“All of us have the experience of being a prisoner in your own body,” says Blake Hunt. He’s one of eight members of the world’s first all-quadriplegic esports team, the Quad Gods. “Gaming is one place that you are allowed to escape, and then it becomes less about what you’re physically able to do and more about what you’re capable of.”
Hunt and his fellow teammates are at a Central Park memorial service for Chris Scott, the gamer and former skydiving instructor who initially dreamed up the Quad Gods while receiving treatment for his spinal cord injury. In a film that’s packed with poetic reflections on what it means to live in a body that doesn’t always work the way you want it to, Hunt’s meditation on the power of gaming as a democratizing force, a form of physicality in and of itself, stands out to me as the central thesis of Quad Gods, which streams on Max on July 10th. At a time when there’s a lot to be afraid of when it comes to technology, particularly emerging technologies like artificial intelligence, Quad Gods offers a refreshingly optimistic counter-narrative of how these tools can level the playing field for people who society consistently brushes aside.
Quad Gods is a lot of films at once. It elegantly weaves together a number of classic documentary formats like sports, competition, and animation, but what ultimately makes it work is the fact that it paints vivid and humanizing portraits of its central characters. As a viewer, you aren’t confined to the limits of an esports competition. Hunt and his teammates, Richard Jacobs, Prentice Hall, and Sergio Acevedo, generously invite you into their lives as they cross New York City — by wheelchair, car, and bus — take their kids to school, go on dates, and try their best to navigate a world that, in the words of Hunt, “isn’t really designed for us.”
I was charmed by Quad Gods, which was a passion project by director Jess Jacklin that was years in the making. Ahead of the film’s release on HBO today, I talked to Jacklin about how she uncovered and developed this story, the challenges of making a movie about screens, and what she hopes viewers will take away.
The Verge: How did you discover this story?
Jess Jacklin: I met Dr. Petrino, who was a neuroscientist in the film. I was confiding in him at the time because I deal with a lot of chronic pain for a condition I have. At the time, he was going into VR trials to help rewire pain receptors in the brain, and I was fascinated. I came down to check out what he was doing, and Blake Hunt, who is one of the subjects in the film, was actually a part of Petrino’s VR testing at the time. Chris Scott, who you saw [in the film], was really championing this idea of an esports team. It was sort of his idea, and they were all casually hanging out down there talking about it. I was like, “What? This is amazing. I have to get involved.”
I met Chris first, and I was filming with him for a while. This is pre-covid days — this is 2018. I think they had picked a team name and were just starting to get a sponsor here or there, and he passed away. That was sort of what galvanized all of us — them to really keep going and me to really start pursuing it as a feature project.
It seems like you’ve had an interest in the therapeutic potential of technology for a while. How did this story challenge or confirm any preexisting ideas you had coming into it?
One of the biggest things I learned in the process of making this film was how to think about identity as a disabled person in terms of a social model of disability. It goes against what you might see in a traditional hospital setting, which is deemed “the medical model” in the academic world. There’s a lot of: How do you rehabilitate? How do you fix? But it’s sort of missing the idea of the full person, which is discounting this being a part of somebody’s life experience and them not necessarily wanting to change who they are but maybe wanting to lessen the amount of pain that they have or think about rehabilitation in different ways.
I felt like being around the lab and doing my research and being immersed in this world opened me up to all the nuances of the disabled experience, which, ultimately, I think I found in the film. For instance, somebody born without the ability to hear has a very different experience of themselves and their identity than somebody [who] went through a traumatic event and lost the ability to hear. This spectrum of the experience became something I was very interested in. Even within the three lead subjects — who you might think have all had very similar experiences — they’re all very different in what they want and how they see themselves. That became something I felt was really important to explore in the narrative as I was making it.
Quad Gods is a sports film, a competition film, an animated film, and a character study all in one. I’m curious how you thought about marrying all of those different formats and incorporating the competition into the narrative of the film.
I knew from the beginning that I didn’t want to make a traditional sports doc. I didn’t want there to be this relationship to plot and to “Will they win? Won’t they win?” It just never felt like it was the point to me. I also felt like what gaming was to them was something bigger than that. It wasn’t about proving that they were as good as other players or something like that. It felt too superficial for what the actual experience was.
I thought, Well, the sports element can be nice for structure. It gives us a sense of something progressing, but I didn’t want to be tied to it, either. I thought of it as a nice device and also as a nice way to show the difference in opinion around it, too. It was a real point of tension. It comes in that scene where Richard asks the question, “What do we all want out of this? Do we even all want the same thing?” Because I was finding it meant something different to each of them.
Your contributors see a lot of opportunity in technology, mainly in the form of video games, but there is also this scene you were just describing where they use AI to create their digital avatars. I’m curious how you think their attitudes toward these technologies and the very real benefits they offer counter and add nuance to some of the public skepticism and fear there is out there right now about some of these emerging technologies.
It’s offering something different to people who aren’t able-bodied. There’s so much potential in this stuff. The truth is a lot of them were gamers before they were injured. All three of the lead characters were already playing video games. This was just like, “Oh, great, there’s this technology now that allows me to do this thing that isn’t new, but I’m doing it in a new way.”
I think generally, for the disabled community, having things designed with any kind of body in mind is a great way to think about design because it ends up benefiting everybody. The example they use a lot is the curb cut. It was created for wheelchairs, but then women with strollers could use it. When you design in an open way, you can include everyone.
AI came along in the process of making this, and everybody was having the experience of like, “Whoa… Oh my gosh, I just uploaded my photo into this thing, and now all of a sudden, I’m this character, and I can create this stuff.” It was really cool to see them exploring with it. I think they all found a really fun, creative outlet in it, even just in this avatar exploration. I found Prentice was writing scenes and exploring animation and playing around with AI just because of the process we were in. I think that I’m optimistic about what technology can offer. I think that it’s easy to be Black Mirror about everything, but I’m cautiously optimistic about what it can offer.
What kinds of visual challenges did making a film about technology pose, and what solutions did you find?
I remember early conversations with the editors and it being like, “Is this just going to be a bunch of people sitting at computers the entire movie?” I thought, “Well, the most interesting thing isn’t really the video games. It’s these people and their lives are really dynamic.” That’s where I decided to focus. It’s not really what you expect. You don’t really expect someone to be an Uber delivery person. You don’t really think about them raising kids and getting on and off buses. That, to me, felt like, “Well, I will have them sitting at computers sometimes, but I can at least balance the film with all these other dynamic scenes.”
Do you have an update on the Quad Gods and how their team is doing this year?
One really exciting update is that Andy, who was the newest recruit to the Quad Gods and who you meet at the end of the film, just placed second in a big tournament. The next generation of the Quad Gods is coming in really strong, and so they were all on his livestream watching him compete for the championship. I mean, they ended up taking second place, which was amazing. I can’t remember what the game was, but he’s doing really well from just learning the quad stick when we filmed him to where he is at now. He’s gotten super good at it.
Quad Gods is streaming on Max starting July 10,
]]>Today, The Verge’s co-founder and editor-in-chief Nilay Patel and publisher Helen Havlak unveiled an ambitious new site and design for the 10-year-old technology brand. The Verge is a destination that has sustained a loyal and robust community since its founding, and with its new site, the brand will build for the next 10 years by investing in a direct relationship with its audience. Building on a homepage that’s one of the most-visited daily destinations in technology coverage, The Verge’s new homepage will introduce the Storystream news feed, a new Twitter-like feature that will offer readers a comprehensive, curated rundown of the most important tech stories of the day — featuring expert commentary by Verge journalists; links to the best reporting on The Verge and other sites; and direct embeds from TikTok, Reddit, and more. It will also introduce a new logo and design — every page will be more reader-friendly, faster, and more modern, from basic article pages and art to photography-heavy product reviews and Pulitzer-nominated investigative reporting. It is the first Vox Media site to run on Duet, a new mobile-first audience platform that will level up Vox Media’s stack with the most modern web technology available today.
“The Verge is almost 11 years old now, and when we set out to redesign it, we realized we had the opportunity to completely rethink the experience of a news site — bringing the best of old-school blogging to a modern news feed experience,” says Patel. “We think the new Verge will be more vital, more interesting, more useful, and most importantly, more fun for a huge audience.”
The new site comes on the heels of a year of expansion for the multiplatform editorial brand, which turned 10 last November and has deepened its footprint in video, audio, commerce, and more. In the last year alone, The Verge, whose video content has a following of 12.6 million across platforms, launched its own OTT app and debuted its very first streaming series for Netflix, The Future Of, which explored the possibilities of the future of tech. The brand also made its first foray into paid products with the acquisition of the podcast industry newsletter Hot Pod, ramped up its investment in audio by bringing on its first editorial director for audio to develop new and existing shows including The Vergecast and Decoder, expanded its reviews and commerce teams, and launched its first major live event.
“The Verge’s greatest asset is the loyal audience who comes to our website every day, and we think they are going to love the Storystream news feed,” says Havlak. “And we won’t stop there — we will continue to ship new site features and new products as we embark on the next 10 years of The Verge.”
The site launches with a short documentary and essay about Elon Musk’s moonshot “Starbase.” As Patel writes in his editor’s letter introducing the new site, “The Verge should be fun to read every time you open it. If we get that right, everything else will fall into place. We are among the luckiest people in media because we have the audience that we do, and what we want more than anything is for that audience — for you — to feel how much we care. That’s been the secret to our success for nearly 11 years now: we care, very much, and it’s fun to care about something as much as we care about The Verge and our audience.”
About The Verge
The Verge is an ambitious multimedia effort founded in 2011 to examine how technology will change life in the future for a massive mainstream audience. Our original editorial insight was that technology had migrated from the far fringes of the culture to the absolute center as mobile technology created a new generation of digital consumers. Now, we live in a dazzling world of screens that has ushered in revolutions in media, transportation, and science. The future is arriving faster than ever, and The Verge brings you what’s next.
]]>Land of the Giants, the Vox Media Podcast Network’s award-winning narrative franchise, today launched its latest season, The Facebook / Meta Disruption. Marking a collaboration between Recode by Vox and The Verge, the seven-episode season will tell the story of Meta, formerly known as Facebook, at a pivotal moment — both for the tech giant and for the billions of people who use its products. Hosted by The Verge’s deputy editor Alex Heath and Recode senior correspondent Shirin Ghaffary, the season will feature interviews with current and former employees and executives, from Meta’s top policy executive Nick Clegg and head of WhatsApp Will Cathcart to preeminent critics and tech leaders outside the company, like whistleblower Frances Haugen and Zynga founder Mark Pincus.
“Meta is one of the most impactful — and controversial — companies in the world, whose products are used by billions of people. It’s an important time to tell the story about this tech giant now, as it undergoes an unprecedented transformation toward its futuristic vision of the metaverse, while still dealing with the challenges of the present day,” say Ghaffary and Heath of the series. “We hope listeners will come away with a better understanding of what shapes the company’s motivations, and how it’s shaping our own.”
Land of the Giants: The Facebook / Meta Disruption completes the show’s examination of the five technology giants – Facebook, Amazon, Apple, Netflix, and Google, or FAANG – and how they dominate our lives, for better or for worse. The first episode, about Facebook’s controversial launch of News Feed back in 2006, is out today, with new episodes released weekly on Wednesdays. Listen to the trailer and first episode, and subscribe on Apple Podcasts, Spotify, or wherever you get your podcasts to receive new episodes automatically. This season of Land of the Giants is sponsored by Klaviyo.
About Land of the Giants: The Facebook / Meta Disruption: Big tech is transforming every aspect of our world. But how? And at what cost? In the latest season of Land of the Giants: The Facebook/ Meta Disruption, Shirin Ghaffary of Recode and Alex Heath of The Verge bring us inside the company that’s determined how the world interacts and communicates online. How has Meta shaped our relationships, and what’s in store for us as the company undergoes an unprecedented transition?
About Shirin Ghaffary: Shirin Ghaffary (@shiringhaffary) is a senior correspondent for Recode by Vox, focusing on the intersection of tech, politics, and policy — particularly with regard to social media. She’s reported on how the Black Lives Matter thrived on Instagram, the rise of extremist online movements like QAnon, and internal turmoil at Facebook over how it handled the account of Donald Trump. She also co-hosted season three of Land of the Giants, on Google. Ghaffary joined Recode from BuzzFeed, where she covered national breaking news and trends for the site’s video division. She has had bylines in outlets including the San Francisco Chronicle and TechCrunch, and has appeared as an expert voice on programs including CNN, Here & Now, Recode Decode, and Today, Explained. Ghaffary was raised in the heart of Silicon Valley and in a previous life, worked at a tech startup.
About Alex Heath: Alex Heath (@alexeheath) is a deputy editor for The Verge, where he covers Meta, internet platforms, and the future of computing. Since joining The Verge in 2021, he has broken the news of Facebook’s rebrand to Meta, interviewed Mark Zuckerberg, and led the site’s coverage of the leaked Facebook Papers. Heath has been covering the technology industry for more than a decade in previous roles at The Information, Insider, and other outlets. His work has been cited by Congress and recognized by the Society of American Business Editors and Writers for having the best range of work. He has appeared as an expert voice on Good Morning America, BBC World News, MSNBC, CNN, Marketplace Tech, Today, Explained, and many other programs.
About the Vox Media Podcast Network: Named by Adweek as 2021’s “Hottest in Podcasts,” Vox Media Podcast Network has over 150 active shows featuring industry-leading editorial voices and storytellers from Vox Media’s networks and beyond. From daily news and tech to culture and sports, and talk and interview shows to rich narrative storytelling, the Vox Media Podcast Network is one of the largest, fastest-growing, and most topically diverse collections of premium podcasts. Learn more about the Vox Media Podcast Network here.
]]>The Verge was recognized yesterday by the American Society of Magazine Editors (ASME) with an ASME Award for Photography and Illustration for “Best Digital Illustration” for its “Verge 10” illustration by Micha Huigen. Our “Verge 10” series celebrated the 10th anniversary of The Verge and included more than 20 stories looking back at our last 10 years and ahead to the future. One of those stories, “What The Verge Covered in Our First 120,000 Stories” by Jacob Kastrenakes, received an additional nomination for “Best Illustrated Story” for the art by Kristen Radtke.
“This is our first ASME award, and we couldn’t be happier it was for the incredible illustration that accompanied ‘Verge 10,’” says Verge editor-in-chief Nilay Patel. “The Verge is about how technology makes us feel, and art and design have been at the heart of how we’ve told those stories for the past 10 years.”
You can read an interview with illustrator Micha Huigen about the illustration here, and find the full image below.
Additionally, The Verge’s colleagues at New York magazine and Eater were recognized with awards and nominations. New York received eight National Magazine Award nominations, the most of any magazine this year and including General Excellence (News, Sports, Entertainment); its features editor Katy Schneider won an ASME Next Award for journalists under 30; and in the ASME Awards for Photography and Illustration, it won two awards and received six additional nominations. Eater was nominated for an award in “Lifestyle Journalism” for “Filling Up.”
The full slate of wins and nominations for Vox Media is listed below.
ASME Awards for Photography and Illustration:
The Verge:
New York magazine:
National Magazine Nominations:
New York:
Eater:
ASME Next Awards for journalists under 30: