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Strange New Worlds' Needs to Imagine More for Its Female Characters
Product Reviews

Strange New Worlds’ Needs to Imagine More for Its Female Characters

by admin September 18, 2025


Star Trek‘s utopian vision for an equal society, especially in terms of gender equality, has always been a complicated aspect of its idealized vision. It’s true that the franchise has a legacy of beloved, nuanced female characters and has championed putting those characters in the spotlight over six decades of storytelling. But it’s equally true that Star Trek‘s often conservative vision of women in leadership roles, as figures of desire, and as beholden to the stories of male characters has sat hand in hand with that feminist progressivism.

There are perhaps, however, few individual seasons of Star Trek from the past 60 years that reflect that dichotomy more than Strange New Worlds‘ recently concluded third.

On paper, Star Trek: Strange New Worlds arguably has one of the largest groups of female characters in its primary cast. Of the current main crew, just four of the show’s central characters are men—Pike, Spock, M’Benga, and this season’s addition of Martin Quinn as the younger Montgomery Scott—in comparison to six women: Una, Uhura, La’an, Ortegas, Chapel, and Pelia. That gap has only grown over the course of the show’s life, with Pelia replacing former chief engineer Hemmer after season one, and even the increased prominence of guest characters like Paul Wesley’s young Jim Kirk has been balanced by an increasingly prominent role for Melanie Scrofano’s Marie Batel (especially this season, as we’ll get into).

© Paramount

Those female characters have also served to facilitate some of Strange New Worlds‘ standout episodes and arcs thus far as well. Uhura’s initial focus as the new perspective aboard the Enterprise in season one flourished across episodes like “Children of the Comet” or in her mentee relationship with Hemmer. La’an’s history with the Gorn played a significant role in Strange New Worlds‘ characterization of the species (for better or worse), and she was given space to process both that and, in episodes like “Tomorrow and Tomorrow and Tomorrow“, her complicated relationship to Khan and the Augments. Una’s revelation of her Illyrian heritage was made a climactic point in the final moments of the show’s first season, leading to a character-defining turn for actress Rebecca Romijn in the season two episode “Ad Astra Per Aspera“.

But, at times, those female characters were also underserved in those first two seasons—a problem exacerbated by season three, rather than wholly created by it. Nurse Chapel’s arc in the first two seasons largely hinged on her will-they-won’t-they relationship with Spock, fizzling out almost immediately after the two were allowed to get together (shortchanging another great female character in Spock’s Vulcan fiancee, T’Pring, played by guest star Gia Sandhu). Ortegas, meanwhile, was regularly criticized for never really getting her own moment to shine in the show, constantly seeking a storyline outside of a perfunctory exploration of her role as the Enterprise helmsperson (a frustration compounded by the fact that the character, a veteran of Discovery‘s Klingon-Federation war, was only ever allowed to be aggressively distrusting of Klingons or other alien species or simply say things like “I fly the ship”).

Unfortunately, of the various factors that led to Strange New Worlds‘ third season failing to come even close to the mark left by seasons one and two—an experimental breadth of tone and genre leading to more misses than swings, an overreliance on connection to Star Trek‘s past, and an ongoing issue of its episodic format increasingly being in friction with the show’s character work, among other things—one that stood out the most was that these prior issues the show had with underserving some of its female characters suddenly began impacting almost all of them.

© Paramount

Across its third season, it has consistently felt like Strange New Worlds has had little idea of where it wanted to take its characters, but especially so with its female ones. Prior arcs like La’an’s traumatic history with the Gorn were dropped or shuffled onto other characters: Ortegas sustains a nearly fatal injury from a Gorn attack in the season’s premiere, setting her up to take on that arc instead, to mixed results—it’s not touched on notably until the penultimate episode of the season, “Terrarium,” in which she’s forced to work with a similarly stranded Gorn pilot, but Erica’s attitude towards hostile species and her own traumatic memory of her injury are almost immediately dropped in the episode with little examination as to why.

Una’s relationship as an Illyrian, a genetically modified humanoid who won legal precedent against Starfleet’s rules against such species being part of the Federation, manifested less as an arc for her and more as a plot device when she essentially became a “magic blood” donor to save Captain Batel’s life.

And then what was continued, or introduced to serve as replacements to those prior character arcs, was almost unified across the majority of the series’ female characters: romantic relationships with men. Almost as soon as she was broken up with Spock, season three introduced Cillian O’Sullivan as Chapel’s new love interest (“new” in that it connected up with her eventual status quo in classic Star Trek) Dr. Korby, with her time in the series largely less about exploring herself and her own agency and more about how her relationship furthered the characters of the men she was romantically involved with. Even more immediately, after Spock’s breakup with Chapel, he was paired with La’an, a move that narratively came out of nowhere and was only largely sold by Christina Chong and Ethan Peck’s chemistry—and again, was more in service to Spock’s character than it was necessarily to La’an or her own agency in the matter.

Even Una and Uhura couldn’t escape this heteronormative focusing either. Uhura was casually paired up with Ortegas’ newly introduced brother Beto (Mynor Lüken) here and there throughout the season, only for their burgeoning relationship to seemingly fizzle out and not be picked up again after the one-two tonal misfires of “What Is Starfleet?” and “Four and a Half Vulcans.” That latter episode, among its many issues, couldn’t even resist also capturing Una in Strange New Worlds‘ obsession with romance, giving her second-most-prominent arc in the season over to an extended gag about a prior, sexually intense relationship with Patton Oswalt’s guest-starring role as the human-obsessed Vulcan Doug.

© Paramount

It’s not even that a romance plotline is inherently a bad thing. The real issue is the fact that Strange New Worlds seemingly only had the idea to do one with the bulk of its female stars this season over giving them any other kind of arc. The only characters that escaped that framing were Pelia, who almost entirely exists as an excuse (a delightful one, at that) for Carol Kane to make one gag after another, and Ortegas, whom the show still struggles to do anything with, romantic or otherwise. And ultimately, all of these romantic arcs have been less about the autonomy of their female halves and instead in service of forwarding the arcs of the men in their lives, further stagnating their characters across the season.

This climaxes and is most obliquely symbolized in the season’s final episode, “New Life and Civilizations,” putting the spotlight on the culmination of Captain Batel and Captain Pike’s romantic relationship. Strange New Worlds had done very little with Batel in its first two seasons outside of her role as Pike’s love interest, outside of endangering her in the Gorn attack that straddled season two’s end and season three’s beginning (season three, again, largely sidelined her for her recovery, focusing on the impact of her situation on Pike instead), but the season three finale placed their relationship at the forefront of the show’s emotional climax. In doing so, it was again less about Batel and who we knew her to be as an individual and more about defining the fact that she was Pike’s girlfriend.

The dramatic thrust of the finale sees Batel confronted with the (largely out of nowhere) revelation that she is the subject of a predestination paradox where she is fated to become a crystallized statue sealing an ancient evil race called the Vezda for all eternity. But instead of centering her own concerns and fears about taking on that mantle—she’d almost literally just been given back her job at Starfleet’s judicial division after a season of fighting to be put back into service—the episode’s emotional throughline becomes almost entirely about Batel ensuring Pike that he’s going to be fine without her (she is almost too keen to essentially sacrifice herself in comparison), leading to an extended dream sequence where she uses her newfound guardian abilities to essentially speedrun Pike through a hypothetical future where they grow old and raise a child together before she is crystallized and, essentially for the series, removed as an ongoing character.

© Paramount

This was, ultimately, Batel’s most prominent appearance in Strange New Worlds, and it not only didn’t really further our understanding of her character, but it was almost entirely framed through the perspective of Pike’s emotional journey and narrative in regard to his own predestined fate.

As Strange New Worlds draws closer and closer to its own conclusion—just 16 episodes of the series remain across its final two seasons, or around two-thirds of one season of a classic Star Trek show—it’s damning that seemingly one of the few ideas it can have for its female characters is defining their arc in relationship to a man. With the time it has left, one of the lessons the series must take to heart is to better explore the wealth of opportunities its breadth of female characters can provide, instead of pigeonholing them into the same arc over and over.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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September 18, 2025 0 comments
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Strange Antiquities review | Rock Paper Shotgun
Game Reviews

Strange Antiquities review | Rock Paper Shotgun

by admin September 15, 2025


Strange Antiquities review

A shopkeeping puzzle game that’s even denser and more satisfying to master than its predecessor, Strange Horticulture.

  • Developer: Bad Viking
  • Publisher: Iceberg Interactive
  • Release: September 17th 2025
  • On: Windows
  • From: Steam
  • Price: £14.99/$17.99/€17.49
  • Reviewed on: Intel Core i7-12700H, 16GB RAM, Nvidia GeForce RTX 4060, Windows 11

During my first two hours serving Strange Antiquities’ customers, I tugged the bronze pendulum of an ornate clock at least a dozen times, wondering what the resulting spin and settle of its hands meant. I checked my occult encyclopaedia’s index for mentions of time and compared the clock face to shapes in a book of hermetic symbols. Each time I drew a blank I yanked the pendulum a few more times, just in case.

This follow-up to the joyous 2022 puzzler Strange Horticulture is packed with these promises of future puzzles: a locked cabinet with no key, a sliding-door cupboard with no clear purpose, three empty plinths beneath your shop counter, an engraved desk with four missing chunks. I knew they were all clues, I just couldn’t tell what for.

Until, in a series of glorious moments, I could.

When I realised how the clock fit into a multi-part puzzle that revealed a new area of my shop, I genuinely chuckled with delight, and that feeling repeated several times during my 10-hour playthrough. This is a longer and more uneven puzzle game than Strange Horticulture, but also more ambitious, and just as beguiling.

The general concept remains the same. Customers come to your shop for a specific named item. Your encyclopaedia holds clues for each one, from the concrete – like the shape or material – to the more abstract, such as the feeling it evokes when you hold it, or the fact it’s used to draw blood in an initiation ritual. You touch, listen to, and smell the objects on your shelves, and if you pick the right one you can strike it from your long list. Outside, a story of curses and cults unfolds, and some of the decisions you make, such as which of two items to give a particular customer, can change the outcome.

Image credit: Rock Paper Shotgun/Iceberg Interactive

The objects are imaginative: carved totems with unfamiliar symbols, bejewelled boxes that catch spirits, medallions designed in the image of a snake god, a blood-stained stone held by an eagle’s talons. They all look wonderful on your shelves, however you choose to arrange them. Descriptions are evocative, sometimes with double meanings that made me want to decipher them even more. Does this necklace give me goosebumps because it’s cold or because it’s creepy? Which of these wooden objects could conceivably be described as a “finger”?

At the start, simply knowing that an object is made of bronze with a single gemstone is enough to identify it, but soon the puzzles become tricky, layered challenges. Alongside your encyclopaedia you get a book on gems, a book of symbols, and a book of curses, and you’ll often need to flip between them multiple times to identify a single object. A simple example: if somebody comes in for a curse cure, you’ll first read your curse book to identify their malady, find that curse in your encyclopaedia’s index, and then read all the related entries to identify the object you need.

I was regularly stumped, but every time I split the puzzle into small chunks I could whittle down the possible answers. The hint system points you vaguely in the right direction without outright telling you the answer, which I like, but you can ask for multiple hints at once. When you solve a puzzle you’re handily told which clues were relevant – sometimes these were details I hadn’t even noticed, and that gave me new ideas for solving future puzzles.

Image credit: Rock Paper Shotgun/Iceberg Interactive

I love the feeling of mastery it builds. When you get a new encyclopaedia entry it flashes on screen. You can ignore it, but the key information often stuck in my mind. I lost count of the times I later thought “Wait, I know that name”, and it’s satisfying to use knowledge you didn’t even realise you had. The way encyclopaedia entries flow from one another encourages you to follow your trail of thought, and before you know it you’ve identified three or four objects, rather than just the one. By the end of the game I’d become a proper expert shopkeeper: I knew, without thinking, which gemstone meant death and which meant fire, which symbol meant summer, and which winter. Sometimes I could pick the right object without consulting my books, which felt fantastic.

Its best moments – like with the clock’s pendulum – are not when you’re identifying objects, but when you’re poking around your shop, discovering puzzles hidden in plain sight. To open the locked cabinet in one corner I had to manipulate an object in a way that I hadn’t initially thought was possible, and that empty cupboard I mentioned earlier proved instrumental in a way I won’t spoil, but was equally delightful. The game’s scope constantly surprised me, and it delivers on every one of the promises it teases.

Even the game’s collectible maps conceal secrets of their own. Click on a location and you get a story vignette, often ending with the discovery of a new object. The clues to find these locations – riddles, matching shapes, pattern recognition – are simpler but no less engrossing, and later, you get a device you have to place over one of your maps to find the right spots. I felt like a genius when I figured it out.

Image credit: Rock Paper Shotgun/Iceberg Interactive

In a game with so many puzzles, and so many different types of puzzle, a few duds are inevitable. I gave up identifying a particular medallion only for the hint system to tell me I had to first solve another puzzle I’d picked up (and put down) much earlier in the game, in what seemed like an arbitrary process. On another, I narrowed it down to two possible objects and simply had to guess – even when I saw the correct solution, the other object appeared to fit as well. Still, Strange Antiquities’ density and consistent generosity make it easy to forgive these small missteps.

It helped that I enjoyed simply inhabiting the shop, listening to the rain and thunder outside. I petted my cat every morning until he purred, and stuffed my papers in their drawers every night. After the first customer of every day I reshuffled my shelves to match my mood. Early on I arranged medallions by material – bronze, gold, wood, tin – with a separate section for items that looked particularly arcane. Later, I moved all my identified objects to a separate shelf and sorted medallions by the colour of their gemstone. This isn’t busywork – it’s flexibility that makes the shop feel like a deeply personal space.

I wish it was slightly easier to navigate with my mouse, though. When several objects seemed to fit the clues, I liked to stack them on the desk below my counter, a book open next to them, so I could better compare their markings and gems. To move an object from your shelves to this desk you have to grab each one, hold it at the bottom of the screen until the desk appears, and then drop it – an annoyingly fiddly procedure when it involves shifting four or five items in a row. It is, admittedly, easier if you use the keyboard too, but if ever there was a game designed for a mouse in one hand, coffee in the other, this is it. I also found it too easy to zoom in on a book (double click) when I simply meant to open it (single click).

Image credit: Rock Paper Shotgun/Iceberg Interactive

My enthusiasm for the puzzles also waned in the final hours, partly because its best challenges are all in the middle, and partly because I didn’t care about what was happening outside the shop. The town’s tale of curses, death, betrayal, and rival factions is, like all the words in Strange Antiquities, finely written, direct, and concise. Mildly poetic, even. But because you spend so much time buried in your books and staring at artefacts, it’s easy to forget what the last plot development was. And even if you keep track, the story loses its momentum about two-thirds of the way through, delaying and delaying what feels like an inevitable conclusion.

Even so, the satisfaction of a fully-ticked list kept me going to the end, and I happily lingered for a few more hours to identify objects I’d missed. The highs of Strange Antiquities – and there are many – match those of anything else I’ve played this year, and surely put it up there with Blue Prince among the best puzzle games of 2025. It is fiendish and delightful, and hopefully, one of many more Strange games to come.



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September 15, 2025 0 comments
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Amazon MGM Studios developing Life Is Strange TV series
Esports

Amazon MGM Studios developing Life Is Strange TV series

by admin September 8, 2025


Amazon MGM Studios has greenlit a live-action adaptation of Life Is Strange for Prime Video.

The series will be written by Charlie Covell, who also serves as showrunner and executive producer. Covell is known for writing The End of the F***ing World for Channel 4 and creating Netflix’s Kaos.

Dmitri M. Johnson, Mike Goldberg, and Timothy I. Stevenson from Story Kitchen are on board as executive producers. Story Kitchen will also produce the series alongside LuckyChap, Square Enix, and Amazon MGM Studios.

“It’s a huge honour to be adapting Life Is Strange,” said Covell. “I am a massive fan of the game, and I’m thrilled to be working with the incredible teams at Square Enix, Story Kitchen, and LuckyChap.

“I can’t wait to share Max and Chloe’s story with fellow players and new audiences alike.”

Amazon MGM Studios head of US SVOD TV and development Nick Pepper added: “We’re so excited for our global Prime Video customers to experience the dynamic world of Life Is Strange. The series is in the wonderful hands of Charlie Covell who has crafted a deeply captivating story based on the iconic video game.

“Charlie, and their fantastic collaborators at LuckyChap, Story Kitchen, and Square Enix, are the perfect team to deliver a monumental adaptation that will captivate […] audiences.”

A television adaptation of Life Is Strange has been in the cards for a long time, with Legendary Television initially attached to produce as noted by Variety.

“For years we’ve had so many people asking us to create a Life Is Strange TV show,” said Square Enix studio heads Jon Brooke and Lee Singleton.

“We’re so pleased to finally partner with Amazon MGM Studios who we trust will do an incredible job bringing our universe to life.”

Created by Don’t Nod Entertainment and published by Square Enix, Life Is Strange debuted in 2015. Deck Nine developed a prequel, Life Is Strange: Before the Storm in 2017.

Don’t Nod developed Life Is Strange 2 and The Awesome Adventures of Captain Spirit between 2018 and 2019, before the studio sold the franchise IP to Square Enix.

Deck Nine continued developing the series with Life Is Strange: True Colours in 2021 and Life Is Strange: Double Exposure in 2024.



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September 8, 2025 0 comments
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Life Is Strange TV Series Officially Happening After 9 Years
Game Updates

Life Is Strange TV Series Officially Happening After 9 Years

by admin September 7, 2025



Amazon MGM Studios has announced that its Life is Strange TV series is officially going ahead with a greenlight order. The TV series is based on the game franchise and has been ordered straight to series. The show’s creator and showrunner is Charlie Covell, who previously adapted The End of the F***king World and Kaos.

Square Enix, which owns the rights to the game series, is producing the TV show, along with Sonic the Hedgehog movie producers Story Kitchen and Margot Robbie’s production company, LuckyChap.

“It’s a huge honor to be adapting Life Is Strange for Amazon MGM Studios,” Covell said in a statement. “I am a massive fan of the game, and I’m thrilled to be working with the incredible teams at Square Enix, Story Kitchen and LuckyChap.”

The story of the TV series will follow Max and Chloe, the two main characters from the first game. The conceit in the game is that Max can rewind time, but obviously a lot of horrible stuff happens.

“I can’t wait to share Max and Chloe’s story with fellow players and new audiences alike,” Covell said.

A TV show based on Life is Strange has been in the works for nearly a decade, but this is the first time it’s actually receiving an official order to me made. In 2021, it was revealed that singer-songwriter Shawn Mendes was in the mix to oversee the music in the show, but it’s unclear if that’s still the case.

It’s been a busy week for news about film and TV video game adaptations. Before this, Paramount announced a Call of Duty movie, Amazon announced Sophie Turner as Lara Croft in its Tomb Raider series, Netflix cancelled The Legend of Lara Croft, and the Street Fighter movie got a release date and cast.

Life is Strange joins not only the Tomb Raider series at Amazon, but also a long-in-development God of War series and Season 2 of Fallout. Amazon also has the Mass Effect TV show and the Wolfenstein TV show.

The Life is Strange series was created by French developer Dontnod and launched in 2015. It spawned multiple sequels, the latest of which was 2024’s Life is Strange: Double Exposure from Deck Nine.



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September 7, 2025 0 comments
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Producers of newly announced Life is Strange TV show say it "deserves to be more than just a game"
Game Updates

Producers of newly announced Life is Strange TV show say it “deserves to be more than just a game”

by admin September 6, 2025


Life is Strange is the latest video game confirmed to be getting a TV adaptation.

As first reported by Variety, Amazon Prime Video has greenlit a live-action Life is Strange show. It’ll be led, produced, and penned by The End of the F***ing World writer, Charlie Covell, alongside Story Kitchen executive producers, Dmitri M. Johnson, Mike Goldberg, and Timothy I. Stevenson.

Eurogamer’s Life is Strange: Double Exposure review in video form.Watch on YouTube

“Story Kitchen has always believed that Life is Strange deserved to be more than just a game – it’s a cultural touchstone,” said Story Kitchen’s Johnson and Goldberg.

“After a decade-long journey, we’re honoured to be bringing this beloved story to Amazon MGM alongside our incredible partners at Square Enix, our brilliant showrunner/writer Charlie Covell, and the amazing team at LuckyChap. Together, this thoughtfully assembled dream team is ready to share Life is Strange with the world in an entirely new way!”

EXCLUSIVE: A live-action “Life Is Strange” TV series has been greenlit at Amazon Prime Video.

Based on the video game franchise, the show will be written by Charlie Covell (“The End of the F***ing World”), who also serves as EP and showrunner.https://t.co/Yl8LflLSyV

— Variety (@Variety) September 5, 2025

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“It’s a huge honour to be adapting Life Is Strange for Amazon MGM Studios,” Covell added. “I am a massive fan of the game, and I’m thrilled to be working with the incredible teams at Square Enix, Story Kitchen, and LuckyChap. I can’t wait to share Max and Chloe’s story with fellow players and new audiences alike.”

Square Enix studio heads Jon Brooke and Lee Singleton said, “For years we’ve had so many people asking us to create a Life is Strange TV show, and we’re so pleased to finally partner with Amazon MGM Studios, who we trust will do an incredible job bringing our universe to life.”

The franchise’s most recent release, Life is Strange: Double Exposure, launched amidst a major backlash from fans upset at how the game handled the ongoing storyline of returning protagonist Max Caulfield, and the impact of players’ choice at the beginning of Life is Strange 1.

The situation turned uglier when Square Enix removed leaked development material from a popular Life is Strange fan subreddit, even though commenters provided proof they worked at Deck Nine and claimed Double Exposure’s story changed due to feedback from Square Enix itself. Square Enix said it had acted to remove the content based on “appropriate legal requirements” for “intellectual property violations”.

“Like its own hero’s dabbling with time travel, Life is Strange: Double Exposure highlights the troubles of trying to revisit old memories, while raising unanswered questions about the future,” we wrote in Eurogamer’s Life is Strange: Double Exposure review.





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September 6, 2025 0 comments
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Product Reviews

Amazon greenlights a Life is Strange series adaptation

by admin September 6, 2025


With Hollywood video game adaptations surging, it was only a matter of time before Life is Strange got the treatment. After all, even platformer and sandbox game adaptations have (shockingly) found success in this new era. A well-written adventure game seems like a much shorter leap. Amazon announced on Friday that Prime Video has ordered a series based on the 2015 game.

Like Don’t Nod’s classic, the series will blend angsty teenage realism with supernatural elements and moral choices. And Amazon’s teaser synopsis points to a familiar storyline. “The story follows Max, a photography student, who discovers she can rewind time while saving the life of her childhood best friend, Chloe,” the announcement reads. “As she struggles to understand this new skill, the pair investigate the mysterious disappearance of a fellow student, uncovering a dark side to their town that will ultimately force them to make an impossible life-or-death choice that will impact them forever.”

British writer and actor Charlie Covell (End of the F***ing World, KAOS) will chart the series’ creative course. They’ll serve as creator, executive producer and showrunner. Story Kitchen’s Dmitri M. Johnson, Mike Goldberg and Timothy I. Stevenson will executive produce the show. Square Enix and LuckyChap are all part of the project, too. Amazon MGM Studios will produce it.

Series showrunner Charlie Covell

(Charlie Covell / Amazon)

Covell wants the series to appeal to both newcomers and fans of the games. “It’s a huge honor to be adapting Life Is Strange for Amazon MGM Studios,” they said in Amazon’s press release. “I am a massive fan of the game, and I’m thrilled to be working with the incredible teams at Square Enix, Story Kitchen and LuckyChap. I can’t wait to share Max and Chloe’s story with fellow players and new audiences alike.”

Amazon has been an eager participant in this new “Video Game Adaptations That Don’t Suck” era. Earlier this week, it announced that Game of Thrones’ Sophie Turner will step into Lara Croft’s boots for its upcoming Tomb Raider series. Season two of Prime Video’s acclaimed Fallout arrives later this year. Its first trailer teases the show’s first appearance of the game’s dreaded Deathclaws.

Meanwhile, back in the gaming world, Square Enix is still churning out Life is Strange titles. In 2024, Max returned in Double Exposure, the first direct sequel to the original game’s story. Don’t Nod spun out its own spiritual sequel to the series, Lost Records: Bloom & Rage, earlier this year.



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September 6, 2025 0 comments
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Researchers Find Strange Link Between Marathon Running and Cancer
Product Reviews

Researchers Find Strange Link Between Marathon Running and Cancer

by admin August 19, 2025


Some of the most physically fit people in the world may have a unique health risk. New research uncovers a possible link between marathon running and colorectal cancer.

Oncologists at the Inova Schar Cancer Institute in Virginia conducted the study, which examined the colons of relatively young people who had run several long-distance races. They found these runners had a much higher rate of having potentially dangerous adenomas (a type of polyp) than would be expected for their age. Though the findings are preliminary and require more confirmation, they may point to a real connection between colorectal cancer and extreme physical activity.

“It tells us there’s a signal here,” David Lieberman, a gastroenterologist and professor emeritus at Oregon Health and Science University not affiliated with the study, told the New York Times Tuesday. “We wouldn’t have expected these rates of high-risk adenomas, which are cancer precursor lesions, in an age group like this.”

A mysterious trend

Lead researcher Timothy Cannon was inspired to perform the study after he treated three young patients with colorectal cancer, all of whom had run ultramarathons (defined as any race longer than 26.2 miles). Not only were his patients fit, but they were also much younger than the typical case, the oldest being 40.

In 2022, Cannon and his colleagues began recruiting endurance athletes for their prospective study. The volunteers had all run at least two ultramarathons or five regular marathons; they also had no family history of colorectal cancer or other apparent risk factors. All told, 100 athletes between the ages of 35 and 50 took part and were given colonoscopies.

The researchers went looking for advanced adenomas in the colons of their volunteers, relatively large or otherwise unusual polyps. Though these growths are themselves benign, they have a higher risk of turning cancerous than other polyps. Then they compared the rate of finding these polyps in their athletes to historical trends.

About 1.2% of people in their 40s at average risk for colorectal cancer would be expected to have advanced adenomas, according to the researchers. By sharp contrast, 15% of the runners they studied had them, while nearly half had polyps in general.

“Consideration of refined screening strategies for this population is warranted,” the researchers wrote in their study.

Much left to understand

The team presented its results earlier this year at the annual conference of the American Society of Clinical Oncology. That means this study hasn’t yet undergone the formal peer-review process. The authors are also quick to note their work isn’t definitive proof that endurance running can cause colorectal cancer.

Assuming this link is causative, there remains the burning question of why. As even weekend 5k joggers will know, running can occasionally trigger bouts of gastrointestinal distress (the namesake runner’s diarrhea). These injuries are sometimes caused by temporarily restricted blood flow to the intestines that damages nearby cells. It’s possible, the researchers speculate, that extreme runners who regularly experience this blood flow loss can develop the sort of chronic inflammation that makes cancer more likely to emerge.

At this point, though, that’s only one hypothesis for what may be happening here. The researchers say future studies should try to confirm their findings as well as untangle the causes and risk factors that could explain this potential higher risk.

All that said, this research shouldn’t scare anyone away from running or any other form of cardio. The many health benefits of regular physical activity—which importantly include a lower risk of at least eight different types of cancer—still far outweigh the risks for the average person.



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August 19, 2025 0 comments
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A man holds a rat in a kitchen.
Game Reviews

Ratshaker Is A Short, Strange Horror Experience

by admin August 18, 2025


If you look at Ratshaker on the PlayStation store, you might be inclined to write it off as one of hundreds of shovelware games on storefronts designed for easy trophies. I know I did at first. But then, I saw the game gaining traction across multiple subreddits where plenty of users seemed to agree that it’s actually a surreal horror title worth the low cost of entry — I checked it out. I’m glad I did.

While Ratshaker may have a low-res visual style, brief runtime, and fairly easy trophy list, it manages to rise above the trappings of shovelware to be something that diehard horror fans can appreciate. The game tasks you with, well, shaking and squeezing a rat to solve some basic adventure-style puzzles around a home where something horrible has happened. Yeah, it’s fucking weird.

But while Ratshaker‘s simple premise initially leans toward being quirky and funny in its delivery, don’t let that fool you. As you further explore the home and peel back what happened there, Ratshaker reveals some truly unnerving events that may stick in your head for a while. If that sounds up your alley, here’s how long it’ll take you to beat this bizarre experience.

How long does it take to beat Ratshaker?

Ratshaker is a cheap game with a short runtime, so you shouldn’t go in expecting an epic adventure. Instead, you’re treated to an immensely strange horror mystery that will take about an hour to unravel. But the brief time you spend with Ratshaker will feel like enough. It’s a game that doesn’t need much time to tell its story, which ends up far more unsettling than you may expect, even after engaging with its disturbing opening.

© Screenshot: Sunscorched Studios

If you’re also playing Ratshaker for its fairly easy platinum trophy, be aware that there are missable trophies throughout the adventure. And you’ll technically need to see both the real ending and a secret ending to earn the platinum trophy, but you can do both on one playthrough if you manage your saves right. Following a guide can help you not miss out on these trophies if you’re not eager to play Ratshaker twice.

Even if you’re not seeking the easy platinum trophy, I’d argue that the low price and ominous vibes make Ratshaker a good grab for any horror fan who appreciates weird shit. It’s available now on PS5 and Windows PCs, with a release on additional platforms planned for later this summer. Shake that rat.



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August 18, 2025 0 comments
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