Month: August 2024

Anya Taylor-Joy will show you How to Kill Your Family in a new Netflix thriller show

Netflix has confirmed that Anya Taylor-Joy will lead the cast of the novel to small-screen adaptation

Netflix recently revealed there’ll be an eight-episode adaptation of How to Kill Your Family headed to the best streaming service, with The Queen’s Gambit star Anya Taylor-Joy leading the cast as Grace, the forgotten child of a merciless billionaire.

If you’re unfamiliar, the series is based on the bestselling novel of the same name by Bella Mackie. It’s a revenge thriller about a complicated family and the Netflix series will be the first time it’s been adapted since its release in 2021.

Extraordinary creator Emma Moran serves as How to Kill Your Family’s writer and executive producer, with Killing Eve’s Sally Woodward Gentle also executive producing the series.

Speaking about taking the leading role to Netflix’s Tudum, Taylor-Joy said: “As soon as I turned the last page, I knew I had to be a part of bringing this story to life. 

“After some (light) stalking of the inimitable Bella Mackie, I could not be more thrilled to be collaborating with the team that is executive producers Sally Woodward Gentle, Lizzie Rusbridger, and Emma. I am looking forward to getting our hands even dirtier.” 

Right now, How to Kill Your Family seems to be in the early stages of production so we don’t have any teasers, first-look images, or release dates for the series. But considering a huge name like Taylor-Joy is attached to it and it’s on the streaming giant Netflix, you can color me intrigued. 

What is How to Kill Your Family about?

If you’ve made it this far, it seems you’re interested in learning a bit more about the plot. With a title that bold, it certainly draws you in, and I can tell you now that it’s a very wild ride – but stop here if you don’t want to know any details.

We’ll follow Taylor-Joy’s Grace, who has a complicated family. I mean, don’t we all in some way, but Grace’s life is very complicated indeed. Let’s try and outline that below.

Grace’s dad is Simon Artemis, a billionaire and ruthless social climber. Grace has a difficult time with her identity, considering she’s the product of an affair that her father claims he doesn’t remember. After spending so much time alone with her mother, she’s heartbroken when she dies and tries to connect with her father’s side of the family. Spoiler alert: it doesn’t go well.

She finds herself rejected by the people who should love her and ends up going on a killing spree, picking off her estranged extended family to get her revenge, as well as an impressive inheritance.

So I’m hooked already, and look forward to tuning in when it hits Netflix – here’s hoping it lives up to the spicy premise and ends up as one of the best Netflix shows of the year.

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Periphery Synthetic is a chill, accessible audio dream

Image: shiftBacktick

The space adventure is a glimpse into unsighted play. Space is a soundless vacuum home to countless wonders. Aphotic black holes and the dazzling plasma they stir, starling nebulae, and the pulsars that infuse our physics books with color — the universe is full of sights. Periphery Synthetic asks, what if, rather than a visual cacophony, ours were a universe of sublime noise? Or rather, what if, in this silent universe, sound was all we had by which to navigate?
Periphery Synthetic tasks the player with exploring the stellar system Alpha Periphery. You do this by traversing and scanning planets to assess their viability for colonization. The minerals you find along the way can be used to upgrade your gear to more efficiently carry out your task, and, as you go, you’ll slowly unravel the mysteries of Alpha Periphery in a chill, undemanding, and meditative sound-driven experience.

“There are over 100 unique synths covering the user interface, music, and environmental sounds for each world and other sound effects like footsteps and collisions,” the game’s solo developer, who goes by the handle shiftBacktick, tells The Verge. “Dozens of them are playing at once to make the overall soundscape.”

These sounds are your primary method of navigation. Warbling tones surround collectibles, the crunching roll of synths shifts on different surfaces, and the terrain pulses. All can be momentarily silenced by your scanner, which audibly pings nearby objects and recenters the player in the search for more materials. It’s not a smorgasbord of disparate noise, however. Periphery Synthetic employs two chords — along with harmonics and inversions of those chords — to create a persistent, almost naturalized soundboard by which to communicate everything in its environment.
“Cozy low-stimulus environments that are perfect for your mind’s eye to wander”
The immediate comparison one could make is to Proteus, Ed Key and David Kanaga’s sound-motivated dreamscape. This common ground isn’t entirely accidental. Proteus was the game shiftBacktick played, they said, when first experimenting with acid — an experience they describe as profound. This, however, is as far as the connection goes. “It’s more about packaging that ineffable ephemerality of the psychedelic experience into cozy low-stimulus environments that are perfect for your mind’s eye to wander,” shiftBacktick says.
Wander it will. Playing Periphery Synthetic, whether by sight or sound, is to court a trance-like sensation. What visual world it provides is communicated through a succession of squares of different sizes, concentrations, and orientations. They represent the sun, the stars, collectibles, and the barren landscapes that scroll to the horizon. It brings to mind the synthesized imagery of Windows XP’s Media Player as I listened to David Byrne’s “Like Humans Do” for the umpteenth time because I was too young to understand how to put music on the computer.
The simplicity is beguiling, especially in concert with the reverberating echoes pumping through the speakers. Indeed, though I usually write to a combination of colorful noise, for this feature, I simply booted up the game in the background and let its pulsing tones lull my mind into focus for a similar effect.

Image: shiftBacktick

For all of this, though, Periphery Synthetic is a game designed to be played without seeing the screen. This manifests in a settings menu where a host of sliders control the highly parameterized soundboard. Elsewhere, control settings include dead zone adjustment and sensitivity — though no rebinding. In another menu, an extensive “how to play” guide offers context to a game that can be experienced, within the loop it lays down, mostly as the player desires.
Whether you engage in a blistering hunt for minerals or a relaxing drive across Periphery Synthetic’s worlds, meandering into progression when you feel like it, it is a game that is at once both inherently welcoming and customizable. For a solo developer, it’s an admirable level of accessibility in a game designed to be played by sound alone (and which I had no problem playing with one hand, on keyboard).
This is, of course, excellent news for blind and visually impaired gamers as Periphery Synthetic joins a short list of video games that should be playable without assistance. Though it does not include a dedicated text-to-speech function, it does fully support screen readers to make sure its text-heavy lore and menus are as navigable as the rest of the game.
“As a sighted game developer, it’s my moral responsibility to help reduce these barriers for as many folks as I can.”
This, according to shiftBacktick — who has a background in web development and the accessibility that is standard there — is owed in large part to the community that has formed around their development process and our long tradition of audio games. “Learning about the history of these sorts of games and shedding my ego were important steps along my accessibility journey,” shiftBacktick says. “As a sighted game developer, it’s my moral responsibility to help reduce these barriers for as many folks as I can.”
Though the gameplay loop of Periphery Synthetic can be achieved through sight, I would argue the best way to experience it as a sighted player is to turn off its graphics (another menu option), even if only temporarily. The game doesn’t demand much, but even so, I found myself defaulting to the visual as I started. It was only after I switched them off and embraced the avenues its warbling pulses and harmonics led me down that I truly appreciated the meditative, almost hyperfocused quality Periphery Synthetic inspires.

Image: shiftBacktick

That feeling carries over to whenever you revisit the game’s graphics, but I would urge sighted players to spend at least a little time in the depths of a black screen being guided by the game’s remarkably broad soundscape. There’s no danger in it — no fail states — but there’s a lot to be discovered by doing so, both about other gamers’ experiences but also about one’s self.
“Periphery Synthetic doesn’t hold your hand or demand much to reach the end,” shiftBacktick says. “I hope it recaptures your childhood sense of exploration and discovery and brings you joy along the way.”
Though gaming has a reputation as a visual medium, Periphery Synthetic proves there is more potential in video games beyond visual acuity. The result is a sympathetic, almost equitable experience in which the features that make it so approachable to so many are less an additive than an invisible vehicle to common ground between varying abilities. It’s blissful to hop across its sprawling worlds, to slide down its mountains, and to let go in its pulsing soundscape.
Periphery Synthetic is a rare game that grants players permission to exist within its loose bounds as they like and unites them in gameplay that is powerfully similar from one player to another, regardless of how they are able to approach the experience.
Periphery Synthetic is out today on PC.

Image: shiftBacktick

The space adventure is a glimpse into unsighted play.

Space is a soundless vacuum home to countless wonders. Aphotic black holes and the dazzling plasma they stir, starling nebulae, and the pulsars that infuse our physics books with color — the universe is full of sights. Periphery Synthetic asks, what if, rather than a visual cacophony, ours were a universe of sublime noise? Or rather, what if, in this silent universe, sound was all we had by which to navigate?

Periphery Synthetic tasks the player with exploring the stellar system Alpha Periphery. You do this by traversing and scanning planets to assess their viability for colonization. The minerals you find along the way can be used to upgrade your gear to more efficiently carry out your task, and, as you go, you’ll slowly unravel the mysteries of Alpha Periphery in a chill, undemanding, and meditative sound-driven experience.

“There are over 100 unique synths covering the user interface, music, and environmental sounds for each world and other sound effects like footsteps and collisions,” the game’s solo developer, who goes by the handle shiftBacktick, tells The Verge. “Dozens of them are playing at once to make the overall soundscape.”

These sounds are your primary method of navigation. Warbling tones surround collectibles, the crunching roll of synths shifts on different surfaces, and the terrain pulses. All can be momentarily silenced by your scanner, which audibly pings nearby objects and recenters the player in the search for more materials. It’s not a smorgasbord of disparate noise, however. Periphery Synthetic employs two chords — along with harmonics and inversions of those chords — to create a persistent, almost naturalized soundboard by which to communicate everything in its environment.

“Cozy low-stimulus environments that are perfect for your mind’s eye to wander”

The immediate comparison one could make is to Proteus, Ed Key and David Kanaga’s sound-motivated dreamscape. This common ground isn’t entirely accidental. Proteus was the game shiftBacktick played, they said, when first experimenting with acid — an experience they describe as profound. This, however, is as far as the connection goes. “It’s more about packaging that ineffable ephemerality of the psychedelic experience into cozy low-stimulus environments that are perfect for your mind’s eye to wander,” shiftBacktick says.

Wander it will. Playing Periphery Synthetic, whether by sight or sound, is to court a trance-like sensation. What visual world it provides is communicated through a succession of squares of different sizes, concentrations, and orientations. They represent the sun, the stars, collectibles, and the barren landscapes that scroll to the horizon. It brings to mind the synthesized imagery of Windows XP’s Media Player as I listened to David Byrne’s “Like Humans Do” for the umpteenth time because I was too young to understand how to put music on the computer.

The simplicity is beguiling, especially in concert with the reverberating echoes pumping through the speakers. Indeed, though I usually write to a combination of colorful noise, for this feature, I simply booted up the game in the background and let its pulsing tones lull my mind into focus for a similar effect.

Image: shiftBacktick

For all of this, though, Periphery Synthetic is a game designed to be played without seeing the screen. This manifests in a settings menu where a host of sliders control the highly parameterized soundboard. Elsewhere, control settings include dead zone adjustment and sensitivity — though no rebinding. In another menu, an extensive “how to play” guide offers context to a game that can be experienced, within the loop it lays down, mostly as the player desires.

Whether you engage in a blistering hunt for minerals or a relaxing drive across Periphery Synthetic’s worlds, meandering into progression when you feel like it, it is a game that is at once both inherently welcoming and customizable. For a solo developer, it’s an admirable level of accessibility in a game designed to be played by sound alone (and which I had no problem playing with one hand, on keyboard).

This is, of course, excellent news for blind and visually impaired gamers as Periphery Synthetic joins a short list of video games that should be playable without assistance. Though it does not include a dedicated text-to-speech function, it does fully support screen readers to make sure its text-heavy lore and menus are as navigable as the rest of the game.

“As a sighted game developer, it’s my moral responsibility to help reduce these barriers for as many folks as I can.”

This, according to shiftBacktick — who has a background in web development and the accessibility that is standard there — is owed in large part to the community that has formed around their development process and our long tradition of audio games. “Learning about the history of these sorts of games and shedding my ego were important steps along my accessibility journey,” shiftBacktick says. “As a sighted game developer, it’s my moral responsibility to help reduce these barriers for as many folks as I can.”

Though the gameplay loop of Periphery Synthetic can be achieved through sight, I would argue the best way to experience it as a sighted player is to turn off its graphics (another menu option), even if only temporarily. The game doesn’t demand much, but even so, I found myself defaulting to the visual as I started. It was only after I switched them off and embraced the avenues its warbling pulses and harmonics led me down that I truly appreciated the meditative, almost hyperfocused quality Periphery Synthetic inspires.

Image: shiftBacktick

That feeling carries over to whenever you revisit the game’s graphics, but I would urge sighted players to spend at least a little time in the depths of a black screen being guided by the game’s remarkably broad soundscape. There’s no danger in it — no fail states — but there’s a lot to be discovered by doing so, both about other gamers’ experiences but also about one’s self.

Periphery Synthetic doesn’t hold your hand or demand much to reach the end,” shiftBacktick says. “I hope it recaptures your childhood sense of exploration and discovery and brings you joy along the way.”

Though gaming has a reputation as a visual medium, Periphery Synthetic proves there is more potential in video games beyond visual acuity. The result is a sympathetic, almost equitable experience in which the features that make it so approachable to so many are less an additive than an invisible vehicle to common ground between varying abilities. It’s blissful to hop across its sprawling worlds, to slide down its mountains, and to let go in its pulsing soundscape.

Periphery Synthetic is a rare game that grants players permission to exist within its loose bounds as they like and unites them in gameplay that is powerfully similar from one player to another, regardless of how they are able to approach the experience.

Periphery Synthetic is out today on PC.

Read More 

Harmonyze wants to build AI agents to help franchisors make sense of unstructured data

For some businesses, there is a clear path to growth that doesn’t involve acquiring other companies or expanding organically: franchising. The U.S. has more than 800,000 franchise businesses, according to Statista, and that number is predicted to keep growing year over year. But franchising a business — licensing a business model and brand to an
© 2024 TechCrunch. All rights reserved. For personal use only.

For some businesses, there is a clear path to growth that doesn’t involve acquiring other companies or expanding organically: franchising. The U.S. has more than 800,000 franchise businesses, according to Statista, and that number is predicted to keep growing year over year. But franchising a business — licensing a business model and brand to an […]

© 2024 TechCrunch. All rights reserved. For personal use only.

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British tech billionaire Mike Lynch confirmed dead after yacht sinking

UK tech entrepreneur Mike Lynch, 59, has been confirmed dead after multiple days of search and rescue efforts, multiple news agencies report. The 183-foot super-yacht, Bayesian, capsized off the coast of Sicily around 5 AM local time on Monday morning during a violent storm. Lynch was one of 22 individuals on board, including passengers and crew, with 15 individuals rescued and one body found immediately following the events. Five more bodies, including Lynch’s, have since been recovered. At this time, his daughter is the only person still missing, Reuters reports, citing sources close to the rescue operation. 
Lynch co-founded tech companies Autonomy and Darktrace and founded venture capital firm Invoke Capital. Following the $11 billion sale of Autonomy to Hewlett-Packard, Lynch has spent the past decade-plus engulfed in a legal battle over allegations of inflating sales and misleading HP. A San Francisco jury acquitted him in June of all 15 counts of fraud. 
The yacht excursion was meant to celebrate Lynch’s recent victory, with family, friends, and business associates joining him. Other members of the deceased include the yacht’s chef, Neda and Chris Morvillo, a Clifford Chance lawyer who represented Lynch and Judy and Jonathan Bloomer, a non-executive chairman of Morgan Stanley International. Angela Bacares, Lynch’s wife, escaped the wreckage and is safe. 
Lynch’s co-defendant, Stephen Chamberlain, 52, also faced tragedy this week. The BBC reports he was hit by a car on Saturday, August 17, while out running in Cambridgeshire, England, and died from his injuries. This article originally appeared on Engadget at https://www.engadget.com/british-tech-billionaire-mike-lynch-confirmed-dead-after-yacht-sinking-121856262.html?src=rss

UK tech entrepreneur Mike Lynch, 59, has been confirmed dead after multiple days of search and rescue efforts, multiple news agencies report. The 183-foot super-yacht, Bayesian, capsized off the coast of Sicily around 5 AM local time on Monday morning during a violent storm. Lynch was one of 22 individuals on board, including passengers and crew, with 15 individuals rescued and one body found immediately following the events. Five more bodies, including Lynch’s, have since been recovered. At this time, his daughter is the only person still missing, Reuters reports, citing sources close to the rescue operation. 

Lynch co-founded tech companies Autonomy and Darktrace and founded venture capital firm Invoke Capital. Following the $11 billion sale of Autonomy to Hewlett-Packard, Lynch has spent the past decade-plus engulfed in a legal battle over allegations of inflating sales and misleading HP. A San Francisco jury acquitted him in June of all 15 counts of fraud. 

The yacht excursion was meant to celebrate Lynch’s recent victory, with family, friends, and business associates joining him. Other members of the deceased include the yacht’s chef, Neda and Chris Morvillo, a Clifford Chance lawyer who represented Lynch and Judy and Jonathan Bloomer, a non-executive chairman of Morgan Stanley International. Angela Bacares, Lynch’s wife, escaped the wreckage and is safe. 

Lynch’s co-defendant, Stephen Chamberlain, 52, also faced tragedy this week. The BBC reports he was hit by a car on Saturday, August 17, while out running in Cambridgeshire, England, and died from his injuries. 

This article originally appeared on Engadget at https://www.engadget.com/british-tech-billionaire-mike-lynch-confirmed-dead-after-yacht-sinking-121856262.html?src=rss

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Lux Capital made its first investment in Brazil, a $4M seed for AI fintech Magie

Brazil fintech Magie raised $4 million in a seed round led by Lux Capital, marking the firm’s first investment in Brazil.
© 2024 TechCrunch. All rights reserved. For personal use only.

Brazil fintech Magie raised $4 million in a seed round led by Lux Capital, marking the firm’s first investment in Brazil.

© 2024 TechCrunch. All rights reserved. For personal use only.

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Xbox boss Phil Spencer says “The end result has to be better games that more people can play” following Indiana Jones and the Great Circle’s PS5 announcement

Xbox boss Phil Spencer has explained why Indiana Jones and the Great Circle is coming to PlayStation 5.

Perhaps the biggest announcement of Gamescom Opening Night Live, Indiana Jones and the Great Circle has officially been confirmed for PlayStation 5 after previously being set to launch as an Xbox and PC exclusive title. Now, CEO of Microsoft Gaming Phil Spencer has explained the surprise release, calling it a business move for the company.

During the Microsoft Gamescom livestream, Spencer was asked what the decision to bring Indiana Jones to PS5 could mean for future Xbox releases in relation to its ongoing multiplatform push, which recently saw the likes of Pentiment, Grounded, Hi-Fi Rush, and Sea of Thieves make their way to more platforms

“Obviously, last spring we launched four games, two of them on the Switch, four of them on PlayStation, and we said we were gonna learn,” Spencer said. “We said we’d watch. I think at Showcase, I might have said, from our learning, we’re gonna do more.

“What I see, when I look, our franchises are getting stronger. Our Xbox console players are as high this year as they’ve ever been. So I look at it and I say, okay, our player numbers are going up for the console platform. Our franchises are as strong as they’ve ever been.”

Xbox chief Phil Spencer responds to a Q about how Indiana Jones on PS5 connects back to how / when this happens to other Xbox titles:”We have to anticipate there’s going to be more change in some of the traditional ways that games are built and distributed. That’s going to… pic.twitter.com/Kd9xF9I8VMAugust 21, 2024

Spencer continued, alluding that the multi-platform push is also part of bringing more money into Microsoft following the publisher’s $69 billion acquisition of Activision Blizzard.

“We run a business,” he said. “It’s definitely true inside of Microsoft the bar is high for us in terms of the delivery we have to give back to the company because we get a level of support from the company that’s just amazing and what we’re able to go do.

“So I look at this [as], how can we make our games as strong as possible? Our platform continues to grow, on console, on PC, and on cloud. I think it’s just going to be a strategy that works for us.”

Indiana Jones and the Great Circle will launch as a timed exclusive on December 9 for Xbox Series X|S and PC, before coming to PS5 in Spring 2025. 

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Intel Arrow Lake CPUs could hit shelves on October 17 – striking back against AMD Ryzen 9000 sooner than expected

The rumor mill is becoming more convinced that Intel’s Arrow Lake processors will go on sale in October.

Intel’s next-gen Arrow Lake desktop processors will go on sale come October 17, or that’s the latest word from the grapevine.

VideoCardz got the scoop on this one, with the source being the Board Channels over in China (which we’d classify as a reasonable outlet for rumors, albeit one that has to be approached with a touch more caution than your average nugget of hardware gossip).

We’re told that Intel’s new Z890 motherboards and Core Ultra 200K (Arrow Lake ‘K’ series, meaning unlocked processors you can overclock) will be released on October 17, following a previously rumored unveiling a week beforehand.

That would be a swift launch-to-retail-shelves progression, but that’s hardly unheard of, and it’s obviously good news for those keen to get an Arrow Lake desktop chip.

Intel will supposedly only have three CPUs available to begin with, but those will be key models – the flagship Core Ultra 9 285K, along with the Core Ultra 7 265K, and Core Ultra 5 245K in the mid-range. (There may also be ‘KF’ variants of the latter two – the same chips, but without integrated graphics).

More Arrow Lake desktop processors of the non-K variety (that can’t be overclocked) will follow in Q1 of 2025, the rumor mill believes – as well as cheaper 800 series motherboards (the Z890 models are the top-end boards).

(Image credit: Intel)

Analysis: A war on two fronts

Not so long ago, the rumor mill was starting to worry that Intel’s Arrow Lake chips wouldn’t be here until very late in 2024, but this is further evidence – on top of other recent chatter – that Team Blue is on track for an early, not late, Q4 launch.

That’s good to hear, and it’s important for Intel to reply to the launch of Ryzen 9000 CPUs (which emerged earlier this month). Indeed, if Team Blue can do so in under two months, and Arrow Lake pans out to offer the grunt that some performance predictions have suggested, this could be a win for Intel, as thus far, Ryzen 9000 has been a bit of damp squib. (Certainly in terms of the generational uplift for gaming delivered by AMD’s Zen 5 silicon – though that situation will change a bit with an incoming patch for Windows 11, as we just learned).

Intel’s problem, though, is that it isn’t just having to fight a battle in the performance stakes against AMD, but also a conflict on another front – that of rebuilding trust with the computing public due to the instability problems that have plagued its 13th and 14th-gen CPUs.

This has a very real danger of casting a shadow over the launch of Arrow Lake if Intel doesn’t resolve these issues to the full satisfaction of buyers – even if Intel’s next-gen CPUs don’t suffer from the same problems, and of course, they absolutely shouldn’t (it’d be nothing short of a disaster for Intel if they did).

At any rate, there’s no denying that things are looking more positive for Arrow Lake’s arrival timeframe, though as ever, we mustn’t read too much into rumors, even when they back each other up.

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Lionsgate Pulls ‘Megalopolis’ Trailer Offline Due To Made-Up Critic Quotes

Lionsgate is recalling its latest trailer for Francis Ford Coppola’s epic “Megalopolis,” which featured a littany of fabricated quotes from famous film critics. From a report: “Lionsgate is immediately recalling our trailer for ‘Megalopolis,'” a Lionsgate spokesperson said in a statement provided to Variety. “We offer our sincere apologies to the critics involved and to Francis Ford Coppola and American Zoetrope for this inexcusable error in our vetting process. We screwed up. We are sorry.”

The trailer, released on Wednesday morning, aimed to position Coppola’s latest film as a work of art that would withstand the test of time, much like his previous masterpieces “The Godfather” and “Apocalypse Now.” The video included several quotes from critics panning Coppola’s previous work — but none of the phrases, attributed to the likes of Roger Ebert and Pauline Kael, could be found in any of their reviews.

Read more of this story at Slashdot.

Lionsgate is recalling its latest trailer for Francis Ford Coppola’s epic “Megalopolis,” which featured a littany of fabricated quotes from famous film critics. From a report: “Lionsgate is immediately recalling our trailer for ‘Megalopolis,'” a Lionsgate spokesperson said in a statement provided to Variety. “We offer our sincere apologies to the critics involved and to Francis Ford Coppola and American Zoetrope for this inexcusable error in our vetting process. We screwed up. We are sorry.”

The trailer, released on Wednesday morning, aimed to position Coppola’s latest film as a work of art that would withstand the test of time, much like his previous masterpieces “The Godfather” and “Apocalypse Now.” The video included several quotes from critics panning Coppola’s previous work — but none of the phrases, attributed to the likes of Roger Ebert and Pauline Kael, could be found in any of their reviews.

Read more of this story at Slashdot.

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