bushnell. Bushnell encouraged the idea, incubated it and became a cofounder.
    The DreamPark founders: Brent Bushnell, Aidan Wolf and Kevin Habich.
    Positioned at the forefront of mixed reality innovation, DreamPark said it is capturing a significant early advantage in the global XRlive event market, valued at billion in 2024 and projected to surge to billion by 2034 at a 48.7% compound annual growth rate. This explosive growth trajectory presents an opportunity that DreamPark’s technology and business model are uniquely designed to address, the company said.
    “We’re building the world’s largest theme park – one that exists everywhere and is accessible to everyone. We want to make getting out to play worthwhile again,” said Bushnell. “This investment allows us to expand our footprint of access points across the country rapidly, develop partnerships with premium IP holders, and continue enhancing our technology to deliver magical experiences that bring people back to real-world spaces.”
    Bushnell is the eldest son of Atari cofounder Nolan Bushnell. And the younger Bushnell knows the costs of investing in physical properties, as he runs Two-Bit Circus in downtown Los Angeles. It’s built inside a physical warehouse, and Bushnell’s company has to pay for that property — even weathering the pandemic. But with DreamPark, he can reinvigorate a physical venue without investing anything in a new property. By contrast, a new virtual reality entertainment venue can cost more than million to open.
    Hands-on demo
    DreamPark foundes in Yerba Buena Gardens park in San Francisco.
    Wolf and Habich, and Bushnell’s sister Alyssa Bushnell, showed me the DreamPark virtual theme park in San Francisco in the park near the Metreon building. There was a concert going on at the time and it was very noisy. But the game worked fine anyway.
    Looking down at my feet, Wolf said the QR code on the mat on the groun was an “access point.” That’s where you can scan and enter the virtual world. The company is still building a front end for distributing the headsets, but people will be able to bring their mixed-reality headsets from home and play the same content.
    “We’re setting these up all over,” Wolf said. “Once an area is mapped, it’s there and you just show up and play. The big difference here is that DreamParks are places. They exist in the real world.”
    Don’t be surprised if you see people doing this soon.
    The mapped area was around 50,000 square feet in the park, so it was a pretty big game space. Soon, the company will break into 100,000 square feet for the game with another update. That’s about 10 times the restricted size of Meta’s VR headsets.
    “We’re going way past the usual limits,” Wolf said. “I think this fundamentally changes what mixed reality means. Now it’s not this living room experience bound to the couch. It’s an actual world to walk around and explore and touch. Once we get people there, we’re gonna really see that cognitive shift, where now augmented realityis something I can go out and experience, like enjoying a concert.”
    The cofounders gave me a headset to wear. The first one didn’t work, but a second one functioned fine. It was a modified Meta Quest 3 headset that was locked down so it would play just the DreamPark game. It took a short time to load and then I looked through the headset. Thanks to the outward-facing cameras, I was able to see the park in mixed reality. That meant I didn’t trip over anything as I walked around.
    I held the headset to my forehead and looked around. I could see a Mario-like set of bricks floating in the air, and floating virtual coins along the physical path. I started walking around and picking up the coins and tapping the bricks to collect points in the game. I didn’t go where there were people lying on the grass, but I didn’t manage to navigate to some lava pits in the middle of the park. The founders pointed out that far away from me, on the Carnaval concert stage, there was a boss. Normally, if there was no concert, I could have waltzed over to that location and engaged in a boss fight.
    DreamPark overlaid on the Third Street Promenade in Santa Monica, California.
    The graphics were rudimentary, 8-bit style, and yet I didn’t mind it at all due to the novelty of seeing them overlaid on the real world. Still, I was reluctant to go walking in the lava pits, as that was a bad idea in the virtual world and I somehow felt like it would be a bad idea to walk there in the physical world.
    “Our graphics are more cartoonish, but our Wizard theme has a more realistic look,” Wolf said. “We’re creating four theme parks.”
    One of them is a sci-fi Crash Course, which is an obstacle course. And DreamPark is working with a partner as well. There’s one with a psychedelic theme and one that is ambient fun.
    It’s easy to turn the experience into a multiplayer game. You can, for instance, race around the park and complete a timed experience in competition with your friends.
    The appeal of a virtual overlay on the real world
    DreamPark mixes the virtual and real worlds.
    DreamPark transforms physical locations into immersive mixed-reality environments through its network of access points: physical markers, like QR codes, that, when scanned with a Meta Quest 3 headset or mobile device, unlock digital overlays on real-world spaces. The company has already established successful installations at Santa Monica’s Third Street Promenade and The LA County Fair, with planned expansions in Seattle, Orange County and several expos and corporate events.
    It’s pretty cheap to create new locations. All they really have to do is scan an area, overlay a digital game filled with simple games, and then drop a mat with a QR code on the property so people can scan it and start playing the game. For property owners, this means they can draw people back to their location, getting them to re-engage with the place because people want to play a digital game at the physical place. It’s a way to enhance the value of a physical property, using virtual entertainment.
    Bushnell pitched the idea for DreamPark on CNBC’s Shark Tank television show. The sharks didn’t go for it, but the publicity from the show helped surface investors, Bushnell said..
    “As a longtime investor, I have seen countless pitches promising to merge the digital and physical worlds, and DreamPark is the first that truly delivers on the real-world metaverse,” said Cyan Banister, cofounder and general partner at Long Journey Ventures, in a statement. “Aidan is a visionary builder of immersive systems, and Brent is a pioneer in playful public spaces, making them the perfect team to make emerging tech feel human, accessible, and unforgettable. They’ve cracked the code on location-based AR, delivering a 10x experience that’s as magical as it’s scalable. This isn’t just immersive entertainment; it’s a whole new category.”
    The funding comes when retail landlords and event venues seek innovative solutions to drive foot traffic and increase engagement. While typical VR venues cost over million to build, DreamPark delivers a fully immersive, multiplayer experience that pays for itself in its first month of revenue.
    DreamPark in Santa Monica.
    “Our capital expense is like one of a hundredth of our competitors, which is amazing. And then this lets us move astronomically faster than everyone else. I kind of believe in a Nintendo philosophy, which is, they take antiquated technology, but they use it in a new way that makes it valuable. We’re using access points,” Wolf said.
    There’s no construction or permanent infrastructure required. It’s a radically more affordable way to turn underused spaces into high-impact destinations.
    “We’re not just creating engaging content, we’re building a platform that revitalizes communities by giving people a reason to gather, play, and connect in physical spaces in real life,” said Wolf. “DreamPark bridges the digital and physical worlds, creating a new category of play where the magic of virtual worlds enhances real-life connections. We’re reimagining what’s possible when the spaces around us become canvases for shared adventure and imagination.”
    The seed funding will support DreamPark’s aggressive expansion plans, including deploying access points across new locations, launching partnerships with major IP holders to create branded theme park experiences, and expanding the company’s fleet of rental Meta Quest 3 headsets units nationwide.
    DreamPark is growing the development team to accelerate content creation and platform capabilities. DreamPark’s leadership team brings deep experience from companies including Two-Bit Circus, Smiley Cap, and SNAP, Inc., positioning them to execute their ambitious vision of creating the infrastructure for worldwide mixed-reality entertainment.
    Where it’s going
    What alien technology is this?
    Bushnell said the team has been working for around two years. But the founders have been involved with AR for more than a decade. They showed up at Two-Bit Circus and started making mixed-reality games, which take into account physical reality as a game space. There are about 10 contractors in the company working on content.
    They found that players are happy to wear the headsets for 30 minutes at a time, particularly when they are playing with friends.
    “We see ourselves more as a tech company than like a location based entertainment company. We hope to stay small as a core team while still reaching millions or billions of people,” Wolf said.The games are in a private alpha testing phase now.
    “I would say that the headset we currently have in our hands is the exact headset we need to bring this to the masses. So the nice part about the company we’re building is we aren’t waiting for some like watershed moment,” Wolf said. “We’re not waiting for anything now. We’re just getting it into lots of places where people already congregate.”DreamPark is coming out with an app that will let users scan their local park and then start using that space as a level, Wolf said. But DreamPark itself will create partnerships with some of the best places itself and get permission to do the game on the properties.
    At Two-Bit Circus, for instance, DreamPark could extend the entertainment into the outdoor parking lot, giving more square footage for entertainment.
    Bushnell had a great moment when he was playing an AR game with drift racing on a racetrack in the Two-Bit Circus parking lot. He noted that mixed reality doesn’t have the Achilles Heel of VR, which is that it makes half the people nauseous.
    “That was really the moment that broke my brain for mixed reality,” he said. “We were on actual drift bikes, pedaling around collecting coins. And I went twice around that thing, chasing after somebody else on a drift bike. And, you know, my heart rate was at 150. And I was just absolutely going bananas. And I took the headset off, and all that world that had motivated me to pedal my ass off was gone. It just really felt like this is not just going to change entertainment. This is going to change therapy and fitness and learning.”
    Bushnell said so many other kinds of entertainment are based on deploying huge amounts of capital. But this kind of theme park could be up and running in a matter of minutes. Bushnell believes people will be happy to buy tickets to get a chance to play. He said his four-year-old kid loves it, as does his 82-year-old father.
    DreamPark is adding virtual entertainment to real venues.
    To me, it felt a bit like the beginning of the world of Cyberpunk 2077, while Bushnell said it reminded him of the Korean drama, The Memories of Alhambra, where people wear contact lenss displays and have an adventure overlaid on real streets.
    “These are beautiful places naturally. Let’s augment them with a little more cool storytelling, and you’re off and running,” Bushnell said. “The world is lonely and isolated, We think of this a path to being social again, getting people out in public. And we want to invite landlords of all stripes to host DreamParks.”

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    #dreampark #raises #11m #transform #realworld
    DreamPark raises $1.1M to transform real-world spaces into mixed-reality theme parks
    DreamPark, the creator of what it calls “the world’s largest downloadable mixed realitytheme park,” said it has raised million in seed funding. The investment will accelerate DreamPark’s mission to make Earth worth playing again by transforming ordinary spaces into extraordinary adventures through mixed reality technology. I got a demo of the game in Yerba Buena Park in San Francisco and it made me smile. It also made me think it was part of a pretty good plan to convince property owners to get more out of their entertainment venues. But we’ll get to that in a bit. Long Journey Ventures led the investment round, with participation from Founders Inc. The company is the brainchild of Aidan Wolf, CEO of DreamPark; Kevin Habich, cofounder; and cofounder Brent Bushnell. They came up with the idea while working at Two-Bit Circus, a zany entertainment venue in Los Angeles run by Bushnell. Bushnell encouraged the idea, incubated it and became a cofounder. The DreamPark founders: Brent Bushnell, Aidan Wolf and Kevin Habich. Positioned at the forefront of mixed reality innovation, DreamPark said it is capturing a significant early advantage in the global XRlive event market, valued at billion in 2024 and projected to surge to billion by 2034 at a 48.7% compound annual growth rate. This explosive growth trajectory presents an opportunity that DreamPark’s technology and business model are uniquely designed to address, the company said. “We’re building the world’s largest theme park – one that exists everywhere and is accessible to everyone. We want to make getting out to play worthwhile again,” said Bushnell. “This investment allows us to expand our footprint of access points across the country rapidly, develop partnerships with premium IP holders, and continue enhancing our technology to deliver magical experiences that bring people back to real-world spaces.” Bushnell is the eldest son of Atari cofounder Nolan Bushnell. And the younger Bushnell knows the costs of investing in physical properties, as he runs Two-Bit Circus in downtown Los Angeles. It’s built inside a physical warehouse, and Bushnell’s company has to pay for that property — even weathering the pandemic. But with DreamPark, he can reinvigorate a physical venue without investing anything in a new property. By contrast, a new virtual reality entertainment venue can cost more than million to open. Hands-on demo DreamPark foundes in Yerba Buena Gardens park in San Francisco. Wolf and Habich, and Bushnell’s sister Alyssa Bushnell, showed me the DreamPark virtual theme park in San Francisco in the park near the Metreon building. There was a concert going on at the time and it was very noisy. But the game worked fine anyway. Looking down at my feet, Wolf said the QR code on the mat on the groun was an “access point.” That’s where you can scan and enter the virtual world. The company is still building a front end for distributing the headsets, but people will be able to bring their mixed-reality headsets from home and play the same content. “We’re setting these up all over,” Wolf said. “Once an area is mapped, it’s there and you just show up and play. The big difference here is that DreamParks are places. They exist in the real world.” Don’t be surprised if you see people doing this soon. The mapped area was around 50,000 square feet in the park, so it was a pretty big game space. Soon, the company will break into 100,000 square feet for the game with another update. That’s about 10 times the restricted size of Meta’s VR headsets. “We’re going way past the usual limits,” Wolf said. “I think this fundamentally changes what mixed reality means. Now it’s not this living room experience bound to the couch. It’s an actual world to walk around and explore and touch. Once we get people there, we’re gonna really see that cognitive shift, where now augmented realityis something I can go out and experience, like enjoying a concert.” The cofounders gave me a headset to wear. The first one didn’t work, but a second one functioned fine. It was a modified Meta Quest 3 headset that was locked down so it would play just the DreamPark game. It took a short time to load and then I looked through the headset. Thanks to the outward-facing cameras, I was able to see the park in mixed reality. That meant I didn’t trip over anything as I walked around. I held the headset to my forehead and looked around. I could see a Mario-like set of bricks floating in the air, and floating virtual coins along the physical path. I started walking around and picking up the coins and tapping the bricks to collect points in the game. I didn’t go where there were people lying on the grass, but I didn’t manage to navigate to some lava pits in the middle of the park. The founders pointed out that far away from me, on the Carnaval concert stage, there was a boss. Normally, if there was no concert, I could have waltzed over to that location and engaged in a boss fight. DreamPark overlaid on the Third Street Promenade in Santa Monica, California. The graphics were rudimentary, 8-bit style, and yet I didn’t mind it at all due to the novelty of seeing them overlaid on the real world. Still, I was reluctant to go walking in the lava pits, as that was a bad idea in the virtual world and I somehow felt like it would be a bad idea to walk there in the physical world. “Our graphics are more cartoonish, but our Wizard theme has a more realistic look,” Wolf said. “We’re creating four theme parks.” One of them is a sci-fi Crash Course, which is an obstacle course. And DreamPark is working with a partner as well. There’s one with a psychedelic theme and one that is ambient fun. It’s easy to turn the experience into a multiplayer game. You can, for instance, race around the park and complete a timed experience in competition with your friends. The appeal of a virtual overlay on the real world DreamPark mixes the virtual and real worlds. DreamPark transforms physical locations into immersive mixed-reality environments through its network of access points: physical markers, like QR codes, that, when scanned with a Meta Quest 3 headset or mobile device, unlock digital overlays on real-world spaces. The company has already established successful installations at Santa Monica’s Third Street Promenade and The LA County Fair, with planned expansions in Seattle, Orange County and several expos and corporate events. It’s pretty cheap to create new locations. All they really have to do is scan an area, overlay a digital game filled with simple games, and then drop a mat with a QR code on the property so people can scan it and start playing the game. For property owners, this means they can draw people back to their location, getting them to re-engage with the place because people want to play a digital game at the physical place. It’s a way to enhance the value of a physical property, using virtual entertainment. Bushnell pitched the idea for DreamPark on CNBC’s Shark Tank television show. The sharks didn’t go for it, but the publicity from the show helped surface investors, Bushnell said.. “As a longtime investor, I have seen countless pitches promising to merge the digital and physical worlds, and DreamPark is the first that truly delivers on the real-world metaverse,” said Cyan Banister, cofounder and general partner at Long Journey Ventures, in a statement. “Aidan is a visionary builder of immersive systems, and Brent is a pioneer in playful public spaces, making them the perfect team to make emerging tech feel human, accessible, and unforgettable. They’ve cracked the code on location-based AR, delivering a 10x experience that’s as magical as it’s scalable. This isn’t just immersive entertainment; it’s a whole new category.” The funding comes when retail landlords and event venues seek innovative solutions to drive foot traffic and increase engagement. While typical VR venues cost over million to build, DreamPark delivers a fully immersive, multiplayer experience that pays for itself in its first month of revenue. DreamPark in Santa Monica. “Our capital expense is like one of a hundredth of our competitors, which is amazing. And then this lets us move astronomically faster than everyone else. I kind of believe in a Nintendo philosophy, which is, they take antiquated technology, but they use it in a new way that makes it valuable. We’re using access points,” Wolf said. There’s no construction or permanent infrastructure required. It’s a radically more affordable way to turn underused spaces into high-impact destinations. “We’re not just creating engaging content, we’re building a platform that revitalizes communities by giving people a reason to gather, play, and connect in physical spaces in real life,” said Wolf. “DreamPark bridges the digital and physical worlds, creating a new category of play where the magic of virtual worlds enhances real-life connections. We’re reimagining what’s possible when the spaces around us become canvases for shared adventure and imagination.” The seed funding will support DreamPark’s aggressive expansion plans, including deploying access points across new locations, launching partnerships with major IP holders to create branded theme park experiences, and expanding the company’s fleet of rental Meta Quest 3 headsets units nationwide. DreamPark is growing the development team to accelerate content creation and platform capabilities. DreamPark’s leadership team brings deep experience from companies including Two-Bit Circus, Smiley Cap, and SNAP, Inc., positioning them to execute their ambitious vision of creating the infrastructure for worldwide mixed-reality entertainment. Where it’s going What alien technology is this? Bushnell said the team has been working for around two years. But the founders have been involved with AR for more than a decade. They showed up at Two-Bit Circus and started making mixed-reality games, which take into account physical reality as a game space. There are about 10 contractors in the company working on content. They found that players are happy to wear the headsets for 30 minutes at a time, particularly when they are playing with friends. “We see ourselves more as a tech company than like a location based entertainment company. We hope to stay small as a core team while still reaching millions or billions of people,” Wolf said.The games are in a private alpha testing phase now. “I would say that the headset we currently have in our hands is the exact headset we need to bring this to the masses. So the nice part about the company we’re building is we aren’t waiting for some like watershed moment,” Wolf said. “We’re not waiting for anything now. We’re just getting it into lots of places where people already congregate.”DreamPark is coming out with an app that will let users scan their local park and then start using that space as a level, Wolf said. But DreamPark itself will create partnerships with some of the best places itself and get permission to do the game on the properties. At Two-Bit Circus, for instance, DreamPark could extend the entertainment into the outdoor parking lot, giving more square footage for entertainment. Bushnell had a great moment when he was playing an AR game with drift racing on a racetrack in the Two-Bit Circus parking lot. He noted that mixed reality doesn’t have the Achilles Heel of VR, which is that it makes half the people nauseous. “That was really the moment that broke my brain for mixed reality,” he said. “We were on actual drift bikes, pedaling around collecting coins. And I went twice around that thing, chasing after somebody else on a drift bike. And, you know, my heart rate was at 150. And I was just absolutely going bananas. And I took the headset off, and all that world that had motivated me to pedal my ass off was gone. It just really felt like this is not just going to change entertainment. This is going to change therapy and fitness and learning.” Bushnell said so many other kinds of entertainment are based on deploying huge amounts of capital. But this kind of theme park could be up and running in a matter of minutes. Bushnell believes people will be happy to buy tickets to get a chance to play. He said his four-year-old kid loves it, as does his 82-year-old father. DreamPark is adding virtual entertainment to real venues. To me, it felt a bit like the beginning of the world of Cyberpunk 2077, while Bushnell said it reminded him of the Korean drama, The Memories of Alhambra, where people wear contact lenss displays and have an adventure overlaid on real streets. “These are beautiful places naturally. Let’s augment them with a little more cool storytelling, and you’re off and running,” Bushnell said. “The world is lonely and isolated, We think of this a path to being social again, getting people out in public. And we want to invite landlords of all stripes to host DreamParks.” GB Daily Stay in the know! Get the latest news in your inbox daily Read our Privacy Policy Thanks for subscribing. Check out more VB newsletters here. An error occured. #dreampark #raises #11m #transform #realworld
    VENTUREBEAT.COM
    DreamPark raises $1.1M to transform real-world spaces into mixed-reality theme parks
    DreamPark, the creator of what it calls “the world’s largest downloadable mixed reality (XR) theme park,” said it has raised $1.1 million in seed funding. The investment will accelerate DreamPark’s mission to make Earth worth playing again by transforming ordinary spaces into extraordinary adventures through mixed reality technology. I got a demo of the game in Yerba Buena Park in San Francisco and it made me smile. It also made me think it was part of a pretty good plan to convince property owners to get more out of their entertainment venues. But we’ll get to that in a bit. Long Journey Ventures led the investment round, with participation from Founders Inc. The company is the brainchild of Aidan Wolf, CEO of DreamPark; Kevin Habich, cofounder; and cofounder Brent Bushnell. They came up with the idea while working at Two-Bit Circus, a zany entertainment venue in Los Angeles run by Bushnell. Bushnell encouraged the idea, incubated it and became a cofounder. The DreamPark founders (left to right): Brent Bushnell, Aidan Wolf and Kevin Habich. Positioned at the forefront of mixed reality innovation, DreamPark said it is capturing a significant early advantage in the global XR (extended reality) live event market, valued at $3.6 billion in 2024 and projected to surge to $190.3 billion by 2034 at a 48.7% compound annual growth rate (CAGR). This explosive growth trajectory presents an opportunity that DreamPark’s technology and business model are uniquely designed to address, the company said. “We’re building the world’s largest theme park – one that exists everywhere and is accessible to everyone. We want to make getting out to play worthwhile again,” said Bushnell. “This investment allows us to expand our footprint of access points across the country rapidly, develop partnerships with premium IP holders, and continue enhancing our technology to deliver magical experiences that bring people back to real-world spaces.” Bushnell is the eldest son of Atari cofounder Nolan Bushnell. And the younger Bushnell knows the costs of investing in physical properties, as he runs Two-Bit Circus in downtown Los Angeles. It’s built inside a physical warehouse, and Bushnell’s company has to pay for that property — even weathering the pandemic. But with DreamPark, he can reinvigorate a physical venue without investing anything in a new property. By contrast, a new virtual reality entertainment venue can cost more than $1 million to open. Hands-on demo DreamPark foundes in Yerba Buena Gardens park in San Francisco. Wolf and Habich, and Bushnell’s sister Alyssa Bushnell, showed me the DreamPark virtual theme park in San Francisco in the park near the Metreon building. There was a concert going on at the time and it was very noisy. But the game worked fine anyway. Looking down at my feet, Wolf said the QR code on the mat on the groun was an “access point.” That’s where you can scan and enter the virtual world. The company is still building a front end for distributing the headsets, but people will be able to bring their mixed-reality headsets from home and play the same content. “We’re setting these up all over,” Wolf said. “Once an area is mapped, it’s there and you just show up and play. The big difference here is that DreamParks are places. They exist in the real world.” Don’t be surprised if you see people doing this soon. The mapped area was around 50,000 square feet in the park, so it was a pretty big game space. Soon, the company will break into 100,000 square feet for the game with another update. That’s about 10 times the restricted size of Meta’s VR headsets. “We’re going way past the usual limits,” Wolf said. “I think this fundamentally changes what mixed reality means. Now it’s not this living room experience bound to the couch. It’s an actual world to walk around and explore and touch. Once we get people there, we’re gonna really see that cognitive shift, where now augmented reality (AR) is something I can go out and experience, like enjoying a concert.” The cofounders gave me a headset to wear. The first one didn’t work, but a second one functioned fine. It was a modified Meta Quest 3 headset that was locked down so it would play just the DreamPark game. It took a short time to load and then I looked through the headset. Thanks to the outward-facing cameras, I was able to see the park in mixed reality. That meant I didn’t trip over anything as I walked around. I held the headset to my forehead and looked around. I could see a Mario-like set of bricks floating in the air, and floating virtual coins along the physical path. I started walking around and picking up the coins and tapping the bricks to collect points in the game. I didn’t go where there were people lying on the grass, but I didn’t manage to navigate to some lava pits in the middle of the park. The founders pointed out that far away from me, on the Carnaval concert stage, there was a boss. Normally, if there was no concert, I could have waltzed over to that location and engaged in a boss fight. DreamPark overlaid on the Third Street Promenade in Santa Monica, California. The graphics were rudimentary, 8-bit style, and yet I didn’t mind it at all due to the novelty of seeing them overlaid on the real world. Still, I was reluctant to go walking in the lava pits, as that was a bad idea in the virtual world and I somehow felt like it would be a bad idea to walk there in the physical world. “Our graphics are more cartoonish, but our Wizard theme has a more realistic look,” Wolf said. “We’re creating four theme parks.” One of them is a sci-fi Crash Course, which is an obstacle course. And DreamPark is working with a partner as well. There’s one with a psychedelic theme and one that is ambient fun. It’s easy to turn the experience into a multiplayer game. You can, for instance, race around the park and complete a timed experience in competition with your friends. The appeal of a virtual overlay on the real world DreamPark mixes the virtual and real worlds. DreamPark transforms physical locations into immersive mixed-reality environments through its network of access points: physical markers, like QR codes, that, when scanned with a Meta Quest 3 headset or mobile device, unlock digital overlays on real-world spaces. The company has already established successful installations at Santa Monica’s Third Street Promenade and The LA County Fair, with planned expansions in Seattle, Orange County and several expos and corporate events. It’s pretty cheap to create new locations. All they really have to do is scan an area, overlay a digital game filled with simple games, and then drop a mat with a QR code on the property so people can scan it and start playing the game. For property owners, this means they can draw people back to their location, getting them to re-engage with the place because people want to play a digital game at the physical place. It’s a way to enhance the value of a physical property, using virtual entertainment. Bushnell pitched the idea for DreamPark on CNBC’s Shark Tank television show. The sharks didn’t go for it, but the publicity from the show helped surface investors, Bushnell said. (The Bushnell family is going to appear at Augmented World Expo in Long Beach, California, in June). “As a longtime investor, I have seen countless pitches promising to merge the digital and physical worlds, and DreamPark is the first that truly delivers on the real-world metaverse,” said Cyan Banister, cofounder and general partner at Long Journey Ventures, in a statement. “Aidan is a visionary builder of immersive systems, and Brent is a pioneer in playful public spaces, making them the perfect team to make emerging tech feel human, accessible, and unforgettable. They’ve cracked the code on location-based AR, delivering a 10x experience that’s as magical as it’s scalable. This isn’t just immersive entertainment; it’s a whole new category.” The funding comes when retail landlords and event venues seek innovative solutions to drive foot traffic and increase engagement. While typical VR venues cost over $1 million to build, DreamPark delivers a fully immersive, multiplayer experience that pays for itself in its first month of revenue. DreamPark in Santa Monica. “Our capital expense is like one of a hundredth of our competitors, which is amazing. And then this lets us move astronomically faster than everyone else. I kind of believe in a Nintendo philosophy, which is, they take antiquated technology, but they use it in a new way that makes it valuable. We’re using access points,” Wolf said. There’s no construction or permanent infrastructure required. It’s a radically more affordable way to turn underused spaces into high-impact destinations. “We’re not just creating engaging content, we’re building a platform that revitalizes communities by giving people a reason to gather, play, and connect in physical spaces in real life,” said Wolf. “DreamPark bridges the digital and physical worlds, creating a new category of play where the magic of virtual worlds enhances real-life connections. We’re reimagining what’s possible when the spaces around us become canvases for shared adventure and imagination.” The seed funding will support DreamPark’s aggressive expansion plans, including deploying access points across new locations, launching partnerships with major IP holders to create branded theme park experiences, and expanding the company’s fleet of rental Meta Quest 3 headsets units nationwide. DreamPark is growing the development team to accelerate content creation and platform capabilities. DreamPark’s leadership team brings deep experience from companies including Two-Bit Circus, Smiley Cap, and SNAP, Inc., positioning them to execute their ambitious vision of creating the infrastructure for worldwide mixed-reality entertainment. Where it’s going What alien technology is this? Bushnell said the team has been working for around two years. But the founders have been involved with AR for more than a decade. They showed up at Two-Bit Circus and started making mixed-reality games, which take into account physical reality as a game space. There are about 10 contractors in the company working on content. They found that players are happy to wear the headsets for 30 minutes at a time, particularly when they are playing with friends. “We see ourselves more as a tech company than like a location based entertainment company. We hope to stay small as a core team while still reaching millions or billions of people,” Wolf said.The games are in a private alpha testing phase now. “I would say that the headset we currently have in our hands is the exact headset we need to bring this to the masses. So the nice part about the company we’re building is we aren’t waiting for some like watershed moment,” Wolf said. “We’re not waiting for anything now. We’re just getting it into lots of places where people already congregate.”DreamPark is coming out with an app that will let users scan their local park and then start using that space as a level, Wolf said. But DreamPark itself will create partnerships with some of the best places itself and get permission to do the game on the properties. At Two-Bit Circus, for instance, DreamPark could extend the entertainment into the outdoor parking lot, giving more square footage for entertainment. Bushnell had a great moment when he was playing an AR game with drift racing on a racetrack in the Two-Bit Circus parking lot. He noted that mixed reality doesn’t have the Achilles Heel of VR, which is that it makes half the people nauseous. “That was really the moment that broke my brain for mixed reality,” he said. “We were on actual drift bikes, pedaling around collecting coins. And I went twice around that thing, chasing after somebody else on a drift bike. And, you know, my heart rate was at 150. And I was just absolutely going bananas. And I took the headset off, and all that world that had motivated me to pedal my ass off was gone. It just really felt like this is not just going to change entertainment. This is going to change therapy and fitness and learning.” Bushnell said so many other kinds of entertainment are based on deploying huge amounts of capital. But this kind of theme park could be up and running in a matter of minutes. Bushnell believes people will be happy to buy tickets to get a chance to play. He said his four-year-old kid loves it, as does his 82-year-old father. DreamPark is adding virtual entertainment to real venues. To me, it felt a bit like the beginning of the world of Cyberpunk 2077, while Bushnell said it reminded him of the Korean drama, The Memories of Alhambra, where people wear contact lenss displays and have an adventure overlaid on real streets. “These are beautiful places naturally. Let’s augment them with a little more cool storytelling, and you’re off and running,” Bushnell said. “The world is lonely and isolated, We think of this a path to being social again, getting people out in public. And we want to invite landlords of all stripes to host DreamParks.” GB Daily Stay in the know! Get the latest news in your inbox daily Read our Privacy Policy Thanks for subscribing. Check out more VB newsletters here. An error occured.
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  • Mission: Impossible Box Office Deja Vu: Tom Cruise Has Second Good Opening Against Lilo & Stitch 

    We’re not sure if he chose to accept it intentionally or not, but Tom Cruise has cleared his mission in providing movie theaters with a healthy opening weekend against Disney’s bizarre, Elvis-loving alien for the second time in 23 years. Yep, more than two decades after Cruise shared the same opening frame with the animated Lilo & Stitch in 2002—when the hand-drawn Gen-Z classic went head to head with Cruise and Steven Spielberg’s neo noir sci-fi, Minority Report—the movie star has danced with the little space dude again via Mission: Impossible – The Final Reckoning opening opposite the Lilo & Stitch remake.
    And this time, the pecking order is reversed.

    Twenty-three years ago, it was considered almost ho-hum when Minority Report topped out above Lilo & Stitch and both films managed to gross north of million. This was otherwise business as usual in a healthy summer movie season where the real anomaly was that the first Spider-Man had become the first movie to cross the million in a weekend a month earlier. At the time, Minority Report did slightly better with million versus Lilo’s million. But in the year of our streaming lord 2025, it’s a big win for movie theaters that both Final Reckoning and ESPECIALLY Disney’s mostly live-action remake have generated the biggest Memorial Day weekend ever in the U.S., albeit now with Lilo on top via its estimated million opening across four days. For the record, this also snags another benchmark from Cruise by taking the biggest Memorial Day opening record from Top Gun: Maverick. Furthermore, Lilo earned a jaw-dropping million worldwide.
    Meanwhile Mission: Impossible – The Final Reckoning is projected to have opened at million across its first four days, and million over the first three days. Some will likely speculate how this can make up for the much gossiped about budget of the film—with Puck News estimating the eighth Mission film costing a gargantuan million—but taken in perspective of the whole franchise, this is a very good start for The Final Reckoning, which was a victim of filming both COVID pauses and delays, and then later having to suspend production because of the 2023 labor strikes.

    For context, the previously best opening the M:I series ever saw was when Mission: Impossible – Fallout debuted to million during a conventional three-day weekend in 2018. That movie also is one of the finest action films ever produced and received an “A” CinemaScore. In retrospect, it would seem when a masterpiece of blockbuster cinema like that could not clear million, a definite ceiling on the franchise’s earning potential had slowly materialized in recent years. Consider that the previous best opening in the series was Mission: Impossible II back in 2000, a clean quarter-century ago, when it made million.
    In other words, the series’ most popular days are long behind it. Nonetheless, when not counting for inflation, The Final Reckoning has enjoyed the largest opening weekend in the series’ history—including even when you discount the holiday Monday that buoys The Final Reckoning’s opening weekend to million. In one sense, this proves that the goodwill Cruise and Ethan Hunt can still generate with his most loyal audience remains sky high. In another, it is also confirmation that regaining control of IMAX screens is crucial in the 2020s for a blockbuster with a loyal but relatively contained audience.
    After all, this is a big gain for the franchise over Dead Reckoning, which despite having a higher CinemaScore grade from audiences polled than Final Reckoningopened below million two years, likely in part because audiences were saving their ticket-buying money for Barbenheimer the following weekend, which included Christopher Nolan’s Oppenheimer commandeering all the IMAX screens from Mission.
    At the end of the day, The Final Reckoning was able to grow business and audience interest over Dead Reckoning and set a franchise record in spite of opening in the same weekend as Disney’s lovable little alien.
    Whether it is enough to justify the rumored million price tag is a horse of a different color. However, Cruise has positioned himself as such a champion of movie theater owners and the box office in a post-COVID world that he can certainly take a victory lap in helping deliver a historic win for the industry this Memorial Day. And frankly, given how we remain skeptical that The Final Reckoning
    #mission #impossible #box #office #deja
    Mission: Impossible Box Office Deja Vu: Tom Cruise Has Second Good Opening Against Lilo & Stitch 
    We’re not sure if he chose to accept it intentionally or not, but Tom Cruise has cleared his mission in providing movie theaters with a healthy opening weekend against Disney’s bizarre, Elvis-loving alien for the second time in 23 years. Yep, more than two decades after Cruise shared the same opening frame with the animated Lilo & Stitch in 2002—when the hand-drawn Gen-Z classic went head to head with Cruise and Steven Spielberg’s neo noir sci-fi, Minority Report—the movie star has danced with the little space dude again via Mission: Impossible – The Final Reckoning opening opposite the Lilo & Stitch remake. And this time, the pecking order is reversed. Twenty-three years ago, it was considered almost ho-hum when Minority Report topped out above Lilo & Stitch and both films managed to gross north of million. This was otherwise business as usual in a healthy summer movie season where the real anomaly was that the first Spider-Man had become the first movie to cross the million in a weekend a month earlier. At the time, Minority Report did slightly better with million versus Lilo’s million. But in the year of our streaming lord 2025, it’s a big win for movie theaters that both Final Reckoning and ESPECIALLY Disney’s mostly live-action remake have generated the biggest Memorial Day weekend ever in the U.S., albeit now with Lilo on top via its estimated million opening across four days. For the record, this also snags another benchmark from Cruise by taking the biggest Memorial Day opening record from Top Gun: Maverick. Furthermore, Lilo earned a jaw-dropping million worldwide. Meanwhile Mission: Impossible – The Final Reckoning is projected to have opened at million across its first four days, and million over the first three days. Some will likely speculate how this can make up for the much gossiped about budget of the film—with Puck News estimating the eighth Mission film costing a gargantuan million—but taken in perspective of the whole franchise, this is a very good start for The Final Reckoning, which was a victim of filming both COVID pauses and delays, and then later having to suspend production because of the 2023 labor strikes. For context, the previously best opening the M:I series ever saw was when Mission: Impossible – Fallout debuted to million during a conventional three-day weekend in 2018. That movie also is one of the finest action films ever produced and received an “A” CinemaScore. In retrospect, it would seem when a masterpiece of blockbuster cinema like that could not clear million, a definite ceiling on the franchise’s earning potential had slowly materialized in recent years. Consider that the previous best opening in the series was Mission: Impossible II back in 2000, a clean quarter-century ago, when it made million. In other words, the series’ most popular days are long behind it. Nonetheless, when not counting for inflation, The Final Reckoning has enjoyed the largest opening weekend in the series’ history—including even when you discount the holiday Monday that buoys The Final Reckoning’s opening weekend to million. In one sense, this proves that the goodwill Cruise and Ethan Hunt can still generate with his most loyal audience remains sky high. In another, it is also confirmation that regaining control of IMAX screens is crucial in the 2020s for a blockbuster with a loyal but relatively contained audience. After all, this is a big gain for the franchise over Dead Reckoning, which despite having a higher CinemaScore grade from audiences polled than Final Reckoningopened below million two years, likely in part because audiences were saving their ticket-buying money for Barbenheimer the following weekend, which included Christopher Nolan’s Oppenheimer commandeering all the IMAX screens from Mission. At the end of the day, The Final Reckoning was able to grow business and audience interest over Dead Reckoning and set a franchise record in spite of opening in the same weekend as Disney’s lovable little alien. Whether it is enough to justify the rumored million price tag is a horse of a different color. However, Cruise has positioned himself as such a champion of movie theater owners and the box office in a post-COVID world that he can certainly take a victory lap in helping deliver a historic win for the industry this Memorial Day. And frankly, given how we remain skeptical that The Final Reckoning #mission #impossible #box #office #deja
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    Mission: Impossible Box Office Deja Vu: Tom Cruise Has Second Good Opening Against Lilo & Stitch 
    We’re not sure if he chose to accept it intentionally or not, but Tom Cruise has cleared his mission in providing movie theaters with a healthy opening weekend against Disney’s bizarre, Elvis-loving alien for the second time in 23 years. Yep, more than two decades after Cruise shared the same opening frame with the animated Lilo & Stitch in 2002—when the hand-drawn Gen-Z classic went head to head with Cruise and Steven Spielberg’s neo noir sci-fi, Minority Report—the movie star has danced with the little space dude again via Mission: Impossible – The Final Reckoning opening opposite the Lilo & Stitch remake. And this time, the pecking order is reversed. Twenty-three years ago, it was considered almost ho-hum when Minority Report topped out above Lilo & Stitch and both films managed to gross north of $35 million. This was otherwise business as usual in a healthy summer movie season where the real anomaly was that the first Spider-Man had become the first movie to cross the $100 million in a weekend a month earlier. At the time, Minority Report did slightly better with $35.7 million versus Lilo’s $35.2 million. But in the year of our streaming lord 2025, it’s a big win for movie theaters that both Final Reckoning and ESPECIALLY Disney’s mostly live-action remake have generated the biggest Memorial Day weekend ever in the U.S., albeit now with Lilo on top via its estimated $180 million opening across four days. For the record, this also snags another benchmark from Cruise by taking the biggest Memorial Day opening record from Top Gun: Maverick ($161 million in 2022). Furthermore, Lilo earned a jaw-dropping $342 million worldwide. Meanwhile Mission: Impossible – The Final Reckoning is projected to have opened at $77 million across its first four days, and $63 million over the first three days. Some will likely speculate how this can make up for the much gossiped about budget of the film—with Puck News estimating the eighth Mission film costing a gargantuan $400 million—but taken in perspective of the whole franchise, this is a very good start for The Final Reckoning, which was a victim of filming both COVID pauses and delays, and then later having to suspend production because of the 2023 labor strikes. For context, the previously best opening the M:I series ever saw was when Mission: Impossible – Fallout debuted to $61 million during a conventional three-day weekend in 2018. That movie also is one of the finest action films ever produced and received an “A” CinemaScore. In retrospect, it would seem when a masterpiece of blockbuster cinema like that could not clear $70 million, a definite ceiling on the franchise’s earning potential had slowly materialized in recent years. Consider that the previous best opening in the series was Mission: Impossible II back in 2000, a clean quarter-century ago, when it made $58 million (or about $108 million in 2025 dollars). In other words, the series’ most popular days are long behind it. Nonetheless, when not counting for inflation, The Final Reckoning has enjoyed the largest opening weekend in the series’ history—including even when you discount the holiday Monday that buoys The Final Reckoning’s opening weekend to $77 million. In one sense, this proves that the goodwill Cruise and Ethan Hunt can still generate with his most loyal audience remains sky high (consider that according to Deadline, Final Reckoning’s biggest demo was with audience members over the age of 55!). In another, it is also confirmation that regaining control of IMAX screens is crucial in the 2020s for a blockbuster with a loyal but relatively contained audience. After all, this is a big gain for the franchise over Dead Reckoning, which despite having a higher CinemaScore grade from audiences polled than Final Reckoning (an “A” vs. an “A-”) opened below $55 million two years, likely in part because audiences were saving their ticket-buying money for Barbenheimer the following weekend, which included Christopher Nolan’s Oppenheimer commandeering all the IMAX screens from Mission. At the end of the day, The Final Reckoning was able to grow business and audience interest over Dead Reckoning and set a franchise record in spite of opening in the same weekend as Disney’s lovable little alien. Whether it is enough to justify the rumored $400 million price tag is a horse of a different color. However, Cruise has positioned himself as such a champion of movie theater owners and the box office in a post-COVID world that he can certainly take a victory lap in helping deliver a historic win for the industry this Memorial Day. And frankly, given how we remain skeptical that The Final Reckoning
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  • Everything leaving Netflix in June 2025 – don't miss Christopher Nolan's The Dark Knight trilogy

    The Dark Knight trilogy leaves Netflix on June 1, but they're not the only movies getting the chop this month.
    #everything #leaving #netflix #june #don039t
    Everything leaving Netflix in June 2025 – don't miss Christopher Nolan's The Dark Knight trilogy
    The Dark Knight trilogy leaves Netflix on June 1, but they're not the only movies getting the chop this month. #everything #leaving #netflix #june #don039t
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    Everything leaving Netflix in June 2025 – don't miss Christopher Nolan's The Dark Knight trilogy
    The Dark Knight trilogy leaves Netflix on June 1, but they're not the only movies getting the chop this month.
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  • The Last Of Us Season Two, Episode Seven Recap: Abby Road

    We made it, everybody. We’ve reached the end of HBO’s The Last of Us. Wait, sorry, I’m getting word in my earpiece that…we’re only halfway done with it because this show’s going for four seasons. At this point, I’m mostly feeling deflated. Last week’s episode was such a catastrophic bummer that it cemented for me that the show fundamentally misunderstands The Last of Us Part II, the game this season and those that are still yet to come are adapting. But you know how your mother would tell you not to play ball in the house because you might accidentally break the priceless vase on display in the living room? Well, if you’ve already broken the vase, you might as well keep playing ball, so we’ll probably be doing this song and dance into 2029. For now, we’re on the season two finale, which essentially wraps up Ellie’s side of this condensed revenge story and reveals the premise of season three. Most game fans probably assumed this was where the season would end and, if nothing else, it’s still a bold cliffhanger to leave off on.Suggested ReadingNintendo Switch 2 Price Is Set at for Now, But Could Go Higher

    Share SubtitlesOffEnglishSuggested ReadingNintendo Switch 2 Price Is Set at for Now, But Could Go Higher

    Share SubtitlesOffEnglishNintendo Switch 2 Price Is Set at for Now, But Could Go HigherGuilty as chargedAfter last week’s flashback-heavy episode, we open on Jessetending to wounds the Seraphites have inflicted on Dina, which means we get a real heinous scene of him doing some amateur surgeon’s work to remove the arrow she took to the knee. He douses it in alcohol and offers her a sip to dull the pain, but she staunchly refuses without explaining why. They made Jesse an asshole in this show, but he’s still a smart guy. The gears start turning in his head about why she might turn down a swig right now. Nevertheless, he takes that motherfucker out with no anesthetic, booze, or supportive bedside girlfriend to help Dina through it.Speaking of the absent girlfriend, Elliefinally returns to their theater base of operations. Now that she’s back, all her concern is on Dina, but Jesse is still wondering where the hell she’s been this whole time. Dina is resting backstage, and even though we only see these details for a few minutes, I once again want to shout out the set designers who recreated this little safe haven, which is covered in old show posters and graffiti from bands and artists that performed there before the cordyceps took over. I’m sure Joel would have loved to have seen it.Dina stirs awake and Ellie checks her wound. Jesse’s effort to wrap the injury leaves a lot to be desired, but it should heal in time. Ellie asks if the baby’s alright, and Dina says it’s okay.“How do you know?” Ellie asks.“I just do,” Dina replies.The one who is not okay in the room is Ellie, who is bleeding through the back of her shirt. Dina helps her undress and starts to clean the scratches on her back. As she does, she asks what happened while they were separated. Ellie says she found Nora, and she knew where Abbywas, but only said two words: “Whale” and “Wheel.” Ellie says she doesn’t know what it meant. It could have been nonsense. She was infected, and it was already starting to affect her cognitive state.“I made her talk,” Ellie whispers. “I thought it would be harder to do, but it wasn’t. It was easy. I just kept hurting her.”Image: HBODina asks if Ellie killed her, but she says she just “left her,” meaning that somewhere in this timeline, Nora is wandering the depths of a Seattle hospital with broken legs and an infected mind. I thought the show couldn’t possibly concoct a worse fate for her than what happens in the game, but they found a way. It takes commitment to put down a character like showrunners Craig Mazin and Neil Druckmann have done for Nora across both video games and television. Personally, I think when you already know that people are wary of the way you treat one of the few Black women in your franchise as if she doesn’t deserve the same dignity as everyone else, maybe you should do better by her when given a second chance, rather than worse. But that’s just me. I’m not the one being paid a bunch of money to butcher this story on HBO Max every Sunday at 9 p.m. Eastern. So what do I know?Maybe this is just part of the contrived sadism the show has attached to Ellie. She thinks violence is easy and it comes naturally to her, so I guess she would beat a woman nearly to death until the fungal infection made her lose her mind. Meanwhile the game version is so traumatized by what she’s done in this moment, she’s practically speechless by the time she reaches the theater. God, I knew this shit was going to happen. Mazin has repeatedly insisted that Ellie is an inherently violent individual, something he’s communicated both in interviews and by having Catherine O’Hara’s Gail, the therapist who tells you what the story is about, say that she’s always been a sadist, probably. Now, when we get to moments like the post-Nora debrief which used to convey that Ellie is Not Cut Out For This Shit, the framing instead becomes “Ellie likes violence and feels bad about how much she likes violence.”Before The Last of Us Part II came out, a lot of Naughty Dog’s promotion for the game was kind of vague and even deceptive in an effort to keep its biggest twists under wraps, and some of the messaging it used to talk about the game’s themes have irrevocably set a precedent for how the game’s story is talked about years later. When the game was first revealed in 2016, the studio said the story would be “about hate,” which paints a much more destructive and myopic picture of Ellie’s journey than the one driven by love and grief she actually experiences through the course of the game.One of the most annoying things about being a Last of Us fan is that its creators love to talk about the series in ways that erase its emotional complexity, making it sound more cynical and underhanded when the actual story it’s telling is anything but. I can’t count how many times I’ve heard people reductively parroting notions that The Last of Us Part II is just about “hate” and “guilting the player” for taking part in horrifying actions when they literally have no choice but to do so, rather than cracking the text open and dissecting that nuance. Mazin’s openly-expressed belief that Ellie is an intrinsically bloodthirsty person similarly bleeds into how a lot of the public perceives her as a character, seeing her as a violent ruffian rather than a grieving daughter who was only ever taught to express her pain by inflicting it on those who made her feel it in the first place. Discussing these games as a fan means having to fight against these notions, but they’re born from a game built on subtext, and thus willingly opens itself to those interpretations.Its willingness to dwell in ambiguity only makes it a more fascinating text to unpack, or it would, if we lived in a world where discussing video games wasn’t a volatile experience in which you constantly run the risk of being targeted for performative online dunks, or running up against rabid console tribalism. Now, the Last of Us show has decided to lean into the most boring interpretation of what this story is about without an ounce of subtlety, nuance, or even sympathy for Ellie’s plight. She is a sadist who does terrible things not simply because she’s grieving her father figure, but because this is just who she is. Mazin has deemed it so, and here we are, and this vision of her will no doubt weave itself into the fabric of how we talk about Ellie Williams, even in the game.This story only has any thematic weight if Ellie’s violent outbursts are rooted in pain, not pleasure. Yeah, what we’re seeing in the show is her acting from a mix of those things but, in the game at least, the most affecting moments of Ellie’s Seattle revenge tour happen when she has to confront how she is not built for acts of violent excess in the same way Joel was. She never has been. Back in Part I, she was sick to her stomach when she committed her first kill to save Joel, and the entire point of Part II was that we see her cut off parts of herself to do what she feels she must, only to find that she’s unable to recognize herself when it’s all over. In the show, she is instead mesmerized by carnage, only to decide she doesn’t like that she feels that way, actually. But all this self-reflection is fleeting, because she’s only killed one person on her list, and there’s a lot more work to do. How many Joels is Nora’s life worth to Ellie? One-fifth?While Ellie is wrestling with these feelings, Dina is about to see things with more clarity than ever. At first, she says that Nora may have deserved this fate worse than death, to which Ellie says “Maybe she didn’t,” before telling her girlfriend everything. She tearfully recounts Joel’s massacre of the Fireflies at the base in Salt Lake City, how the group was going to use her immunity to create a cure, and how Joel killed Abby’s father to save her. Dina puts it all together and asks Ellie if she knew who Abby’s group was. She says she didn’t, but she did know what Joel did. Dina sits with that for a moment, then flatly says the group needs to go home.So I guess this is how the show gets Dina, who’s been pretty revenge-hungry thus far, back onto the track she’s on in the games. Without spoiling scenes in the late game for the uninitiated, some major points of conflict at the end of Part II require her to be less on-board with Ellie’s vendetta, so the fact that she’s been egging her girlfriend on to track down Abby was an odd choice. I wasn’t sure how the show would handle it down the line, but it seems the way HBO’s show has course-corrected was by having her condemn Joel’s actions. Dina had her own relationship with the old man in the show, so I imagine that in a later season she’ll interrogate how she feels about him in light of this new information, but having her more or less get off the ride when she learns what Joel has done sets up a contrast between her and Ellie that I’m curious to see how the show handles.The shame of it, though, is that this is just one more thing that undermines one of the core foundations of the source material, and I have to get at least one more jab in on this topic before we end the season. In The Last of Us Part II, when you look at what is actually expressed in dialogue, you see that characters are often lacking important information about each other. This lack of communication is an important part of its storytelling, but the show is instead having characters tell everyone everything. In Part II, Joel and Ellie don’t know who Abby’s father was. It’s strongly implied that no one other than Joel, Ellie, and Tommy knew about what happened in Salt Lake City, not even Dina. The more the show bridges these gaps of communication, the more senseless this entire tit-for-tat feels. To be clear, it was senseless in the game, but it was in a tragic, “these people are so blinded by their emotions that they can’t fathom another path forward” sort of way. This time around, everyone knows exactly what’s happening and chooses to partake in violence anyway. We don’t have any mystery or lack of communication to fall back on as a we struggle to understand why the characters keep making these self-destructive decisions. Everyone is just knowingly the worst version of themselves this time around, and I guess Mazin thinks that’s the point, which is the kind of boring interpretation that makes the show such an inferior version of this story.Family mattersWe now begin our third day in Seattle. Ellie and Jesse are packing up to get going in the theater lobby. The plan is to find Tommysomewhere in the city and then head back to Jackson. However, Jesse is a lot less talkative this morning. Dina limps into the lobby, and after a brief scolding for being on her feet, she gives Ellie a bracelet for good luck.“I’m not sure it’s been working for you,” Ellie jokes.“I’m alive,” Dina replies.Jesse is clearly uncomfortable watching his exgive Ellie a prized possession, and says he can go alone if Dina wants Ellie to stay. Ellie says they’ll be safer together. Jesse relents and says they should be back by sundown. The tension is radiating off him, but the pair leaves Dina in the safety of the theater.Image: HBOEllie and Jesse awkwardly walk through the remains of Seattle. She finally breaks the silence by asking how he found Ellie and Dina’s theater base. He recounts his two days of tracking, giving a shoutout to the horse Shimmer who’s still vibing in the record store the girls left her at, but he’s clearly pissed. Ellie assumes it’s because he and Tommy had to cross state lines to come find them, but no, there’s something else on his mind. Why do Ellie and Dina look at each other differently? Why did Dina turn down a free drink for the first time in her life? He’s putting it all together. Dina and Ellie are no longer just gals being pals, and hisgirlfriend is pregnant.“None of this has to change things between us,” Ellie says.“Everything changing doesn’t have to change things?” Jesse asks. “Well, how about this for something new: I’m gonna be a father, which means I can’t die. But because of you, we’re stuck in a warzone. So how about we skip the apologies and just go find Tommy so I can get us and my kid the fuck out of Seattle?”Wow, okay. Judgey, much? I mean, you’re right, Jesse. This is a no good, very bad situation, and Ellie has put your kid in danger and won’t even tell you she was torturing a woman last night. But god, I miss kindhearted Jesse. I miss Ellie’s golden retriever best friend who, when finding out Dina was pregnant, firmly but gently told Ellie it was time to get the fuck out of Seattle. Now that the show has created a messy cheating love triangle out of these three, I’m once again reflecting on how The Last of Us Part II could have very easily made this storyline a dramatic, angry one, and instead it was one of the brighter spots in a dark tale. Meanwhile, in the show, the whole thing feels like it’s regressed to a rote and predictable earlier draft of the story that’s much less refreshing and compelling than the one we already know. Justice for Jesse. This is character assassination of the goodest boy in all of Jackson. Well, actually, that’s Abby’s job. Sorry, sorry. That’s actually not for another 35 minutes.As the two move further into the city, they see more art praising the Seraphite prophet on the buildings, but she looks notably different than in images we’ve seen previously. This art depicts a Black woman, whereas others have typically portrayed the prophet as white. Ellie wonders aloud if there’s “more than one of her.” Jesse says it’s possible, but ushers her forward as rain starts pouring down. I’m curious what the show might be doing here, as this is a divergence from Part II. Could the Seraphites be a kind of polytheistic group in the show that follows multiple prophets? Could they believe the Prophet was reincarnated into a different woman at some point? All we can do is theorize, but we haven’t seen much of the Seraphites this season so we don’t have much to go on. Which is by design, and feels pretty in-line with Part II, which didn’t tell you much about the group during Ellie’s three days in Seattle. We’ll pick this thread back up next season, I’m sure.The pair takes shelter but before they can catch their breath, they hear the popping sound of gunfire nearby as a W.L.F. squad corners a lone Seraphite. Ellie and Jesse watch in horror as the wolves strip and drag him away. Just as Ellie nearly gets out from cover to intervene, Jesse pulls her back. Once the coast is clear, Ellie walks away in a huff. As Jesse follows, he points out that they were outnumbered and would have lost that fight.“He was a fucking kid!” Ellie shouts.“Ellie, these peopleshooting each other, lynching each other, ripping each other’s guts out,” Jesse says. “Even the kids? I’m not dying out here. Not for any of them. This is not our war.”Who the fuck is this man? I touched on it in episode five, but what is with this show putting all of Ellie’s unlikable traits on other characters so she keeps getting to be the hero? Jesse turns from a selfless guardian into a selfish asshole who will watch a kid get tortured to save himself while Ellie is suddenly very concerned about a war that, in the game, she seemed largely indifferent to. It’s as if The Last of Us’ second season is so concerned with us liking Ellie and feeling like we can root for her that it’s lost sight of anything else.So Jesse gets to be the belligerent asshole and Dina gets to be the revenge-driven one in the relationship. Ellie? She’s just bee-bopping through spouting cool space facts, and so when she tortures Nora, it feels like tonal whiplash. I don’t recognize Jesse. Most of the time, I don’t recognize Ellie. But really, the more I watch this show, the more I hardly recognize anyone, and I don’t have any faith in the series to figure these characters and their relationships out, even if it’s going to go on for two more seasons.Will the circle be unbroken?We shift away from the Jackson crew to check in on Isaac, who we haven’t seen in a few episodes. Sergeant Parkupdates the W.L.F. boss that the incoming storm will get worse as the day goes on, but even so, the group is still preparing some kind of operation. She also lets him know the rank and file is a little nervous about whatever’s going on, but Isaac’s only concerned about one person: Abby. From the sound of it, she and most of her crew have all disappeared over the past few days. We’ve seen what happened to Nora, Manny is still around, but Owen and Mel are gone without a trace. Again, Isaac isn’t concerned with them. He’s nervous that they’re going into whatever operation they’re planning without Abby. Park is clearly exhausted by this lane of thinking and asks why he cares so much about the girl.Image: HBOShe starts off asking why one “great” soldier is so important when they have an army, and then gets into a weird aside where she exasperatedly asks Isaac if he’s harboring feelings for the girl when he’s at least 30 years her senior. I don’t know if this line is supposed to be a joke, but it’s not funny, even though Isaac laughs at it. She acknowledges it’s an out-of-pocket question, but says he “wouldn’t be the first old man” to make decisions based on such inappropriate impulses. As much as it’s a stupid thing for Park to say, it’s also a stupid thing for the writers room to nonchalantly whip out in a humorous fashion given The Last of Us’ history of old men preying on young women with the character of David. Why write this non-joke into your script if you don’t want viewers to possibly view his fixation on Abby as potentially untoward? Isaac’s following speech focuses on the preservation of his militia, in a very similar way to how David’s preoccupation with Ellie in season one was born from the cannibal’s warped views on longevity, and if you’re not trying to make this direct connection, why even gesture at it? Yeah, I don’t imagine anyone considered the optics of this obviously flippant, throwaway line, but Christ, if you’re that desperate for a joke or moment to cut the tension, this was the best you could come up with? Amateur shit.Isaac sits Park down and tells her why he cares so much about one soldier. He says there’s a very strong chance that the W.L.F. leadership will be dead by tomorrow morning. If that happens, who can lead the militia in their stead? He wanted it to be Abby. It was “supposed” to be her.“Well she’s fucked off, Isaac,” Park says as she leaves. “So maybe it wasn’t.”We go back to the Jackson crew as Ellie and Jesse reach the rendezvous point in a bookstore, and Tommy isn’t here. The place is in bad shape like most places are in this city, but Ellie gravitates to the children’s books section. She picks up an old Sesame Street book, the Grover classic The Monster at the End of This Book, and picks it up for the bun in the oven as Jesse says she picked a good one. As the quiet creeps in on the two, Ellie tries to break the silence by clarifying what happened, but Jesse says they have enough problems for the moment, so he wants to bury the issue.He says he loves Dina, but not in the same way Ellie does. He remembers a group that passed through Jackson, and how there was a girl he fell hard for. She asked him to leave with her to Mexico, but he declined because he’d found purpose and community in Jackson, and he was taught to put others first. People look to him to become the “next Maria” and lead the town, and he couldn’t abandon them for a girl he’d known for two weeks, even if she made him feel things he’d never felt before.Ellie immediately sees through this story. It’s not about him pointing out how he’s felt love and knows that he and Dina aren’t the real deal; it’s about how she’s putting her own needs and wants ahead of everyone else’s.“Okay, got it,” Ellie says. “So you’re Saint Jesse of Wyoming, and everyone else is a fucking asshole.”“You can make fun of me all you want,” Jesse responds. “But let me ask you this, Ellie: If I go with that girl to Mexico, who saves your ass in Seattle?”Before she can reply, they hear W.L.F. radio chatter about a sniper taking out a squad and assume it’s gotta be Tommy. The two head out to higher ground to get a better look, and Ellie sees a Ferris wheel in the distance. She finally puts Nora’s final words together: Abby is in the aquarium at the edge of the city. Immediately, her focus shifts away from Tommy as she starts trying to figure out how to reach Abby’s apparent hiding spot. Jesse is confused and says that Tommy’s got the W.L.F. pinned down in the opposite direction. Ellie starts coming up with justifications for her plan. They don’t know if that’s actually Tommy. If it is him, he’s got the group pinned down. Either way, he would want her to go after Abby to avenge Joel. Ellie doesn’t understand why Jesse is so against this. He voted to go after Abby’s crew back in Jackson, right?Image: HBONo, actually. He didn’t. He believed this vendetta was selfish and “wasn’t in the best interest of the community.” That sets Ellie off.“Fuck the community!” she screams. “All you do is talk about the fucking community, you hypocrite. You think you’re good and I’m bad? You let a kid die today, Jesse. Because why? He wasn’t in your community? Let me tell you about my community. My community was beaten to death in front of me while I was forced to fucking watch. So don’t look at me like you’re better than me, or like you’d do anything differently if you were in my shoes, because you’re not, and you wouldn’t.”Jesse takes a beat, then tells Ellie he hopes she makes it to the aquarium as he leaves. While this scene does exemplify the show’s typicalal “no subtext allowed” approach to writing that I find so irksome, the storyline of Ellie feeling ostracized by the people of Jackson while constantly being told that she must make compromises for them even as they are incapable of extending the same to her is one of the few embellishments The Last of Us makes that resonates with me. It’s easy to write off Ellie’s revenge tour as a selfish crusade that puts everyone else in harm’s way, but when she’s also one of the few out queer people in a town that mostly coddles bigotry and she’s being constantly belittled and kept from doing things she wants to do like working on the patrol team, why would she feel any kinship to this community? Now, when she’s so close to her goal that she can almost taste it, Jesse wants her to consider the people of Jackson? Why should she do that? They’re hundreds of miles away, and the only people who came to save her and Dina were the ones who already cared about her. Ellie’s disillusionment with her neighbors is one of the few additions to the story that The Last of Us manages to pull off.Ellie reaches the harbor from which she can use a boat to reach the aquarium and finds several Wolves meeting up on vessels heading somewhere off the coast. Isaac is here leading the charge, but it’s unclear where they’re going or what they’re doing. Game fans have the advantage of knowing what’s going on, but the W.L.F. storyline feels underbaked in this season, which is one of the real issues with the show dividing the game’s storyline into multiple seasons. During this section of the game, you get a sense that there’s an untold story happening in the background, and you can learn more about it through notes you can find in the environment and ambient dialogue from enemies. The show doesn’t have those same storytelling tools, so I wouldn’t be surprised if newcomers felt a little disoriented every time we hopped over to Isaac.Once the W.L.F. forces make their way wherever they’re going, Ellie finds one of the spare boats and starts to make her way to the aquarium. The storm is hitting hard, though, and the tide is not on her side. A giant tidal wave knocks her out of the boat and into the sea.As she washes up onto the shore, Ellie hears Seraphites whistling as a group of them descends upon her. She’s too weak to get onto her feet and run, so the cultists grab her and carry her to a noose hanging from a tree in the woods. She screams that she’s not a Wolf and that she’s not from here, but they don’t listen. As they wrap the noose around her neck and start to hoist her upward, a horn sounds off in the distance. The lead Scar says to leave her, their village is in danger, so I guess that’s what the W.L.F. operation is targeting? This concludes our latest little exposition detour, as Ellie gets right back into the boat to the aquarium.Image: HBOShe manages to reach the building and finds a broken window through which to enter. Inside, she finds several makeshift beds. Whatever Abby’s doing here, she’s not alone. As Ellie makes her way deeper into the aquarium, she finds a ton of medical supplies, including bloody bandages and surgical equipment. Was Abby injured? Is that why she’s been missing in action as the W.L.F. undergoes a huge, all-hands-on-deck mission? Who’s to say?Quick sidenote: When Ellie infiltrates the aquarium in the game, she’s attacked by a guard dog named Alice. The W.L.F. used trained canines in their war against the Seraphites, but that element has been notably absent from the show. Between this and sparing Shimmer from her explosive fate, The Last of Us has been toning down the animal murder.Ellie keeps walking through the desolate aquarium and eventually finds fresh footsteps. She follows them and soon finds their source: Abby’s friends Owenand Mel. The two are arguing about something, though it’s not clear what. Owen wants to go somewhere behind enemy lines, even in the midst of the battle Isaac has just initiated. He says he doesn’t have a choice because “it’s Abby.” Mel says he does have a choice and so does she, and the Abby of it all is why she’s not going along with whatever the plan is. Owen says he’ll do it on his own, and if Mel’s still here when they get back, she can “keep going with.” Either way, Owen’s leaving. Mel let’s out a hearty “fuck you, Owen” before realizing that Ellie is there. Sure seems like there’s a whole other story that’s been going on while we’ve been hanging out with Ellie, huh? I wonder if we’ll ever get any further insight into whatever this is. Perhaps in a season entirely dedicated to the other side of what’s going on in Seattle? Maybe in a couple years it might premiere on HBO Max? That would be something!Ellie holds the two at gunpoint and tells them to put their hands up. When she asks where Abby is, Owen realizes who she is and points out that he was the one who kept her alive. Ellie isn’t swayed by this, so he says they don’t know where Abby went. But, of course, they were just talking about her, so Ellie knows that’s not true. She spots a map on the table and decides to pull out an old Joel Miller standard: She tells Mel to bring her the map and point to where Abby is, saying that next she’s going to ask Owen the same question, and the answers had better match. Owen looks at Mel and says that Ellie will kill them either way, so there’s no reason to comply. Ellie says she won’t because she’s “not like” them. When she crosses state lines to torture and kill someone who killed somebody important to her, it’s very different than when they do it, of course.Owen stops Mel from grabbing the map by saying he’ll do it. He slowly turns to the table, but instead of picking up the map, he grabs a handgun stowed under it. Ellie is quick with her trigger finger and shoots him right in the throat. The bullet goes straight through him, and hits Mel in the neck as well. She falls onto her back and, instead of cursing Ellie, she asks for her help. Not to save her life, but someone else’s. She opens her jacket to reveal her pregnant belly, and asks if Ellie has a knife to cut the baby out of her before she dies. Ellie is in shock and doesn’t know what to do. Mel tells her she just needs to make one incision. That isn’t enough direction, and Ellie panics. She doesn’t know how deep or which direction to cut. As Mel starts to become delirious, she repeats “love transfers” and then asks Ellie if the baby is out. But she hasn’t even made one cut. Mel finally drifts off, and Ellie realizes it’s too late. She sits there until, eventually, Tommy and Jesse find her. Tommy attempts to comfort her, but she’s in shock and doesn’t speak. Finally they leave and head back to the theater.Naughty Dog / Cinematic GamingWhy can’t this show stop giving the audience outs to not turn against its leads? The death of Mel, specifically, feels like the show bending over backward to teach Ellie a lesson without laying blame at her feet. Mel’s death here is an accident. She’s an innocent bystander who dies because Owen and Ellie made choices, and she was, quite literally, caught in the crossfire. In Part II, by contrast, Mel “shot first.” Well, she tried to stab Ellie, but that doesn’t have the same ring to it. Ellie reacts in self-defense and stabs her right back, but she did it fully knowing she was about to send Mel to an early grave. The gut punch Ellie feels upon learning that she’s pregnant is a moment of dramatic irony, because the game’s shifting perspectives had already revealed her pregnancy to the player way back in the opening hours. So when you’re slamming the square button to fight back, you know that Mel isn’t the only one about to reach her untimely end. Here, she doesn’t even get that moment of agency to fight to protect herself. She’s just collateral damage. It’s a small but important distinction. At this point in the show, Mel’s only real trait is a clear distaste for Abby’s violence, and now, when she finally shows up again, she’s just an unintended victim of Owen pulling a gun on Ellie. Sure, season three will fill in those gaps, but the end result will be the same. Mel died not because she was fighting back, but because she was an inch too far to the left.Then there’s the matter of her pregnancy. Again, in the game players already knew about this by the time Ellie reached the aquarium, while the show kept it secret until the end. It’s hard not to see this last-minute reveal as a knife being twisted for shock value, but that’s only half the problem. My friend Eric Van Allenwould often joke with his college friends about how Michael Caine’s characters in Christopher Nolan films so often show up just to tell you, the viewer, in very literal terms what the story is about. Throughout most of this season, Gail has been this character, the one burdened with the heavy task of diegetic literary analysis, but Mel’s delirious “love transfers” line may be even sillier than anything Gail spouts; homegirl is bleeding out and telling Ellie that pain is not the only thing we inherit from our parents? Just one week after Joel tearfully told Ellie that he hopes she does better when she has a kid than he or his abusive cop father did?Perhaps in a show that hadn’t already spent two seasons using literalism as a writing crutch, Mel speaking her final hopes for her unborn child might have landed for me. But I think I’m just too jaded towards it now for even what should have been a genuine expression to feel like anything other than a heavy-handed, patronizing declaration of what lessons I’m supposed to take away from the story. I don’t think characters overtly communicating their beliefs and feelings about a situation is an inherently poor way of writing dialogue. In fact, some of my favorite works have managed to execute this well thanks to strong acting and stories that lent themselves well to this style of writing. The Last of Us, a series that often relishes in grounded dialogue that forced you to read between the lines and unearth that meaning yourself, the Last of Us show’s inability to let nearly any emotion, belief, or theme go unspoken feels so contrived and tiresome that even someone expressing something thematically resonate feels like being told what to feel. Mel uses her last words to tell me the themes of the story. Just in case I forgot. Thank you, Last of Us show, I don’t know how I would have ever understood your thematic richness if you didn’t make your characters tell me about it, even in their death gasps.The group makes it back to the theater and Ellie is still in shock, so much so that she doesn’t even look at Dina as she enters the building. Some time passes, and Tommy and Jesse are mapping out their route home on the stage. The storm is still pretty rough, so they’ll stay overnight and hope the sun is out when they wake up. Ellie finally joins the group, and Tommy reassures her that Mel and Owen played their part in Joel’s death, and they made the choices that brought them to that fateful end. Ellie can only fixate on what she didn’t get to do.“But Abby gets to live,” she says.“Yeah,” Tommy responds. “Are you able to make your peace with that?”“I guess I’ll have to,” she says, defeated.She looks to Jesse, who won’t even look up at her. Tommy realizes they might have something to talk about and walks to the lobby to pack. After some awkward silence, Ellie thanks Jesse for coming back for her, even though he had no reason to after the way they clashed.“Maybe I didn’t want to,” he says. “Maybe Tommy made me.”“Did he?” Ellie asks.After a second of contemplation, Jesse drops the act and says, “No.”“Because you’re a good person,” Ellie responds.“Yeah,” Jesse agrees. “But also the thought did occur, that if I were out there somewhere, lost and in trouble, you’d set the world on fire to save me.”Ellie says she would, and the two finally see one another, even if just for a moment. Jesse acknowledges that Ellie’s vendetta isn’t entirely selfish, and that when it comes to defending the people she cares about, dead or alive, you won’t find someone more loyal in all of Jackson. It’s good that they finally had this moment of connection after all this drama. But damn, I miss Ellie and Jesse being bros, and I miss her giving him shit for being a sap in these final moments. But most of all, I miss that dopey good ol’ boy with a heart of gold saying his friends “can’t get out of their own damn way.”All that understanding is short-lived, as the two hear some ruckus in the lobby, grab their guns, and book it to the entrance. The second Jesse opens the door, bam. A gunshot rings out in the lobby, and he is on the floor. We don’t even see that it was Abby who fired it until after we get a gnarly shot of him with his face blown open. He’s gone. It was instant. The Last of Us Part II tends to draw out death. It’s either long and torturous like it was for Joel or Nora, or it’s short like Owen’s and Mel’s, but in any case, the game typically lingers on the fallout for a bit. Jesse’s death, by contrast, happens so fast that you can’t even process it before you have to deal with the situation at hand. The show follows suit, and it’s recreated practically shot for shot. But that’s hardly the most disorientingthing that happens in these final minutes.“Stand up,” Abby growls forcefully from the other side of the desk Ellie has taken cover behind.She repeats herself: “Stand. Up. Hands in the air or I shoot this one, too.”Ellie can see Tommy on the ground with a pistol aimed right at his head. He tells Ellie to just run, but she tosses her gun where Abby can see it and crawls out from cover. Abby recognizes her immediately. Ellie asks her to let Tommy go, to which Abby replies that he killed her friends. Ellie says no, she did.“I was looking for you,” Ellie says. “I didn’t mean to hurt them. I know why you killed Joel. He did what he did to save me, I’m the one that you want. Just let him go.”Naughty Dog / VGS - Video Game SophistryHm. Okay. We’re almost at the end. I gotta get another little quibble in before the curtains close. I mean, come on, we’ve been through seven episodes of me complaining together. You can’t take one last gripe? This line from Ellie is slightly altered to account for the fact that she knows more about Abby in the show than in the game, and it means we miss one of the most important subtle interactions in all of the story. As I mentioned earlier, Ellie doesn’t know anything about Abby’s father in Part II. She assumes that Abby killed Joel because he took away any chance of the Fireflies developing a cure, so she cites that in this high-stakes moment. The original line is almost identical to the one in the show, but instead, Ellie says “there’s no cure because of me” and suggests that killing her would be the extension of Abby’s presumed vendetta. Then, we get some incredible, subtle acting from Abby actor Laura Bailey, who hears what Ellie’s saying, has a brief moment of angry disbelief on her face, and then scoffs under her breath before picking right back up where she left off. In just a few seconds, you see Abby realize that, after everything, these fuckers have no idea how much pain she’s been through over the past five years. But they’re not worth the breath it would take to explain herself. They don’t deserve to know the man her father was and what he meant to her. All that matters right now is that Ellie pays for what she’s done.Abby still views herself as the righteous one here, as she points out that she let Ellie live when she did not have to do that. It turns out that Ellie wasn’t deserving of her mercy, that she squandered it by killing her friends. Part of me has wondered if all the exposition-heavy dialogue in this show, such as Dever’s villain monologue in episode two before she murdered the shit out of Joel, was written to give its actors more words to say in front of a camera. When you’ve got big names like Kaitlyn Dever, Catherine O’Hara, and Pedro Pascal in your cast, you don’t want them to not talk, right? But all these elongated exchanges have also robbed actors like Dever of those subtle moments. Hell, she led an entire film with next to no dialogue in 2023’s No One Will You, and was great in it, so she has the chops to pull off that kind of acting. Communicating something through body language and expression is just as powerful as a poetic piece of dialogue, but this show rarely, if ever, understands that.Image: HBOAnyway, Abby says that Ellie wasted the chance she was given when the ex-Fireflies spared her, and points her gun right at Ellie. We hear a bullet fire and Ellie shouts before a hard cut to black. But wait. That’s the season finale? You expect us to wait for two years, probably, to find out what happened? Well, about that. You will probably have to wait even longer.We do have one more scene this season, however: a flashback. We see Abby lying down on a comfy couch with an unfinished book resting on her stomach. She’s in a deep sleep before Mannyloudly enters the room and wakes her up. He says Isaac wants to see them, and she stirs awake. She gets up and walks out of this cozy living space and into a giant football stadium. The entire field has been repurposed for agriculture, manufacturing, and housing. Abby takes a second to look at the whole operation before heading to Isaac’s, but the camera lingers over the field as bold white text flashes on the screen: Seattle, Day One.Alright, TV newbies, welcome to the second divisive twist of The Last of Us Part II. In the game, the player goes through Ellie’s three days in Seattle, killing Abby’s friends and mostly ignoring the war between the W.L.F. and the Seraphites. Meanwhile, Abby has been kind of an enigma the whole time. Every time Ellie finds a new lead, Abby has already come and gone. When Abby finally shows up at the theater for another round of vengeance, it’s clear that a lot of the story happening in this game has happened off-screen. That’s because you’re about to see an entirely different perspective on the last three days, and you’re going to play as Abby when you do it.As you can imagine, this shit drove some players nuts at the time, and you’ll still find angry people online complaining about it to this day. For all my problems with this season, I have to commend the show for actually going for it. HBO has taken the coward’s route in adapting this story for so long, it’s almost surprising that it’s ending here and, from the sound of it, season three will be entirely about Abby and what she’s been doing these past three days. It’s very likely we won’t see Ellie again until next season’s finale after we’ve followed Dever’s character for several episodes. Despite some ham-fisted attempts by the show to build sympathy for Abby early on, it seems like swaths of TV newbies still demand blood. Will viewers complain for an entire season as Dever takes on the lead role? I’d like to think they won’t. I hope that new audiences are more open to her than the worst people you’ve ever met were when the game launched.Despite all the golf club swings I’ve taken at this show, I’m looking forward to examining it further as HBO rolls out the next two seasons. The Last of Us Part II is one of my favorite games of all time, but I genuinely fucking hated The Last of Us’ second season. I don’t expect my feelings to improve in season three. At this point, the rot of Mazin’s poor creative decisions runs too deep for the show to be salvaged and reach the highs of the games. But if nothing else, it’s been a rewarding ride. Thank you for joining me on this seven-week journey. I think I’m due for a replay of The Last of Us Part II to wash off this stink. This shit was ass, HBO. I’ll see you in the ring again next time.
    #last #season #two #episode #seven
    The Last Of Us Season Two, Episode Seven Recap: Abby Road
    We made it, everybody. We’ve reached the end of HBO’s The Last of Us. Wait, sorry, I’m getting word in my earpiece that…we’re only halfway done with it because this show’s going for four seasons. At this point, I’m mostly feeling deflated. Last week’s episode was such a catastrophic bummer that it cemented for me that the show fundamentally misunderstands The Last of Us Part II, the game this season and those that are still yet to come are adapting. But you know how your mother would tell you not to play ball in the house because you might accidentally break the priceless vase on display in the living room? Well, if you’ve already broken the vase, you might as well keep playing ball, so we’ll probably be doing this song and dance into 2029. For now, we’re on the season two finale, which essentially wraps up Ellie’s side of this condensed revenge story and reveals the premise of season three. Most game fans probably assumed this was where the season would end and, if nothing else, it’s still a bold cliffhanger to leave off on.Suggested ReadingNintendo Switch 2 Price Is Set at for Now, But Could Go Higher Share SubtitlesOffEnglishSuggested ReadingNintendo Switch 2 Price Is Set at for Now, But Could Go Higher Share SubtitlesOffEnglishNintendo Switch 2 Price Is Set at for Now, But Could Go HigherGuilty as chargedAfter last week’s flashback-heavy episode, we open on Jessetending to wounds the Seraphites have inflicted on Dina, which means we get a real heinous scene of him doing some amateur surgeon’s work to remove the arrow she took to the knee. He douses it in alcohol and offers her a sip to dull the pain, but she staunchly refuses without explaining why. They made Jesse an asshole in this show, but he’s still a smart guy. The gears start turning in his head about why she might turn down a swig right now. Nevertheless, he takes that motherfucker out with no anesthetic, booze, or supportive bedside girlfriend to help Dina through it.Speaking of the absent girlfriend, Elliefinally returns to their theater base of operations. Now that she’s back, all her concern is on Dina, but Jesse is still wondering where the hell she’s been this whole time. Dina is resting backstage, and even though we only see these details for a few minutes, I once again want to shout out the set designers who recreated this little safe haven, which is covered in old show posters and graffiti from bands and artists that performed there before the cordyceps took over. I’m sure Joel would have loved to have seen it.Dina stirs awake and Ellie checks her wound. Jesse’s effort to wrap the injury leaves a lot to be desired, but it should heal in time. Ellie asks if the baby’s alright, and Dina says it’s okay.“How do you know?” Ellie asks.“I just do,” Dina replies.The one who is not okay in the room is Ellie, who is bleeding through the back of her shirt. Dina helps her undress and starts to clean the scratches on her back. As she does, she asks what happened while they were separated. Ellie says she found Nora, and she knew where Abbywas, but only said two words: “Whale” and “Wheel.” Ellie says she doesn’t know what it meant. It could have been nonsense. She was infected, and it was already starting to affect her cognitive state.“I made her talk,” Ellie whispers. “I thought it would be harder to do, but it wasn’t. It was easy. I just kept hurting her.”Image: HBODina asks if Ellie killed her, but she says she just “left her,” meaning that somewhere in this timeline, Nora is wandering the depths of a Seattle hospital with broken legs and an infected mind. I thought the show couldn’t possibly concoct a worse fate for her than what happens in the game, but they found a way. It takes commitment to put down a character like showrunners Craig Mazin and Neil Druckmann have done for Nora across both video games and television. Personally, I think when you already know that people are wary of the way you treat one of the few Black women in your franchise as if she doesn’t deserve the same dignity as everyone else, maybe you should do better by her when given a second chance, rather than worse. But that’s just me. I’m not the one being paid a bunch of money to butcher this story on HBO Max every Sunday at 9 p.m. Eastern. So what do I know?Maybe this is just part of the contrived sadism the show has attached to Ellie. She thinks violence is easy and it comes naturally to her, so I guess she would beat a woman nearly to death until the fungal infection made her lose her mind. Meanwhile the game version is so traumatized by what she’s done in this moment, she’s practically speechless by the time she reaches the theater. God, I knew this shit was going to happen. Mazin has repeatedly insisted that Ellie is an inherently violent individual, something he’s communicated both in interviews and by having Catherine O’Hara’s Gail, the therapist who tells you what the story is about, say that she’s always been a sadist, probably. Now, when we get to moments like the post-Nora debrief which used to convey that Ellie is Not Cut Out For This Shit, the framing instead becomes “Ellie likes violence and feels bad about how much she likes violence.”Before The Last of Us Part II came out, a lot of Naughty Dog’s promotion for the game was kind of vague and even deceptive in an effort to keep its biggest twists under wraps, and some of the messaging it used to talk about the game’s themes have irrevocably set a precedent for how the game’s story is talked about years later. When the game was first revealed in 2016, the studio said the story would be “about hate,” which paints a much more destructive and myopic picture of Ellie’s journey than the one driven by love and grief she actually experiences through the course of the game.One of the most annoying things about being a Last of Us fan is that its creators love to talk about the series in ways that erase its emotional complexity, making it sound more cynical and underhanded when the actual story it’s telling is anything but. I can’t count how many times I’ve heard people reductively parroting notions that The Last of Us Part II is just about “hate” and “guilting the player” for taking part in horrifying actions when they literally have no choice but to do so, rather than cracking the text open and dissecting that nuance. Mazin’s openly-expressed belief that Ellie is an intrinsically bloodthirsty person similarly bleeds into how a lot of the public perceives her as a character, seeing her as a violent ruffian rather than a grieving daughter who was only ever taught to express her pain by inflicting it on those who made her feel it in the first place. Discussing these games as a fan means having to fight against these notions, but they’re born from a game built on subtext, and thus willingly opens itself to those interpretations.Its willingness to dwell in ambiguity only makes it a more fascinating text to unpack, or it would, if we lived in a world where discussing video games wasn’t a volatile experience in which you constantly run the risk of being targeted for performative online dunks, or running up against rabid console tribalism. Now, the Last of Us show has decided to lean into the most boring interpretation of what this story is about without an ounce of subtlety, nuance, or even sympathy for Ellie’s plight. She is a sadist who does terrible things not simply because she’s grieving her father figure, but because this is just who she is. Mazin has deemed it so, and here we are, and this vision of her will no doubt weave itself into the fabric of how we talk about Ellie Williams, even in the game.This story only has any thematic weight if Ellie’s violent outbursts are rooted in pain, not pleasure. Yeah, what we’re seeing in the show is her acting from a mix of those things but, in the game at least, the most affecting moments of Ellie’s Seattle revenge tour happen when she has to confront how she is not built for acts of violent excess in the same way Joel was. She never has been. Back in Part I, she was sick to her stomach when she committed her first kill to save Joel, and the entire point of Part II was that we see her cut off parts of herself to do what she feels she must, only to find that she’s unable to recognize herself when it’s all over. In the show, she is instead mesmerized by carnage, only to decide she doesn’t like that she feels that way, actually. But all this self-reflection is fleeting, because she’s only killed one person on her list, and there’s a lot more work to do. How many Joels is Nora’s life worth to Ellie? One-fifth?While Ellie is wrestling with these feelings, Dina is about to see things with more clarity than ever. At first, she says that Nora may have deserved this fate worse than death, to which Ellie says “Maybe she didn’t,” before telling her girlfriend everything. She tearfully recounts Joel’s massacre of the Fireflies at the base in Salt Lake City, how the group was going to use her immunity to create a cure, and how Joel killed Abby’s father to save her. Dina puts it all together and asks Ellie if she knew who Abby’s group was. She says she didn’t, but she did know what Joel did. Dina sits with that for a moment, then flatly says the group needs to go home.So I guess this is how the show gets Dina, who’s been pretty revenge-hungry thus far, back onto the track she’s on in the games. Without spoiling scenes in the late game for the uninitiated, some major points of conflict at the end of Part II require her to be less on-board with Ellie’s vendetta, so the fact that she’s been egging her girlfriend on to track down Abby was an odd choice. I wasn’t sure how the show would handle it down the line, but it seems the way HBO’s show has course-corrected was by having her condemn Joel’s actions. Dina had her own relationship with the old man in the show, so I imagine that in a later season she’ll interrogate how she feels about him in light of this new information, but having her more or less get off the ride when she learns what Joel has done sets up a contrast between her and Ellie that I’m curious to see how the show handles.The shame of it, though, is that this is just one more thing that undermines one of the core foundations of the source material, and I have to get at least one more jab in on this topic before we end the season. In The Last of Us Part II, when you look at what is actually expressed in dialogue, you see that characters are often lacking important information about each other. This lack of communication is an important part of its storytelling, but the show is instead having characters tell everyone everything. In Part II, Joel and Ellie don’t know who Abby’s father was. It’s strongly implied that no one other than Joel, Ellie, and Tommy knew about what happened in Salt Lake City, not even Dina. The more the show bridges these gaps of communication, the more senseless this entire tit-for-tat feels. To be clear, it was senseless in the game, but it was in a tragic, “these people are so blinded by their emotions that they can’t fathom another path forward” sort of way. This time around, everyone knows exactly what’s happening and chooses to partake in violence anyway. We don’t have any mystery or lack of communication to fall back on as a we struggle to understand why the characters keep making these self-destructive decisions. Everyone is just knowingly the worst version of themselves this time around, and I guess Mazin thinks that’s the point, which is the kind of boring interpretation that makes the show such an inferior version of this story.Family mattersWe now begin our third day in Seattle. Ellie and Jesse are packing up to get going in the theater lobby. The plan is to find Tommysomewhere in the city and then head back to Jackson. However, Jesse is a lot less talkative this morning. Dina limps into the lobby, and after a brief scolding for being on her feet, she gives Ellie a bracelet for good luck.“I’m not sure it’s been working for you,” Ellie jokes.“I’m alive,” Dina replies.Jesse is clearly uncomfortable watching his exgive Ellie a prized possession, and says he can go alone if Dina wants Ellie to stay. Ellie says they’ll be safer together. Jesse relents and says they should be back by sundown. The tension is radiating off him, but the pair leaves Dina in the safety of the theater.Image: HBOEllie and Jesse awkwardly walk through the remains of Seattle. She finally breaks the silence by asking how he found Ellie and Dina’s theater base. He recounts his two days of tracking, giving a shoutout to the horse Shimmer who’s still vibing in the record store the girls left her at, but he’s clearly pissed. Ellie assumes it’s because he and Tommy had to cross state lines to come find them, but no, there’s something else on his mind. Why do Ellie and Dina look at each other differently? Why did Dina turn down a free drink for the first time in her life? He’s putting it all together. Dina and Ellie are no longer just gals being pals, and hisgirlfriend is pregnant.“None of this has to change things between us,” Ellie says.“Everything changing doesn’t have to change things?” Jesse asks. “Well, how about this for something new: I’m gonna be a father, which means I can’t die. But because of you, we’re stuck in a warzone. So how about we skip the apologies and just go find Tommy so I can get us and my kid the fuck out of Seattle?”Wow, okay. Judgey, much? I mean, you’re right, Jesse. This is a no good, very bad situation, and Ellie has put your kid in danger and won’t even tell you she was torturing a woman last night. But god, I miss kindhearted Jesse. I miss Ellie’s golden retriever best friend who, when finding out Dina was pregnant, firmly but gently told Ellie it was time to get the fuck out of Seattle. Now that the show has created a messy cheating love triangle out of these three, I’m once again reflecting on how The Last of Us Part II could have very easily made this storyline a dramatic, angry one, and instead it was one of the brighter spots in a dark tale. Meanwhile, in the show, the whole thing feels like it’s regressed to a rote and predictable earlier draft of the story that’s much less refreshing and compelling than the one we already know. Justice for Jesse. This is character assassination of the goodest boy in all of Jackson. Well, actually, that’s Abby’s job. Sorry, sorry. That’s actually not for another 35 minutes.As the two move further into the city, they see more art praising the Seraphite prophet on the buildings, but she looks notably different than in images we’ve seen previously. This art depicts a Black woman, whereas others have typically portrayed the prophet as white. Ellie wonders aloud if there’s “more than one of her.” Jesse says it’s possible, but ushers her forward as rain starts pouring down. I’m curious what the show might be doing here, as this is a divergence from Part II. Could the Seraphites be a kind of polytheistic group in the show that follows multiple prophets? Could they believe the Prophet was reincarnated into a different woman at some point? All we can do is theorize, but we haven’t seen much of the Seraphites this season so we don’t have much to go on. Which is by design, and feels pretty in-line with Part II, which didn’t tell you much about the group during Ellie’s three days in Seattle. We’ll pick this thread back up next season, I’m sure.The pair takes shelter but before they can catch their breath, they hear the popping sound of gunfire nearby as a W.L.F. squad corners a lone Seraphite. Ellie and Jesse watch in horror as the wolves strip and drag him away. Just as Ellie nearly gets out from cover to intervene, Jesse pulls her back. Once the coast is clear, Ellie walks away in a huff. As Jesse follows, he points out that they were outnumbered and would have lost that fight.“He was a fucking kid!” Ellie shouts.“Ellie, these peopleshooting each other, lynching each other, ripping each other’s guts out,” Jesse says. “Even the kids? I’m not dying out here. Not for any of them. This is not our war.”Who the fuck is this man? I touched on it in episode five, but what is with this show putting all of Ellie’s unlikable traits on other characters so she keeps getting to be the hero? Jesse turns from a selfless guardian into a selfish asshole who will watch a kid get tortured to save himself while Ellie is suddenly very concerned about a war that, in the game, she seemed largely indifferent to. It’s as if The Last of Us’ second season is so concerned with us liking Ellie and feeling like we can root for her that it’s lost sight of anything else.So Jesse gets to be the belligerent asshole and Dina gets to be the revenge-driven one in the relationship. Ellie? She’s just bee-bopping through spouting cool space facts, and so when she tortures Nora, it feels like tonal whiplash. I don’t recognize Jesse. Most of the time, I don’t recognize Ellie. But really, the more I watch this show, the more I hardly recognize anyone, and I don’t have any faith in the series to figure these characters and their relationships out, even if it’s going to go on for two more seasons.Will the circle be unbroken?We shift away from the Jackson crew to check in on Isaac, who we haven’t seen in a few episodes. Sergeant Parkupdates the W.L.F. boss that the incoming storm will get worse as the day goes on, but even so, the group is still preparing some kind of operation. She also lets him know the rank and file is a little nervous about whatever’s going on, but Isaac’s only concerned about one person: Abby. From the sound of it, she and most of her crew have all disappeared over the past few days. We’ve seen what happened to Nora, Manny is still around, but Owen and Mel are gone without a trace. Again, Isaac isn’t concerned with them. He’s nervous that they’re going into whatever operation they’re planning without Abby. Park is clearly exhausted by this lane of thinking and asks why he cares so much about the girl.Image: HBOShe starts off asking why one “great” soldier is so important when they have an army, and then gets into a weird aside where she exasperatedly asks Isaac if he’s harboring feelings for the girl when he’s at least 30 years her senior. I don’t know if this line is supposed to be a joke, but it’s not funny, even though Isaac laughs at it. She acknowledges it’s an out-of-pocket question, but says he “wouldn’t be the first old man” to make decisions based on such inappropriate impulses. As much as it’s a stupid thing for Park to say, it’s also a stupid thing for the writers room to nonchalantly whip out in a humorous fashion given The Last of Us’ history of old men preying on young women with the character of David. Why write this non-joke into your script if you don’t want viewers to possibly view his fixation on Abby as potentially untoward? Isaac’s following speech focuses on the preservation of his militia, in a very similar way to how David’s preoccupation with Ellie in season one was born from the cannibal’s warped views on longevity, and if you’re not trying to make this direct connection, why even gesture at it? Yeah, I don’t imagine anyone considered the optics of this obviously flippant, throwaway line, but Christ, if you’re that desperate for a joke or moment to cut the tension, this was the best you could come up with? Amateur shit.Isaac sits Park down and tells her why he cares so much about one soldier. He says there’s a very strong chance that the W.L.F. leadership will be dead by tomorrow morning. If that happens, who can lead the militia in their stead? He wanted it to be Abby. It was “supposed” to be her.“Well she’s fucked off, Isaac,” Park says as she leaves. “So maybe it wasn’t.”We go back to the Jackson crew as Ellie and Jesse reach the rendezvous point in a bookstore, and Tommy isn’t here. The place is in bad shape like most places are in this city, but Ellie gravitates to the children’s books section. She picks up an old Sesame Street book, the Grover classic The Monster at the End of This Book, and picks it up for the bun in the oven as Jesse says she picked a good one. As the quiet creeps in on the two, Ellie tries to break the silence by clarifying what happened, but Jesse says they have enough problems for the moment, so he wants to bury the issue.He says he loves Dina, but not in the same way Ellie does. He remembers a group that passed through Jackson, and how there was a girl he fell hard for. She asked him to leave with her to Mexico, but he declined because he’d found purpose and community in Jackson, and he was taught to put others first. People look to him to become the “next Maria” and lead the town, and he couldn’t abandon them for a girl he’d known for two weeks, even if she made him feel things he’d never felt before.Ellie immediately sees through this story. It’s not about him pointing out how he’s felt love and knows that he and Dina aren’t the real deal; it’s about how she’s putting her own needs and wants ahead of everyone else’s.“Okay, got it,” Ellie says. “So you’re Saint Jesse of Wyoming, and everyone else is a fucking asshole.”“You can make fun of me all you want,” Jesse responds. “But let me ask you this, Ellie: If I go with that girl to Mexico, who saves your ass in Seattle?”Before she can reply, they hear W.L.F. radio chatter about a sniper taking out a squad and assume it’s gotta be Tommy. The two head out to higher ground to get a better look, and Ellie sees a Ferris wheel in the distance. She finally puts Nora’s final words together: Abby is in the aquarium at the edge of the city. Immediately, her focus shifts away from Tommy as she starts trying to figure out how to reach Abby’s apparent hiding spot. Jesse is confused and says that Tommy’s got the W.L.F. pinned down in the opposite direction. Ellie starts coming up with justifications for her plan. They don’t know if that’s actually Tommy. If it is him, he’s got the group pinned down. Either way, he would want her to go after Abby to avenge Joel. Ellie doesn’t understand why Jesse is so against this. He voted to go after Abby’s crew back in Jackson, right?Image: HBONo, actually. He didn’t. He believed this vendetta was selfish and “wasn’t in the best interest of the community.” That sets Ellie off.“Fuck the community!” she screams. “All you do is talk about the fucking community, you hypocrite. You think you’re good and I’m bad? You let a kid die today, Jesse. Because why? He wasn’t in your community? Let me tell you about my community. My community was beaten to death in front of me while I was forced to fucking watch. So don’t look at me like you’re better than me, or like you’d do anything differently if you were in my shoes, because you’re not, and you wouldn’t.”Jesse takes a beat, then tells Ellie he hopes she makes it to the aquarium as he leaves. While this scene does exemplify the show’s typicalal “no subtext allowed” approach to writing that I find so irksome, the storyline of Ellie feeling ostracized by the people of Jackson while constantly being told that she must make compromises for them even as they are incapable of extending the same to her is one of the few embellishments The Last of Us makes that resonates with me. It’s easy to write off Ellie’s revenge tour as a selfish crusade that puts everyone else in harm’s way, but when she’s also one of the few out queer people in a town that mostly coddles bigotry and she’s being constantly belittled and kept from doing things she wants to do like working on the patrol team, why would she feel any kinship to this community? Now, when she’s so close to her goal that she can almost taste it, Jesse wants her to consider the people of Jackson? Why should she do that? They’re hundreds of miles away, and the only people who came to save her and Dina were the ones who already cared about her. Ellie’s disillusionment with her neighbors is one of the few additions to the story that The Last of Us manages to pull off.Ellie reaches the harbor from which she can use a boat to reach the aquarium and finds several Wolves meeting up on vessels heading somewhere off the coast. Isaac is here leading the charge, but it’s unclear where they’re going or what they’re doing. Game fans have the advantage of knowing what’s going on, but the W.L.F. storyline feels underbaked in this season, which is one of the real issues with the show dividing the game’s storyline into multiple seasons. During this section of the game, you get a sense that there’s an untold story happening in the background, and you can learn more about it through notes you can find in the environment and ambient dialogue from enemies. The show doesn’t have those same storytelling tools, so I wouldn’t be surprised if newcomers felt a little disoriented every time we hopped over to Isaac.Once the W.L.F. forces make their way wherever they’re going, Ellie finds one of the spare boats and starts to make her way to the aquarium. The storm is hitting hard, though, and the tide is not on her side. A giant tidal wave knocks her out of the boat and into the sea.As she washes up onto the shore, Ellie hears Seraphites whistling as a group of them descends upon her. She’s too weak to get onto her feet and run, so the cultists grab her and carry her to a noose hanging from a tree in the woods. She screams that she’s not a Wolf and that she’s not from here, but they don’t listen. As they wrap the noose around her neck and start to hoist her upward, a horn sounds off in the distance. The lead Scar says to leave her, their village is in danger, so I guess that’s what the W.L.F. operation is targeting? This concludes our latest little exposition detour, as Ellie gets right back into the boat to the aquarium.Image: HBOShe manages to reach the building and finds a broken window through which to enter. Inside, she finds several makeshift beds. Whatever Abby’s doing here, she’s not alone. As Ellie makes her way deeper into the aquarium, she finds a ton of medical supplies, including bloody bandages and surgical equipment. Was Abby injured? Is that why she’s been missing in action as the W.L.F. undergoes a huge, all-hands-on-deck mission? Who’s to say?Quick sidenote: When Ellie infiltrates the aquarium in the game, she’s attacked by a guard dog named Alice. The W.L.F. used trained canines in their war against the Seraphites, but that element has been notably absent from the show. Between this and sparing Shimmer from her explosive fate, The Last of Us has been toning down the animal murder.Ellie keeps walking through the desolate aquarium and eventually finds fresh footsteps. She follows them and soon finds their source: Abby’s friends Owenand Mel. The two are arguing about something, though it’s not clear what. Owen wants to go somewhere behind enemy lines, even in the midst of the battle Isaac has just initiated. He says he doesn’t have a choice because “it’s Abby.” Mel says he does have a choice and so does she, and the Abby of it all is why she’s not going along with whatever the plan is. Owen says he’ll do it on his own, and if Mel’s still here when they get back, she can “keep going with.” Either way, Owen’s leaving. Mel let’s out a hearty “fuck you, Owen” before realizing that Ellie is there. Sure seems like there’s a whole other story that’s been going on while we’ve been hanging out with Ellie, huh? I wonder if we’ll ever get any further insight into whatever this is. Perhaps in a season entirely dedicated to the other side of what’s going on in Seattle? Maybe in a couple years it might premiere on HBO Max? That would be something!Ellie holds the two at gunpoint and tells them to put their hands up. When she asks where Abby is, Owen realizes who she is and points out that he was the one who kept her alive. Ellie isn’t swayed by this, so he says they don’t know where Abby went. But, of course, they were just talking about her, so Ellie knows that’s not true. She spots a map on the table and decides to pull out an old Joel Miller standard: She tells Mel to bring her the map and point to where Abby is, saying that next she’s going to ask Owen the same question, and the answers had better match. Owen looks at Mel and says that Ellie will kill them either way, so there’s no reason to comply. Ellie says she won’t because she’s “not like” them. When she crosses state lines to torture and kill someone who killed somebody important to her, it’s very different than when they do it, of course.Owen stops Mel from grabbing the map by saying he’ll do it. He slowly turns to the table, but instead of picking up the map, he grabs a handgun stowed under it. Ellie is quick with her trigger finger and shoots him right in the throat. The bullet goes straight through him, and hits Mel in the neck as well. She falls onto her back and, instead of cursing Ellie, she asks for her help. Not to save her life, but someone else’s. She opens her jacket to reveal her pregnant belly, and asks if Ellie has a knife to cut the baby out of her before she dies. Ellie is in shock and doesn’t know what to do. Mel tells her she just needs to make one incision. That isn’t enough direction, and Ellie panics. She doesn’t know how deep or which direction to cut. As Mel starts to become delirious, she repeats “love transfers” and then asks Ellie if the baby is out. But she hasn’t even made one cut. Mel finally drifts off, and Ellie realizes it’s too late. She sits there until, eventually, Tommy and Jesse find her. Tommy attempts to comfort her, but she’s in shock and doesn’t speak. Finally they leave and head back to the theater.Naughty Dog / Cinematic GamingWhy can’t this show stop giving the audience outs to not turn against its leads? The death of Mel, specifically, feels like the show bending over backward to teach Ellie a lesson without laying blame at her feet. Mel’s death here is an accident. She’s an innocent bystander who dies because Owen and Ellie made choices, and she was, quite literally, caught in the crossfire. In Part II, by contrast, Mel “shot first.” Well, she tried to stab Ellie, but that doesn’t have the same ring to it. Ellie reacts in self-defense and stabs her right back, but she did it fully knowing she was about to send Mel to an early grave. The gut punch Ellie feels upon learning that she’s pregnant is a moment of dramatic irony, because the game’s shifting perspectives had already revealed her pregnancy to the player way back in the opening hours. So when you’re slamming the square button to fight back, you know that Mel isn’t the only one about to reach her untimely end. Here, she doesn’t even get that moment of agency to fight to protect herself. She’s just collateral damage. It’s a small but important distinction. At this point in the show, Mel’s only real trait is a clear distaste for Abby’s violence, and now, when she finally shows up again, she’s just an unintended victim of Owen pulling a gun on Ellie. Sure, season three will fill in those gaps, but the end result will be the same. Mel died not because she was fighting back, but because she was an inch too far to the left.Then there’s the matter of her pregnancy. Again, in the game players already knew about this by the time Ellie reached the aquarium, while the show kept it secret until the end. It’s hard not to see this last-minute reveal as a knife being twisted for shock value, but that’s only half the problem. My friend Eric Van Allenwould often joke with his college friends about how Michael Caine’s characters in Christopher Nolan films so often show up just to tell you, the viewer, in very literal terms what the story is about. Throughout most of this season, Gail has been this character, the one burdened with the heavy task of diegetic literary analysis, but Mel’s delirious “love transfers” line may be even sillier than anything Gail spouts; homegirl is bleeding out and telling Ellie that pain is not the only thing we inherit from our parents? Just one week after Joel tearfully told Ellie that he hopes she does better when she has a kid than he or his abusive cop father did?Perhaps in a show that hadn’t already spent two seasons using literalism as a writing crutch, Mel speaking her final hopes for her unborn child might have landed for me. But I think I’m just too jaded towards it now for even what should have been a genuine expression to feel like anything other than a heavy-handed, patronizing declaration of what lessons I’m supposed to take away from the story. I don’t think characters overtly communicating their beliefs and feelings about a situation is an inherently poor way of writing dialogue. In fact, some of my favorite works have managed to execute this well thanks to strong acting and stories that lent themselves well to this style of writing. The Last of Us, a series that often relishes in grounded dialogue that forced you to read between the lines and unearth that meaning yourself, the Last of Us show’s inability to let nearly any emotion, belief, or theme go unspoken feels so contrived and tiresome that even someone expressing something thematically resonate feels like being told what to feel. Mel uses her last words to tell me the themes of the story. Just in case I forgot. Thank you, Last of Us show, I don’t know how I would have ever understood your thematic richness if you didn’t make your characters tell me about it, even in their death gasps.The group makes it back to the theater and Ellie is still in shock, so much so that she doesn’t even look at Dina as she enters the building. Some time passes, and Tommy and Jesse are mapping out their route home on the stage. The storm is still pretty rough, so they’ll stay overnight and hope the sun is out when they wake up. Ellie finally joins the group, and Tommy reassures her that Mel and Owen played their part in Joel’s death, and they made the choices that brought them to that fateful end. Ellie can only fixate on what she didn’t get to do.“But Abby gets to live,” she says.“Yeah,” Tommy responds. “Are you able to make your peace with that?”“I guess I’ll have to,” she says, defeated.She looks to Jesse, who won’t even look up at her. Tommy realizes they might have something to talk about and walks to the lobby to pack. After some awkward silence, Ellie thanks Jesse for coming back for her, even though he had no reason to after the way they clashed.“Maybe I didn’t want to,” he says. “Maybe Tommy made me.”“Did he?” Ellie asks.After a second of contemplation, Jesse drops the act and says, “No.”“Because you’re a good person,” Ellie responds.“Yeah,” Jesse agrees. “But also the thought did occur, that if I were out there somewhere, lost and in trouble, you’d set the world on fire to save me.”Ellie says she would, and the two finally see one another, even if just for a moment. Jesse acknowledges that Ellie’s vendetta isn’t entirely selfish, and that when it comes to defending the people she cares about, dead or alive, you won’t find someone more loyal in all of Jackson. It’s good that they finally had this moment of connection after all this drama. But damn, I miss Ellie and Jesse being bros, and I miss her giving him shit for being a sap in these final moments. But most of all, I miss that dopey good ol’ boy with a heart of gold saying his friends “can’t get out of their own damn way.”All that understanding is short-lived, as the two hear some ruckus in the lobby, grab their guns, and book it to the entrance. The second Jesse opens the door, bam. A gunshot rings out in the lobby, and he is on the floor. We don’t even see that it was Abby who fired it until after we get a gnarly shot of him with his face blown open. He’s gone. It was instant. The Last of Us Part II tends to draw out death. It’s either long and torturous like it was for Joel or Nora, or it’s short like Owen’s and Mel’s, but in any case, the game typically lingers on the fallout for a bit. Jesse’s death, by contrast, happens so fast that you can’t even process it before you have to deal with the situation at hand. The show follows suit, and it’s recreated practically shot for shot. But that’s hardly the most disorientingthing that happens in these final minutes.“Stand up,” Abby growls forcefully from the other side of the desk Ellie has taken cover behind.She repeats herself: “Stand. Up. Hands in the air or I shoot this one, too.”Ellie can see Tommy on the ground with a pistol aimed right at his head. He tells Ellie to just run, but she tosses her gun where Abby can see it and crawls out from cover. Abby recognizes her immediately. Ellie asks her to let Tommy go, to which Abby replies that he killed her friends. Ellie says no, she did.“I was looking for you,” Ellie says. “I didn’t mean to hurt them. I know why you killed Joel. He did what he did to save me, I’m the one that you want. Just let him go.”Naughty Dog / VGS - Video Game SophistryHm. Okay. We’re almost at the end. I gotta get another little quibble in before the curtains close. I mean, come on, we’ve been through seven episodes of me complaining together. You can’t take one last gripe? This line from Ellie is slightly altered to account for the fact that she knows more about Abby in the show than in the game, and it means we miss one of the most important subtle interactions in all of the story. As I mentioned earlier, Ellie doesn’t know anything about Abby’s father in Part II. She assumes that Abby killed Joel because he took away any chance of the Fireflies developing a cure, so she cites that in this high-stakes moment. The original line is almost identical to the one in the show, but instead, Ellie says “there’s no cure because of me” and suggests that killing her would be the extension of Abby’s presumed vendetta. Then, we get some incredible, subtle acting from Abby actor Laura Bailey, who hears what Ellie’s saying, has a brief moment of angry disbelief on her face, and then scoffs under her breath before picking right back up where she left off. In just a few seconds, you see Abby realize that, after everything, these fuckers have no idea how much pain she’s been through over the past five years. But they’re not worth the breath it would take to explain herself. They don’t deserve to know the man her father was and what he meant to her. All that matters right now is that Ellie pays for what she’s done.Abby still views herself as the righteous one here, as she points out that she let Ellie live when she did not have to do that. It turns out that Ellie wasn’t deserving of her mercy, that she squandered it by killing her friends. Part of me has wondered if all the exposition-heavy dialogue in this show, such as Dever’s villain monologue in episode two before she murdered the shit out of Joel, was written to give its actors more words to say in front of a camera. When you’ve got big names like Kaitlyn Dever, Catherine O’Hara, and Pedro Pascal in your cast, you don’t want them to not talk, right? But all these elongated exchanges have also robbed actors like Dever of those subtle moments. Hell, she led an entire film with next to no dialogue in 2023’s No One Will You, and was great in it, so she has the chops to pull off that kind of acting. Communicating something through body language and expression is just as powerful as a poetic piece of dialogue, but this show rarely, if ever, understands that.Image: HBOAnyway, Abby says that Ellie wasted the chance she was given when the ex-Fireflies spared her, and points her gun right at Ellie. We hear a bullet fire and Ellie shouts before a hard cut to black. But wait. That’s the season finale? You expect us to wait for two years, probably, to find out what happened? Well, about that. You will probably have to wait even longer.We do have one more scene this season, however: a flashback. We see Abby lying down on a comfy couch with an unfinished book resting on her stomach. She’s in a deep sleep before Mannyloudly enters the room and wakes her up. He says Isaac wants to see them, and she stirs awake. She gets up and walks out of this cozy living space and into a giant football stadium. The entire field has been repurposed for agriculture, manufacturing, and housing. Abby takes a second to look at the whole operation before heading to Isaac’s, but the camera lingers over the field as bold white text flashes on the screen: Seattle, Day One.Alright, TV newbies, welcome to the second divisive twist of The Last of Us Part II. In the game, the player goes through Ellie’s three days in Seattle, killing Abby’s friends and mostly ignoring the war between the W.L.F. and the Seraphites. Meanwhile, Abby has been kind of an enigma the whole time. Every time Ellie finds a new lead, Abby has already come and gone. When Abby finally shows up at the theater for another round of vengeance, it’s clear that a lot of the story happening in this game has happened off-screen. That’s because you’re about to see an entirely different perspective on the last three days, and you’re going to play as Abby when you do it.As you can imagine, this shit drove some players nuts at the time, and you’ll still find angry people online complaining about it to this day. For all my problems with this season, I have to commend the show for actually going for it. HBO has taken the coward’s route in adapting this story for so long, it’s almost surprising that it’s ending here and, from the sound of it, season three will be entirely about Abby and what she’s been doing these past three days. It’s very likely we won’t see Ellie again until next season’s finale after we’ve followed Dever’s character for several episodes. Despite some ham-fisted attempts by the show to build sympathy for Abby early on, it seems like swaths of TV newbies still demand blood. Will viewers complain for an entire season as Dever takes on the lead role? I’d like to think they won’t. I hope that new audiences are more open to her than the worst people you’ve ever met were when the game launched.Despite all the golf club swings I’ve taken at this show, I’m looking forward to examining it further as HBO rolls out the next two seasons. The Last of Us Part II is one of my favorite games of all time, but I genuinely fucking hated The Last of Us’ second season. I don’t expect my feelings to improve in season three. At this point, the rot of Mazin’s poor creative decisions runs too deep for the show to be salvaged and reach the highs of the games. But if nothing else, it’s been a rewarding ride. Thank you for joining me on this seven-week journey. I think I’m due for a replay of The Last of Us Part II to wash off this stink. This shit was ass, HBO. I’ll see you in the ring again next time. #last #season #two #episode #seven
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    The Last Of Us Season Two, Episode Seven Recap: Abby Road
    We made it, everybody. We’ve reached the end of HBO’s The Last of Us. Wait, sorry, I’m getting word in my earpiece that…we’re only halfway done with it because this show’s going for four seasons. At this point, I’m mostly feeling deflated. Last week’s episode was such a catastrophic bummer that it cemented for me that the show fundamentally misunderstands The Last of Us Part II, the game this season and those that are still yet to come are adapting. But you know how your mother would tell you not to play ball in the house because you might accidentally break the priceless vase on display in the living room? Well, if you’ve already broken the vase, you might as well keep playing ball, so we’ll probably be doing this song and dance into 2029. For now, we’re on the season two finale, which essentially wraps up Ellie’s side of this condensed revenge story and reveals the premise of season three. Most game fans probably assumed this was where the season would end and, if nothing else, it’s still a bold cliffhanger to leave off on.Suggested ReadingNintendo Switch 2 Price Is Set at $450 for Now, But Could Go Higher Share SubtitlesOffEnglishSuggested ReadingNintendo Switch 2 Price Is Set at $450 for Now, But Could Go Higher Share SubtitlesOffEnglishNintendo Switch 2 Price Is Set at $450 for Now, But Could Go HigherGuilty as chargedAfter last week’s flashback-heavy episode, we open on Jesse (Young Mazino) tending to wounds the Seraphites have inflicted on Dina (Isabela Merced), which means we get a real heinous scene of him doing some amateur surgeon’s work to remove the arrow she took to the knee. He douses it in alcohol and offers her a sip to dull the pain, but she staunchly refuses without explaining why. They made Jesse an asshole in this show, but he’s still a smart guy. The gears start turning in his head about why she might turn down a swig right now. Nevertheless, he takes that motherfucker out with no anesthetic, booze, or supportive bedside girlfriend to help Dina through it.Speaking of the absent girlfriend, Ellie (Bella Ramsey) finally returns to their theater base of operations. Now that she’s back, all her concern is on Dina, but Jesse is still wondering where the hell she’s been this whole time. Dina is resting backstage, and even though we only see these details for a few minutes, I once again want to shout out the set designers who recreated this little safe haven, which is covered in old show posters and graffiti from bands and artists that performed there before the cordyceps took over. I’m sure Joel would have loved to have seen it.Dina stirs awake and Ellie checks her wound. Jesse’s effort to wrap the injury leaves a lot to be desired, but it should heal in time. Ellie asks if the baby’s alright, and Dina says it’s okay.“How do you know?” Ellie asks.“I just do,” Dina replies.The one who is not okay in the room is Ellie, who is bleeding through the back of her shirt. Dina helps her undress and starts to clean the scratches on her back. As she does, she asks what happened while they were separated. Ellie says she found Nora (Tati Gabrielle), and she knew where Abby (Kaitlyn Dever) was, but only said two words: “Whale” and “Wheel.” Ellie says she doesn’t know what it meant. It could have been nonsense. She was infected, and it was already starting to affect her cognitive state.“I made her talk,” Ellie whispers. “I thought it would be harder to do, but it wasn’t. It was easy. I just kept hurting her.”Image: HBODina asks if Ellie killed her, but she says she just “left her,” meaning that somewhere in this timeline, Nora is wandering the depths of a Seattle hospital with broken legs and an infected mind. I thought the show couldn’t possibly concoct a worse fate for her than what happens in the game, but they found a way. It takes commitment to put down a character like showrunners Craig Mazin and Neil Druckmann have done for Nora across both video games and television. Personally, I think when you already know that people are wary of the way you treat one of the few Black women in your franchise as if she doesn’t deserve the same dignity as everyone else, maybe you should do better by her when given a second chance, rather than worse. But that’s just me. I’m not the one being paid a bunch of money to butcher this story on HBO Max every Sunday at 9 p.m. Eastern. So what do I know?Maybe this is just part of the contrived sadism the show has attached to Ellie. She thinks violence is easy and it comes naturally to her, so I guess she would beat a woman nearly to death until the fungal infection made her lose her mind. Meanwhile the game version is so traumatized by what she’s done in this moment, she’s practically speechless by the time she reaches the theater. God, I knew this shit was going to happen. Mazin has repeatedly insisted that Ellie is an inherently violent individual, something he’s communicated both in interviews and by having Catherine O’Hara’s Gail, the therapist who tells you what the story is about, say that she’s always been a sadist, probably. Now, when we get to moments like the post-Nora debrief which used to convey that Ellie is Not Cut Out For This Shit, the framing instead becomes “Ellie likes violence and feels bad about how much she likes violence.”Before The Last of Us Part II came out, a lot of Naughty Dog’s promotion for the game was kind of vague and even deceptive in an effort to keep its biggest twists under wraps, and some of the messaging it used to talk about the game’s themes have irrevocably set a precedent for how the game’s story is talked about years later. When the game was first revealed in 2016, the studio said the story would be “about hate,” which paints a much more destructive and myopic picture of Ellie’s journey than the one driven by love and grief she actually experiences through the course of the game.One of the most annoying things about being a Last of Us fan is that its creators love to talk about the series in ways that erase its emotional complexity, making it sound more cynical and underhanded when the actual story it’s telling is anything but. I can’t count how many times I’ve heard people reductively parroting notions that The Last of Us Part II is just about “hate” and “guilting the player” for taking part in horrifying actions when they literally have no choice but to do so, rather than cracking the text open and dissecting that nuance. Mazin’s openly-expressed belief that Ellie is an intrinsically bloodthirsty person similarly bleeds into how a lot of the public perceives her as a character, seeing her as a violent ruffian rather than a grieving daughter who was only ever taught to express her pain by inflicting it on those who made her feel it in the first place. Discussing these games as a fan means having to fight against these notions, but they’re born from a game built on subtext, and thus willingly opens itself to those interpretations.Its willingness to dwell in ambiguity only makes it a more fascinating text to unpack, or it would, if we lived in a world where discussing video games wasn’t a volatile experience in which you constantly run the risk of being targeted for performative online dunks, or running up against rabid console tribalism. Now, the Last of Us show has decided to lean into the most boring interpretation of what this story is about without an ounce of subtlety, nuance, or even sympathy for Ellie’s plight. She is a sadist who does terrible things not simply because she’s grieving her father figure, but because this is just who she is. Mazin has deemed it so, and here we are, and this vision of her will no doubt weave itself into the fabric of how we talk about Ellie Williams, even in the game.This story only has any thematic weight if Ellie’s violent outbursts are rooted in pain, not pleasure. Yeah, what we’re seeing in the show is her acting from a mix of those things but, in the game at least, the most affecting moments of Ellie’s Seattle revenge tour happen when she has to confront how she is not built for acts of violent excess in the same way Joel was. She never has been. Back in Part I, she was sick to her stomach when she committed her first kill to save Joel, and the entire point of Part II was that we see her cut off parts of herself to do what she feels she must, only to find that she’s unable to recognize herself when it’s all over. In the show, she is instead mesmerized by carnage, only to decide she doesn’t like that she feels that way, actually. But all this self-reflection is fleeting, because she’s only killed one person on her list, and there’s a lot more work to do. How many Joels is Nora’s life worth to Ellie? One-fifth?While Ellie is wrestling with these feelings, Dina is about to see things with more clarity than ever. At first, she says that Nora may have deserved this fate worse than death, to which Ellie says “Maybe she didn’t,” before telling her girlfriend everything. She tearfully recounts Joel’s massacre of the Fireflies at the base in Salt Lake City, how the group was going to use her immunity to create a cure, and how Joel killed Abby’s father to save her. Dina puts it all together and asks Ellie if she knew who Abby’s group was. She says she didn’t, but she did know what Joel did. Dina sits with that for a moment, then flatly says the group needs to go home.So I guess this is how the show gets Dina, who’s been pretty revenge-hungry thus far, back onto the track she’s on in the games. Without spoiling scenes in the late game for the uninitiated, some major points of conflict at the end of Part II require her to be less on-board with Ellie’s vendetta, so the fact that she’s been egging her girlfriend on to track down Abby was an odd choice. I wasn’t sure how the show would handle it down the line, but it seems the way HBO’s show has course-corrected was by having her condemn Joel’s actions. Dina had her own relationship with the old man in the show, so I imagine that in a later season she’ll interrogate how she feels about him in light of this new information, but having her more or less get off the ride when she learns what Joel has done sets up a contrast between her and Ellie that I’m curious to see how the show handles.The shame of it, though, is that this is just one more thing that undermines one of the core foundations of the source material, and I have to get at least one more jab in on this topic before we end the season. In The Last of Us Part II, when you look at what is actually expressed in dialogue, you see that characters are often lacking important information about each other. This lack of communication is an important part of its storytelling, but the show is instead having characters tell everyone everything. In Part II, Joel and Ellie don’t know who Abby’s father was. It’s strongly implied that no one other than Joel, Ellie, and Tommy knew about what happened in Salt Lake City, not even Dina. The more the show bridges these gaps of communication, the more senseless this entire tit-for-tat feels. To be clear, it was senseless in the game, but it was in a tragic, “these people are so blinded by their emotions that they can’t fathom another path forward” sort of way. This time around, everyone knows exactly what’s happening and chooses to partake in violence anyway. We don’t have any mystery or lack of communication to fall back on as a we struggle to understand why the characters keep making these self-destructive decisions. Everyone is just knowingly the worst version of themselves this time around, and I guess Mazin thinks that’s the point, which is the kind of boring interpretation that makes the show such an inferior version of this story.Family mattersWe now begin our third day in Seattle. Ellie and Jesse are packing up to get going in the theater lobby. The plan is to find Tommy (Gabriel Luna) somewhere in the city and then head back to Jackson. However, Jesse is a lot less talkative this morning. Dina limps into the lobby, and after a brief scolding for being on her feet, she gives Ellie a bracelet for good luck.“I’m not sure it’s been working for you,” Ellie jokes.“I’m alive,” Dina replies.Jesse is clearly uncomfortable watching his ex (or are they technically still together now? I’m not sure) give Ellie a prized possession, and says he can go alone if Dina wants Ellie to stay. Ellie says they’ll be safer together. Jesse relents and says they should be back by sundown. The tension is radiating off him, but the pair leaves Dina in the safety of the theater.Image: HBOEllie and Jesse awkwardly walk through the remains of Seattle. She finally breaks the silence by asking how he found Ellie and Dina’s theater base. He recounts his two days of tracking, giving a shoutout to the horse Shimmer who’s still vibing in the record store the girls left her at, but he’s clearly pissed. Ellie assumes it’s because he and Tommy had to cross state lines to come find them, but no, there’s something else on his mind. Why do Ellie and Dina look at each other differently? Why did Dina turn down a free drink for the first time in her life? He’s putting it all together. Dina and Ellie are no longer just gals being pals, and his (now ex?) girlfriend is pregnant.“None of this has to change things between us,” Ellie says.“Everything changing doesn’t have to change things?” Jesse asks. “Well, how about this for something new: I’m gonna be a father, which means I can’t die. But because of you, we’re stuck in a warzone. So how about we skip the apologies and just go find Tommy so I can get us and my kid the fuck out of Seattle?”Wow, okay. Judgey, much? I mean, you’re right, Jesse. This is a no good, very bad situation, and Ellie has put your kid in danger and won’t even tell you she was torturing a woman last night. But god, I miss kindhearted Jesse. I miss Ellie’s golden retriever best friend who, when finding out Dina was pregnant, firmly but gently told Ellie it was time to get the fuck out of Seattle. Now that the show has created a messy cheating love triangle out of these three, I’m once again reflecting on how The Last of Us Part II could have very easily made this storyline a dramatic, angry one, and instead it was one of the brighter spots in a dark tale. Meanwhile, in the show, the whole thing feels like it’s regressed to a rote and predictable earlier draft of the story that’s much less refreshing and compelling than the one we already know. Justice for Jesse. This is character assassination of the goodest boy in all of Jackson. Well, actually, that’s Abby’s job. Sorry, sorry. That’s actually not for another 35 minutes.As the two move further into the city, they see more art praising the Seraphite prophet on the buildings, but she looks notably different than in images we’ve seen previously. This art depicts a Black woman, whereas others have typically portrayed the prophet as white. Ellie wonders aloud if there’s “more than one of her.” Jesse says it’s possible, but ushers her forward as rain starts pouring down. I’m curious what the show might be doing here, as this is a divergence from Part II. Could the Seraphites be a kind of polytheistic group in the show that follows multiple prophets? Could they believe the Prophet was reincarnated into a different woman at some point? All we can do is theorize, but we haven’t seen much of the Seraphites this season so we don’t have much to go on. Which is by design, and feels pretty in-line with Part II, which didn’t tell you much about the group during Ellie’s three days in Seattle. We’ll pick this thread back up next season, I’m sure.The pair takes shelter but before they can catch their breath, they hear the popping sound of gunfire nearby as a W.L.F. squad corners a lone Seraphite. Ellie and Jesse watch in horror as the wolves strip and drag him away. Just as Ellie nearly gets out from cover to intervene, Jesse pulls her back. Once the coast is clear, Ellie walks away in a huff. As Jesse follows, he points out that they were outnumbered and would have lost that fight.“He was a fucking kid!” Ellie shouts.“Ellie, these people [are] shooting each other, lynching each other, ripping each other’s guts out,” Jesse says. “Even the kids? I’m not dying out here. Not for any of them. This is not our war.”Who the fuck is this man? I touched on it in episode five, but what is with this show putting all of Ellie’s unlikable traits on other characters so she keeps getting to be the hero? Jesse turns from a selfless guardian into a selfish asshole who will watch a kid get tortured to save himself while Ellie is suddenly very concerned about a war that, in the game, she seemed largely indifferent to. It’s as if The Last of Us’ second season is so concerned with us liking Ellie and feeling like we can root for her that it’s lost sight of anything else.So Jesse gets to be the belligerent asshole and Dina gets to be the revenge-driven one in the relationship. Ellie? She’s just bee-bopping through spouting cool space facts, and so when she tortures Nora, it feels like tonal whiplash. I don’t recognize Jesse. Most of the time, I don’t recognize Ellie. But really, the more I watch this show, the more I hardly recognize anyone, and I don’t have any faith in the series to figure these characters and their relationships out, even if it’s going to go on for two more seasons.Will the circle be unbroken?We shift away from the Jackson crew to check in on Isaac (Jeffrey Wright), who we haven’t seen in a few episodes. Sergeant Park (Hettienne Park) updates the W.L.F. boss that the incoming storm will get worse as the day goes on, but even so, the group is still preparing some kind of operation. She also lets him know the rank and file is a little nervous about whatever’s going on, but Isaac’s only concerned about one person: Abby. From the sound of it, she and most of her crew have all disappeared over the past few days. We’ve seen what happened to Nora, Manny is still around, but Owen and Mel are gone without a trace. Again, Isaac isn’t concerned with them. He’s nervous that they’re going into whatever operation they’re planning without Abby. Park is clearly exhausted by this lane of thinking and asks why he cares so much about the girl.Image: HBOShe starts off asking why one “great” soldier is so important when they have an army, and then gets into a weird aside where she exasperatedly asks Isaac if he’s harboring feelings for the girl when he’s at least 30 years her senior. I don’t know if this line is supposed to be a joke, but it’s not funny, even though Isaac laughs at it. She acknowledges it’s an out-of-pocket question, but says he “wouldn’t be the first old man” to make decisions based on such inappropriate impulses. As much as it’s a stupid thing for Park to say, it’s also a stupid thing for the writers room to nonchalantly whip out in a humorous fashion given The Last of Us’ history of old men preying on young women with the character of David. Why write this non-joke into your script if you don’t want viewers to possibly view his fixation on Abby as potentially untoward? Isaac’s following speech focuses on the preservation of his militia, in a very similar way to how David’s preoccupation with Ellie in season one was born from the cannibal’s warped views on longevity, and if you’re not trying to make this direct connection, why even gesture at it? Yeah, I don’t imagine anyone considered the optics of this obviously flippant, throwaway line, but Christ, if you’re that desperate for a joke or moment to cut the tension, this was the best you could come up with? Amateur shit.Isaac sits Park down and tells her why he cares so much about one soldier. He says there’s a very strong chance that the W.L.F. leadership will be dead by tomorrow morning. If that happens, who can lead the militia in their stead? He wanted it to be Abby. It was “supposed” to be her.“Well she’s fucked off, Isaac,” Park says as she leaves. “So maybe it wasn’t.”We go back to the Jackson crew as Ellie and Jesse reach the rendezvous point in a bookstore, and Tommy isn’t here. The place is in bad shape like most places are in this city, but Ellie gravitates to the children’s books section. She picks up an old Sesame Street book, the Grover classic The Monster at the End of This Book, and picks it up for the bun in the oven as Jesse says she picked a good one. As the quiet creeps in on the two, Ellie tries to break the silence by clarifying what happened, but Jesse says they have enough problems for the moment, so he wants to bury the issue.He says he loves Dina, but not in the same way Ellie does. He remembers a group that passed through Jackson, and how there was a girl he fell hard for. She asked him to leave with her to Mexico, but he declined because he’d found purpose and community in Jackson, and he was taught to put others first. People look to him to become the “next Maria” and lead the town, and he couldn’t abandon them for a girl he’d known for two weeks, even if she made him feel things he’d never felt before.Ellie immediately sees through this story. It’s not about him pointing out how he’s felt love and knows that he and Dina aren’t the real deal; it’s about how she’s putting her own needs and wants ahead of everyone else’s.“Okay, got it,” Ellie says. “So you’re Saint Jesse of Wyoming, and everyone else is a fucking asshole.”“You can make fun of me all you want,” Jesse responds. “But let me ask you this, Ellie: If I go with that girl to Mexico, who saves your ass in Seattle?”Before she can reply, they hear W.L.F. radio chatter about a sniper taking out a squad and assume it’s gotta be Tommy. The two head out to higher ground to get a better look, and Ellie sees a Ferris wheel in the distance. She finally puts Nora’s final words together: Abby is in the aquarium at the edge of the city. Immediately, her focus shifts away from Tommy as she starts trying to figure out how to reach Abby’s apparent hiding spot. Jesse is confused and says that Tommy’s got the W.L.F. pinned down in the opposite direction. Ellie starts coming up with justifications for her plan. They don’t know if that’s actually Tommy. If it is him, he’s got the group pinned down. Either way, he would want her to go after Abby to avenge Joel. Ellie doesn’t understand why Jesse is so against this. He voted to go after Abby’s crew back in Jackson, right?Image: HBONo, actually. He didn’t. He believed this vendetta was selfish and “wasn’t in the best interest of the community.” That sets Ellie off.“Fuck the community!” she screams. “All you do is talk about the fucking community, you hypocrite. You think you’re good and I’m bad? You let a kid die today, Jesse. Because why? He wasn’t in your community? Let me tell you about my community. My community was beaten to death in front of me while I was forced to fucking watch. So don’t look at me like you’re better than me, or like you’d do anything differently if you were in my shoes, because you’re not, and you wouldn’t.”Jesse takes a beat, then tells Ellie he hopes she makes it to the aquarium as he leaves. While this scene does exemplify the show’s typicalal “no subtext allowed” approach to writing that I find so irksome, the storyline of Ellie feeling ostracized by the people of Jackson while constantly being told that she must make compromises for them even as they are incapable of extending the same to her is one of the few embellishments The Last of Us makes that resonates with me. It’s easy to write off Ellie’s revenge tour as a selfish crusade that puts everyone else in harm’s way, but when she’s also one of the few out queer people in a town that mostly coddles bigotry and she’s being constantly belittled and kept from doing things she wants to do like working on the patrol team, why would she feel any kinship to this community? Now, when she’s so close to her goal that she can almost taste it, Jesse wants her to consider the people of Jackson? Why should she do that? They’re hundreds of miles away, and the only people who came to save her and Dina were the ones who already cared about her. Ellie’s disillusionment with her neighbors is one of the few additions to the story that The Last of Us manages to pull off.Ellie reaches the harbor from which she can use a boat to reach the aquarium and finds several Wolves meeting up on vessels heading somewhere off the coast. Isaac is here leading the charge, but it’s unclear where they’re going or what they’re doing. Game fans have the advantage of knowing what’s going on, but the W.L.F. storyline feels underbaked in this season, which is one of the real issues with the show dividing the game’s storyline into multiple seasons. During this section of the game, you get a sense that there’s an untold story happening in the background, and you can learn more about it through notes you can find in the environment and ambient dialogue from enemies. The show doesn’t have those same storytelling tools, so I wouldn’t be surprised if newcomers felt a little disoriented every time we hopped over to Isaac.Once the W.L.F. forces make their way wherever they’re going, Ellie finds one of the spare boats and starts to make her way to the aquarium. The storm is hitting hard, though, and the tide is not on her side. A giant tidal wave knocks her out of the boat and into the sea. (Good thing you learned how to swim, queen.) As she washes up onto the shore, Ellie hears Seraphites whistling as a group of them descends upon her. She’s too weak to get onto her feet and run, so the cultists grab her and carry her to a noose hanging from a tree in the woods. She screams that she’s not a Wolf and that she’s not from here, but they don’t listen. As they wrap the noose around her neck and start to hoist her upward, a horn sounds off in the distance. The lead Scar says to leave her, their village is in danger, so I guess that’s what the W.L.F. operation is targeting? This concludes our latest little exposition detour, as Ellie gets right back into the boat to the aquarium.Image: HBOShe manages to reach the building and finds a broken window through which to enter. Inside, she finds several makeshift beds. Whatever Abby’s doing here, she’s not alone. As Ellie makes her way deeper into the aquarium, she finds a ton of medical supplies, including bloody bandages and surgical equipment. Was Abby injured? Is that why she’s been missing in action as the W.L.F. undergoes a huge, all-hands-on-deck mission? Who’s to say?Quick sidenote: When Ellie infiltrates the aquarium in the game, she’s attacked by a guard dog named Alice. The W.L.F. used trained canines in their war against the Seraphites, but that element has been notably absent from the show. Between this and sparing Shimmer from her explosive fate, The Last of Us has been toning down the animal murder.Ellie keeps walking through the desolate aquarium and eventually finds fresh footsteps. She follows them and soon finds their source: Abby’s friends Owen (Spencer Lord) and Mel (Ariela Barer). The two are arguing about something, though it’s not clear what. Owen wants to go somewhere behind enemy lines, even in the midst of the battle Isaac has just initiated. He says he doesn’t have a choice because “it’s Abby.” Mel says he does have a choice and so does she, and the Abby of it all is why she’s not going along with whatever the plan is. Owen says he’ll do it on his own, and if Mel’s still here when they get back, she can “keep going with [them].” Either way, Owen’s leaving. Mel let’s out a hearty “fuck you, Owen” before realizing that Ellie is there. Sure seems like there’s a whole other story that’s been going on while we’ve been hanging out with Ellie, huh? I wonder if we’ll ever get any further insight into whatever this is. Perhaps in a season entirely dedicated to the other side of what’s going on in Seattle? Maybe in a couple years it might premiere on HBO Max (or whatever it’s called by then)? That would be something!Ellie holds the two at gunpoint and tells them to put their hands up. When she asks where Abby is, Owen realizes who she is and points out that he was the one who kept her alive. Ellie isn’t swayed by this, so he says they don’t know where Abby went. But, of course, they were just talking about her, so Ellie knows that’s not true. She spots a map on the table and decides to pull out an old Joel Miller standard: She tells Mel to bring her the map and point to where Abby is, saying that next she’s going to ask Owen the same question, and the answers had better match. Owen looks at Mel and says that Ellie will kill them either way, so there’s no reason to comply. Ellie says she won’t because she’s “not like” them. When she crosses state lines to torture and kill someone who killed somebody important to her, it’s very different than when they do it, of course.Owen stops Mel from grabbing the map by saying he’ll do it. He slowly turns to the table, but instead of picking up the map, he grabs a handgun stowed under it. Ellie is quick with her trigger finger and shoots him right in the throat. The bullet goes straight through him, and hits Mel in the neck as well. She falls onto her back and, instead of cursing Ellie, she asks for her help. Not to save her life, but someone else’s. She opens her jacket to reveal her pregnant belly, and asks if Ellie has a knife to cut the baby out of her before she dies. Ellie is in shock and doesn’t know what to do. Mel tells her she just needs to make one incision. That isn’t enough direction, and Ellie panics. She doesn’t know how deep or which direction to cut. As Mel starts to become delirious, she repeats “love transfers” and then asks Ellie if the baby is out. But she hasn’t even made one cut. Mel finally drifts off, and Ellie realizes it’s too late. She sits there until, eventually, Tommy and Jesse find her. Tommy attempts to comfort her, but she’s in shock and doesn’t speak. Finally they leave and head back to the theater.Naughty Dog / Cinematic GamingWhy can’t this show stop giving the audience outs to not turn against its leads? The death of Mel, specifically, feels like the show bending over backward to teach Ellie a lesson without laying blame at her feet. Mel’s death here is an accident. She’s an innocent bystander who dies because Owen and Ellie made choices, and she was, quite literally, caught in the crossfire. In Part II, by contrast, Mel “shot first.” Well, she tried to stab Ellie, but that doesn’t have the same ring to it. Ellie reacts in self-defense and stabs her right back, but she did it fully knowing she was about to send Mel to an early grave. The gut punch Ellie feels upon learning that she’s pregnant is a moment of dramatic irony, because the game’s shifting perspectives had already revealed her pregnancy to the player way back in the opening hours. So when you’re slamming the square button to fight back, you know that Mel isn’t the only one about to reach her untimely end. Here, she doesn’t even get that moment of agency to fight to protect herself. She’s just collateral damage. It’s a small but important distinction. At this point in the show, Mel’s only real trait is a clear distaste for Abby’s violence, and now, when she finally shows up again, she’s just an unintended victim of Owen pulling a gun on Ellie. Sure, season three will fill in those gaps, but the end result will be the same. Mel died not because she was fighting back, but because she was an inch too far to the left.Then there’s the matter of her pregnancy. Again, in the game players already knew about this by the time Ellie reached the aquarium, while the show kept it secret until the end. It’s hard not to see this last-minute reveal as a knife being twisted for shock value, but that’s only half the problem. My friend Eric Van Allen (co-host of the Axe of the Blood God podcast) would often joke with his college friends about how Michael Caine’s characters in Christopher Nolan films so often show up just to tell you, the viewer, in very literal terms what the story is about. Throughout most of this season, Gail has been this character, the one burdened with the heavy task of diegetic literary analysis, but Mel’s delirious “love transfers” line may be even sillier than anything Gail spouts; homegirl is bleeding out and telling Ellie that pain is not the only thing we inherit from our parents? Just one week after Joel tearfully told Ellie that he hopes she does better when she has a kid than he or his abusive cop father did?Perhaps in a show that hadn’t already spent two seasons using literalism as a writing crutch, Mel speaking her final hopes for her unborn child might have landed for me. But I think I’m just too jaded towards it now for even what should have been a genuine expression to feel like anything other than a heavy-handed, patronizing declaration of what lessons I’m supposed to take away from the story. I don’t think characters overtly communicating their beliefs and feelings about a situation is an inherently poor way of writing dialogue. In fact, some of my favorite works have managed to execute this well thanks to strong acting and stories that lent themselves well to this style of writing. The Last of Us, a series that often relishes in grounded dialogue that forced you to read between the lines and unearth that meaning yourself, the Last of Us show’s inability to let nearly any emotion, belief, or theme go unspoken feels so contrived and tiresome that even someone expressing something thematically resonate feels like being told what to feel. Mel uses her last words to tell me the themes of the story. Just in case I forgot. Thank you, Last of Us show, I don’t know how I would have ever understood your thematic richness if you didn’t make your characters tell me about it, even in their death gasps.The group makes it back to the theater and Ellie is still in shock, so much so that she doesn’t even look at Dina as she enters the building. Some time passes, and Tommy and Jesse are mapping out their route home on the stage. The storm is still pretty rough, so they’ll stay overnight and hope the sun is out when they wake up. Ellie finally joins the group, and Tommy reassures her that Mel and Owen played their part in Joel’s death, and they made the choices that brought them to that fateful end. Ellie can only fixate on what she didn’t get to do.“But Abby gets to live,” she says.“Yeah,” Tommy responds. “Are you able to make your peace with that?”“I guess I’ll have to,” she says, defeated.She looks to Jesse, who won’t even look up at her. Tommy realizes they might have something to talk about and walks to the lobby to pack. After some awkward silence, Ellie thanks Jesse for coming back for her, even though he had no reason to after the way they clashed.“Maybe I didn’t want to,” he says. “Maybe Tommy made me.”“Did he?” Ellie asks.After a second of contemplation, Jesse drops the act and says, “No.”“Because you’re a good person,” Ellie responds.“Yeah,” Jesse agrees. “But also the thought did occur, that if I were out there somewhere, lost and in trouble, you’d set the world on fire to save me.”Ellie says she would, and the two finally see one another, even if just for a moment. Jesse acknowledges that Ellie’s vendetta isn’t entirely selfish, and that when it comes to defending the people she cares about, dead or alive, you won’t find someone more loyal in all of Jackson. It’s good that they finally had this moment of connection after all this drama. But damn, I miss Ellie and Jesse being bros, and I miss her giving him shit for being a sap in these final moments. But most of all, I miss that dopey good ol’ boy with a heart of gold saying his friends “can’t get out of their own damn way.”All that understanding is short-lived, as the two hear some ruckus in the lobby, grab their guns, and book it to the entrance. The second Jesse opens the door, bam. A gunshot rings out in the lobby, and he is on the floor. We don’t even see that it was Abby who fired it until after we get a gnarly shot of him with his face blown open. He’s gone. It was instant. The Last of Us Part II tends to draw out death. It’s either long and torturous like it was for Joel or Nora, or it’s short like Owen’s and Mel’s, but in any case, the game typically lingers on the fallout for a bit. Jesse’s death, by contrast, happens so fast that you can’t even process it before you have to deal with the situation at hand. The show follows suit, and it’s recreated practically shot for shot. But that’s hardly the most disorienting (complimentary) thing that happens in these final minutes.“Stand up,” Abby growls forcefully from the other side of the desk Ellie has taken cover behind.She repeats herself: “Stand. Up. Hands in the air or I shoot this one, too.”Ellie can see Tommy on the ground with a pistol aimed right at his head. He tells Ellie to just run, but she tosses her gun where Abby can see it and crawls out from cover. Abby recognizes her immediately. Ellie asks her to let Tommy go, to which Abby replies that he killed her friends. Ellie says no, she did.“I was looking for you,” Ellie says. “I didn’t mean to hurt them. I know why you killed Joel. He did what he did to save me, I’m the one that you want. Just let him go.”Naughty Dog / VGS - Video Game SophistryHm. Okay. We’re almost at the end. I gotta get another little quibble in before the curtains close. I mean, come on, we’ve been through seven episodes of me complaining together. You can’t take one last gripe? This line from Ellie is slightly altered to account for the fact that she knows more about Abby in the show than in the game, and it means we miss one of the most important subtle interactions in all of the story. As I mentioned earlier, Ellie doesn’t know anything about Abby’s father in Part II. She assumes that Abby killed Joel because he took away any chance of the Fireflies developing a cure, so she cites that in this high-stakes moment. The original line is almost identical to the one in the show, but instead, Ellie says “there’s no cure because of me” and suggests that killing her would be the extension of Abby’s presumed vendetta. Then, we get some incredible, subtle acting from Abby actor Laura Bailey, who hears what Ellie’s saying, has a brief moment of angry disbelief on her face, and then scoffs under her breath before picking right back up where she left off. In just a few seconds, you see Abby realize that, after everything, these fuckers have no idea how much pain she’s been through over the past five years. But they’re not worth the breath it would take to explain herself. They don’t deserve to know the man her father was and what he meant to her. All that matters right now is that Ellie pays for what she’s done.Abby still views herself as the righteous one here, as she points out that she let Ellie live when she did not have to do that. It turns out that Ellie wasn’t deserving of her mercy, that she squandered it by killing her friends. Part of me has wondered if all the exposition-heavy dialogue in this show, such as Dever’s villain monologue in episode two before she murdered the shit out of Joel, was written to give its actors more words to say in front of a camera. When you’ve got big names like Kaitlyn Dever, Catherine O’Hara, and Pedro Pascal in your cast, you don’t want them to not talk, right? But all these elongated exchanges have also robbed actors like Dever of those subtle moments. Hell, she led an entire film with next to no dialogue in 2023’s No One Will Save You, and was great in it, so she has the chops to pull off that kind of acting. Communicating something through body language and expression is just as powerful as a poetic piece of dialogue (or in this show’s case, the most literal, unpoetic dialogue a person can fathom), but this show rarely, if ever, understands that.Image: HBOAnyway, Abby says that Ellie wasted the chance she was given when the ex-Fireflies spared her, and points her gun right at Ellie. We hear a bullet fire and Ellie shouts before a hard cut to black. But wait. That’s the season finale? You expect us to wait for two years, probably, to find out what happened? Well, about that. You will probably have to wait even longer.We do have one more scene this season, however: a flashback. We see Abby lying down on a comfy couch with an unfinished book resting on her stomach. She’s in a deep sleep before Manny (Danny Ramirez) loudly enters the room and wakes her up. He says Isaac wants to see them, and she stirs awake. She gets up and walks out of this cozy living space and into a giant football stadium. The entire field has been repurposed for agriculture, manufacturing, and housing. Abby takes a second to look at the whole operation before heading to Isaac’s, but the camera lingers over the field as bold white text flashes on the screen: Seattle, Day One.Alright, TV newbies, welcome to the second divisive twist of The Last of Us Part II. In the game, the player goes through Ellie’s three days in Seattle, killing Abby’s friends and mostly ignoring the war between the W.L.F. and the Seraphites. Meanwhile, Abby has been kind of an enigma the whole time. Every time Ellie finds a new lead, Abby has already come and gone. When Abby finally shows up at the theater for another round of vengeance, it’s clear that a lot of the story happening in this game has happened off-screen. That’s because you’re about to see an entirely different perspective on the last three days, and you’re going to play as Abby when you do it.As you can imagine, this shit drove some players nuts at the time, and you’ll still find angry people online complaining about it to this day. For all my problems with this season, I have to commend the show for actually going for it. HBO has taken the coward’s route in adapting this story for so long, it’s almost surprising that it’s ending here and, from the sound of it, season three will be entirely about Abby and what she’s been doing these past three days. It’s very likely we won’t see Ellie again until next season’s finale after we’ve followed Dever’s character for several episodes. Despite some ham-fisted attempts by the show to build sympathy for Abby early on, it seems like swaths of TV newbies still demand blood. Will viewers complain for an entire season as Dever takes on the lead role? I’d like to think they won’t. I hope that new audiences are more open to her than the worst people you’ve ever met were when the game launched.Despite all the golf club swings I’ve taken at this show, I’m looking forward to examining it further as HBO rolls out the next two seasons. The Last of Us Part II is one of my favorite games of all time, but I genuinely fucking hated The Last of Us’ second season. I don’t expect my feelings to improve in season three. At this point, the rot of Mazin’s poor creative decisions runs too deep for the show to be salvaged and reach the highs of the games. But if nothing else, it’s been a rewarding ride. Thank you for joining me on this seven-week journey. I think I’m due for a replay of The Last of Us Part II to wash off this stink. This shit was ass, HBO. I’ll see you in the ring again next time.
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  • 5 movies leaving Netflix in May 2025 you have to watch now

    May belongs to Vince Vaughn and the grandmothers. Nonnas, which premiered on May 9, has become a hit on Netflix and remains in the top 10 most popular movies list. From the kitchen to the football field, Untold: The Fall of Favre is a fascinating look into two notorious scandals involving Hall of Fame quarterback Brett Favre.
    Nonnas and The Fall of Favre will remain on the streamer when the calendar changes from May to June. Unfortunately, these five movies are departing the service. One of them is Batman Begins, the first movie in the spectacular Dark Knight trilogy. Check out the rest of the picks below.

    Recommended Videos

    We also have guides to the best new movies to stream, the best movies on Netflix, the best movies on Hulu, the best movies on Amazon Prime Video, the best movies on Max, and the best movies on Disney+.
    Batman BeginsWarner Bros. Pictures
    In 2025, Christopher Nolan is the top filmmaker in Hollywood concerning power, notoriety, and recognition. 20 years ago, Nolan did not have the same juice he has now. However, Batman Begins is arguably the movie that changed his career. The previous Batman movies treated Bruce Wayne like a comic book character. Nolan crafted a more grounded and nuanced version of the character, starting with a gritty origin story in Batman Begins.
    After years of training and traveling globally, Bruce Waynereturns to Gotham City and becomes Batman, the masked vigilante intent on ridding the city of crime. Batman’s foes include his former mentor, Henri Ducard, and Scarecrow, two men who believe Gotham isn’t worth saving. After watching Batman Begins, stream The Dark Knight and Batman Begins, which also leave at the end of the month.
    Stream Batman Begins on Netflix.
    Den of ThievesSTXfilms
    What a comeback year it’s been for Den of Thieves. The cult classic’s popularity led to a sequel, Den of Thieves 2: Pantera, which premiered in January. Plus, a third movie is now in the works. However, these sequels would not have been possible without the original from 2018. Written and directed by Christian Gudegast, Den of Thieves is a heist film set in Los Angeles that pits the cops against the robbers.
    The lines are blurred as neither side is good nor evil. The police are led by Big Nick O’Brien, a renegade cop who frequently breaks the law to apprehend the enemy. The outlaws’ leader is Ray Merrimen, a former Marine and mastermind of a heist crew. Merrimen’s group plans to hit the Federal Reserve Bank, and Big Nick plans to stop it. It’s going to get loud, violent, and chaotic once these two sides battle.
    Stream Den of Thieves on Netflix.
    Pride & PrejudiceUniversal Pictures
    “You have bewitched me, body and soul, and I love you.” Jane Austen fans will recognize that iconic line from Joe Wright’s terrific adaptation of Pride & Prejudice. In the English countryside live the five Bennet sisters: Jane, Elizabeth, Mary, Kitty, and Lydia. The girls have been pressured by their father to find a suitable husband, particularly a wealthy one.
    The free-spirited Elizabeth has no plans to marry for money and will hold out for love. Could that man be Mr. Darcy? Good luck not falling in love with the will-they-won’t-they dilemma between Elizabeth and Darcy.
    Stream Pride & Prejudice on Netflix.

    GoodFellasWarner Bros. Pictures
    Martin Scorsese’s greatest movie is about to leave Netflix, which is a crime against humanity. The late Ray Liotta plays Henry Hill, a Brooklyn teenager who advances within the ranks of the Mafia to become one of its top lieutenants. While working for the mafia, Henry becomes closely associated with Jimmy Conway, an Irish-American gangster, and Tommy DeVito, a fiery criminal.
    The trio reaps the rewards of being in the mafia — money, drugs, and power. These items also lead to their demise. The brilliance of Goodfellas is how Scorsese divides the story into two halves. The first half glamorizes the mafia lifestyle, while the second half explores the dark consequences of being a gangster. Describing Goodfellas as a masterpiece does not do it justice.
    Stream Goodfellas on Netflix.
    Two Weeks Notice Warner Bros. Pictures
    Sandra Bullock and Hugh Grant starring in Two Weeks Notice is equivalent to Captain America and Iron Man joining the Avengers. Bullock and Grant became two of the ’90s biggest names, especially in rom-coms. The stars aligned in Two Weeks Notice, Marc Lawrence’s take on the opposites attract trope. Lawyer Lucy Kelsonwill do whatever it takes to protect the environment. Billionaire George Wadeonly cares about himself and his money.
    Lucy works for George after he promises to save a community center. At first, oil and water are a better mix than Lucy and George. Over time, the duo come to appreciate one another’s company and gain feelings. Even with a predictable ending, Two Weeks Notice will satisfy anyone who loves on-screen chemistry between the leads.
    Stream Two Weeks Notice on Netflix.
    #movies #leaving #netflix #you #have
    5 movies leaving Netflix in May 2025 you have to watch now
    May belongs to Vince Vaughn and the grandmothers. Nonnas, which premiered on May 9, has become a hit on Netflix and remains in the top 10 most popular movies list. From the kitchen to the football field, Untold: The Fall of Favre is a fascinating look into two notorious scandals involving Hall of Fame quarterback Brett Favre. Nonnas and The Fall of Favre will remain on the streamer when the calendar changes from May to June. Unfortunately, these five movies are departing the service. One of them is Batman Begins, the first movie in the spectacular Dark Knight trilogy. Check out the rest of the picks below. Recommended Videos We also have guides to the best new movies to stream, the best movies on Netflix, the best movies on Hulu, the best movies on Amazon Prime Video, the best movies on Max, and the best movies on Disney+. Batman BeginsWarner Bros. Pictures In 2025, Christopher Nolan is the top filmmaker in Hollywood concerning power, notoriety, and recognition. 20 years ago, Nolan did not have the same juice he has now. However, Batman Begins is arguably the movie that changed his career. The previous Batman movies treated Bruce Wayne like a comic book character. Nolan crafted a more grounded and nuanced version of the character, starting with a gritty origin story in Batman Begins. After years of training and traveling globally, Bruce Waynereturns to Gotham City and becomes Batman, the masked vigilante intent on ridding the city of crime. Batman’s foes include his former mentor, Henri Ducard, and Scarecrow, two men who believe Gotham isn’t worth saving. After watching Batman Begins, stream The Dark Knight and Batman Begins, which also leave at the end of the month. Stream Batman Begins on Netflix. Den of ThievesSTXfilms What a comeback year it’s been for Den of Thieves. The cult classic’s popularity led to a sequel, Den of Thieves 2: Pantera, which premiered in January. Plus, a third movie is now in the works. However, these sequels would not have been possible without the original from 2018. Written and directed by Christian Gudegast, Den of Thieves is a heist film set in Los Angeles that pits the cops against the robbers. The lines are blurred as neither side is good nor evil. The police are led by Big Nick O’Brien, a renegade cop who frequently breaks the law to apprehend the enemy. The outlaws’ leader is Ray Merrimen, a former Marine and mastermind of a heist crew. Merrimen’s group plans to hit the Federal Reserve Bank, and Big Nick plans to stop it. It’s going to get loud, violent, and chaotic once these two sides battle. Stream Den of Thieves on Netflix. Pride & PrejudiceUniversal Pictures “You have bewitched me, body and soul, and I love you.” Jane Austen fans will recognize that iconic line from Joe Wright’s terrific adaptation of Pride & Prejudice. In the English countryside live the five Bennet sisters: Jane, Elizabeth, Mary, Kitty, and Lydia. The girls have been pressured by their father to find a suitable husband, particularly a wealthy one. The free-spirited Elizabeth has no plans to marry for money and will hold out for love. Could that man be Mr. Darcy? Good luck not falling in love with the will-they-won’t-they dilemma between Elizabeth and Darcy. Stream Pride & Prejudice on Netflix. GoodFellasWarner Bros. Pictures Martin Scorsese’s greatest movie is about to leave Netflix, which is a crime against humanity. The late Ray Liotta plays Henry Hill, a Brooklyn teenager who advances within the ranks of the Mafia to become one of its top lieutenants. While working for the mafia, Henry becomes closely associated with Jimmy Conway, an Irish-American gangster, and Tommy DeVito, a fiery criminal. The trio reaps the rewards of being in the mafia — money, drugs, and power. These items also lead to their demise. The brilliance of Goodfellas is how Scorsese divides the story into two halves. The first half glamorizes the mafia lifestyle, while the second half explores the dark consequences of being a gangster. Describing Goodfellas as a masterpiece does not do it justice. Stream Goodfellas on Netflix. Two Weeks Notice Warner Bros. Pictures Sandra Bullock and Hugh Grant starring in Two Weeks Notice is equivalent to Captain America and Iron Man joining the Avengers. Bullock and Grant became two of the ’90s biggest names, especially in rom-coms. The stars aligned in Two Weeks Notice, Marc Lawrence’s take on the opposites attract trope. Lawyer Lucy Kelsonwill do whatever it takes to protect the environment. Billionaire George Wadeonly cares about himself and his money. Lucy works for George after he promises to save a community center. At first, oil and water are a better mix than Lucy and George. Over time, the duo come to appreciate one another’s company and gain feelings. Even with a predictable ending, Two Weeks Notice will satisfy anyone who loves on-screen chemistry between the leads. Stream Two Weeks Notice on Netflix. #movies #leaving #netflix #you #have
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    5 movies leaving Netflix in May 2025 you have to watch now
    May belongs to Vince Vaughn and the grandmothers. Nonnas, which premiered on May 9, has become a hit on Netflix and remains in the top 10 most popular movies list. From the kitchen to the football field, Untold: The Fall of Favre is a fascinating look into two notorious scandals involving Hall of Fame quarterback Brett Favre. Nonnas and The Fall of Favre will remain on the streamer when the calendar changes from May to June. Unfortunately, these five movies are departing the service. One of them is Batman Begins, the first movie in the spectacular Dark Knight trilogy. Check out the rest of the picks below. Recommended Videos We also have guides to the best new movies to stream, the best movies on Netflix, the best movies on Hulu, the best movies on Amazon Prime Video, the best movies on Max, and the best movies on Disney+. Batman Begins (2005) Warner Bros. Pictures In 2025, Christopher Nolan is the top filmmaker in Hollywood concerning power, notoriety, and recognition. 20 years ago, Nolan did not have the same juice he has now. However, Batman Begins is arguably the movie that changed his career. The previous Batman movies treated Bruce Wayne like a comic book character. Nolan crafted a more grounded and nuanced version of the character, starting with a gritty origin story in Batman Begins. After years of training and traveling globally, Bruce Wayne (Christian Bale) returns to Gotham City and becomes Batman, the masked vigilante intent on ridding the city of crime. Batman’s foes include his former mentor, Henri Ducard (Liam Neeson), and Scarecrow (Cillian Murphy), two men who believe Gotham isn’t worth saving. After watching Batman Begins, stream The Dark Knight and Batman Begins, which also leave at the end of the month. Stream Batman Begins on Netflix. Den of Thieves (2018) STXfilms What a comeback year it’s been for Den of Thieves. The cult classic’s popularity led to a sequel, Den of Thieves 2: Pantera, which premiered in January. Plus, a third movie is now in the works. However, these sequels would not have been possible without the original from 2018. Written and directed by Christian Gudegast, Den of Thieves is a heist film set in Los Angeles that pits the cops against the robbers. The lines are blurred as neither side is good nor evil. The police are led by Big Nick O’Brien (Gerard Butler), a renegade cop who frequently breaks the law to apprehend the enemy. The outlaws’ leader is Ray Merrimen (Pablo Schreiber), a former Marine and mastermind of a heist crew. Merrimen’s group plans to hit the Federal Reserve Bank, and Big Nick plans to stop it. It’s going to get loud, violent, and chaotic once these two sides battle. Stream Den of Thieves on Netflix. Pride & Prejudice (2005) Universal Pictures “You have bewitched me, body and soul, and I love you.” Jane Austen fans will recognize that iconic line from Joe Wright’s terrific adaptation of Pride & Prejudice. In the English countryside live the five Bennet sisters: Jane (Rosamund Pike), Elizabeth (Kiera Knightley), Mary (Talulah Riley), Kitty (Carey Mulligan), and Lydia (Jena Malone). The girls have been pressured by their father to find a suitable husband, particularly a wealthy one. The free-spirited Elizabeth has no plans to marry for money and will hold out for love. Could that man be Mr. Darcy (Matthew Macfadyen)? Good luck not falling in love with the will-they-won’t-they dilemma between Elizabeth and Darcy. Stream Pride & Prejudice on Netflix. GoodFellas (1990) Warner Bros. Pictures Martin Scorsese’s greatest movie is about to leave Netflix, which is a crime against humanity. The late Ray Liotta plays Henry Hill, a Brooklyn teenager who advances within the ranks of the Mafia to become one of its top lieutenants. While working for the mafia, Henry becomes closely associated with Jimmy Conway (Robert De Niro), an Irish-American gangster, and Tommy DeVito (Joe Pesci), a fiery criminal. The trio reaps the rewards of being in the mafia — money, drugs, and power. These items also lead to their demise. The brilliance of Goodfellas is how Scorsese divides the story into two halves. The first half glamorizes the mafia lifestyle, while the second half explores the dark consequences of being a gangster. Describing Goodfellas as a masterpiece does not do it justice. Stream Goodfellas on Netflix. Two Weeks Notice (2002) Warner Bros. Pictures Sandra Bullock and Hugh Grant starring in Two Weeks Notice is equivalent to Captain America and Iron Man joining the Avengers. Bullock and Grant became two of the ’90s biggest names, especially in rom-coms. The stars aligned in Two Weeks Notice, Marc Lawrence’s take on the opposites attract trope. Lawyer Lucy Kelson (Sandra Bullock) will do whatever it takes to protect the environment. Billionaire George Wade (Hugh Grant) only cares about himself and his money. Lucy works for George after he promises to save a community center. At first, oil and water are a better mix than Lucy and George. Over time, the duo come to appreciate one another’s company and gain feelings. Even with a predictable ending, Two Weeks Notice will satisfy anyone who loves on-screen chemistry between the leads. Stream Two Weeks Notice on Netflix.
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