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This is War

   2020    Technology
Nintendo was like an impossibly huge wall. But if Mario was the undisputed king, an underdog was about to declare war. For Japanese game maker Sega, mainly known for its arcade cabinets, the battle was about winning the home console market. Sega's Genesis console and its speedy character, Sonic, hit the market.
In the early '80s, sports video games existed, but they didn't really look real. And one visionary entrepreneur had already started tackling the challenge of taking sports from the stadium onto the screen. Electronic Arts kicks off a partnership with football legend John Madden.
Series: High Score

Transformers

   2018    Technology
In 1983 Hasbro bought the license of the Diaclone and Micro Change toys from Takara, then commissioned Marvel Comics to come up with a story-line and character names for the toys. The result: Transformers. Despite Tonka releasing the cheaper Gobots line six months earlier, Hasbro's Transformers took the toy market by storm in 1984, raking in US$150 million that year. At the peak of the toy line's popularity, The Transformers: The Movie hit theaters to further capitalize on its success, but the film polarized fans and collectors with the death of Optimus Prime and majority of the original characters. As Hasbro took full control of Transformers from Takara by the late 1980s, sales declined until the toy line was discontinued in 1991. After the failed Generation 2 reboot, Beast Wars rejuvenated the franchise in 1995.
In 2007, the live-action Transformers film solidified Transformers' position as Hasbro's flagship toy line.
Series: The Toys that Made Us

Vegan 2019

   2019    Culture    HD
Widespread dietary changes are needed if we’re to combat the range of health problems associated with obesity and the environmental damage caused by industrial farming. Switching to a vegan diet is a potential solution, but selling the idea to the meat-eaters around the world is a tricky proposition.
Series: Vegan

Video Games: The Movie

   2014    Technology
Video Games: The Movie, aims to educate & entertain audiences about how video games are made, marketed, and consumed by looking back at gaming history and culture through the eyes of game developers, publishers, and consumers. It is not just another film about the games industry, but attempts something much more ambitious; the question of what it means to be a 'gamer', a game maker, and where games are headed. Storytelling and the art of the video game medium are also explored in this first of it's kind film about the video game industry & the global culture it has created

What We Started

   2018    Art
Aims to establish itself as the defining film of the electronic music genre. Through an artfully crafted narrative and stunning visual techniques, the film delves into the highly popular world of electronic dance music, providing backdoor access to a widely misunderstood, self-driven and well-insulated industry on its way to global domination. The narrative leads with the legacy of Carl Cox and following with newcomer, Martin Garrix, as the film explores the parallels between Cox's undeniable influence and hand in the evolution of dance music and Garrix's formation of mainstream genres and global fame.

Where to Invade Next

   2015    Culture
To show what the USA can learn from rest of the world, director Michael Moore playfully visits various nations in Europe and Africa as a one-man "invader" to take their ideas and practices for America. Whether it is Italy with its generous vacation time allotments, France with its gourmet school lunches, German with its industrial policy, Norway and its prison system, Tunisia and its strongly progressive women's policy and Iceland and its strong female presence in government and business among others, Michael Moore discovers there is much that American should emulate