On the heels of The New York Times’ breaking news story revealing new information about President Trump’s financial history, David Barstow, Russell Buettner and Susanne Craig expose the untold story of how Donald Trump became rich.
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‘Salad Days’ is an insightful documentary film that examines the Washington, DC punk scene from the early 1980s to the decade’s end. The city played an integral part in shaping the alternative music explosion of the 1990s and its impact on popular culture continues today.
Two South Africans set out to discover what happened to their unlikely musical hero, the mysterious 1970s rock ‘n’ roller, Rodriguez. The film won Best Documentary at the 85th Academy Awards.
Embark on an astounding journey across 100,000 light-years to witness key moments in the history of the Milky Way. Using cutting-edge science, National Geographic constructs a 3-D state-of-the-art CGI model of our galaxy. We’ll peer into the heart of the Milky Way on the hunt for super-massive black holes, watch how stars are born and die, fly out and above the plane of our galaxy to understand its true shape and scour its dusty spiral arms for the possibility of life.
“If buildings could talk, what would they say about us?” CATHEDRALS OF CULTURE offers six startling responses. This 3D film project about the soul of buildings allows six iconic and very different buildings to speak for themselves, examining human life from the unblinking perspective of a manmade structure. Six acclaimed filmmakers bring their own visual style and artistic approach to the project. Buildings, they show us, are material manifestations of human thought and action: the Berlin Philharmonic, an icon of modernity; the National Library of Russia, a kingdom of thoughts; Halden Prison, the world’s most humane prison; the Salk Institute, an institute for breakthrough science; the Oslo Opera House, a futuristic symbiosis of art and life; and the Centre Pompidou, a modern culture machine. CATHEDRALS OF CULTURE explores how each of these landmarks reflects our culture and guards our collective memory.
DARK HORSE tells the larger than life true story of how a barmaid in a former mining village in South Wales bred a racehorse on her allotment that went on to become a champion. Jan had successfully bred dogs and birds and believed she could do the same with a different animal – though she knew nothing about racing and had never been on a horse. Convincing a handful of locals to part with ten pound a week for her scheme, she found a thoroughbred mare with a terrible racing record for £300, a stallion past his best, put them together and – against all the odds – bred a winner. It’s an audacious tale of luck and chance and beating the odds; a story of how a gaggle of working class folk from the Welsh Valleys took on the racing elite, broke through class and financial barriers, and brought hope and pride back to their depressed community.
It is the year 2546. Corporations rule the world, and an agent is on a secret mission to explore the untold stories of the past. His journey leads him into a secret virtual reality where one corporation has recreated the 1980s, an era that witnessed the birth of video game development, an event in which a politically and economically restricted small European country, Hungary, had a significant role. He discovers a strange but exciting world, where computers were smuggled through the Iron Curtain and serious engineers started developing games. This small country was still under Soviet pressure when a group of people managed to set up one of the first game development studios in the world, and western computer stores started clearing room on their shelves for Hungarian products.
The incredible story of the unlikely rise of The Drew League from humble beginnings in the crime and gang infested streets of South Central Los Angeles to the nation’s foremost pro-am basketball league. Crossing racial, cultural and socioeconomic barriers, The Drew celebrates the value of basketball, persistence, loyalty and above all, community.
Can games change the world? With cities everywhere struggling to cope with the population growth that increased urbanisation brings, can video games be harnessed to help the residents, especially young people, take part in planning, and fixing their own cities? Today public spaces and entire cities are being designed, planned and played through the medium of games. The result of this ‘civic gamification’ is that city architecture and urban planning is being democratized. Cities have become the ground zero for digital innovation and the debate about how our cities evolve has suddenly gone viral. We follow three game companies navigating the space where urban planning and gaming meet. Lydia Winters at the game developer Mojang, the creators of Minecraft, Paradox Interactive and the game Cities: Skylines and José Sanches and his indie game Block’hood. How will our cities look in 20 – 100 years time?
An intimate and moving meditation on the late musician and artist Kurt Cobain, based on more than 25 hours of previously unheard audiotaped interviews conducted with Cobain by noted music journalist Michael Azerrad for his book “Come As You Are: The Story of Nirvana.” In the film, Kurt Cobain recounts his own life – from his childhood and adolescence to his days of musical discovery and later dealings with explosive fame – and offers often piercing insights into his life, music, and times. The conversations heard in the film have never before been made public and they reveal a highly personal portrait of an artist much discussed but not particularly well understood. Written by AJ Schnack
Two cricket journalists set off on a journey to the heart of the game they love, only to stumble upon one of the biggest sporting scandals ever. This is a film about passion, greed, power – and standing up for what you care about.