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20 years later, Leslie Vernon rises, once again, for Behind The Mask II

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When the low-budget horror mockumentary Behind The Mask: The Rise Of Leslie Vernon hit SXSW in March 2006, a follow-up seemed inevitable. A movie this entrenched in and with this much affection for horror movie tropes surely has something to say about sequels. However, aside from a graphic novel and a short spin-off film, Behind The Mask II never panned out. Until now. Tonight, at a 20th anniversary screening of the film in Los Angeles, the film’s original creative team, director Scott Glosserman, writer David J. Stieve, and stars Nathan Baesel and Angela Goethals announced that Behind The Mask II: The Return Of Leslie Vernon is on the way.

Bringing back Baesel, Goethals, and the series’ “Ahab,” Doc Halloran, played by Robert Englund, Behind The Mask II has all the pieces in play. Much of the original crew is returning, including Grammy-winning composer Gordy Haab and Jaron Presant, Rian Johnson’s long-serving DP. He might even finally nail that “Walk-Run” sequence that they couldn’t get right last time.

Set 20 years later, Behind The Mask II catches up with Leslie Vernon (Baesel) and his final survivor girl, Taylor Gentry (Goethals), the reporter who embeds herself with the killer to see how the sausage gets made. Reuniting these two hasn’t been easy. “We tried many iterations ago to reboot,” Glosserman tells The A.V. Club in a sit-down interview with the cast and crew ahead of the screening. “During the aughts, the whole thing was the sequel, the prequel, the remake, we had the spree-make, the spreequel, like whatever it was.” The film’s DVD commentary is a living record of the team talking about the influx of horror remakes and prequels hitting theaters amid the rise of found footage and extreme horror, like Saw and Hostel. But by 2010, and one unsuccessful Kickstarter project later, prospects dried up. Still, in a pre-algorithmic age, people continued to share the movie on DVD and recommend it to anyone who would listen.

“In most people’s experiences, the ones that really adore the film, it was a recommendation, or they were browsing a Blockbuster shelf on a Saturday night, and they came across something that surprised them,” says Baesel. “The fact that they could trip on something that’s a gem all on their own, that’s pretty special in the horror genre.”

“I’m one of the people who passed it around,” says Aaron Koontz, a producer from Paper Street Pictures. Koontz connected with Stieve via an unlikely mediary. “A mutual friend of ours, Adam F. Goldberg, the guy who created The Goldbergs, tried to help them back in the day.” Goldberg told Koontz of the behind-the-scenes horror story of how things fell apart for Team Vernon. But after seeing Stieve’s short film, Wait For It, which is set inside the Vernon-iverse, Koontz reached out to see if expanding the idea appealed to the writer. Stieve panicked and tossed a Hail Mary.

“I don’t have a feature on Wait For It, dude, but all anybody ever asks me about is a sequel to Behind The Mask. You want to do that?” Stieve recalls. There’s like this beat of like stunned silence on the Zoom call.” It worked. 

Released when the classic era of slashers was ending, Behind The Mask was a smart, scary, and often hilarious exploration of the genre that was changing. Today, slashers and meta-slashers amount to some of Hollywood’s most reliable moneymakers. With Scream 7 and Scary Movie 6 already looking to hack sequels to bits, Return Of Leslie Vernon has its work cut out for it. Thankfully, they have a killer monster behind the mask. “Leslie has a heightened substantive conceptual understanding of the true conventions and archetypes of the horror genre and brings that level of academia to the movie,” says Glosserman. “It’s not parody. It’s not superficially meta. It’s really deconstructing these genres. It’s almost like a college-level class in an entertaining film. I wouldn’t say it’s as commercial as Cabin In The Woods, which is something we’ll work on.”

That intelligence is evident in the first movie, but the way it blends humor and horror keeps it from ever appearing to be too pretentious for its own good. “This movie is so robust. It’s got such strong scaffolding in intelligence,” Goethals says. “There’s a playfulness, there’s an artistry, and there’s a poetry, but there’s also a deeply resonant intelligence. It’s very supportive. As a fan, you might be attracted by the color of the archetype, you might be attracted by the color of this as a slasher killer that I’ve never seen before. You might be attracted by so many different things, but simultaneously, you’re secretly getting an education on the genre, on the creative process, on all of this meta shit. It’s all happening all at once.”

The film’s metatextual elements extend to the cast and crew. Now 20 years later, they’re bringing their own successes and disappointments to the role, imbuing them into how Leslie Vernon, who never became a horror icon on the level of Michael Myers, feels about himself. “This is the film that we need to make now because we have so much to inform it with, not just with where we’ve been the last 20 years as people and as characters, but where the genre is now,” says Baesel. “We’re furthering the ball. We are pushing the ball and the conversation.”

“Leslie is not just here because he’s got an opportunity here, because he is going to change the world, right? He’s not just looking to have another story this time around. He’s looking to change the game.”



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InShaneee
6 hours ago
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Microsoft Abruptly Terminates VeraCrypt Account, Halting Windows Updates

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Microsoft has apparently terminated the account VeraCrypt uses to sign its Windows drivers and bootloader, leaving the encryption project unable to publish Windows updates and throwing future releases into doubt. VeraCrypt's developer says Microsoft gave no clear explanation or warning for the move. "I didn't receive any emails from Microsoft nor any prior warnings," Mounir Idrassi, VeraCrypt's developer, told 404 Media. From the report: VeraCrypt is an open-source tool for encrypting data at rest. Users can create encrypted partitions on their drives, or make individual encrypted volumes to store their files in. Like its predecessor TrueCrypt, which VeraCrypt is based on, it also lets users create a second, innocuous looking volume if they are compelled to hand over their credentials. Last week, Idrassi took to the SourceForge forums to explain why he had been absent for a few months. The most serious challenge, he wrote, "is that Microsoft terminated the account I have used for years to sign Windows drivers and the bootloader." "Regarding VeraCrypt, I cannot publish Windows updates. Linux and macOS updates can still be done but Windows is the platform used by the majority of users and so the inability to deliver Windows releases is a major blow to the project," he continued. "Currently I'm out of options." Idrassi told 404 Media the termination happened in mid-January. "I was surprised to discover that I could no longer use my account," he said. On the forum and in the email to 404 Media, Idrassi shared what he said was the only message he received connected to the account shutdown. "Based on the information you have provided to date, we have determined that your organization does not currently meet the requirements to pass verification. There are no appeals available, we have closed your application," it reads. Idrassi told 404 Media the message is concerning his company IDRIX. "As you can read in their message, they say that the organization (IDRIX) doesn't meet their requirements, but I don't see which requirement IDRIX suddenly stopped meeting," he said. Idrassi said he has tried contacting Microsoft support, but he received automated responses that he believes contained AI-generated text.

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Data Center Tech Lobbyists Fearmonger in Attempt to Retroactively Roll Back Right to Repair Law

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Data Center Tech Lobbyists Fearmonger in Attempt to Retroactively Roll Back Right to Repair Law

Lobbyists for major tech firms like Cisco and IBM are trying to push through legislation in Colorado that would drastically roll back a groundbreaking right to repair law under the guise of protecting national security and data centers.

The legislation, which passed through a Colorado state senate committee on Thursday, would exempt hardware from the existing right to repair law if that hardware “is considered critical infrastructure.” One of the issues with this is that “critical infrastructure” is very broadly defined, and could include essentially anything. In practice, the law could essentially repeal huge parts of one of the most important right to repair laws in the United States.

“It relies on a broad, vague definition that allows the manufacturer themselves to self-designate whether their equipment is for critical infrastructure,” Louis Rossmann, a right to repair expert and popular YouTuber, testified at a hearing on the bill Thursday. “So if a laptop manufacturer knows the Pentagon buys their laptops, they can declare that line exempt. If a networking company sells a $20 switch to a federal building, they can claim that hardware is critical infrastructure. It’s a blank check for manufacturers to exempt themselves.”

Ever since consumer rights advocates began pushing for right to repair legislation roughly a decade ago, hardware manufacturers have been fear mongering to lawmakers by telling them that right to repair would introduce security threats by requiring them to reveal proprietary information about their products. In practice, the exact opposite has happened, because greater access to repair parts, tools, diagnostic software, and repair guides means that broken equipment that could potentially be more vulnerable to hacking attempts can be fixed more quickly. 

“When we talk about critical infrastructure and fixing things, we often do not have time to wait for an official fix from a company that may not be motivated to fix things,” Andrew Brandt, a security researcher and cofounder of the nonprofit Elect More Hackers, testified Thursday. “What ends up happening is that with smaller companies, where they may have spent most of their budget buying some firewall or router that they can no longer afford, they end up in a situation where they’re just going to keep running that device in an unsafe state and leave themselves vulnerable to cyber attack.”

The groups pushing for this legislative rollback appear to be legacy enterprise hardware manufacturers, who highlighted during the hearing the fact that their technology is increasingly being used in data centers, which seem to be one of the only things the current American economy seems capable of building. Lobbyists for the Consumer Technology Association, which represents many large manufacturers, testified in support of the bill, as did Joseph Lee, who works for Cisco. 

“While Cisco appreciates the arguments offered in favor of right to repair devices, not all digital technology devices are equal. A router used in a home is fundamentally different from the infrastructure equipment used to manage a power grid or secure confidential state agency data,” Lee said. 

Chris Bresee, a lobbyist with the National Electrical Manufacturers Association, also highlighted the fact that, broadly, there is IT equipment that will need repairs at data centers. 

“A growing number of products in data centers with connection to our electric grid as well. It is of the utmost importance to safeguard these critical systems,” he said. “This is not an argument against repair or against consumers rights, it is a recognition that fixing a smartphone is not the same as modifying systems that keep the lights on for our country.”

The argument being made by these lobbyists and major tech companies is that only the manufacturers or their authorized representatives should be allowed to fix these types of electronics. But, again, the definition of “critical infrastructure” is so broad that it can be applied to almost any type of electronic, and there is nothing fundamentally different between a router used at a data center and a router used in a school, business, or home. 

“You look at who is backing this bill, it is large firms like Cisco and IBM. They sell information technology equipment to tens of thousands of Colorado businesses, and they are looking to create a de facto monopoly on that service, which exists in the states that have denied this business to business right to repair,” Paul Roberts, a cybersecurity expert and founder of SecuRepairs testified. “The big tech companies backing the bill are using a very real concern about cybersecurity and resilience of US critical infrastructure to pad their bottom line, locking in a monopoly on service and repair. Cyber attacks on US critical infrastructure are rampant and have nothing to do with information covered by Colorado’s right to repair law.”

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Paramount has $24 billion in Middle East sovereign wealth funds for WBD purchase

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We’ve been hearing for months that Paramount was trying to finance its purchase of Warner Bros. Discovery with money it didn’t actually have, and that sovereign wealth funds from Middle Eastern countries would help make up the difference. Now, we have some confirmed information. That difference is just shy of $24 billion, The Wall Street Journal reports. Yes, that’s “billion” with a “B.” About $10 billion of that is coming from Saudi Arabia, with Qatar and the Emirate of Abu Dhabi providing the rest. All said, Paramount, under the direction of David Ellison, is set to spend $81 million on WBD. 

Per WSJ, the $24 billion investment isn’t expected to trigger any kind of investigation with the Committee on Foreign Investment in the U.S. or to trigger a review by the FCC, which has its hands far too full with documenting what Joy Behar says on daytime television. Officially, this element of the deal will avoid these investigations because each entity will own less than 25% of the entire entity, not because of Paramount’s willingness to help the Trump administration. Still, $24 billion sounds like a hell of a lot of money no matter how you slice it, even if the countries providing those funds won’t officially have voting rights in the potential mega-corporation that would own both CBS News and CNN. 

Given the size of the deal, it won’t just need approval in the United States, however. The regulatory review for the deal is still pending in Europe, and it’s unclear whether the regulatory bodies on that side of the Atlantic will be quite so chill about this whole thing. 

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InShaneee
3 days ago
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Indie filmmakers are fighting the Marvelfication of video game movies

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The biggest question following The Super Mario Bros. Galaxy Movie‘s box-office blowout isn’t whether or not it works as a movie, but how its financial haul will affect the future of video game movies. The movie’s record-breaking success—the biggest Wednesday opening in April of all time!—suggests that the audience for AAA video game adaptations like The Super Mario Bros. Movie ($1.36 billion at the global box office) and A Minecraft Movie ($961 million) don’t mind that those movies often feel like narrative-light Easter egg hunts. But the bigger these movies get, the closer they get to the Marvel Cinematic Universe, IP-forward products made by board rooms rather than filmmakers.

Nintendo Executive Fellow Shigeru Miyamoto has said that he’s very interested in using cross-media projects like The Super Mario Bros. Movie to appeal to people who don’t play video games, which may explain why both Mario movies are so impersonal and soulless that they’re only really valuable as brand maintenance. On the flip side, YouTuber-turned-filmmaker Mark Fischbach’s surprising financial success with his claustrophobic indie sci-fi chiller Iron Lung suggests that when it comes to video game adaptations, smaller might be better, both in terms of quality and maybe even profitability. 

Fischbach’s detailed and faithful adaptation works as well as it does because he didn’t try to force it to be all things to all people. It went on to gross $50 million on a reported budget of three to four million dollars. Granted, Fischbach’s established online fanbase helped to put his adaptation of David Szymanski’s 2022 Lovecraftian submersible simulator over the top, especially since it didn’t have a traditional advertising budget. But as far as the creative process went, Fischbach was likely helped considerably by the fact that Szymanski was the original game’s solo developer, making him a lot easier to work with than a AAA gaming juggernaut. Szymanski has said that he was happy to give Fischbach direct feedback on his adaptation, personally advising him on the screenplay and giving him support during the movie’s pre-production phase.

So if that’s possible, why do the most prominent AAA game adaptations seem made by a MCU-style committee?

“The fundamental rule that Hollywood operates by is: As budgets approach infinity, the audience’s intelligence required to understand it approaches zero,” screenwriter C. Robert Cargill tells The A.V. Club. Cargill has worked on both video game adaptations—like unproduced films of Deus Ex: Human Revolution and Resident Evil that he co-developed with Black Phone 2 director Scott Derrickson—and comic book movies like Doctor Strange. Cargill argues that there’s now more creative freedom in adapting video games than there is in adapting comic book movies. For writers like Cargill, collaborating with Marvel is like accepting a pair of golden handcuffs. “You absolutely wanna work for them because everyone’s gonna see those movies,” he says. “But at the same time, there’s a lot of limitations to working in a cinematic universe like that. You can’t make a story choice on a whim because that may contradict something that has already been shot for a Disney+ show. You don’t have that problem in a video game movie.”

At the same time, video game writers and developers aren’t recognized by film industry unions like the Writers Guild Of America, making it easier for big companies, those that spend over $300 million to develop a AAA game, to treat movie adaptations like brand extensions instead of self-sufficient works of pop art. Take last year’s Until Dawn adaptation, a generic Cabin-In-The-Woods-meets-Groundhog-Day horror pastiche that had little to do with Supermassive’s popular and BAFTA-winning horror game. The original game’s writers, indie horror filmmakers Larry Fessenden and Graham Reznick, weren’t mentioned in the movie’s end credits, where Until Dawn is said only to be “based on the Playstation Studios video game.” The brand is the most important thing, just like how Marvel and DC Comics adaptations focus more on introducing and showcasing their characters rather than the stories (not to mention writers and artists) that helped to establish those characters in the first place.

When I previously reported on Fessenden and Reznick’s lack of credit for the Until Dawn movie, I was told that a “written by” credit was only guaranteed as part of a union contract with movie studios, according to WGA West Board Of Directors member Rob Foreman. Emailing with me last year, Foreman said that “in video games, that kind of guarantee and protection doesn’t currently exist, so credit can be more arbitrarily determined by individual game companies.”

Some indie movie producers are trying to level that drastically uneven playing field. Game writer and podcaster Alanah Pearce recently announced that her new production studio, Charred Pictures, would work closely with indie video game developers on forthcoming movie adaptations like the survival horror trilogy Faith: The Unholy Trinity and the first-person psychological horror game Dead Take. “I don’t think it makes any sense at all for an adapted screenplay not to include direct input from the writers of the original source material,” Pearce tells The A.V. Club. “It’s their world—they created the story, the characters, and the plot that has resonated with the audience so much. They know it better than anyone else.”

Some recent horror video game adaptations, like the supernatural psychodrama The Mortuary Assistant, suggest that Pearce might be on to something. The Mortuary Assistant was directed by Jeremiah Kipp and co-adapted by the game’s original solo developer Brian Clarke. Kipp had previously collaborated on several Fessenden-produced indie horror titles, so he knew about Fessenden and Reznick’s lack of recognition for Until Dawn—something that gave him extra motivation to seek out Clarke’s advice. Better yet, Clarke ensured that Kipp and his co-writer Tracee Beebe maintained creative control over their adaptation, since their movie was produced by Epic Pictures Group, which owns the publishing company that made the game in the first place, DreadXP. “Epic really wanted Brian to be happy, and he protected me,” Kipp tells The A.V. Club. “When I was brought on, Brian called me up right away to say, ‘The best way to honor this game is for you to make a good movie.'”

Clarke recalls that while Epic Pictures provided some notes throughout the screenwriting process, they mostly suggested ways to better achieve certain storytelling effects. “They never really had heavy opinions when it came to the story itself,” Clarke says. DreadXP also didn’t provide much feedback on the adaptation since, according to Clarke, “that’s not their wheelhouse.” Rather than the by-committee approach of these larger adaptations, it was a direct collaboration.

Conversely, producer-turned-writer-director Genki Kawamura showed his appreciation of the horror-themed walking simulator The Exit 8 by not approaching his movie, Exit 8, like a normal adaptation. That’s partly out of necessity, since Kotake Create’s game doesn’t have a traditional story. Like the game, Kawamura’s movie follows a commuter’s nightmarish journey through a non-descript Japanese subway tunnel that has no traditional exit. Instead, the end of one corridor loops back to its start, like a Möbius Strip or an improbable M.C. Escher design. The only way for the nameless commuter (Kazunari Ninomiya) to escape is by making eight complete circuits of the tunnel, turning back every time he spots an “anomaly” in the tunnel. In Kawamura’s movie, the commuter’s frustrated escape attempts reflect his own tortured mindset after his girlfriend unexpectedly tells him that she’s pregnant and he’s the father. 

“For this movie, we were like architects,” Kawamura tells The A.V. Club. “It was as if Kotake Create gave me the blueprints for a new structure and I, along with my production designers and other collaborators, built something new.”

Ironically, Kawamura took to heart some advice that he received from Nintendo’s Miyamoto, who argued that the key to making a great video game is to make something that’s not only fun for the player to engage with, but also for anyone watching the player. “Sometimes I put the movie’s audience in the player’s shoes,” Kawamura says. “Other times I present the game’s action as if the audience is watching another player’s livestream.”

Kawamura adds that he wouldn’t have enjoyed so much creative freedom if Kotake Create was as big as, say, Nintendo. “The source material is an indie game, so we weren’t interfacing with a giant organization. In reality, it was one person,” referring to Kotake, the company’s solo developer. “So we were able to communicate with him and tap into the purest form of his vision for his game. This direct interaction between creators is what led to this movie’s success.”

While involving video game writers and developers in the adaptation process obviously doesn’t guarantee a better movie, having their support and input usually helps. Just don’t expect the makers of AAA games to learn that lesson any time soon, according to Pearce. 

“When the system is so focused on profit, AAA publishers are always going to want to ensure their writers are writing full-time on video games, and outsource the film production side of things,” Pearce says. Pearce also doesn’t expect the WGA and other movie unions’ recognition of video game writers to change in the near future either. “I do recognize that including video game writers is difficult for the WGA, being that our contracts work so differently,” Pearce says, referring specifically to how most video game writers are full-time, salaried employees while most screenwriters are contract employees. “I have sympathy for how complicated it might be to find terms that recognize these vastly different approaches. But just because something is hard doesn’t mean you shouldn’t do it.” It might be hard to believe that movie studios would ditch the MCU-style approach that helped create the modern superhero boom in favor of something more creative-friendly, but idealistic and dedicated producers like Pearce—and an incoming wave of smaller adaptations—make it easier to imagine a future where better video game adaptations are made with the help and recognition of their original creators.



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InShaneee
3 days ago
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'AI' Is Coming For Your Online Gaming Servers Next

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"Consumer PC parts aren't the only things being gobbled up by the 'AI' industry," writes PCWorld's Michael Crider. "A Starcraft-inspired strategy game is shutting down its multiplayer servers because the hosting company got bought out for 'AI.'" The game will still be playable offline for now, but the shutdown highlights the ripple effects of the AI boom on the gaming industry. Amid the ongoing hardware shortages, AI companies are basically gobbling up as much infrastructure as they can to repurpose it for AI workloads. From the report: The game in question is Stormgate, a crowdfunded revival of the real-time strategy genre that has languished in the last decade or so. The developer Frost Giant Studios told its players on Discord (spotted by PC Gamer) that it would be unable to continue multiplayer access past the end of this month. The "game server orchestration partner" was bought by an AI company -- the developer's words, not mine -- which means that the multiplayer aspects of the game will have a "planned outage." The devs say the game will be patched for offline play, presumably including its single-player campaign mode and co-op modes, but "online modes will not be available at that point." They're hoping to bring back online play in a later update, but that'll depend on "finding a partner to support ongoing operations." That sounds like old-fashioned player-hosted games with lobbies aren't in the cards, at least not yet. Frost Giant's server provider is Hathora, which was bought by a company called Fireworks AI last month. Fireworks describes its offerings as "open-source AI models at blazing speed, optimized for your use case, scaled globally with the Fireworks Inference Cloud." So, yeah, Hathora's infrastructure will likely be used for yet more generative "AI." And according to GamesBeat, it's planning to shut down the game service aspect of its company completely. That means Stormgate probably isn't going to be the last game affected. Hathora also provides online services for Splitgate 2, among others. I'm contacting Hathora for comment and will update this story if I receive a response.

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