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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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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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Commentisfree Mar 18, 2026

Revisiting the K-Pop Obsession: BTS's New Album and a Nostalgic Comeback

The author reflects on their past obsession with K-pop, particularly BTS, and how it helped them co…
The announcement of BTS's comeback album has transported me back to a bygone era, one marked by all-consuming passion and a dash of secrecy. As a teenager, I was deeply invested in K-pop, particularly BTS, but I often found myself hiding this obsession from peers due to fear of ridicule. In those days, it was uncommon for groups of girls to openly discuss or watch new music videos from popular K-pop bands like BTS or One Direction. We'd often gather in private settings, like late-night Skype calls or in the back of a classroom, to share and enjoy our favorite content. This clandestine nature of fandom was partly due to the stigma attached to being a 'fan girl.' The author recalls feeling self-conscious about their enthusiasm and downplaying it to avoid being labeled as 'crazy' or 'obsessed.' This behavior was not unique; many teenage girls have similar experiences, often softening their passions to fit in or avoid criticism. The question remains: why is it that displaying genuine emotion is frequently misconstrued as unhealthy dependence? Looking back, the author feels a sense of protection and softness towards their younger self, who found solace, connection, and belonging through BTS's music and universe. During a particularly challenging time, when the author moved to Melbourne alone at 17, BTS's extensive content provided comfort and something to look forward to. This period of intense fandom ultimately helped the author make meaningful connections and discover creative outlets like writing. The experience was pivotal in their personal development, offering a safe space to express themselves and explore their creativity through fan art, fan fiction, and more. With the release of BTS's new album, Arirang, and a world tour on the horizon, the author is eager to revisit their teenage self, embracing the excitement and joy that comes with being a fan. This nostalgia-tinged comeback is not just about the music; it's about reconnecting with a part of themselves that they had set aside.
#bts #new #back
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