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'Yo Gabba GabbaLand!' brings back a colorful crew, with even more music and dancing

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'Yo Gabba GabbaLand!' brings back a colorful crew, with even more music and dancing

In August 2007, an endless white space appeared on Nickelodeon’s Nick Jr., into which stepped a man wearing an orange track suit and a fuzzy orange hat. He carried a boom box, which turned out to be a carrying case containing five figurines, which the man — DJ Lance Rock (Lance Robertson) — placed in four dioramas spread out across a long table. With a bit of magic, the figurines — four monsters, Muno, Foofa, Brobee and Todee and a robot called Plex — came to life-sized life. And the party got started.

This was “Yo Gabba Gabba!,” which took its name from hip-hop and the Ramones. It was arguably the funkiest kids show in history; “Sesame Street” could be pretty funky, it’s true, but it never put Questlove, Bootsy Collins, Biz Markie, Mark Mothersbaugh and Erykah Badu onstage together. It achieved the usual markers of cultural penetration — the Macy’s Thanksgiving Day Parade, a traveling stage show, a Delta Airlines safety video, 57 varieties of merch — and an eight-year run.

Now the monsters are back, with a few new friends, in “Yo Gabba GabbaLand!,” an upgraded 10-episode series that premieres Friday on Apple TV+. Once again, it’s the creation of Scott Schultz and Christian Jacobs, also known as M.C. Bat Commander of the neo-new wave/ska/punk/synth-pop superhero band the Aquabats! (He is the voice of Plex as well.) DJ Lance has been succeeded by Kammy Kam, 13-year-old Kamryn Smith, who, like Lance, dresses in orange and greets viewers with a cheerful “Hello, friends.”

Kamryn Smith stars as Kammy Kam, the host “Yo Gabba GabbaLand!”

(Apple TV+)

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The dioramas have been expanded into full-blown environments — spring meadow, summery desert, autumn forest, arctic winter — arranged in a hub like the lands of Disneyland, each connected to a monster that reflects its color scheme. The look of the show draws from a few decades of mid- to late-20th century design; practical stagecraft is abetted by digital effects, painted flats are arranged theatrically in a three-dimensional space. Visual and conceptual precedents, obvious to students or survivors of that era, include “The Banana Splits,” “H.R. Pufnstuf” and “Pee-Wee’s Playhouse.” (Even the original “Mickey Mouse Club,” from way back.) But it has a spirit quite its own.

The show is aimed at the pre-first grade demographic and includes a host of children being children. They dance, like little kids who have not yet progressed from thinking they can dance well to dancing well. They make funny faces. They are digitally inserted into dream tableaux — floating in a bed surrounded by giant rubber duckies, piloting a barrel with feet toward a parrot in a cowboy boot.

In a recurring segment, a child and a celebrity (Utkarsh Ambudkar, Gillian Jacobs, Sam Richardson, Chelsea Peretti, Flea, Diplo) collaborate on a story Mad Libs-style, with the child filling in the blanks. The resulting images — a cloud shaped like “an angry sandwich,” a bird making a home inside “a nice friendly bear” — would not have been out of place at the Cabaret Voltaire. A series of short films feature children from around the world showing what they eat for breakfast, where they live and how they play.

A rock band dressed as pink shrimps performs on a colorful stage.

Punk band the Linda Lindas, in shrimp costumes, make an appearance in “Yo Gabba GabbaLand!”

(Apple TV+)

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That doesn’t mean that adults won’t watch. You can get things from children’s programming that grown-up TV never thinks to give you. It’s colorful, absurd and stylistically bold. It creates its own logic. There is singing, dancing and, often, puppets. And where many children’s shows are crafted to satisfy an educational or psychological agenda — that is, they represent an adult point of view — “Yo Gabba GabbaLand!” comes from somewhere more purely … artistic. It’s like a metaphor for its own creation: Letting one’s imagination run wild is at once the point of the show and the thing that produced it.

An extension of playtime rather than a break from it, “Yo Gabba GabbaLand!” wants to rev things up. It’s a pre-pre-pre-teen dance party, with sounds provided by the Linda Lindas, dressed as shrimps; Portugal. The Man, with Paul Williams; Betty Who (as the Wind); Thundercat and his six-string bass; Big Daddy Kane and Reggie Watts bringing the “beat of the day” and Kurt Vile as King Silly, leading a “silly parade.” “Get silly/get silly/get silly/get silly” is a repeating refrain through the series. This might not be the best thing to show your kids right before bed.

To be sure, there are moments of relative repose. There are discussions among the monsters about feelings and how it’s OK to have them, even the sad and bad ones, along with some simple stratagems for dealing with them. Viewers are reminded, “You’re just the right size (color, shape) … exactly how you are.” Some passages one might almost call psychedelic if that word didn’t seem inappropriate to small fry. “I can feel the air, the air is warm.” “Look at the clouds, the clouds are moving through the air.” “Listen to the water/Sing with the water/Dance with the water.”

It always comes back to dancing.

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Movie Reviews

8News Reel Talk: ‘Toy Story 5’ movie review

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8News Reel Talk: ‘Toy Story 5’ movie review

RICHMOND, Va. (WRIC) — In this episode of 8News Reel Talk, Julia Broberg sits down with Hekla Petursson and Catori Ryan to talk about “Toy Story 5.”

The hosts gave their reviews and provided the following star ratings:

Catori: ★★★★

Hekla: ★★★★★

Julia: ★★★★.2

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To watch more livestreams and digital video content, head to the WRIC+ Originals page. You can also watch full on-demand videos on your smart TV using the WRIC+ app.

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How Culver City-based Scopely built ‘Monopoly Go!’ into a mobile games juggernaut

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How Culver City-based Scopely built ‘Monopoly Go!’ into a mobile games juggernaut

Passing “Go” has become especially lucrative for mobile game publisher Scopely.

The Culver City-based Scopely launched “Monopoly Go!” in 2023, betting fans of the classic board game would flock to a mobile version aimed at casual gamers.

By 2025, “Monopoly Go!” had accrued $6 billion in lifetime in-app purchase revenue, becoming the fastest free mobile game to do so, according to app analytics firm Sensor Tower.

This summer, the app is expected to reach $8 billion in lifetime revenue, the company says, solidifying “Monopoly Go!” as Scopely’s biggest game and far surpassing the company’s popular “Pokémon Go.” The company declined to disclose its total profits.

Scopely Co-Chief Executive Javier Ferreira.

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As overall downloads in the mobile game market have stagnated and in-app purchases and retention become the main drivers of growth, Scopely has hit on an age-old Hollywood strategy — using known franchises and intellectual property to bring out fans.

“These are incredibly durable and long-lasting games that have really passionate communities and fandom around them,” said Javier Ferreira, co-chief executive of Scopely. “We’re in the business of building people’s favorite thing, and that’s a difficult thing to do. The power of [intellectual property] is that, in some cases, that is already their favorite thing.”

The company’s journey toward “Monopoly Go!” began in 2014, when Scopely formed a partnership with Rhode Island-based toymaker Hasbro. Its first collaboration was a Yahtzee mobile dice game that ultimately drew millions of players worldwide (though it was especially popular in the U.S.) and generated more than $1 billion in lifetime revenue.

After that, Scopely approached Hasbro about taking on the “crown jewel” of its board game empire — Monopoly.

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Monopoly’s massive global popularity was an obvious draw. But adapting an hours-long real estate transaction game for a casual, mobile audience proved challenging.

Development of what would become “Monopoly Go!” ultimately took seven years, two of which were spent trying to make movement around the board more fun. In that time, the company scrapped two versions of the game; one deemed too competitive, and one that was too complex, Ferreira said.

Developers wanted to capture the “roller coaster feel” of the board game’s highs and lows, while also having simple rules and ensuring a strong social element, he said.

“We couldn’t just copy,” Ferreira said. “We had to reinvent it and re-imagine it, and that’s a complicated, creative endeavor.”

Today, “Monopoly Go!” brings in more than $2 billion in annual revenue and has been downloaded across the globe more than 300 million times.

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Now with “Pokémon Go,” which the company owns after acquiring maker Niantic’s game business last year, “Scopely has gone from a successful publisher to one of the defining companies in mobile gaming,” Randy Nelson, head of insights at Appfigures, a mobile app analytics firm.

“The company cracked the code on licensed games years ago,” he wrote in an email. “Its biggest hits work because they’re great games first and recognizable brands second.”

Though the company’s overall game downloads have slowed, its gross revenue has largely increased every year since 2020, according to Appfigures data.

Shortly after Scopely released “Monopoly Go!,” the company was acquired by Savvy Games Group, which is owned by the Saudi Public Investment Fund, for $4.9 billion.

In a statement about the deal, Savvy Games Group Chief Executive Brian Ward touted the success of “Monopoly Go!” as “indicative of Scopely’s ongoing position at the forefront of the global games sector.”

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Representatives of the Saudi investment fund are part of Savvy Game Group’s board and do sometimes give some feedback on company initiatives, though Ferreira said the company has remained “very independent.”

The proposed acquisition of gaming giant Electronic Arts by the Saudi Public Investment Fund is not expected to affect Scopely since EA largely focuses on high-budget console and computer games, he said.

As Scopely, now 3,000 employees strong, looks to the future, it has embarked on a number of entertainment partnerships with studios to add franchises such as “The Simpsons,” “Hello Kitty” and Marvel to its mobile game ecosystem.

“They give us access to these universes that millions of people love and are really invested in,” Ferreira said. “We see this as a very strategic part of our business.”

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Mark Jenkin’s ‘ROSE OF NEVADA’ – Movie Review – PopHorror

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Mark Jenkin’s ‘ROSE OF NEVADA’ – Movie Review – PopHorror

Rose of Nevada is a genuinely poetic movie that pushes the boundaries of the Groundhog Day-style time-travel narrative while carving out an identity completely its own. Rather than relying on the familiar mechanics that audiences have come to expect from the genre, the film approaches the concept through a more reflective and emotional lens. The result is a movie that feels thoughtful, ambitious, and surprisingly moving.

It makes a huge on-screen presence felt through its cast, particularly George MacKay and Callum Turner, who both deliver performances that elevate the material beyond a simple science-fiction premise. Combined with breathtaking visuals and a strong directorial vision, Rose of Nevada becomes something far more memorable than many of its genre contemporaries.

George MacKay continues to prove why he is one of the most compelling actors working today. Following his acclaimed work in 1917, he once again demonstrates an ability to carry a film through sheer presence and emotional authenticity.

Every scene feels grounded because of his performance, even when the story ventures into more abstract territory. Alongside him, Callum Turner delivers what could easily be viewed as a breakout performance. The chemistry between the two leads helps anchor the film, allowing audiences to connect with the characters even as the narrative challenges conventional storytelling expectations.

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One of the film’s greatest strengths is its visual presentation. The cinematography is nothing short of earth-shattering. Nearly every frame looks like a carefully crafted painting, capturing both the beauty and mystery of the world these characters inhabit. There is a dreamlike quality to the imagery that perfectly complements the film’s themes of time, memory, and destiny.

The camera lingers on landscapes just long enough to allow viewers to soak in their beauty without ever slowing the pace. It’s the kind of cinematography that demands to be appreciated on the largest screen possible.
Director Mark Jenkin continues to establish himself as one of the most distinctive voices in modern British cinema. Following the atmospheric and haunting Enys Men, Jenkin once again crafts a story that feels deeply connected to folklore and place.

The British backdrop becomes a character in itself, with rugged coastlines, open landscapes, and isolated locations contributing to the film’s unique atmosphere. His direction never feels showy or excessive; instead, he trusts the audience to absorb the experience and interpret its deeper meanings.

What makes Rose of Nevada especially fascinating is how it recalls classic time-travel films without simply copying them. There are moments that evoke the spirit of The Final Countdown, particularly in the sense of wonder and uncertainty surrounding the temporal elements.

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Yet the film remains firmly rooted in its own identity, focusing more on emotion and introspection than spectacle. It invites viewers to engage with its ideas rather than simply consume them.

This is also one of those rare films that benefits from reflection after the credits roll. It is not a movie designed to provide easy answers. Instead, it lingers in the mind, encouraging discussion and interpretation. The more time you spend thinking about it, the more rewarding it becomes. Much like a fine wine, Rose of Nevada continues to improve with age, revealing new layers and details upon reflection.

Overall, Rose of Nevada is a beautiful, ambitious, and visually stunning piece of filmmaking that deserves to be experienced on the big screen. Powered by exceptional performances, remarkable cinematography, and confident direction, it stands as one of the more unique takes on time travel in recent memory.

Overall Grade: 4/5 Stars

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