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Film Mar 23, 2026

The Mortuary Assistant Review: A Convincing Horror Film with Practical Effects

The Mortuary Assistant, a horror film based on the popular indie video game, excels in its practica…
The horror film The Mortuary Assistant, based on Brian Clarke's popular indie video game of the same name, stands out for its convincing practical effects. The movie recreates embalming techniques with remarkable accuracy, much like the game, which allows players to learn about these processes in detail.The film's strength lies in its simulation element, effectively placing viewers in the shoes of someone preparing a body for cremation. However, this aspect may appeal to a more niche audience compared to mainstream horror movies.Unfortunately, the film lacks balance in its narrative, with the characters of Rebecca and Raymond being portrayed as dark and tormented, leaving little room for contrast or character development. The introduction of demonic possession adds a familiar horror element, but it feels somewhat disconnected from the rest of the story.Despite its well-crafted direction and impressive practical effects, The Mortuary Assistant falls short in delivering a well-rounded horror experience. A potential sequel could explore more complex characterisation or a schlockier, more formulaic approach to create a more engaging narrative.The Mortuary Assistant is available on Shudder and AMC+ from 27 March.
#mortuary #assistant #horror
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Film Mar 23, 2026

Alan Ritchson, Star of Amazon Series Reacher, Accused of Assaulting Neighbor

Actor Alan Ritchson, known for his role in the Amazon Prime Video series Reacher, has been accused …
Alan Ritchson, the star of the hit Amazon Prime Video series Reacher, has been accused of assaulting his neighbor in a suburban neighborhood in Tennessee. A video obtained by TMZ appears to show Ritchson striking the man, identified as Ronnie Taylor, multiple times while his children watch.The alleged incident began on Saturday when Ritchson was reportedly riding his motorbike through the neighborhood at high speeds, revving the engine. Taylor claimed he responded with an obscene gesture, which Ritchson allegedly returned. On Sunday, Ritchson returned to the neighborhood with his two children on their own motorbikes. Taylor said he asked Ritchson to stop, and the situation escalated into a physical altercation.Taylor alleged that Ritchson struck him at least four times, resulting in visible bruising and swelling on his face, as shown in photos obtained by TMZ. However, other sources cited by TMZ countered that Taylor approached Ritchson in an aggressive manner and attempted to interfere with his motorbike, causing the actor to fall and sustain minor injuries.Ritchson is widely recognized for portraying Jack Reacher, a fictional former US army military police officer, in the Amazon Prime Video series. The character is known for his extensive combat experience and intense fights. The show, based on author Lee Child's bestselling crime novels, has been praised for Ritchson's physical performance and closer resemblance to the protagonist's original depiction.The Guardian has contacted Ritchson's representatives for comment.
#ritchson #taylor #his
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Technology Mar 22, 2026

The Illusion of Time: How Our Perception Shapes Reality

The article explores the concept of time and how our perception of it shapes our reality. It delves…
Have you ever felt like you're racing against the clock, constantly chasing appointments and deadlines? This relentless pursuit of time is a universal experience, but what is time, really? Is it a physical phenomenon or just a tool we use to coordinate our lives? Time is often seen as an independent, physical entity that ticks by relentlessly, but emerging scientific evidence suggests that this isn't the case. Time is more like a mathematical tool, useful for coordinating our interactions, but it doesn't have an independent existence of its own. Just like money, we've become dependent on it, but it's not a physical reality. The pressure to be 'on time' is instilled in us from a young age, and we're constantly surrounded by clocks and digital alerts that divide our day into smaller pieces. This has led to a phenomenon known as 'time famine,' where the more efficient and productive we try to be, the less time we feel we have. Studies have shown that people experiencing time famine are less likely to engage in activities they enjoy, eat healthily, or seek medical attention when needed. Our brains don't have dedicated areas for tracking time, and our experience of it can vary greatly. Time can seem to drag or fly by, depending on our circumstances. For example, people with certain conditions, like akinetopsia, experience time in sudden jumps or frozen moments. The psychedelic drug mescaline can also distort time perception, making it seem like hours or even centuries have passed. Quantum physicists have found that time is not a fixed, physical flow. The famous double-slit experiment shows that a physicist's choice of measurement can influence the behavior of a particle. In a lesser-known variant of this experiment, the physicist's choice at the point of measurement can even influence the particle's past behavior. This suggests that time is not a fixed, linear concept, but rather a flexible and subjective experience. Some indigenous cultures, like the Aymara people of Chile, experience time differently. They see the future as hidden behind them, unseeable and unknowable. The Amondawa people of the Amazon have no clocks or concept of time. Instead, they live in the present, experiencing 'lived time,' which is a personal, malleable experience of change. Lived time is different from clock time, as it's not defined by numerical counters or seconds. Each moment is like a tapestry, woven from changes on multiple timescales. When we focus on lived time, it expands and becomes richer, rather than narrowing or contracting. It's a flow that carries us and connects us with others, rather than something we chase and never catch. To combat time famine, we need to remind ourselves that the clock is a tool, not a master. We should beware of digital alerts and alarms that divide our day into smaller pieces and instead focus on the rich pattern of changing connections that wire us into each moment. By doing so, we can tap into the creative process of lived time and experience a more fulfilling and connected life.
#time #our #clock
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Entertainment Mar 20, 2026

Resident Evil's 30-Year Reign: How Capcom's Horror Franchise Continues to Dominate Gaming

Resident Evil celebrates its 30th anniversary as a gaming phenomenon that has sold over 180 million…
When Resident Evil emerged in the mid-1990s, it stood in stark contrast to the prevailing gaming landscape. The PlayStation and Saturn consoles were dominated by bright, arcade-style games like Daytona and Tekken, while Japanese publisher Capcom was primarily known for Street Fighter and Mega Man sequels. Scary games were rare at the time and mostly confined to the PC, making Capcom's horror title Biohazard (the Japanese name for the series) a radical departure that caught the attention of games journalists.Three decades later, the series has not only survived but flourished, becoming one of gaming's most successful franchises. Resident Evil has sold more than 180 million copies worldwide, with 11 core titles, numerous spinoffs and remakes, plus extensive film, television, and anime tie-ins. Its characters and monsters have become cultural icons, with its design tropes now embedded in gaming practice.The origins of Resident Evil can be traced back to 1989's Sweet Home, a Capcom role-playing game for the Famicom (Japanese NES). The game featured a group of filmmakers searching a haunted mansion for valuable artifacts, and while it was a modest domestic success, it never received an international release. However, senior producer Tokuro Fujiwara couldn't let go of his vision for horror as a distinct game genre."We have Tokuro Fujiwara to thank for the existence of Resident Evil," says Alex Aniel, author of acclaimed Resident Evil history book Itchy, Tasty. "He directed Sweet Home having believed that horror could become its own game genre, but wasn't satisfied with its rudimentary portrayal. He wanted to give horror another try once the technology was there to allow it – that opportunity finally arrived with the release of the original PlayStation."In 1993, young producer Shinji Mikami was brought in to oversee a horror game project inspired by Sweet Home. He expanded the haunted mansion concept, drawing influence from George A Romero's Dead trilogy and Alone in the Dark, creating a world haunted not by ghouls but by zombies, mutants, and monsters. The heroes were an experienced SWAT team investigating disappearances at a rural mansion owned by the sinister scientific organization: Umbrella Corp.The original vision for full real-time 3D visuals proved too ambitious for PlayStation hardware, leading Mikami and programmer Yasuhiro Anpo to develop a compromise: 3D characters combined with prerendered 2D backgrounds viewed from fixed camera angles. This restricted, expressionistic style emphasized the intense claustrophobia of the environment, with information always kept from the player by blind corners and shadowy doorways.This combination of tension, omission, and restriction is fundamental to Resident Evil's success as a horror franchise. Even as the camera evolved to over-the-shoulder views and first-person perspectives, characters remained vulnerable. Ammo, save points, and health items are jealously rationed, with extremely restricted inventories. This approach makes Resident Evil operate more like classic horror literature than a typical power fantasy video game.The series has also expertly referenced horror conventions while paying homage to its inspirations. "Kamiya's biggest source of inspiration came from Alien and especially its sequel, Aliens," says Aniel of Hideki Kamiya, who directed Resident Evil 2 and Resident Evil Zero. "For example, in Resident Evil 2, humans infected with the G-virus grow a parasite that eventually ruptures their host and emerges from within, growing into deadly creatures."Resident Evil has also demonstrated remarkable versatility in exploring different horror genres – gothic horror in its mansions and monstrous enemies, sci-fi horror in its biological experiments, and folk horror in its sinister villages and religious cults. This comprehensive approach allows it to mirror societal fears, a point underscored by the COVID-19 pandemic."The Covid pandemic reminded us just how real our fear of viruses should be," says Bernard Perron, professor of cinema and video games at the University of Montreal. "In that sense, the fear of a corrupt corporation like Umbrella, along with mad scientists who do not necessarily have humanity's best interests at heart, continues to resonate. These anxieties remain deeply embedded in our posthumanist societies."Throughout its evolution, Resident Evil has maintained a balance between familiarity and innovation. Characters like Jill Valentine, Claire Redfield, and Leon Kennedy provide continuity – relatable but cool figures who spout wry jokes like Hollywood heroes. Meanwhile, charismatic antagonists such as Albert Wesker, Lord Osmund Saddler, and Lady Dimitrescu ensure consistent engagement.The series also excels in pacing and structure, carefully delineating between exploration, puzzle-solving, and combat sections. Locations are filled with beautiful details – lavish furniture, eerie oil paintings, ornate gardens – making exploration pleasurable. After intense battles, players can retreat to safe spaces like Save Rooms, creating a rhythm that prevents fatigue."The series offers deep and entertaining gameplay experiences, but with a very low barrier to entry, even for newcomers," says Aniel. "The Resident Evil games are more accessible than ever: since they are often on sale, they are affordable even for customers in emerging global markets, available on every major game platform."Ultimately, Resident Evil's longevity stems from its ability to create uncertainty while maintaining familiarity. "You know what you will get, but you also don't know," the article concludes. "Around every corner there could be a shock or there could be nothing – it's the uncertainty that gets you. It allows us to write in our own fears and anxieties, or to discover new ones we hadn't considered or acknowledged. Like all great horror fiction, Resident Evil has survived because it looks us right in the eye and says, I know what scares you. Come and see."
#Resident Evil #Capcom #RE Engine
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Sports Mar 18, 2026

The Dark Side of Cricket's Big Auction Paydays: When Millions Don't Guarantee Superstardom

The article explores the experiences of two cricketers, Graham Napier and Tymal Mills, who received…
Graham Napier, a former Essex all-rounder, recalls the 2008 T20 Blast match where he scored 152 not out off 58 balls, breaking the English record for the highest score in T20 cricket. This impressive performance caught the attention of England's selectors and teams from the Indian Premier League (IPL), including Mumbai Indians, who were interested in signing him.Napier, who didn't have an agent at the time, was eventually signed by Mumbai Indians for an undisclosed fee. However, his availability was curtailed by Essex, and he only played one game for Mumbai, scoring 15 runs and taking one wicket. Napier reflects on the experience, stating that he was frustrated by not being allowed to participate in the auction and that the hype surrounding his performance was intense.Tymal Mills, a veteran of franchise T20 leagues, had a more successful auction experience, being picked up by London Spirit for £130,000 in the Hundred auction. Mills had previously been sold to Royal Challengers Bangalore for £1.4m in the 2017 IPL auction. However, he admits that he didn't deliver on his whopping auction fee in 2017, taking only five wickets in five games before injury struck.Mills offers advice to young players, including James Coles, who was signed by London Spirit for £390,000. Mills cautions that the auction process can be bruising and that players must be prepared for the highs and lows of the experience.Napier, now a fire safety officer in Suffolk, has no regrets about his career, stating that he's proud of his achievements and the experiences he had. He notes that loyalty was a significant factor in his career, playing for the same team from age 10 to retirement at 36.
#napier #one #his
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