It’s taken exactly twice as long as real-life Emperor Commodus’ reign to get another Gladiator movie. But finally, 24 years since Russell Crowe, Joaquin Phoenix, and the dog that played Well’ard in Eastenders taught us there’s no place like Rome, it’s here. Almost.

The swelteringly anticipated sequel to Ridley Scott’s sword-and-sandle epic hits cinemas this autumn. The original, about an all-conquering general betrayed and sold into slavery by a jealous new emperor, proved box office magic in 2000. It not only raked in USD 460 million worldwide, but won five Oscars, including Best Picture and Best Actor.

So big sandals to fill.

Beyond what we can glean from the trailer, the plot of the film is as closely guarded as an imperial bedchamber. Pretty much all we know is who’s in it – Pedro Pascal, Paul Mescal, Denzel Washington and Connie Nielsen. And, of course, Scott is again in the folding chair. We also know that it picks up the same story some 20 years later, following the (familiar-sounding) trajectory of Lucius (Mescal) – the cherubic boy in the first film, now with stubble and muscles – as he transforms into a ruthless gladiator.

As for the plot, here's what we know: Lucius, now an adult, has traded life at the top table (along with his mother) for one in the fields of Numidia, northern Africa. Now with a wife and child, he finally appears to have found inner peace. But then the armies of co-emperors Caracalla (Fred Hechinger) and Geta (Joseph Quinn) invade Numidia, led by general Marcus Acacius (Pascal). Lucius is captured and finds himself in the shackles of the very empire he was once meant to rule.

Washington’s character is completely new – a former slave turned wealthy merchant called Mercius with his own grudge against the emperors. Cut from a similar cloth as the late-Oliver Reed's Proximo, most certainly.

So what can we expect? A lot more of the same, probably, and more. It’s being touted as the blockbuster of 2024. But how close to historical truth does it tread, and who were the real-life Romans who inspired this epic?

Emperors Caracalla and Geta

Geta killed by Caracalla in the arms of his mother Jiulia Domna. DEA / ICAS94

Played in the movie by Fred Hechinger and Joseph Quinn, these brothers gave off strong Cain and Abel energy throughout their lives, the former now recognised as one of the most bloodthirsty tyrants in Roman history.

Upon his deathbed in AD211, their father Septimius Severus, made them co-emperors – surely one of the greatest errors in judgment of the Roman era, in a crowded market. Trouble was, Severus didn’t set out a division of rule for the brothers, who engaged in a bitter tug-of-war for the best parts of the empire.

For two years they ruled miserably together, the time in which Gladiator II is set. But in the end, their fragile egos could no longer contain their jealousies, and Caracalla had Geta murdered by his own guardsmen. Geta is said to have died in their mother’s arms. Caracalla then went full-Stalin on Geta’s memory, having his image removed from every painting in sight, and ordering the wholesale deaths of his supporters.

Caracalla was also known for a face as ugly as his soul. He earned the nickname Tarautas, after one of the most famous gladiators of the time, who also had a reputation for being offensively ugly and violent.

He did some good things, like grant Roman citizenship to all free men throughout the Roman Empire, and build the great public Baths of Caracalla in Rome. But most of that was overshadowed by the trail of death and destruction he left in his wake. Once, after a satirical play mocked him in Alexandria, Egypt, he ordered the indiscriminate massacre of thousands of Alexandrian citizens as payback. He had senators murdered, slaughtered entire populations of cities he conquered, and ultimately left the empire’s economy in tatters.

He was said to have studied Greek and could quote long passages from the Greek playwright Euripides but also that he strongly despised education and educated people.

In some way Caracalla died as he lived – urinating on whatever he saw before him. While travelling through southern Turkey to visit a temple, he stopped for a toilet break by the side of the road. There, as he relieved himself in the mud, a disgruntled soldier named Justin Martialis, ran over and stabbed him to death. He was 29 years old.

Lucilla

You’ll remember Lucilla from the first film – the beautiful emperor’s daughter caught in an uncomfortable love triangle between her brother (Commodus) and former lover (Maximus).

First minor discrepancy between fact and fiction: Lucilla died six years before Caracalla was born. But still, details.

Born into the purple of imperial Rome, Lucilla was no stranger to power and privilege. As the daughter of Emperor Marcus Aurelius, she was groomed for a life of political significance. At the age of (ahem) about 11, she was married off to her father's co-emperor, 29-year-old Lucius Verus. It was a union designed to cement their alliance. As empress, she enjoyed the trappings of her position, but fate had a cruel twist in store.

Verus' untimely death left Lucilla a widow, her power and influence diminished. Yet, her lineage made her a valuable pawn in the game of empires. A hasty remarriage to a senator followed, but she yearned for the power she once held.

When her brother Commodus ascended the throne, Lucilla watched in dismay as his erratic rule threatened to unravel their father's legacy. Driven by ambition and a desire to protect Rome, she became entangled in a daring plot to assassinate the emperor. However, the conspiracy was foiled, and Lucilla faced the wrath of her brother.

Exiled to the picturesque island of Capri, Lucilla's fate was sealed. Isolated and disgraced, she met her end at the hands of an assassin sent by Commodus.

PARAMOUNT

Lucius

Probably the biggest creative liberty, this, given that the real Lucius died before Commodus even became emperor. His full name was Lucius Verus II, the son of Lucilla and Lucius Verus (Marcus Aurelius' co-ruler). He had two sisters: Aurelia Lucilla and Lucilla Plautia and a little brother named Pompeianus from his mother's second marriage.

Lucius and his two sisters all died in childhood, most likely of illness, which was common for children of the time. Pompeianus, however, did survive childhood to become a soldier and, later, a senator. He was five when his mother was executed, and in his early 30s when he was murdered by bandits on the orders of emperor Caracalla.

While the plot for Gladiator II is shrouded in secrecy, the historical backdrop of Emperor Caracalla's reign offers a glimpse into the potential brutality and political intrigue that could unfold on screen. Caracalla's reputation for violence and ruthlessness, coupled with the power struggles and betrayals that characterised his rule, provides fertile ground for a compelling and action-packed sequel.

Whether the film delves into the darker aspects of Caracalla's reign, such as his penchant for massacres and purges, remains to be seen. However, the historical context suggests that the gladiatorial arena could be a fitting stage for a tale of vengeance, survival, and the struggle for power in a corrupt and decadent empire.

Originally published on Esquire UK

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After 36 years, the long awaited Beetlejuice sequel is finally here. Having been in the works for many years now, it's finally set to release after several failed attempts. The majority of the original cast will reprise their roles. That includes Michael Keaton as the titular Beetlejuice, Winona Ryder as Lydia Deetz, and Catherine O'Hara as Delia Deetz. Goth gen Z princess, Jenna Ortega—previously as the lead in Netflix's Wednesday—joins the cast as Astrid (Lydia’s daughter). This makes this the second time the actress has worked with Tim Burton. Other new names to the film—Monica Bellucci, Willem Dafoe, and Justin Theroux—are also part of the sequel's cast.

Titled Beetlejuice Beetlejuice, the sequel centres around the rebellious Astrid’s summoning of Betelgeuse and turning her mother’s life upside down. Harry Belafonte's “Day-O (The Banana Boat Song)," plays in the background, evoking memories of one of the most memorable moments from the first movie. The trailer follows Astrid around as she cycles through town and across the infamous red bridge. We follow her into the attic, where she uncovers the scale model of Winter River in Connecticut. And, of course, unknowingly summon Betelgeuse.

Directed by Burton, the sequel will embrace his handmade aesthetic with practical effects and no CGI. Burton and Keaton had originally declared that if a sequel were to be made, it would have to stay true to the spirit of the first movie and carried out using the same techniques. Burton had adopted the use of puppets, strings, wire and make-up without any digital effects, reminiscent of how many of his other older films were made.

Beetlejuice Beetlejuice is scheduled for theatres on 6 September 2024.

Spider-Man 2. SONY

The anticipation is palpable: Spider-Man 2 is set to swing onto the PlayStation 5, promising to be bigger, bolder, and even more thrilling than its award-winning predecessor. The buzz is hardly surprising; the game has been put together by Marvel and Insomniac Games, the who previously built iconic franchises like Spyro and Ratchet & Clank. Insomniac was ultimately acquired by Sony after the huge success of the first Spider-Man game, and since then has been diligently at work on the sequel.

But what can fans expect from Spider-Man 2? We caught up with Bryan Intihar, the creative head behind the series, to delve into the narrative depths, gameplay innovations, and the vision driving this eagerly awaited sequel.

Spider-Man 2 (left), Bryan Intihar (right). SONY

A big highlight about this game is certainly the Venom symbiote bonding with Peter, stripping him to his abilities, but at a cost. Can you delve into the challenges this bond presents for Peter?

Bryan Intihar: The symbiote story has always been significant for any Marvel or Spider-Man fan. Its portrayal over the years has resonated with many. Given that this is technically our third Spider-Man game—following Spider-Man and then Miles Morales—we aimed to take our characters to uncharted territories.

Emotionally, we approached the symbiote as a metaphor for addiction. This perspective isn’t solely about the impact on Peter, but also on his circle of friends and family. It’s a narrative that pushes Peter into unfamiliar territory.

As players delve deeper into the game, the bond with the symbiote intensifies and Peter undergoes profound changes. There’s a moment in the launch trailer where Peter exclaims, “You’re not the hero.” It’s hard to fathom Peter ever making such a declaration.

On the gameplay front, this presented a golden opportunity for us to showcase a different facet of Peter. Both Peter and Miles are incredibly powerful characters with their unique superhero abilities.

Introducing the symbiote allowed us to amplify and celebrate the sheer, raw strength it offers. The symbiote, in essence, isn’t just an alien entity. It profoundly influences Peter emotionally and redefines gameplay mechanics. It’s been genuinely exciting for our creative team to stretch our capabilities in narrating Peter and Miles’ story in ways we hadn’t explored before. This shift has dynamically impacted both gameplay and narrative, and that’s what excites us the most.

Spider-Man 2 gameplay. SONY

This is the third game in the series. How has the development process evolved? Were there any lessons from the first two games that have been incorporated into this third instalment?

Bryan Intihar: When we started the journey with Spider-Man 2, we began from the ground up. Our aim with the first game was to showcase that we could craft a compelling Spider-Man experience. The feedback from the first game gave us clear indications of what players loved, and the subsequent message was: “Don’t tamper with what’s already working.” For instance, swinging and traversal mechanics were highly appreciated. So our approach was to enhance it further, not overhaul it.

One of our guiding principles has been to juxtapose the superhero fantasy with a relatable, human story. While we dive into the darker realms with characters like the Symbiote and Lizard, our intent remains to narrate a heartfelt story.

Reflecting on areas of improvement, we realised that boss fights needed more depth. We also wanted to amplify the exploratory elements in the open world. With Spider-Man 2 being exclusively developed for PlayStation 5, it was crucial to harness its capabilities, be it faster traversal speeds, seamless hero switching, or grander set pieces.

In essence, our philosophy was to preserve what’s cherished and enhance areas ripe for improvement. As we approach our ninth year since beginning our Spider-Man journey in 2014, the familiarity and rapport within the team have been invaluable. The core leadership from the first game remains intact for Spider-Man 2, mirroring a seasoned sports team that’s in sync. It’s been rewarding to witness this bond, especially when new leaders emerge and take on added responsibilities. For me, observing this evolution has been one of the project’s highlights.

An annoying trend with video game sequels, is when characters will helpfully “misplace” all the last game’s gadgets (so the developers can spend time giving the character’s new tech to play with). Thankfully, this game doesn’t do that. But did that make coming up with new powers and gadgets that much harder?

Bryan Intihar: It’s a challenging balance. From a player’s perspective, it might seem puzzling when certain capabilities are stripped away in sequels. One reason is the time gap between releases; players might forget game mechanics, and developers sometimes reset to help everyone get back on track. But that aside, our primary focus was ensuring continuity in the characters’ power sets and gadgets.

Drawing inspiration from the comics, we infused a touch of the "Insomniac flair" into the gadgets. While Miles is defined by his unique abilities like bioelectricity and camouflage, we wanted the first mission to showcase both characters with a rich arsenal. We took cues from the comics, specifically the Iron Spider arms, which also harks back to the first game with Otto’s mechanical arms. This led to the idea of Peter adapting that tech, enhancing it, and incorporating it into his toolset. It was essential to ensure both Peter and Miles felt powerful and distinctive, giving players a choice in how they wanted to engage.

As the game progresses, players will see Miles’s powers evolve, intricately tied to his personal journey and his interactions with characters like Martin Lee. Peter’s evolution is also evident with the introduction of the symbiote.

Our objective has always been to make players feel like Spider-Man from the get-go. Every game starts with swinging through New York City because we want players to immediately connect with that exhilarating Spider-Man sensation. When it comes to combat, the emphasis is on delivering that authentic Spider-Man experience with a mix of classic and new tools.

Spider-Man 2 gameplay. SONY

Given the sandbox nature of a Spider-Man game, there usually needs to be a balance between free exploration and structured narrative. How do you approach this balance?

Bryan Intihar: Honestly, we don’t strictly adhere to a 50-50 model. Depending on where they are in the game, players might delve deeper into optional or open-world content.

Reflecting on our previous titles, we identified a need to elevate the quality of open-world content. In a Marvel game, storytelling is paramount. Our goal was to ensure every piece of optional content offered a gripping narrative, whether it’s a brief standalone quest or a chain of events that build and culminate in a climax.

Furthermore, we aimed to instill a richer sense of exploration and discovery. We wanted to move away from merely relying on UI and waypoints. Instead, we integrated more environmental cues. For instance, after introducing Sandman, players might notice sand clouds in the distance, sparking their curiosity and drawing them into new experiences.

Lastly, we wanted to better integrate the main story with the open world by emphasising the cause and effect. For instance, in the first Spider-Man, after a significant event like the helicopter chase with Mr Negative, the aftermath would quickly vanish. We wanted the effects of such events to linger, making the world feel more dynamic and interconnected. By weaving narrative into the environment and enhancing exploration, we aimed to ensure the main story has a tangible impact on the broader world.

Working with a giant like Marvel must be exciting. How involved are they in the creative process? Do they give you autonomy, or are there specific directives about what can and cannot be done?

Bryan Intihar: This is a question I get asked quite frequently. To be honest, working with Marvel has been nothing short of fantastic. There might be a general apprehension when collaborating with IP holders—this fear that they might be overly protective or restrictive. However, my experience has been the complete opposite. Marvel consistently encourages us to think ambitiously and to be bold.

Many of us at Insomniac are avid Marvel enthusiasts, and we’ve grown up immersed in the Marvel universe. This deep-rooted respect for the brand ensures that we handle the material with care. But while these characters have been around for decades, we believe that fans don’t just want a carbon copy of what they’ve read in comics. They crave surprises while still feeling that the core essence of the characters is intact. Our guiding principle has always been to honour the original DNA of these characters while not shying away from innovating.

Of course, the Marvel team comprises exceptional storytellers and game developers. We’d be remiss not to seek their insights and feedback. So, while people might expect a restrictive dynamic, our collaboration with Marvel has been incredibly harmonious and remains one of the most fulfilling aspects of my career.

There’s loads of new games out at the moment. What sets your game apart from the rest? And, I am going to say you can’t mention Spider-Man

Bryan Intihar: To be candid, my personal game playing this year has been a bit sparse. I’ve set a personal rule for myself: I don’t play other games during a year we’re launching our own. Hence, I’ve only recently begun catching up, I just wrapped up Jedi Survivor and eagerly queueing up Final Fantasy XVI next. The sheer quality and quantity of releases this year are remarkable.

So take this with a pinch of salt, but I’d say one big aspect of our game is the cinematic scale we’ve integrated into an open-world environment. We’ve really tried to inject blockbuster-esque moments, reminiscent of linear game narratives, into our expansive, dynamic world. From the get-go, our game gives players an experience where massive, gripping set pieces seamlessly mesh with the freedom and spontaneity of open-world gameplay.

It might sound a bit audacious, and I hope I’m not overlooking any other game doing something similar, but this blend of cinematic immersion and open-world exploration is something we’re genuinely proud of.

Originally published on Esquire ME

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