Entertainment
Blumhouse's latest strategy to scare the hell out of you: video games
Over the last 15 years, Blumhouse has built a reputation for success by producing low-cost, original indie horror films. Now, the studio best known for such movies as the “Paranormal Activity” franchise and “M3gan” is looking to do the same in video games.
The Los Angeles-based film and TV production company recently announced its first slate of games, starting with an homage to ’90s teen horror films called “Fear the Spotlight,” a third-person, puzzle-solving adventure that’s expected to come out in the fall on desktop and consoles.
The studio saw an especially relevant opportunity — not only was the games industry growing, particularly among young people, but Blumhouse’s own fans frequently identified as gamers, Blumhouse President Abhijay Prakash said in an interview.
“I don’t think you can be in the entertainment space and not notice or be aware of gaming,” Prakash said. “The market is growing globally and diversifying its audience, it’s super relevant to the audience we’re already in touch with, and there was a business opportunity for us to do what we did in movies and apply it to games.”
Blumhouse is the latest studio entrant to the massive video game market. Megan Ellison’s indie firm, Annapurna, has a gaming division, as do brother David Ellison’s Skydance Media and J.J. Abrams’ Bad Robot. Warner Bros. Discovery’s gaming unit has long churned out big franchise titles, including last year’s Harry Potter-themed hit, “Hogwarts Legacy.”
“It’s not just potential revenue,” said Danny Bilson, director of USC Games, a joint program with the university’s engineering school. “It’s culture. It’s fishing where the fish are.”
Gaming is big business. More than 190 million Americans play video games at least once a week. U.S. consumer games spending last year totaled $57.2 billion, according to the Entertainment Software Assn., an industry trade group.
Globally, revenue last year from the games industry was estimated at $183.9 billion, a slight increase compared with 2022, according to a report updated in May by Amsterdam-based gaming research firm Newzoo.
Moreover, the amount of time people spend gaming — and importantly, how much money they spend — has remained resilient through recessions. (The industry, however, has recently experienced a pullback after a pandemic-fueled boom in hiring and production, resulting in thousands of layoffs.)
“Gaming continues to be a much more interactive and exciting way to enjoy entertainment,” said Josh Chapman, co-founder and managing partner at Konvoy Ventures, a Denver-based venture capital firm that focuses on gaming investments. “It’s no surprise that Hollywood studios are looking to games as additional revenue. … It’s a way to get their IP [intellectual property] in front of a new fan base.”
The pipeline also has run the opposite direction, sometimes to great success. Postapocalyptic video game franchise “The Last of Us” spawned the wildly popular HBO series of the same name, starring Pedro Pascal. Bethesda’s “Fallout” games became the basis of a show for Amazon’s Prime Video.
Blumhouse executives began thinking about expanding into games about three years ago. Chief Financial Officer Josh Small, who previously helped Annapurna get into gaming, was a key driver of those discussions, Prakash said.
The company hired veteran video game producer Zach Wood and former PlayStation executive Don Sechler to run the gaming division, which launched last year.
Games can be expensive to produce. But as with its low-budget horror films, Blumhouse is taking what executives describe as a “lean and mean” approach to the sector. The division is targeting indie-level budgets, mostly under $5 million per title.
Blumhouse Games, which has a handful of employees, serves as a publisher, partnering with indie developers to finance and make the games, then taking the final product to platforms like online gaming marketplace Steam, as well as Xbox, PlayStation and Switch, where consumers can pay per game.
So far, the games slate has hewed closely to the horror content of Blumhouse’s roots.
“Fear the Spotlight,” developed by L.A.-based Cozy Game Pals, centers on two teen girls who venture into an abandoned school to conduct a seance, an undertaking that inevitably goes wrong. “Crisol: Theater of Idols,” from Madrid-based developer Vermila Studios, combines religion with horror and requires the player to use their avatar’s own blood as ammunition. The slate will include a mix of desktop and console games, as well as mobile games.
Perhaps surprisingly, one thing the current slate doesn’t include is any game related to Blumhouse movies. That means players won’t find games that expand the universe of “The Purge” or allow them to dance with M3gan. The current separation between the games and Blumhouse studio stories was intentional, said Wood, who serves as president of Blumhouse Games.
“It’s a games-first approach,” he said. Though the team knew fans would expect to see games based on Blumhouse‘s films, they wanted to focus first on originals, “similar to how Jason [Blum] built the film business,” he said.
Wood added that Blumhouse Games doesn’t evaluate pitches from developers with an eye toward film or TV partnerships. Though the games subsidiary does talk with the studio side — and the door is open to future collaborations — the focus is on “building trust with fans” to expect creative, unique horror games, he said.
It’s a strategy similar to that of Bad Robot Games, which started as a small subsidiary and evolved into a larger game developer and publisher. Bad Robot Games now focuses on a mix of existing intellectual property and new stories, Chief Executive Anna Sweet said in a statement.
“Gameplay always comes first,” she said. “Once we find the fun, we then look at how we can build a world and story that complements it.”
Developing games based on existing movies is often a way for studios to expand a film’s popularity and increase longevity — and monetization — among fans. Netflix has expanded its mobile-only game offerings with new titles based on its hit reality shows, such as “Too Hot to Handle,” to reduce subscriber churn and increase the time viewers spend on its service. But betting on existing movies doesn’t always work.
Warner Bros. Discovery took a $200-million hit to its profit in the first fiscal quarter this year due to poor sales of its game “Suicide Squad: Kill the Justice League.” (Company Chief Executive David Zaslav called the release “disappointing” in a May call with financial analysts.)
Walt Disney Co., too, has had its ups and downs with games. After years of struggling as a game developer and publisher, the company adopted a licensing model in 2016 that allowed it to work with outside entities to make games based on Disney characters and stories.
In February, Disney leaned harder into that strategy by announcing a $1.5-billion deal with “Fortnite” developer Epic Games for a minority stake in the company and the creation of a “games and entertainment universe” involving Disney brands.
“The best media companies in Hollywood will figure out gaming as a tool,” said Konvoy’s Chapman. “If they launch into games, opening weekend remains important but less important. It’s more about, how do you monetize this over time?”
Movie Reviews
Movie review: Supergirl is a blast
Last year’s “Superman” ended with Iggy Pop singing “Because I’m a punk rocker, yes I am” — an ironic coda for a superlatively square hero. But it rings straightforwardly true for Superman’s cousin.
Milly Alcock’s Kara Zor-El, or Supergirl, sports not a spandex suit but a Blondie T-shirt. When we meet her in Craig Gillespie’s “Supergirl,” she’s been on an interstellar bender for days. She’s more Courtney Love than Clark Kent.
Nonchalant and sarcastic, Kara is also a little Han Solo-ish, you might say, given that she moves capriciously through the galaxy in her junky spaceship while getting in fights in extraterrestrial bars. She’s a welcome, jagged riff on more buttoned-up superheroes, and Alcock is terrific in the role. If only “Supergirl” was as good as she is.
While the latest DC release, and second under James Gunn’s stewardship, has its moments, “Supergirl” struggles to match Kara’s punk-rock energy with an equally spirited supporting cast and story.
Skepticism seems to have gathered for “Supergirl” ahead of its release. Many fans have argued it wasn’t the right next step for DC Universe. But I’m not so sure. Alcock’s breezy cameo in “Superman” was one of that movie’s highlights. Handing the follow-up to her, and her faithful floating dog Krypto, strikes me as an extremely natural next step. When in doubt, follow the dog.
And much of “Supergirl” is winning. It resides almost entirely in space, touching down only momentarily on Earth. In its consistently creative production design, clever needle drops and underdog story arc, “Supergirl” resides a little closer to Gunn’s “Guardians of the Galaxy” movies than other DC entries. Its outer space is filled with cosmic detritus, mean characters and cute critters. Seth Rogen as the voice of a tiny alien co-piloting a space bus is an inspired concoction, as is a shabbier sci-fi realm with rest stops along the intergalactic highway.
Entertainment
Justin Baldoni and wife break silence after ‘It Ends With Us’ legal battle with Blake Lively
Justin Baldoni has broken his silence after reaching a settlement in a lengthy and highly publicized legal dispute with Blake Lively.
Baldoni and his wife, Emily Baldoni, presented a united front in an Instagram video the couple shared Wednesday that began, “So we have not spoken publicly for the better part of the last two years, and it’s not because we haven’t had anything to say, because Lord knows we have.”
The “It Ends With Us” actor and director said that although they’d wanted to address the debacle that involved dueling lawsuits with Lively, nearly two years of tit-for-tat fodder and culminated in a confidential settlement, “something was telling us not to.”
The couple said they prayed about when to make a public statement. “This feels like the moment,” Emily said.
“What does feel important,” she continued, “is that we can genuinely say that we are sitting here today feeling immense gratitude for so many things and so many people and so many things that have happened to us.”
“Gratitude has saved us,” Justin added.
“I also feel that it’s important as we say that — in that gratitude — it doesn’t negate the injustice and the pain that we have also felt in the last few years, and we’ve had to wrestle with so many things and try to understand so many things,” Emily said. “How could something like this even happen? Let alone disguised as a fight for women. So much to unpack. And the truth is, reality is, is that there’s been a lot of trauma for us to move through as a family, which also makes it hard to speak.”
“We don’t even know this is the right thing to say, but we just know we need to share something,” Justin said. “What I will say is that there have been so many painful things that have been spoken into existence — “
“Untruthful,” Emily broke in.
“We didn’t want to add to the noise, so we just wanted to let the justice system run its course,” he said.
“And the truth and the facts have spoken for themselves,” Emily said.
The couple’s statement comes a year and a half after Lively filed a bombshell lawsuit against Baldoni alleging sexual harassment, retaliation and several other charges on the heels of a messy “It Ends With Us” summer release and press tour that fueled rumors of on-set turmoil.
Less than a month after the allegations against Baldoni rallied Hollywood against him, he countersued Lively, her publicist Leslie Sloane and her husband, Ryan Reynolds, for $400 million in damages, claiming they’d smeared his name in the press and wrestled away his control of the film. His suit was later dismissed.
In May, two weeks ahead of the trial, Lively and Baldoni reached an agreement to resolve their legal dispute, bringing an abrupt end to the contentious battle.
“The parties in the Blake Lively and Wayfarer Studios litigation have reached an agreement to resolve the matters,” lawyers for both sides said in a joint statement.
“The end product — the movie ‘It Ends With Us’ — is a source of pride to all of us who worked to bring it to life. Raising awareness, and making a meaningful impact in the lives of domestic violence survivors — and all survivors — is a goal that we stand behind. We acknowledge the process presented challenges and recognize concerns raised by Ms. Lively deserved to be heard. We remain firmly committed to workplaces free of improprieties and unproductive environments. It is our sincere hope that this brings closure and allows all involved to move forward constructively and in peace, including a respectful environment online.”
In June, a federal judge ordered Baldoni and his production company to pay Lively’s attorney fees related to his unsuccessful defamation lawsuit against her, but rejected her bid for additional damages.
“So, how are we doing?” the filmmaker said in the Instagram video. “We are healing, and if you’ve ever been through something traumatic, you know that healing isn’t linear. It lives different every day, and we have had to rethink for ourselves what is real. What matters, and it’s this. It’s our family. It’s our friends. It’s our community. It’s our faith.”
Times staff writer Josh Rottenberg contributed to this report.
Movie Reviews
‘The Guest’ Review: Trine Dyrholm Gives a Scorcher of a Performance in a Gutsy Danish Party-Gone-Wrong Drama
A family and friends gather for a naming-day ceremony at a Danish seaside hotel, but an unexpected appearance by one uninvited attendee (Trine Dyrholm) ruptures the veil of bland, happy-clappy familial unity in director Mads Mengel’s gutsy, well-wrought debut feature, The Guest.
The most audacious move here may be Mengel and co-screenwriter Christian Bengtson’s choice to write something that will inevitably invite comparisons with Festen (The Celebration), arguably the most notorious Danish-language film of the last 30 years, which similarly revolved around a bougie gathering disrupted by angry revelations. But there’s a savvy 2026 vibe about the way the film refuses to create florid melodrama out of quotidian crisis, and instead observes with generosity as the characters grope awkwardly toward emotional détente and mutual forgiveness.
The Guest
The Bottom Line When wetting the baby’s head goes too far.
Venue: Karlovy Vary Film Festival
Cast: Simon Bennebjerg, Trine Dyrholm, Josephine Park, Peter Gantzler, Petrine Agger, Mette Klakstein Wiberg, Kristine Kujath Thorp, Buster Lund Luscher
Director: Mads Mengel
Screenwriter: Christian Bengtson, Mads Mengel
1 hour 40 minutes
Festen-alumnus Dyrholm, having a bit of a career moment with outstanding performances both here and in the recent The Girl With the Needle among others, leads a uniformly excellent cast in a work that deserves celebration on the festival circuit and beyond.
Dyrholm’s Vibeke is technically the first person we meet, although she’s seen only in shadow at first as she smokes and drives while her unattached seatbelt, caught outside by a closed door, clatters on the road. This is the kind of unsafe driving her son Karl (Simon Bennebjerg) so deplores, a point of contention later on in the story when he will steal her car keys in interest of her own safety and that of others.
But well before we get to that flashpoint, the film introduces Karl, effectively the film’s protagonist, as he arrives at the swanky resort with his wife Emilie (Mette Klakstein Wiberg) and their infant son Elliot (Buster Lund Luscher). The young family, who’ve chosen this new, secular tradition instead of a christening to welcome their child to the world, are there a day before the ceremony to meet up with core family members.
As this advance party settles down for dinner, a table that includes Karl’s sister Rikke (Josephine Park) and Emilie’s parents Frank (Peter Gantzler) and Kirsten (Petrine Agger), there’s a surprise: Vibeke is coming, courtesy of Rikke’s invitation. Karl is quietly furious and seems determined to turn her away, even when she shows up minutes later. Poor Frank and Kirsten look on confused, determinedly polite in their insistence that all family members should be welcome.
Bengtson and Mengel’s economical script carefully dripfeeds backstory as the film unfolds to explain that Karl hasn’t spoken to his mother in years, that Rikke has taken over all the daily mom management and that she’s very worn out by it. Even so, she insists Vibeke is regularly taking her medication and isn’t a problem these days, although to Karl every weird anecdote and moment of emotional intensity is an augur of impending chaos. Rikke counters that their mother is just “big, that’s her personality not her condition.”
Interestingly, that specific condition is never named throughout, although armchair diagnosticians might spot many of the signs of bipolar disorder. But the film’s emotional focus on the person and her actions rather than the label is also very contemporary, reflecting a more holistic, inclusive mindset and approach to dealing with mental health issues.
Which is all fine and dandy, until Vibeke duly does skip a dosage and starts getting manic. One of the first signs of chemical imbalance arrives during the ceremony on the beach, when Vibeke carries little Elliot much further away from the shore than anyone wants, creating a panic. From there it just gets worse as Vibeke picks up on the censorious feeling emerging from the other party guests, who had found her so charming the night before when she’d led everyone to the casino to play roulette and diverted a bunch of partying teenagers from the room next to Karl and Emilie so they could get some sleep. When the toasts at the formal dinner begin, Vibeke’s mood darkens much further, and if we’ve all learned one thing from Festen, it’s be very afraid when a Dane gets up to make a toast.
Cinematographer David Bauer’s nimble-footed lensing and use of natural light does indeed hark back considerably to the look of those Dogme 95 movies back in the day, as does the naturalistic editing style deployed by Louis Emil Ramm Seeberg. But there are plenty of sins against the rules of cinematic chastity that marked that movement, such as the ample space made for Lasse Aagaard’s affecting, low-key score that amps up the anxiety as Vibeke starts to spiral.
That said, Mengel keeps things simple in sonic terms when it really counts, letting the musicality of Dyrholm’s deep, sonorous voice ring out on its own in the big monologue scenes. She is, as ever, utterly mesmerizing but the performance is made even more powerful by the muted, expressive reactions of the rest of the cast as they look on, frozen like deer in the headlights of the car crash of pseudo-christening. Moments of levity puncture the gloom, but the final feeling is one of numbed sorrow and pity for all these kind, fallible people, just trying to do their best.
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