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2024.05.21 12:55 chanma50 'Hit Man' Review Thread
Score | Number of Reviews | Average Rating | |
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All Critics | 96% | 81 | 8.30/10 |
Top Critics | 93% | 27 | 8.00/10 |
2024.05.21 06:07 Crowsbeak-Returns We're probably going to lose another of great word now. https://www.teenvogue.com/story/the-sinister-history-of-the-word-moron-explained
The Sinister History of the Word "Moron," Explained
It's much more than just a casual insult.
By Marlena Scott
September 12, 2017FWHTTB The science of eugenics and sex life, the regeneration of the human race (1914)Z4 Collection / Alamy Stock Photo
OG History is a Teen Vogue series where we unearth history not told through a white, cisheteropatriarchal lens. In this piece, writer Marlena Scott explores the history of of the word "moron," which is tied to the eugenics movement in the United States.
"Moron" is commonly used to describe someone who has made a decision that is perceived as unwise, or to scold oneself over a mistake or slipup. Whichever way the word is flung around, the origins of "moron" are far more sinister.
The term is attributed to psychologist and eugenicist Henry H. Goddard, who used it to describe “feeble-minded” individuals. It is closely tied to the United States’s involvement in eugenics, a scientific term, meaning "well-born," that describes the belief that the human population can be controlled by breeding to increase the occurrence of desirable heritable characteristics. It focuses on eliminating “undesirable” individuals, singling out unmarried mothers, people of color, the poor, and those with disabilities. In the United States, eugenics influenced much of the immigration and segregation policies in the 20th century. "Moron" and other words like it — such as "idiot" — were used to support racist, classist ideas and to advance white supremacy behind the mask of scientific advancement.
According to a report from NPR's Code Switch, "moron" was born of Goddard’s fascination with intelligence and his desire to measure what it was and what it was not. In the early 20th century, psychologists grouped people who fell behind the ideal measure of intelligence into three categories that we now recognize as casual insults: “imbecile,” “idiot,” and “feeble-minded.” Goddard, unsatisfied with the existing terms, coined "moron" to embody both low intelligence and behavioral deviance. None of these endured as medical terms, but at the time they were enough to institutionalize someone and sterilize them as a means to prevent them from reproducing.
Goddard organized patients by disease, habit, or condition, as laid out in his 1911 work, Heredity of Feeblemindedness. He analyzed and coded families with the following qualities: "A, alcoholic (habitual drunkard); B, blind; C, criminal; D, deaf; Dwf, dwarf; E, epileptic; F, feeble-minded, either black letter, or white letter on black ground (the former when sex is unknown); I, insane; M, migraine; N, normal; Sx, grave sexual offender; Sy, syphilitic; T, tuberculous; W, wanderer, tramp, or truant." Goddard wrote of one family: “The offspring of the feeble-minded woman and this feeble-minded man were three feeble-minded children and two others who died in infancy. An illegitimate child of this woman is feeble-minded and a criminal.”
"The idiot is not our greatest problem. He is indeed loathsome. ... Nevertheless, he lives his life and is done. He does not continue the race with a line of children like himself. ... It is the moron type that makes for us our great problem," Goddard said in 1912.
The volume of immigrants coming into the country during the early 20th century was the highest it had ever been. According to the U.S. Census Bureau, between 1901 and 1910, 8,795,400 people immigrated to the United States, primarily from the area then known as Austria-Hungary, Italy, and Germany. It was essential to Goddard's work to ensure there were no "feeble-minded morons" in the bunch, so he sent assistants to Ellis Island in 1913 to observe and identify "morons" according to his methods. As previously mentioned, one of Goddard's methods included a pseudoscientific coded guide that looked something like a family tree. Goddard would study families, code their behavior by letter, and draw conclusions that the feeble-mindedness or blindness or deafness of the preceding generation would affect the children. According NPR's Code Switch, 40% of Italians, Hungarians, and Jewish people that were tested qualified as "morons" and were deported in 1913. Deportations doubled the following year.
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Those labeled "moron" could be institutionalized, deported, or sterilized in order to create a race of humans deemed superior by those in positions of influence and power, according to a New Yorker piece on the history of eugenics. Eugenics was widely embraced in academia and even celebrated at the World's Fair. In the first half of the 20th century, this movement in the U.S. led to the involuntary sterilization of around 60,000 people, mostly women of child-bearing age, who were subjectively deemed unfit to reproduce.
Federally funded sterilization programs were legalized in 32 states. The state of Virginia passed its Eugenical Sterilization Act in 1924, and to test the legality of the law, Carrie Buck, a poor 17-year-old girl from Charlottesville, was sent to the Virginia Colony for Epileptics and Feeble-Minded — an asylum for those deemed so-called "morons" where her mother, Emma, had been admitted just a few years prior. Carrie was pregnant as the result of rape and, after giving birth, was sterilized at the colony with no understanding of what was happening to her. The move was backed by law and further supported by the Supreme Court, as demonstrated in the 1927 Buck v. Bell case, in which the court ruled that the sterilization of the "unfit" — including the intellectually disabled — did not violate the due process clause of the Fourteenth Amendment. After observing Buck, her mother, and her grandmother — all poor white women — Justice Oliver Wendell Holmes, Jr. delivered the opinion of the court, writing, "three generations of imbeciles was enough." This decision has never been overturned.
If this thought process sounds grossly aligned with ideals promoted in Nazi Germany, that’s because it is — but eugenics and the attempt to discontinue “feeble” bloodlines is American-bred. In the 1930s, Nazi leadership turned to American eugenics as inspiration in developing tactics to ensure the erasure of European Jews. In Mein Kampf, Adolf Hilter wrote, “There is today one state in which at least weak beginnings toward a better conception [of immigration] are noticeable. Of course, it is not our model German Republic, but [the U.S.] …”
Southern black women were sterilized en masse, often without consent, for much of the 20th century. It was a practice so common that it received a nickname: a "Mississippi appendectomy." The sterilization of Native Americans occurred as late as the 1980s. While some states have formally apologized for their role in the practice, the desire to control “undesirable” groups still persists among some in the U.S., leaving vulnerable populations at risk.
In May, Sam Benningfield, a general sessions judge in Tennessee, announced that he would offer shorter prison sentences to inmates — a population largely impacted by the nation's ongoing opioid crisis — who would undergo vasectomies or receive the birth control implant Nexplanon. "I'm trying to help these folks begin to think about taking responsibility for their life and giving them a leg up — you know, when they get out of jail — to perhaps rehabilitate themselves and not be burdened again with unwanted children and all that comes with that," Benningfield told CBS News. In July, the judge pulled the offer following protest from health officials and civil rights attorneys, according to The Washington Post.
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Nine decades after Carrie Buck was sterilized, white nationalists, white supremacists, neo-Nazis, and the so-called "alt-right" gathered in her hometown for "Unite the Right" rallies on August 11 and 12. Many of those present called for a "purer" race of human beings and chanted phrases like, "You will not replace us." The weekend ended in violence and the death of Heather Heyer, a 32-year-old woman who was killed when a driver slammed into a crowd of anti-racism counterprotesters.
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2024.05.20 22:00 Holofan4life [Spoilers] Samurai Champloo 20th Anniversary Rewatch -- Episode 1
Date | Episode |
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5/20/2024 | [Samurai Champloo Episode 1]() |
5/21/2024 | [Samurai Champloo Episode 2]() |
5/22/2024 | [Samurai Champloo Episode 3]() |
5/23/2024 | [Samurai Champloo Episode 4]() |
5/24/2024 | [Samurai Champloo Episode 5]() |
5/25/2024 | [Samurai Champloo Episode 6]() |
5/26/2024 | [Samurai Champloo Episode 7]() |
5/27/2024 | [Samurai Champloo Episode 8]() |
5/28/2024 | [Samurai Champloo Episode 9]() |
5/29/2024 | [Samurai Champloo Episode 10]() |
5/30/2024 | [Samurai Champloo Episode 11]() |
5/31/2024 | [Samurai Champloo Episode 12]() |
6/01/2024 | [Samurai Champloo Episode 13]() |
6/02/2024 | [Samurai Champloo Episode 14]() |
6/03/2024 | [Samurai Champloo Episode 15]() |
6/04/2024 | [Samurai Champloo Episode 16]() |
6/05/2024 | [Samurai Champloo Episode 17]() |
6/06/2024 | [Samurai Champloo Episode 18]() |
6/07/2024 | [Samurai Champloo Episode 19]() |
6/08/2024 | [Samurai Champloo Episode 20]() |
6/09/2024 | [Samurai Champloo Episode 21]() |
6/10/2024 | [Samurai Champloo Episode 22]() |
6/11/2024 | [Samurai Champloo Episode 23]() |
6/12/2024 | [Samurai Champloo Episode 24]() |
6/13/2024 | [Samurai Champloo Episode 25]() |
6/14/2024 | [Samurai Champloo Episode 26]() |
6/15/2024 | [Samurai Champloo Overall Series Discussion Thread]() |
2024.05.20 17:23 caty_aunt19 Aita for wanting to end a friendship b/c I feel neglected?
2024.05.20 17:15 Tg11T Who could have played Selina Kyle/Catwoman in the Snyderverse to Ben Affleck's Bruce/Batman?
Especially if they played Selina similar to Anne Hathaway's Selina Kyle/Catwoman in the Nolanverse and Selina in the Snyderverse is like an anti-hero/potential love interest for Ben Affleck's Bruce, then who would have fit the role? submitted by Tg11T to Fancast [link] [comments]
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2024.05.20 04:59 ThisPaige BSC Book Discussion #20 Kristy and the Walking Disaster
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2024.05.20 00:00 Holofan4life The Samurai Champloo 20th Anniversary Rewatch officially begins 22 hours from now
Date | Episode |
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5/20/2024 | [Samurai Champloo Episode 1]() |
5/21/2024 | [Samurai Champloo Episode 2]() |
5/22/2024 | [Samurai Champloo Episode 3]() |
5/23/2024 | [Samurai Champloo Episode 4]() |
5/24/2024 | [Samurai Champloo Episode 5]() |
5/25/2024 | [Samurai Champloo Episode 6]() |
5/26/2024 | [Samurai Champloo Episode 7]() |
5/27/2024 | [Samurai Champloo Episode 8]() |
5/28/2024 | [Samurai Champloo Episode 9]() |
5/29/2024 | [Samurai Champloo Episode 10]() |
5/30/2024 | [Samurai Champloo Episode 11]() |
5/31/2024 | [Samurai Champloo Episode 12]() |
6/01/2024 | [Samurai Champloo Episode 13]() |
6/02/2024 | [Samurai Champloo Episode 14]() |
6/03/2024 | [Samurai Champloo Episode 15]() |
6/04/2024 | [Samurai Champloo Episode 16]() |
6/05/2024 | [Samurai Champloo Episode 17]() |
6/06/2024 | [Samurai Champloo Episode 18]() |
6/07/2024 | [Samurai Champloo Episode 19]() |
6/08/2024 | [Samurai Champloo Episode 20]() |
6/09/2024 | [Samurai Champloo Episode 21]() |
6/10/2024 | [Samurai Champloo Episode 22]() |
6/11/2024 | [Samurai Champloo Episode 23]() |
6/12/2024 | [Samurai Champloo Episode 24]() |
6/13/2024 | [Samurai Champloo Episode 25]() |
6/14/2024 | [Samurai Champloo Episode 26]() |
6/15/2024 | [Samurai Champloo Overall Series Discussion Thread]() |
2024.05.19 20:37 Shiirooo Exclusive interview with Famitsu and the devs
https://www.famitsu.com/article/202405/5194 (translated by DeepL: there are probably translation errors) submitted by Shiirooo to assassinscreed [link] [comments] Shadows is the next step forward for Assassin's CreedMr. KARL ONNÉE, Producer--First of all, let me say "Thank you" from us Japanese, as "Assassin's Creed" is finally coming out, which is set in Japan! KARL: Thank you for coming here today. I have been wanting to do this work for years, so my dream has come true. --Why did you choose the Azuchi-Momoyama period as the setting for this work? KARL: I chose it because it is a very rich period in history. It was a time of war and political maneuvering, a time of change from rural to urban areas, and also the birth of art. I also chose it because it was the start of the unification of Japan. It was a pivotal moment for Japan. Together, these elements provided an excellent canvas on which to tell the story. --What kind of image do you have of the Azuchi-Momoyama period? KARL: This was a time when the feudal lords of the warring states were fighting for power in the name of unifying the country, but it was also a struggle for control of trade. Portuguese missionaries and merchants came to Japan together. The Portuguese missionaries and merchants came to Japan together, and people who wanted a beautiful country and peace. This is the kind of image we have, but I think there was a mixture of various cultures and people's thoughts. And of course, there were the warring feudal lords. These are great canvases for the story. --What do you think should be inherited from "Assassin's Creed" and what are the unique aspects of this game? KARL: When people think of "Assassin's Creed," they think of stealth, but shinobi fantasy is not only a perfect fit for an "Assassin's Creed" game, it also fits the DNA of the "Assassin" brand. What we wanted to do with "Assassin's Creed Shadows" was to push stealth even further. We started this effort with the previous game, "Assassin's Creed Mirage," but we wanted to take it further with new features. Systems such as light and shadow, grappling ropes, prone, and a variety of tools available in the game provide a new experience. The gameplay is also enriched by two characters, Naoe, a shinobi, and Yasuke, a samurai. Players will explore and discover Japan through the eyes of Naoe, a local, and one non-Japanese outsider. The game is more dynamic than ever before, pushing the limits of technology and offering an experience exclusive to current-gen consoles. --The "Assassin's Creed: Valhalla," released in 2020, is based on the theme of "Vikings" and has been a huge sales success. As a Japanese, I feel that from a global perspective, the Japanese "shinobi" theme is even more niche, but what is your current response? KARL: I would like to talk about how it compares to "Viking" fantasy. Both shinobi and samurai are exciting and celebrated as fantasy with power, and are widely discussed in pop culture, and we are very much inspired by them. Shinobi were on our radar from the beginning because we thought they fit well with the "Assassins" brand, but we felt that incorporating a powerful samurai would create two different gameplay experiences and give us the opportunity to tell the story from two different perspectives. We feel that this is a powerful motif that can compete with the "Viking" motif. --How did you like the setting of Japan as a subject matter for the latest model? KARL: I think it was perfect. For example, the "Global Illumination" technology allowed us to explore the response of light and shadow. Some consoles are still called "Baked GI", but by using dynamic lighting and the power of the new hardware, we were able to explore the creativity. We are now able to express not only light and shadow, but also the dynamism of nature in greater detail. Naturally, since it is set in Japan, we have never dealt with so many trees, and thus so much data, in previous works in the series. We also needed more data to seamlessly move various things at the same time because of the seasonal changes. The latest models have allowed us to realize our vision, and our ambition for this game and for "Assassin's Creed" will continue. --Assassin's Creed Mirage marks the 15th anniversary of the game. Can we consider this work as the next step forward for the next generation of "Assassin's Creed"? KARL: You are absolutely right. Mirage" was a tribute to existing works, but this game is the first step into a new era. We are in the era of modern equipment. With the new generation of our engine "Anvil", plus the opportunity to create a new era by using the power of the latest consoles, we are able to do what we wanted to do with "Assassin's Creed Shadows". With technologies such as global illumination and dynamism, we are now making the game we really wanted to make. --What are the four pillars you are focusing on in the development of this game? KARL: We are focusing on four pillars.
KARL: Development is going very well. We are proud to say that we have done a good job, but of course it is not finished and there are still glitches. This is the result of all the work we have done so far. We are very happy with how things are going right now, and we hope you will stay tuned for more news. -- I understand that "Assassin's Creed Infinity" was announced at the previous Ubisoft Forward and that this title will be included in the game? Also, what is the development status of that game at ......? KARL: "Assassin's Creed Infinity" is introduced as an Animus Hub (*a hub that will function in the future as an entry point for the series), which we will talk about at a later date. --What is your message to your fans around the world and in Japan? KARL: We are humbled that our dream of creating a game in this setting has come true. This is a setting that our fans have been anticipating for a long time, and for us it has been a wonderful experience to work on a game that we have always wanted to make. This game is the result of our love. We hope you enjoy it. We look forward to talking more about it in the coming months. The Shinobi Assassin and the Legendary Samurai. Experience the different fighting styles created by these two characters.(left) Mr. JONATHAN DUMONT (Creative Director), (right) Mr. CHARLES BENOIT (Game Director)--When did you start the development of this work? JONATHAN: Development began about four years ago, and research into the time period in which the game is set began immediately. There were a number of cool subjects that brought us great characters and story plots. I had a gut feeling that this was going to be a very good game. --Was the Azuchi-Momoyama period chosen as the period setting from the pre-development stage? Did you have an idea for a major point in Japanese history, such as the end of the Tokugawa Shogunate? JONATHAN: I started from the beginning of my study of Japanese history, but I began reading with the feeling of a student. Following the Socratic principle, you took the attitude of knowing nothing. As I read on, I found some very interesting settings. I focused on the Azuchi-Momoyama period because I felt it was an extremely important period for Japan. It was a time of warring states, the need to unify the country, and the need to defend itself against the growing influence of other countries. It was a grand and complex period, and there are many stories that can be told from different angles. Among the heroes of the unification of Japan, Tokugawa Ieyasu, Toyotomi Hideyoshi, and Oda Nobunaga are best known among the outstanding characters in Japanese history. Not only war, but also politics are involved, and they are moving toward the peace that will eventually come, with a good ending waiting somewhere in the middle. I strongly felt that this was a wonderful and interesting period that deserved to be featured. It was also a time when the foundations of the arts were laid. Castle towns were built, the world changed, and people's relationships with each other and with art, as well as their inner lives, also changed. It was very interesting to explore this period, and I was strongly attracted to the characters who lived in this time. -- Why did you choose the title "Shadows"? CHARLES: From my point of view, there are two reasons. Shinobi hide in the shadows, so "Shadows" is of course inspired by that. In a way, this embraces the "Assassin" brand and shinobi. There are other aspects to "Shadows" as well. There are "hidden things" in the game that must be discovered by the player, but they are hidden in the darkness in some way. JONATHAN: Both characters are in a way connected to being shadowy heroes living in the underworld of this era. It's a cool title, if you can think of it this way. --Why did you choose two main characters and two fighting styles? Also, what kind of combat action can the Shinobi and Samurai experience respectively? JONATHAN: One of the reasons for the separation of the two styles is that from the beginning of development, we wanted to have two distinct and cool archetypes to play with: the samurai and the shinobi. We also wanted to make sure that this fantasy was as close to reality and expectation as possible without being diluted. I also often felt the need to have two points of view in the development of the story, since history is rarely clearly black and white. The two protagonists provided interesting dynamics and perspectives on how to approach the game. CHARLES: I think it is very interesting that in combat, both the samurai and the shinobi have special types of weapons. Therefore, the style of combat in this work is built on a more weapon-based approach. There are weapons that only Samurai can use, and the same goes for Shinobi. The player can get a good feel for the two different fighting styles. And it is possible to switch between them. --What weapons can Naoe and Yasuke use? CHARLES: Both players have different types of weapons. For Naoe, we went for a more classic fantasy type shinobi. The chain scythe is a weapon that covers a wide area and can only be used by Naoe. In addition, she also has a dagger used at close range, which can be combined with a hidden blade (Hidden Blade). Naoe can fight very quickly and efficiently with these. On the other hand, Yasuke, who excels at overpowering with force, is given more types of weapons, some of which are firearms type weapons. They also have the typical samurai bow. --Why did you choose to make the shinobi Naoe an original character and the samurai Yasuke a historical figure? JONATHAN: Even though they are well known in Japan, at least in North America, not much is known about farmers, what happened to them, and where the Shinobi came from. So we decided to introduce a figure from Iga who is shrouded in mystery. We considered historical figures from the region, but we preferred a sense of mystery, so we came up with Naoe as someone who may or may not have actually existed. As for Yasuke, from the beginning we thought that a story about the arrival of the Portuguese would be a very good way to tell the story of the crisis in Japan. The team liked the character Yasuke, and we thought we could use him to show the promise of discovering Japan. We thought that if we started with a samurai already in Japanese society, he would be a very interesting and intriguing character, with concepts that we don't necessarily know. And it would also be interesting to see what happened to him. He starts out as a character who is already rooted in history, and we are curious to find out what happens to him. I thought they would make a cool team, complementing each other in terms of storytelling, physique, and family background. --What did you keep in mind when creating the scenario where the two main characters switch? What were some of the challenges? JONATHAN: I wanted the audience to feel that "both are the main characters," but this was more complicated than it seems. Their stories overlap in places, but I wanted to make sure that as the game progresses, you gradually discover more and more about both characters. They have similar goals and motivations, but they are not 100% the same, which made it complicated and difficult to maintain their individual personalities. Naturally, the quest can be played by either character. If a quest needs to be started by one character and completed by the other, the settings must accommodate both play styles. Thus, although it can be complicated, there are many opportunities to tell the story from one of the two perspectives. Having two different points of view is a lot of fun, but there were some complications, such as having to use new technology in the conversation tools. There were some cool things, however. It is interesting that in the conversational scenes, the player decides which of the two protagonists speaks and they ask for different things. This is cool in a way. CHARLES: Both characters are attacking the castle and at some point the player is asked if they want to continue with Yasuke or Naoe, both are interesting. At various points the player must make these choices. The stories are independent, so if you want to know more about Naoe's or Yasuke's past, you can play as one character and delve into that character's story. --Are there areas of action that differ, such as places that only Naoe, a shinobi, is allowed to enter? JONATHAN: There are areas where both Naoe and Yasuke have different areas of activity. I can't go into details because there are a few surprises, but since Naoe can use a hooked rope, there are places that are almost exclusively accessible to her. The world is designed to be enjoyed by both characters, and players can switch between the two at will. Of course, if you want to reach the final point of the world or reach the summit through the ruins, then perhaps Naoe is the better choice. However, if you want to break through the fort head-on alone and open the way, Yasuke seems like a better choice. Of course, you can play with either character. CHARLES: Each character also has specific actions. Naoe can hook the hooked rope to a specific spot and move like a pendulum, or hook the hook to a high spot and climb the rope to get to where she wants to go faster than Yasuke. However, Yasuke can use a shoulder bash to break down reinforced doors. Yasuke can also perform parkour very efficiently in a more daring way. What can be felt when Yasuke performs parkour is how the crowd reacts. Because Yasuke is a samurai and exudes dignity as a superior class, the crowd reacts accordingly. Naoe, on the other hand, gives the impression of being more integrated into the world. --Can you both use the Hidden Blade, Hawk's Eye, and other Assassin abilities? CHARLES: Without spoiling anything, the traditional skills of the Assassins are mainly for Naoe. However, there is another mechanism called "Kantori" (provisional name) that can be used when you want to find an enemy or target person, and this can be used by both of them. You can use free aim to look around, but you cannot see through walls. Yasuke can also kill with stealth, but in a more direct and easier way. Even with stealth, there will be some sound, so it is a "stealth-like" approach. JONATHAN: Kantori (provisional name) can be used to find many things in your current location. It is a very good guide for a certain area, but it does not take all the fun out of exploration. It is a good guide because you can learn a little more about where you want to go, but you are left with the surprise of discovering something. -- Is there a skill tree that makes Naoe more combat-oriented or enhances Yasuke's stealth? CHARLES: Both have skills that are more combat-oriented and stealth-oriented. Also, some equipment has effects such as increased resistance when attacked. We also offer perks that enhance your abilities in combat. Naoe, enhanced to be more combat-oriented, has an advantage in melee combat compared to Naoe, enhanced to be more stealth-oriented. Both have a range, but cannot go in completely opposite directions. There is some overlap between the two, but we have made sure that the characteristics of each ability are properly felt. --Please explain the skill system. JONATHAN: Both characters share XP and level up together, but the rest of the system is a bit similar to that of "Assassin's Creed Odyssey". XP and character abilities are available, weapons can be crafted to some degree, and various upgrades can be made as the game progresses. Weapons are not stand-alone, but for two, so each weapon has its own unique skill system. Players should not feel any discomfort, but this is a very different part of the game from the past. CHARLES: There are two things that were very important to us in terms of skills. First, we have to be very aware of archetypes. In Japan, there are distinct archetypes, such as the armor-clad samurai, the revolting monk, and the bandit, which are quite different. We try to make it clear to the player who is stronger, and we try to make that part of the leveling process as important as possible. Samurai are always stronger than bandits. Secondly, player skill is added to the mix. The better you are at timing, reading attacks, understanding weapons, etc., the better you will be and the further ahead you will be. --What is the volume of the map compared to past works? I would also like to know how you decided on the scale of this work. JONATHAN: The biggest difference is the scale ratio. The mountains are not the actual size, but we wanted them to be true forests, consisting of trees of a certain size, so that you feel you are in a forest. To achieve this, we needed space. We also decided to keep it close to a realistic scale, so we could feel the breath of many things. When we visited Japan and saw the castle, we were so glad we made this decision. Japanese castles are huge! Of course, we had seen pictures of castles before and thought they were big and magnificent, but when we saw them in person, they were astonishingly large. And I wanted more space to explore the castle. Castles were built to be large battlegrounds, you know. You need space to build intricate walls for defense. The overall scale of the map is similar to the size of the map in Origins. However, the scale ratio makes it feel more realistic. The open space leads to secluded areas throughout the game, which will be fun to explore. This sense of scale is a very interesting aspect of this game for us. CHARLES: The story led us to choose which locations in Japan we would choose. The major events in Kyoto, around Osaka, and around Azuchi Castle took place in the same area, so we were able to focus on that. JONATHAN: Of course, we had to choose a size that matched the game, but I think it was the perfect size for this story and type of game. --Since the game is set in the Warring States period, is there a system that allows players to participate in battles? JONATHAN: We see several battles in the story, and the battle at Iga is playable. There are other battles as well, but I can't talk about them right now. The game is set in the Warring States period, but it is not only about battles. It is a game that allows you to travel and discover that world. --What challenges have you faced and what have you been able to achieve as a result? JONATHAN: By making the big decision to go completely modern and demanding a very high level from the "Anvil" engine, we were able to increase the number of particles, create a more realistic atmosphere, and expand the graphical possibilities of the changing seasons. This allowed us to work on a fresh new Assassin's Creed. This was a great opportunity for us to take a big leap forward in graphics. CHARLES: Also, thanks to the new global illumination system, we were able to take advantage of light and shadow, which had a huge impact on the gameplay and stealth approach. For example, enemies became aware of our presence through our shadows, enemies gathered for warmth under a fire in the winter, or shadows through shoji screens depicted enemy presence, giving a new dimension to stealth. By having two main characters, it is possible to show a wider range of angles and different perspectives.(left) BROOKE DAVIES, Associate Narrative Director, (right) SACHI SCHMIDT-HORI, Narrative Consultant--Did you choose the Azuchi-Momoyama period as the period setting from the pre-production stage? BROOKE: I joined the project after the choice of period had been made, so the Azuchi-Momoyama period had already been chosen. This period offered so many wonderful opportunities from a narrative perspective. The complexity and duality of the period is well reflected in the characters of Naoe and Yasuke. --What were you aware of and what were the challenges in creating a scenario where the two main characters switch? BROOKE: From a storytelling perspective, I see it more as a wonderful opportunity than a challenge. When I write a story, I try to show rather than tell, and having two characters allows me to show what's going on from a wider range of angles and different perspectives. I hope this will encourage players to want to share their feelings with them. --What do you think are the most important points in bringing original characters and historical figures into the game? BROOKE: Both offer different and unique opportunities. With regard to Yasuke, I found him very interesting historically because we know some things about him, but there are many unknowns. So we needed to fill in the blanks in the story. It is important to note that Yasuke is a historical figure. And in the case of Naoe, an original character, we were able to draw the story freely to some extent. The fact that she is a member of the Fujibayashi family and that her father is Masayasu Fujibayashi Nagato Mamoru allowed us to place her firmly within the setting. Because Yasuke is a real person but appears as a foreign-born samurai, the Japanese-born Naoe is on equal footing with Yasuke, although she has a different perspective. --Will other historical figures appear besides Nobunaga Oda and Yasuke? BROOKE: You will meet Luis Frois (a Jesuit missionary) at the meeting in Azuchi Castle. Also, Nene and Oichi will appear. The Japanese art renaissance that began in the Azuchi-Momoyama period blossomed in the Edo period, and you will also meet Sen no Rikyu, Kano Eitoku, and other important figures. --Please tell us what year the story will be depicted. BROOKE: I can't tell you what players will see, but I think it covers a part of the Azuchi-Momoyama period, from 1579 to 1584. --I think the appeal of the series is to depict the struggle between the Assassin Order and the Templars while taking into account the history, but I would like to ask if there were any difficulties in putting the Azuchi-Momoyama period into it. BROOKE: I don't want to mention the Knights Templar because I don't want to spoil anything, but the fascination and dynamics of this period are very interesting and provided wonderful opportunities for storytelling. --How did you go about creating a world with a realistic feel of the Azuchi-Momoyama period? BROOKE: We were very lucky to work with the Environment Team. The visuals they created for the game provided a great backdrop for the story. The in-world experience added so much to the story. What we see from the stories and characters of this time period is complexity. I also believe that many of the people surrounding the World had their own struggles. It was a very difficult time historically, and we see duality. Nothing is ever clear-cut and black and white. In warfare, two groups face each other and are confronted with different perspectives. But in the midst of it all, there are glimpses of hope for the future as we know it, which will later blossom. --What advice did you actually give? HORI: One scene that left a strong impression on me was the scene where Nobunaga's sister, Oichi, remarries Katsuie Shibata. In the original story we received, it was thought that the two families decided on their own without regard to Oichi's intentions, and Katsuie was portrayed negatively because he was more than 20 years older than Oichi. So I spoke with BROOKE and the team and asked them to change it. Oichi had young children after the death of her husband Nagamasa Asai, so if her remarriage was to Katsuie, a trusted man who had served Nobunaga, she would have married him as a matter of course. When I explained that it was better to portray it in a positive light, it was a new discovery for the BROOKEs, and they were very moved by it. The rewritten version of the episode was very moving. The other scene is the tea ceremony scene featuring Sen no Rikyu. Chanoyu is widely known to be translated as tea ceremony, but experts say it is a mistranslation. After researching the misunderstanding over here, I advised them, as far as I could understand, not to use a teapot or tea leaves, for example. --Even we Japanese have a strong image of "ninja" as a fantasy. Did you encounter any difficulties with the theme of "ninja" in order to achieve a high level of fidelity to the historical reconstruction? HORI: Ninja are certainly a fantasy, so I think it's a good thing that we can express ourselves creatively and without reservation. However, there are also dedicated ninja fans and communities around the world, and I am not sure to what extent they see the ninja as a real existence, or as an entity that existed in history. Therefore, the extent to which ninja are represented in the game depends on the level of tolerance of the avid shinobi fans. I discussed this with the members of the development team. We did not have a specific policy on how much to express, but made decisions on a case-by-case basis. We would say, "This is an acceptable creative expression," or "This is stereotypical", so let's not do that. --I'm sure there are many references, but which one left a particularly strong impression on you? BROOKE: The first book I looked through was "Nobunaga no Kouki" by Ota Ushiichi (Azuchi-Momoyama period, military commander and military history author). I was impressed by his personal observations as he recounts the details. We can learn a lot of historical facts from reading history books, but this author incorporated his own views so that I felt I could understand even his character and what it was like to live in that era, and I was completely drawn in. I was thrilled to be able to portray this time period and the people in this book. --The drama "Shogun" which is set in a similar time period, has been a hit, and I hope that this work will attract the same kind of attention from game fans. I understand that you have prepared a "Discovery Tour" that allows visitors to freely walk around the game world with historical explanations. BROOKE: I can't answer about the Discovery Tour today, but I am glad to see that interest in the setting and time period of the game is growing. I look forward to the day when we can bring this to you. Gathering a lot of information to recreate 16th century Japan and build a living world(left) THIERRY DANSEREAU, Art Director, (right) STÉPHANIE-ANNE RUATTA, Historical Supervisor and World Director--Please tell us what kind of materials you used as references to describe the field and the characters' costumes in the Azuchi-Momoyama period. THIERRY: I have been working with experts and consultants for a long time, but for the characters, I referred to museum exhibits and books for their appearances and costumes. I visited several museums, did my research, and checked the materials with STÉPHANIE-ANNE. Based on these, we created the characters. We also referred to descriptions in the books about the colors and the flags people carried. We used multiple sources, but we have checked them for historical accuracy. STÉPHANIE-ANNE: For several years we had the help of experts, but we also did research with a Japanese studio and team. We used different kinds of sources to make sure the team got it right and had all the information they needed to reconstruct what Japan looked like in the 16th century. We used museum databases, as THIERRY mentioned, but we also used inscriptions, scientific books, articles, and medieval depositions. For example, the Principles of Nobunaga has been translated into English, so we used that as a reference to describe 16th century Japan. I also referred to the documents of Luis Frois from the same period, which compare European and Japanese society. --This period was also a time when there was a large influx of immigrants. Will you also depict the episodes, lifestyles, and culture of these people (missionaries, merchants, etc.) as well as Yasuke? STÉPHANIE-ANNE: Yes, it is important to introduce the presence of Portuguese missionaries and merchants in the 16th century. They influenced the course of warfare during this period and the changing power of certain merchants in Japan. --I am wondering what castles, shrines and temples that symbolize the Azuchi-Momoyama period will appear in the game. Although the game is set in the Kansai region, is the Osaka Castle built by Toyotomi Hideyoshi ......? STÉPHANIE-ANNE: The era is represented by the construction of various castles and castle towns, so players will discover a wide variety of castle types and castles destroyed in battle. The Azuchi Castle, which is related to the name of the era, will also be featured. THIERRY: Himeji Castle, Osaka Castle, and Takeda Castle are also available, and it is wonderful that players can visit and play in these castles. I think this is one of the strengths of the franchise, but all of the castles are based on actual historical blueprints, which I think is very unique, both as an experience and a learning opportunity. The Koyasan Okunoin Cemetery is the oldest graveyard in Japan, which can also be seen in the game. There are too many to mention them all, but thanks to STÉPHANIE-ANNE and the experts, I think they are well described and it is wonderful that players will be able to travel to these places. --The architectural style and decoration of the buildings is a different culture from the previous works in the series. What were you conscious of in recreating the culture and what were the challenges? I am also interested in the possibility of diving on the "Shachihoko". STÉPHANIE-ANNE: The building team did a lot of research, and then we checked the results with experts and asked them to add the elements needed to build a great castle. We did research to recreate the decorations of not only the castle, but also the temples and shrines, and also to find out what materials were used to make them. THIERRY: The colors also change over time, so we made adjustments to that as well. Of course, this is "Assassin's Creed," so you can climb anywhere and jump from almost anywhere. Exploring is fun. --Japanese period games tend to be rather subdued, but were there any barriers to making it a worldwide production? STÉPHANIE-ANNE: It's a game based on history, and we want players to have the opportunity to play with history. This period is so fascinating and celebrated, and has had such an impact on pop culture, that we were fortunate to have the help of renowned experts to make sure we had all the information we needed to faithfully recreate medieval Japan in the 16th century. We maintained historical fidelity because it was a rich period with so much to talk about and we didn't feel the need to change it. There is an experience that goes into fantasy, but keeping it authentic was our primary goal. --In the main storyline, can we experience famous episodes from the Azuchi-Momoyama period (such as the Battle of Nagashino, the Honnoji Incident, the Battle of Komaki and Nagakute, etc.)? STÉPHANIE-ANNE: You will have to wait a little longer for that. --In the recent series, "Origins," "Odyssey," and "Valhalla," you can enjoy the connection to mythology and fantasy elements based on mythological themes. Will this work also contain elements based on Japanese mythology, yokai, and other fictional creatures? STÉPHANIE-ANNE: That is a very good question, but I will answer this one later. --This game also reproduces the four seasons of Japan. Which season did you start first? And which seasons were particularly difficult to express? THIERRY: I started with spring. We all know about cherry blossoms, and I think they are the most symbolic Japanese element for foreigners. And the big difference is winter. I wouldn't say that winter is more complicated because it has many different expressions, but it was very different from spring, summer, and fall, and the challenges were also different. --What was particular about the representation of water, such as waterfalls, rivers, lakes, etc.? THIERRY: All of the water topics were very important to us. We knew that there is a Shinto belief in waterfalls and rivers, and that they are important places in the Japanese eco-system. Even the blueprints of the suburbs are lined with irrigation canals, and they even go into the houses. Thus, we knew that water is a key component of Japanese culture, especially for agriculture. This is why we installed drains everywhere in this work. The presence of water in the Japanese landscape was different, so we took it seriously and treated it as an inviolable part of the Japanese landscape and way of life. --What are some of your favorite places, castles, or cultures that appear in your work? STÉPHANIE-ANNE: That's difficult. THIERRY: My favorite is Takeda Castle. It is on top of a high mountain and is called the castle in the sky, and I like this location. I can't say it's fair because we built it ourselves, but there are many other great places to visit. It was a lot of work to create the forest, but I really enjoy looking at the landscape. I also like how all the ecosystems interact with each other, such as the clouds in the weather system. It's not a location, but I enjoy it because it encompasses the whole game. STÉPHANIE-ANNE: I was impressed by the "Rakuchu Rakugaizu," Japanese folding screens from this period. I was fascinated by the fact that just by looking at them, one could come into contact with the vivid world of this period. The artistic touch is something special. I have never seen anything so full of art. I truly admire the artists of this era. THIERRY: I also think the most striking thing for me was the harmony of nature and architecture. I visited the site and found many places, and I could see how everything was deliberately composed. I was told that trees were planted while the chedi was being built at the time, but everything looked perfect. Also, the culture loves the age and values it, so they cherish moss and things that have taken root there. Japan has maintained these places so they still exist and are still in use. I realized that we are dealing with a subject that has a long history. It is also a culture that values space, living space. These were the most exciting discoveries during my travels in Japan. |
2024.05.19 14:11 FiveKnuckleJuggle Panel Show Weekly Schedule: Sun May 19 2024
Date | Show | Episode | Summary | Link |
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Mon May 20 2024 05:30:00 GMT | After Midnight | Season 1 Episode 59 | BenDeLaCreme, Rory Scovel, Harvey Guillén - Taylor Tomlinson welcomes drag queen BenDeLaCreme, comic Rory Scovel, and actor Harvey Guillén. | 🔗 |
Mon May 20 2024 10:30:00 GMT | Have You Been Paying Attention? | Season 12 Episode 2 | Episode 2 - | 🔗 |
Mon May 20 2024 21:00:00 GMT | Rhod Gilbert's Growing Pains | Series 5 Episode 11 | Episode Eleven - Rhod Gilbert is joined by guests Amy Gledhill, Emmanuel Sonubi and Michelle Visage to roll back the clock. What will they learn about each other - and who will be the most embarrassed? | 🔗 |
Tue May 21 2024 02:00:00 GMT | A League of Their Own (2010) | Road Trip: Mexico Episode 1 | Episode One - Jamie Redknapp, Jill Scott, Micah Richards, Mo Gilligan and Maisie Adam explore what Mexico has to offer. | 🔗 |
Tue May 21 2024 05:30:00 GMT | After Midnight | Season 1 Episode 60 | Jim Rash, Nat Faxon - Taylor Tomlinson welcomes actor Jim Rash and actor Nat Faxon. | 🔗 |
Wed May 22 2024 05:30:00 GMT | After Midnight | Season 1 Episode 61 | Andy Richter, Penn Jillette, Aasif Mandvi - Taylor Tomlinson welcomes comic Andy Richter, magician Penn Jillette, and actor Aasif Mandvi. | 🔗 |
Wed May 22 2024 10:30:00 GMT | Gruen | Season 16 - Gruen: Series 16 Episode 2 | Episode 2 - The world has gone ad - but the algorithm has delivered brand new Gruen. Returning for an unprecedented and ill-advised 16th season, Wil Anderson and a panel of know-it-alls will pull you out from under the influence. | 🔗 |
Thu May 23 2024 05:30:00 GMT | After Midnight | Season 1 Episode 62 | Marcella Arguello, Thomas Lennon - Taylor Tomlinson welcomes comic Marcella Arguello and actor Thomas Lennon. | 🔗 |
Thu May 23 2024 09:30:00 GMT | 7 Days (2009) | Season 16 Episode 8 | Thursday May 23 2024 - | 🔗 |
Thu May 23 2024 09:30:00 GMT | Taskmaster (AU) | Season 2 Episode 1 | Episode 1 - Contestants: Anne Edmonds, Jenny Tian, Josh Thomas, Lloyd Langford, Wil Anderson | 🔗 |
Thu May 23 2024 21:00:00 GMT | Taskmaster | Series 17 Episode 9 | Assistantbury - As the series climax approaches, Little Alex Horne risks raising notoriously prickly Greg Davies' hackles with a task in celebration of himself. Sophie Willan is baffled by mirror writing, John Robins proves to be a talented tailor, Steve Pemberton has an expletive-laden row with a bin, Joanne McNally finds a novel use for a cow's ear, and Nick Mohammed brings a tear to Greg's eye. | 🔗 |
Fri May 24 2024 00:00:00 GMT | The Good, The Bad And The Unexpected | Series 17 Episode 5 | Episode Five - The show where comedians work out the good from the bad, with a few unexpected twists. | 🔗 |
Fri May 24 2024 21:00:00 GMT | Have I Got News for You | Series 67 Episode 8 | Episode Eight - University Challenge host Amol Rajan takes charge, with Richard Osman and Baroness Ruth Davidson as the guests. | 🔗 |
Sat May 25 2024 17:00:00 GMT | Suurmestari | Season 5 Episode 11 | Make a new friend - Contestants: Eero Ritala, Joonas Nordman, Pamela Tola, Pirjo Lonka | 🔗 |
2024.05.19 14:10 iwokeupabillionare Annie Who Are You? L'inconnue de la Seine. The Girl who never drowned.
2024.05.19 06:02 Choice_Evidence1983 AITA for not having my boyfriend be a plus one at my best friends wedding
OOP: i accepted the wedding invite long before we met. this wedding invite didn’t just recently happen. + main reason for why i never asked for a plus one is because joe and i had only just started seeing each other when the wedding was being planned. a lot went into it because it’s a destination wedding in europe + i’m not meaning to dismiss it. i’m pointing out that’s why i’m not having a plus one unlike the other groomsmen and bridesmaids. they have been with their partners for years and personally know anne. joe has only ever met her over face time + also there’s a lot more then just buying a ticket. i said earlier that this wedding was planned months before we met. anne planned a lot of things for this wedding that are catered to the fact there’s a limited guest list. again. i would have been fine to explain all this but again. i never got a chance to + this wedding wasn’t a secret. he was even aware of it when we first started seeing each other because i’d just done dress shopping. again. this wedding was very planned out because it is indeed, very small and private in france. he’s also met anne and her fiance over face time, not in person because she’s in a different state. he’s met my other friends as well. he hasn’t met my parents because they live in a different country.
OOP: thank you ❤️ i do have a dog and a roommate so that’s some extra security already. the roommate and i talked before about getting a ring camera but this experience and other comments have solidified us getting one
2024.05.19 04:14 St_Augustine_Discord Live Music and Events Sunday May 19th
2024.05.19 04:14 St_Augustine_Discord Live Music and Events Sunday May 19th
2024.05.19 00:08 Nearby-Highlight-115 AITAH for my "scorched earth" intervention methods against my ex after she became a religious zealot?
2024.05.18 15:26 Crazy-Concern8080 Lambs Among Wolves - (Part 49)
2024.05.18 14:47 Kaelaface May 17, 2024
2024.05.18 03:35 Ivan_Redditor 2000s MCU (Phase 2)
2024.05.18 03:19 RodeoBoss66 Dabney Coleman (aka John Dutton II), ‘9 to 5’ Star Who Made a Career Out of Playing Jerks, Dies at 92
https://www.hollywoodreporter.com/movies/movie-news/dabney-coleman-dead-9-to-5-mary-hartman-tootsie-1235902521/ submitted by RodeoBoss66 to YellowstoneShow [link] [comments] The Texas native got laughs for his boorish behavior in 'Mary Hartman, Mary Hartman,' 'Tootsie,' 'Buffalo Bill' and much more.by Mike Barnes MAY 17, 2024 2:27PM PDTDabney Coleman, the popular comic actor from 9 to 5, Tootsie and Mary Hartman, Mary Hartman whose many redeeming qualities including a knack for portraying characters who had none, has died. He was 92. Coleman died Thursday at his home in Santa Monica, his daughter, singer Quincy Coleman, told The Hollywood Reporter. “My father crafted his time here on Earth with a curious mind, a generous heart and a soul on fire with passion, desire and humor that tickled the funny bone of humanity,” she said. “As he lived, he moved through this final act of his life with elegance, excellence and mastery. “A teacher, a hero and a king, Dabney Coleman is a gift and blessing in life and in death as his spirit will shine through his work, his loved ones and his legacy … eternally.” The Emmy-winning actor also portrayed an irascible talk show host in upstate New York on NBC’s Buffalo Bill, but that critical favorite lasted just 26 episodes. He had at least three other cracks at headlining his own sitcom, but ABC’s The Slap Maxwell Story, Fox’s Drexell’s Class and NBC’s Madman of the People never made it through their first seasons before being canceled. More recently, the good-natured Coleman brought along his signature mustache to play Burton Fallin, the owner of a law firm and father of Simon Baker’s character, on the CBS drama The Guardian; was Atlantic City power broker Commodore Louis Kaestner on HBO’s Boardwalk Empire; and played John Dutton Sr. (the father of Kevin Costner’s character) on Yellowstone. Audiences got an early taste of the Texan’s cantankerous charms in 1976 when Coleman appeared as the feisty Fernwood, Ohio, mayor Merle Jeeter on Norman Lear‘s late-night soap-opera satire, Mary Hartman, Mary Hartman. In a 2012 interview with The A.V. Club, Coleman called that gig, which was supposed to last just six episodes, “the turning point in my career” and “probably the best thing I ever did.” Jeeter “was just wonderful, just a once-in-a-lifetime character,” he said. “He was just the worst human being. … That’s kind of where it all started, as far as people’s belief that I could do comedy, particularly that negative, caustic, cynical kind of guy. I was pretty good at doing that.” Coleman proved it again as the chauvinistic, backstabbing boss Franklin Hart Jr. in the workplace comedy 9 to 5, the 1980 cinematic paragon of women’s lib that starred Jane Fonda, Lily Tomlin and, in her movie debut, Dolly Parton. (For being such a rotten guy, Hart winds up getting hogtied by his secretary, Parton’s Doralee Rhodes.) “All of ’em were well-established,” he said of his co-stars, “and here’s this guy coming off of Mary Hartman, which is not too shabby. (Laughs.) But it was late-night TV. Anyway, what I’m alluding to is that all three of them went out of their way to make me feel equal. There’s no other way to put it.” Dabney Coleman and Dolly Parton in 1980’s ‘9 to 5.’ 0th Century Fox Film Corp./Courtesy Everett Collectionnone In Tootsie (1982), directed by his longtime friend and mentor Sydney Pollack, Coleman played the sexist TV director who’s dating an actress (Jessica Lange) on his soap opera, Southwest General. Years earlier, Pollack had been his teacher at the Neighborhood Playhouse in New York, and Coleman’s first three movies were Pollack’s first as a director as well. Coleman also played the aptly named televangelist Marvin Fleece in the satire Pray TV (1980), the systems engineer overseeing the military mainframe WOPR in John Badham’s WarGames (1983) and the miserly banker Milburn Drysdale in the 1993 movie version of The Beverly Hillbillies. Asked by Vulture in 2010 if he was proud to have helped make television “safe for jerky lead characters,” he replied: “It’s fun playing those roles. You get to do outlandish things, things that you want to do, probably, in real life, but you just don’t because you’re a civilized human being. There are no-holds-barred when you’re playing [jerks] — I couldn’t imagine anyone not loving playing those parts.” Dabney Wharton Coleman was born on Jan. 3, 1932, in Austin, the youngest of four children. After his father died of pneumonia when he was 4, his mother raised the family in Corpus Christi, and Coleman became a nationally ranked junior tennis player. He attended the Virginia Military Institute (many in his family did) for two years, served in the U.S. Army’s Special Services Division for two more and then, back in Austin, studied law at the University of Texas. Mildred Pierce actor Zachary Scott, a family friend of Coleman’s first wife, Ann Harrell, convinced him that he could be an actor, so he left college a semester short of graduation and headed for Manhattan and Sanford Meisner’s Neighborhood Playhouse at age 26. Coleman’s first onscreen speaking appearance came on a 1961 episode of Naked City — he earned $90 for that — and he and his second wife, actress Jean Hale (the Mad Hatter’s fetching moll on Batman), moved to Los Angeles in 1962. Coleman appeared on such shows as Ben Casey, Dr. Kildare, The Alfred Hitchcock Hour, The Outer Limits, Hazel, I Dream of Jeannie and The Fugitive before recurring as Marlo Thomas’ neighbor, the obstetrician Leon Bessemer, on the first season (1966-67) of That Girl. He auditioned for Gilligan’s Island but lost the role of the Professor to Russell Johnson. In 1963, Coleman had appeared on an episode of the ABC hospital drama Breaking Point that Pollack helmed, and the two would reunite for the movies The Slender Thread (1965), This Property Is Condemned (1966) — though his scenes were cut — and The Scalphunters (1968). “The idea at that time, when I got out of school, was that I said, ‘I want to be in every movie you make,’ ” Coleman recalled. “He said, ‘OK,’ and we got off to a pretty good start.” In Cinderella Liberty (1973), he worked with another former Neighborhood Playhouse cohort, James Caan, playing his commanding officer. Around that time, the blue-eyed Coleman decided to grow a mustache, which he said turned around his career. “Without the mustache, I looked too much like Richard Nixon,” he told Vulture. “There’s no question that when I grew that, all of a sudden, everything changed.” Producers told him that they would give him the part of Jeeter if he shaved the ‘stache, but he refused — and they hired him anyway. He played the mayor on 148 episodes of Mary Hartman as well as on the spinoffs Fernwood Tonight and Forever Fernwood. On the Disney animated series Recess and its spinoffs, Coleman provided the grating voice of Principal Peter Prickly. Working alongside Fonda on 9 to 5 led him to one of his rare non-boorish roles — as her dentist boyfriend in On Golden Pond (1981). As a leading man, Coleman was hilarious in Short Time (1990), in which he played a police officer diagnosed with a terminal disease who learns his daughter can only collect his pension if he’s killed in the line of duty. His madcap determination to get himself offed, combined with his dismay at invariably winning commendations for “valor,” was memorable. Coleman also portrayed an over-the-top oddball in How to Beat the High Co$t of Living (1980), a lisping pornographer in Dragnet (1987) and a slimy drag queen in Meet the Applegates (1990). His voluminous credits include the films The Trouble With Girls (1969), Downhill Racer (1969), The Towering Inferno (1974), North Dallas Forty (1979), Melvin & Howard (1980), Modern Problems (1981), Young Doctors in Love (1982), Cloak & Dagger (1984), The Muppets Take Manhattan (1984), The Man With One Red Shoe (1985), There Goes the Neighborhood (1992), Amos & Andrew (1993), Clifford (1994), Devil’s Food (1996), You’ve Got Mail (1998), Inspector Gadget (1999), Stuart Little (1999), Moonlight Mile (2002), Domino (2005) and Rules Don’t Apply (2016). Coleman won a supporting actor Emmy in 1987 for his work on the ABC telefilm Sworn to Silence and was nominated twice for playing Buffalo Bill Bittinger and once for his turn as old-school sportswriter Slap Maxwell. When he wasn’t working, Coleman invariably could be found at Dan Tana’s in West Hollywood, where a hefty New York steak is named for him. “I presume it’s to do with the fact that I ordered the damned thing five times a week for about 15 years,” he said in his A.V. Club chat. In addition to Quincy, survivors include his other children, Randy, Kelly and Meghan, and his grandchildren, Hale, Gabe, Luie, Kai and Coleman. Duane Byrge contributed to this report. |
2024.05.17 23:12 Beautiful_Item_6139 AITA For stealing my ex bfs antique Playboy magazine collection?