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Desus & Mero Talk About the Heroic Child Who Curved Donald Trump

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Tiffany Trump became a bit of a national treasure when she curved her father's kiss on live television after the last presidential debate. However, she was overshadowed this week by a little girl Donald Trump brought on stage during a rally in Wisconsin who avoided the nominee's uncomfortable affection with finesse.

The kid swerved Donald's kiss not once, but twice—throwing shade the entire time Trump repeatedly called her "beautiful." So with this knowledge in hand, Desus Nice and the Kid Mero took on this Trumptastic moment on the second episode of their late night VICELAND talk show, Desus & Mero.

Although it's nice to see Trump get utterly rejected, there's nothing more uncomfortable than watching him creep on a child and pretend to be a wholesome family man while the allegations about his predatory behavior continue to grow. Props to this little girl who wouldn't let Trump make her his next Ivanka.

Later in the episode, Desus and Mero gave a few shout outs to some of the most outstanding citizens of the week, all of whom will definitely restore your faith in humanity. Check it below.

You can watch the first and second episode of Desus & Mero for free online now, and be sure to catch new episodes weeknights at 11 PM ET/PT on VICELAND.


Oakland Rapper Kamaiyah Is Repping for West Coast Women

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Portrait by Emman Montalvan

This article appeared in the October issue of VICE magazine. Click HERE to subscribe.

On the evening of September 7, Kamaiyah, the 24-year-old rising Bay Area rapper, opened New York University's Mystery Concert. She walked onstage wearing a red, green, and beige camouflage Adidas jacket, matching sweatpants, and gold grills. The Cali-flavored, 90s R&B inspired beat of her newest track, "How You Want It," dropped, and she spit: "2016 I'm the, I'm the / I tell 'em 2016, I'm the, I'm the / I tell 'em 2016, I'm the West Coast queen / Till I'm 26 clean." She swaggered under the stage's purple florescent lights and turned autobiographical: "East Oakland Gs till I die, I will bang it / Ice-street queen, bitch, my name's on the pavement."

Until January, Kamaiyah was a relatively unknown aspiring rapper, holding down three security jobs. She poured all her paychecks into studio time and videos for herself and the rap group the Big Money Gang. "He kidnapped me, so I couldn't go back to work," she told me, swinging her micro-braids toward her manager, Francois Wiley, as the three of us ate lunch on the day of the NYU show. "I grew up in Oakland, too," said Wiley, who first came across Kamaiyah's music on Twitter. "When I heard her, I knew we had to move on her fast." He paused and said, "When I actually met her, she was wearing her uniform! I told her she had to quit."

Last November, Wiley went to Oakland for Thanksgiving to see his family and meet the rapper for the first time in person. Eight days later, he invited Kamaiyah to come back to Los Angeles with him for a recording session. She agreed, only if he would fly her down during the week, so she could be back in Oakland to work her weekend security shifts.

"I got in the studio, and I recorded all night," she said. Looking down at the Moroccan tagine she ordered, in her characteristically low voice, she explained that even after a record deal was imminent she refused to quit her day job. "I was scared. I was like, I don't know what's going to happen, and we were going back-and-forth with labels trying to figure out what I wanted to do," she said. Kamaiyah, who played SXSW in March and was fresh from FYF Fest in Los Angeles when we met, was rightfully concerned about deciding which label to call home. "I didn't want anyone to come in and package me. Even with getting my deal now, they don't too much tell me what to do," she said of the contract she signed with Interscope Records, shortly after meeting Wiley. "I tell them what to do. I am like, I came to you guys how I was. The package is already there. You just need to sell the package."

One of the eight tracks she recorded during the initial meeting with Wiley is the currently charting YG Still Brazy single "Why You Always Hatin?," a collaboration that also features Drake. Kamaiyah told me she had initially recorded the track solo because, "I was tired of people hating on me." A month after her first session in Los Angeles, she quit her jobs and moved there to focus on making music.

"I want to become something and actually live my life. When I die, I want to be like, I done did everything that I wanted to do. I don't want to die early because I am in the wrong place at the wrong time." —Kamaiyah

The MC was born Kamaiyah Jamesha Johnson on March 13, 1992, in East Oakland, a predominantly black working-class area. She refers to her experiences in the neighborhood as "a typical ghetto story." When Kamaiyah was five, she was put in foster care because her mother was abusive. By seven years old, Kamaiyah and her two older brothers were living permanently with her grandmother. She told me her father was always in jail, and when she was ten years old, she discovered he was addicted to crack. "He had a reaction and started tripping out and shit," she recalled, looking as if she still can't believe it. "I was like, What the hell is wrong with him?" she said. The experience has stuck with the Oakland newcomer; unlike some rappers who glorify selling and using cocaine, molly, and other pills, Kamaiyah's feel-good lyrics on tracks like "I'm on" and "Mo Money Mo Problems," for instance, veer away from the escapism of drugs.

Sitting in the restaurant in SoHo, I noticed the half sleeve on the artist's right arm includes a tattoo of Susie Carmichael, the precocious toddler from the 90s Nickelodeon series Rugrats. "I always liked Susie because she was the intelligent one," Kamaiyah said. "You only saw Susie if she was in the library or giving them game on how to get away from Angelica." A couple of seconds later, she added, "The Rugrats is one of my favorite shows because as a kid it taught me how to be strong, resilient, and not afraid. There was a message on that cartoon."

Another message Kamaiyah took to heart came when she was 14 years old. A kid she had grown up with and admired, Ronald Hall, a basketball star and straight-A student on his way to college on a sports scholarship, was shot in the head when someone opened fire on April, 17, 2006, outside a Bay Area club. "Man, it was sad, and it hit me kind of hard," she told me. "He was the first person I knew who died," she said, quietly. "For me, it was like, I gotta get the fuck out of here. It's like at any given time it can be you. It doesn't matter who you are—you could be the mailman, and someone decides to do a drive-by, and you are delivering mail and you are dead just because of the area you are in." Her words picking up speed, she declared, "I don't want to die like that. I want to become something and actually live my life. When I die, I want to be like, I done did everything that I wanted to do." Repeating herself, she said, "I don't want to die early because I am in the wrong place at the wrong time."

Kamaiyah first became interested in music when she was eight years old and saw the video for Bow Wow's "Bow Wow (That My Name)," featuring West Coast rap legend, Snoop Dogg. "It inspired me like, If he a kid, I'm a kid, so if he could do it, I could too. That's the first time I sat down and actually tried to write. Once I realized it rhymed and made sense, I never stopped." For many of her teen years, she said she experimented with her look and sound. She started the local crew Big Money Gang with rappers Joe Banguh, HottBoy Zay (now known as Zay' M), and the Baybee. A 2013 release called "All I Think About," which has garnered tens of thousands of views on YouTube, features a younger Kamaiyah. She dances around in the clip, eventually delivering a lyrical flow that sounds a lot like a feminized version of Juvenile, the Cash Money Records artist.

The sound on her debut mixtape, A Good Night in the Ghetto, reflects years of perfecting her craft. The 16-track tape borrows heavily from 90s R&B and rap; it samples SWV's slow-moving "Always on My Mind" and includes a track named after Biggie's "Mo Money Mo Problems," as well as K.P. & Envyi's melodic 1998 single, "Swing My Way." "My structure is really similar to the 90s. I am essentially doing the same thing as they were doing but in 2016," said the musician. "I'm taking these old records and flipping them and putting my own style on them. That's kind of what Puffy and them were doing." The video for "How You Want It" presents her style as a cross between Missy Elliott's and TLC's. The feel-good nature of Biggie's "Juicy" inspired A Good Night's clear highlight and hit "How Does It Feel."

The project's other tracks blend funky electronic sounds with dance influences that amplify Kamaiyah's no-nonsense lyrics. "One Love" features her childhood friends, the Big Money Gang and Netta Brielle, and "Fuck It Up" sees another collaboration with YG. The most emotional track is her last, "For My Dawg," an ode to her best friend, James De'Andre Burks, who died from osteosarcoma earlier this year. The whole tape, which took Kamaiyah two weeks to record, gives off a breezy, celebratory West Coast vibe that pushes away from the harsh realities of growing up on High Street to document the good times and the riches to come. She flaunts having made it by outwitting the streets, and, on the song, "Niggas," the men life has put in her way.

"I feel like there's never been a 'me,'" she said as we wrapped up lunch. "I'm from the West Coast, and I'm a female rapper. I can't limit myself to anyone else's labels." She went on, "For me, A Good Night in the Ghetto was just about having a good time and nobody fighting or nothing. That's why the cover looks like that. Everybody is happy. I got the drink and the chips—it was a party." One that she wants to invite all of her peers to, and that doesn't appear to be anywhere close to ending. "I created this record for 18- to 25-year-olds to feel good. I feel like there is so much pressure during that time to find yourself that people don't understand it's OK to have fun and not have your shit together. I always look at my generation like, everyone want everything to come fast. But everything doesn't come fast. You have to work for it."

This article appeared in the October issue of VICE magazine. Click HERE to subscribe.

​Why Are So Many Horror Films Christian Propaganda?

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When it comes to Christian propaganda films, most people think of the obnoxious God's Not Dead, or Nic Cage's get-me-out-of-IRS-debt Left Behind—criticially reviled assaults on the secular world that occasionally make a lot of money. But there's another genre that seems to have the same proselytizing agenda that champions Christianity and demonizes all other faiths (including the faithless): horror movies.

Every year we endure more of these predictably edited, laughably plotted thrillers centered around a young girl foolishly toying with the tools of Satan (usually a Ouija Board), becoming possessed by a demon, and then being exorcised by a priest who was struggling with his faith but now sees the error of rational thinking.

It's true that not all horror films serve as mouthpieces for Christianity—there are even a few examples that condemn church leaders—but nearly any horror film that touches on the supernatural will either condemn the faithless ( The Conjuring, The Rite ), frame non-Jesus religions as spooky (The Wicker Man, The Exorcist, Sinister ), or claim that Biblical prophecy is coming to pass (Legion, The Omen). Even slasher films with no ties to religion often dabble in moralistic tropes against drugs, premarital sex, or doing anything the least bit salacious.

" see their jobs as being missionaries for Christianity, and film is their missionary tool. Fear is a missionary tool."
—Hector Avalos

When I was a kid growing up in the satanic panic of the early 90s, I was never allowed in the horror section of our local video shop. We were evangelical Christians who believed in "spiritual warfare," the idea that angels and demons are around us at all times, fighting for our soul. Watching movies like The Craft or Bram Stoker's Dracula could be an invitation for demonic possession. Looking back as an adult atheist, I don't see very much distance between the message I was taught by the church (Satan is everywhere, and you need the Bible to protect you) and that of many scary movies. It would make sense for Christian parents to show these movies to their kids as a biblical version of Schoolhouse Rock!

But the real question is: Are the producers of these films intentionally feeding us Christian propaganda (the way Communists in Hollywood were accused of poisoning minds in the 40s and 50s), or are they just using cultural devices that we're familiar with in order to scare us?

"Many of these films are explicitly Christian propaganda with a missionary agenda," says Hector Avalos, a professor of religious studies at Iowa State University who teaches a class on religion and film. Avalos compares movies like The Omen to Mel Gibson's The Passion of the Christ , claiming they both have an agenda. "Many filmmakers actually believe in the message of their films. They see their jobs as being missionaries for Christianity, and film is their missionary tool. Fear is a missionary tool. The message is that evil is real enough to be feared, and that you should view Christianity or religion as the best answer."

'The Conjuring'

Avalos points to 2013's The Conjuring (the "true story" tale of Christian ghost-hunters that has since developed a franchise of spinoffs), which closes with text quoted from the real life ghost-hunter the film is based around: "Diabolical forces are formidable. These forces are eternal and they exist today. The fairy tale is true. The devil exists. God exists. And for us, as people, our very destiny hinges upon which one we elect to follow."

The Warner Bros. film was marketed to faith-based institutions, and in an interview with the Christian Post about the sequel, co-writer Chad Hills said, "Conjuring 2 is a story told through the eyes of believers, whose strongest weapon is their faith in God. Our film allows believers and nonbelievers to travel their journey with them, and in some ways, maybe affect someone who is on the edge of faith, and somehow give them the strength they need."

Most horror filmmakers aren't so overt in their proselytizing, and possibly don't have any conscious religious agenda at all, according to David Morgan, a religion and art history professor at Duke. Morgan has studied centuries of paintings and literature that use religious fear to shape societal behavior, and while he agrees that there is often a moralistic finger-wagging to horror films, he doesn't believe that they qualify as Christian propaganda.

"The filmmakers aren't necessarily using propaganda, but are banking on a cultural currency," he said. "They know that large segments of the population have a cultural literacy about vice and virtue, and hell as a concept. are more of a utility with the aim to entertain people."

That's a fair point, but it's worth looking at where the cultural currency of demonic possession and hauntings comes from: It's either from the church or scary movies, both of which are usually absorbed in childhood. Children aren't typically skeptics of religion or horror movies, rarely objecting to either on the basis of science or rationality. They tend to believe unconditionally, and their convictions are cemented in proportion to their level of fear, which makes them the perfect candidates for the propaganda of religious terror of horror films. When I was a kid, my friends and I had no trouble believing the outrageous rumors about Marilyn Manson concerts, the scores of "satanic" murders sweeping the country, or the idea that so much as touching a Ouija board would result in your body and soul being hijacked by a demon. We lived in near constant terror of the evil that surrounded us.



'The Rite'

I suppose to some extent the cinematic experience seeks to give us the awe and wonder of childhood. So it makes sense that horror filmmakers continue to utilize childish notions about holy water and crucifixes. But, as an adult, supernatural films that claim to be "based on a true story" are nothing more than patronizing. Believers claim there are many "unexplained events" in the world that prove God's existence, such as an exorcism where an uneducated peasant girl speaks ancient Latin, or a haunted house whose walls bleed "666." These stories typically come from horror films like The Exorcism of Emily Rose or The Amityville Horror, whose "true stories" have been roundly criticized and debunked.

This conundrum has far more nefarious implications than merely agitating an atheist millennial. While I'm forced to admit that 2015's The Witch was a cinematic masterpiece, it's centered around the same premise as The Conjuring, asserting that victims of the Puritan witch hunt in the 17th century were justifiably executed, as they really were murdering babies under the orders of Satan. These assertions have real-life consequences, as evidenced in the documentary Saving Africa's Witch Children, where torture, abandonment, starvation, and murder are inflicted on children after evangelical missionaries convince Nigerians that there are witches among them.

The same goes for any films involving exorcism. For centuries, mentally ill human beings in need of scientific medical treatment were systematically tortured by priests who are convinced that the sick are communing with a demon rather than an illness. What's next, a movie about how the Spanish inquisitors were really heroes when they stretched, sliced, and burned people alive?

The next time you are thinking of handing over $15 to watch yet another film about victims of a haunted house, vampires, or a Ouija board, and who can only be saved by a priest and his magic water, ask yourself why you still find this stuff scary—and what dangerous ideas you are financially endorsing in the pursuit of a good adrenaline rush.

Follow Josiah M. Hesse on Twitter.

Narcomania: Meeting the Drug Users Who've Avoided a Criminal Record in a British Decriminalization Scheme

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Someone doing a corner of coke (Photo: Michael Segalov)

This morning we exclusively revealed that two British police forces – Durham and Somerset & Avon – have for several months been trialling "diversion" schemes, where people caught carrying personal amounts of drugs (including crack and heroin) have been referred to drug education workshops rather than getting a criminal record for drug possession, in what could signal the first steps towards the decriminalisation of drugs in Britain.

So what actually happens if you're caught in possession of drugs in Bristol under this new scheme, and take the offer of completing a drug education workshop instead of getting a criminal record? I went to one in Bristol to find out.

The workshop, run by drug charity Swanswell, takes place in a meeting room in a drug service in the St Pauls area of Bristol. Neither Josh nor Andy, the two drug workers running this session, are the stereotypical, pony-tailed drug worker type. Josh is a 24-year-old with a psychology degree and Andy a 51-year-old former prison officer. Both are straight talking and respectful to the participants, as most drug workers are.

As with most of the 185 people who have turned up for one of these workshops there's a spread of drug users here. Five of them were caught with cannabis, three with MDMA, two with cocaine and two with speed.

"This group of people wouldn't normally come into contact with drug services," says Josh before the group turns up. "It's a chance for them to understand risks and damage that can be caused by taking drugs and to tell them if they go down a certain path it could be problematic."

One by one, ten of the 11 people booked onto the workshop arrive for the 1PM start, showing ID to prove who they are. The youngest is 18-year-old Jake and the oldest is a woman in her fifties called Maria. Most here today – as is the case across the scheme – are men in their twenties and thirties.

There's a bit of footy banter about the Cardiff City v Bristol City game later that day, but there's a pretty awkward, elevator-style silence, with some looking at their phones or into space. When I later ask them about their reaction to being offered the chance to attend a drug workshop instead of getting a court summons, unsurprisingly they all say variations of the same thing: "Thank fuck for that," or, "I signed up straight away."

Josh starts by explaining that they are not here to judge or get into a three-hour argument about the merits of cannabis legalisation. Instead, they'll be talking about some of the consequences of taking drugs. The "ice breaker" stretches that expression a bit; Josh has a "wheel of drugs" on the projector screen and every time he presses his gadget a spinning arrow lands on a different drug and the group is asked to talk about the effects of that substance. They are not bad at this game.

In a discussion about how drugs these days often contain unreliable, sometimes dangerous, chemicals – such as "rat poison and brick dust" (both of which are urban myths, btw) – it surfaces that one of those present was caught with a bag of speed that turned out to be an inert powder.

That person is Terry, a middle-aged ex-army man wearing an England shirt. He says that although he's "anti-drugs" he was given a spoonful worth of speed in a baggie in a pub for £20 a few weeks back, "because someone told me it would help my hangover". He was just about to snort a line in a cubicle when a bouncer kicked the door down and called the cops.

The letter you receive when you complete the drugs education programme

Andy, the ex-prison officer, runs though his version of the Faces of Meth: drug horror images of people with no teeth, colostomy bags and abscesses. Josh goes through how a drugs caution or conviction can jeopardise future work or travel plans – for example, not getting into America.

Maria, the middle-aged woman, who discretely managed to have a five-minute nap under her hoodie earlier, starts complaining. She says she's been smoking cannabis for 30 years, has a Masters degree and would rather pay a £1,000 fine than be here. Yet, 20 minutes later, possibly realising she might "fail" the workshop, she admits she actually is glad to be here because otherwise she might lose her job in clinical research if the case ends up in court.

She explains she was arrested at home with an eighth of weed after a nuisance neighbour in her upmarket street told police she was wandering around the house with an axe. She says she wasn't, but armed police did turn up and that's when they found the drugs.

Next, a peer mentor – someone who has experienced problems with drugs – arrives to talk from the heart about how things can go wrong. Only, this guy – who looks like he'd be at home at the bar in From Dusk Till Dawn – is perhaps a little too aggressive, warning the group about the perils of crack addiction by pointing out they could lose their kids and end up "shitting yourself down the back of your trousers".

WATCH: 'The Truth About Ecstasy', the first episode of 'High Society', our new documentary series about drugs in the UK.

Most people here have not been arrested for drugs before. Nearly all of them have jobs and have had to lie to their bosses to attend. As they take turns to have one-on-ones with the drug workers, I chat to some of the other participants.

Jim and Nathan, in their mid-twenties, are both chefs at the same restaurant in Bristol. They arrived here after being picked up by police outside a bar with two ecstasy pills each in their pockets. They were up front with their boss about today's visit and he was fine with it.

Arthur, a heavily tattooed guy in his late twenties, ended up getting caught with cocaine after he was arrested for fighting outside a pub.

I speak to the 18-year-old, Jake. He's here after being caught walking into a pub with a £10 bag of weed. It wasn't his fault; his friend essentially grassed him up by asking, "Did you manage to get in with the weed?" within earshot of the doorman they'd just walked past. He's never been in trouble with the police before and told his mum the night he got caught with the cannabis. Luckily for him, this programme has meant he has avoided a potentially ruinous criminal record.

"I think it's the best way, to allow someone arrested for a drug offence to have a chance to redeem themselves and not have such an ugly offence on their record," he says.

No doubt, many would agree.

@Narcomania

The VICE Guide to the 2016 Election: How to Prepare for the Final Presidential Debate

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Photo via Flickr user kaktuslampan

1. Go home after a long, exhausting day managing the corporate social media accounts of a variety of regional fast food chains, the names of which you can't reveal because of strict NDAs. You also can't reveal your salary not because of any legal document but because you make so much money that it embarrasses you, as does the amount you spend renting your coworking space. Your passion, which you haven't been doing enough of, is building your own ventriloquist dummies for a one-man show you've been working on for the past two years about your childhood and your love of the ocean. This is totally normal.

2. Google "What time is the debate on tonight?" and scroll through the results hoping you can find out without have to click anything. "A third US presidential debate: What's the point?" reads one link you don't click on. "Benghazi victim's mom to attend third presidential debate" says another. Open another tab in your browser. Think about maybe watching some porn? No.

3. Open Facebook.

4. Close Facebook.

5. Text your roommates: "Debate watching tonight? Where?"

6. Turn on the TV just to hear some sort of comforting noise. On Law & Order, a woman is in tears as Sam Waterston badgers her into admitting that she killed her own daughter. On the next channel over, a bald man demonstrates for everyone how to use a new kind of drill. "No complicated attachments to deal with!" he says. "Look at it go, even through that brick!"

7. Change the channel to a debate preview. Put it on mute.

8. Open a beer and look out into the alley. Something has gotten into the garbage and is rustling around inside of it and the noise sounds too loud, as if you were standing right next to the—raccoon? rat? stray dog?—pawing through the trash.

9. Contemplate for a second, the way distance has seemed to cease meaning anything this year. On the TV five feet away from you, two people are about to argue over which of them should take over the most powerful nation on the planet. In your pocket, inside the circuitry of your phone, a million angry voices, each somehow unique. All that seems somehow more immediate than that beater of a car at the end of your block, but less real.

10. The car, you notice, has an entire back seat filled entirely with garbage: ancient computer parts, scrap metal, trash bags slashed open to reveal what looks like some sort of insulation. It's been there for days, or maybe weeks. Something going on there.

11. Open another beer.

12. Flip on Tinder, even though you know you should be doing something productive, like working on your dummies or at least cleaning up your room. You don't even really want to go out with anyone, and your swiping is driven by a vaguely voyeuristic impulse. Who are the people floating out there in the internet? Do they feel the same pangs that course through you?

13. Open another beer.

14. Deal with some urgent, complicated, but NDA-protected business involving the founder of an Illinois burrito franchise going on Facebook to rank the industriousness of various nationalities. This is why they pay you the embarrassing bucks.

15. Unmute the television. The debate is close enough now that the camera is turned to the debate hall, which is in Vegas but could be anywhere. The candidates aren't here so you have a view of the Declaration of Independence, a reminder that the country was founded on grievance, it's just that back then they expressed rage so much more artfully, couched it in philosophy.

16. Get two responses from your roommates on the order of, "Nah dude, in Jeresy still" and, "At my girl's," respectively.

17. Take your six-pack for a walk. The street is weirdly empty, like, is everyone inside watching this thing? Is the idea that they want to be informed citizens, they need more Trump glowers, more Clinton deflections and stern rhetoric, to make up their minds? Or is this basically entertainment at this point—I mean, two people who hate each other forced to answer uncomfortable questions about their worst mistakes for half an hour, what could be better television? What could happen that would change anyone's mind? What is left to be said?

18. Drink on your porch and watch nothing in particular happen.

19. Think about the vastness of the ocean, which, as mentioned earlier, is one of the themes of your one-man show but also something that has intensely fascinated you for your entire life. You remember going to your family's beach house when you were five, before your dad's streak of good investing luck crashed horribly, and at night staring out at the blackness of the water. It was impossible to see where the water began but there was this immense wall of noise coming at you, an otherworldly hiss, and that was the first time you ever conceived of the idea that there are things much, much bigger than you.

20. You look up to see if there are any stars peaking through the light pollution. Nope.

21. Finish your beer and wonder if you should have another one, because one more beer would probably take this beyond "casual weekday night drinking" to a Thing, and you don't want to be too drunk in case either of your roommates come home and start thinking of you as the Weird Drinks Alone Guy.

22. Open another beer.

23. Go around to the alley feeling pretty good, actually, like you're getting away with something (and it is true that you are ignoring a couple scathing posts from something called the Illinois Immigrant Action Network, but nothing you can really do about that). This is your porch, your yard, your beer, and you feel that warm American glow of ownership, the way a settler must have felt slicing a plow into unfriendly soil (or whatever) for the first time—this is a crappy land, yes, but it is my land. Take a piss against the side of your house.

24. Swerve around the corner into the trash area and see, no lie, a fox suddenly skitter out into the glow of a streetlight. Do they have foxes here? They do. It's looking right at you, eyes like a couple marbles, body oddly scrawny and strung-out. You've never seen a fox before but this one looks unwell. It pads away completely silently, like a rag being carried away by the breeze. You feel like you have made contact with something and you make a vow that you will carry this feeling of otherworldliness around, a vow that you have made before, at other moments of brushing up against the sublime, but always forget minutes after.

25. Go back inside your house, which now seems small and cramped. Try to microwave a burrito, a process that takes you a while and also strikes you as funny. Realize that you're pretty drunk.

26. You don't really want the burrito.

27. Check Twitter, see a flood of unfamiliar jokes and memes unspool out. The debate has started.

28. Go to bed.

Follow Harry Cheadle on Twitter.

The VICE Guide to Right Now: You Can Hold Your Own Debate Thanks to These Trump and Hillary Chat Bots

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Original image via Heyday

If you've been spending most of the debates this election screaming at the television and arguing with whichever candidate you find most repulsive, you now have a chance to let your voice be heard—well, sort of.

Canadian AI company Heyday just released Debate Bots, two nifty little chat bots that answer as either Donald Trump or Hillary Clinton, so you can stand at your own podium and grill them on the issues. The bots work by pulling key words and phrases from the transcripts of the previous two 90-minute debates, as well as some important quotes and tweets from the election cycle.

You can shoot Trump a text at +1 (202) 8-DONALD, or hit up Hillary at +1 (646) 36-CLINT, and start hurling questions at them. You can ask them about everything, from Trump's odd love affair with Putin to Clinton's disappearing emails. Here's what happened when we asked Trump about his sexual assault allegations:

Hillary's responses tend to be a little more rehearsed, but her bot still went on a weird tangent about bullying when asked about her education plan.

While the chat bots aren't Westworld-level real, shouting at a robo-Hillary via text is probably a better outlet for your debate anger than rubbing your ass against a lawn sign or whatever.

Read: Someone Turned the Presidential Debate into an Episode of 'Arrested Development'

A Walk-Through Video from Birmingham's $12-Billion Brothel

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Father-son bonding can take myriad forms. Building bikes, ice fishing, playing football in the living room, running a super brothel in inner-city Birmingham.

Only problem with that last one is that it's very illegal, as 66-year-old Achilleos Neophytou and his 25-year-old son Stefanos Neophytou found out recently, each sentenced – as they were – to a 27-month prison sentence after admitting to running a brothel for the purposes of prostitution. The manager of "Birmingham's only five-star parlour and club", Martin Tierney, received a ten-month suspended sentence, and the club's receptionist – along with a couple of other women – have received community service hours.

Libra Club in Hockley was busted by West Midlands Police, who then filmed the interior of the club and posted the footage online. The clip shows a red lit room, feat. a stripper pole, disco ball and cash machine, as well as an adjoining corridor of "cell rooms" – in the words of James Curtis, the Crown Court Prosecutor. The footage also showed a supply closet stocked with towels and rows of high heels.

While they knew about the brothel for years, Detective Chief Inspector Chris Mallett claimed its staff were all working there willingly in safe conditions, and police therefore chose to bide their time to gather enough evidence to shut the club down for good. What provoked the full operation was the violent kidnapping of Stefanos in 2014 by a gang, suggesting that the brothel was linked to violent crime in the area.

In a subsequent undercover operation in February of 2015, police found a man and a woman having sex and were offered "full services" by female workers, before they realised that there "was not a massage bed in sight".

The court heard that the club made £7.5 million in five years. Which perhaps isn't a surprising amount, given the "conveyer-belt of prostitution" that Judge Richard Bond described the business as. Up to 20 women serviced 200 customers a day, with a £10 entrance charge, and room and "therapists'" fees running up to an extra £170 for the VIP room (jacuzzi included).

The police seized tens of thousands of pounds of cash during the operation, and Mallett stated that the police "will now seek to claw back the ill-gotten gains" of the brothel through the Proceeds of Crime Act.

More on VICE:

Sex Workers Talk About Their Dating Lives

Sex Workers in Hackney Can't Get Support Unless The Police Are Involved

Sex Workers in the UK's 'Legal Red Light District' Tell Us What It's Like to Work There

We Asked Drug Dealers About the Times They Almost Got Caught

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Photos by author.

Every broke person who's bought drugs at one point or another has briefly considered selling them. What's not to love about the job? It's easy to get into, requires no credentials, gives you a fleeting sense of "cool" among (some) friends, and can allow you to make lots of money very quickly. It is the dick-growth pill of the job world—the one (and perhaps only) get-rich-quick scheme that will remain valid for as long as drugs stay criminalized.

It is, of course, very illegal, and depending on what you're selling (or where you live), the fines and charges that come along with trafficking drugs can range from a slap on the wrist to life in prison. For anybody who takes on the duty of dealing, this is a risk and responsibility one must stomach. After all, as most dealers have told me—not every dealer gets caught, but most (if not every dealer) has at least one close call. To get a better look at what that's like, we spoke to three dealers who had razor-sharp grazes with NARCs, security, and police.

"Dom"
21
Toronto
Sold cocaine, sells "just a little weed now."

The first time I sold coke was because I tried to quit using it when I was 18. I had been abusing it at parties for about a year before that, but there was a few weeks after my 18th birthday that I started to do bumps before work and in the morning. I would skip coffee sometimes.

I was a smart—that sounds pretentious—I felt like a smart kid, and I knew that what was happening was that I was becoming addicted, y'know, so I just thought, "Okay, I should become more business-minded about this." I had an eight-ball sitting in my dresser, and I just started texting friends that Friday. "You want some?" You know? Or like, "I got snow. Hit me up."

That ended up snowballing for, excuse the pun, a bit, and then I started getting a bigger dealer to spot me two ounces for a week turn around. I got a few friends to start selling—and then I stopped because they were being stupid with it. Really careless. I kept moving that amount but more independently and I used a burner, only had one other guy distributing and he didn't know who I was. Just had my number and made pickups.

Funny enough, I did this while in school and it was all going well, but I was still using my own stuff. Not like crazy or during the daytime, but I liked using it to work and get myself organized. I got a little too carried away once and did a line behind a stack of books I had at my school library. Real quick, I tried to keep it quiet, but it was crazy because about ten minutes later, I noticed five or six security guards come out of the elevator and right at me. They pointed at me and I think I swallowed my soul. I ended up running into the handicapped bathroom and flushed the is not ideal because, like, it's your own supply and you can only get them from a doctor, but also because the people who buy them are all over the place. Students only want them for special projects or for when they're trying to really clear through a bunch of work, and there's only a rare few who are seriously addicted but don't have the nuts and bolts ready to go to a doctor about it. Those were unfortunately my most reliable for selling pills to—Vyvanse, Adderall, or whatever, they would take them for anywhere from $10-20 a piece (depending on the dosage), and would buy all of it.

One kid really, really wanted them more often than I could supply though, and we ran into each other on his campus one time. He confronted me because I hadn't been replying to his texts (author's note: Express says he was out of pills and had anxiety about admitting that), and I tried to just diffuse the situation because he kept yelling. A cop was nearby and ended up coming over, and I literally shit. The officer asked what was wrong, and this kid, the fucking audacity, says, "He's a fucking drug dealer."

The cop just looked at me very seriously, but he had no reason to search me (author's note: Express says that he had three grams of coke on him at the time), so he just kind of started asking probing questions and making notes. He ended up taking my full name, address, all that, and then left. After that, I kind of just stopped doing it. It was pretty good money but, fuck, that shit was way too much for me. I looked up online what the consequences were for possession of even a few grams of blow, and wow, it scared me. The moment you ask if it's really worth it is somewhere after getting away and realizing what could have happened. That was it for me.

Follow Jake Kivanc on Twitter.



The VICE Guide to Right Now: Man Attempts to Conceal 7ft Venetian Blind in His Clothes, Fails Impressively

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Sometimes you see something and it makes everything alright. You see it and you can imagine peace in the Middle East, no more murders, no more racism. Everyone in the world at one with each other. A picture of tranquillity that fills the heart with joy and dreamy hope. These images are few and far between, usually stopping like deer in a set of headlights, only to gallop gracefully off into the misty forest of memory.

I present you with one such image:

This unnamed man – who I wish to believe is the reincarnation of Jesus of Nazareth – slid an entire Venetian blind onto his spine and popped the hood of his jacket over it, as if to protect it. He shoplifted the sun blocker from a Dunelm Mill store in Nene Valley Retail Park, Northampton, at around 2PM on Sunday. The blind also went through one of his trouser legs, such was its length (7ft, to be precise), acting as a kind of makeshift full body brace. Staff caught on to his ruse (somehow) and followed him out of the shop, where he abandoned the blind near a canal.

The situation calls for many questions to be asked, which include, but are certainly not limited to: How strong was this man's desire for a Venetian blind that he needed to shoplift one? Was the blind for him or perhaps a friend or relative? Maybe it was their birthday, or they were on their deathbed and their desire was to, just this once, have a Venetian blind? If you're going to nick a 7ft blind, wouldn't you just run outside with it instead of going through the rigmarole of putting in your clothes, stressing out in the knowledge that you have not done a good job whatsoever of hiding your crime?

Plus: where did the stuffing of the blind into his tracksuit take place? Did he take the blinds to the toilet? Did no one see him do that? How was he bending his knee to walk if he had the blind down his leg? What's he thinking when he's looking in the mirror in the lift? Is there a hint of regret in his eyes? Or, as I like to believe, is he thinking, 'You've done it again, you bloody genius!'

And so on.

More from VICE:

Inside the World of Britain's Professional Shoplifters

'Yomango' Is Barcelona's Ideological Shoplifting Movement

A Girl's Guide to Breaking the Law In Style


Why These Americans Refuse to Vote

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Donald Trump and Hillary Clinton at a recent presidential debate. (MANDEL NGAN/AFP/Getty Images)

In Nevada, residents are afforded a luxury not enjoyed by any other Americans: When they trudge to the polls next month, they'll have the chance to check a box that reads, "None of These Candidates." Nevada voters are statutorily entitled to signal their discontent with the entire array of presidential contenders before them by saying "screw it" and selecting that particular option. And it's not a joke—this ultimate "F you!" has actually won various Nevada state primary elections in the past.

One can only guess what percentage of voters would choose "none" were the option available nationwide, but there are some clues it'd find sizable traction: Donald Trump and Hillary Clinton are the two most despised major party nominees in modern electoral history. But outside Nevada, there's no way to formally register your across-the-board disillusionment with the political system that produced them: You've got to pick Hillary Clinton, Donald Trump, or one of the third-party also-rans. (Or you could write somebody in, such as Fred Flintstone or LeBron James.)

Or you could just not vote.

This last option is hardly ever mentioned by serious people who analyze politics professionally. To them, it's a mark of shame: Not voting for one of the two major candidates is routinely decried as a fundamentally dishonorable course of action, as if by withholding the franchise one is forsaking the sacrifices of our war dead out of some misguided notion of aggrievement. If you don't vote, you are neglecting your sacred duties as a citizen of this great nation; in a September plea to black Americans, Barack Obama said it would be a "personal insult" if they didn't turn out for Clinton.

Yet there's evidence that fewer people are buying that narrative. The September before every presidential election, the pollster Gallup asks respondents whether they plan to vote, and this year, just 47 percent of people aged 18 to 34 say they "definitely" will—down from 74 percent in 2008.

"This whole obsession with, 'Your vote makes all the difference, and everyone has to vote!' is propaganda."
–Ron Paul

Frequently, the widespread lack of enthusiasm and/or desire to vote is portrayed as a failing of the voters themselves, rather than a flaw in the political system that has alienated them. But this is a fundamental misapplication of blame.

Former congressman Ron Paul, who ran for president three times—in 1988 as the Libertarian Party nominee and 2008 and 2012 as a Republican primary candidate—certainly doesn't begrudge non-voters. "If people don't think voting is worthwhile, they shouldn't vote," he told me. "This whole obsession with, 'Your vote makes all the difference, and everyone has to vote!' is propaganda."

That might sound slightly odd coming from a longtime politician whose professional status depended on winning votes, but Paul says his campaigns were always focused on proving that his arguments and ideas were sound and should be implemented, rather than coercing support from unwilling citizens. "Who cares whether they don't vote, other than the people who want an endorsement for the system of power, and want the public to believe they've done something very important?" he asked. "In a free country, you have a right to be apathetic."

One typical argument marshaled against the utility of voting is that your individual ballot won't decide the election and therefore casting it is a waste of time. While theoretically valid, that's more a matter of statistical abstraction than moral judgment. Most nonvoters I've spoken to have chosen that tact as a means of refusing to legitimize the political order as it's currently constituted.

A call I put out on Twitter yielded similar sentiments from people on the right, left, and everywhere in between.

One member of the US military currently stationed in Iraq wrote to tell me he had already sent in his absentee ballot. "As a conservative, I cannot in good conscience support either morally and politically corrupt liberals running, and Gary Johnson is quite possibly insane," he told me. So he simply left the presidential field blank, which isn't a good sign for Trump given that the voter is registered in North Carolina, a critical swing state.

"I'm writing in Bernie Sanders, and I do not consider it a protest or wasted vote," wrote one person in Maryland. "I'm abstaining from voting... and I moved to Germany because I don't want to be a part of the sideshow any more," wrote another.

Jill Stein, the Green Party nominee for president, acknowledges the rationale behind this kind of conscious abstention. "If people are being thrown under the bus by a political system as they are right now, I think it's hard to fault them for not wanting to vote for political predators," she told me. "The emphasis needs to be not on the voters who are the victims of a predatory system, but on this system which is making a mockery of democracy." (Stein will hold a livestream on Facebook during the final presidential debate Wednesday night, for those who think she might pose a viable alternative to such predation.)

None of the people I spoke to are declining to vote out naïveté, or because they'd prefer to go to the movies on November 8, but rather because of a well-considered strategic calculus. Whoever wins next month, he or she will claim a governing "mandate" based on their victorious popular-vote total. Depriving them of votes and lessening this total will therefore weaken their mandate, these nonvoters say, and marginally diminish their ability to instate an agenda. Furthermore, if overall rates of voter participation plummet, it will confer a general sense of illegitimacy to the victor—that's no guarantee of any kind of meaningful bulwark against President Hillary or President Trump, but at least it's better than voting for someone you hate.

"I will go to the polls because my state has marijuana initiatives on the ballot. I'll vote down ticket," said one person in Massachusetts. "But I won't buy into this presidential shell game with the same asshole under each shell."

Follow Michael Tracey on Twitter.

​Man Who Said His Penis Was Too Small to Rape Sex Workers Has Been Found Guilty

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Jacques Rouschop. Image via police

A Vanier, Ontario man was found guilty on Tuesday of raping two sex workers by a jury that rejected his defence that his penis was too small to commit the crimes.

Jacques "Porkchop" Rouschop, who last week offered to "whip out" his penis to a judge in court, had claimed his penis was too small to assault someone with, that his belly was too big, that his hernia made it too painful to have sex from behind, and that his arms were too short to choke someone.

The 44-year-old, who has been convicted of sexual assault twice before, said he had the "penis of a seven-year-old"—photos of it were shown in court, and a nurse who measured it testified that it was one inch long when flaccid, and two inches when erect.

During the three-week trial, two sex workers testified that he choked them until they blacked out in the back of his pickup truck in 2013, according to the Ottawa Citizen.

The jury took less than 24 hours to pronounce Rouschop, who has also been publicly linked by police to the 2013 murder of another sex worker named Amy Paul, and a convicted serial thief, guilty of aggravated sex assault and choking.

"I'm numb. I can't believe this is happening. There are things the jury never heard. I can't believe this is happening after I went public with (the size of my penis)," he told the Citizen from jail on Tuesday.

One of the sex workers testified that Rouschop was a regular client and had been for years — neither she nor the other complainant remembered him having a small penis. Both women said they were pressured by police to come forward.

Rouschop's lawyer Natasha Calvinho had told the court during closing statements that her client was the subject of a "witch hunt" by police, who were pursuing him as a suspect in the Paul homicide. Rouschop has never been charged in that crime, and has maintained his innocence, saying he was out of town on the night of the murder, stealing lawn tractors.

"I submit that they harassed, they cajoled, they persuaded, they bought and they befriended two vulnerable, drug-addicted sex-trade workers — until something fell out," Calvinho told the jury about the women, who both testified that they did sex work to support drug addictions.

The Crown plans to file a motion to label Rouschop a dangerous offender at his sentencing hearing, the Citizen reported. This would mean he'd serve an indeterminate prison sentence, with no chance of parole for a minimum of seven years.

Follow Tamara Khandaker on Twitter.

The VICE Guide to the 2016 Election: My Afternoon with the Women Who Won't Quit Trump

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All photos by the author

"I see a lot of women in the audience," Lara Trump told the crowd at Las Vegas's South Point Casino, during her turn at the Women For Trump rally Tuesday afternoon. She paused, playing dumb. "But I thought women didn't vote for Donald Trump..."

And the full house devoured it, with a side of hoots. Because for the most part they were women, and they were going to vote for Trump—never mind the polls, the media, the very good chance that women will hand the White House to Clinton. This was a safe space, one where by the logic that would come to govern the event, that which could be proven superficially was utterly true. Women would vote for Trump, because they were voting for Trump.

"I'm married to Eric," Lara continued, referring to Donald's son.

An older woman in a tight red dress in the front row shot up. "He's so sweet!" she yelled with open palms.

"Thank you, he is so sweet," Lara brushed back her hair. "But so I didn't expect any of this. I grew up in North Carolina. My parents have been small business owners my whole life. I grew up a in a very normal existence. I'm a very normal person, by the way. Very normal..."

South Point is far from the Vegas strip, and the Trump event was by far its biggest attraction of the day (the World Gay Rodeo Finals would not start until the 20th). It was a showcase of the Trump campaign's most diverse surrogates: Lyyne Patton, the black vice president of the Eric Trump Foundation; Katrina Pierson, a spokesperson known for her willingness to say strange and factually inaccurate things; Omarosa, the Apprentice contestant who is now Trump's director of African-American outreach; and the YouTube duo Diamond and Silk, a pair of black sisters who have travelled the country giving pro-Trump speeches.

Forget the "grab them by the pussy" tape, forget the sexual assault accusations that are brushed off by most loyal Trump supporters. (One former flight attendant of 30 years told me she found the New York Times story of Trump's mid-air groping incredulous because, clearly, a flight attendant would have come to that woman's aid.) This was a place where Donald is beloved, where Eric—who recently waved off his dad's ugly statements about harassing women as a sign that he was an "alpha"—was "sweet," where America was about to be made great again.

Sondra Lynch

This was also a place where interviews could turn into arguments, and arguments could turn circular. Sondra Lynch, a 64-year-old woman for Trump who met the candidate while working at a Vegas Gucci store in the 1980s, spent part of the rally thrusting a button reading "I'm an Adorable Deplorable" at the stage and yelling, "I'm adorable! I'm adorable!" She told me she hadn't heard the 2005 tape that everyone has been talking about for two weeks straight.

"I was out of the country," she said.

"Do you not want to hear the tape?" I pressed her.

"It's not that, it's that I was in Ireland, like I said. I don't want to hear it."

"But what if it might make you switch your vote?"

"It won't."

"But you haven't heard it."

"I don't want to."

"But you've heard about the content, you've heard what he says?"

"I haven't heard him verbally say it, I've heard other women say it."

"But you do know that on the tape... he says that that's OK to do."

"No. I have not heard that. I was out of the country."

"Are you aware of the content of the tape? Is what I'm asking."

"No."

"...I don't see how that's possible."

"I was in Ireland."

Our host for the afternoon was Patricia Martinelli-Price, 64, a third-generation Vegas native whose father Al "used to run Las Vegas, and that's all I'm saying." Her wild platinum hair belied a reasonable demeanor. "Vegas sells a lot of sex," she said. She'd done time as a lounge singer herself and hence—she gestured—her habit of displaying cleavage.

Being a woman of the world, she wasn't particularly bothered by Trump's bawdy talk. She has heard her son speak that way en route to the golf course. She has heard women talk that way about men's "buns." Her gay friend has sent her a picture of his boyfriend's penis. She used to hear her father talk that way. "Not in front of me, yes, but I would hear him when i was trying to sleep and he was talking to his friends on the phone." Just the other day, she said, a muscular man saw her Women for Trump button and told her, in so many words, that if she wore that she must like cunnilingus, and that he was a guy who was sure good at it.

At any rate, she said, America was a business and should be run like one, by a businessman.

"On the first episode of The Apprentice, do you know the task that he gave us?" Omarosa asked the crowd. "He sent the 16 of us out to sell lemonade on the street corner. He gave us the lemons, he gave us sugar and he said, 'Look: This is all you got and you gotta make the most of it.'"

By that point she was almost inaudible over this crowd's cheering. "We have been given a big ole basket of lemons in this country for the last seven years," Omarosa bellowed, "but the true spirit of the American people is we're able to take those lemons and make a hell of a glass of lemonade."

If you asked yourself during the second debate how this many people could possibly be undecided, how many of Trump's supporters remain unmoved by all the evidence that he is at best a creepy, undisciplined braggart and at worst, well, something much worse—just spend some time inside a bubble like this, where all men really do talk like that and where everything Trump does is great, and where they literally can't hear the haters.

"Nobody move," an organizer said from the podium when the speaking was done. He wore a baggy suit. "Nobody move. You are the most beautiful crowd. We love you. The girls are going to come stand down there. You are so beautiful. We've got to take some pictures with you. Nobody move."

Follow Dan Duray on Twitter.

A Valentine to Scott Adkins, King of Straight-to-DVD Action Movies

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Our hero stands, poised and ready, on a road deep in the Myanmar jungle. He's Wes Baylor, a onetime MMA champion who quit the sport after he accidentally killed his own best friend in the middle of the ring. He's been drifting ever since but now he's got a new sense of purpose: A group of rich assholes is hunting him for sport, and Baylor won't rest until they're all dead. On that road, two of the villains' henchmen are bearing down, piloting motorcycles right at him. There's one on either side. Baylor isn't worried. He leaps into the air and does a flying split, somehow kicking both assailants off their bikes at the same time. When he lands, he's ready to take on the next guy.

That moment of beautiful cinematic absurdity—and really, it's only a split-second—is from Hard Target 2, the brand new straight-to-DVD sequel to the original 1993 John Woo live-action cartoon. The original movie's star, Jean-Claude Van Damme, is nowhere to be seen in Hard Target 2, and the two movies don't share anything other than a loose concept. This time, the guy doing the kicking is Scott Adkins, a lean and lantern-jawed British martial artist. These days, Adkins is the guy doing the kicking in a lot of similar movies like Hard Target 2—and he's great at doing the kicking.

Action movies used to be full of scenes of glorious bullshit like that flying split: Consider the original Hard Target, where Van Damme stands on his motorcycle like it's a surfboard, jumps over an oncoming van full of bad guys, and then wheels around and shoots the van so that it explodes. But the movie landscape has changed, and two-fisted hard-R action movies are no longer much of a priority for big movie studios. Instead, those movies have gone underground, retreating to the straight-to-VOD circuit and forced to make do with meager budgets and decades-old intellectual property.

Scott Adkins is the king of that underground. In the past decade or so, he's starred in a ridiculous number of barebones low-budget brawlers, many of which are the barely official sequels to theatrical movies. He's landed those parts because he can do things that nobody else can do. As an actor, Adkins can often come off looking like a very pretty block of wood—but once you get him moving, he's an absolute poet of brutality.

Adkins has speed, agility, and ferocity, and he works beautifully in the context of an elaborately choreographed fight scene. He works best when the camera holds steady and keeps his whole body in frame, so you can see the sheer quickness and intricacy of his whole brutal dance. He sails through the air, kicks random henchmen through plate-glass windows, and moves with a leonine grace that few of his action-star ancestors could ever equal. When he does a flying backflip and kicks someone in the chin on the way up, the kick looks like it hurts.

After working for a few years doing stunts and bit parts (and holding down roles on a few British TV series), Adkins got his break in 2006 when he starred alongside fellow straight-to-VOD action standby Michael Jai White in Undisputed II: Last Man Standing, sequel to a justifiably forgotten Walter Hill prison-fight movie from 2002.

Undisputed II should suck. It looks flat and dreary, and you can tell that it was shot in some Eastern European hellhole where it was cheap to film. But director Isaac Florentine—a former stuntman himself—refused to believe that straight-to-DVD actioners must suck, so he filmed his brutal, intricately-choreographed fight scenes cleanly and smoothly, without chopping them all to hell in the editing room. With White and Adkins, he had two tough, charismatic stars who could, in the right circumstances, put together a few classic fights. Adkins was so magnetic in the movie that Florentine brought him back for another Undisputed sequel—this time, as the hero. (Adkins will return to the Boyka role in Boyka: Undisputed early next year.)

Adkins has been in plenty of shitty movies, but with the right director—he's made seven with Florentine—he's capable of greatness. He also stars in director John Hyams's Universal Soldier: Day of Reckoning, a hallucinatory, Lynch-ian nightmare. Adkins can be a total stiff onscreen, but he pulls the film together as the reluctant hero: a man who sees his family gunned down in front of him and who gradually learns that he may not be a man after all.

For the tiny subset of movie fans who pay attention to the straight-to-DVD underground, movies like Undisputed II and Day of Reckoning are minor classics—but they aren't going to make Adkins a household name. And when Adkins does appear in big, mainstream movies, it's in a tiny role where he never gets to make much of an impression. In The Bourne Ultimatum, Matt Damon puts Adkins down before you even get a chance to recognize him; in Zero Dark Thirty, a terrorist bomb quickly blows his character up; in The Expendables 2, he's only onscreen for a few minutes before Jason Statham punches him into a whirling helicopter blade.

This is why it's exciting to see that Adkins has a starring role in Marvel's new Doctor Strange movie. Adkins is Lucian, presumably a henchman working for Mads Mikkelsen's villain, Kaecilius. Like much of the movie, the particulars of Adkins's role have been kept under wraps— so this could even be another case where Adkins dies as soon as he shows up. But Doctor Strange promises to be one of the year's biggest comic-book movies, and director Scott Derrickson has talked about how he's added martial arts to the comic book character's mystic cosmology, taking inspiration from Hong Kong's supernatural kung-fu movies. Adkins is perfect for this type of film—he's practically a human special effect, a fighter whose moves seem so impossible that they might as well be magic. In Doctor Strange, he should be in his element.

If Adkins had started making movies 15 or 20 years earlier, he probably would've had a shot at legit mainstream stardom, similar to Van Damme and Steven Seagal. Unfortunately, they don't make movies like that anymore—not for anyone other than Jason Statham, anyway—so a good look from the Marvel empire could be exactly what Adkins needs. After all, Statham can't be the only guy on the mid-budget, action-movie block forever, and many action fans are sick of seeing directors use quick-cutting trickery to make it look like, say, Ben Affleck is skilled in hand-to-hand combat. We're going to need to elevate a new guy who kicks to the world stage—and nobody is better at being the guy who kicks than Scott Adkins.

Follow Tom Breihan on Twitter.

Canada’s Private Drug Rehab Industry Is Unregulated Chaos

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Michelle Jansen sits next to a photo of her late son Brandon. Photo by Jackie Dives

After Michelle Jansen's son Brandon told her he was addicted to fentanyl, she started phoning rehab clinics around their hometown of Coquitlam, BC.

She tried everything to help him quit: detox programs, counselling, government-funded rehab treatment centres, and private ones. As the owner of a successful insurance company, cost was no object.

Still, after two years and more than $200,000 in treatment fees, nothing was working. It was shortly after he checked into his 11th rehabilitation centre in March that Brandon died of a fentanyl overdose. It was two days before his 21st birthday.

"Even when you have the means to afford private care, like I do, these treatment centres are a travesty," Jansen said in an interview outside of her Port Coquitlam office. "A lot of them have drugs running freely through them, they promise you all kinds of therapy and sessions and counselling. But it's so unreliable. There's no accountability."

And this is the case across the country. With lengthy waitlists for treatment at publicly-funded facilities, a host of private entities—many not even run by doctors—have opened to fill the void. In most of Canada, there is no government oversight. Anyone with a business license can open a clinic and charge patients whatever they want.

The issue gained renewed attention this month after a chain of drug and rehab centres in Alberta and Ontario shut its doors amid allegations of fraud. A growing chorus of experts and families dealing with addiction are calling for oversight of Canada's flourishing private drug rehabilitation industry.

In the meantime, patients are left with the burden of figuring out who to trust.

"Right now, if you were working as a librarian or a mechanic, you could open up a place and be an alcohol and drug counsellor," Tom Gabriel, former head of the Canadian Addiction Counsellors Certification Federation, told TVO earlier this year. "There are people who just decide one day that they want to be a counsellor and they don't even have a Grade 12 education."

"The public is uneducated and they're at risk," he warned.

In 2011, Quebec made it mandatory for such facilities—both public and private—operating in the province to get accredited, although it's by an independent agency, not the government. In BC, public and private long-term residential care centres that provide care to three or more people must obtain a license.

In Ontario, however, the health ministry has repeatedly said it has no plans to pursue regulations for private clinics.

In total, about 65 percent of the country's estimated 400 public and private agencies that provide residential substance abuse treatment have any relationship with an accreditation body in Canada, according to the Canadian Centre on Substance Abuse.

Perhaps the most well-known accreditation organization here is Accreditation Canada, an independent non-profit group. The vast majority of provincial and territorial health ministries contacted by VICE News said they rely on the group to accredit the facilities it funds. Private facilities are also get accredited this way.

However, a spokesperson for Accreditation Canada told VICE News that the group does not "investigate or mediate complaints" about these facilities, and that a single complaint "would not lead us to revoke the accreditation status of an organization." Instead, the group says it ensures that accredited entities have their policies to deal with complaints internally.

Accreditation Canada would not disclose any complaints it has received—it's under no obligation to make those public. And it is not subject to regulations or government oversight.

Despite years of complaints, lawsuits, and criminal charges against private clinics across the country, there has been little success in compelling them to adhere to any official standards.

"My son couldn't get in front of the fentanyl because he didn't have the proper care," said Jansen, who is suing the facility where her son died, alleging they breached their duty of care.

For more than a year, the Canadian Centre on Substance Abuse has been working with certification and accrediting bodies to help promote better oversight of the drug rehabilitation industry, however it's unclear when or if that will result in an official regulatory framework for private facilities.

Calls for such a framework have increased again this month after Addiction Canada, a private chain of drug rehab centres announced it was closing down. The company has been accused of not paying its staff, and the CEO and other employees are in the throes of a multi-million dollar fraud case and have been also been charged with drug trafficking and impersonating doctors. The company had boasted its accreditation with an international accreditation group that doles out a "mark of excellence" badge to facilities that complete an online survey and pay a fee.

Last year, a group of families and drug users in BC demanded refunds from a private centre in Maple Ridge that marketed itself as an addiction treatment and counselling facility. The centre had also been subjected to multiple lawsuits over the past five years. According to the families, the facility did not provide proper medical supervision as promised, and that counselling sessions were routinely delayed or cancelled.

With files from Michael Robinson.

Follow Rachel Browne on Twitter.

‘Nightmare’ Spill Cleanup on Hold as Storm Moves in on Sunken Tug

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Boat down. Photo by Ian McAllister / Pacific Wild

For a second time, the Heiltsuk First Nation must watch and wait as a sunken tug boat bobs and leaks diesel into their territorial waters.

As a storm rolled in to British Columbia's central coast last night, and Environment Canada issued a gale warning this morning, cleanup crews paused efforts to recover more than 200,000 litres of fuel from the Nathan E. Stewart, which ran aground off the northern tip of Athlone Island nearly a week ago.

So far, about 88,000 litres of fuel have been removed from the wayward tug, according to an incident report released yesterday afternoon. Crews began extracting the fuel with a process called "hot tapping" overnight Monday, in attempt to finish the 40-hour operation before bad conditions forced divers and vessels out of the water. Heiltsuk observers say the storm arrived before the job was done, which means cleanup boats are standing down until it's safe to resume operations.

For the Heiltsuk, this latest wait comes with some assurance that the spill is contained. Two large circles of boom now surround the cleanup site, stopping any significant amount of diesel from being released into the Seaforth Channel near Bella Bella, BC. But according to Heiltsuk community leader Jess Housty, that wasn't the case on Thursday, October 13, when the tug pushing an empty fuel barge from Alaska hit Edge Reef and started to go down. That 20-hour wait, described by Chief Marilyn Slett as "our worst nightmare," felt different.


Why It’s So Hard to Make a Video Game

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It doesn't have to be hard to make a video game. It doesn't have to take years of labor, months of overtime and a team of hundreds to make a dot on a screen move and jump towards a goal. But stacked against games like Rockstar's expansive Grand Theft Auto V and new technologies like virtual reality, that's what it usually takes to remain cutting edge, and to make something that'll keep your publishers and players happy.

I've been around video games my whole life, but professionally for about seven years. That's sometimes involved being ushered into AC-chilled rooms with only a waft of heat from rows of PCs pumping life into early demos of what would, hopefully, become the next big selling titles. From the press side, I've seen what it looks like when a developer is nervous about a demo, hoping I don't try to open that one door that crashes the whole thing, because early demos are exactly that: early. Or when a public relations representative scurries over during my interview to tell me that they're "not talking about that right now," because video game messaging has become such a delicate balancing act. They don't want a rickety early demo marring the entire image of their game.

But these have only been brief glimpses into the trials behind working in game development. Everyone is vaguely aware of those trials. People nod their heads along in apparent understanding of how "difficult" making a game is, usually tacked onto a criticizing comment of a game as if to say, "Yes, this was hard to make, but I expected more." Occasionally those expectations are reasonable. But how much do any of us who don't work in that field truly know what developers "could" have done or "should" have changed?

The structure in place that limits how developers talk about their game certainly inhibits that understanding.

In order to get behind that facade, I ditched the rose-tinted glasses handed to me through the years I've previewed and reviewed video games and asked developers across varying roles what it's actually like to make video games, and why it's so hard.

Building Blind

"The challenge of making a game is sometimes like trying to build a house blindfolded," said Ryan Benno, environment artist at Insomniac Games—whose artwork you've also seen in Telltale's Walking Dead and Wolf Among Us series, as well as Call of Duty: Infinite Warfare—to me over email. "You can plan out where the walls will be, what the rooms will be like, how to make it stable and functional, but until you are actually in the space you don't actually know."

After speaking with eight different developers, this analogy seems the simplest way to describe what a years-long project involving multiple departments working on separate pieces over a particular period of time with a particular budget and constrained by particular tools, looks like. There might be one team working on one house, but everyone has their individual priorities. Someone's working on the overall foundation while someone else is designing the shape of specific rooms. As the rooms change, the foundation has to adapt to maintain the weight of them. Artists come in and decorate, features like electricity are added and tweaked, and someone's designing the music that plays in every room. Creatives come in and work diligently on their disciplines while a producer makes sure everything still fits together, everyone's hitting their deadlines, and no one is slowing down. That's a best-case scenario, but the process of building that house—the process of making a game—does not always go according to plan.

"If you're trying to do something new that means you're inherently unable to estimate it accurately." - Samantha Kalman

In the pre-production phase, developers have to figure out what ideas work best at the lowest risk to the overall project. A lot of this pre-production work often ends up being guesswork.

"There are things that you just don't know until you get it done," Bruce Straley, co-director at Naughty Dog, told me over the phone. Straley, an artist and designer known for his work on Uncharted 2, The Last of Us, and Uncharted 4, was telling me about the importance of developing with a mind toward the vision, or core experience of the game. "There are these lessons that we learn in production. Even in demos that we've done. It's all playable but there are certain mechanics that we haven't fully fleshed out. I don't know how this is going to work in the grand scheme of things. The equations might not add up as far as what's fun or what's not or what's engaging. I do my best."

The evolution of the jeep sequence in Uncharted 4. Video courtesy of Naughty Dog.

Samantha Kalman, indie developer and founder of Timbre Interactive, told me something similar. "There are always known unknowns and unknown unknowns. You can really only estimate with 100% confidence your ability to do a thing you've already done," Kalman said. "If you're trying to do something new that means you're inherently unable to estimate it accurately."

Development starts with a pitch—an internal presentation drafted on PowerPoint, let's say. But ideas and execution are vastly different things, and the process of prototyping those ideas out can reveal better directions or ideas for developers to pursue. "You can't tell how your game is playing until you've built a lot of it out," Alex Chrisman, director of production at Certain Affinity—known for their multiplayer work on several popular first-person shooters like Halo—told me. "Pre-visualization is very hard. You have lots of important parts, and very often you'll find that that doesn't come together until the very end of the project." His co-worker, producer Ryan Treadwell, describes this process as "trying to understand the vision of your own game." Developers need to do this blue-sky thinking while dealing with very material problems. Some features might break; others might take too much time to get right and have to be deprioritized for the sake of the project.

The basics are also figured out in pre-production when the technology and engine that developers are working with gets tested, and its workable range is established. This is where developers get an idea of what they can push—polygon count, textures, animation loads, etc. This phase, where developers can create scrapable prototypes is the appropriate time to get experimental, Antoine Thisdale, game designer at Eidos Montreal told me.

A "grey box" level from the development of Deus Ex: Mankind Divided . Screenshot courtesy of Eidos Montreal.

But developers are creative people, and sometimes the process of experimentation can lead the game in the wrong direction. "It's very easy for people to lose track of the experience, of what your game is supposed to convey," Thisdale told me over the phone. "People tend to forget very quickly what needs to be nailed first. My job as a game designer is to nail the experience. I need my three Cs. I need my controls, I need my cameras, I need my character, my locomotion—all that stuff. I need to feel that my character is doing what it's supposed to be doing." Those basic game design tenants might seem unromantic, but they're essential to navigating the rest of the experience of the game. And while levels are dictated by carefully plotted-out paths and adorned with decorative art, a developer whose responsibility it is to creates these still has to keep an eye out to ensure that the core experience remains intact as the game expands.

Otherwise you run into situations Thisdale certainly has experience with, like when a modeler he was working with went well over the polygon limit designing detailed world assets, like dumpsters. "They were so heavy in polygons that it was costing us an actual frame per second, which in a game world is super expensive," Thisdale said. "Experience will tell you how many polygons for each subject, how much texture, can I put a UV filter, can I put bump mapping, is there going to be direct and dynamic lighting on it, should I put bezels on it." These seemingly minor technical details, though visually impressive, add a lot of weight onto the game's performance. It's a delicate balance, and sometimes pretty sacrifices have to be made for the benefit of the overall experience.

Video game development, as Kalman told me, isn't linear. It's "often two steps forward, one step back," she said. She experienced this firsthand in developing Sentris, her first commercial game, an independently-created music game with puzzle elements. (You can watch a timelapse of Sentris development here.)

"I found myself revisiting, refactoring and maintaining code that I had at one point just assumed would be done. This kind of thing happens a lot where it's like 'Oh this will be easy, I'll write this new script in Unity... oh, well, that has these dependencies and how does this affect my order of execution and what's the performance impact of this.' That happens on an almost daily basis."

An early version of the Sentris tutorial. Screenshot courtesy of Samantha Kalman.

The game that you see in its final, presentable form, or even the game that you see in snapshots during E3 or any trailer that's released, is not the game that developers work with for the years that development takes. Instead, developers load up small maps, levels, or testing grounds and play through individual experiences to make sure they're playing right. "We spend all our time in a grey box," Thisdale told me. "The game usually takes way too long to load so we just load whatever gym we have, which is usually an empty room with a light in the middle and a box on the side and then you do whatever you need to be doing." This can be running, shooting, or even testing visual effects like rain or smoke. "That's what we do. That's the game we play," Thisdale said. "The game I just released—[referencing the latest Deus Ex game, Mankind Divided]—this is the state I saw it in for four years."

That's what video game development looks like: grey boxes and compromises. It's a balancing act between trying to create something new and exciting and making sure you have the time and budget to get even a fraction of your best ideas out there. "It's not just an obsession—it's trying to transmit something from inside of us as creators and manifest it using a team of programmers, artists, musicians, all the different departments that make up video game development. That's a challenge," Naughty Dog's Straley told me. "With video games, trying to hang on to the vision, the tone, the experience that you're trying to reach—that vision inside is already a blessing as a creator. Somehow trying to extrapolate that's the joy and the difficulty of any creative endeavor."

Video games are not, or rather cannot be wholly the product of eccentric, innovative ideas. There are technological limitations and responsibilities to the overall project that have to be factored in, and that informs the entire development process. This means accepting the limitations you're working with, which is hard for any creative to do. "We're more ashamed of what is left in than anyone else," Insomniac Games' Benno told me. "We want to make something we're all proud of."

Magical Boxes Running On Smoke

The creative decisions that developers make aren't always transparent, and the reasoning behind them less so. Take jumping, for instance. Simple enough, right? We've been able to jump in video games since the dawn of video games. If Mario can jump, why can't any modern-day hero? But something as seemingly simple as jumping requires active work to be done to ensure that a character can do so. And then there's the trickle-down effect of work that must follow because of that creative decision to include a jumping mechanic. The camera has to be tweaked to ensure jumping doesn't conflict with it. Levels have to be adapted to make use of jumping, or to ensure players don't get stuck somewhere they shouldn't be able to go. Now we're talking multiple people on a project who have to take jumping into consideration in their work, when maybe, ultimately, they'd prefer to focus their priority on a cover system that might better reflect the intended player experience they're designing for.

Straley worked on The Last Of Us, a game without a jump button. "The code written just to get a character to show up on screen is astounding. And the code that's written to read animation data and figure out all the skinning and weighting on a character to animate them properly—all of this without actually translating them through space is already months of work for somebody," he explained. "This is all during the process of deciding if you're even going to have the character jump, what the consequences of having jump are, how they jump, what that choice will mean for designers, their layouts, and the effect on artists, all the while remembering your top goal is to try to make the player feel engaged."

"Games are these really little magical boxes that run on smoke. The less visible stuff is holding the game up just as much as all that other stuff." - Nina Freeman

The same level of thought went into another seemingly-simple, well-known and well-used mechanic: cover. Straley considered and reconsidered how to best incorporate a cover system in 2013's The Last of Us . "I would play the game for a couple of months and everybody got used to cover and I'd start rethinking. I'd think, 'No, because of Ellie [a character who accompanies the protagonist throughout the game], because of this analogue space, because of crouch, because of all this stuff, I don't want this other button to make the controls cumbersome," he said. "I had to apologize profusely and tell I don't know what I'm doing, and he has to trust me that one of these times I'm going to make the right decision, and I'm going to stick with it, and he's not going to have to reinvent the wheel as far as how we're going to do the cover button." In the end, The Last of Us basically did reinvent the wheel. They went for a crouch button that incorporated a sort of "soft" cover system when Joel (the game's protagonist) nears a low wall or object.

These are just two examples of months of work that appears like magic on the screen. In most video games, press 'A' and you jump instantly. Press 'B' and you're crouching. But behind the curtain it's a lot messier than that. "There's this layer of invisible things that are making your experience really good that also took a ton of work," Nina Freeman, level designer at indie studio Fullbright, told me over the phone. "That less visible work has just as much value as any of the presentation polish of a game or any of the really tight-feeling mechanics that are really visceral and that you know are there. Games are these really little magical boxes that run on smoke. The less visible stuff is holding the game up just as much as all that other stuff."

It's easy to appreciate character art, or the music, or the story. It's even easy to appreciate cool animations. But no one really lauds the work done on the save load system, or collision detection. Except for Freeman, of course: "The fact that you can save a Tomb Raider game and all the animals are in the same exact position as when you quit the game, that takes a bunch of work. It's a feature." These features may not be as fancy or as groundbreaking, but at the end of the day, they aren't just switches that are flipped on—they're the result of work. And that work is often the subject of intense scrutiny.

Early on in Uncharted 4 development, levels are basic and flat-shaded. Images courtesy of Naughty Dog.

All of these features take time to nail properly. As the work evolves, those features are impacted by each other's math. Happily, that's sometimes to the game's benefit. Thisdale recounted one such story that took place during Mankind Divided's production. For some reason, all of a sudden, protagonist Adam Jensen just seemed to move a little smoother in free look. "Before the change, I was really annoyed at a little latency in the controls and was trying to get rid of it. Then someday it magically disappeared," he told me. "I went completely mad trying to figure out what I'd changed in that version. It was a very tiny thing—we eventually figured out that it was related to the way the code was managing the framerate. I can't really explain the details, but there was something affecting the latency and refresh rate and, with that fixed, the controls felt much, much smoother.

That little change made it a completely different experience. And from that point on for a year we looked at it and watched it like a hawk." Subtle changes in game development can represent as drastic changes in the overall experience. There's nuance to the tiny details and seemingly random numbers. And even just tracing those changes back to where they occurred takes time. "That day I went home at 10 at night," Thisdale told me. "We were five of us at the office, completely mad, running around looking at numbers and all the data from the build logs. We were completely mesmerized by that thing. You hang on to these little things that are completely magical."

Creativity On A Schedule

Returning to the building-a-house analogy, imagine a contract manager whose financial responsibility is to see a project through—that's the role a game's producer plays. Other people lay the bricks, but the producer makes sure the team has enough bricks to lay. Those producers either represent or answer to a parent company, publisher or investor who, in agreeing to fund the project, decided part of the agreement would be contingent on seeing early developments on the vision of the house. "Most big companies have investors," Thisdale told me. "They're . EA, Ubisoft have stock. These people invest, they need a return. They say, my quarterly, my yearly, I need a return." They control the money and, sometimes, resources are meted out on the basis of predetermined milestones, like greenlight pitch meetings or a demonstration of an early prototype. As long as a studio keeps hitting those internal deadlines, they'll get the money they need to continue work on their project.

As milestone deadlines approach, the main priority is no longer the house itself. Everyone pauses on main development and scurries over to create sketches and mini models of the house to appease the people holding the money. Some of this is guesswork—certain features haven't been locked down, art direction could change, etc. The developers might not know exactly how they want the windows to open and where the light switches will be, but they make some creative guesses to get a model out the door because they have to.

Deadlines themselves—whether attached to milestones or internal production schedules—are also determined based on educated guesswork. Artists say it might take them about three weeks to nail the environmental art pieces requested, which would theoretically line up with a deadline designers suggested would work for submitting the concepts of what those environments would entail. But then, for any number of reasons (including potentially creative pushback from the publisher during a check-in meeting), the designers are delayed and someone will have to crunch to catch everyone else back up to the schedule. All of a sudden, deadlines that started as suggestions turn into solid dates. Those strict deadlines, especially if they're tied to milestones, end up dictating how developers move forward with content decisions, a creative director at a publisher-funded studio who wished to remain anonymous told me over the phone. "There's always constant pressure to not do the thing that you need to do in video games, which is iterate. The unfortunate, sad truth is that iteration time (or time for people to find the right idea) doesn't sound good to money people and it doesn't look good on a spreadsheet." That means an idea that could have formed given even just one extra week gets passed over because it didn't fit into the schedule.

Many of the environmental effects in Uncharted 4 were added in the late stages of development. Images courtesy of Naughty Dog.

Some publishers operate with a much more hands-off approach when managing their developers, of course. Depending on the relationship, a publisher could fully entrust the studio to create the game they know they can make, instead of having constant check-in meetings where someone with a business mind is telling a creative what to build. Still, some studios have their entire workflow micromanaged.

Though marketing needs—in the form of trailers, demos, betas—often mean even more constraints on a development's timeline, firm scheduling is also beneficial to the studio. Without any deadlines, most artists wouldn't be prepared to give their babies up to the public for criticism. There will always be something to improve upon or something else to add. "The reality is, left to our own devices, we as developers would never ship a game because there's always something else to iterate on, or new ideas, or more polish to make the game better," Straley told me. "It's always going to be never finished, just shipped."

Art Is Never Finished, Only Abandoned

Arguably the biggest milestone (and one that many companies, regardless of structure, share) is the first real, public demonstration of a game—polished, ready-to-be-played-live experiences for the purpose of showcasing the game to millions of viewers at the big dog-and-pony shows like E3, held in LA every year in June. At these conferences, not only does a studio have to impress publishers and investors, but they have to impress the public, too.

This can mean taking time out from the production schedule to focus on creating a "vertical slice" of their game—essentially a brief demonstration of the game—meant to represent the whole game "pie." Developers take a level or map or section of the game, polish it to the extent that they can with beautiful art and music, and share it with the public as their latest snapshot of progress.

"You don't even have your whole game pinned down, you don't even know all your mechanics yet," Straley told me. "And you're having to pin down something and make it playable publicly, live on a stage, and you're basically saying to the public, 'This is the way it's gonna play, this is the way it's going to look, and this is the experience you can expect from us eight months from now.' It's extraordinarily unwieldy for production."

"Everyone is building their own fantasy of what the product needs to be, has to be, wants to be. But you forget about what the product is." - Antoine Thisdale

The best a trailer or demo can do is show you current progress and projections as to what a final product might look like. Even if a vertical slice is a fully built-out level, that doesn't mean developers won't go back and incorporate changes they may have discovered after a trailer/demo went public. In many ways, change and iteration are the cornerstone of video game development. Anything from the style of a character's hair to the way a core feature performs can change throughout a game's development.

Rather than viewing these demos or trailers as suggestions of what development and the vision for a game is currently looking like, viewers frequently take them as promises. Because of the hype machine nature that is modern marketing, promising trailers and demos form an audience's expectations. And should anything change because of necessity or creative decision-making, a final product that does not effectively represent an early vertical slice seems like a failure, or a broken promise.

"Everyone is building their own fantasy of what the product needs to be, has to be, wants to be," Thisdale told me. "But you forget about what the product is." It's difficult to create an accurate depiction of what a game will look like further down the line, because developers don't exactly know what that is until they've created it. "Things change," Thisdale said. "Animations change. Our character, Adam Jensen, changed his animation like four times. If I showed you something three years ago to today, it would be completely different. It's not the same model, it's not the same face, not the same suit, not the same textures, not the same anything."

On the flipside, structure is what forces developers into making decisions. Though bemoaning the sometimes-unreasonable nature of the expectations of deadlines, some of the developers I spoke to felt like it also helps the process. "There are always 50 more questions that come up while trying to solve a problem or pin down a mechanic," Straley said. "There are hundreds of possible art styles or pipeline decisions. It's easy to think the priority is to go down every dead end road trying to come up with the most optimal, 'perfect' solution." Having an E3 deadline means having to nail down those decisions instead of pondering on the 50 alternatives a team of creatives can undoubtedly come up with.

"Grey box" levels are a necessary step on the way to building intricate levels. Screenshot courtesy of Eidos Montreal.

E3 product demos also let the team members themselves see their game with full art, animations, and music, for what could very well be for the first time. This gives the team a chance to peer into the possible future of their game, and give them insight into what's working and what isn't. "Up to that point, the game's vision is scattered in a hundred people's heads," Straley told me. "Deadlines help us unify the vision.

It's not just inspiring to see your creation coming together, though, it's also an opportunity to relish in that feeling in public. So much of a game's development is publically answered with a simple "we're not discussing that yet." E3 and shippables that involve trailer deadlines and beta releases are a developers's chance to show off what's been occupying their time for the last three years. It's a chance for them to finally discuss it.

Video games won't be the perfect, twenty-dimensional vision imagined in a creative person's head. There are realistic limitations to what can be translated from that imagination into a playable experience, dependent on the limitations of technology, and the structure of video game development. And yet we've still had many opportunities to play games that were representations of a studio's best ideas, however cut and culled they may have been.

"Sometimes unfinished works are better," Straley mused on the phone with me. "The joy in creating art, any art, is that it's a snapshot of a temporal time-space and psychology. Where were you on that day when you painted that picture? You captured a certain amount of light, an essence of yourself went into it, did I use bold strokes or did I get very detailed? These choices that we all make as creators are why art is so special. I can look at two different artists and see two completely different takes on a moment in time. That is the abandonment. That's the beauty of the abandonment."

There were so many angles I could have taken in this article. I first set out to write about this idea I had about the nature of video game development several months ago. I interviewed 10 developers with a certain narrative direction in mind. What's left of that piece that's still sitting in my documents is over five thousand abandoned words. This piece is the result of a fresh start and eight developer interviews. Like developing a video game, it took me a lot longer than I originally estimated, and it went through its own series of changes. And even after that, I had dozens of ideas to work with—so many theories and reasons as to why video game development is so hard—but only so many words I could expect readers to want to invest in. That meant compromising, and deciding which stories were the absolute best to tell, that I could tell with the resources at my disposal. And that really is any creative process. Our ideas will likely always be bigger in our heads than on paper, or on a screen.

Follow Tina Amini on Twitter.

Follow Waypoint on Twitter, Facebook, and Twitch, and tune in to our 72 hour launch live stream marathon, starting at 12PM ET on October 28.

The VICE Guide to Right Now: A Former Reporter Says Bill Clinton Groped Her in New Sex Assault Allegation

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A former Arkansas reporter has come forward claiming she was sexually assaulted by Bill Clinton on three different occasions in 1980, just hours before Hillary Clinton and Donald Trump hit the stage at UNLV in Nevada to face off in the third and final presidential debate.

Breitbart released an exclusive interview with Leslie Millwee, a reporter at local station KLMN-TV during the time of the alleged incident. Millwee says Clinton—who was governor of Arkansas at the time—touched her inappropriately on three separate occasions while the two were in an editing suite at the news station. In the latter two of the three assaults, Millwee claims Clinton "came in behind me started hunching me to the point that he had an orgasm."

"I'm just sitting there very stiffly, just waiting for him to leave me alone," she said in the interview. "And I'm asking him the whole time, 'Please do not do this. Do not touch me. Do not hunch me. I do not want this.'"

Asked why she did not come forward after the alleged assault took place, Millwee said she was fearful of the backlash after watching the Monica Lewinsky scandal unfold in 1998.

"It was very scary watching all of that and I've shared that with some of the other women that have been victims," she says. "I just didn't want to go through that at the time. It was more about my kids than anything."

The incident doesn't seem out of the realm of possibility for Clinton, who has seen his fair share sex scandals throughout his time in public life. However, the conservative news site—formerly run by Steve Bannon until Trump hired him as his campaign CEO—could not find any of the 20 or so interviews Millwee said she had done with the former president while at KLMN. She also didn't mention any of the interactions with Clinton in her book, You Can't Make This Stuff Up!

"I decided as I wrote and organized that I would not put anything that seemed sexual in nature, as far as details, etc.," she explains. "This story is hugely important to me, but this venue didn't seem the appropriate one to discuss details."

With the dizzying number of sexual assault and harassment allegations launched between both camps, it's hard to know how this might factor in Wednesday's debate, but Trump has already planned to attack Hillary Clinton for her husband's indiscretions onstage.

Read: Why Bill Clinton's Sex Scandals Still Matter

The VICE Guide to Right Now: Even Roger Ailes Has Beef with Trump Now

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Photo by Sgt. Christopher Tobey via Wikimedia Commons

At this point, Donald Trump has successfully insulted just about every person, place, and thing that he's come in close contact with—women, Muslims, Mexicans, Republicans, environmentalists, journalists, the Emmys, wind turbines, conservatives, and now apparently even his former advisor, Roger Ailes.

After Ailes was forced out at Fox News due to sexual harassment complaints, he was rumored to have joined Team Trump as the Republican candidate's new debate coach—a match made in creepy, rich old white guy heaven. But according to Vanity Fair, the two Republican bigwigs are no longer speaking.

"Ailes's camp said Ailes learned that Trump couldn't focus—surprise, surprise—and that advising him was a waste of time," New York magazine reporter Gabriel Sherman said at the Vanity Fair New Establishment Summit Wednesday. "These debate prep sessions weren't going anywhere."

Vanity Fair contributing editor Sarah Ellison said that the Trump campaign told a different story. Ellison's sources claimed that Ailes would go off on war story tangents while trying to train Trump, which led to the fallout.

Whatever the reason, Ailes isn't likely to help with Trump's rumored television corporation now—though he couldn't have worked there officially anyway thanks to that non-complete clause with Fox News.

Read: Trump TV Is One Step Closer to Becoming a Reality

Why VICE Gaming Is Now Waypoint

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In the lead-up to Waypoint's launch on October 28, the site's staff is giving a preview of some of the titles that they'll be playing during the massive 72 Games in 72 Hours live stream.

I've been to Tamriel and Middle-Earth, to Nilfgaard and Lordran, and each is filled with its share of terrors. But nothing in the vast catalog of fantasy games is as frightening as the nights of Gransys, the world of 2012's Dragon's Dogma.

What separates the nighttimes of Gransys from these other game worlds isn't the catalog of supernatural foes—after decades of playing games, what's another cyclops or chimera? Instead, it's the simple fact that once the sun sets in Dragon's Dogma, a deep darkness falls over the world. That's not a metaphor. The game literally just gets dark.

In many games, the night brings on a blue hue, communicating to the player that it is night without actually impeding regular gameplay. But the nights of Dragon's Dogma are designed to get in your way. The sun crosses over the mountains to the west, and suddenly tasks that would be easy by day become challenges. The mountain paths that line the center of the continent are dotted with chasms, and without the light of day, they become treacherous and hungry. The undead corpses of the Abbey's meager graveyard are doddering distractions at noon, but under the shield of midnight, they overwhelm.

Screenshot courtesy of Capcom.

For these reasons, I spent the first dozen hours of Dragon's Dogma carefully scheduling my treks out into the wilderness. I'd leave at dawn, before the sun had fully risen, and when it hung at the highest point in the sky, I'd turn back toward one of the game's few harbors of humanity, where I knew I'd be safe. There were occasions where a wrong turn would leave me confused, lost, and holding tightly to my ever-dimming lantern, until finally the night took me. These failures reaffirmed my strategy: While in Gransys, heroes travel by day. The night time is not for us.

Which is why I was frustrated when Dragon's Dogma told me it was time to stay out late. To complete a new quest, I'd need to move through the caverns of a mountain—inhabited by who knows what—or else circumnavigate them entirely, and then infiltrate a castle overrun by goblins and other creatures. The castle, the caves—those didn't scare me. What scared me was the distance: Regardless of which direction I took, it would be dark by the time I reached the woodlands that ran up to the castle walls.

I was not thrilled... but I was enjoying Dragon's Dogma, and had no intention to stop. It was time to go into the dark. So I equipped my character with extra lantern fuel, opened my map, and set a waypoint.

A waypoint is anything in the world that we orient ourselves by, something that we look to for guidance on a journey. In the past, waypoints were things either natural to the world—that one weird tree, the sharp plateau in the distance—or things placed in the world by those who held the authority to erect watchtowers and fortresses, train yards and taverns. They were places travelers saw on the horizon, places where people stopped to rest and recuperate before moving forward.

But in games, waypoints take on an additional dimension: They are the first (and brightest) illustration of a player's intention. We use them both to guide us onto our objectives and to lead us off the beaten track and toward wherever our curiosity takes us. Before we assault the fortress, before we start the race, before we leap from one star system to another, we set a waypoint. They are the marks we leave on the map, the beacons we place in the dark that declare, yes, we will walk into the night.

In some games, waypoints are communal, too. In Eve Online, commanders lead hundreds (sometimes thousands) of other players through voice commands and tactically designated waypoints. It isn't always such high tension, though: Some of my fondest memories of Guild Wars 2 were when I found a beautiful vista, and then marked it on the map so my friends could join me there—a place, again, to rest and recuperate.

When it was first released, Dragon's Dogma had a very limited "fast travel" system. There wasn't an easy, repeatable way to teleport yourself safely and easily across the map. Every waypoint you set was a commitment. It meant taking the time to prepare, charging ahead with a mixture of trepidation and excitement, and dealing with whatever unpredictable bullshit came your way.

That's why we're Waypoint. Maybe it's a bit on the nose as a metaphor, but it is our intention all the same. We aim to be a guide to games culture. We want to investigate how and why people play games through a combination of articles, live streams, podcasts, and videos. We want to make you think, laugh, and ask new questions. Waypoint isn't just our name, it's a guide for us at the site, too, something we can orient ourselves with as we step forward into whatever comes next.

To those of you who have followed our team for years—across sites like VICE Gaming, Polygon, Kotaku, ZAM, Giant Bomb, and Crunchyroll—thanks for sticking with us. For those of you just hopping on board, glad to have you. Let's do some cool shit.

Follow Waypoint on Twitter, Facebook, and Twitch, and tune in to our 72 hour launch live stream marathon, starting at 12PM ET on October 28th!

You can follow Austin Walker on Twitter.

​Halloween Chain Refuses to Stop Selling 'Racist' Indigenous Costumes

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Photos courtesy Saskatchewan Coalition Against Racism

Halloween Spirit stores in Saskatchewan are refusing to pull costumes denounced as racist towards Indigenous people, and say they will not tolerate "defacing" of the attire's packaging.

The stores have come under fire from Indigenous activists the Saskatchewan Coalition Against Racism and Colonialism No More for the sale of costumes called "Reservation Royalty," "Native American Princess" and "Wolf Dancer."

On Sunday, activists walked into Spirit Halloween's Regina location and tagged warning labels to the costumes.

Along with the warning labels, Chris Kortright, who took part in the campaign, said the groups presented a letter to the managers of the store detailing why the costumes were insensitive and a form of cultural marginalization.

"As part of a public service, we have marked all the items in your store that rely on racist and stereotyped understandings of Indigenous peoples," the letter said in its opening lines.

The letter asserts the costumes promote an unsafe environment for Indigenous women.

"here is no valid justification to be selling outfits of this nature in 2016," the letter said.

"The items contained in this package are offensive and promote the sexualisation of Indigenous women and peoples," the labels said. "Please avoid contact with these dangerous materials."

The warning labels were two-sided and attached to the costumes they felt were culturally inappropriate depictions of Indigenous peoples.

The second side of the label talked about missing and murdered Indigenous women in Canada. A fact sheet link was also included.

"It takes everyone in Canada to fight against sexualised violence. That starts with outfits of this nature," the second side of the label said.

"As an Indigenous woman, early childhood educator and mother of three Indigenous children, I know that it is well documented that these types of images are harmful to children and society at large," said Robyn Pitawanakwat of Colonialism No More in a statement.

Kortright said the labels were removed the next day, Oct. 17, as far as he knew.

"We do not tolerate the act of defacing our products regardless of the theme or culture represented," a spokesperson for Spirit Halloween told VICE News in an email.

"Understanding certain sensitivities, we always strive to present our costumes in a responsible and respectful manner. While we respect the opinion of those who are opposed to the sale of any cultural or historical costumes, we are proud of our costume selection for men, women and children," the spokesperson wrote.

"We have not directed any of our stores to remove Indigenous themed costumes from our shelves, nor do we plan to have these costumes removed," the email concluded.

Spirit Halloween has about 1,100 stores across North America.

The controversy comes as problematic Indigenous depictions receive increased attention in the media. Earlier this month, Zoey Roy, a Saskatoon-based Indigenous activist, was escorted out of a Halloween Spirit store for mentioning the offensive nature of the costume selection.

Just a week before, Roy was in British Columbia where she was invited to meet Prime Minister Justin Trudeau and members of the British monarchy.

Indigenous architect Douglas Cardinal also made headlines this month as he filed a human rights complaint and demanded that the Cleveland Indians be barred from using their name and logo when they visit Toronto to play the Blue Jays. The motion was denied.

Read More: I Give Up: Racists Can Have Halloween

The selection of costumes available at Spirit Halloween are not limited to depicting Indigenous people in what can be construed as an offensive manner either. The stores also include costumes such as "Rabbi" and "Mexican Man" which comes with an oversized moustache and a poncho.


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