John Mulaney’s Playhouse

In simple terms, “Everybody’s Live” is John Mulaney’s fresh, hour-long weekly talk show airing live on Netflix, reimagining the traditional late-night talk show format. As he puts it in the opening monologue of the March 12 premiere, “This is my live, improvisational, unpredictable talk show.” The streaming giant has given Mulaney an hour to share with fans the baby boomer culture that shaped him into the eccentric individual he is today.

The show, a development from a six-episode trial run in May 2024, is heavily influenced by Mulaney’s personal experiences and tastes, from the topics discussed to the panelists chosen, the musical acts invited, and the references made. It offers ample opportunities for Mulaney’s quick wit and humor, and serves as a stage for him to refine his evolving onstage persona after marrying actress Olivia Munn and becoming a parent.

At the same time, it allows for plenty of room to showcase its loose, deliberate style, potentially revealing its flaws and pitfalls. In essence, it’s a platform for Mulaney to express himself freely, but also a challenge to maintain its unique, laid-back approach.

Titmouse, the Animation Studio Behind ‘Big Mouth,’ Celebrates 25 Years of Cartooning

Titmouse, affectionately named after a popular eastern North American bird species, took flight when its founder and president, Chris Prynoski (a seasoned MTV professional and Emmy-nominated creator of “Downtown”), along with his vice president wife Shannon Prynoski, transitioned from New York to Los Angeles. They started the company as a side project in T-shirt design while still engaging in animation work for various series and commercials. However, in 2004, Shannon persuaded Chris that it was time to fully commit to Titmouse, and since then, they’ve never looked back.

Tekken 8: Why Every Character Packs God-Tier Wall Carry (And Players Aren’t Sure If It’s a Good Thing)

In Tekken 8, the addition of wall mechanics has created an impressive display of combos, sending opponents flying in quick succession. However, as Ammarh123 pointed out on Reddit, this feature has sparked some concerns about character identity. He observed that while in Tekken 7, specialists like Lars and Lee had distinct abilities that set them apart, Tekken 8 appears to be making wall-carry a universal skill among characters. This has led some players to feel that the individuality of each character is being eroded. Unwariestflame shared similar concerns, stating that the widespread use of wall-carry is part of a broader trend in recent years, where characters are becoming more and more similar. The unique strengths and weaknesses that once defined the cast seem less noticeable now, disappointing those who enjoyed mastering the nuances of each fighter.

Understanding Sidesteps in Tekken: Why Did This Hit Me?

Sliding out of the way of an attack can seem almost magical when done correctly – effortlessly moving out of harm’s way while your opponent is left swinging at empty space. However, it’s important to remember that sidestepping isn’t just about avoiding attacks; it requires precise timing and execution. Newcomers might find this move tricky because it involves predicting an opponent’s moves as well as managing the unique traits of your own character. If you time a sidestep incorrectly, whether too early or too late, you could end up taking the hit instead of dodging it. The original post sparked discussions within the community about the challenges faced by players when attempting to execute this skillful move.

Tekken’s Reina Mishima: The Character Making Waves in the Fighting Game Community

The design of the character Reina in the game Tekken has sparked much conversation within the community. As one user humorously stated, “Reina in-game: small; Reina fanart: GIANT BUST.” This lighthearted comment highlights the contrast between her in-game appearance and how fans depict her in their art, where she is often portrayed with greatly exaggerated features. The amusing discrepancy has fueled many discussions, as fans have noticed that while the game presents her modestly, the fan art takes liberties to emphasize the playful aspects of Reina’s character. This contrasting portrayal has led to a burst of creative expressions among artists, who enjoy expressing the fun side of Reina. One comment caught my attention: “Tekken’s Harley Quinn,” demonstrating that fans are comparing Reina to other well-known, quirky characters. The blend of creativity and humor surrounding her character design is creating a lively and entertaining environment among the Tekken community.

How to Beat Your Son at Tekken: A Dad’s Guide to Fighting Finesse

In video game history, the challenges faced by gaming dads have become legendary, yet none portray defeat so poignantly as mcallec’s epic battle against his twenty-something son in Tekken. This father is swept away on a tide of memories, recalling times when he ruled arcade cabinets, fueled by the boundless energy and excitement of youth. Fast forward to today, and he’s struggling to pull off a combination or find a rhythm, feeling more like an ex-street fighter than ever before. Despite both players picking characters at random for a touch of unpredictability, it’s obvious who’s coming out on top. “He’s kicking my butt” might be an understatement, and the gaming community couldn’t help but appreciate the humor in his predicament. No one wants to be the dad who loses to their kid too frequently, especially in a game meant for fun – but unfortunately, that’s our reality!

Marvel Almost Had Its Own Shared Universe Of Video Games, Bungie Co-Founder Says

In an episode of The Fourth Curtain podcast, Seropian and his guest Alex Irvine shared with IGN their proposal for a connected universe for future Marvel video games. However, executives from Disney declined this concept. Seropian, who was Vice President of game development for Disney’s gaming division until 2012, and Irvine, a writer credited on several Marvel games, mentioned that the idea never received funding, effectively ending its progression in the early stages of development.