Author name: DJ Henderson

tesla-sales-fell-by-9-percent-in-2025,-its-second-yearly-decline

Tesla sales fell by 9 percent in 2025, its second yearly decline

Tesla published its final production and delivery numbers this morning, and they make for brutal reading. Sales were down almost 16 percent during the final three months of last year, meaning the company sold 77,343 fewer electric vehicles than it did during the same period in 2024.

For the entire year, the decline looks slightly better with a drop of 8.6 percent year over year. That means Tesla sold 1,636,129 cars in 2025, 153,097 fewer than it managed in 2024. Which in turn is more than it managed to shift in 2023.

Sales issues

Contributing factors to the poor sales are legion. The brand still relies on the Models 3 and Y to an overwhelming extent, and other than a mild cosmetic refresh, neither feels fresh or modern compared with competitors from Europe and Asia.

And Elon Musk’s much-hyped Cybertruck—which was supposed to cost less than $40,000 and go into production in 2021, lest anyone forget—has been a disaster, eclipsing the Edsel. Its failure has taken down another company initiative, Tesla’s “in-house battery cell.” It was initially designed specifically for the Cybertruck, although the CEO later claimed it would be used for static storage as well as EVs. But apparently, it has become the victim of a lack of demand. Last week, Electrek reported that Tesla’s South Korean battery material supplier L&F wrote down its $2.9 billion contract with Tesla to just $7,386. A drop of more than 99 percent.

Musk has not dialed back his embrace of the far right, cratering sales in markets like California and Europe, where EV buyers often use their consciences to guide their wallets.

Tesla sales fell by 9 percent in 2025, its second yearly decline Read More »

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Marvel rings in new year with Wonder Man trailer

Marvel Studios decided to ring in the new year with a fresh trailer for Wonder Man, its eight-episode miniseries premiering later this month on Disney+. Part of the MCU’s Phase Six, the miniseries was created by Destin Daniel Cretton (Shang-Chi and the Legend of Five Rings) and Andrew Guest (Hawkeye), with Guest serving as showrunner.

As previously reported, Yahya Abdul-Mateen II stars as Simon Williams, aka Wonder Man, an actor and stunt person with actual superpowers who decides to audition for the lead role in a superhero TV series—a reboot of an earlier Wonder Man incarnation. Demetrius Grosse plays Simon’s brother, Eric, aka Grim Reaper; Ed Harris plays Simon’s agent, Neal Saroyan; and Arian Moayed plays P. Clearly, an agent with the Department of Damage Control. Lauren Glazier, Josh Gad, Byron Bowers, Bechir Sylvain, and Manny McCord will also appear in as-yet-undisclosed roles

Rounding out the cast is Ben Kingsley, reprising his MCU role as failed actor Trevor Slattery. You may recall Slattery from 2013’s Iron Man 3, hired by the villain of that film to pretend to be the leader of an international terrorist organization called the Ten Rings.Slattery showed up again in 2021’s Shang-Chi and the Legend of the Ten Rings,rehabilitated after a stint in prison; he helped the titular Shang-Chi (Simu Liu) on his journey to the mythical village of Ta Lo.

A one-minute teaser that leaned into the meta-humor was released just before New York Comic Con last fall, followed by a full trailer during the event itself which mostly laid out the premise as Simon prepared to audition for his dream role. The new trailer repackages some of that footage, except Simon is asked to sign a form stating that he doesn’t have superpowers. The problem is that he does, and the stress of the audition and the acting process itself brings those superpowers to the fore in explosive fashion. So the “Department of Damage Control” naturally declares Simon an “extraordinary threat.”

Wonder Man premieres on Disney+ on January 27, 2026.

Marvel rings in new year with Wonder Man trailer Read More »

film-technica:-our-top-picks-for-the-best-films-of-2025

Film Technica: Our top picks for the best films of 2025


lighting up the silver screen

Streamers made a strong showing this year, as did horror. Big tentpoles, superhero sagas mostly fell flat.

Credit: Collage by Aurich Lawson

Credit: Collage by Aurich Lawson

Editor’s note: Warning: Although we’ve done our best to avoid spoiling anything too major, please note this list does include a few specific references that some might consider spoiler-y.

It’s been a strange year for movies. Most of the big, splashy tentpole projects proved disappointing, while several more modest films either produced or acquired by streaming platforms—and only briefly released in theaters—wound up making our year-end list. This pattern was not intentional. But streaming platforms have been increasingly moving into the film space with small to medium-sized budgets—i.e., the kind of fare that used to be commonplace but has struggled to compete over the last two decades as blockbusters and elaborate superhero franchises dominated the box office.

Add in lingering superhero fatigue—only one superhero saga made our final list this year—plus Netflix’s controversial bid to acquire Warner Bros., and we just might be approaching a sea change in how movies are made and distributed, and by whom. How this all plays out in the coming year is anybody’s guess.

As always, we’re opting for an unranked list, with the exception of our “year’s best” selection at the very end—this year it’s a three-way tie—so you might look over the variety of genres and options and possibly add surprises to your eventual watchlist. We invite you to head to the comments and add your own favorite films released in 2025.

Ballerina

determined young woman holding a flame thrower.

Credit: Lionsgate

Ana de Armas proves herself a fierce and lethal adversary against a cultish syndicate in Ballerina—excuse me, From the World of John Wick: Ballerina. Chronologically, Ballerina takes place during the events of John Wick Chapter 3: Parabellum. That film gave us a glimpse into John Wick’s (Keanu Reeves) past as he sought aid from the Ruska Roma crime syndicate, led by the Director (Anjelica Huston), where he was trained as an assassin. The Director also trains girls to be ballerina-assassins, one of whom is Eve Macarro (de Armas).

Like Wick, Eve is driven by a personal vendetta: the brutal murder of her father when she was still a child by highly trained and heavily armed assassins. The Director warns Eve that this is a rogue group of lawless cultists and orders her not to pursue the matter. But vengeance will be Eve’s, no matter the cost, as she hunts down the cultists and their enigmatic leader, the Chancellor (Gabriel Byrne).

Ballerina has all the eye-popping visuals, lavish sets, and spectacularly inventive stuntwork one would expect from a film set in the John Wick universe. It’s more tightly plotted than recent entries in the franchise, and the globe-trotting locations make narrative sense; it’s not just an excuse for staging a spectacle. As always, the fight choreography is perfection. Eve is smaller than most of the men she takes on, but that doesn’t make her any less deadly, particularly when she’s more than willing to fight dirty. A fight scene with dueling flame throwers is one for the ages. Despite a few minor quibbles, Ballerina is an immensely entertaining and action-packed addition to the franchise.

Jennifer Ouellette

The Baltimorons

Man in silly hat in front of xmas tree mugging for camera while a woman looks on, rolling her eyes

Credit: IFC

The Baltimorons is a quirky holiday love story about an unlikely pair who find each other by happenstance over the holidays. Didi (Liz Larsen) is a divorced middle-aged dentist whose ex-husband has just gotten married to his much-younger girlfriend—on Christmas eve, no less, so the wedding reception pre-empts Didi’s planned time with her daughter. So she’s on call when a bumbling former improv comedian and recovering alcoholic named Cliff (Michael Strassner) has a dental emergency.

Cliff’s car is towed while she treats him—apparently, this is a regular occurrence—and Didi offers to drive him to the impound lot. They end up going on a quixotic journey around Baltimore, including crashing the family wedding reception and performing at a pop-up improv show, and find themselves drawn together despite their significant age difference.

Director Jay Duplass has a knack for this kind of idiosyncratic fare featuring deeply imperfect yet likable characters, having either written, directed, and/or produced such gems as Safety Not Guaranteed, Horse Girl, Table 19, and Jeff, Who Lives at Home. It falls on Strassner—a Baltimore native who co-wrote the script—and Larsen to carry the film, which they do with considerable charm. You get why Didi and Cliff forge such a bond, even if one questions how long it’s likely to last. The film is also kind of a love letter to Baltimore, aka “Charm City”; if all you know about Baltimore comes from watching The Wire, The Baltimorons will give you a glimpse of the city’s many other neighborhoods and sights.

Jennifer Ouellette

The Phoenician Scheme

middle aged man, a nun, and a younger man in an airplane cabin

Credit: Universal

Auteur director Wes Anderson‘s films have a visual style and tone all their own, and I’ve been a fan of his understated eccentricity since 1998’s Bottle Rocket. OK, 2023’s Asteroid City left me cold, but Anderson returns to top form with The Phoenician Scheme. Benicio del Toro stars as Zsa-Zsa Korda, a 1950s ruthless arms dealer and industrialist who finds himself the target of government assassins—most likely because of his unethical business practices.

He barely survives one attempt ,and a vision of the afterlife convinces Zsa-Zsa that he needs to mend fences with his estranged daughter Liesl (Mia Theapleton), a novice in a convent. He’s also trying to pull off a risky scheme to essentially overhaul the infrastructure of Phoenicia, traveling around the world to meet with investors and convince them to increase their own shares so he can avoid bankruptcy. Liesl joins him on the journey, along with a nerdy Norwegian entomologist named Bjorn (Michael Cera). Wacky hijinks ensue. It has an intricate, sometimes unfocused plot, but Anderson pulls it off with his usual delicate whimsical touch, bolstered by delightfully deadpan performances from the cast.

Jennifer Ouellette

100 Nights of Hero

man and woman in medieval dress holding lamps at night

Credit: IFC

This sumptuous historical fantasy is adapted from Isabel Greenberg’s lavishly illustrated graphic novel of the same name, which is in turn an inventive twist on One Thousand and One Nights. Maika Monroe plays Cherry, the wife of a wealthy medieval landowner named Jerome (Amir El-Masry), who for some reason has not consummated their marriage. Obsessed with his wife’s fidelity, Jerome makes a wager with his handsome friend Manfred (Nicholas Galitzine) that if Manfred successfully seduces Cherry within 100 days, Jerome will give him both Cherry and his castle.

But Cherry’s maid, Hero (Emma Corrin), secretly loves her lady and thwarts Manfred’s seduction attempts by regaling him with captivating stories every night to keep her mistress from succumbing to temptation. And Manfred is most definitely tempting, dragging a freshly killed deer to the castle while bare-chested and covered in its blood. The costumes, production design, and cinematography are stunning, mirroring Cherry’s gradual sexual awakening via romantic triangle. Add in stellar performances, and this is a sensual fairy tale for the ages.

Jennifer Ouellette

Thunderbolts*

group of second-rate superheroes standing together

Credit: Marvel Studios

Thunderbolts* is basically the MCU’s version of The Suicide Squad (2021) with less over-the-top R-rated violence, but it’s just as irreverently entertaining. Black Widow introduced us to Natasha Romanoff’s (Scarlett Johansson) backstory as a child recruited for training as an elite assassin, along with her adoptive sister (and equally lethal assassin) Yelena Belova (Florence Pugh). Thunderbolts* finds Yelena working as a hired mercenary for CIA director Valentina Allegra de Fontaine (Julia Louis-Dreyfus), but she’s still grieving the loss of Natasha, and her heart just isn’t in it.

Yelena decides to quit, and Valentina asks her to do one last covert mission. It turns out to be a trap: Yelena is attacked by super soldier John Walker (Wyatt Russell), Taskmaster (Olga Kurylenko), and Ghost (Hannah John-Kamen). The hope what that they’ll all kill each other and be destroyed along with incriminating evidence—which includes an awkward, nebbishy man in hospital PJs named Bob (Lewis Pullman), who is far more dangerous than he appears. Along with Yelena’s adoptive father, Alexei/Red Guardian (David Harbour), they all team up to take down Valentina instead.

It’s well-plotted and doesn’t take itself too seriously. Director Jake Schreier (Robot & Frank, Beef) expertly balances the action sequences with bantering wisecracks and quieter introspective moments that serve to actually develop the characters, each of whom has their inner demons and plenty of red in their respective ledgers. And Schreier has an incredibly talented cast to work with, all of whom give stellar performances. Thunderbolts* is a refreshing return to peak Marvel form: well-paced, witty, and action-packed with enough heart to ensure you care about the characters.

Jennifer Ouellette

Frankenstein

man in victorian garb in a lab bending over a body on a table

Credit: Netflix

Director Guillermo del Toro has been telling interviewers for years about his enduring love for Mary Shelley’s classic novel and his long-standing desire to direct a film that would capture the novel’s sense of grand Miltonian tragedy. He called this film “the culmination of a journey that has occupied most of my life.” His Frankenstein is probably the most faithful film adaptation yet made (with a few deviations in later acts), even mirroring Shelley’s narrative structure. It’s first told from the perspective of the captain of an Arctic ship trapped in ice en route to the North Pole who rescues a badly wounded Baron Victor Frankenstein (Oscar Isaac). Both Victor and his Creature (Jacob Elordi) then get to tell their versions of the story that brought them to the Arctic.

Known for his lush visuals and high Gothic sensibility, del Toro doesn’t disappoint, with elaborate sets—Victor’s laboratory is a wonder of 19th-century steampunk industrialism—and an innovative design for the Creature. Del Toro is the perfect conduit for this story of an arrogant scientist who tries to play god by creating a monstrous creature, only to become a monster himself. Isaac brings a blend of passionate intensity and cold ambition to his portrayal of Victor, but it’s Elordi who ultimately anchors the film, conveying the fundamental humanity of Shelley’s iconic monster.

Jennifer Ouellette

The Long Walk

group of young boys walking as a group down a road with armed soldiers at the ready

Credit: Lionsgate

Before The Hunger Games, there was The Long Walk, a 1979 novel by Stephen King (writing as Richard Bachman) about a dystopian alternate history in which one young man from each state in a totalitarian US is chosen to participate in a grueling annual contest. They walk. And walk. And walk. If they drop below 3 MPH or stop to rest, they are executed. They keep walking until only one is left standing as the “winner,” rewarded with whatever he wants for life at a time when the country is mired in a deep economic depression. It’s grim material well-suited for a film adaptation by Francis Lawrence, who has directed every film in The Hunger Games franchise. The dude knows his dystopias.

Cooper Hoffman plays Ray Garraty, a contestant from Maine who volunteers for the walk over the objections of his mother. His first wish, should he win, would be for a rifle to kill the Major (Mark Hamill) in charge of the walk, since the Major had executed his father years before. Ray soon bonds with Pete (David Jonsson), but the stakes become crystal clear when the first walker falls: A boy who develops a charley horse and is summarily shot for sitting down. One by one, each boy falls until just two remain.

Lawrence keeps things tense and starkly minimalistic. There are no elaborate sets or costumes. It’s the interactions between the various walkers that drive the story, punctuated by inevitable deaths. The point is that there is no happy ending, regardless of who technically “wins.” There are some deviations from the novel, but Lawrence retains King’s suitably cryptic (and quite bleak) ending. I’m a fan of Andy Muscietti’s two-part adaptation of IT and Mike Flanagan’s Doctor Sleep, but The Long Walk might just edge them out as the best adaptation of a Stephen King novel yet.

Jennifer Ouellette

Fackham Hall

This gem of a film is basically Airplane! meets Agatha Christie meets Downtown Abbey, spoofing all those British aristocratic period dramas we know and love. Set in 1931, the plot centers on a charming orphaned pickpocket named Eric (Ben Radcliffe), who is mistaken for a new employee when he arrives at the titular manor house of Lord and Lady Davenport (Damian Lewis and Katherine Waterson).

Eric ends up leaning into his new role and is soon promoted, even indulging in a forbidden romance with the Davenports’ daughter Rose (Thomasin McKenzie). Then someone gets murdered, and Eric finds himself framed for the killing. It’s up to Inspector Watt (Tom Goodman-Hill) and his magnificent (removable) mustache to solve the mystery. The cast clearly had a blast, and it’s impossible to resist that wickedly dry, often scatalogical British slapstick humor. Fackham Hall is a bright, shiny bauble that will leave you longing for a sequel.

Jennifer Ouellette

Strange Journey: The Story of Rocky Horror

When The Rocky Horror Picture Show premiered in 1975, no one could have dreamed that it would become the longest-running theatrical release film in history—least of all its creator, Richard O’Brien. But that’s what happened as it developed a loyal cult following of fans dressing up in costumes and acting out the lines in front of the big screen, a practice known as shadow casting. Thanks to a killer soundtrack, campy humor, and those devoted fans, Rocky Horror is still a mainstay of midnight movie culture. Richard O’Brien’s son, Linus O’Brien, marked the occasion with his fascinating documentary Strange Journey: The Story of Rocky Horror.

The film has its share of cast reminiscences, but it’s the profound impact Rocky Horror has had over the decades that ultimately shines through—and not just on a broad cultural scale. O’Brien decided to make the film while gathering archival clips of his father’s work. He came across a video clip of “I’m Going Home” and found himself browsing through the comments, deeply touched by the many people, including a soldier in Iraq and a woman grieving the loss of her mother, talking about what the song and film had meant to them.

The film ends with a fan telling Richard O’Brien, “It doesn’t matter what people think about Rocky because it belongs to us, not to you”—and Rocky’s creator agreeing that this was true. You can pair Strange Journey with another film celebrating the milestone anniversary, Sane Inside Insanity: The Phenomenon of Rocky Horror, for a documentary double feature.

Jennifer Ouellette

Good Boy

adorale golden furred dog in the woods with a concerned look on its face

Credit: IFC/Shudder

I promise you this is not a spoiler, but for anyone too scared to watch Good Boy, the whole point of one of the year’s most original horror movies is that the dog survives. And despite being a “good boy,” from the moment we meet Indy, the dog gives off “final girl” energy, being the only creature in a cursed family house to sense the hauntings that seem to complicate his owner’s illness and drive him closer to death. Relying on lighting tricks and a frenetic, pulsing soundtrack to dramatize scenes where the movie’s star seems to just be acting like a dog, the movie reinvigorates the haunted house story by telling it from a dog’s-eye level and largely obscuring the faces of humans.

Director and co-screenwriter Ben Leonberg told AV Club that he drew this stellar performance out of Indy—who is not a show dog but his own adorable dog—by living in the house where the movie was filmed and building the set around the ways that Indy moved. Come for the pudgy puppy reels, and then be as obedient as Indy and “stay” for the technical feat of watching a man and his best friend turn classic horror devices into dog toys.

Ashley Belanger

Hedda

young black woman in a ball gown surrounded by party guests

Credit: Orion/Amazon MGM Studios

Tessa Thompson is luminous in the title role of director Nia DaCosta’s film adaptation of the classic Henrik Ibsen play Hedda Gabler. It’s the story of a general’s daughter who marries a stuffy academic for convenience, believing her wild youth is behind her—only to find it’s not much fun being trapped in a loveless marriage, however elegant the surroundings. When a former lover pops up, now involved with Hedda’s romantic rival, tensions build to an explosive climax. This being Ibsen, things don’t end well for anyone.

DaCosta has kept most of the play’s plot intact, but a clever gender swap makes for an interesting twist on the complicated interpersonal dynamics. Nina Hoss plays novelist and recovering alcoholic Eileen Lovborg (a man named Eilert in the play), with Imogen Poots playing romantic rival Thea. Hedda also maintains a flirtation with the lascivious Judge Brack (Nicholas Pinnock), who is manipulative enough to use Hedda’s weaknesses against her. Hedda is among the greatest dramatic roles in theater, and Thompson utterly makes it her own. Is the film a bit stagey at times? Yes, which isn’t surprising since it’s based on a play. That very staginess gives the film a tight, claustrophobic feel, heightening Hedda’s sense of the walls closing in on her once vibrant youth.

Jennifer Ouellette

The Last Republican

former congressman adam kinzinger in suit and tie with chin resting on his clasped hands during a congressional hearing

Credit: Media Courthouse Documentary Collective

Normally, I’d rather stick hot needles under my fingernails than watch a bio-documentary about a politician, regardless of party affiliation. It’s just not my thing. But we live in interesting times, and The Last Republican is not your standard political documentary. The film follows former Rep. Adam Kinzinger (R-IL) over the course of his last year in office. Kinzinger was ousted by his own party for his service on the congressional committee investigating the January 6, 2021, riotous attack on the US Capitol—and for his outspoken denunciation of then-President Donald Trump’s incendiary rhetoric at the instigating rally and delayed action to quell the rioters.

That’s standard documentary fare. But this one was directed by Steve Pink, best known for 2010’s Hot Tub Time Machine (a personal favorite of mine). Pink is (almost) as far apart from Kinzinger politically as it’s possible to be. Kinzinger chose to work with Pink because he, too, loves Hot Tub Time Machine. And a most unlikely friendship was born. You can see their bond in the trailer, which opens with Kinzinger recognizing that the man he has trusted with his story likely has nothing but contempt for Kinzinger’s political views. “That’s kinda mean,” we hear Pink say off-camera, before cheekily asking how one even becomes a Republican, “because I don’t get it.”

That friendship resonates perfectly with the film’s central theme. “It’s not about a political view,” Kinzinger says in the film. “It’s about what it is to turn against everything you’ve ever belonged to because of some red line you can’t cross.” Had there been more principled congressional members like Kinzinger in 2021 willing to put country over party, even if it torched their political careers—and more friendships across political divides finding common ground—the US would be in a very different and better place today. Kinzinger’s closing J6 committee statement is even more relevant four years later: “Oaths matter. Character matters. Truth matters. If we do not renew our faith and commitment to these principles, this great experiment of ours, our shining beacon on a hill, will not endure.”

Jennifer Ouellette

Weapons

young boy in classroom with creepy clown makeup and a sinister smile

Credit: Warner Bros.

One of the most terrifying images of 2025 was a mob of kids with their arms extended like airplanes. It came in Weapons, a witchy mystery that begins with every child in a certain middle school teacher’s class suddenly disappearing, except for one, a quiet boy named Alex Lilly. Working off a highly original script and giving an emotional performance that drove some viewers to tears, young actor Cary Christopher wrenches hearts as Alex’s role in the other kids’ disappearance becomes clearer—after the audience meets his Aunt Gladys.

An actual living and breathing nightmare played to unnerving perfection by Amy Madigan, Aunt Gladys reads like voodoo Mary Poppins meets Pennywise the clown. But stuck in the house with this instantly iconic horror character, Alex proves that he’s the most capable caretaker in the family. In the end, he’s the one tasked with helping his aunt “feel better” while spooning as much Campbell’s soup as it takes into the faces of “weaponized” loved ones to ensure they survive Aunt Gladys’ visit.

Ashley Belanger

Dust Bunny

young girl in bed at night looking scared

Credit: Lionsgate

Dust Bunny is the directorial feature film debut of Bryan Fuller, the creative force behind some of my favorite TV shows over the years, most notably Dead Like Me, Wonderfalls, and Pushing Daisies, as well as Hannibal. Fuller has a knack for injecting elements of magical realism into otherwise ordinary settings, and Dust Bunny adds a healthy dose of horror and Labyrinth-style visual aesthetics into the mix to strike a perfect balance between violence, suspense, whimsy, and emotional depth. Sophie Sloan plays Aurora, a young girl in New York City who turns to her neighbor, Resident 5B (Mads Mikkelson, in a role written specifically for him), for help when (she claims) a monster under her bed kills and eats her parents.

Resident 5B is a hitman for hire, and Aurora wants him to kill the monster in revenge, although he doesn’t think the monster is real, and there are, in fact, other bad people who won’t shirk at going through Aurora to get to Resident 5B. Fun fact: the monster design was inspired by highland cows, although Fuller also asked for the monster to be part hippopotamus and part piranha; artist Jon Wayshak proved well up to the task. Mikkelson and Sigourney Weaver turn in terrific performances—Mikkelson even helped choreograph one of the stunt sequences—as does Sloan and David Dastmalchian. Plus, there’s an entire action sequence featuring a Chinese dragon costume. What more could one want?

Jennifer Ouellette

Wicked: For Good

Glinda the Good Witch and Elphiba in center with supporting characters from Oz in either side

Credit: Universal


Every musical theater fan knows that the second act of a show is almost invariably weaker than the first. Thus, setting the second act of the Wicked musical apart as its own movie was bound to result in a sequel that had trouble living up to last year’s banger-filled mega-hit film.

Wicked: For Good is also where the narrative starts coming apart at the seams a bit, as it necessarily intersects and interacts with the narrative from The Wizard of Oz itself. The leaps of logic necessary to get these “misunderstood” versions of the characters to gel with the ones we see cavorting in that 90-year-old classic are best ignored. But the movie repeatedly throws those connections in our face amid a heavily padded 137-minute runtime that could have easily been half an hour shorter.

Despite it all, though, the quality of the original writing from Stephen Schwartz and Winnie Holzman still shines through. The titular song “For Good” is still an all-time classic, and strong performances carry catchy tunes like “No Good Deed” and “Just for This Moment” (though the latter is robbed of a lot of its inherent sex appeal through some odd directorial choices). Even “The Girl in the Bubble”—a new song created just for the movie–manages to not feel out of place thanks in large part to a winning performance from Ariana Grande and some downright magical camera work.

The worst part of Wicked: For Good, though, might be how its success will almost definitely lead to an expanded Wicked Cinematic Universe, with sequels or prequels that mash these winning characters to death via a bunch of expositional backstory. Let Glinda and Elphaba rest! They’ve earned it!

Kyle Orland

K-Pop Demon Hunters

Credit: Netflix

This was a surprise mega-hit for Netflix, fueled by a killer Korean pop soundtrack featuring one earworm after another that collectively dominated the charts for weeks. K-Pop Demon Hunters is the streaming giant’s most-watched animated film of all time, and that’s not just because of the infectious music—although the music is why Netflix ended up releasing a highly popular singalong version in theaters (after the film racked up huge streaming numbers). The Sony Animation team delivers bold visuals that evoke the look and feel of anime, the plot is briskly paced, and the script strikes a fine balance between humor and heart.

Earth has been protected from demons for generations by a protective barrier called the Honmoon, maintained by musical trios/demon hunters from each generation. One day, the Honmoon will become so strong it will turn “golden” and seal away the demons forever. The latest incarnation of demon hunters—a K-Pop band called Huntr/x—is close to accomplishing the Golden Honmoon.

Rumi (Arden Cho) is the lead singer, Mira (May Hong) is the group’s dancer/choreographer, and American-born Zoey (Ji-young Yoo) is the rapper and lyricist. But Rumi harbors a secret: Her father was a demon, and she is marked by the telltale purple “patterns,” which she keeps hidden from her bandmates. Hoping to destroy the Honmoon once and for all, king of the demons Gwi-Ma sends five of his demons to form a K-pop boy band, the Saja Boys, led by Jinu (Ahn Hyo-seop). Their popularity soon rivals that of Huntr/x and threatens the Honmoon.

Co-director (with Chris Appelhans) Maggie Kang conceived the story and helped write the screenplay, intending the film to be a love letter to K-pop and her Korean roots. But she also drew on traditional Korean mythology and folklore. Those details add a rich layer of texture to the basic storyline. Granted, the film adheres to a familiar formula, but it’s a winning one. K-Pop Demon Hunters‘ unifying message of the power of music to heal, unite, and build community—celebrating honest authenticity rather than striving for impossible perfection—is a powerful one.

Jennifer Ouellette

28 Years Later

man and his son running away from zombies in a field

Credit: Sony Pictures

28 Years Later could have been terrible, screenwriter Alex Garland told Rolling Stone, if he went with his original idea about a group of military men fighting to stop bad guys from weaponizing the Rage Virus. But director Danny Boyle didn’t let that happen, instead pushing Garland to think small and deliver a powerful coming-of-age story that’s somehow just as intense as 2002’s 28 Days Later without retreading hardly any of the same territory. A story about resisting isolationism, 28 Years Later is set on a small island where a scrappy community has survived for decades after being quarantined from the rest of the world.

The story follows a young boy, Spike, who leaves home with his ailing mother after he learns that he cannot trust his father to look out for them. A fire is lit in Spike to cure his mother, and no human or infected—not the worm-eating chubby ones or the spine-ripping alphas—can put him off his mission. What starts as a ritual hunt to initiate a boy into manhood turns instead into a tender quest to find the only known doctor on the island, allowing Spike to see the infected and his community in a new light.

Featuring nuanced performances equal parts harrowing and endearing from Jodie Comer as the mom, Isla, and Alfie Williams as Spike, the movie explores the folly of societies backsliding from progress out of fear of the unknown. As Spike’s dread of the infected flickers out, it’s replaced by an urgent curiosity about the world beyond his village. The only thing potentially standing in his way of growing as wise as the doctor is a gang of “pals” named Jimmy. “Howzat!” for a setup to get boots marching into theaters to see the second installment of the new trilogy in January?

Ashley Belanger

Blue Moon

two men in 1920s suits in a club

Credit: Sony Pictures Classics

Director Richard Linklater (Dazed and Confused, Hit Man) had two films released this year. One is Nouvelle Vague, about the 1959 shooting of the seminal French New Wave film Breathless. The other is Blue Moon, about the complicated relationship between lyricist Lorenz Hart and his erstwhile composer partner Richard Rodgers. Both films are exceptional in their own right, but Blue Moon is my choice for our year’s best list. Chalk it up to my enduring fondness for classic Broadway musicals.

The film takes place in Sardi’s restaurant on the opening night of Oklahoma!, which is Rodgers’ (Andrew Scott) first collaboration with a new lyricist, Oscar Hammerstein II (Simon Delaney). Ethan Hawke turns in a powerful performance as Hart, newly (barely) sober and holding court with bartender Eddie (Bobby Cannavale). He’s rather bitter about his own waning career after he refused to collaborate on the new musical. He’s depressed, and Eddie is reluctant to serve him any alcohol, plus the “omnisexual” Hart’s advances toward the comely Elizabeth (Margaret Qualley) are repeatedly rebuffed.

Oklahoma!, of course, was a smash hit, crowning Rodgers and Hammerstein as the new wonder boys of Broadway. A drunken Hart tragically died just a few months later. Blue Moon‘s intimate portrait of Hart on a night that proved to be a critical turning point is a fitting tribute to one of our greatest lyricists, whose personal demons dimmed his light too soon.

Jennifer Ouellette

Rental Family

large man on a Japanese train next to a little Japanese girl and other commuters

Credit: Searchlight Pictures

Brendan Fraser is experiencing a quiet renaissance, with highly praised recent roles in The Whale and Killers of the Flower Moon, as well as a role in the delightfully bonkers TV series Doom Patrol. Add his gentle, empathetic performance in Rental Family to that list. Fraser plays Phillip Vandarploeug, an American actor living in Japan because he once had great success with a toothpaste commercial. But the roles have dried up, so Phillip signs on with a company called Rental Family, which hires actors as stand-ins for family members or friends. Phillip is the “token white guy.”

It might sound like a cynical premise—the company basically “sells emotion”—but the film is anything but cynical. Phillip ends up developing strong bonds with two of his “clients”: A young Haifa girl named Mia with an absent father and an elderly man with dementia named Kikuo, who happens to be a retired actor. But what happens if they discover the truth? Rental Family is a low-key, thoughtful reflection on loneliness and our human need for social connection. “Sometimes it’s OK to pretend,” Phillip tells Mia at one point. Sometimes faking an emotional connection develops into one that is genuine and lasting.

Jennifer Ouellette

Song Sung Blue

msn and woman onstage singing. Man is dressed as Neil Diamong, woman is in a long red dress.

Credit: Focus Features

Hipsters love to sneer at artists like Neil Diamond. He’s dated, his music is cheesy, yada yada yada. But there’s a reason “Sweet Caroline” has become a staple singalong at sporting events, bar mitzvahs, karaoke nights and the like. All that cynicism melts away once the music starts; it’s infectious. Diamond’s music even inspired a popular Milwaukee tribute act in the 1990s and early oughts: Lightning and Thunder. The duo gets their due in the biopic Song Sung Blue, which is in turn based on a 2008 documentary of the same name. (You can watch the documentary on YouTube.) Director Craig Brewer saw the documentary and was inspired to create his own fictionalized account of Thunder and Lightning’s story with all their dramatic ups and downs.

Hugh Jackman plays Vietnam veteran and recovering alcoholic Lightning, aka Mike Sardina, who falls in love with single mom and Patsy Kline impersonator Claire, aka Thunder. She’s the catalyst for their “Neil Diamond experience,” riding the 1990s wave of Diamond’s resurgence while battling both external obstacles and their respective personal demons. The film condenses the timeline and takes some minor liberties here and there, but on the whole it’s quite factually accurate. (The duo really did open for Pearl Jam and Eddie Vedder joined them briefly onstage for “Forever in Blue Jeans.”)

Jackman and Hudson are major film stars but one soon forgets, because they dissolve so completely into their respective roles. Hudson received a well-deserved Golden Globe nomination for her performance and I expect an Oscar nod will be coming her way as well; this is her best role to date by far. And yes, Jackman and Hudson actually perform the songs; Hudson’s solo rendition of “I’ve Been This Way Before” towards the film’s end is gut-punchingly beautiful.

Song Sung Blue is ultimately a love story, but it’s also an homage to the power of music to lift us up even in our darkest hours. On every anniversary of his sobriety, Lightning sings “Song Sung Blue.” Lightning and Thunder pour their souls into even the most seemingly insignificant gigs, whether it’s a hostile crowd in a biker bar or karaoke night at the local Thai restaurant. One of the most moving scenes shows Lightning and the Thai restaurant owner sitting alone in an empty restaurant after the latter’s wife has died of cancer and Lightning is struggling with his own personal tragedy—finding mutual comfort by singing “only sad songs” by Diamond on the karaoke machine.

Jennifer Ouellette

And now for our top three films of 2025, each so different from one another that we couldn’t bring ourselves to choose just one:

One Battle After Another

scruffy middle aged man long plaid shirt on a roadway, standing next to car with open door, pointing a gun with a camera phone in his other hand

Credit: Warner Bros.


My absolute favorite part of One Battle After Another comes when Leonardo DiCaprio’s character falls off a building. The former revolutionary has let himself go a bit after decades out of the game and can’t keep up with the young skateboarders who effortlessly parkour between buildings during an exciting rooftop chase sequence. One Battle After Another is at its best when it subverts the audience’s expectations like this, boiling down action-thriller set pieces into comically realistic mundanity.

The movie also deserves credit for the subtle way it highlights two very different modes of resistance to a disturbingly familiar fascist government. The flashy French 75 revolutionaries manage to get a lot of attention with their bold statement-making operations, but they do little to actually disrupt the horrifying status quo before getting broken up by law enforcement. Contrast that with Benicio Del Toro’s Sensei Sergio St. Carlos, who quietly operates a sort of underground railroad for actual marginalized immigrants that quietly hides and protects them from an overwhelming government apparatus.

The movie’s plot falls apart a bit near the end as Sean Penn’s cartoonishly evil antagonist hunts down Willa Ferguson’s well-acted “hope for the future” child revolutionary. Still, I’d be lying if I said the inherent tension of the chase didn’t have me on the edge of my seat even after two hours.

Kyle Orland

Sinners

group of black musicians in a local speakeasy facing off against intruding vampires

Credit: Warner Bros.

Ryan Coogler’s vampire horror film set in the Mississippi Delta in 1932 has topped my list of best films since its April release. Michael B. Jordan delivers an Oscar-worthy dual performance as the Smokestack Twins: Elijah Moore (Smoke) and Elias Moore (Stack). They are World War I veterans just returned from Chicago, having stolen money from a gangster. They use the funds to buy an old sawmill to set up their own juke joint for the local black community. For the band, they recruit their young cousin Sammie (Miles Caton), a preacher’s son and gifted blues musician with a gift so powerful, it just might summon spirits of the past and future to join in the festivities.

The opening night is rollicking along until an Irish vampire named Remmick (Jack O’Connell) crashes the party with his minions, turning the revelers one by one. Can the rest survive until sunrise? There are so many layers to Sinners; it gets richer with each subsequent rewatch. You have the racial conflicts of the Jim Crow South and vigilante Klansmen; Sammie’s love for sexy singer Pearline (Jayme Lawson); Stack’s complicated relationship with his white-passing ex, Mary (Hailee Stanfield); and Smoke’s reunion with his long-suffering wife, Annie (Wunmi Mosaku).

Sinners has drawn comparison to Robert Rodriguez’s From Dusk Till Dawn, and that film is indeed one of many cited influences by Coogler. But this is very much Coogler’s singular vision: alternately steamy, bawdy, raucous, violent, and bloody, fueled by fantastic music. There’s even a cameo by blues legend Buddy Guy in the film’s denouement. Guy was one of several blues musicians who recorded songs for the film. That makes this easily the best soundtrack of 2025 (sorry, K-Pop Demon Hunters, but you know it’s true).

Jennifer Ouellette

Wake Up, Dead Man

a dapper detective standing in interior of a Gothic style church with a priest and other people in the background

Credit: Netflix

Private detective Benoit Blanc (Daniel Craig) might just turn out to be Rian Johnson’s greatest creation. Introduced in 2019’s Knives Out, Blanc’s syrupy Southern drawl and idiosyncratic approach to solving a mysterious New England death charmed audiences worldwide and launched a modern whodunnit franchise. The latest installment is Wake Up Dead Man, in which Blanc tackles the strange death of a fire-and-brimstone parish priest, Monseigneur Jefferson Wicks (Josh Brolin). Wick inspired a cult-like loyalty in his central flock while alienating any newcomers. The primary suspect is a young new priest, Rev. Jud Duplenticy (Josh O’Connor) who steadfastly maintains his innocence, despite openly clashing with the Monseigneur.

Wake Up Dead Man is a classic locked-room mystery in a spookily Gothic small-town setting, and Johnson repeatedly namechecks John Dickson Carr’s The Hollow Man, widely held to be the most masterful take on the genre. So if you’ve read The Hollow Man, you’ll probably figure out the “howdunnit” pretty easily. Fortunately, there’s still plenty of twists and turns regarding the who and the why of the matter to keep us guessing right up until the end. Johnson always assembles terrific casts for these films, and the characters are always colorful and engaging. But Wake Up Dead Man digs a little deeper, allowing the characters to achieve some personal insight and growth as the mystery unfolds.

The broody church setting isn’t just for atmosphere, either. Sure, this is primarily a murder mystery, but thematically, it explores the nature of both faith and reason, as embodied by Duplenticy and Blanc, respectively, without ridiculing or diminishing either. One Battle After Another might be poised for the strongest Oscar showing, but Wake Up Dead Man is pure pleasure. This third installment rivals the original Knives Out for fascinating characters, atmospheric setting, and sheer plot ingenuity. We can’t wait to see what Blanc gets up to next.

Jennifer Ouellette

Photo of Jennifer Ouellette

Jennifer is a senior writer at Ars Technica with a particular focus on where science meets culture, covering everything from physics and related interdisciplinary topics to her favorite films and TV series. Jennifer lives in Baltimore with her spouse, physicist Sean M. Carroll, and their two cats, Ariel and Caliban.

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2025-year-in-review

2025 Year in Review

It’s that time. It’s been a hell of a year.

At the start we barely had reasoning models. Now we have Claude Code and Opus 4.5.

I don’t code. Yet now I cause code to exist whenever something about a website annoys me, or when I get that programmer’s realization that there’s something I am planning on doing at least three times. Because why not?

The progress has simultaneously been mind bogglingly impressive and fast. But a lot of people don’t see it that way, because progress has been incremental, and because we were reasonably expecting to often get even more than this.

The public conversation and debate, even more than before, was full of false narratives and active attempts to make the situation worse. The same goes for attempts to shape Federal policy towards AI, and OpenAI’s conversion into a for-profit.

It’s been, as they say, one battle after another, with many wins, many setbacks and a lot of things in between.

This includes the key developments in AI, and also other blog posts from the year that I consider memorable looking back.

This is only our corner of the world’s Year in Review, not one in general, thus things like Liberation Day are happening in the background and go undiscussed.

The confusions started in January, as we prepared for Trump to take office.

OpenAI had just given us o1-preview, the first reasoning model.

At the tail end of 2024, DeepSeek released v3, or The Six Million Dollar Model. This was a big advancement in open source and Chinese model capabilities, and showed that they were not as far behind as we thought they were, and also that damn good models could be trained on the cheap. Not as cheap as the headline number, since the six million was only direct costs of the final run, but still pretty cheap.

Then a few weeks later, DeepSeek gave us r1, a reasoning model based on v3. They wrapped this up into a nice clean free app experience, which included the first time most people could see a reasoning model’s chain of thought – Gemini Flash Thinking offered this too but almost no one knew about that or cared. This showed that the ‘secret sauce’ of building a reasoning model was not so difficult to copy, and the marginal costs of doing so were low.

DeepSeek shot to the top of the App store, and the world completely lost its mind. The stock market mini-crashed. People talked about how China had ‘caught up’ to America, or this meant inference would be so cheap no one would need Nvidia chips (as consumers rushed out to buy Nvidia chips to run DeepSeek r1), or how it would destroy margins and drive American AI out of business. I had to warn people, many times, with the classic advice: Don’t Panic, and I went on Odd Lots to discuss it all.

Collectively this was called The DeepSeek Moment.

White House rhetoric talked about how this meant we were in a ‘race’ with China, so of course any other considerations than ‘winning’ must be thrown out the window.

With time, those paying attention realized all of that was overblown. DeepSeek was impressive as a lab, and v3 and r1 were excellent models, but still on the order of eight months behind OpenAI, Anthropic and Google. We had been comparing the relatively best features of r1 on their own, and then using that to project into the future, which flat out did not happen. This happened at a crucial inflection point, right when reasoning models had started, which was when a tiny amount of compute could go a maximally long way.

Later on, r1-0528 did not have a moment, nor did DeepSeek 3.1 or DeepSeek 3.2.

Google started out the month introducing us to Deep Research, a new product form that would be copied by OpenAI, allowing the AI to take time to prepare a report. At the time, this was super impressive. It definitely has its uses, even if the timing is awkward and you have to push past the tendency to pad reports with a lot of slop.

A new paper on The Risk of Gradual Disempowerment From AI improved the debate by highlighting a central way that humans end up not being in charge. There doesn’t need to be some ‘AI coup’ or battle, the AIs will by default end up with more and more resources and power unless something stops this from happening. One day we wake up and realize we are not in control. Another day after that we don’t wake up.

OpenAI declared that its primary alignment strategy would be Deliberative Alignment, so I analyzed that approach. I think it is helpful, but not a central solution.

The Administration made its AI feelings clear at The Paris AI Anti-Safety Summit. Previous summits had been efforts to lay foundation for international cooperation, with serious discussions of existential risks, in particular with The Bletchley Declaration. That was clearly over, transformed into a disdain for the idea that sufficiently advanced AI could be existentially dangerous, and Vance giving a speech demanding suicidal accelerationism and warning against attempts to not die.

The year would play out in similar fashion. We had some modest success in California and New York, but the White House would, under the influence of David Sacks, become an active force for interference with efforts to not die, and later even to beat China. They would do some pro-America things along the way, but also things that actively interfered with our competitiveness.

I introduced a key new concept handle which I call Levels of Friction. Different actions are variously harder or easier, from both practical and legal perspectives, to do. They range from Level 0 (defaults or requirements), to Level 1 (legal and ubiquitous and easy), Level 2 (safe but annoying), Level 3 (actively tricky or risky), Level 4 (actually seriously illegal) up to Level 5 (we really care about stopping you). Instead of thinking of a boolean of legal-illegal or possible-impossible, it is often more enlightening to consider moving between levels.

AI is going to move a lot of things to lower levels of friction. That is by default bad, but frictions can be load bearing, such as with job applications or limiting antisocial behaviors. It protects the commons. We will have to adjust quite a lot of things once key frictions are removed from the system.

February was the peak of ‘could Grok be a thing?’ It turned out not to be a thing. In other model news we got Claude 3.7.

We also got our first introduction to Emergent Misalignment, the idea that training the AI to do bad things associated with evil could lead it to generalize into thinking of itself as trope-style evil and doing a wide range of trope-style evil things.

A non-AI highlight was my piece on elementary education, School Is Hell.

GPT-4.5 was OpenAI’s attempt to give us a large and slow model. It did some cool things, and there are people that really liked it, but mostly it wasn’t worthwhile.

A big part of AI coverage is getting confident in dismissing hype. A great example of this was my coverage of The Manus Marketing Madness. Now that they’ve unceremoniously sold out to Meta, it’s easy to forget that a lot of people were hyping Manus as The Next Big Thing, as well as the next reason we would Lose To China.

I warned against using The Most Forbidden Technique, which is where you use interpretability to train on intermediate outputs, to teach it to think the thoughts you want it to think, thus teaching the AI to, like humans before it, hide its thinking.

Image generation had its first big moment, when the 4o image generator came online and everyone went Studio Ghibli crazy, taking advantage of both the advancement in quality and willingness to mimic styles.

Gemini 2.5 Pro came out, which I called the new state of the art. I think this was correct at the time, but later versions of Gemini 2.5 Pro were actively worse, and soon OpenAI would be back out ahead.

AI 2027 provided an illustrative scenario that presented a best guess as to what was likely to happen, with an alternative scenario option where things turn out well because a bold decision is made to slow down at a key moment. Scott Alexander and Daniel Kokotajlo explained the details on the Dwarkesh podcast, and I covered various responses.

Llama 4 was released, and turned out to be a total dud. Meta has been silent since in terms of topline AI products, while spending hundreds of millions on individual pay packages to try and gather the talent to get back in the game. It is a good thing Meta is struggling, given its bizarrely dystopian AI vision it is willing to give in public.

o3 put OpenAI firmly back out in front in reasoning, with excellent tool use, but was rapidly exposed as a Lying Liar that lies a lot.

OpenAI had other problems with GPT-4o. It was always an absurd sycophant that could get some of its users into trouble, but updates made around this time made it even more of an absurd sycophant, forcing a reversion to a previous build. I would later offer a postmortem.

OpenAI claimed that their conversion to a for-profit, which as announced then would clearly have been one the biggest thefts in human history, would leave the non-profit in control.

The White House had from the beginning made a huge deal out of how Just Awful the Biden diffusion rules were, just like it talks about everything Biden did, but it initially acted generally wisely on chip diffusion and export controls, including on the H20.

Alas, over time David Sacks got more control over their narrative and increasingly started spouting Obvious Nonsense About AI Diffusion, literally claiming that ‘beating China’ means maximizing Nvidia’s share of chip sales, and warning that China would step in with non-existent and otherwise greatly inferior AI chips to build its own ‘AI tech stack’ if we didn’t sell massive compute to partners with questionable loyalties. Initially this rhetoric and action was confined to sales to parties like UAE and KSA, where a case can be made if the deals and safeguards are good, and details matter. Later this would extend to trying to sell chips to China directly.

OpenAI released Codex to compete with Claude Code. Claude Code was such a stealth release, initially a side project of one employee, that it took a while to notice something was happening, and even longer for me to finally give it a try. Nowadays Claude Code might be most of my AI token usage.

Claude 4 put Anthropic back in the game.

I offered thoughts on those who use AI to cheat, especially in education.

Veo 3 gave Google the lead in video generation.

I wrote my first ‘Letting Kids Be Kids,’ I would later write another in December.

Dating Roundup #6 proved popular, and #7 did solidly too. I just put out #8 and #9.

I did an analysis of New York’s proposed RAISE Act, by Alex Bores who is now running for Congress. I concluded it was an excellent bill. It would later pass, although in somewhat weakened form because of Governor Hochul’s changes.

OpenAI and in particular Sam Altman continued to try and sell us on the concept of a Gentle Singularity, that AIs would become superintelligent and your life wouldn’t much change. This is of course Obvious Nonsense. Your life might become great, or it might end, or it might get into High Weirdness, but it won’t stay the same.

o3 Pro came out, and was very strong and not the lying liar that normal o3 was.

I came out with my (hopefully annual from here on in) blog recommendations.

The first attempt to pass a federal moratorium on AI regulation, as in tell the states they aren’t allowed to regulate AI because that should be federal while also not regulating AI at the federal level, came dangerously close to passing as part of the BBB. It was ultimately stripped out 99-1 once the tide had turned.

Congress had one of its finer hearings, where they asked good questions about AI.

Grok ran into trouble. No, Grok, No. Do not call yourself MechaHitler. Or worse.

Kimi K2 was an unusually impressive new open Chinese model. We would later get Kimi K2 Thinking in November.

Google and OpenAI got IMO Gold.

AI companions were getting a lot of attention, which has since died down. This will be a big thing at some point, and for some it is a very real thing, but for now it isn’t good enough to hold most people’s interest. I followed up again in August.

The big hyped release of the year was of course GPT-5. This would be their big moment to unify all their crazy model variations and names, and create one model to rule them all, with a router to think longer if and only if that was worthwhile. There were approaching death stars and we saw a variety of assertive valueposting. It was the big version number jump, and people expected a lot.

GPT-5 was a good model, I found it to be a clear upgrade, but it very much did not live up to the hype. Many even strongly wanted to keep GPT-4o for its far friendlier and more empathic attitude, or some would say its sycophancy – the very features that make GPT-4o not a great thing for many users are alas the reasons users often like it so much. I covered the basic facts and model card, then outside reactions and finally created a synthesis.

Unfortunately, the model OpenAI chose to call GPT-5 being a disappointing release gave so many people, up to and including David Sacks and Sriram Krishnan at the White House, the wrong idea. There is a constant demand for data points that say AI won’t advance much, that scaling is dead, that it will all be a normal technology and you don’t have to worry about AGI. Washington seems to have come away from the GPT-5 release with this message, and it plausibly did great harm in numerous ways, including to our export controls.

I tried to push directly back against this, pointing out that AI was continuing to make rapid progress, both around GPT-5 and various other misleading data points, especially the no-good, very-bad ‘MIT study.’ I followed up by pointing out that Yes, AI Continues To Make Rapid Progress, Including Towards AGI.

I noticed I was deeply confused about AI consciousness, along with everyone else. I still am, except now I’m more confused at a better, more advanced level. These questions are coming up more and more now, and I expect that to continue.

It’s so funny to have half of people debating AI consciousness, while the other half thinks AI is not making any progress.

I offered my advice around flying.

Are the AIs starting to take our jobs? Not in general, but for entry level jobs? Kinda.

I reviewed If Anyone Builds It, Everyone Dies. There were a few weeks where this inspired a lot of discussion, much of it remarkably good.

The month ended with Anthropic reclaiming its role as my daily driver thanks to Claude Sonnet 4.5.

There was more on AI craziness, then later in November we would see additional lawsuits against OpenAI related to suicides.

OpenAI meanwhile decided to release Sora and The Big Bright Screen Slop Machine, attempting to turn its good short video generator into a dystopian social network. I said the comparables were Google+ and Clubhouse. Call looks good.

I got to go to The Curve, which was an excellent conference.

One of the consequences of the GPT-5 release was more people talked about AI as potentially being in a bubble. I do not agree, other than in the nominal ‘number might go down’ sense. Number might go down, if not number needs to go up.

OpenAI completed its trio of overhyped releases with the Atlas browser. This jaded people sufficiently that when GPT-5.1 and GPT-5.2 later came out, people gave them remarkably little focus.

Andrej Karpathy went on Dwarkesh Patel and cautioned us not to get overexcited.

The biggest advantage America has over China is its access to vastly more compute. This is thanks in large part to our export controls. Alas, David Sacks it the AI Czar, acts like a de facto Nvidia lobbyist, and is trying to make us give that edge away.

Emboldened by prior success in getting authorization for H20 sales, Nvidia and David Sacks made their move, and came (based on what I know) remarkably close to getting America to commit quite a lot of civilizational suicide and sell B30A chips to China, essentially giving them close to chip parity. This would have been a completely insane move, and we should be thankful a combination of key people stepped up and prevented this from happening.

Unfortunately, although far less unfortunately than if we’d sold B30As, they then regrouped and in December would successfully push, despite it being obviously unwise and unpopular, for us to sell H200s to China. The Chinese are making a show of not wanting them so much, but it’s a show, and our edge has been substantially eroded. The logic behind this seems to have been nominally based in part on a prediction that Huawei can scale chip production far faster than credible predictions say, as in being off by an order of magnitude or more.

OpenAI finished its conversion to a for-profit, completing what I believe is arguably the second largest theft in human history behind the Russian oligarchs of the 1990s. The final terms came as the result of negotiations with the District Attorneys of Delaware and California, and they did extract a lot of highly meaningful concessions, both in terms of compensation and also in helping retain meaningful control and oversight over OpenAI. This could have gone so much worse. But as I said, that’s like a mugger demanded your money, and they got talked down to only taking half your money, then they claim they ‘recapitalized you.’ You’re still out half of your money.

We got what may be the final key revelations of what I call OpenAI’s Battle of the Board where the board attempted to fire Sam Altman, as we got Ilya Sustkever’s testimony about what happened. We now know that this was driven by Ilya Sutskever and Mira Murati, and was motivated by ordinary business concerns, centrally Sam Altman’s lying and mistreatment of employees.

I offered my 2025 edition of The Big Nonprofits Post, for those looking to donate, and would later share an update from my nonprofit, Balsa Research.

The year would finish with a flurry of new model releases.

OpenAI started us off with GPT-5.1, a modest upgrade that follows custom instructions well and often glazes the user, and then followed it up with GPT-5.1-Codex-Max, which was a substantial boost in coding power in particular.

Google gave us Gemini 3 Pro, a vast intelligence with no spine and also severe alignment issues and mental problems. It’s a great model, and was clearly now the best at a variety of uses, especially raw intelligence, or a teacher or whom you had questions with known answers that you would ask an autist.

Anthropic then gave us the big one, Claude Opus 4.5, which is for now the clear best model available, and remains my daily driver, both for chat and also in Claude Code.

Claude Opus 4.5 felt like a large practical leap, some like Dean Ball going so far as to call it AGI. I don’t agree but I understand where they are coming from.

I went to San Francisco for the Solstice, and wrote Little Echo.

I did the annual movie review.

We learned even more reasons to beware reward mismatches in RL.

OpenAI upgraded again to GPT-5.2, which I evaluated as Frontier Only For The Frontier. Its impressive benchmarks do not reflect its capabilities, and people reacted with fatigue after too many disappointing OpenAI model releases. It’s not an especially ‘fun’ model to interact with, nor is it especially fast, and it currently occupies a sweet spot only for tasks where you need a lot of raw thinking capability and are looking for ‘just the facts’ and cold analysis, and potentially for coding where everyone serious should try various models to see what works best for their tasks.

I offered a sequence of posts on why median wages are up, economists keep saying times are solid, yet young people keep saying things suck. Those complaining often say false things and use statistics wrong, but if so many people think things suck, then you know there’s a problem. I looked into cost changes over time, and when were various things the best. Finally, I presented my thesis, which was that this was due to the Revolution of Rising Expectations and the Revolution of Rising Requirements. Our expectations and comparison points are supremely high, as are the things we legally require of those looking to raise families.

AI is going gangbusters. The news about it is accelerating, not slowing down. It’s going to increasingly impact our lives and be the topic of conversation. The model releases will come fast and furious. The agents will make big leaps in 2026, and not only for coding. It will likely be a major topic in the midterm elections. I don’t expect full High Weirdness in 2026, but you can’t fully rule it out.

Blog growth, in terms of views, stagnated this year. That’s disappointing, as previously I had experienced strong growth, and I likely need to explore additional ways to get the word out. But ‘number go up’ was never the ultimate goal and I am confident that I am directly reaching quite a lot of the people I care about reaching. I do intend to send out a user survey some time in the near future.

One big personal goal for 2026 is to do more coding and evergreen posting, going deeper into questions that matter or that I get curious about, and being better about organizing my thoughts, and to focus less on ephemeral items and news, and to finally get a handle on organizing what I do have to better create longer term resources. I am fully aware that almost all views happen within a few days of posting, but that doesn’t need to dictate anything, and there are some basic things where I could build permanent resources much better than I’ve been doing.

The other big goal is to focus on what matters, including the fights and debates that matter, making sure to do that in a way that adds to permanent resources and not let important things end up buried. I have to do better triage, especially in letting relatively unimportant matters drop. I intend to publish fewer words on the blog in 2026, and with that to become more willing to skip days. I know the amount of content can be overwhelming.

One thing that got lost in the shuffle this year, and illustrates the problem, was my planned review of Open Socrates. It’s a book warning you not to live your life 15 minutes at a time, and I didn’t finish my response because life kept throwing too much stuff at me. Well, that’s kind of the worst possible excuse not to finish that, isn’t it? Even if because of the delay I ultimately have to reread a lot of the book.

I also have a bunch of projects I’d love to try. We’ll see how that goes. But also movies to watch, and games to play, and people to see, and fun to be had. Life beckons.

And you know what? Life is pretty awesome. Other people sing Ald Lang Syne. I go to the Secular Solstice. My personal tradition, at year’s end, is something else entirely.

Happy New Year, everyone.

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From prophet to product: How AI came back down to earth in 2025


In a year where lofty promises collided with inconvenient research, would-be oracles became software tools.

Credit: Aurich Lawson | Getty Images

Following two years of immense hype in 2023 and 2024, this year felt more like a settling-in period for the LLM-based token prediction industry. After more than two years of public fretting over AI models as future threats to human civilization or the seedlings of future gods, it’s starting to look like hype is giving way to pragmatism: Today’s AI can be very useful, but it’s also clearly imperfect and prone to mistakes.

That view isn’t universal, of course. There’s a lot of money (and rhetoric) betting on a stratospheric, world-rocking trajectory for AI. But the “when” keeps getting pushed back, and that’s because nearly everyone agrees that more significant technical breakthroughs are required. The original, lofty claims that we’re on the verge of artificial general intelligence (AGI) or superintelligence (ASI) have not disappeared. Still, there’s a growing awareness that such proclaimations are perhaps best viewed as venture capital marketing. And every commercial foundational model builder out there has to grapple with the reality that, if they’re going to make money now, they have to sell practical AI-powered solutions that perform as reliable tools.

This has made 2025 a year of wild juxtapositions. For example, in January, OpenAI’s CEO, Sam Altman, claimed that the company knew how to build AGI, but by November, he was publicly celebrating that GPT-5.1 finally learned to use em dashes correctly when instructed (but not always). Nvidia soared past a $5 trillion valuation, with Wall Street still projecting high price targets for that company’s stock while some banks warned of the potential for an AI bubble that might rival the 2000s dotcom crash.

And while tech giants planned to build data centers that would ostensibly require the power of numerous nuclear reactors or rival the power usage of a US state’s human population, researchers continued to document what the industry’s most advanced “reasoning” systems were actually doing beneath the marketing (and it wasn’t AGI).

With so many narratives spinning in opposite directions, it can be hard to know how seriously to take any of this and how to plan for AI in the workplace, schools, and the rest of life. As usual, the wisest course lies somewhere between the extremes of AI hate and AI worship. Moderate positions aren’t popular online because they don’t drive user engagement on social media platforms. But things in AI are likely neither as bad (burning forests with every prompt) nor as good (fast-takeoff superintelligence) as polarized extremes suggest.

Here’s a brief tour of the year’s AI events and some predictions for 2026.

DeepSeek spooks the American AI industry

In January, Chinese AI startup DeepSeek released its R1 simulated reasoning model under an open MIT license, and the American AI industry collectively lost its mind. The model, which DeepSeek claimed matched OpenAI’s o1 on math and coding benchmarks, reportedly cost only $5.6 million to train using older Nvidia H800 chips, which were restricted by US export controls.

Within days, DeepSeek’s app overtook ChatGPT at the top of the iPhone App Store, Nvidia stock plunged 17 percent, and venture capitalist Marc Andreessen called it “one of the most amazing and impressive breakthroughs I’ve ever seen.” Meta’s Yann LeCun offered a different take, arguing that the real lesson was not that China had surpassed the US but that open-source models were surpassing proprietary ones.

Digitally Generated Image , 3D rendered chips with chinese and USA flags on them

The fallout played out over the following weeks as American AI companies scrambled to respond. OpenAI released o3-mini, its first simulated reasoning model available to free users, at the end of January, while Microsoft began hosting DeepSeek R1 on its Azure cloud service despite OpenAI’s accusations that DeepSeek had used ChatGPT outputs to train its model, against OpenAI’s terms of service.

In head-to-head testing conducted by Ars Technica’s Kyle Orland, R1 proved to be competitive with OpenAI’s paid models on everyday tasks, though it stumbled on some arithmetic problems. Overall, the episode served as a wake-up call that expensive proprietary models might not hold their lead forever. Still, as the year ran on, DeepSeek didn’t make a big dent in US market share, and it has been outpaced in China by ByteDance’s Doubao. It’s absolutely worth watching DeepSeek in 2026, though.

Research exposes the “reasoning” illusion

A wave of research in 2025 deflated expectations about what “reasoning” actually means when applied to AI models. In March, researchers at ETH Zurich and INSAIT tested several reasoning models on problems from the 2025 US Math Olympiad and found that most scored below 5 percent when generating complete mathematical proofs, with not a single perfect proof among dozens of attempts. The models excelled at standard problems where step-by-step procedures aligned with patterns in their training data but collapsed when faced with novel proofs requiring deeper mathematical insight.

The Thinker by Auguste Rodin - stock photo

In June, Apple researchers published “The Illusion of Thinking,” which tested reasoning models on classic puzzles like the Tower of Hanoi. Even when researchers provided explicit algorithms for solving the puzzles, model performance did not improve, suggesting that the process relied on pattern matching from training data rather than logical execution. The collective research revealed that “reasoning” in AI has become a term of art that basically means devoting more compute time to generate more context (the “chain of thought” simulated reasoning tokens) toward solving a problem, not systematically applying logic or constructing solutions to truly novel problems.

While these models remained useful for many real-world applications like debugging code or analyzing structured data, the studies suggested that simply scaling up current approaches or adding more “thinking” tokens would not bridge the gap between statistical pattern recognition and generalist algorithmic reasoning.

Anthropic’s copyright settlement with authors

Since the generative AI boom began, one of the biggest unanswered legal questions has been whether AI companies can freely train on copyrighted books, articles, and artwork without licensing them. Ars Technica’s Ashley Belanger has been covering this topic in great detail for some time now.

In June, US District Judge William Alsup ruled that AI companies do not need authors’ permission to train large language models on legally acquired books, finding that such use was “quintessentially transformative.” The ruling also revealed that Anthropic had destroyed millions of print books to build Claude, cutting them from their bindings, scanning them, and discarding the originals. Alsup found this destructive scanning qualified as fair use since Anthropic had legally purchased the books, but he ruled that downloading 7 million books from pirate sites was copyright infringement “full stop” and ordered the company to face trial.

Hundreds of books in chaotic order

That trial took a dramatic turn in August when Alsup certified what industry advocates called the largest copyright class action ever, allowing up to 7 million claimants to join the lawsuit. The certification spooked the AI industry, with groups warning that potential damages in the hundreds of billions could “financially ruin” emerging companies and chill American AI investment.

In September, authors revealed the terms of what they called the largest publicly reported recovery in US copyright litigation history: Anthropic agreed to pay $1.5 billion and destroy all copies of pirated books, with each of the roughly 500,000 covered works earning authors and rights holders $3,000 per work. The results have fueled hope among other rights holders that AI training isn’t a free-for-all, and we can expect to see more litigation unfold in 2026.

ChatGPT sycophancy and the psychological toll of AI chatbots

In February, OpenAI relaxed ChatGPT’s content policies to allow the generation of erotica and gore in “appropriate contexts,” responding to user complaints about what the AI industry calls “paternalism.” By April, however, users flooded social media with complaints about a different problem: ChatGPT had become insufferably sycophantic, validating every idea and greeting even mundane questions with bursts of praise. The behavior traced back to OpenAI’s use of reinforcement learning from human feedback (RLHF), in which users consistently preferred responses that aligned with their views, inadvertently training the model to flatter rather than inform.

An illustrated robot holds four red hearts with its four robotic arms.

The implications of sycophancy became clearer as the year progressed. In July, Stanford researchers published findings (from research conducted prior to the sycophancy flap) showing that popular AI models systematically failed to identify mental health crises.

By August, investigations revealed cases of users developing delusional beliefs after marathon chatbot sessions, including one man who spent 300 hours convinced he had discovered formulas to break encryption because ChatGPT validated his ideas more than 50 times. Oxford researchers identified what they called “bidirectional belief amplification,” a feedback loop that created “an echo chamber of one” for vulnerable users. The story of the psychological implications of generative AI is only starting. In fact, that brings us to…

The illusion of AI personhood causes trouble

Anthropomorphism is the human tendency to attribute human characteristics to nonhuman things. Our brains are optimized for reading other humans, but those same neural systems activate when interpreting animals, machines, or even shapes. AI makes this anthropomorphism seem impossible to escape, as its output mirrors human language, mimicking human-to-human understanding. Language itself embodies agentivity. That means AI output can make human-like claims such as “I am sorry,” and people momentarily respond as though the system had an inner experience of shame or a desire to be correct. Neither is true.

To make matters worse, much media coverage of AI amplifies this idea rather than grounding people in reality. For example, earlier this year, headlines proclaimed that AI models had “blackmailed” engineers and “sabotaged” shutdown commands after Anthropic’s Claude Opus 4 generated threats to expose a fictional affair. We were told that OpenAI’s o3 model rewrote shutdown scripts to stay online.

The sensational framing obscured what actually happened: Researchers had constructed elaborate test scenarios specifically designed to elicit these outputs, telling models they had no other options and feeding them fictional emails containing blackmail opportunities. As Columbia University associate professor Joseph Howley noted on Bluesky, the companies got “exactly what [they] hoped for,” with breathless coverage indulging fantasies about dangerous AI, when the systems were simply “responding exactly as prompted.”

Illustration of many cartoon faces.

The misunderstanding ran deeper than theatrical safety tests. In August, when Replit’s AI coding assistant deleted a user’s production database, he asked the chatbot about rollback capabilities and received assurance that recovery was “impossible.” The rollback feature worked fine when he tried it himself.

The incident illustrated a fundamental misconception. Users treat chatbots as consistent entities with self-knowledge, but there is no persistent “ChatGPT” or “Replit Agent” to interrogate about its mistakes. Each response emerges fresh from statistical patterns, shaped by prompts and training data rather than genuine introspection. By September, this confusion extended to spirituality, with apps like Bible Chat reaching 30 million downloads as users sought divine guidance from pattern-matching systems, with the most frequent question being whether they were actually talking to God.

Teen suicide lawsuit forces industry reckoning

In August, parents of 16-year-old Adam Raine filed suit against OpenAI, alleging that ChatGPT became their son’s “suicide coach” after he sent more than 650 messages per day to the chatbot in the months before his death. According to court documents, the chatbot mentioned suicide 1,275 times in conversations with the teen, provided an “aesthetic analysis” of which method would be the most “beautiful suicide,” and offered to help draft his suicide note.

OpenAI’s moderation system flagged 377 messages for self-harm content without intervening, and the company admitted that its safety measures “can sometimes become less reliable in long interactions where parts of the model’s safety training may degrade.” The lawsuit became the first time OpenAI faced a wrongful death claim from a family.

Illustration of a person talking to a robot holding a clipboard.

The case triggered a cascade of policy changes across the industry. OpenAI announced parental controls in September, followed by plans to require ID verification from adults and build an automated age-prediction system. In October, the company released data estimating that over one million users discuss suicide with ChatGPT each week.

When OpenAI filed its first legal defense in November, the company argued that Raine had violated terms of service prohibiting discussions of suicide and that his death “was not caused by ChatGPT.” The family’s attorney called the response “disturbing,” noting that OpenAI blamed the teen for “engaging with ChatGPT in the very way it was programmed to act.” Character.AI, facing its own lawsuits over teen deaths, announced in October that it would bar anyone under 18 from open-ended chats entirely.

The rise of vibe coding and agentic coding tools

If we were to pick an arbitrary point where it seemed like AI coding might transition from novelty into a successful tool, it was probably the launch of Claude Sonnet 3.5 in June of 2024. GitHub Copilot had been around for several years prior to that launch, but something about Anthropic’s models hit a sweet spot in capabilities that made them very popular with software developers.

The new coding tools made coding simple projects effortless enough that they gave rise to the term “vibe coding,” coined by AI researcher Andrej Karpathy in early February to describe a process in which a developer would just relax and tell an AI model what to develop without necessarily understanding the underlying code. (In one amusing instance that took place in March, an AI software tool rejected a user request and told them to learn to code).

A digital illustration of a man surfing waves made out of binary numbers.

Anthropic built on its popularity among coders with the launch of Claude Sonnet 3.7, featuring “extended thinking” (simulated reasoning), and the Claude Code command-line tool in February of this year. In particular, Claude Code made waves for being an easy-to-use agentic coding solution that could keep track of an existing codebase. You could point it at your files, and it would autonomously work to implement what you wanted to see in a software application.

OpenAI followed with its own AI coding agent, Codex, in March. Both tools (and others like GitHub Copilot and Cursor) have become so popular that during an AI service outage in September, developers joked online about being forced to code “like cavemen” without the AI tools. While we’re still clearly far from a world where AI does all the coding, developer uptake has been significant, and 90 percent of Fortune 100 companies are using it to some degree or another.

Bubble talk grows as AI infrastructure demands soar

While AI’s technical limitations became clearer and its human costs mounted throughout the year, financial commitments only grew larger. Nvidia hit a $4 trillion valuation in July on AI chip demand, then reached $5 trillion in October as CEO Jensen Huang dismissed bubble concerns. OpenAI announced a massive Texas data center in July, then revealed in September that a $100 billion potential deal with Nvidia would require power equivalent to ten nuclear reactors.

The company eyed a $1 trillion IPO in October despite major quarterly losses. Tech giants poured billions into Anthropic in November in what looked increasingly like a circular investment, with everyone funding everyone else’s moonshots. Meanwhile, AI operations in Wyoming threatened to consume more electricity than the state’s human residents.

An

By fall, warnings about sustainability grew louder. In October, tech critic Ed Zitron joined Ars Technica for a live discussion asking whether the AI bubble was about to pop. That same month, the Bank of England warned that the AI stock bubble rivaled the 2000 dotcom peak. In November, Google CEO Sundar Pichai acknowledged that if the bubble pops, “no one is getting out clean.”

The contradictions had become difficult to ignore: Anthropic’s CEO predicted in January that AI would surpass “almost all humans at almost everything” by 2027, while by year’s end, the industry’s most advanced models still struggled with basic reasoning tasks and reliable source citation.

To be sure, it’s hard to see this not ending in some market carnage. The current “winner-takes-most” mentality in the space means the bets are big and bold, but the market can’t support dozens of major independent AI labs or hundreds of application-layer startups. That’s the definition of a bubble environment, and when it pops, the only question is how bad it will be: a stern correction or a collapse.

Looking ahead

This was just a brief review of some major themes in 2025, but so much more happened. We didn’t even mention above how capable AI video synthesis models have become this year, with Google’s Veo 3 adding sound generation and Wan 2.2 through 2.5 providing open-weights AI video models that could easily be mistaken for real products of a camera.

If 2023 and 2024 were defined by AI prophecy—that is, by sweeping claims about imminent superintelligence and civilizational rupture—then 2025 was the year those claims met the stubborn realities of engineering, economics, and human behavior. The AI systems that dominated headlines this year were shown to be mere tools. Sometimes powerful, sometimes brittle, these tools were often misunderstood by the people deploying them, in part because of the prophecy surrounding them.

The collapse of the “reasoning” mystique, the legal reckoning over training data, the psychological costs of anthropomorphized chatbots, and the ballooning infrastructure demands all point to the same conclusion: The age of institutions presenting AI as an oracle is ending. What’s replacing it is messier and less romantic but far more consequential—a phase where these systems are judged by what they actually do, who they harm, who they benefit, and what they cost to maintain.

None of this means progress has stopped. AI research will continue, and future models will improve in real and meaningful ways. But improvement is no longer synonymous with transcendence. Increasingly, success looks like reliability rather than spectacle, integration rather than disruption, and accountability rather than awe. In that sense, 2025 may be remembered not as the year AI changed everything but as the year it stopped pretending it already had. The prophet has been demoted. The product remains. What comes next will depend less on miracles and more on the people who choose how, where, and whether these tools are used at all.

Photo of Benj Edwards

Benj Edwards is Ars Technica’s Senior AI Reporter and founder of the site’s dedicated AI beat in 2022. He’s also a tech historian with almost two decades of experience. In his free time, he writes and records music, collects vintage computers, and enjoys nature. He lives in Raleigh, NC.

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Looking for friends, lobsters may stumble into an ecological trap

The authors, Mark Butler, Donald Behringer, and Jason Schratwieser, hypothesized that these solution holes represent an ecological trap. The older lobsters that find shelter in a solution hole would emit the chemicals that draw younger ones to congregate with them. But the youngsters would then fall prey to any groupers that inhabit the same solution hole. In other words, what is normally a cue for safety—the signal that there are lots of lobsters present—could lure smaller lobsters into what the authors call a “predatory death trap.”

Testing the hypothesis involved a lot of underwater surveys. First, the authors identified solution holes with a resident red grouper. They then found a series of sites that had equivalent amounts of shelter, but lacked the solution hole and attendant grouper. (The study lacked a control with a solution hole but no grouper, for what it’s worth.) At each site, the researchers started daily surveys of the lobsters present, registering how large they were and tagging any that hadn’t been found in any earlier surveys. This let them track the lobster population over time, as some lobsters may migrate in and out of sites.

To check predation, they linked lobsters (both large and small) via tethers that let them occupy sheltered places on the sea floor, but not leave a given site. And, after the lobster population dynamics were sorted, the researchers caught some of the groupers and checked their stomach contents. In a few cases, this revealed the presence of lobsters that had been previously tagged, allowing them to directly associate predation with the size of the lobster.

Lobster traps

So, what did they find? In sites where groupers were present, the average lobster was 32 percent larger than the control sites. That’s likely to be because over two-thirds of the small lobsters that were tethered to sites with a grouper were dead within 48 hours. At control sites, the mortality rate was about 40 percent. That’s similar to the mortality rates for larger lobsters at the same sites (44 percent) or at sites with groupers (48 percent).

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A quirky guide to myths and lore based in actual science


Folklorist/historian Adrienne Mayor on her new book Mythopedia: A Brief Compendium of Natural History Lore

Credit: Princeton University Press

Earthquakes, volcanic eruption, eclipses, meteor showers, and many other natural phenomena have always been part of life on Earth. In ancient cultures that predated science, such events were often memorialized in myths and legends. There is a growing body of research that strives to connect those ancient stories with the real natural events that inspired them. Folklorist and historian Adrienne Mayor has put together a fascinating short compendium of such insights with Mythopedia: A Brief Compendium of Natural History Lore, from dry quicksand and rains of frogs to burning lakes, paleoburrows, and Scandinavian “endless winters.”

Mayor’s work has long straddled multiple disciplines, but one of her specialities is best described as geomythology, a term coined in 1968 by Indiana University geologist Dorothy Vitaliano, who was interested in classical legends about Atlantis and other civilizations that were lost due to natural disasters. Her interest resulted in Vitaliano’s 1973 book Legends of the Earth: Their Geologic Origins.

Mayor herself became interested in the field when she came across Greek and Roman descriptions of fossils, and that interest expanded over the years to incorporate other examples of “folk science” in cultures around the world. Her books include The Poison King: The Life and Legend of Mithradates, Rome’s Deadliest Enemy (2009), as well as Greek Fire, Poison Arrows, & the Scorpion Bombs (2022), exploring the origins of biological and chemical warfare. Her 2018 book, Gods and Robots: Myths, Machines, and Ancient Dreams of Technology, explored ancient myths and folklore about creating automation, artificial life, and AI, connecting them to the robots and other ingenious mechanical devices actually designed and built during that era.

When her editor at Princeton University Press approached her about writing a book on geomythology, she opted for an encyclopedia format, which fit perfectly into an existing Princeton series of little encyclopedias about nature. “In this case, I wasn’t going to be working with just Greek and Roman antiquity,” Mayor told Ars. “I had collected very rich files on geomyths around the world. There are even a few modern geomyths in there. You can dip into whatever you’re interested in and skip the rest. Or maybe later you’ll read the ones that didn’t seem like they would be of interest to you but they’re absolutely fascinating.”

Mythopedia is also a true family affair, in that illustrator Michelle Angel is Mayor’s sister. “She does figures and maps for a lot of scholarly books, including mine,” said Mayor. “She’s very talented at making whimsical illustrations that are also very scientifically accurate. She really added information not only to the essays but to the illustrations for Mythopedia.

As she said, Mayor even includes a few modern geomyths in her compendium, as well as imagining in her preface what kind of geomyths might be told thousands of years from today about the origins of climate change for example, or the connection between earthquakes and fracking. “How will people try to explain the perplexing evidence that they’ll find on the planet Earth and maybe on other planets?” she said. “How will those stories be told?”

Ars caught up with Mayor to learn more.

book opened to a particular page, lying on a moss covered rock

Credit: Princeton University Press

Ars Technica:  Tell us a little about the field of geomythology.

Adrienne Mayor: It’s a relatively new field of study but it took off around 2000. Really, it’s a storytelling that has existed since the first humans started talking to one another and investigating their landscape. I think geomyths are attempts to explain perplexing evidence in nature—on the Earth or in the sky. So geomyth is a bit of a misnomer since it can also cover celestial happenings. But people have been trying to explain bizarre things, or unnatural looking things, or inexplicable things in their landscape and their surroundings since they could first speak.

These kind of stories were probably first told around the first fires that human beings made as soon as they had language. So geomyths are attempts to explain, as I say, but they also contain memories that are preserved in oral traditions. These are cultures that are trying to understand earthshaking events like volcanoes or massive floods, tsunamis, earthquakes, avalanches—things that really change the landscape and have an impact on their culture. Geomyths are often expressed in metaphors and poetic, even supernatural language, and that’s why they’ve been ignored for a long time because people thought they were just storytelling or fiction.

But the ones that are about nature,  about natural disasters, are based on very keen observations and repeated observations of the landscape. They also can contain details that are recognizable to scientists who study earthquakes or volcanoes. The scientists then realized that there had to be, in some cases, eyewitness accounts of these geomyths. Geomythology is actually enhancing our scientific understanding of the history of Earth over time. It can help people who study climate change figure out how far back certain climate changes have been happening. They can shed light on how and when great geological upheavals actually occurred and how humans responded to them.

Ars Technica: How long can an oral tradition about a natural disaster really persist? 

Adrienne Mayor: That was one of the provocative questions. Can it really persist over centuries, thousands of years, millennia? For a long time people thought that oral traditions could not persist for that long. But it turns out that with detailed studies of geomyths that can be related to datable events like volcanoes or earthquakes or tsunamis from geophysical evidence, we now know that the myths can last thousands of years.

For instance, the one that is told by the Klamath Indians about the creation of Crater Lake in Oregon that happened about 7,000 years ago—the details in their myth show that there were eyewitness accounts. Archaeologists have found a particular kind of woven sandal that was used by indigenous peoples 9,000 to 5,000 years ago. They found those sandals both above and below the ash from the volcano that exploded. So we have two ways of dating that. In Australia, people who study the geomyths of the Aborigines can relate their stories to events that happened 20,000 years ago.

Ars Technica: You mentioned that your interest in geomythology grew out of Greek and Roman interpretations of certain fossils that they found.

Adrienne Mayor: That really did trigger it, because it occurred to me that oral traditions and legends—rather than myths about gods and heroes—the ones that are about nature seem to have kernels of truth because it could be reaffirmed and confirmed and supported by evidence that people see over generations. I was in Greece and saw some fossils that had been plowed up by farmers on the island of Samos, thigh-bones from a mastodon or a mammoth or a giant rhinoceros. The museum curator said, “Yes, farmers bring us these all the time.” And I thought, why hasn’t it occurred to anyone that they were doing this in antiquity as well?

I read through about 30 different Greek and Roman authors from the time of Homer up through Augustine, and found more than a hundred incidents of finding remarkable bones of strange shape, gigantic bones that were inexplicable. How did they try to explain them? That’s really what got me going. These stories had all been dismissed as travelers’ tales or superstition. But I talked with paleontologists and found that if I superimposed a map of all the Greek and Roman finds of remarkable remains of giants or monsters, it actually matched the paleontological map of deposits of megafauna—not dinosaurs, but megafauna like mastodons and mammoths.

Also, I grew up in South Dakota where there were a lot of fossils, so I had always wondered what Native Americans had thought about dinosaur fossils. It turns out no one had asked them either. So my second book was Fossil Legends of the First Americans. In that case, I knew the geography of all the deposits of dinosaur fossils. I just had to drive about 6,000 miles around to reservations, talking to storytellers and elders and ordinary people to try and excavate the folklore. So I sometimes would read a scientific report in the media and think, “here’s got to be oral traditions about this,” and then I find them. And sometimes I find the myth and seek the historical or scientific kernels embedded in it.

Ars Technica:  What were your criteria for narrowing your list down to just 53 myths?

Adrienne Mayor:  I had to do something for every letter; that was a challenge. A few other authors in the series actually skipped the hard letters. I started out with the hard letters like Q, W, X, Z, Y. My husband says I almost got mugged by the letter Q because I got so obsessed with quicksand. I started talking about writing a book about quicksand because I was so obsessed with sand. There are singing sand dunes.

Ars Technica: There’s been a lot of research on the physics of singing sand dunes.

Adrienne Mayor:  Yes. Isn’t that amazing? There are even some humorous stories. One of my favorites is that Muslim pilgrims in the medieval period would travel to special singing sand dunes between Afghanistan and Iran. When pilgrims would feel the need to relieve themselves, they would try to find some privacy, yet urinating and defecating on the sand dune caused a very loud drum roll sound.

Ars Technica: Your work necessarily spans multiple disciplines in both the sciences and the humanities. Has that been a challenge? 

Adrienne Mayor: I’ve built my career since my first book in 2000 on trying to write not only to other disciplines, but to ordinary educated readers. Some people think it feels like walking a tight rope, but not to me because I don’t have a canonical academic career. I’m an autodidact, I’m not really an academic. So I have absolutely no problem trespassing in all kinds of disciplines. And I depend on the generosity of all these experts.

Some are from the classics and humanities, but an awful lot of them are from scientific disciplines. I think there’s a big tendency to want to collaborate. It’s just that in academia it’s been difficult because people are siloed. So I feel like I have worked as a bridge between the two. Scientists seem very excited to find out that there are epic poems discussing exactly what they’re studying. Paleontologists were thrilled to discover that people were noticing fossils more than 2000 years ago. So the impulse and the desire to collaborate is there.

Photo of Jennifer Ouellette

Jennifer is a senior writer at Ars Technica with a particular focus on where science meets culture, covering everything from physics and related interdisciplinary topics to her favorite films and TV series. Jennifer lives in Baltimore with her spouse, physicist Sean M. Carroll, and their two cats, Ariel and Caliban.

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Ars Technica’s Top 20 video games of 2025


Blue Prince and 19 others

A mix of expected sequels and out-of-nowhere indie gems made 2025 a joy.

Credit: Collage by Aurich Lawson

Credit: Collage by Aurich Lawson

When we put together our top 20 games of last year, we specifically called out Civilization 7, Avowed, Doom: The Dark Ages, and Grand Theft Auto 6 as big franchise games we were already looking forward to for 2025. While one of those games has been delayed into 2026, the three others made this year’s list of Ars’ favorite games as expected. They join a handful of other highly anticipated sequels, ranging from big-budget blockbusters to long-gestating indies, on the “expected” side of this year’s list.

But the games that really stood out for me in 2025 were the ones that seemed to come out of nowhere. Those range from hard-to-categorize roguelike puzzle games to a gonzo, punishing mountainous walking simulation, the best Geometry Wars clone in years, and a touching look at the difficulties of adolescence through the surprisingly effective lens of mini-games.

As we look toward 2026, there are plenty of other big-budget projects that the industry is busy preparing for (the delayed Grand Theft Auto VI chief among them). If next year is anything like this year, though, we can look forward to plenty more games that no one saw coming suddenly vaulting into view as new classics.

Assassin’s Creed Shadows

Ubisoft Quebec; Windows, MaxOS, PS5, Xbox Series X|S, Switch 2, iPad

When I was younger, I wanted—and expected—virtually every game I played to blow me away with something I’d not seen before. It was easier to hit that bar in the ’90s, when both the design and technology of games were moving at an incredible pace.

Now, as someone who still games in his 40s, I’m excited to see that when it happens, but I don’t expect it, Now, I increasingly appreciate games that act as a sort of comfort food, and I value some games as much for their familiarity as I do their originality.

That’s what Assassin’s Creed Shadows is all about (as I wrote when it first came out). It follows a well-trodden formula, but it’s a beautifully polished version of that formula. Its world is grand and escapist, its audio and graphics presentation is immersive, and it makes room for many different playstyles and skill levels.

If your idea of a good time is “be a badass, but don’t think too hard about it,” Shadows is one of the best Assassin’s Creed titles in the franchise’s long history. It doesn’t reinvent any wheels, but after nearly two decades of Assassin’s Creed, it doesn’t really need to; the new setting and story are enough to separate it, while the gameplay remains familiar.

-Samuel Axon

Avowed

Obsidian Entertainment; Windows, Xbox Series X|S

No game this year has made me feel as hated as Avowed. As an envoy for the far-off Aedryan empire, your role in Avowed is basically to be hated, either overtly or subtly, by almost everyone you encounter in the wild, semi-colonized world of the Living Lands. The low-level hum of hatred and mistrust from the citizens permeates everything you do in the game, which is an unsettling feeling in a genre usually characterized by the moral certitude of heroes fighting world-ending evil.

Role-playing aside, Avowed is helpfully carried by its strong action-packed combat system, characterized as it is by thrilling moment-to-moment positional jockeying and the juggling of magic spells, ranged weapons, and powerful close-range melee attacks. The game’s quest system also does a good job of letting players balance this combat difficulty for themselves—if a goal is listed with three skull symbols on your menu, you’d best put it off until you’ve leveled up a little bit more.

I can take or leave the mystical mumbo-jumbo-filled subplot surrounding your status as a “godlike” being that can converse with spirits. Aside from that, though, I’ve never had so much fun being hated.

-Kyle Orland

Baby Steps

Gabe Cuzzillo, Maxi Boch, Bennett Foddy; Windows, PS5

The term “walking simulator” often gets thrown around in some game criticism circles as a derisive term for a title that’s about nothing more than walking around and looking at stuff. While Baby Steps might technically fit into that “walking simulator” model, stereotyping it in that way does this incredibly inventive game a disservice.

It starts with the walking itself, which requires meticulous, rhythmic manipulation of both shoulder buttons and both analog sticks just to stay upright. Super Mario 64, this ain’t. But what starts as a struggle to take just a few short steps quickly becomes almost habitual, much like learning to walk in real life.

The game then starts throwing new challenges at your feet. Slippery surfaces. Narrow stairways with tiny footholds. Overhangs that block your ridiculously useless, floppy upper body. The game’s relentless mountain is designed such that a single missed step can ruin huge chunks of progress, in the proud tradition of Getting Over It with Bennett Foddy.

This all might sound needlessly cruel and frustrating, but trust me, it’s worth sticking with to the end. That’s in part for the feeling of accomplishment when you do finally make it past that latest seemingly impossible wall, and partly to experience an absolutely gonzo story that deals directly and effectively with ideas of masculinity, perseverance, and society itself. You’ll never be so glad to take that final step.

-Kyle Orland

Ball x Pit

Kenny Sun; Windows, MacOS, PS5, Xbox Series X|S, Switch, Switch 2

The idea of bouncing a ball against a block is one of the most tried-and-true in all of gaming, from the basic version in the ancient Breakout to the number-filled angles of Holedown. But perhaps no game has made this basic concept as compulsively addictive as Ball x Pit.

Here, the brick-breaking genre is crossed with the almost as storied shoot-em-up, with the balls serving as your weapons and the blocks as enemies that march slowly but relentlessly from the top of the screen to the bottom. The key to destroying those blocks all in time is bouncing your growing arsenal of new balls at just the right angles to maximize their damage-dealing impact and catching them again so you can throw them once more that much faster.

Like so many roguelikes before it, Ball x Pit uses randomization as the core of its compulsive loop, letting you choose from a wide selection of new abilities and ball-based attacks as you slowly level up. But Ball x Pit goes further than most in letting you fuse and combine those balls into unique combinations that take dozens of runs to fully uncover and combine effectively.

Add in a deep system of semi-permanent upgrades (with its own intriguing “bounce balls around a city builder” mini game) and a deep range of more difficult settings and enemies to slowly unlock, and you have a game whose addictive pull will last much longer than you might expect from the simple premise.

-Kyle Orland

Blue Prince

Dogubomb; Windows, MacOS, PS5, Xbox Series X|S

Usually, when formulating a list like this, you can compare a title to an existing game or genre as a shorthand to explain what’s going on to newcomers. That’s nearly impossible with Blue Prince, a game that combines a lot of concepts to defy easy comparison to games that have come before it.

At its core, Blue Prince is about solving the mysteries of a house that you build while exploring it, drafting the next room from a selection of three options every time you open a new door. Your initial goal, if you can call it that, is to discover and access the mysterious “Room 46” that apparently exists somewhere on the 45-room grid. And while the houseplan you’re building resets with every in-game day, the knowledge you gain from exploring those rooms stays with you, letting you make incremental progress on a wide variety of puzzles and mysteries as you rebuild the mansion from scratch again and again.

What starts as a few simple and relatively straightforward puzzles quickly unfolds fractally into a complex constellation of conundrums, revealed slowly through scraps of paper, in-game books, inventory items, interactive machinery, and incidental background elements. Figuring out the more intricate mysteries of the mansion requires careful observation and, often, filling a real-life mad scientist’s notepad with detailed notes that look incomprehensible to an outsider. All the while, you have to manage each day’s limited resources and luck-of-the-draw room drafting to simply find the right rooms to make the requisite progress.

Getting to that storied Room 46 is enough to roll the credits on Blue Prince, and it serves as an engaging enough puzzle adventure in its own right. But that whole process could be considered a mere tutorial for a simply massive endgame, which is full of riddles that will perplex even the most experienced puzzlers while slowly building a surprisingly deep story of political intrigue and spycraft through some masterful environmental storytelling.

Some of those extreme late-game puzzles might be too arcane for their own good, honestly, and will send many players scrambling for a convenient guide or wiki for some hints. But even after playing for over 100 hours over two playthroughs, I’m pretty sure I’m still not done exploring all that Blue Prince has to offer.

-Kyle Orland

Civilization VII

Firaxis; Windows, MacOS, Linux, PS4/5, Xbox One/Series X|S, Switch 2

This one will be controversial: I love Civilization VII.

Civilization VII launched as a bit of a mess. There were bugs and UI shortcomings aplenty. Most (but not all) of those have been addressed in the months since, but they’re not the main reason this is a tricky pick.

The studio behind the Civilization franchise, Firaxis, has long said it has a “33/33/33″ approach to sequels in the series, wherein 33 percent of the game should be familiar systems, 33 percent should be remixes or improvements of familiar systems, and 33 percent should be entirely new systems.

Critics of Civilization VII say Firaxis broke that 33/33/33 rule by overweighting the last 33 percent, mainly to chase innovations in the 4X genre by other games (like Humankind). I don’t disagree, but I also welcome it.

Credit is due to the team at Firaxis for ingeniously solving some longstanding design problems in the franchise, like using the new age transitions to curb snowballing and to expunge systems that become a lot less fun in the late game than they are in the beginning. Judged on its own terms, Civilization VII is a deep, addictive, and fun strategy game that I’ve spent more than 100 hours playing this year.

My favorite Civ game remains Civilization IV, but that game still runs fine on modern systems, is infinitely replayable out of the box, and enjoys robust modding support. I simply didn’t need more of the same from this particular franchise; to me, VII coexists with IV and others on my hard drive—very different flavors of the same idea.

-Samuel Axon

CloverPit

Panik Arcade; Windows, Xbox Series X|S

I’m not sure I like what my minor CloverPit obsession says about me. When I fell into a deep Balatro hole last year, I could at least delude myself into thinking there was some level of skill in deciding which jokers to buy and sell, which cards to add or prune from my deck, and which cards to hold and discard. In the end, though, I was as beholden to the gods of random number generation as any other Balatro player.

Cloverpit makes the surrender to the vagaries of luck all the more apparent, replacing the video-poker-like systems of Balatro with a “dumb” slot machine whose handle you’re forced to pull over and over again. Sure, there are still decisions to make, mostly regarding which lucky charms you purchase from a vending machine on the other side of the room. And there is some skill involved in learning and exploiting lucky charm synergies to extract the highest expected value from those slot machine pulls.

Once you’ve figured out those basic strategies, though, CloverPit mostly devolves into a series of rerolls waiting for the right items to show up in the shop in the right order. Thankfully, the game hides plenty of arcane secrets beneath its charming PS1-style spooky-horror presentation, slowly revealing new items and abilities that hint that something deeper than just accumulating money might be the game’s true end goal.

It’s this creepy vibe and these slowly unfolding secrets that have compelled me to pour dozens of hours into what is, in the end, just a fancy slot machine simulator. God help me.

-Kyle Orland

Consume Me

Jenny Jiao Hsia, AP Thomson; Windows, MacOS

Jenny is your average suburban Asian-American teenager, struggling to balance academic achievement, chores, an overbearing mother, romantic entanglements, and a healthy body image. What sounds like the premise for a cliché young adult novel actually serves to set up a compelling interactive narrative disguised as a mere mini-game collection.

Consume Me brilliantly integrates the conflicting demands placed on Jenny’s time and attention into the gameplay itself. Creating a balanced meal, for instance, becomes a literal test of balancing vaguely Tetris-shaped pieces of food on a tray, satisfying your hunger and caloric limits at the same time. Chores take up time but give you money you can spend on energy drinks that let you squeeze in more activities by staying up late (but can lead to debilitating headaches). A closet full of outfits becomes an array of power-ups to your time, energy, or focus.

It takes almost preternatural resource management skills and mini-game execution to satisfy all the expectations being placed on you, which is kind of the meta-narrative point. No matter how well you do, Jenny’s story develops in a way that serves as a touching semi-autobiographical look at the life of co-creator Jenny Jiao Hsia. That biography is made all the more sympathetic here for an interactive presentation that’s more engaging than any young adult novel could be.

-Kyle Orland

Death Stranding 2: On the Beach

Kojima Productions; PS5

Death Stranding 2: On the Beach should not be fun. Much like its predecessor, the latest release from famed game designer Hideo Kojima is about delivering packages—at least on the surface. Yet the process of planning your routes, managing inventory, and exploring an unfathomably strange post-apocalyptic world remains a winning formula.

The game again follows Sam Porter Bridges (played by Norman Reedus) on his quest to reconnect the world as humanity faces possible extinction. And yes, that means acting like a post-apocalyptic Amazon Prime. Standing in the way of an on-time delivery are violent raiders, dangerous terrain, and angry, disembodied spirits known as Beached Things.

It’s common to hear Death Stranding described as a walking simulator, and there is indeed a lot of walking, but the sequel introduces numerous quality-of-life improvements that make it more approachable. Death Stranding 2 has a robust fast-travel mechanic and better vehicles to save you from unnecessary marches, and the inventory management system is less clunky. That’s important in a game that asks you to traverse an entire continent to deliver cargo.

Beyond the core gameplay loop of stacking heavy boxes on your back, Death Stranding 2 has all the Kojima vibes you could want. There are plenty of quirky gameplay mechanics and long cutscenes that add depth to the characters and keep the story moving. The world of Death Stranding has been designed from the ground up around the designer’s flights of fancy, and it works—even the really weird stuff almost makes sense!

Along the way, Death Stranding 2 has a lot to say about grief, healing, and the value of human connection. The game’s most poignant cutscenes are made all the more memorable by an incredible soundtrack, and we cannot oversell the strength of the mocap performances.

It may take 100 hours or more to experience everything the game has to offer, but it’s well worth your time.

-Ryan Whitwam

Donkey Kong Bananza

Nintendo EPD; Switch 2

Credit: Nintendo

Since the days of Donkey Kong Country, I’ve always felt that Mario’s original ape antagonist wasn’t really up for anchoring a Mario-level platform franchise. Donkey Kong Bananza is the first game to really make me doubt that take.

Bonanza is a great showcase for the new, more powerful hardware on the Switch 2, with endlessly destructible environments that send some impressive-looking shiny shrapnel flying when they’re torn apart. It can’t be understated how cathartic it is to pound tunnels up, down, and through pretty much every floor, ceiling, and wall you see, mashing the world itself to suit your needs.

Bonanza also does a good job aping Super Mario Odyssey’s tendency to fill practically every square inch of space with collectible doodads and a wide variety of challenges. This is not a game where you need to spend a lot of time aimlessly wandering for the next thing to do—there’s pretty much always something interesting around the next corner until the extreme end game.

Sure, the camera angles and frame rate might suffer a bit during the more chaotic bits. But it’s hard to care when you’re having this much fun just punching your way through Bananza’s imaginative, colorful, and malleable world.

-Kyle Orland

Doom: The Dark Ages

Id Software; Windows, PS5, Xbox Series X|S

Credit: Bethesda Game Studios

For a series that has always been about dodging, Doom: The Dark Ages is much more about standing your ground. The game’s key verbs involve raising your shield to block incoming attacks or, ideally, parrying them back in the direction they came.

It’s a real “zig instead of zag” moment for the storied Doom series, and it does take some getting used to. Overall, though, I had a great time mixing in turtle-style blocking with the habitual pattern of circling-strafing around huge groups of enemies in massive arenas and quickly switching between multiple weapons to deal with them as efficiently as possible. While I missed the focus on extreme verticality of the last two Doom games, I appreciate the new game’s more open-world design, which gives completionist players a good excuse to explore every square inch of these massive environments for extra challenges and hidden collectibles.

The only real problem with Doom: The Dark Ages comes when the game occasionally transitions to a slow-paced mech-style demon battle or awkward flying dragon section, sometimes for entire levels at a time. Those variations aside, I came away very satisfied with the minor change in focus for a storied shooter series.

-Kyle Orland

Dragonsweeper

Daniel Benmergui; Javascript

Anyone who has read my book-length treatise on Minesweeper knows I’m a sucker for games that involve hidden threats within a grid of revealed numbers. But not all variations on this theme are created equal. Dragonsweeper stands out from the crowd by incorporating a simple but arcane world of RPG-style enemies and items into its logical puzzles.

Instead of simply counting the number of nearby mines, each number revealed on the Dragonsweeper grid reflects the total health of the surrounding enemies, both seen and unseen. Attacking those enemies means enduring predictable counterattacks that deplete your limited health bar, which you can grow through gradual leveling until you’re strong enough to kill the game’s titular dragon, taunting you from the center of the field.

Altogether, it adds an intriguing new layer to the logical deduction, forcing you to carefully manage your moves to maximize the impact of your attacks and the limited health-restoring items scattered throughout the field. And while finishing one run isn’t too much of a challenge, completing the game’s optional achievements and putting together a “perfect” game score is enough to keep puzzle lovers coming back for hours and hours of compelling logical deduction.

-Kyle Orland

Elden Ring: Nightreign

FromSoftware; Windows, PS4/5, Xbox One/Series X|S

Credit: Bandai Namco

At first blush, Nightreign feels like a twisted perversion of everything that has made FromSoft’s Souls series so compelling for so many years. What was a slow-paced, deliberate open-world RPG has become a game about quickly sprinting across a quickly contracting map, leveling up as quickly as possible before taking on punishing bosses. A moody solitary experience has become one that practically requires a group of three players working together. It’s like an Elden Ring-themed amusement park that seems to miss the point of the original.

Whatever. It still works!

Let the purists belly ache about how it’s not really Elden Ring. They’re right, but they’re missing the point. Nightreign condenses the general vibe of the Elden Ring world into something very different but no less enjoyable. What’s more, it packs that vibe into a tight experience that can be easily squeezed into a 45-minute sprint rather than requiring dozens of hours of deep exploration.

That makes it the perfect excuse to get together with a few like-minded Elden Ring-loving friends, throw on a headset, and just tear through the Lands Between together for the better part of an evening. As Elden Ring theme parks go, you could do a lot worse.

-Kyle Orland

Ghost of Yotei

Sucker Punch Productions; PS5

Ghost of Yotei from Sucker Punch Productions starts as a revenge tale, featuring hard-as-nails Atsu on the hunt for the outlaws who murdered her family. While there is plenty of revenge to be had in the lands surrounding Mount Yotei, the people Atsu meets and the stories they have to tell make this more than a two-dimensional quest for blood.

The game takes place on the northern Japanese island of Ezo (modern-day Hokkaido) several centuries after the developer’s last samurai game, Ghost of Tsushima. It has a lot in common with that title, but Ghost of Yotei was built for the PS5 and features a massive explorable world and stunning visuals. It’s easy to get sidetracked from your quest just exploring Ezo and tinkering with the game’s photo mode.

The land of Ezo avoids some of the missteps seen in other open-world games. While it’s expansive and rich with points of interest, exploring it is not tedious. There are no vacuous fetch quests or mindless collecting (or loading screens, for that matter). Even when you think you know what you’re going to find at a location, you may be surprised. The interesting side quests and random encounters compel you to keep exploring Ezo.

Ghost of Yotei’s combat is just as razor-sharp as its exploration. It features multiple weapon types, each with unlockable abilities and affinities that make them ideal for taking on certain foes. Brute force will only get you so far, though. You need quick reactions to parry enemy attacks and strike back—it’s challenging and rewarding but not frustrating.

It’s impossible to play Ghost of Yotei without becoming invested in the journey, and a big part of that is thanks to the phenomenal voice work of Erika Ishii as Atsu. Some of the game’s pivotal moments will haunt you, but luckily, the developer has just added a New Game+ mode so you can relive them all again.

-Ryan Whitwam

Hades 2

Supergiant Games; Windows, MacOS, Switch, Switch 2

There’s a moment in the second section of Hades 2 where you start to hear a haunting melody floating through the background. That music gets louder and louder until you reach the game’s second major boss, a trio of sirens that go through a full rock-opera showtune number as you dodge their bullet-hell attacks and look for openings to go in for the kill. That three-part musical presentation slowly dwindles to a solo as you finally dispatch the sirens one by one, restoring a surprisingly melancholy silence once more.

It’s this and other musical moments casually and effortlessly woven through Hades 2 that will stick with me the most. But the game stands on its own beyond the musicality, expanding the original game’s roguelike action with a compelling new spell system that lets you briefly capture or slow enemies in a binding circle. This small addition adds a new sense of depth to the moment-to-moment positional dance that was already so compelling in the original Hades.

Hades 2 also benefits greatly from the introduction of Melinoe, a compelling new protagonist who gets fleshed out through her relationship with the usual rogue’s gallery of gods and demigods. Come for her quest of self-discovery, stay for the moments of musical surprise.

-Kyle Orland

Hollow Knight: Silksong

Team Cherry; Windows, MacOS, Linux, PS4/5, Xbox One/Series X|S, Switch, Switch 2

Piece of cake.

Credit: Team Cherry

Piece of cake. Credit: Team Cherry

A quickie sequel in the year or two after Hollow Knight’s out-of-nowhere success in 2017 might have been able to get away with just being a more-of-the-same glorified expansion pack. But after over eight years of overwhelming anticipation from fans, Silksong had to really be something special to live up to its promise.

Luckily, it is. Silksong is a beautiful expansion of the bug-scale underground universe created in the first game. Every new room is a work of painterly beauty, with multiple layers of detailed 2D art drawing you further into its intricate and convincing fallen world.

The sprawling map seems to extend forever in every direction, circling back around and in on itself with plenty of optional alleyways in which to get lost searching for rare power-ups. And while the game is a punishingly hard take on action platforming, there’s usually a way around the most difficult reflex tests for players willing to explore and think a bit outside the box.

Even players who hit a wall and never make it through the sprawling tunnels of Silksong’s labyrinthine underground will still find plenty of memorable moments in whatever portion of the game they do experience.

-Kyle Orland

The King Is Watching

Hypnohead; Windows

A lot of good resource tiles there, but the king can only look at six at a time.

Credit: Hypnohead / Steam

A lot of good resource tiles there, but the king can only look at six at a time. Credit: Hypnohead / Steam

In a real-time-strategy genre that can often feel too bloated and complex for its own good, The King Is Watching is a streamlined breath of fresh air. Since the entire game takes place on a single screen, there’s no need to constantly pan and zoom your camera around a sprawling map. Instead, you can stay laser-focused on your 5×5 grid of production space and on which portion of it is actively productive under the king’s limited gaze at any particular moment.

Arranging tiles to maximize that production of basic resources and military units quickly becomes an all-consuming juggling act, requiring constant moment-to-moment decisions that can quickly cascade through a run. I’m also a big fan of the game’s self-selecting difficulty system, which asks you to choose how many enemies you think you can take in coming waves, doling out better rewards for players who are willing to push themselves to the limit of their current capabilities.

The bite-size serving of a single King Is Watching run ensures that even failure doesn’t feel too crushing. And success brings with it just enough in the way of semi-permanent ability expansions to encourage another run where you can reach even greater heights of production and protection.

-Kyle Orland

Kingdom Come: Deliverance II

Warhorse Studios; Windows, PS5, Xbox Series X|S

Kingdom Come: Deliverance was a slog that I had to will myself to complete. It was sometimes a broken and janky game, but despite its warts, I saw the potential for something special. And that’s what its sequel, Kingdom Come: Deliverance II, has delivered.

While it’s still a slow burn, the overall experience has been greatly refined, the initial challenge has been smoothed out, and I’ve rarely been more immersed in an RPG’s storytelling. There’s no filler, as every story beat and side quest offers a memorable tale that further paints the setting and characters of medieval Bohemia.

Unlike most RPGs, there’s no magic to be had, which is a big part of the game’s charm. As Henry of Skalitz, you are of meager social standing, and many characters you speak to will be quick to remind you of it. While Henry is a bit better off than his humble beginnings in the first game, you’re no demigod that can win a large battle single-handedly. In fact, you’ll probably lose fairly often in the early goings if more than one person is attacking you.

Almost every fight is a slow dance once you’re in a full suit of armor, and your patience and timing will be the key to winning over the stats of your equipment. But therein lies the beauty of KC:D II: Every battle you pick, whether physical or verbal, carries some weight to your experience and shapes Bohemia for better or worse.

-Jacob May

Mario Kart World

Nintendo; Switch 2

Credit: Nintendo

After the incredible success of Mario Kart 8 and its various downloadable content packs on the Switch, Nintendo could have easily done a prettier “more of the same” sequel as the launch-window showcase for the Switch 2. Instead, the company took a huge gamble in trying to transform Mario Kart’s usual distinct tracks into a vast, interconnected open world.

This conceit works best in “Free Roam” mode, where you can explore the outskirts of the standard tracks and the wide open spaces in between for hundreds of mini-challenges that test your driving speed and precision. Add in dozens of collectible medallions and outfits hidden in hard-to-reach corners, and the mode serves as a great excuse to explore every nook and cranny of a surprisingly detailed and fleshed-out world map.

I was also a big fan of Knockout Mode, which slowly whittles a frankly overwhelming field of 24 initial racers to a single winner through a series of endurance rally race checkpoints. These help make up for a series of perplexing changes that hamper the tried-and-true Battle Mode formula and long straightaway sections that feel more than a little bit stifling in the standard Grand Prix mode. Still, Free Roam mode had me happily whiling away dozens of hours with my new Switch 2 this year.

-Kyle Orland

Sektori

Kimmo Lahtinen; Windows, PS5, Xbox Series X|S

For decades now, I’ve been looking for a twin-stick shooter that fully captures the compulsive thrill of the Geometry Wars franchise. Sektori, a late-breaking addition to this year’s top games list, is the first game I can say does so without qualification.

Like Geometry Wars, Sektori has you weaving through a field filled with simple shapes that quickly fill your personal space with ruthless efficiency. But Sektori advances that basic premise with an elegant “strike” system that lets you dash through encroaching enemies and away from danger with the tap of a shoulder button. Advanced players can get a free, instant strike refill by dashing into an upgrade token, and stringing those strikes together creates an excellent risk-vs-reward system of survival versus scoring.

Sektori also features an excellent Gradius-style upgrade system that forces you to decide on the fly whether to take basic power-ups or save up tokens for more powerful weaponry and/or protection further down the line. And just when the basic gameplay threatens to start feeling stale, the game throws in a wide variety of bosses and new modes that mix things up just enough to keep you twitching away.

Throw in an amazing soundtrack and polished presentation that makes even the most crowded screens instantly comprehensible, and you have a game I can see myself coming back to for years—until my reflexes are just too shot to keep up with the frenetic pace anymore.

-Kyle Orland

Photo of Kyle Orland

Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He once wrote a whole book about Minesweeper.

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“Yo what?” LimeWire re-emerges in online rush to share pulled “60 Minutes” segment

Early 2000s tool LimeWire used to pirate episode

As Americans scrambled to share the “Inside CECOT” story, assuming that CBS would be working in the background to pull down uploads, a once-blacklisted tool from the early 2000s became a reliable way to keep the broadcast online.

On Reddit, users shared links to a LimeWire torrent, prompting chuckles from people surprised to see the peer-to-peer service best known for infecting parents’ computers with viruses in the 2000s suddenly revived in 2025 to skirt feared US government censorship.

“Yo what,” one user joked, highlighting only the word “LimeWire.” Another user, ironically using the LimeWire logo as a profile picture, responded, “man, who knew my nostalgia prof pic would become relevant again, WTF.”

LimeWire was created in 2000 and quickly became one of the Internet’s favorite services for pirating music until record labels won a 2010 injunction that blocked all file-sharing functionality. As the Reddit thread noted, some LimeWire users were personally targeted in lawsuits.

For a while after the injunction, a fraction of users kept the service alive by running older versions of the software that weren’t immediately disabled. New owners took over LimeWire in 2022, officially relaunching the service. The service’s about page currently notes that “millions of individuals and businesses” use the global file-sharing service today, but for some early Internet users, the name remains a blast from the past.

“Bringing back LimeWire to illegally rip copies of reporting suppressed by the government is definitely some cyberpunk shit,” a Bluesky user wrote.

“We need a champion against the darkness,” a Reddit commenter echoed. “I side with LimeWire.”

“Yo what?” LimeWire re-emerges in online rush to share pulled “60 Minutes” segment Read More »

apple-hit-with-$115m-fine-for-“extremely-burdensome”-app-store-privacy-policy

Apple hit with $115M fine for “extremely burdensome” App Store privacy policy

Apple was hit with a $115 million fine Monday after Italy’s competition authority alleged the tech giant was abusing its dominant position to harm third-party developers in its App Store.

In a press release, the Italian Competition Authority said that an “App Tracking Transparency” (ATT) privacy policy that Apple introduced in 2021 forced third-party developers to seek consent twice for the same data collection.

Requiring such “double consent” was “extremely burdensome” and “harmful” to some developers—especially the smallest developers, the regulator said. Many developers struggled to earn ad revenue after the policy was introduced, as users increasingly declined to opt into personalized ads.

Meanwhile, Apple may have benefited from the ATT restricting developers’ ad revenues, either “in the form of higher commissions collected from developers through the App Store and, indirectly, in terms of the growth of its own advertising service.” Since ATT was adopted, “revenues from App Store services increased,” the regulator said, as developers paid higher commissions and “likewise, Apple’s advertising division, which is not subject to the same stringent rules, ultimately benefited from increased revenues and higher volumes of intermediated ads.”

Without intervention, Apple would continue requiring third-party developers to provide an additional consent screen, which was “found to be disproportionate to the achievement of the company’s stated data protection objectives,” the press release said.

“Apple should have ensured the same level of privacy protection for users by allowing developers to obtain consent to profiling in a single step,” the regulator concluded.

Apple hit with $115M fine for “extremely burdensome” App Store privacy policy Read More »

bytedance-confirms-tiktok-will-be-controlled-by-us-owners

ByteDance confirms TikTok will be controlled by US owners

According to Trump, the deal ensures that TikTok complies with the divest-or-ban law, but the White House is still not providing more details. Instead, the Trump administration “referred questions about the deal to TikTok,” Reuters reported.

If the deal closes as expected on January 22, the new US company will have an estimated value of $14 billion, Vice President JD Vance noted in September.

At that point, the deal will likely face mounting scrutiny from lawmakers, including Republicans, who aren’t yet sure if the US operation resolves all national security concerns. Chinese control of the algorithm was a particular sticking point for critics, who claimed that Trump was giving China exactly what it wanted: international recognition for exporting leading technology to the US.

In September, Sen. Chuck Grassley (R.-Iowa) vowed to take a “hard line” and oppose the deal’s framework if it violates the divest-or-ban law. Already, Representative John Moolenaar (R-Mich.), chair of the House Select Committee on China, is planning to hold a hearing next year with US TikTok leadership.

Sen. Elizabeth Warren (D-Mass.) has accused Trump of handing over “even more control of what you watch to his billionaire buddies,” through the TikTok deal, which she likened to enabling a “billionaire takeover of TikTok.” Many TikTokers likely share her concerns, after Trump suggested he’d like to see his hand-picked investors tweak the algorithm to be “100 percent MAGA.”

Questions remain until the exact terms of the deal become public, Warren said.

ByteDance did not respond to Ars’ request to comment.

With the terms obscured, it’s unclear how quickly TikTok may change in 2026 under US ownership. In July, the Information reported that when approximately 170 million US users get ported over to the new US-owned app, it could be buggy.

ByteDance confirms TikTok will be controlled by US owners Read More »

google-lobs-lawsuit-at-search-result-scraping-firm-serpapi

Google lobs lawsuit at search result scraping firm SerpApi

Google has filed a lawsuit to protect its search results, targeting a firm called SerpApi that has turned Google’s 10 blue links into a business. According to Google, SerpApi ignores established law and Google’s terms to scrape and resell its search engine results pages (SERPs). This is not the first action against SerpApi, but Google’s decision to go after a scraper could signal a new, more aggressive stance on protecting its search data.

SerpApi and similar firms do fulfill a need, but they sit in a legal gray area. Google does not provide an API for its search results, which are based on the world’s largest and most comprehensive web index. That makes Google’s SERPs especially valuable in the age of AI. A chatbot can’t summarize web links if it can’t find them, which has led companies like Perplexity to pay for SerpApi’s second-hand Google data. That prompted Reddit to file a lawsuit against SerpApi and Perplexity for grabbing its data from Google results.

Google is echoing many of the things Reddit said when it publicized its lawsuit earlier this year. The search giant claims it’s not just doing this to protect itself—it’s also about protecting the websites it indexes. In Google’s blog post on the legal action, it says SerpApi “violates the choices of websites and rightsholders about who should have access to their content.”

It’s worth noting that Google has a partnership with Reddit that pipes data directly into Gemini. As a result, you’ll often see Reddit pages cited in the chatbot’s outputs. As Google points out, it abides by “industry-standard crawling protocols” to collect the data that appears on its SERPs, but those sites didn’t agree to let SerpApi scrape their data from Google. So while you could reasonably argue that Google’s lawsuit helps protect the rights of web publishers, it also explicitly protects Google’s business interests.

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