
A supporting player gets a star turn as Chiarina celebrates the clarinet
Pardon my language, but Oscars schmoscars. On Sunday evening, a full house at St. Mark's Episcopal Church on Capitol Hill was perfectly content to decline the viewing parties in favor of 'A Clarinet Celebration,' a fastidiously lovely three-piece affair thrown by the trusty programmers of the Chiarina Chamber Players.
Often typecast into supporting roles, the clarinet took the spotlight for this program assembling Béla Bartók's 'Contrasts,' Johannes Brahms's 'Clarinet Trio in A minor, Op. 114,' and a centerpiece world premiere (and Chiarina commission) from composer Reinaldo Moya.
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USA Today
21 hours ago
- USA Today
Renée Victor, 'Coco' and 'Weeds' star, dies at 86
Renée Victor, 'Coco' and 'Weeds' star, dies at 86 Renee Victor, an actress known for her roles on the Showtime series "Weeds" and in the Pixar animated film "Coco," has died. She was 86. A representative for Victor confirmed the actress' death to USA TODAY on June 1. She had been battling lymphoma, a type of cancer, according to Deadline and The Hollywood Reporter. Victor provided the voice of Abuelita in the acclaimed 2017 animated movie "Coco." The Pixar film, which grossed more than $800 million worldwide, won two Oscars, for best animated film and best original song for "Remember Me." A sequel to "Coco" was announced in March, and Victor had indicated she planned to reprise her role. "It was my great pleasure and experience working with the incredibly talented (directors) Lee Unkrich and Adrian Molina!" she wrote on Instagram in March. "We get to do it again! This is what we've all been waiting for! I'm so excited!" 'Coco 2' is in the works at Pixar: What we know She added, "Coco shared a Mexican tradition that is now celebrated around the world in unity. An amazing amount of work and talent goes into the creation of this unique film." Watch the opening number of 'Coco' you didn't see Victor also played housekeeper Lupita on Showtime's "Weeds," which ran from 2005 to 2012. According to IMDb, she appeared in 22 episodes across the show's eight seasons. Her other television work included appearances on "Dead to Me," "Snowpiercer," "Vida" and "ER," and on the film side, she also starred in "Paranormal Activity: The Marked Ones" and "Confessions of a Shopaholic." Outside of acting, Victor was a singer and performed with her husband as the duo Ray and Renee. In a statement shared on Instagram, Pixar paid tribute to Victor with a reference to "Remember Me," the Oscar-winning song from "Coco." "We are heartbroken to hear of the passing of Renée Victor, the voice Abuelita in 'Coco' and an incredible part of the Pixar family," the company said. "We will always remember you."


CBS News
a day ago
- CBS News
"Family Guy" creator Seth MacFarlane on his other love: Sinatra
Even if you're not a regular "Family Guy" viewer, you've probably heard the show's iconic theme song. The song is largely the creation of Seth MacFarlane, whose love of animation may only be rivaled by his love for big, jazzy tunes. In fact, he's even got a semi-regular gig at the Vibrato Grill Jazz Club in Bel Air, Calif., singing songs from the Great American Songbook. But one thing he doesn't seem to love, considering he's lived his life in the public eye, is a certain kind of attention. He says sometimes getting in front of a crowd (or even our "Sunday Morning" cameras) doesn't quite come naturally. He is, he admits, an introvert. "Oh, hell yeah. Yeah. I don't even wanna be here!" he said. Seth MacFarlane performs at the Vibrato Grill Jazz Club in Bel Air, Calif. CBS News In fact, he says he sometimes has to resort to liquid courage. "I think I had like four scotches before I walked out on stage at the Oscars," he said, referring to his hosting gig in 2013. "I do get, yeah, I definitely get nervous." You might know MacFarlane as the voice of Peter, Brian Griffin and Stewie on the show "Family Guy" that he created more than two decades ago. In 1999, MacFarlane became the youngest showrunner in Hollywood history. And less than a decade later, with three network shows on the air, he became Hollywood's highest-paid writer-producer. But back in college, MacFarlane's first love was singing. "My sister, at the time, was going to the Boston Conservatory of Music for musical theater," he said. "She has a beautiful singing voice. And I had got it into my head that I was going to maybe go to grad school for musical theater as well. So, I applied and got in. And I was all set to go to their grad program. And I got this offer from Hanna-Barbera to come do an animated short for a series that they were developing. And so, I just had to take it, moved out to California. But there was an instant there where I could have kind of diverged into a completely different career and never, you know, never even thought about something called 'Family Guy.'" MacFarlane loved film scores as a college student and to this day he uses a live orchestra to score his TV shows. "It's the one part that I don't really understand, even to this day," he said. "There's still something mysterious about how a composer sits down to write, and then a couple weeks later walks in front of an orchestra, plops down these charts, and they all play it. And you hear this insane, magical sound. That still eludes me." Frank Sinatra Jr, and Stewie and Brian (Seth MacFarlane), perform "At Frank Sinatra's Restaurant (Jr.)" from "Family Guy": For his latest album "Lush Life: The Lost Sinatra Arrangements" (out this week), MacFarlane and Joel McNeely, his composer and arranger for "Family Guy," combed through the Sinatra Family archives for songs that had been arranged for Sinatra but never fully recorded. For McNeely, the process was almost like speaking to the ghosts of the greatest arrangers in popular music, the men who helped make Sinatra's voice shine. McNeely showed an arrangement by Nelson Riddle: "This was the first one we read when we had a sight-reading session at Fox. We got an orchestra together just to see what was there, you know, because there was nothing to reference. But all this time later, these little black pencil dots on paper, there's his voice brought back to life. I mean, it was chilling." Seth MacFarlane recording songs for his album "Lush Life: The Lost Sinatra Arrangements." Verve/Republic So, what exactly does an arranger do? "Frank Sinatra, there's a recording of him saying that the arrangers could be in a sense a recording secretary, taking the vision of the artist and interpreting it into this," McNeely said. MacFarlane said, "You take a song like 'Fly Me to the Moon,' for example, which I think was originally a ballad. [Here], it's the same song, but it's a completely different animal." McNeely says MacFarlane is preserving the essential legacy of the American Songbook through his recordings and the music of the TV show "Family Guy." But what about the legacy of "Family Guy"? MacFarlane has some thoughts: "When I started the show – this is the conversation that, like, tortures me at night! – when I started the show, my attitude was, it doesn't matter, none of it matters. It's like, It's funny? Let's do it. "And the older I've gotten, I look back at shows that we've done, and I'm like, Gosh, I guess it's a little more complicated than that, isn't it? Comedy and jokes do have an impact. I have to figure out a way to maintain what the show is, and maintain the thing that people love. But at the same time, recognize that, like, all right, I am analyzing it now in a different way than I did when I was younger." If it's true that you're nobody 'till somebody loves you, then thanks to "Family Guy"'s legion of fans, Seth MacFarlane, it turns out, is a very big somebody indeed. Seth MacFarlane performs "Give Me the Simple Life," from his album "Lush Life: The Lost Sinatra Arrangements": For more info: Story produced by Anthony Laudato. Editor: Remington Korper.


CNET
2 days ago
- CNET
Elden Ring Nightreign Review: the Highs and Lows of Distilling Souls Games to Roguelike Runs
I drop into a fantasy land with a sword and two squadmates, all dedicated to defeating the Nightlord ruling over our shadowy limbo realm -- but first, we have to survive. From the deepest mines to the highest snow-capped peaks, we clashed and slew monstrous beasts for two in-game days at a breakneck pace to stay ahead of the closing ring of blue flame. On the third day, confronting the Nightlord in its lair, we get close to defeating it with wild weapons and spells -- but win or lose, we shrug and queue up to drop once more. This is Elden Ring Nightreign, a spin-off of studio FromSoftware's phenomenally successful and notoriously difficult fantasy action-RPG game Elden Ring. Rather than spend dozens of hours exploring wide lands in a solo adventure, Nightreign takes the combat and boss structure to a co-op multiplayer setting where tight gameplay must be balanced against speed and strategy to survive each trip into the game's arena. Nightreign is a departure for FromSoftware, eschewing the slow solo explorations of its previous games in favor of fast-paced rounds building your heroes from scratch, kind of similar to battle royale shooters like Fortnite and Apex Legends. But unlike those PvP-intensive games, each Nightreign round pits the friendly squad against a map full of computer-controlled enemies, leaving players dependent on teammates to survive -- or themselves, if they're bold enough for a solo run. (Currently, players can either go it alone or queue for three-player squads.) Read more: Elden Ring Nightreign Beginner's Guide: Team Strategy, Level Goals and Survival Tips Screenshot by David Lumb/CNET Nightreign is focused, repeatable Soulslike action Nightreign ambitiously tries to see how much of an idiosyncratic yet popular game can be slimmed down and imported into a new gameplay loop. It's easy to put a hundred hours or more into Elden Ring, exploring every nook and cranny, upgrading weapons and trying out different strategies. Nightreign punishes that slow pace, requiring squads to blitz around the map, hitting specific points of interest to get as strong as they can to survive and defeat the big boss at the end of each three-day run. (Playing through three in-game days and facing the Nightlord boss at the end of a run can take 45 minutes to an hour -- or less, if you die along the way.) This approach will be catnip for fans of FromSoftware's signature tough boss combat, as it distills Elden Ring down to its core combat loop with just enough randomized surprises to somewhat refresh each run while keeping enough the same to quickly plan and alter course along a run. That makes sense, as Nightreign is directed by Junya Ishizaki, the person in charge of overseeing the combat for Elden Ring. On the surface, a lot has carried over from Elden Ring, but there are plenty of subtle refinements to make it fit fast-paced multiplayer gameplay. Player characters kit themselves out with powerful weapons and spells without worrying about stat requirements or armor. There's no fall damage, allowing players to drop from great heights to keep moving, and spirit hawks lift them in aerial routes around the map. Running up to a spiritual spring of blue fire lets you leap upward hundreds of feet in an invigorating ascent with a heavy bass sound effect -- I breeze around the map feeling fast and powerful, a hunter in a forsaken land. But there is some part of FromSoftware's spirit that's lost in Nightreign: that feeling of being dwarfed by an alien world that slowly unfolds its mysterious history as you cut your way through its cursed remains. Instead, Nightreign leans heavily on the mystique and lore built up in Elden Ring, presenting a mirror version of that well-known setting with its own limited mythology that can be revealed with optional missions. But you can just stick with the gameplay loop, and many will, turning Nightreign into a greatest hits album of fun FromSoftware moments that doesn't introduce too much that's new -- beyond designing the game around persistent squad multiplayer. Screenshot by David Lumb/CNET And the multiplayer is a joy, despite rough edges that, in true FromSoftware fashion, are unexplained or buggy in ways that the community will likely fondly rehabilitate as part of the game's charm. For instance, the game requires a lot of ascending big plateaus by hopping up misshapen steps with erratically successful ledge grabs. It's minorly frustrating, but does ratchet up the tension when you're trying to escape death or rush to a teammate's aid -- and much like the rest of FromSoftware's games, Nightreign is so tightly polished elsewhere that this slight jank, or other aspects like it, is tolerated and treated as part of its difficulty and flavor. Which is all to say that, for $40, Nightreign delivers on its vision of concentrated, easily repeatable FromSoftware action that's sure to hook the studio's die-hard fans and potentially lure other difficulty junkies who prefer quick multiplayer romps to lore-heavy solo adventures. With rogue-like novelty that rewards replaying, there's a decent blend of familiar elements and shifting map factors for fans of FromSoftware's tough gameplay to get their fix without needing to replay games they know so well. Fans of the longevity of Elden Ring and its DLC Shadows of the Erdtree should be cautioned: On top of a more narrow appeal than prior FromSoftware games, players will vary in how much replay value they'll get out of Nightreign, since there's currently only one map and a finite number of end-run bosses to tackle. The eight character classes, called Nightfarers, have varying complexity in their ability mechanics and will take players a while to master, but they'll likely spend most of their time attacking with weapons and dodging enemy blows, as in Elden Ring. There are plenty of randomized factors that mix up a run, from shifting terrain opening up new areas to "invasions" of powerful enemy computer-controlled Nightfarers. But in the 20 hours it took me to beat half the end-run bosses and kill the final boss, the single map became such a known entity that I stopped paying attention to it as anything but a race course to speed over on the way to my next task. Screenshot by David Lumb/CNET Where Elden Ring Nightreign triumphs and falters As a FromSoftware fan who can muck his way through its games in ways that nobody would describe as "dominant," Nightreign is something of a relief, as my two permanent teammates can help a lot in distracting bosses and picking me up when I make mistakes. Thanks to previewing the game earlier this year, I hit the ground running, pairing up with CNET teammates to try taking on big bosses -- and failing. But after pairing up with a very skilled Bandai Namco employee (one of many who volunteered to help reviewers like me take on bosses and finish the game), we took down some of the biggest and baddest Nightreign has to offer. There's no mistaking that I was carried by more skilled teammates, and that has me concerned for a bit of the game's flow and player skill growth. While I was used to cautiously and slowly going through FromSoftware games, my more skilled teammates flung us outbound on a speedy tour of the map zones we needed to hit to get as strong as we could. When I fell, they tanked bosses and dodged attacks to revive me. When the map's Shifting Earth conditions led to a new area, my expert teammate took us to the exact right spot to take full advantage of it -- something that might have taken plenty more runs to figure out on my own. I certainly improved over time, but it was all during rounds -- in the Roundtable hub, players return to between missions, a Sparring Grounds area lets you try out each of the eight total (six starting, two unlockable) Nightfarers' regular and ultimate skills, along with every weapon in the game. But it's a far cry from the game's high-pressure situations of boss events, enemy groups and more. Players will improve only by trial and error in the field, sometimes letting down their teammates in the process. Screenshot by David Lumb/CNET Yet, when you and your team are firing on all cylinders, there's no thrill like eking out a win over a monstrous boss. After killing a trio of end-run bosses, another reviewer, Bandai Namco employee Micah (team Cat Password all the way) and I locked in to beat the game's final boss. Shouting out congratulations over team chat, my body shaking with adrenaline, I felt like I'd completed a gaming feat -- something not unknown to many Elden Ring players after surmounting one of that game's many challenging bosses. I felt accomplished. I wanted to tell everyone, and when the game comes out, bring my friends in to play Nightreign with them, guiding as I was guided. But would I recommend my FromSoftware newcomer friends to play? Bandai Namco Who is Elden Ring Nightreign for? The more I thought about it, the more I felt my dozens of hours in Elden Ring were essential to starting Nightreign strong -- and even then, it took 20 hours in Nightreign to feel like I'd gotten a good handle on the best way to play. Knowing Elden Ring's massive arsenal of weapons and spells felt essential to picking up Nightreign and immediately having fun. New players who don't have baked-in knowledge of Elden Ring or the combat flow of FromSoftware games will probably be left in the cold. Aside from a tutorial section teaching players basic mechanics, Nightreign lacks the carefully crafted early sections of the studio's other games -- it quite literally drops players into the map for a run and tells them to get killing. The virtue of FromSoftware's single-player adventures' difficulties is that players could approach them at their own pace; in Nightreign, they must rapidly adapt to the studio's particular flavor of tough combat while also figuring out a largely unexplained world. The studio's famed minimalist storytelling will likely do a disservice to new players who die too quickly to learn. Whether they continue with the game after a humiliating defeat is, indeed, the classic trial that every FromSoftware player faces. But it sure seems like new players have a high hill to climb picking up on the game's subtly conveyed details -- map flow, enemy camps, bosses, weapons, churches, strategies -- while also figuring out how to play Soulslikes from scratch. And yet, Nightreign is so unlike every other game out there that its sheer novelty may be enough to tempt FromSoftware veterans and newcomers alike. It's polished, is easy to get into the action and has a very high skill ceiling. If players stick through its lack of direction and difficulty, they'll find a multiplayer game that feels rewarding to win in a way few other games are. And when they lose, they may find themselves like I did -- nursing annoyance that they fumbled but eager to drop in one more time with their trusted squad. Elden Ring Nightreign launches on May 30 for PC, PS5, PS4, Xbox Series X/S and Xbox One consoles for $40. Owning the original Elden Ring is not required to play this game.