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    Lifestyle

    'Wait Wait' for June 14, 2025: With Not My Job guest Chris Perfetti

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    'Wait Wait' for June 14, 2025: With Not My Job guest Chris Perfetti

    Chris Perfetti attends as BBC Studios Los Angeles Productions celebrates 27 Emmy nominations at the BAFTA TV Tea Party at The Maybourne Beverly Hills on September 14, 2024 in Beverly Hills, California. (Photo by Rodin Eckenroth/Getty Images for BBC Studios)

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    Rodin Eckenroth/Getty Images

    This week’s show was recorded in Chicago with guest host Negin Farsad, judge and scorekeeper Bill Kurtis, Not My Job guest Chris Perfetti and panelists Joyelle Nicole Johnson, Alonzo Bodden, and Luke Burbank. Click the audio link above to hear the whole show.

    Who’s Bill This Time

    Birthday Twins In DC; The Marlboro Man Returns; Getting Your Money’s Worth From Beyonce

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    Panel Questions

    Real ID or Real Bargains?

    Bluff The Listener

    Our panelists tell three stories of how people’s parents met, only one of which is true.

    Not My Job: Abbott Elementary’s Christ Perfetti answers our questions about monks

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    Chris Perfetti, one of the stars of Abbott Elementary plays our game called, “Abbott Elementary meet the Elementary Abbotts” Three questions about monks.

    Panel Questions

    Family Time Just Got Easier and Messier; Best Way To Leave A Wedding

    Limericks

    Bill Kurtis reads three news-related limericks: Still or Sparking or Super Fancy?; A Lovable Loaf; Dating on A Budget

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    Lightning Fill In The Blank

    All the news we couldn’t fit anywhere else

    Predictions

    Our panelists predict, after the big parades in Washington DC this weekend, what will be the next big parade.

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    Commentary: Five months after wildfires, it's still PTSD for animals: Pets trying to shake depression

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    Commentary: Five months after wildfires, it's still PTSD for animals: Pets trying to shake depression

    Now and again, while walking Philly near the Rose Bowl, I bump into a dog trainer named Eldon, who generously offers pointers.

    My cheesesteak-shaped beagle used to go on strike during walks, but he’s improving thanks in part to Eldon’s tips. I wanted to write about that, but Eldon said he’s mostly retired and doesn’t need the publicity. His only new clients, he told me, are dogs who are still struggling with PTSD from the Eaton wildfire in January.

    Come on, I implored. That’s a story on its own.

    Steve Lopez

    Steve Lopez is a California native who has been a Los Angeles Times columnist since 2001. He has won more than a dozen national journalism awards and is a four-time Pulitzer finalist.

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    Maybe so, Eldon said. Dogs are creatures of habit, he reminded me, as much as humans — or more. They like their homes, their neighborhoods, their familiar smells and routines. Rip all of that away overnight, and they’re knocked off balance.

    Eldon suggested I call Natalie Langan, owner of Trailhead Hounds, because her clients include displaced Altadenans and their discombobulated dogs. When Eldon showed me a photo of Langan, I realized I’d seen her running pack hikes on the Gabrielino Trail above the Jet Propulsion Laboratory, with a garrison of 30 or more dogs in four-legged lockstep.

    “I would say roughly a quarter of all the dogs we pick up for our pack hikes are dogs from Altadena who lost their homes,” Langan told me when I called.

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    Some dogs — and cats — have made multiple moves since the fire and had to get used to new surroundings over and over again. That can put them on edge and heighten their separation anxiety, Langan said, and if their owners are depressed or grief-stricken about loss and uncertainty, the animals absorb those emotions too.

    “Dogs see the world in patterns. That’s how we’re able to train them,” said Langan, who advises clients who lost their homes to establish new routines for their pets. “The No. 1 thing is to create a new normal, and that’s for humans as well. My parents lost their home to the fire and I’ve been helping them” build structure into their days and stay on the move.

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    When I first wrote about the impact of the fires on dogs, cats, chickens and goldfish, I noted that Anthony Ruffin and Jonni Miller’s dog and two cats were badly shaken. Especially Mr. Thelma, a cat who refused to go outdoors at their temporary rental in La Crescenta.

    Dogs wait patiently as the water bowls are filled following their walk at Crescenta Valley Community Regional Park.

    Dogs wait patiently as the water bowls are filled following their walk at Crescenta Valley Community Regional Park.

    (Myung J. Chun / Los Angeles Times)

    Miller reports that Mr. Thelma, who was found wandering in the rubble of their yard several days after their home on West Palm Street in Altadena was destroyed, is OK, but still won’t go outside.

    I also checked back in with Jessica Davis, who runs Boomer’s Buddies, a Malibu animal rescue that helped families track down strays that were scattered by the Palisades fires. She said multiple moves to temporary quarters have been particularly hard on pets.

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    “Yes, they can be resilient, but some animals carry trauma and they want to be back where they were,” Davis said. “We’re starting to see a surge of people saying, ‘I lost everything and can’t keep my animal’” until getting resettled.

    Davis said she’s currently trying to find someone to foster a Bernese mountain dog.

    In Altadena, Sharon Moon and Kimbop, her 14-year-old Pomeranian, used to enjoy regular neighborhood gatherings with dogs and their owners, and Moon’s mother would join her and Kimbop on sunset hikes along the Crest Trail.

    “Everything is gone,” said Moon, including her home. She’s staying in Silver Lake, planning to rebuild in Altadena, and Kimbop is doing pretty well but still adjusting to different sights and missing her friends. “We all used to have so much fun gathering and chatting [in Altadena]. It was our little enclave away from all the madness.”

    Meghan Malloy and her family, who lost their home in Altadena, moved three times before settling into a rental in Sherman Oaks. It hasn’t been easy, because Malloy and her husband have a newborn, two cats (Felix and Mushu) and two golden retrievers (Arthur and Clementine).

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    The cats are OK and so is Arthur, but he misses his yard and his friends.

    And then there’s Clementine, who was “a little anxious” before the fire, and more so ever since.

    1 Natalie Langan, a co-owner of Trailhead Hounds.

    2 Assistant trainer Soyun Ahn gets a kiss from Gus.

    1. Natalie Langan, a co-owner of Trailhead Hounds. 2. Assistant trainer Soyun Ahn gets a kiss from Gus. (Myung J. Chun / Los Angeles Times)

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    “She has been absolutely velcroed to me or my husband’s side,” Malloy said. “She was always a pack dog, and had to be with people, and with Arthur. But she has been so clingy, and gets so upset to be left alone.”

    Levi, a 4-year-old mutt, suffered through “a month of real instability,” said owner Jenn Burt, as they moved into temporary quarters with a series of friends in the Pasadena area. “Having to get used to a new place every week … and not knowing what the rules were in each of the houses … was quite hard,” said Burt.

    Levi had enjoyed sofa privileges in Altadena, but those rights did not travel with him. He’s improving, but he’s still more anxious than he used to be and rattled by fireworks in the nightly warm-up for Fourth of July.

    Boudica, a shepherd mix, is “definitely traumatized,” said Katie Jordan. When they lost their Altadena home, she, her teenage son, two cats and Boudica tried squeezing into her boyfriend’s one-bedroom apartment, but it was a tight fit, and a rental in Glendale has been better.

    Jordan once took Boudica back to their destroyed neighborhood in Altadena, before debris was removed, and realized that might not have been a good idea. “It was heartbreaking,” Jordan said. “She just ran around whining, like she was so confused.”

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    Ruby, a Doberman pinscher displaced by the Eaton fire, rolls in the grass.

    Ruby, a Doberman pinscher displaced by the Eaton fire, rolls in the grass.

    (Myung J. Chun / Los Angeles Times)

    There is one activity, though, that always brings relief to Boudica: “Being in a big pack is her dream, and she feels so safe,” Jordan said.

    I know what Jordan means. Philly gets excited every time we get within three blocks of dropping him off with dog handler Burke Stuart, of Man’s Best Friend, so he can run around with his pack.

    On Wednesday morning, Boudica joined 23 other dogs on a Trailhead Hounds hike at Crescenta Valley Community Regional Park. Langan was joined by two other trainers: her husband, Chase Langan, and Soyun Ahn.

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    Boudica had a lot in common with Cosmo, Freckles, Lucy, Ruby and Levi, all of whom either lost their homes or were forced to move out temporarily. But I couldn’t have picked them out as the ones with issues. Tails were wagging and most of the dogs had that expression that looks like a smile, mouth half-open, tongue dangling. With plenty of grass, trees, dirt and hints of scatological delights in the air, they were in dog paradise.

    The dogs are all trained not to pull on the leash, to stay in formation and to steer clear of rattlesnakes by sight, sound or scent. It was all very impressive, but I kept thinking Philly — who travels nose to the ground, zigzagging through the world — would have been kicked out of class.

    Natalie Langan, center, and husband Chase Langan are co-owners of Trailhead Hounds.

    Natalie Langan, center, sets out with assistant trainer Soyun Ahn on a walk at Crescenta Valley Community Regional Park.

    (Myung J. Chun / Los Angeles Times)

    About halfway through the hike, the dogs went off leash but stayed close. Two of them wrestled on the grass, and a few climbed onto a twisted tree trunk to pose for a group photo that would be sent to the owners.

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    All in all, it was a pretty therapeutic way to start the day. And not just for the dogs.

    steve.lopez@latimes.com

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    I played the new Resident Evil — and a whole lot more. Here are my thoughts

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    I played the new Resident Evil — and a whole lot more. Here are my thoughts

    Resident Evil Requiem generated a lot of hype from its reveal trailer. But it was hardly the most interesting game at this year’s Play Days showcase.

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    Just days after new games like Resident Evil Requiem were announced at Summer Game Fest, a collection of press and game industry stalwarts were invited to play them in Los Angeles.

    I spent time with Capcom heavyweights like Resident Evil Requiem and Pragmata, but also a host of great games previously not on my radar.

    One such surprise is a heist game where the player “steals” African art back from museums. Another is a new game from the art director of Journey that feels like a direct nod to that classic indie game.

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    The experience of choosing which games to play (and subsequently write about) mimics the reality of the games industry right now: there are so many great games and simply not enough time to play them all.

    The art director of Journey has a new game

    Sword of the Sea is the new game from developer Giant Squid, who created Abzu and The Pathless.

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    “It was a once in a lifetime thing,” says artist Matt Nava, thinking back on the success of his work on the video game Journey. Released in 2012, the game played a key role in ushering in an era of show-don’t-tell video game storytelling. In Journey, mood, atmosphere and aesthetics are king; exposition and plot play second fiddle.

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    This is a legacy that Nava is well aware of. It also means Nava has to contend with the burden of following up on his past achievement, one of the greatest video games ever made.

    Nava now works at the video game studio Giant Squid, which has made similarly atmospheric adventure games like Abzû and The Pathless. His approach to art direction remains the same as it always has: make hyper stylized games that refuse to chase photo-realism. “It’s not trying to depict what’s real,” Nava says. “It’s trying to get beyond what’s real.”

    Sword of the Sea is the team’s latest project, set to release in August of this year. Players glide across vast sandy landscapes on a sword. Originally a lifeless desert, the area’s are gradually restored with water and life, becoming filled with color. In an era where so many video games seem tinted with the same dark blue, grim-dark hues, this game is a blindingly brilliant breath of fresh air.

    It’s hard not to draw a parallel between the landscape of this game and Journey’s; hard not to see a similarity in its ideas about player movement and game feel.

    Nava says there’s a reason for all of that. Sword of the Sea is the first time that Nava feels comfortable making a game in conversation with Journey. “It’s the first time where I’m like kind of openly saying — yeah, that was me.” In that way, the game feels like a kind of full-circle moment for an individual creator, but also, a long overdue homage and acknowledgement.

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    A heist game asks players to repatriate African art

    Relooted is a game about “stealing” back African artifacts from museums.

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    There are a lot of games with a great narrative hook that lack compelling gameplay. Relooted, on the other hand, stands out: a game with a bold narrative idea that is also mechanically engaging.

    In it, you play as a team of thieves assembled to steal back African artifacts from museums. Each of the game’s museum areas represent both a puzzle solving challenge and platforming test. First, you’ll plan your escape. Then, you’ll execute the plan by grabbing the artifacts and running and jumping your way to the exit. Better strategy up front leads to a better execution time, and a better time leads to better scores.

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    Creative director Ben Myres grew up in Johannesburg, South Africa. He calls the game a work of “African-futurism,” distinct from afro-futurism in the sense that it is about “real people, real places, real cities in the future.” That kind of quest for authenticity extends to how the game catalogues its artifacts. Once repatriated, a detailed 3D model of the art is displayed within the game’s hub area, where players can delve into the real history of these objects.

    Relooted might be the best game I played across any of this weekend’s showcases: a polished, thoughtful and outright fun heist caper that dares to ask challenging questions about art and ownership.

    Resident Evil Requiem remains a mystery

    The Resident Evil Requiem trailer was the big surprise of last Friday’s Summer Game Fest event.

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    NPR was one of a few outlets to play a hands-on demo of Resident Evil Requiem. Resident Evil is one of the longest running horror franchises in gaming and arguably its most influential. That influence continues today and is a big part of Capcom’s eight-year streak of record-breaking profits. 

    The demo of Resident Evil Requiem begins at a moment shown in its recent trailer. The game’s protagonist, Grace Ashcroft, finds herself strapped upside down to a medical gurney inside of what appears to be a hospital. An IV is drawing blood from her arm. She breaks free: and the demo begins, orienting the player in a first-person perspective (a perspective that the player can switch to third person, which I learn only after the demo concludes).

    What follows is a familiar survival-horror scenario. Walking through barely lit corridors, moving objects around the environment, and solving object-based puzzles in classic RE fashion. Throughout all of this, the player is stalked by a towering, Lovecraftian creature that smashes through ceilings and walls. When it manages to get its hands on you, it takes a brutal bite out of you. And when it kills you — as it did to me during the demo — the result is gory and brutal, with carnage and dismemberment reminiscent of Resident Evil 4.

    I found it all compelling enough, but a bit safe. The creature AI, and how it tracked the player, felt prescriptive rather than interactive. The result is gameplay that feels like trial and error rather than the result of dynamic problem solving.

    What is Resident Evil Requiem? Both Resident Evil 7: Biohazard and Resident Evil Village had strong thematic identities. In contrast, the aesthetic and tone of this game, at least across this tiny slice, is not as clearly defined. Is that mystique by design, a way of spurring conversation about what the full game will look rather than revealing its surprises too early?

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    Probably. I wouldn’t be surprised if Capcom is, intentionally, leaving us in the proverbial dark. The game is releasing in February of next year, so we won’t have to wait too long to find out.

    Pragmata is a risky experiment that pays off

    Pragmata is shaping up to be an interesting and original sci-fi game from Capcom.

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    Capcom also let us go hands-on with Pragmata, a game first announced more than five years ago and targeting a 2026 release. It’s a science fiction action game where you assume the role of Hugh, a grizzled astronaut in a heavy space suit, and his hacker sidekick, Diana, an android girl who rides on his back.

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    The wrinkle here is that you actually control both characters at once: shooting with classic third person shooter controls, and using the face buttons to navigate a hacking grid that, if executed successfully, causes attacks to do considerably more damage. The result is a frenetic shooter that doubles as a frenetic puzzler; like playing Gears of War and Lumines at the same time.

    It’s a weird concept. But compelling, if only because it feels like such an outlier to what modern shooters offer. In this 20 minute slice, I was crawling through linear hallways and picking up new weapons, blasting my way through bad guys and doing this intricate puzzle solving dance. It understood its strengths and stuck to its figurative guns.

    I actually found its simplified design decisions refreshing, a break from the many sprawling open worlds I’m usually asked to slog through. It’s clearly the puzzle elements that stand out here and I’m interested to see how wild Capcom lets loose with those mechanics in the final game.

    Onimusha’s producer explains Capcom’s success

    Onimusha: Way of the Sword is the latest entry in this spooky action Capcom franchise.

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    Onimusha: Way of the Sword is a third person action game with a light-horror feel. This new title marks a big budget revival for the series after Capcom prioritized other titles for years. Given player interest in third person action games of this kind, it makes sense why its making a return.

    But it’s also symbolic of where Capcom is right now: successful enough to take a chance on a dormant franchise, thanks to a track record of quality that almost guarantees broad interest.

    I want to pause for a second and talk about just how remarkable Capcom’s recent run is. At a time when big video game releases appear to be getting farther and farther apart, Capcom is bucking that trend, releasing a number of well-reviewed and financially successful games every year.

    I asked Onimusha producer Akihito Kadowaki, what makes this possible? Is it because of their dedication to using familiar game engines and tools? Employee retention and expertise?

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    Not quite, although he admitted those were both contributing factors.

    The real answer, he said through a translator, was that Capcom’s directors and project leads have a very clear direction of where they want to go, “a very good idea of what they want to create.”

    Easier said than done, but in an industry where big studios often scrap and restart projects in an effort to appeal to everyone, Capcom’s secret sauce may lie in its all hands on deck approach to a single cohesive idea or vision.

    It’s an answer that brings to mind my earlier demo of Resident Evil Requiem. All the more important, then, for that game to cohere into something more clearly defined.

    Blumhouse tries its hand at playable horror

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    Crisol: Theater of Idols is being published by Blumhouse Games.

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    The size of the video game market is no secret. You’ve heard countless times now from mainstream outlets like NPR that its revenue dwarfs that of the film and music industry combined. So, it makes sense that big media companies like Netflix and Amazon have made investments in gaming.

    But it’s been equally interesting to see how production companies like Annapurna Interactive and now Blumhouse Games, have used video games as a strategic extension of their broader portfolio.

    Blumhouse showed off two games at the Play Days showcase. One was Crisol: Theater of Idols, a first-person horror game that takes place in a nightmarish alternate version of Spain. Another was Grave Seasons, a kind of Stardew Valley meets Doki Doki Literature Club riff on the farming sim genre.

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    Both impressed me. Not only in their quality, but also in the kind of games they promise to be: eccentric and impassioned projects that feel in the spirit of the Blumhouse try-anything horror ethos.

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