The @KhleoThomas Interview is out now!
https://t.co/Z77p7LUcQV
Hosted by me
A big shoutout to my team:
Filmed and Edited by @bcmusic1st
Additional footage by @iKBoy
With special thanks to @dreamconvention Staff
Legendary action auteur Yuen Woo-ping (The Matrix) assembles a quartet of martial arts icons for the epic of all epics wuxia adventure Blades Of The Guardians: Wind Rises In The Desert.
Watch the exclusive trailer here:
Legendary action auteur Yuen Woo-ping (The Matrix) assembles a quartet of martial arts icons for the epic of all epics wuxia adventure Blades Of The Guardians: Wind Rises In The Desert.
Watch the exclusive trailer here:
Neil deGrasse Tyson: “Whatever [the next outbreak] is, we ain’t ready for it. We still have anti-vaxxers running around.”
“I don’t trust scientists. I saw a YouTube video, so I’m not going to take it.” (mocking)
“I don’t want you to ever forget this story.”
“20,000 years ago, we’re in the cave. Do you know what the life expectancy was?”
Shannon Sharpe: “10 years? 15 years?”
Neil deGrasse Tyson: “30. Half of everyone born was dead before they were 30.”
Shannon Sharpe: “Wow!!!”
Neil deGrasse Tyson: “Fast forward to 1840… everyone born in the world was dead by the age of 35. We gained five years of life expectancy. And every one of them ate organic, breathed clean air… Science matters here.”
“We’ve doubled the life expectancy with antibiotics, vaccines, and sanitation. The three biggest forces operating on our longevity. So to come around and say I don’t need vaccines because I’m not getting sick, that’s like saying, why are you using dandruff shampoo? You don’t have dandruff.”
Shannon Sharpe: “Well, I don’t want to get it.”
Neil deGrasse Tyson: “That’s my point. If you’re successful, people think you don’t need it when that’s what’s creating the ongoing success in the first place.”
pgLang signed an artist, developed her for years behind the scenes, dropped her debut off-cycle on a Tuesday, and used the signing announcement as a promotional vehicle. This approach is so rare it's breaking people's brains 😂
DID YOU KNOW??
God of War (2018) is designed to be experienced as one completely uninterrupted, continuous camera shot from the very first second of the game to the final closing credit!
There are absolutely zero camera cuts, zero black screens, and zero traditional load screens during the entire 20-to-30 hour journey. Whether Kratos is fighting a massive Norse god, engaging in a quiet conversation with his son Atreus, opening a menu, or fast-traveling between mythical realms, the camera never blinks, never pans away, and never transitions.
This monumental engineering and cinematic achievement, known as a "one-shot" or "single-take" camera, had never been successfully attempted on such a massive scale in a 3D triple-A video game before. Walk with me 👇🏾👇🏾
1. The Behind-the-Scenes Battle to Keep It:
When game director Cory Barlog first pitched the "no-cut" concept to the development team at Santa Monica Studio, he was met with massive resistance. Many veterans in the studio thought it was mechanically impossible and a waste of vital resources.
A. The SONY Pushback: Early on, some executives at Sony were highly skeptical. In traditional game development, when a character travels to a completely new area or a cinematic cutscene triggers, the game engine uses a camera cut to instantly delete the old environment from the console's memory and load the new one. Removing cuts meant the game had to hidden-load everything seamlessly in the background.
B. The "Secret" Loading Tricks: To make the physics work without the console melting, the developers had to invent brilliant in-game illusions. When Kratos slowly lifts a heavy stone pillar, squeezes through a tight crack in a rock wall, or rows a boat down a winding river canyon, the game is actually hard at work loading the next massive area right behind that obstacle.
C. The Actor Nightmare: The single-take restriction made motion capture acting intensely brutal. If an actor fumbled a line, missed a physical cue, or stepped slightly out of bounds 10 minutes into recording a long, continuous scene, the crew couldn't just edit the mistake out later. They had to scrap the entire take and start from the absolute beginning.. Tf??😩
2. Why It Matters:
The choice to completely banish camera cuts wasn't just a flashy technical gimmick; it fundamentally changed how players psychologically connected with the story.
In the older God of War games, the camera was pulled incredibly far back, making Kratos look like a tiny, destructive force of nature tearing through Greek mythology. By locking the camera over Kratos’s shoulder and never cutting away, the 2018 game forces the player to step directly into his personal space.
Because the camera cannot leave Kratos, you are trapped in every single uncomfortable, heavy silence between him and Atreus. When Atreus turns his back in frustration, or when Kratos hesitates to put a comforting hand on his son's shoulder before pulling away, the camera lingers right there with them. You experience the grueling, emotional weight of their entire journey in true, unedited real-time. The game suddenly became much more real!
FINALLY!
God of War (2018) featured a historic "one-shot" camera system that delivered a completely seamless, continuous experience with zero cuts or visible loading screens over a 30-hour playthrough. And with this it brought us a game percpective unprecedented in its time.
Hopefully you've learnt something new today?
Cheers 🥂 😅
The Medic Who Writes™🌚
Craig should have won an Academy Award for this scene, the seriousness on his face alone 😂
This was emotional intelligence at his peak, the boucer listened to her complaints, then he disarmed her by agreeing, won sympathy by being honest and emotionally vulnerable, showed that he and others are also negatively affected by the rules too.