It appears the hilariously bizarre word of mouth wasn’t enough to garner enough audience interest (especially after truly dismal Cats reviews came out) to make the Andrew Lloyd Webber musical adaptation anything better than a box office disaster. In fact, Cats now ranks as one of the 20 worst opening weekends of a movie in wide-release at the United States domestic box office of all time.
With the first season of Netflix’s The Witcher now available to stream, it’s time to start looking forward to Season 2. There are tons of different characters in the series that Netflix can pull from — and it looks like Mark Hamill might interested in playing Vesemir, an old, wise man.
As pointed out by Redditor Grayjaw on r/TheWitcher, Hamill responded to a Twitter thread in 2018 where someone suggested that he’d be the perfect fit to play Vesemir. While Hamill’s comments are over a year old, the Tweet has recently resurfaced among fans after Season 1 received fairly positive reviews.
Looking back at the past 35 years, cannabis has long had a strained relationship with the video game industry. Because games were often targeting youth, cannabis was seen as taboo, a drug not worth mentioning unless it was to warn kids to refrain from trying, as with the FBI’s messages of “Winners Don’t Do Drugs” running on screens of most arcade games of the era, such as Teenage Mutant Ninja Turtles and Wrestlefest.
But today, tolerance of cannabis is at an all-time high, and game developers have taken notice: An entirely new gaming segment has sprouted, such as running cannabis empires and becoming a fast-moving drug kingpin. From the early BBS days to the weed-tycoon games you can jump into today, this story of cannabis in video games has changed drastically over the years. We spoke to gaming experts and developers to reveal the history and challenges of bringing cannabis into video game culture.
When looking at drugs in video games as a whole, cannabis might seem unattractive to developers to include in gameplay, as video game theorist Jesper Juul said. “Big-budget video games tend to operate at two steps removed from the player’s life: you don’t just control a somewhat talented basketball player slightly better than yourself–you control the best basketball player in the world; you don’t just drive a car slightly better than the one you have, you drive a Ferrari,” he notes. “Cannabis is the most popular recreational drug, and generally perceived as somewhat harmless, so video games tend to refer to drugs that are less widespread, but more dangerous in order to show that the game world has been cranked to 11. For that reason, I think cannabis gets comparatively little exposure in video games.”
Drugwars focused on making as much money from narcotics as possible.
But most gamers would be surprised to learn cannabis gets mentioned in games as far back as 1984, when programmers were developing BBS door games and dial-up modems gave players this rudimentary software to share content. Slick graphics weren’t expected, but instead, users clamored for off-filter premises you couldn’t find at arcades or on Atari cartridges. A title of the era, Drugwars, is a game that lets you play a New York City drug dealer trying to unload cannabis, coke, speed, ludes, and much more, went viral quickly at the time. The goal of the game is to accumulate the most money you can from selling drugs in one month.
More mainstream titles took a, well, more mainstream approach. Four years later, one of the most popular arcade shoot-em-ups of the time also included a focus on drugs –but cast you not as a dealer, but as a police officer. Narc let you control a narcotics officer to arrest or shoot dealers and kingpins and even drug users. Like a lot of games that cast players as police, it painted drugs, including cannabis, and their users as villains and enemies.
The 1990s were largely devoid of any major marijuana references in games, perhaps due to the chilling effect of the War on Drugs and the threat of stringent ESRB ratings on a game that included any drug usage. While it was a lay-low period for cannabis in gaming, the 2000s were about to usher in a new era of drug-friendly gaming culture.
Some publishers saw value in bringing back the arcade classic with a 21st-century sheen. Narc’s 2005 remake wanted to amp up the drug use. Steve Allison, chief of marketing for Narc’s publisher, Midway, told the New York Times about its foray into depicting drugs such as cannabis, crack and cocaine: “This is something that nobody else has tackled.” In this iteration, the narcotics officers you play can not only confiscate drugs, but also smoke them. Puffing a joint will slow down the game’s action, while taking crack makes you a sharpshooter, for some reason.
Using drugs was a big part of Narc, turning their effects into game mechanics.
As depictions of cannabis in video games started to shift, they began to mirror opinions of weed in the rest of the world, as well. Back on terra firma, American policy-makers and cannabis enthusiasts saw a shift in how cannabis was viewed. In 2006, Colorado introduced Amendment 44 to legalize cannabis but the measure was defeated in the polls by a 60-40 margin. Still, that 40% figure gave hope to Americans who wanted to see the old drug laws shift hard left to reflect the rising acceptance of cannabis. That same year, Volition brought cannabis into its open-world game, Saints Row, letting you fill bong bowls or blunt papers with the bud. As you can see in this video of the joint-smoking in Saints Row, you cough and blow smoke, eventually clouding your vision momentarily.
As cannabis became less taboo and the smoke cleared from the hysteria sparked by the War on Drugs, more developers devoted entire games to running cannabis enterprises. In 2010, another iteration of the tycoon-type cannabis game launched. Pot Farm was a huge hit on Facebook, because it didn’t sway too far from the core appeal of the extremely popular Farmville–you were growing cannabis plants rather than corn. By finding such a massive and engaged audience on Facebook, cannabis-empire games slid into a new space they never occupied before: enjoying word-of-mouth marketing courtesy Facebook’s connected users, who loved to show off their latest fad with a quick post or “Share” click.
By some estimates, Pot Farm was raking in, at its height, $140,000 a month for its developer Brain Warp Studios. Most importantly, it laid the foundation for a new genre of cannabis-focused games devoted to running farms or dispensaries and cultivating strains for users to buy. Currently, it doesn’t seem to be available as a mobile or Facebook app.
As Pot Farm took off, American views of cannabis softened, most notably on the political level, state-by-state. Washington was the first state to legalize cannabis for recreational use in 2012, closely followed by Colorado. California, Michigan, Oregon, and Maine also legalized cannabis in that decade, and the country’s perception on the drug liberalized as the decade wore on: In 1988, only 24 percent of Americans supported legalization but by 2018, 66 percent of U.S. residents voiced their approval. Why? One theory floated by several sociologists and criminologists believe “support for legalization began to increase shortly after the news media began to frame marijuana as a medical issue.”
No longer viewing cannabis as dangerous and harmful as cocaine and heroin, despite its continued status as a Schedule 1 narcotic along with those drugs, Americans didn’t have a problem seeing cannabis in their movies and in their video games. The 2010s gave publishers the legroom to liberally throw in some cannabis references, devoting entire plotlines to the plant, such as in LA Noire‘s Reefer Madness case. Far Cry 3 has protagonist Jason setting fields of cannabis plants ablaze with a flamethrower, and Jason can also get high from the smoke. Call of Duty: Ghosts got in the game with cannabis-themed camouflage skins to lay over your weapons, which you could purchase with microtransactions. Infinity Ward couldn’t resist throwing a few puns in the product description: “Deliver chronic lethality when you customize with the new Blunt Force Personalization Pack.”
And in Battlefield Hardline, a massive underground cannabis grow-up made its way into one of the game’s multiplayer maps.
Smoking might mostly be a joke in Grand Theft Auto V, but its depictions might have helped games on the path of normalizing cannabis.
One of the most well-known games to feature cannabis is Grand Theft Auto V. While San Andreas mentioned cannabis in missions, in V, player characters Michael and Franklin can hit the bong like they’re in a Cypress Hill music video. We’re also introduced to Smoke on the Water, a medical marijuana pharmacy that Franklin can buy.
In Grand Theft Auto Online, you can smoke so much cannabis you eventually die. In an update to Online, you also have the chance to buy a cannabis farm to get you more leaf to sell.
“Thing is, with GTA, I’m not sure if they spoke to the cannabis community in a real way,” said Solon Bucholtz, creator of the Hempire tycoon-genre game. “But it definitely did push the boundaries of what’s acceptable in gaming.”
It only seems fitting that the past two years have created a boom in cannabis-focused games, perhaps inspired by the middle finger Rockstar threw up in the air any chance they got. But centering a game’s premise around cannabis probably has more to do with the political tides shifting: Today, 11 states and Washington D.C. have legalized cannabis for recreational use and 33 states have legalized medical cannabis.
With more Americans interested in the beneficial effects of cannabis, more Americans, especially in areas such as Humboldt County in California, began to grow cannabis crops. A new job sector opened up, as well as a now-legal gardening hobby in states where personal grow-ops were allowed. Economic incentives and new technologies in cannabis grows opened the door to other peripheral companies excited to ride this green wave.
In the late 2010s, more cannabis business-sim games popped up, such as Hempire, Weed Farm, and Weed Shop 2, each trying to sway gamers away from other sims and get them breaking bad and winning the weed wars.
Bucholtz said Hempire has just surpassed 10 million installs after celebrating its two-year anniversary on the market. Cultivating strains, learning about the science of THC, and entering your bud into the “Hempire Cup” are some of the ways the game corrals this budding community of players.
“One of the reasons why the gaming and cannabis scenes work so well together is because both are social activities,” Bucholtz said, “and a lot of us grew up enjoying cannabis and playing games like Goldeneye with friends.”
After Hempire came Wiz Khalifa’s Weed Farm mobile game, where the rapper stays on-brand by showing you how to grow and sell cannabis. And Weed Shop 2 made a bigger splash than its predecessor with a premise as on-the-nose as its name.
Another sim called Weedcraft Inc. arrived in early 2019, bearing similarities to Hempire, but also featuring a mode where you can play a middle-aged man who has just been released from prison and needs to start to build his cannabusiness from scratch.
While public sentiment over cannabis has softened over the past few decades, the tight regulations surrounding cannabis-focused games remained unyielding. The challenges Weedcraft faced made global headlines just months after its launch.
“Marketing the game turned out to be problematic due to platforms’ rules and perception of ethics,” Vile Monarch Studios game director Grzegorz Mazur said. “This included Facebook temporarily blocking our ads, which they lifted once the situation got covered in media, and YouTube demonetized videos featuring the game, which discouraged some YouTubers from featuring Weedcraft.”
Weedcraft Inc. is all about growing your cannabusiness, something that’s happening in the real world–but its developers still had a tough time advertising it to potential players.
On the minds of many developers adding cannabis to gameplay is what rating their game will get from the ESRB, which could determine how accessible that game can be for youth. ESRB spokesperson Max Jay clarified how the board makes its ruling on games featuring cannabis. “The mere presence of cannabis as a crop may not result in a more restrictive rating assignment, but if it is actively being smoked or consumed, it’s possible that the game in question could receive a more restrictive rating,” Jay said.
“Growing cannabis on an industrial scale shifts with the legislation, from being an absurd hypothetical (like fighting aliens) to being something that one might actually do under the right circumstances,” said game theorist Jesper Juul, the author of the upcoming book on indie games Handmade Pixels. “For example, it’s no longer a fantasy, but a somewhat achievable daydream. Paradoxically, this probably makes the actual video game less exciting for most.”
If you want your cannabis game to join Apple’s platform, you might face the kind of headache Justin Woodward of Interrobang is enduring. He’s the lead developer on the Kevin Smith-licensed Jay & Silent Bob: Chronic Blunt Punch, a Double Dragon-esque beat-’em-up starring the two stoner mainstays of Smith’s iconic films. Only available to those who pledged to the project on Kickstarter, the game hasn’t yet made it through Apple’s gates.
“Because Apple is trying to launch Apple Arcade to a wide family-friendly audience, Jay and Silent Bob: Chronic Blunt Punch was denied for being on the platform at launch. due to the rated-R nature of the content, as well as cannabis usage,” Woodward said.
When the smoke clears on this cannabis games scene surging in the past few years, it’s clear to see two types of genres: the ones that take themselves seriously, like Weedcraft, and games veering into more tongue-in-cheek territory, such as Stone. In this indie game, you play a joint-loving koala detective named Stone who needs to find his missing boyfriend, but he’s also jonesing for spliffs every few minutes. It feels like an Australian gamer’s fever dream, with a large set of mysteries that unbraid themselves along each step.
As you’d expect from a country that legalized medical cannabis in 2002, Canada is home to several cannabis-focused publishers, including LBC Studios, who created Hempire. If you’ve played a Bud Farm or Pot Farm game, you’ve likely played an East Side Games title, based out of Vancouver. “ESG has always made their mark by doing something different and that’s where the idea for cannabis-themed games was born. We wanted to build this community out of nothing. It was a great business opportunity because there wasn’t a market for it, and very few other games in that space,” a company rep told Canadian media recently.
So what makes an engaging cannabis video game? Weedcraft’s Mazur said, “I think it generally needs honesty, a sense that it’s portraying not only the plant but the culture around it. It needs to feel like it’s part of their [cannabis users’] world, not just a heartless product trying to monetize an emerging trend.”
He also recognized a game’s limitation in how it can incorporate cannabis into gameplay. “I hope there will be more games portraying different aspects of cannabis and the culture around it, but I don’t expect it to be a huge wave,” he said. “There’s only so many ways you can use it that will be appealing to players. But I do think that the rapid law changes and general increase of public acceptance will make it featured more often in games that are not primarily focused on cannabis.”
If you are looking to jump into the Xbox ecosystem, Walmart has some serious deals, so now is a great time to do it.
With up to $150 off on the powerful Xbox One X, $100 off on the more affordable Xbox One S, and sales on some of the best games of this generation, now is a great time to be a gamer, whether you have been playing for years or are looking for a good place to get started.
Best Deal: Xbox One X w/ Star Wars: Jedi Fallen Order Deluxe Edition for $349
Right now you can save $150 on a brand new Xbox One X with a 1TB HDD and a digital download code for Star Wars Jedi: Fallen Order Deluxe Edition at Walmart. You’ll also get one month of EA Access and free two-day delivery.
The X-Men spinoff film, The New Mutants has been stuck in a purgatory of sorts after the big Fox-Disney merger earlier this year. However, with an April 3, 2020 release date set, director Josh Boone says that fans will get a new trailer in January.
Riley Howell, the heroic 21 year-old student who lost his life protecting his classmates by tackling the gunman who opened fire at the University of North Carolina in Charlotte on April 30, 2019, has been immortalized in Star Wars canon by Lucasfilm.
In the newly published book Star Wars: The Rise of Skywalker – The Visual Dictionary, a character inspired by Riley Howell is cited as the Jedi Master who assembled the sacred texts featured in Star Wars: The Last Jedi.
In the description of the texts known as the Aionomica, it reads, “Jedi Master and historian Ri-Lee Howell collected many of the earliest accounts of explorations and codifications of the Force in the Aionomica: a two-volume combination of codex, correspondence, and scrapbook. Though much of its contents would later be stored in holocrons (which have since been lost), the physical books have passages written in the hands of the original sages, carefully preserved by Howell.”
Note: This story is full of spoilers for Star Wars: The Rise of Skywalker. Read on at your own risk!
In concluding the three-movie arc of the Star Wars sequel trilogy and the nine-movie Skywalker Saga, The Rise of Skywalker closes down a whole lot of character arcs and pays off quite a few ideas first raised in The Force Awakens. It also introduces a bunch of new stuff–most notably, the return of the series’ ultimate evil, Sith Lord and Galactic Emperor Sheev Palpatine (Ian McDiarmid). We’ve known for a while that Palpatine would be making a return thanks to trailers, but exactly how he’d come back and what he’d be up to has been a mystery.
Now that Rise of Skywalker is out in theaters, we have our answer: Palpatine apparently survived the destruction of the Death Star II back in Return of the Jedi and has been working behind the scenes for decades, instigating the rise of the First Order and trying to regain his ridiculous amount of power. While the First Order has been formidable in its own right, we learn in The Rise of Skywalker that Palpatine has more tricks up his sleeve.
But Palpatine’s return isn’t a new idea. In fact, the plot of The Rise of Skywalker has a whole lot in common with other Star Wars stories, ranging from the original films to old Expanded Universe comics and novels–but none more so than Star Wars: Knights of the Old Republic. Though the story of the 2003 video game takes place thousands of years before Palpatine’s rise, a bunch of the plot points of KOTOR and TROS are pretty much the same. Allow me to explain.
KOTOR starts in the aftermath of a major war that has devastated the Galactic Republic–the Mandalorian Wars. Those spooky Boba Fett-looking warriors (a tribe of which is central to the Disney+ series The Mandalorian) raised a massive army and nearly brought the Republic down in a horrific conflict that devastated countless worlds. When things were at their most dire, a group of Jedi led by a knight named Revan and his friend, Malak, broke with the Jedi Order, which had chosen to remain neutral. The Jedi joined the Republic to defeat the Mandalorians, but afterward, Revan and Malak disappeared into the Unknown Regions. Eventually, they returned, but had fallen to the Dark Side, and led a massive Sith Armada bent on destroying the Republic and taking over the galaxy. It turns out, the pair discovered an ancient alien space station called the Star Forge, capable of creating an entire fleet of ships in an incredibly short period.
The Star Forge made Revan and Malak powerful enough to threaten the entire galaxy.
That story is a whole lot like the setup for The Rise of Skywalker, in which Kylo Ren discovers the legendary Sith planet, Exegol (also in the Unknown Regions), and discovers it’s where Emperor Palpatine has been holed up, marshaling his strength. As with Revan and Malak and the Star Forge, Palpatine has managed to use Exegol to create an entire fleet of Star Destroyers that could smack down the entire galaxy.
In KOTOR, the player spends most of the game trying to dig up information on and then find the Star Forge, which is pretty much what goes on in The Rise of Skywalker. Rey, Poe, and Finn travel across the galaxy in search of information on Exegol, which they obtain from a Sith dagger. That leads them to an artifact called the Sith Wayfinder, which provides a map to Exegol and the giant fleet Palpatine has waiting there.
KOTOR’s protagonist is a nascent Jedi who has visions of Revan and discovers information about the Star Forge, and near the end of the game, turns out to be none other than Revan himself (or herself, depending on the character you create). The Jedi had brainwashed the injured Revan after Malak tried to kill him, intent on using his power against his former apprentice.
That’s not unlike the arcs of both Kylo Ren and Rey in The Rise of Skywalker. Ren is a fallen Jedi who discovers a ridiculous Sith power, but who eventually is turned back to the Light Side to battle to stop a former evil ally in Palpatine. You could also liken Revan to Rey, who, like Revan, discovers she has the Dark Side in her past and the potential to go bad. The Rise of Skywalker reveals that Rey is the granddaughter of Palpatine, and that information acts as a shadow over her, often making her wonder if she won’t fall to the Dark Side herself.
Palpatine’s return echoes the idea that villains are really working to stop a bigger, badder Sith threat.
Some of the story beats of KOTOR and Revan are picked up in the MMO Star Wars: The Old Republic, creating even more parallels. It turns out that the thing that drove Revan and Malak to the Dark Side in the first place was not the ridiculous amount of power they discovered in the Star Forge, or the horrors they saw during the Mandalorian Wars. Instead, it was something worse: The pair discovered a secret, immortal Sith emperor out in the vast reaches of space, who was himself marshaling power for an attack on the galaxy. That’s basically what’s going on in The Old Republic, but if and when you find Revan in that game, you learn that he and Malak meant to take over the galaxy partially so they could strengthen up its defenses against the much bigger threat in the Sith Emperor. That’s at least similar to what’s up with Kylo Ren–he might be trying to tighten his grip on the galaxy, but he’s also spending most of The Rise of Skywalker trying to turn Rey to his side so that the two can defeat the worse threat represented by Palpatine and his armada.
It’s not a perfect comparison, but there are a lot of similarities between where The Rise of Skywalker goes in its plot, and the path KOTOR trod back in 2003. As mentioned, this isn’t the only old Star Wars story The Rise of Skywalker draws on–a revitalized Palpatine who can transfer his spirit between bodies was the drive behind the Dark Empire comics in the 1990s, for instance. But while most Star Wars video game plots either just borrow the plots of the films or have nothing much to do with them, The Rise of Skywalker’s similarities to KOTOR might be the closest the Star Wars saga has come to doing things the other way around–the films being influenced by the games, for once.
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Warning: Spoilers follow for The Rise of Skywalker.
While watching Star Wars: The Rise of Skywalker, I had a flashback to just four years ago, watching The Force Awakens for the first time and realizing it was largely a spirited remix of A New Hope. The Rise of Skywalker, too, feels like watching another previous entry in the saga. Many have already noted the parallels to Return of the Jedi, and that comparison is justified when it comes to Rey and Ben’s final confrontation with Emperor Palpatine. But beyond that climactic sequence, this last chapter actually bears a stronger resemblance to the first Prequel, The Phantom Menace.
If you have been looking to jump on the Nintendo Switch hype train and have been looking for a great deal, sale, or bundle, I have great news for you.
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Grab this Nintendo Switch bundle from Walmart and get a $20 eShop credit and red carrying case included. The Switch has Mario Red Joy-Con controllers, so get it now and grab free delivery from Walmart while you’re at it.
There was a lot of TV in 2019. Between the traditional networks, cable series, established streaming platforms, and newcomers to the streaming scene, there was a constant flow of new TV, that inevitably ranged from unmissable to terrible, with everything in-between. If there was one problem, it was simply knowing what to watch–with so much available, it’s easy to miss out on essential shows, especially if they don’t have the profile of the big Netflix or HBO titles.
In terms of the best shows of 2019, you can check out GameSpot’s picks here. But what about individual episodes? A great show doesn’t automatically have a stand-out episode–there are series that maintain a consistent quality throughout, with no one episode particularly better or worse than any other. Equally, just because a season wasn’t that good doesn’t mean it can’t have a great single episode–the stunning “Kiksuya” in the otherwise mediocre second season of Westworld last year was a classic example of this.
In 2019, however, the high quality of TV generally meant that the best individual episodes were mostly part of great seasons. Some of them were striking premieres or moving finales, while others were a brilliant culmination of events throughout the preceding episodes. And there are always those stand-out episodes that deliver something truly unexpected, that are destined to go down as true TV classics. So here are the best TV episodes of 2019–and once you’ve read these, check out our guide to the year’s best and worst movie and TV reboots, adaptations, and remakes, and the most anticipated shows of 2020…