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What playing a 7-hour video game with strangers in L.A. taught me about the resistance

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What playing a 7-hour video game with strangers in L.A. taught me about the resistance

The donkeys are pissed off. Put upon, out of work and victims of decades-long systemic abuse, it’s time, they have decided, to protest.

The donkeys, metaphorically, are us.

At least that’s the premise of “asses.masses,” a video game played by and for a live audience. It’s theater for the post-Twitch age, performance art for those weaned on “The Legend of Zelda” or “Pokémon.” Most important, it’s entertainment as political dissent for these divisive times. Though the project dates to 2018, it’s hard not to draft 2026 onto its narrative. Whether it’s unjust incarceration, mass layoffs or topics centered around tech’s automation of jobs, “asses.masses,” despite generally lasting more than seven hours — yes, seven-plus hours — is a work of urgency.

The audience cheers various decisions made during the playing of “asses.masses” at UCLA Nimoy Theater.

(Myung J. Chun / Los Angeles Times)

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And for the audience at the Saturday showing at the UCLA Nimoy Theater, it felt like a call to arms. Citizens executed in the street for exercising their right to free speech? That’s in here. Run-ins with authorities that recall images seen in multiple American cities over the past few months? Also in here, albeit in a retro, pixel art style that may bring to mind the “Final Fantasy” series from its Super Nintendo days.

In a city that’s been ravaged by fires, ICE raids and a series of entertainment industry layoffs, the sold-out crowd of nearly 300 was riled up. Chants of “ass power!” — the donkey’s protest slogan — were heard throughout the day as attendees politely gathered near a single video game controller on a dais to play the game, becoming not just the avatar for the donkeys but a momentary leader for the collective. Cheers would erupt when a young donkey reached the conclusion that “I kinda think the system is rigged against everyone.” And when technological advances, clearly a stand-in for artificial intelligence, were described as “evil, soulless, job-taking, child-killing machines,” there were knowing claps, as if no exaggeration was stated.

“Our theater is supposed to be a rehearsal for life,” says Patrick Blenkarn, who co-created the game with Milton Lim, interdisciplinary artists from Canada who often work with interactive media.

Two artists and video game creators in black tops.

“We grew up in a radical political tradition of theater,” says Patrick Blenkarn, right, who co-created “asses.masses” with Milton Lim.

(Myung J. Chun / Los Angeles Times)

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“We grew up in a radical political tradition of theater, where this is where we can rehearse emotional experience — catharsis,” Blenkarn says. “That is what art is supposed to be doing. We have been very interested in the idea that if we come together, what are we going to do and how are we going to do it? What we are seeing in your country, and other countries, is the question of how are we going to change our behavior, and will the people who currently have the controller listen? And if they don’t, what do we do?”

Video games are inherently theatrical. Even if one is playing solo on the couch, a video game is a dialogue, a performance between a player and unseen designers. Blenkarn and Lim also spoke in an interview prior to the show of wanting to re-create the sensation of gathering around a television and passing a controller back and forth among family or friends while offering commentary on someone’s play style. Only at scale. And while I thought “asses.masses” could work, too, as a solitary experience at home, its themes of collective action and reaching a group consensus, often through boos or shouts of encouragement, made it particularly well-suited for a performance.

A view outside the UCLA Nimoy Theater

The UCLA Nimoy Theater played host to “asses.masses” this weekend.

(Myung J. Chun / Los Angeles Times)

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Beginning at 1 p.m. and ending shortly after 8 p.m., coincidentally, says Blenkarn, the length or so of a working day, not everyone made it to the “asses.masses” conclusion. About a quarter of the audience — a crowd that was clearly familiar with the multiple video game style represented in “asses.masses” — couldn’t stand the endurance test. But in a time of binge-watching, I didn’t find the length prohibitive. There were multiple intermissions, but those became part of the show as well, as there was no set time limit. Blenkarn and Lim were asking the audience, via a prompt on the screen, to jointly agree upon a length, emphasizing, once again, the importance of collective cooperation.

And “asses.masses” holds interest because it, in part, embraces the animated absurdity and inherent experimentation of the medium. While often in a retro pixel art style, at times the game shifted into a more modern open-world look. And the story veers down multiple paths and side-quests — some requiring wild coordination such as a rhythm game meant to simulate donkey sex, and others more tense, such as “Metal Gear”-like sneaking, complete with the donkeys hiding in cardboard boxes.

Audiences vote, often by cheering or booing, on choices in "asses.masses."

Audiences vote, often by cheering or booing, on choices in “asses.masses.”

(Myung J. Chun / Los Angeles Times)

The way “asses.masses” shifted tones and tenor recalled a game such as “Kentucky Route Zero,” another serialized and alternately realistic and fanciful game with political overtones. Other times, such as the surreal world of the donkey afterlife, I thought of the colorfully unpredictable universe of the music-focused game “The Artful Escape,” a quest for personal identity and self-actualization. The donkeys in “asses.masses” are an ensemble, often trying to steer the audience in different directions. As much as some push for a protest as a way for communal healing and progressive action, others take a cynical outlook, viewing that path as “intellectually compromised” by a “commitment to past ideals.”

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The goal, says Lim, is to create a sort of game within a game — one that’s being played with a controller and one of debate among a crowd. “It’s not about having a billion endings,” Lim says. “We understand it’s a theater show, and we as writers have objectives for what we want it to go towards. But the decisions people make in the room really matter. The game is half in the room and half on the screen.”

The audience, for instance, can play a role in keeping certain donkeys alive. Or what jobs a group of renegade donkeys may choose. Our audience voted for the donkeys to enter the circus, at least until they were deemed obsolete and sent to detention centers, which felt uncomfortably of the moment. Such topicality is what drew Edgar Miramontes, leader of CAP UCLA, to the show, despite his admittance to being largely unfamiliar with the world of video games.

“It doesn’t shy away from the nuances of when organizing happens and what we’re seeing in our world right now,” Miramontes says. “There are instances in which a donkey may die because, in organizing to achieve their goals, these things happen. We have seen this in our Civil Rights Movement and other movements and the current movement that’s happening right now around ICE.”

The Nimoy event, part of UCLA’s current Center for the Art of Performance season, was the 50th time “asses.masses” had been performed. The show will continue to tour, with a performance in Boston set for this upcoming weekend and it will reach Chicago later this year. Our donkeys on Saturday didn’t solve all the world’s inequalities, but they did live full lives, attending raves, engaging in casual sex and even playing video games.

A player celebrates during "asses.masses," live action theatrical video game.

A player celebrates during “asses.masses,” live action theatrical video game.

(Myung J. Chun / Los Angeles Times)

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The show is an argument that progress isn’t always linear, but community is constant. As one of the donkeys says at one point, “If you aren’t doing something that brings you joy, do something different.”

“In case anyone is like, ‘I don’t want to be lectured at,’ or I don’t want to do all this work, it feels like you’re just having fun with friends,” Lim says. “Maybe revolution doesn’t always look like just this. Maybe it’s also this.”

And like many a video game, maybe it’s a chance to live out some fantasies. “We do beat up riot cops in the game,” Blenkarn says, “in case anyone is hoping for that opportunity.”

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We say “So long!” to Kristi Noem and Benetti plays ball : Wait Wait… Don’t Tell Me!

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We say “So long!” to Kristi Noem and Benetti plays ball : Wait Wait… Don’t Tell Me!

Bill Kurtis and Peter Sagal on stage

Wait Wait…Don’t Tell Me/Wait Wait…Don’t Tell Me


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Wait Wait…Don’t Tell Me/Wait Wait…Don’t Tell Me

This week, Luke Burbank, Negin Farsad, and Hari Kondabolu offer Kristi Noem some parting words and we quiz the new voice of Sunday Night Baseball, Jason Benetti, on his knowledge of confetti

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Legoland grows up. What it’s like to ride the new Space Mountain-inspired Galacticoaster

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Legoland grows up. What it’s like to ride the new Space Mountain-inspired Galacticoaster

Legoland is growing up.

The Carlsbad theme park will on Friday open Lego Galaxy, a new 2.4-acre themed land that will feature its most adult-focused attraction yet in the Galacticoaster. An indoor, space-themed thrill ride, Galacticoaster is brief but impressionable, a spinning race through a darkened landscape to save a Lego-infused galaxy from an “asteroid of probable destruction.”

At 40 mph, it’s the park’s fastest ride, but coming in at about 60 seconds and focusing on banking and turning means it still has full family appeal. Expect it to serve as an introductory, big kid coaster for many. It’s infused with lighthearted humor — floating farmers and barnyard animals cruise among the stars — lending it a rather relaxed atmosphere for a save-the-world, fast-paced attraction. In other words, it’s sleek, it’s hurried and it’s cutesy.

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“My favorite is the surfing alien,” says Tom Storer, North American project director for Merlin Magic Making, the creative team behind Lego experiences. “She’s my favorite thing to see in there. It’s right after the blast. It will sneak up on you.”

The Galacticoaster is the centerpiece of Lego Galaxy, which also includes two smaller outdoor attractions, a vintage-style shoot-’em-up video game and a play area for little ones. Its part of a $90-million investment in Legoland’s California and Florida parks on behalf of parent Merlin Entertainment (an identical Galacticoaster can be found in Lego’s Florida park). Lego Galaxy hopes to draw visitors — and perhaps new audiences — by focusing on slicker, more modern technology and injecting in the park the sort of excitable ride more commonly found at Legoland’s Southern California competitors.

Storer, for instance, isn’t shy about the Galacticoaster’s inspiration.

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Visitors wait to ride the Galacticoaster.

2 L.A. residents Veronica and Eloy Navarro with their children Zoe, 10, left, and Levi, 9, right, ride the Galacticoaster.

3 Two adults and two boys are all smiles after riding the new Galacticoaster.

1. Visitors wait to ride the Galacticoaster. 2. Los Angeles residents Veronica and Eloy Navarro with their children Zoe, 10, left, and Levi, 9, right, ride the Galacticoaster. 3. San Diego residents Yesenia Auer, 38, left, with her cousin Kelly Luquin, 34, right, and Luquin’s sons Emiliano and Leo, from left, are all smiles after riding the new indoor coaster.

“What is the space roller coaster of 2026? Space Mountain is a classic from back in the day,” he says, referring to the Disneyland Resort staple launched in 1977. “But this is kind of the new way.”

It is faster and brighter than Space Mountain, as the Galacticoaster is heavily populated with twinkling stars, planetary projections and many a Lego brick creation. But while Space Mountain tops off at about 32 mph, it likely still has Galacticoaster beat in the intensity factor due to its lift hill, sudden dips, jolting turns and near pitch-black darkness. No matter, says Storer, as here the objective was to place guests in a welcoming adventure with plenty to look at.

“When you think of outer space, you instantly think of stars and planets,” Storer says. “We have a really cool digital planet and we have stars everywhere.”

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The Galacticoaster sits four per car, loading attendees parallel in a row via a moving platform. Once seated and locked in, it nearly immediately takes off, jetting riders into a darkened hallway with white lights before injecting them into a Lego galaxy. Lego aficionados or those who grew up with the sets will likely spy many an allusion to past toys. In the ride’s queue, for instance, guests in line will walk past a wall that features a timeline of many a Lego space set. Action comes fast, but surrounds guests, as the coaster cars rotate around a hurtling asteroid.

Visitors wait in line to ride the new indoor coaster at Legoland designed for families.

Visitors wait in line to ride the new indoor coaster at Legoland designed for families.

While it twists from side to side, which has drawn light comparisons to Guardians of the Galaxy: Cosmic Rewind at Walt Disney World’s Epcot, with some referring to this as sort of a starter version of that more powerful coaster, it’s a smooth and relatively unobtrusive twisting. Those prone to motion sickness — and I am one of them — likely need not be too concerned here.

While Legoland has other coasters, many are known as what Storer refers to as “pink knuckle” coasters, slang for safe for kids and families. Galacticoaster, with a minimum height requirement of 36 inches, certainly is as well, but the creative executive hopes it falls somewhere between the pink and white knuckle level of force, the latter term reserved for the most thrilling of coasters.

“We’re known for having ‘pink knuckle’ coaster, where it’s not too scary,” he says. “It’s kind of, ‘My first coaster.’ This is family-friendly. We’d never do anything that’s not family-friendly. We want to make sure our guests from 5 to 12 have lots to do, but it’s a little more punchy and has that cool launch with a space blast-off feel.”

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Theme park aficionados will be keen to know that this is the first attraction in the park to feature an animatronic figure. The character of Biff Dipper, an engineer, will be found in the ride’s preshow, familiarizing guests with the story of the asteroid that spells impending doom. Stout and slightly gruff, Dipper has a digital face that can approximate more than 40 expressions. The animatronic, says Storer, was an important investment for the park, as Legoland in Lego Galaxy was cognizant of guests becoming bored in what will surely be one of the park’s longest lines this upcoming spring and summer season.

The character of Biff Dipper is Legoland’s first animatronic figure. Dipper is in the preshow of the Galacticoaster.

The character of Biff Dipper is Legoland’s first animatronic figure. Dipper is in the preshow of the Galacticoaster.

There are interactive elements throughout Lego Galaxy. In the Galacticoaster, for instance, riders will build a virtual approximation of a spaceship from a touchscreen, selecting options for wings, cannons and more. Some are militant. Others look like burgers or rainbows. There are 625 variations, and the creation will then appear at the start and finish of the attraction, injected into the ride’s projectors via a guest wristband. Legoland officials like to refer to Galacticoaster as a 10-minute experience, a time that takes in the preshow with the Dippper figure as well as the construction of the spacecraft.

Elsewhere in Lego Galaxy, there’s a full video game-like experience called the Rocket Assembly Bay. Here, guests will first build their own spaceship, and then have it scanned into the game for a cooperative shoot-’em-up. Rocket Assembly Bay is good fun, and rewarding even, to see a virtual scan of a hand-built ship injected into the game, this despite that fact that the play experience is largely a modern update of old coin-op “Asteroids.”

“There’s something about the simplicity of some of the things that have been done,” Storer says.

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Two other core attractions dot the land. The G-Force Test Facility is a spinner that’s pitched as an astronaut training experience. Guests with a minimum height of 40” will be elevated off the ground via vehicles situated on rotating arms. There’s plenty of swinging and rotating action in this more standard amusement park-like creation, although Storer notes that riders won’t experience any actual G-forces. Still, here’s one that those with a propensity to motion sickness may want to take a pass on.

Austin Rafie, 7, poses with characters at Lego Galaxy, a new space-themed land, at Legoland in Carlsbad.

Austin Rafie, 7, poses with characters at Lego Galaxy, a new space-themed land, at Legoland in Carlsbad.

(Christina House / Los Angeles Times)

Lego Galaxy is rounded out with a play area and the preschool-focused ride Launch & Land. For those with a minimum height of 34 inches, this is a casual, patient experience, one in which seated guests will gently lift off into the air for a slightly elevated view of the land. Nominally designed as a spaceport, Lego aliens and spaceships populate the area. Press a button near one of the ships, and initiate, for instance, an engine test.

But don’t expect anything too serious. The Galacticoaster, after all, has a farting space cow.

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Netflix acquires Ben Affleck’s AI company

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Netflix acquires Ben Affleck’s AI company

Hollywood A-lister Ben Affleck says his company InterPositive’s AI tools “take out all the logistical, difficult, technical stuff that often gets in the way” of the filmmaking process.

Clive Mason/Getty Images


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Netflix is acquiring Ben Affleck’s AI-powered filmmaking tool company, InterPositive, for an undisclosed sum.

In a video accompanying the company’s announcement on Thursday, Ben Affleck said InterPositive’s technology helps filmmakers to build their own, proprietary AI models based on the scenes they’ve already shot, and then use that data to help solve otherwise laborious details.

“You can use your own model to remove the wires on stunts, reframe a shot, get a shot you missed, shape the lighting, enhance the backgrounds,” said the Oscar-winning director, producer, writer and actor, who has also joined Netflix as a senior advisor.

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In an email to NPR, the International Alliance of Theatrical Stage Employees (IATSE), the main union supporting Hollywood’s technical workers, including camera operators, lighting and sound technicians, grips, script supervisors, among other industry disciplines, said it does not comment on mergers and acquisitions.

This is just the latest agreement the Oscar-winning filmmaker has struck with Netflix. Earlier this week, Affleck and Matt Damon’s production company, Artists Equity, signed a major multi-year partnership with the streamer. The agreement gives Netflix first dibs to develop and distribute all of the pair’s future streaming-focused projects. Affleck has also made and released multiple movies in collaboration with Netflix, most recently The Rip, a thriller starring Affleck and Damon as Miami narcotics officers who find a secret hoard of drug money.

Despite his tech interests, Affleck has expressed a desire to keep humans at the center of the creative process. He is among the hundreds of Hollywood insiders to sign on to the Creators Coalition on AI. The group, established late last year, describes itself on its website as “a central hub for cross-industry discussions about how AI is impacting the entertainment industry.”

“This is not a full rejection of AI,” the group stated. “The technology is here. This is a commitment to responsible, human-centered innovation.”

“The InterPositive team is joining Netflix because of our shared belief that innovation should empower storytellers, not replace them,” said Elizabeth Stone, Netflix’s chief product and technology officer, in a press release. She said the partnership would “continue building towards a future of entertainment where technology plays a part in how stories are made, but people — and their ideas, craft and judgment — remain at the core of great storytelling.”

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The deal between InterPositive and Netflix comes just over a week since the streamer pulled out of its plan to acquire Warner Brothers Discovery. Paramount agreed to acquire the media giant in a deal valued at around $110 billion. On Feb. 26, the Warner Brothers Discovery board declared Paramount’s bid to be “superior” to an $83 billion deal it had previously struck with Netflix.

Kimberly A. Owczarski, an associate professor at Texas Christian University who studies media franchises, told NPR in an email that Netflix’s decision to partner with a filmmaker of Affleck’s prominence sends out a positive message to an industry reeling from the threats posed by the growing adoption of AI across the entertainment landscape.

“His status in the industry as a star, filmmaker, and producer gives substantial weight as he promotes a responsible use of AI in filmmaking,” Owczarski said.

Jennifer Vanasco edited this story.

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