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Blumhouse's latest strategy to scare the hell out of you: video games

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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.”

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“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.”

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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.

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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.

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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.

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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: The Mortuary Assistant – HorrorFuel.com: Reviews, Ratings and Where to Watch the Best Horror Movies & TV Shows

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Movie Review: The Mortuary Assistant – HorrorFuel.com: Reviews, Ratings and Where to Watch the Best Horror Movies & TV Shows

Forget the “video game movie” curse; The Mortuary Assistant is a bone-chilling triumph that stands entirely on its own two feet. Starring Willa Holland (Arrow) as Rebecca Owens, the film follows a newly certified mortician whose “overtime shift” quickly devolves into a grueling battle for her soul.

What Makes It Work

The film expertly balances the stomach-churning procedural work of embalming with a spiraling demonic nightmare. Alongside a mysterious mentor played by Paul Sparks (Boardwalk Empire), Rebecca is forced to confront both ancient evils and her own buried traumas. And boy, does she have a lot of them.

Thanks to a full-scale, practical River Fields Mortuary set, the film drips with realism, like you can almost smell the rot and bloat of the bodies through the screen.

The skin effects are hauntingly accurate. The way the flesh moves during surgical scenes is so visceral. I’ve seen a lot of flesh wounds in horror films and in real life, and the bodies, skin, and organs. The Mortuary Assistant (especially in the opening scene) looks so real that I skipped supper after watching it. And that’s saying something. Your girl likes to eat.

Co-written by the game’s creator, Brian Clarke, the movie dives deeper into the demonic mythology. Whether you’ve seen every ending or don’t know a scalpel from a trocar, the story is perfectly self-contained. If you’ve never played the game, or played it a hundred times, the film works equally well, which is hard to do when it comes to game adaptations.

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Nailed It

This film does a lot of things right, but the isolation of the night shift is suffocating. Between the darkness of the hallways and the “residents” that refuse to stay still, the film delivers a relentlessly immersive experience. And thankfully, although this movie is filled with dark rooms and shadows, it’s easy to see every little thing. Don’t you hate it when a movie is so dark that you can’t see what’s happening? It’s one of my pet peeves.

The oh-so-awesome Jeremiah Kipp directs the film and has made something absolutely nightmare-inducing. Kipp recently joined us for an interview, took us inside the film, discussed its details and the game’s lore, and so much more. I urge you to check out our interview. He’s awesome!

The Verdict

This isn’t just a cash-grab; it’s a high-effort adaptation that respects the source material while elevating the horror genre. With incredible special effects and a powerhouse cast, it’s the kind of movie that will make you rethink working late ever again. Dropping on Friday the 13th, this is a must-watch for horror fans. It’s grisly, intelligent, and genuinely terrifying.

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Entertainment

Former Live Nation executive says he was fired after raising ‘financial misconduct’ concerns

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Former Live Nation executive says he was fired after raising ‘financial misconduct’ concerns

A former executive at Live Nation, the world’s largest live entertainment company, is suing the company, alleging that he was wrongfully terminated after he raised concerns about alleged financial misconduct and improper accounting practices.

Nicholas Rumanes alleges he was “fraudulently induced” in 2022 to leave a lucrative position as head of strategic development at a real estate investment trust to create a new role as executive vice president of development and business practice at Beverly Hills-based Live Nation.

In his new position, Rumanes said, he raised “serious and legitimate alarm” over the the company’s business practices.

As a result, he says, he was “unlawfully terminated,” according to the lawsuit filed Thursday in Los Angeles County Superior Court.

“Rumanes was, simply put, promised one job and forced to accept another. And then he was cut loose for insisting on doing that lesser job with integrity and honesty,” according to the lawsuit.

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He is seeking $35 million in damages.

Representatives for Live Nation were not immediately available for comment.

The lawsuit comes a week after a federal jury in Manhattan found that Live Nation and its Ticketmaster subsidiary had operated a monopoly over major concert venues, controlling 86% of the concert market.

Rumanes’ lawsuit describes a “culture of deception” at Live Nation, saying its “basic business model was to misstate and exaggerate financial figures in efforts to solicit and secure business.”

Such practices “spanned a wide spectrum of projects in what appeared to be a company-wide pattern of financial misrepresentation and misleading disclosures,” the lawsuit states.

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Rumanes says he received materials and documents that showed that the company inflated projected revenues across multiple venue development projects.

Additionally, Rumanes contends that the company violated a federal law that requires independent financial auditing and transparency and instead ran Live Nation “through a centralized, opaque structure” that enables it to “bypass oversight and internal checks and balances.”

In 2010, as a condition of the Live Nation-Ticketmaster merger, the newly formed company agreed to a consent decree with the government that prohibited the firm from threatening venues to use Ticketmaster. In 2019 the Justice Department found that the company had repeatedly breached the agreement, and it extended the decree.

Rumanes contends that he brought his concerns to the attention of the company’s management, but his warnings were “repeatedly ignored.”

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Movie Reviews

‘Madhuvidhu’ movie review: A light-hearted film that squanders a promising conflict

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‘Madhuvidhu’ movie review: A light-hearted film that squanders a promising conflict

At the centre of Madhuvidhu directed by Vishnu Aravind is a house where only men reside, three generations of them living in harmony. Unlike the Anjooran household in Godfather, this is not a house where entry is banned to women, but just that women don’t choose to come here. For Amrithraj alias Ammu (Sharafudheen), the protagonist, 28 marriage proposals have already fallen through although he was not lacking in interest.

When a not-so-cordial first meeting with Sneha (Kalyani Panicker) inevitably turns into mutual attraction, things appear about to change. But some unexpected hiccups are waiting for them, their different religions being one of them. Writers Jai Vishnu and Bipin Mohan do not seem to have any major ambitions with Madhuvidhu, but they seem rather content to aim for the middle space of a feel-good entertainer. Only that they end up hitting further lower.

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