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Tag: Steve

  • ‘Steve’ Review: Cillian Murphy Beats The Drum For Compassion In A Moving British School Drama – Toronto Film Festival

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    Movies about institutions for schooling the unschoolable used to be a big part of British cinema, whether sly, subversive comedies like the St. Trinian’s franchise or heavy social dramas, which flourished in the wake of Alan Clarke’s 1979 prison movie Scum. As a genre, it’s been dormant for a while, but it has taken a Belgian (director Tim Mielants) and an Irishman (star/producer Cillian Murphy) to bring it back, and though it breezes by at a surprisingly brisk pace, Steve packs a lot of deep thought into a seemingly slight tale.

    The film takes place over the course of a day or two at a school named Stanton Wood; the year is 1996, and a TV crew from TV’s Point West show has arrived to record an item for the late-night edition. They appear to come in good faith, intrigued by the good work being done by headmaster Steve (Murphy) with kids from underprivileged backgrounds. But in a piece to camera later, the presenter reveals the real reason they are there: “Some call it a last chance, some call it an expensive dumping ground for lost causes.” Given that the scheme costs the taxpayer £30k a year, it’s no surprise that resources have been dwindling lately, and this news item certainly won’t help that.

    It begins with Steve driving, but not to work. First he goes to a field where Shy, one of his students, is smoking a joint and dancing to drum’n’bass on his headphones. Steve gently coaxes him back to school, where the film crew is causing havoc. The texture of the news footage is suitably grainy, like VHS, but it stitches seamlessly in to the vérité style of the film itself, a restless sea of handheld camera that becomes more agitated as its protagonist does. The catalyst for this a meeting with the school’s board — who look more like trustafarian hedge managers than social workers — where it is revealed that the grand but crumbling school building is going to be sold off at the end of the year.

    Mielants’ thoughtful, affecting film is about the repercussions of that meeting, and while Steve struggles to accept the fact that his life’s work is about to vanish before his eyes, we also see the TV crew’s footage of the young people in his care. They’re a strange bunch, physically and emotionally, and at times they can be charming, funny and cheeky (“You can’t just casually call me a d*ck and a poof,” Steve explains wearily to one of the boys). They can also be caustic and, in a disturbing new trend, prone to turning violent, as the school’s psychologist (Emily Watson) attests. The school’s deputy, Amanda (Tracy Ullman) summarizes the situation with a succinct outline of her duties. “I’m part prison warden, part nurse, part battleaxe, part mummy… And I f*cking love them.”

    Who would want to give up so much of their time for kids like this, in an educational program described as “spectacularly unsustainable”? Murphy, sporting a beard and back to a healthy weight after Oppenheimer, does his best to explain that and, in doing so, really disappears into the part. Even martyrs can only take so much, however, and when Steve’s pent-up anger finds an outlet in drink and prescription drugs, we start to find out a little more about his tragic backstory and the life-changing event that now defines him.

    There’s sufficient material here for a sentimental star vehicle, but Murphy generously shares the spotlight with a small but remarkable ensemble (kudos goes to casting director Robert Sterne for that). Chief among them is Ullman, who, like Murphy, is somehow never fazed by the frenetic ups and downs of life at the school, and then there are the kids themselves, a motley bunch whose neuroses and camaraderie recall the psych ward in Milos Forman’s One Flew Over the Cuckoo’s Nest.

    There’s no Nurse Ratched here, however, but there is the kindly Steve, who watches out for all of them, especially Shy, who is hiding a secret from the others. Because of his violent fits, his mother has told him she and his stepfather will no longer see him — no phone calls, no visits. “But what if I need you?” he asks, incredulous and emotional. What indeed. At its heart, Steve is a bittersweet celebration of the art of being there for other people in their darkest moments, while acknowledging that it sometimes takes the patience of a saint to do so.

    Title: Steve
    Festival: Toronto (Platform)
    Director: Tim Mielants
    Screenplay: Max Porter
    Cast: Cillian Murphy, Tracey Ullman, Jay Lycurgo, Simbi Ajikawo, Emily Watson
    Distributor: Netflix
    Running time: 1 hr 32 mins

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    Damon Wise

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  • Hall of Fame: Steve Rodgers, Captain America

    Hall of Fame: Steve Rodgers, Captain America

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    This pod is with you till the end of the line! Jo and Mal are here to induct Steve Rodgers into their Hall of Fame in celebration of the fifth anniversary of Avengers: Endgame (07:45). They break down Cap’s best moments and what made this character so special throughout the years.

    Hosts: Mallory Rubin and Joanna Robinson
    Senior Producer: Steve Ahlman
    Additional Production: Arjuna Ramgopal
    Social: Jomi Adeniran

    Subscribe: Spotify / Apple Podcasts / Stitcher / Pandora / Google Podcasts

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    Mallory Rubin

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  • Anthony Mackie’s Bummed Captain America 4 is a Sam Wilson Solo Act

    Anthony Mackie’s Bummed Captain America 4 is a Sam Wilson Solo Act

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    Image: Marvel Studios

    Since 2014’s Captain America: The Winter Soldier, Anthony Mackie has popped up as former pilot (and Steve’s ever reliable bestie) Sam Wilson. Last we saw Sam, he’d finally accepted his role as the new Captain America in The Falcon & the Winter Soldier, which was all the way back in 2021.

    Next year, Sam will headline his first solo film in Captain America: Brave New World, which follows on from that miniseries. Talking to Radio Times, the actor acknowledged he was fond of working on that show, which paired him with Sebastian Stan’s ex-cyborg assassin Bucky Barnes. “I was actually excited to do a second season, just so me and Sebastian can get paid to hang out,” he stated. “Because it’s like me, him and Daniel Brühl [as Zemo]. It’s kind of like the perfect storm of happiness. […] Anything I can do to hang out with a dancing Daniel Brühl makes me very happy.”

    Brave New World’s full cast hasn’t been officially revealed, but Mackie confirmed neither Bucky or Zemo will be popping up here. (Bucky will be featured in Thunderbolts while Zemo’s next appearance is a big question mark.) Since FalconSoldier is a fairly key part of Sam’s evolution, he’s admitted headlining a movie without those two doesn’t entirely feel the same. “When they decided to go back to the movies, it is what it is, but I don’t have my friends anymore. It kind of dampens it a little bit.”

    Major supporting characters often pop in and out of the MCU a somewhat regular cadence—see Hawkeye and Jane Foster as two of many examples. There are some, though, who feel like they should be around more often than they are, and their absence often highlights how much a particular entry isn’t entirely working. There’ll be some familiar faces in Brave New World (like Danny Ramirez’s Joaquin Torres), but given how FalconSoldier ended with the promise of Sam and Bucky as a dynamic duo, it’s a bit of a shame we won’t get to see that play out on the big screen.

    Captain America: Brave New World is expected to hit theaters on February 14, 2025.


    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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    Justin Carter

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  • DNA Tests Are Uncovering the True Prevalence of Incest

    DNA Tests Are Uncovering the True Prevalence of Incest

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    When Steve Edsel was a boy, his adoptive parents kept a scrapbook of newspaper clippings in their bedroom closet. He would ask for it sometimes, poring over the headlines about his birth. Headlines like this: “Mother Deserts Son, Flees From Hospital,” Winston-Salem Journal, December 30, 1973.

    The mother in question was 14 years old, “5 feet 6 with reddish brown hair,” and she had come to the hospital early one morning with her own parents. They gave names that all turned out to be fake. And by 8 o’clock that evening, just hours after she gave birth, they were gone. In a black-and-white drawing of the mother, based on nurses’ recollections, she has round glasses and sideswept bangs. Her mouth is grimly set.

    The abandoned boy was placed in foster care with a local couple, the Edsels, who later adopted him. Steve knew all of this growing up. His parents never tried to hide his origins, and they always gave him the scrapbook when he asked. It wasn’t until he turned 14, though, that he really began to wonder about his birth mom. “I’m 14,” he thought at the time. “This is how old she was when she had me.”

    Steve began looking for her in earnest in his 20s, but the paper trail quickly ran cold. When he turned 40, he told his wife, Michelle, that he wanted to give the search one last go. This was in 2013. AncestryDNA had started selling mail-in test kits the previous year, so he bought one. His matches at first seemed unpromising—some distant relatives—but when he began posting in a Facebook group for people seeking out biological family, he got connected to a genetic genealogist named CeCe Moore. Moore specializes in finding people via distant DNA matches, a technique made famous in 2018 when it led to the capture of the Golden State Killer. But back then, genetic genealogy was still new, and Moore was one of its pioneers. She volunteered to help Steve.

    Within just a couple of weeks, she had narrowed down the search to two women, cousins of the same age. On Facebook, Steve could see that one cousin had four kids, and she regularly posted photos of them, beautiful and smiling. They looked well-off, their lives picture-perfect— “like a storybook,” Steve says. The other woman was unmarried; she didn’t have kids. She was not friends with her immediate family on Facebook, and she had moved halfway across the country from them. One evening—a Saturday, Steve clearly remembers—Moore asked to speak with him by phone.

    She confirmed what he had already suspected: His birth mom was the second woman. But Moore had another piece of news too. She had unexpectedly figured out something about his biological father as well. It looks like your parents are related. Steve didn’t know what to say. Do you understand what I mean? He said he thought so. Either your mom’s father or your mom’s brother is your father. A sea of emotions rose to a boil inside him: anger, hurt, worthlessness, disgust, shame, and devastation all at once. In his years of wondering about his birth, he had never, ever considered the possibility of incest. Why would he? What were the chances?


    In 1975, around the time of Steve’s birth, a psychiatric textbook put the frequency of incest at one in a million.

    But this number is almost certainly a dramatic underestimate. The stigma around openly discussing incest, which often involves child sexual abuse, has long made the subject difficult to study. In the 1980s, feminist scholars argued, based on the testimonies of victims, that incest was far more common than recognized, and in recent years, DNA has offered a new kind of biological proof. Widespread genetic testing is uncovering case after secret case of children born to close biological relatives—providing an unprecedented accounting of incest in modern society.

    The geneticist Jim Wilson, at the University of Edinburgh, was shocked by the frequency he found in the U.K. Biobank, an anonymized research database: One in 7,000 people, according to his unpublished analysis, was born to parents who were first-degree relatives—a brother and a sister or a parent and a child. “That’s way, way more than I think many people would ever imagine,” he told me. And this number is just a floor: It reflects only the cases that resulted in pregnancy, that did not end in miscarriage or abortion, and that led to the birth of a child who grew into an adult who volunteered for a research study.

    Most of the people affected may never know about their parentage, but these days, many are stumbling into the truth after AncestryDNA and 23andMe tests. Steve’s case was one of the first Moore worked on involving closely related parents. She now knows of well over 1,000 additional cases of people born from incest, the significant majority between first-degree relatives, with the rest between second-degree relatives (half-siblings, uncle-niece, aunt-nephew, grandparent-grandchild). The cases show up in every part of society, every strata of income, she told me.

    Neither AncestryDNA nor 23andMe informs customers about incest directly, so the thousand-plus cases Moore knows of all come from the tiny proportion of testers who investigated further. This meant, for example, uploading their DNA profiles to a third-party genealogy site to analyze what are known as “runs of homozygosity,” or ROH: long stretches where the DNA inherited from one’s mother and father are identical. For a while, one popular genealogy site instructed anyone who found high ROH to contact Moore. She would call them, one by one, to explain the jargon’s explosive meaning. Unwittingly, she became the keeper of what might be the world’s largest database of people born out of incest.

    In the overwhelming majority of cases, Moore told me, the parents are a father and a daughter or an older brother and a younger sister, meaning a child’s existence was likely evidence of sexual abuse. She had no obvious place to send people reeling from such revelations, and she was not herself a trained therapist. After seeing many of these cases, though, she wanted people to know they were not alone. Moore ended up creating a private and invite-only support group on Facebook in 2016, and she tapped Steve and later his wife, Michelle, to become admins, too. The three of them had become close in the months and years after the search for his birth mom, as they navigated the emotional fallout together.

    One day this past January, Michelle, who also works as Moore’s part-time assistant, told me she had spoken with four new people that week, all of them with ROH high enough to have parents who were first-degree relatives. She used to dread these calls. “I would stumble over my words,” she told me. But not anymore. She tells the shaken person on the line that they can join a support group full of people who are living the same reality. She tells them they can talk to her husband, Steve.


    When Steve first discovered the truth about his biological parents, a decade ago, he had no support group to turn to, and he did not know what to do with the strange mix of emotions. He was genuinely happy to have found his birth mom. He had never looked like his adoptive parents, but in photos of her and her family, he could see his eyes, his chin, and even the smirky half-grin that his face naturally settles into.

    But he radiated with newfound anger, too, on her behalf. He could not know the exact circumstances of his conception, and his DNA test alone could not determine whether her older brother or her father was responsible. But Steve could not imagine a consensual scenario, given her age. The bespectacled 14-year-old girl who disappeared from the hospital had remained frozen in time in his mind, even as he himself grew older, got married, became a stepdad. He felt protective of that young girl.

    As badly as he wanted to know his birth mom, he worried she would not want to know him. Would his sudden reappearance dredge up traumatic memories—memories she had perhaps been trying to outrun her whole adult life, given how far she had moved and how little she seemed connected to her family? A religious man, Steve prayed over it and settled on handwriting a letter. He included a couple of paragraphs about his life, some photos, and a message that he loved her. He left out what he knew about his paternity. And he took care to send the letter by certified mail, so that he could confirm its receipt and so that it would not accidentally fall into anyone else’s hands.

    She never responded. But Steve knew that she had received it: The post office sent him the green slip that she had signed upon delivery, and he scrutinized her signature—her actual name, written by her actual hand. At 40 years old, he touched for the first time something his mother had just touched, held something she had just held. He put the slip inside the pages of his Bible.

    Steve had never faulted his mother for leaving him at the hospital, and finding out about his paternity made him even more understanding. But the revelation also made him struggle with who he was. Did it mean that something was wrong with him, written into his DNA from the moment of his conception? On a podcast later, he admitted to feeling like trash, “like something that somebody had just thrown away.” Those first six months after his discovery were the hardest six months of his life.


    Across human cultures, incest between close family members is one of the most universal and most deeply held taboos. A common explanation is biological: Children born from related parents are more likely to develop health complications, because their parents are more likely to be carriers of the same recessive mutations. From the 1960s to the ’80s, a handful of studies following a few dozen children born of incest documented high rates of infant mortality and congenital conditions.

    But in the past, healthy children born from incestuous unions would have never come to the attention of doctors. As widespread DNA testing has uncovered orders of magnitude more people whose parents are brother and sister or parent and child, it’s also shown that plenty of those people are perfectly healthy. “There is a large element of chance in whether incest has a poor outcome,” according to Wilson, the geneticist. It depends on whether those runs of homozygosity contain recessive disease-causing mutations. All of us have some of these runs in our DNA—usually less than 1 percent of the genome in Western populations, higher in cultures where cousin marriage is common. But that number is about 25 percent, Wilson said, in people born from first-degree relatives. While the odds of a genetic disease are much higher, the outcome is far from predetermined.

    Still, these numbers make people wonder. Steve was born with a heart murmur, which required open-heart surgery at ages 13 and 18, though he does not know for sure the cause; heart defects are among the more common birth defects in the general population. He and Michelle were also never able to have children together. Others in the Facebook group have shared their struggles with autoimmune diseases, fibromyalgia, eye problems, and so on—though these are often hard to definitively link to incest. Health problems arising from incest might manifest in any number of ways, depending on exactly which mutations are inherited. “When I go to the doctor and they ask me my family history, I wonder: How much do I need to go into it?” says Mandy, another member of the group. (I am identifying some people by first name only, so they can speak freely about their family and medical histories.) How much experience would a typical doctor have with incest, anyway?

    After Mandy first learned that her father was her mother’s uncle, she went looking for stories about other people like her. All she could find were “gross fantasies” online and medical-journal articles about health problems. She felt very lonely. “I don’t have anybody I can talk to about this,” she remembers thinking. “Nobody knows what to say.” When she found the Facebook group, she could see that she was far from the only one like her. She watched the others cycle, too, through the stages of denial, anger, bargaining, depression, and acceptance.

    She does not know exactly what happened between her biological parents, but her mother was 17, and her mother’s uncle was in his 30s. The discovery, for all the hurt that it surfaced, has helped Mandy reconcile some of her childhood experiences. Unlike Steve, she was raised by her biological mother, and she believed her mother’s husband to be her biological father. He mostly ignored her, but her mother was cruel. She treated Mandy differently than she did her younger brothers. “At least now I have more of an answer as to why,” Mandy told me. “I wasn’t a bad kid and unlovable.”

    Kathy was also raised by her mother, though she had an early inkling that her dad was not her biological dad. Their blood types were incompatible, and she heard rumors about her mother and grandfather. Although her mother’s family was violent and chaotic, she was close to her dad’s family, especially her granny on that side. “They’ve been my rock,” she told me. By the time Kathy took a DNA test confirming that her dad was not her biological dad, she had spent a lifetime distancing herself from her biological family and embracing one with whom she shared no DNA.

    Hers was, in some ways, the opposite journey of adoptees such as Steve, who wanted so badly to know his biological family. But the two of them have become close. Kathy remembers how angry he used to be on his mother’s behalf. She told him that she used to be angry too, but she had to leave it behind. “It’s not going to bring me any peace. It’s not going to bring my mother any peace,” she recalled saying. And it wouldn’t undo what had been done to his mother by her father or her brother so many years ago.


    In the end, Steve was able to identify his biological father, though not through any particular feat of genetic sleuthing. One day, two and a half years after his DNA test, he logged in to AncestryDNA and saw a parent match. It was his mother’s older brother. From the site, he could see that his father-uncle had logged in once, presumably seen that Steve was his son, and—even after Steve sent him a message—never logged back on again.

    By then, his initial anger had started to dissipate. He still felt deeply for his birth mom. Michelle says that her husband has always been a sensitive guy—she makes fun of him for crying at movies—but he’s become even more empathetic. The feelings of worthlessness he initially struggled with has given way to a sense of purpose; he and Michelle now spend hours on the phone talking with others in the support group.

    Steve has still never spoken to his birth mother. He tried writing to her a second time, sending a journal about his life—but she returned it unopened. He messages her occasionally on Facebook, sending photos of grandkids and puppies he’s raised. Every year, he wishes her a happy birthday. She has not replied, but she has also not blocked him.

    When the journal came back unopened, Steve decided to try messaging his mother’s cousin—the other woman he’d initially thought could be his birth mom. He yearned for some kind of connection with someone in his biological family. He wrote to the cousin about his mom—but not his dad—and she  actually replied. She told him that she and his mom had been close as children, Steve recounted, but she did not know about a pregnancy. To her, it had seemed like her cousin one day “fell off the face of the Earth,” he says. She agreed to read his journal, and the two of them soon began speaking on the phone about their families.

    Months later, Steve felt like he could finally share the truth about his biological father, and the cousin again accepted him for who he was. They met for the first time in 2017 when she was visiting a nearby town, and she later invited Steve and Michelle to Thanksgiving. Last year, she extended another invitation to a large family gathering. Steve’s immediate biological family was not there, but hers was, and they all knew about him and his mom and his dad. They greeted him with hugs, and they took photos together as a family. “It felt like a relief,” he told me, like a burden had been lifted from him. In this family, he was not a secret.

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    Sarah Zhang

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  • Take Care Of This House Now That I’m Leaving, OK?

    Take Care Of This House Now That I’m Leaving, OK?

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    Before I became a game reviewer, an investigative reporter, and an all-around troublemaker, I was an award-nominated game designer who put stories in video games. Alas, that didn’t pay very well or consistently. So, as I ran out of my parents’ healthcare, I moseyed over to this website thinking I might give this “blogging” thing a shot. After all, as a freelancer I’d managed to trick no fewer than two Kotaku EICs into believing that I could write, and I did know how to put some words together. How hard could actually working here possibly be?

    Nearly two years later, I have no choice but to laugh. And cry a little bit. But mostly laugh.

    Today will be my last day at Kotaku. Soon, you all will be free of my diabolical takes about how Stray is an embarrassment of orientalist tropes, or how One Piece is clearly a leftist text that should be taught in socialist book clubs everywhere. I’ll no longer be here writing about Candy Crush moms and how game developers are affected by real-world political issues. Or how video game studios too often treat employees who generate their massive profits.

    No matter what legacy media executives think about covering our massive ecosystem, there are so many incredible and important stories about video games that are happening every day. You just need smart and motivated people who know where to look. Despite the horrible things that are constantly happening in the community, there’s a big beautiful world out there. I just wish that I got to chronicle it all. When I arrived at Kotaku, I wanted to make readers more curious about things they assumed they knew. I wrote stories about the biggest franchise that gamers have never heard of. I interviewed whales about their spending habits. I actually played the mobile games with terrifying social media ads. Never settle for what you already know about gaming, y’all. Always keep running towards the horizon.

    Despite the confidence I project on here out of necessity, it’s hard to feel like the smartest person in the room when I work with the smartest nerds in the industry, and we’re subject to some of the harshest criticism. Of course, public outrage is part of the prestige: Readers are vocal because they take video games, and our website about them, seriously. While my reported features demanded a ton of persistence, the hardest part of being a Kotaku writer was simply showing up every single day and being held to the highest standards in gaming journalism. I think most people would have buckled under the pressure. We turned it into diamonds. And we did it again, and again, and again.

    Now, I realize that every single blog is a miracle. Yes, even the ones about Animal Crossing porn or the surgeon who allegedly fought a console war in the middle of an operation. Nonetheless, I fought for readers and I fought for my colleagues. While the New York Times battled progressives over whether or not transphobia is a legitimate stance, I was an openly nonbinary and Chinese reporter in a country where it’s increasingly dangerous to be any single one of those things. I did my time in the culture war, and it’s someone else’s fight now. Godspeed.

    Just kidding. See, one of the curious things that happens to people who work at this website is that they start to care an absurd amount about journalism. The industry is moving in a direction where corporations and influencers are shaping how games are being talked about, rather than writers bound to a professional ethics code. Corporate fuckshit continues with alarming regularity. Layoffs have hit or shuttered multiple gaming news outlets over the past year. Yes, reporting on games is more important than ever, but it seems that, right when we need it most, fewer opportunities exist compared to when I first started writing.

    I don’t know how to fix any of it right now. There’s no band-aid solution to the problems that plague digital media, which extend far beyond the gaming realm. But I know that what doesn’t help is when gamers decide that their favorite brands and influencers ought to monopolize the narrative on why video games are important. Gaming is not mainly a relationship between product and consumer. Games are art, community, and politics. Gameplay allows us a mirror into ourselves, provides a vessel for our collective apocalyptic grief, and forces us into delightful contradictions. Please find your own reasons to value video games, rather than doggedly adhering to corporate and parasocial loyalties. Otherwise, the culture will become truly and irredeemably rotten. One day, games journalism as a whole will make its comeback. I’m just hoping the good parts of gaming culture will still be intact by then.

    Okay, enough doom and gloom. Despite working one of the hardest jobs in the entire industry, I had some truly baller opportunities here. In between writing “The News,” I got to interview developers from outside of North America/Western Europe/Japan. I talked to people who played games nearly every single day, but didn’t consider themselves to be “gamers.” I got game makers to give us the no-bullshit view into AI automation in gaming. I didn’t need a gaming company to give me the go-ahead. All it takes is the instinct to go “Oh, really?” when a claim goes against personal truth.

    I’m near the end of my writing time, and I just realized that I need to talk about my colleagues. I forgot to talk about the time I tried to convince Jalopnik’s Steve to not to run over his colleague for automobile science. Or the countless times that Ethan walked me through investigating companies’ dirty laundry despite how terrifying it was at the time for a baby reporter. Or when I was losing steam for a blog idea, but one of Isaiah’s inspired Photoshops sent me flying to my Google Docs. I should talk about all the times that Ari was my Emotional Support White Guy, but that might give him an even more swollen head than he currently has. Carolyn, you absolutely spoiled me for review editing. Thanks for never allowing me to have fewer than 5-10 thoughts for anything that I wanted to say about a video game. Alyssa! Alyssa, Alyssa, Alyssa. You are probably the most chaotic goblin I’ve ever worked with anywhere, and I hope that energy never leaves you. Thank you for saying yes to my most diabolical ideas, and sorry that you were forced to edit them. Patricia, thank you for hiring me and going to bat for my stories. Sorry about the times I went into your office and pretended that I was in charge of Kotaku.

    And to my readers: Thank you so much for giving your time to my silly little articles. Stay curious, and don’t let gaming culture go to shit while I’m out. Smell ya later.

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    Sisi Jiang

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  • Destiny 2 Fights Back Cheating Devices, Sends Out Warning

    Destiny 2 Fights Back Cheating Devices, Sends Out Warning

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    Image: Bungie

    Bungie is cracking down on Destiny 2 players using third-party peripherals to cheat in the game’s competitive and cooperative modes.

    The studio is following Call of Duty: Warzone’s example, which implemented a similar ban at the beginning of April, and is now monitoring when players use devices to get the leg up against others. Bungie outlines its policy in a blog post on its website, but stops short of naming any specific software or hardware because it “simply [doesn’t] want to offer a bigger spotlight than necessary.” But broadly, the post lists things like “programmable controllers, keyboard and mouse adapters, advanced macros, or automation via artificial intelligence” meant to let the user use inputs in a way that goes beyond what the game or player is typically capable of.

    Bungie makes a distinction between things like external accessibility aids that make the game playable as intended for people with disabilities and third-party peripherals maliciously designed to give the user an advantage over others. Because Destiny 2’s PvE content also affects things like races to finish the game’s raids at launch, Bungie is extending these rules to cooperative modes, as well.

    “Simply using an accessibility aide to play Destiny 2, where a player could not play otherwise, would not be a violation of this policy,” the post reads. “Using these tools to mitigate challenges all players face, such as reducing recoil or increasing aim assist, would be a violation.”

    Moving forward, Bungie says it will be monitoring for violations, with plans to issue warnings, restrictions, or outright bans depending on the situation. Cheating in online games is as old as the medium, but what that means and how it’s detectable varies from game to game. Valve recently caught and banned over 40,000 cheaters from Dota 2 and then publicized the move as a threat to would-be cheaters.

    While third-party software and peripherals are one part of the conversation, some competitive communities are deciding for themselves what cheating looks like. The Super Smash Bros. Ultimate competitive scene has been dealing with an in-game strategy that was deemed unfair involving the character Steve. Since then, some tournament organizers have made the decision to ban the character outright, rather than having to vet suspect players at events.

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    Kenneth Shepard

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  • Minecraft Legends: The Kotaku Review

    Minecraft Legends: The Kotaku Review

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    The writer O. Henry is alleged to have said of New York City, “It’ll be a great place if they ever finish it.” I have a very similar feeling about Minecraft Legends. Its mix of real-time strategy and third-person action seems like it could be a splendid game, should Mojang ever get around to completing it.

    Legends is an ambitious concept. As Minecraft Dungeons is to the action-RPG, Minecraft Legends is to the strategy game, another spin-off from the almighty franchise that attempts to make a complicated genre more immediately palatable to a family audience. However, where Dungeons is a roaring success, a delightful game to sit and blast through, Legends is a bemusing and messy creation that runs out of ideas before it runs out of tutorial.

    How Minecraft Legends Becomes Strategic

    Screenshot: Mojang / Kotaku

    It’s peculiar, reviewing something in the Minecraft milieu. It doesn’t matter a bit what I or anyone else has to say about it, because it’s predestined to be a phenomenon. My local department store is already filled with tie-in promotional products, from toys to t-shirts, a week before it’s even released. “Friends & Allies” reads one such kids’ shirt, showing the traditional Minecraft enemies stood alongside a heroic Steve-like, capturing the game’s USP: This time you fight alongside the Creepers, Zombies, Skeletons and so on, in a united front against a Piglin invasion of the Overworld.

    In a large map (growing in size depending upon your difficulty level) that’s randomly arranged at the start of a single-player campaign, you are selected by three somewhat celestial beings, Knowledge, Action, and Foresight to repel the piggy invasion. These porcine pests are determined to take over the villages of the franchise’s erstwhile Villagers, building their own encampments, and despoiling the very ground beneath them. To fight against this, you play in third-person controlling your hero, accompanied by a team of golems that you create via spawners, who (are supposed to) follow you wherever you go, and follow your issued orders during on-the-fly battles.

    Some naughty Piglins.

    Screenshot: Mojang / Kotaku

    It all begins pretty well. Knowledge, Action, and Foresight are all brilliant characters, excellently voiced and welcoming to new players. They are there to explain the basics of the game, as new concepts are introduced in the initial stages of play. You learn how to gather resources, starting off with wood and stone. Then how to build spawners, generate golems (and later Skeletons, Creepers, Zombies, etc), beginning with two types, a ranged arrow-firing block-like creature, and a melee rock-type, that furiously punches at enemies and enemy structures. Once this is established, Minecraft Legends lets you get into scraps with the Piglins, then you find a village, and get a rundown on the basics of protecting each location’s central well, done by building walls and defensive structures.

    You roam the beautiful world on the back of one of four mount types (one’s a beetle that’s great at climbing, another’s a bird that can glide from heights without taking damage), all used to negotiate those familiar Minecraft biomes, mountains, and seas. But you can also build in this world by holding down the left trigger, then placing objects RTS-style around you, or drag-dropping lengths of wall into place on the ground near your character.

    With all of these gameplay elements put in place, Minecraft Legends then just sets you free with almost none of the most important mechanics properly explained, while blathering new information at you while you’re trying to come to grips with what a complete mess the controls are. Devolving entirely into “tell, don’t show,” I was left struggling to work out how I was supposed to improve my tools, as it keeps demanding you should. Via trial and error, I eventually figured out it’s about building new structures at a central location, using materials it hasn’t told me how to get yet, and oh good Lord.

    Why Minecraft Legends Is So Frustrating

    Creepers are on our side in Minecraft Legends!

    Screenshot: Mojang / Kotaku

    Eventually, I figure all Minecraft Legends’ mechanics out. I get there. But it’s such aa frustrating experience, only to learn that one whole mess—of placing special towers that can variously improve the amounts of resources you can carry, the numbers of golems you can have in your army, the ability to have your alleys gather new resource types, and even the ability to gather other tower types—would have been far better as a skill tree in the menus. Then it would be clear, visibly understandable, and much better communicated to players.

    But communication is Legends greatest failure. There’s just so much that’s so peculiarly missing here, not least when it comes to the game’s map. It allows you to fast travel between discovered villages, and also shows the location of different biomes, mount types, potential allies (the Skeletons, Creepers, etc), and the Piglin encampments. Hover over many of these and one of the characters will—after a weirdly long delay—tell you some information. Perhaps this Piglin camp is planning to create a new site tonight, or that this village is intended for attack by the Piglins and needs your help defending itself.

    But what it absolutely doesn’t tell you, neither in the pop-up text nor the voice over, is whether a Piglin camp is possible to attack. To find that out, you have to run vast distances across the terrain to reach its borders, where either a (splendid) cutscene will play introducing that battle, or a text box will pop up saying you’re not yet ready to attack it. Again, get close enough and its difficulty level will appear on screen—1 to 4—giving you an idea of the challenge ahead. But that information isn’t on the map, either before or after you’ve learned it elsewhere. Why not? This is such basic stuff. The amount of time I wasted running toward battles I couldn’t play is galling, and could so easily have been prevented.

    A beautiful sunrise view of Legends' world.

    Screenshot: Mojang / Kotaku

    And when Minecraft Legends does give you valuable on-screen information, it’s often obfuscated and unexplained. I eventually work out which unlabeled number represents how many characters I currently have following me anywhere, and which represents how many of my total possible golems currently exist in the world. The two can’t usefully be matched up, because the former contains any random animals you might have picked up on your travels, given the only way to select units around you is to hit X, and grab the attention of anyone in a very small circle. Which means, yes, there’s literally no way to call your units to you when exploring or battling without going up to their immediate vicinity and hitting X. Instruct them to attack that structure over there, and they’ll rush off to do so, and then when it’s done, stand there. Forever. You have to run to them, and meticulously select them all, to issue another instruction. Which is bewildering.

    It gets significantly worse because of the atrocious pathfinding. Most of the Piglin bases are on raised platforms, requiring you to build ramps for your troops to ascend between the rocky plateaus. But none of them can cope with the narrow paths and enemy structures that bounce them off the platform, meaning you constantly lose your units to the ground below. Down there, rather than make their way back to you, they’ll instead just stand there, uselessly, not even defending themselves from attacks. If you’re five platforms up, trying to fight an enormous Piglin elephant-thing, while attempting to destroy enemy towers that are raining fire on you, at the same time as thirty Piglins are fighting you from all sides, you are forced to jump all the way down, gather your stragglers, guide them all the way back up to the battle, and then watch them idiotically walk off the sides again. Over and over and over.

    Lose your troops entirely, as you often will, and you need to run away from the battle site to the nearest spawners you’ve placed to generate some fighters. In a traditional RTS game, this would involve zooming out from your godlike view of the map, clicking on facilities that generate new units, then commanding them to head toward your fight. But in Legends, it involves riding your purple tiger away from the hundreds of enemies all attacking you, bounding across the terrain to your nearest spawners (only possible to place on non-enemy terrain, hence the journey), create new ones, then manically gather them to follow you because they’ll just stand there if you don’t get every single one within your tiny X-circle, then run with them all back to the battle, up all your ramps again, into the fray, likely to see half of them immediately killed by a massive fireball, and the other half throw themselves off the sides to get lost in the ground below.

    How Minecraft Legends Buries Its Fun

    My character riding a donkey by a fountain.

    Screenshot: Mojang / Kotaku

    I’ve described the above at such meticulous lengths, because that’s the majority of the experience of playing Minecraft Legends. It’s about painstakingly guiding these gormless troops via punishingly poor interaction into distant battles, over and over until you’ve finally whittled away at things enough to destroy the central portal. And all the time, you can see the fun you should be having, the solid family-friendly game that hides beneath all this clumsy crap, but you can never quite touch it.

    Everything is so opaque. New structures are added with no fanfare, no notice, and are only discovered when you remember that there’s an in-game book-thing that lets you rearrange your UI. As the game progresses, you end up with the farcical issue of having about 15 different structures you want to have access to at any time, but a UI that only lets you select eight of them at a time. You’re supposed to endlessly juggle them about, which would be massively annoying if it weren’t for the next huge issue: you can’t sodding pause.

    Because the game has been designed with co-op or combative multiplayer in mind, the single-player campaign that it presents as its main mode is forced to be an always-online experience. So when you hit pause to answer the front door, or deal with the kids, Minecraft Legends just carries on playing almost invisibly behind the apparent pause menu, killing your troops, and advancing time so the Piglin bases expand unchecked, villages are attacked, and allies lose faith in your support. The same is true when you’re opening the ‘book’ to try to rearrange your UI, so you can build the attacking structure you need to defend a village, but have your units wiped out while forced to fight with these menus. Idiotic.

    An 8-Year-Old’s Review Of Minecraft Legends

    Sadly taking damage adds an irritating red border to the entire game.

    Screenshot: Mojang / Kotaku

    All these frustrations aside, the game beneath them sadly all also falls short. Once you’ve defended a bunch of villages, and attacked a bunch of Piglin bases, it very quickly becomes apparent that you’ve seen all it has to offer. And unlike Dungeons, where replaying the same dungeons lets you make progress in your armor, equipment, etc, there’s nothing like that in Minecraft Legends. You get access to more golem types and more structures, but once they’re all in place there’s no carrot remaining to motivate continued play.

    Of course, this is all based on the single-player game—my many hours with it were spent before release, and as such, before there was anyone else to cooperate or compete with. However, given the mad mess of awful unit controls, dreadful pathfinding and AI, and a lack of variety in what you get to do, I struggle to see how things could be dramatically improved by subjecting someone else. And it’s crucially important to note that unlike Dungeons, there’s no couch co-op here, and never will be, which is disastrous.

    However, and this is a very significant however, I’m not the only one in my house who played Minecraft Legends. I was accompanied for much of my time by my 8-year-old son, currently on his school vacations, and he’s spent a good deal of time playing it for himself. His view is different. In fact, I commissioned him to write about them (paying him from my fee for this review, I stress). His view, from a much more relaxed approach to playing, just muddling about and not focused on attempting to make strong progress, was far more positive. Here’s Toby’s review:

    I much prefer Minecraft Legends than normal Minecraft but Legends has bad things about it,too. Like for instance, I much prefer animals in normal Minecraft than in Legends though, I do quite like the Piglins so mixed feelings. I prefer mining in normal Minecraft and I prefer how you level up and beat the game in normal Minecraft. Minecraft Legends brings fights to another level. The Piglin bases are fun to fight, challenging and not too challenging. Also defending villages is super fun because of building defenses and attacking the mobs. I prefer building in normal Minecraft but that’s no big deal. So overall I think that Minecraft Legends is great and I really like it. THE END!!!

    A Piglin portal you need to destroy.

    Screenshot: Mojang / Kotaku

    So there you have it. As I said at the beginning, a 45-year-old games journalist’s views on Minecraft Legends are close to irrelevant. It’s going to be on Game Pass (along with the grimly inevitable in-app purchases for skins and cosmetic nonsense). It seamlessly transfers between your PC and your Xbox (we played the game on both, picking up downstairs where we left off upstairs), meaning it’ll be there on the couch or on your laptop. And perhaps most significantly, it’s going to be in every toy store, supermarket, and bus stop for the foreseeable future.

    That it’s not a very good game, and one that desperately needed a lot more development before this seemingly premature release, will matter almost not at all. It’s stunningly pretty, it lets you make friends with the Creepers, and the cutscenes are brilliant. And it matches those new pyjamas. Should they ever finish Minecraft Legends, allowing you to instantly gather your spawned troops from anywhere, fixing the atrocious UI, giving your units some vestiges of pathfinding, and hugely increasing the mission variation, I think it could be a great place.

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    John Walker

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  • Annie Wersching, Who Played Tess In The Last Of Us, Has Died

    Annie Wersching, Who Played Tess In The Last Of Us, Has Died

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    Wersching at WonderCon in April 2022
    Photo: Daniel Knighton (Getty Images)

    Actor Annie Wersching, who played the role of Tess in Naughty Dog’s The Last Of Us video game, has died at the age of 45.

    Wersching was diagnosed with cancer in 2020 but continued to act throughout her illness and treatment, appearing in series like Star Trek: Picard. As Deadline reports, her husband, Stephen Full, said in a statement:

    There is a cavernous hole in the soul of this family today. But she left us the tools to fill it. She found wonder in the simplest moment. She didn’t require music to dance. She taught us not to wait for adventure to find you. ‘Go find it. It’s everywhere.’ And find it we shall.

    She is perhaps best known for her role as Renee Walker in the seventh and eights series of 24, though she also made regular appearances on Bosch and Timeless as well. Wersching is survived by her husband and three sons.

    Naughty Dog’s Neil Druckmann wrote, “Just found out my dear friend, Annie Wersching, passed away. We just lost a beautiful artist and human being. My heart is shattered. Thoughts are with her loved ones.”

    As you can see in the video below, Wersching didn’t just provide Tess’ voice, but also acted out the role for motion capture as well

    The Last of Us – Tess Cinematic Process Video

    Our thoughts are with her family and friends. A GoFundMe has been set up for Wersching’s family:

    This Go Fund Me is for them. It’s so Steve can have time to grieve without the pressure of needing to work. So he can be daddy to Freddie (12), Ozzie (9) and Archie (4) as they navigate the future without their mom, without sweet Annie. It’s so they can continue to go to baseball games (Go Cardinals!) take music lessons and play little league. It’s to help pay for college. It’s so Steve can continue Annie’s tradition of filling the house with every life-sized balloon that’ll fit in the car for birthday mornings. It’s to give them time to navigate life as a family of four without the burden of paying medical bills or funeral expenses. It’s so they can continue to live life in a way that they know would make Annie proud.

    Everyone loved Annie. Everyone. But however much we loved her, she loved her boys more. Let’s help take care of them for her.

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    Luke Plunkett

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  • Top Smash Ultimate Player Throws Controller At Tournament, Sparks ‘Privilege’ Discourse

    Top Smash Ultimate Player Throws Controller At Tournament, Sparks ‘Privilege’ Discourse

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    Genesis 9, a major fighting game tournament, took place over the weekend. There were stellar combos and massive upsets as the supermajor event for Super Smash Bros. Melee and Ultimate concluded on January 22. Unfortunately, while the tournament was underway, one of Canada’s top Kazuya players, Michael “Riddles” Kim, sparked some heated discourse in Ultimate’s community around “top player privilege” and “ego problems” when he threw his controller after losing a match.

    Considered one of the best Kazuya and Terry mains in Canada, Riddles is ranked ninth in all of North America. A member of the esports organization Team Liquid, Riddles has placed in the top 10 at just about every tournament he’s competed in, with his last first-place win being at the November 2022 Path to Glory tournament in Saskatchewan where he took home approximately $11,000 alongside the top spot. In short, the Super Smash Bros. community sees Riddles as goated. So, knowing he was entering Genesis 9, a California tournament stacked to the brim with top-tier talents such as Steve player acola and Marth main MKLeo, his ardent fans and interested onlookers were expecting him to perform. He did, but not to the level he, or the game’s community, might’ve hoped for.

    Riddles found himself in the losers’ bracket after losing a close set against Palutena player Chase. Riddles would win the next two matches in that bracket, only to wind up facing off against France’s Lucina main, Nassim “Leon” Laib. The bout started heavily in Riddles’ favor. However, Leon had Riddles’ number on speed dial, as Leon switched to Chrom and gave Riddles little room to breathe.

    It all came to a head when, in the last bout, Leon absolutely bodied Riddles in spectacular fashion. Riddles lost that match. After sitting in his chair for a while, the frustration clearly visible on his face and his opponent no longer on screen, Riddles threw his controller down hard before leaving the arena.

    Folks were perplexed by the upset as Riddles was a top seed, meaning he was expected to place pretty high. Leon, however, is ranked 77th. The odds were ever in Riddles’ favor, as evidenced on the faces of those around the two players. Aside from congratulating Leon on his victory, most people were stunned by what happened. There were a few taking pictures of Riddles sulking in his chair, but most of everyone else in the immediate vicinity was shooketh.

    ScreenKO

    It’s this brief moment that has ignited the Super Smash Bros. community into discoursing about popping off in a professional setting.

    “You throw the controller,” one tweeter said to Riddles in all caps. “Do you know how much you make people suffer? You lost [and] got outplayed by a neutral character. You just cheese people at 0 so [fuck] off.”

    “It’s called holding people accountable,” another tweeter said. “Something this community needs more of actually.”

    “It doesn’t matter if he is humble, he still had that moment,” a third tweeter said. “If you give him a pass now, 9 times outta 10, it’ll happen again. Just stop fam lmao. Everyone has those moments, we get it, but shrugging it off like this just shows why top player privilege is a thing.”

    The comments on the above YouTube video aren’t much better, with some agreeing Riddles “has no right to be salty or rage” and that he’s “a little baby” who needs to “man up.” Others laughed at the incident, while a few folks memed his name, calling him “Shittles” instead. One person even said Riddles has “insane ego problems” for reacting this way. Sheesh.

    This is because Riddles mains Kazuya Mishima, one of Tekken’s protagonists, the 81st combatant part of Super Smash Bros. Ultimate’s Fighters Pass Vol. 2, and a notorious character in the game’s scene. Kazuya is a combo-heavy fighter in Ultimate, primarily relying on his electric wind god fist to stun his opponents and rack up some heavy damage. Kazuya, and this stun move especially, have been thorns in the community’s side, with Ultimate players regularly asking for Kazuya (as well as Steve from Minecraft) to get banned from tournament use. In short, Riddles receives a lot of hate because of the character he plays, and his loss to Leon and the resulting explosion on camera, was an excuse to pile on—to the point that Riddles ended up deactivating his Twitter account.

    Kotaku reached out to Riddles for comment.

    In Twitter DMs with Kotaku, Leon said he was both afraid of and motivated by Riddles, ready to face him in the Genesis 9 competition. Leon didn’t anticipate beating Riddles, though, saying he was “very surprised and shocked” to do so with his secondary character, Chrom. He also wasn’t totally surprised by Riddles’ reaction to the upset after the fact, although he didn’t completely agree with his opponent’s behavior.

    “[Riddles’ reaction was] completely [unwarranted] in any kind of big competition. It’s easy to see that,” Leon said. “Throwing your own controller to [release] frustration isn’t the best move, but it concerns only him and himself. As long as he respects his opponents (which was the case with me), there is nothing very disgusting [about what he did]. I would be sad and frustrated to get out of the tournament that early, too.”

    Not everyone is dragging Riddles for the way he popped off at Genesis 9. Multiple top players, from former competitor Yonni to big-name player Justin Wong to Moist Esports’ Aaron Wilhite, defended Riddles’ actions. It’s kind of ironic when you think about it, as a few days before Genesis 9 kicked off, an Italian Smash player was banned from tournaments going forward after literally slapping his opponent during a livestream. Riddles, on the other hand, took his frustration out on an inanimate object and announced he would take a long break in his Discord. I’m not entirely sure what the community wants from Riddles, or top players in general, but asking that they be robots and show no emotion just ain’t it. I mean, I still occasionally throw my controllers because video games make me angry. It’s human nature, right? At least Riddles didn’t take it out on his competitor.

     

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    Levi Winslow

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  • Today in History: October 9, Obama wins Nobel Peace Prize

    Today in History: October 9, Obama wins Nobel Peace Prize

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    Today in History

    Today is Sunday, Oct. 9, the 282nd day of 2022. There are 83 days left in the year.

    Today’s Highlight in History:

    On Oct. 9, 2009, President Barack Obama won the Nobel Peace Prize for what the Norwegian Nobel Committee called “his extraordinary efforts to strengthen international diplomacy and cooperation between peoples.”

    On this date:

    In 1888, the public was first admitted to the Washington Monument.

    In 1910, a coal dust explosion at the Starkville Mine in Colorado left 56 miners dead.

    In 1936, the first generator at Boulder (later Hoover) Dam began transmitting electricity to Los Angeles.

    In 1946, the Eugene O’Neill drama “The Iceman Cometh” opened at the Martin Beck Theater in New York.

    In 1962, Uganda won autonomy from British rule.

    In 1967, Marxist revolutionary guerrilla leader Che Guevara, 39, was summarily executed by the Bolivian army a day after his capture.

    In 1975, Soviet scientist Andrei Sakharov (AHN’-dray SAHK’-ah-rawf) was awarded the Nobel Peace Prize.

    In 1985, the hijackers of the Achille Lauro (ah-KEE’-leh LOW’-roh) cruise liner surrendered two days after seizing the vessel in the Mediterranean. (Passenger Leon Klinghoffer was killed by the hijackers during the standoff.)

    In 2001, in the first daylight raids since the start of U.S.-led attacks on Afghanistan, jets bombed the Taliban stronghold of Kandahar. Letters postmarked in Trenton, New Jersey, were sent to Sens. Tom Daschle and Patrick Leahy; the letters later tested positive for anthrax.

    In 2004, a tour bus from the Chicago area flipped in Arkansas, killing 15 people headed to a Mississippi casino.

    In 2006, Google Inc. announced it was snapping up YouTube Inc. for $1.65 billion in a stock deal.

    In 2010, Chile’s 33 trapped miners cheered and embraced each other as a drill punched into their underground chamber where they had been stuck for an agonizing 66 days.

    Ten years ago: Former Penn State assistant football coach Jerry Sandusky was sentenced in Bellefonte, Pennsylvania, to 30 to 60 years in prison following his June 2012 conviction on 45 counts of sexual abuse of boys. Future Nobel peace laureate Malala Yousufzai (mah-LAH’-lah yoo-SOOF’-zeye), a 15-year-old Pakistani girl who had dared to advocate education for girls and criticize the Taliban, was shot and seriously wounded by a militant gunman.

    Five years ago: Declaring, “The war on coal is over,” EPA chief Scott Pruitt said he would sign a new rule overriding the Clean Power Plan, an effort from the Obama administration to limit carbon emissions from coal-fired power plants. ESPN suspended anchor Jemele Hill for two weeks for making political statements on social media; Hill had referred to President Donald Trump as a “white supremacist” in a series of tweets. The bodies of 100-year-old Charles Rippey and his 98-year-old wife Sara were found in the ruins of their Northern California home; they were among the victims of two deadly wildfires in the region.

    One year ago: Jonathan Toebbe, a Navy nuclear engineer with access to military secrets, was arrested in West Virginia along with his wife Diana; the Justice Department said Toebbe was charged with trying to pass information about the design of American nuclear-powered submarines to someone he thought represented a foreign government but who turned out to be an undercover FBI agent. (The couple withdrew guilty pleas in August 2022 after a judge rejected plea agreements; they are awaiting trial.) Texas A&M stunned top-ranked Alabama 41-38 to end the Crimson Tide’s winning streak at 19 games. California became the first state to say large department stores must display products like toys and toothbrushes in gender-neutral ways.

    Today’s Birthdays: Retired MLB All-Star Joe Pepitone is 82. Former Sen. Trent Lott, R-Miss., is 81. C-SPAN founder Brian Lamb is 81. R&B singer Nona Hendryx is 78. Singer Jackson Browne is 74. Nobel Peace laureate Jody Williams is 72. Actor Gary Frank is 72. Actor Richard Chaves is 71. Actor Robert Wuhl is 71. Actor-TV personality Sharon Osbourne is 70. Actor Tony Shalhoub is 69. Actor Scott Bakula is 68. Musician James Fearnley (The Pogues) is 68. Actor John O’Hurley is 68. Writer-producer-director-actor Linwood Boomer is 67. Pro and College Football Hall of Famer Mike Singletary is 64. Actor Michael Paré is 64. Jazz musician Kenny Garrett is 62. Rock singer-musician Kurt Neumann (The BoDeans) is 61. Movie director Guillermo del Toro is 58. Former British Prime Minister David Cameron is 56. Singer P.J. Harvey is 53. Movie director Steve McQueen (Film: “12 Years a Slave”) is 53. World Golf Hall of Famer Annika Sorenstam is 52. Actor Cocoa Brown is 50. Country singer Tommy Shane Steiner is 49. Actor Steve Burns is 49. Rock singer Sean Lennon is 47. Actor Randy Spelling is 44. Christian hip-hop artist Lecrae is 43. Actor Brandon Routh is 43. Actor Zachery Ty Bryan is 41. Actor Spencer Grammer is 39. Comedian Melissa Villasenor is 35. Actor Tyler James Williams is 30. Country singer Scotty McCreery (TV: “American Idol”) is 29. Actor Jharrel Jerome is 25.

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