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Jordan Peele's 'Nope': Ending Explained, Your Questions Answered


Jordan Peele's 'Nope': Ending Explained, Your Questions Answered


Jordan Peele's 'Nope': Ending Explained, Your Questions Answered

So you just saw Jordan Peele's new sci-fi horror blockbuster, Nope. Maybe you have questions about how things went down in that thrilling finale, or you're stuck wondering what the flick must actually be about.

When I walked out of a screening a few weeks ago, a sense that I wasn't getting the big message in Peele's latest weighed on me like an ominous cloud over the Southern California desert. Peele has touched on what the film is about in interviews, but before we get to that, let's break down the ending. Nope runs more than two hours and follows horse trainers (and siblings) OJ and Emerald Hayworth, who discover something large and mysterious is lurking in the sky near their ranch. 

The flick, by the way, currently sits at a score of 77 on CNET sister site Metacritic. 

Park your horse here if you still haven't seen Nope -- there are spoilers ahead. 

What plan do OJ, Emerald and the others devise?

OJ and Emerald are set on getting proof (the "Oprah shot") of the extraterrestrial creature in the sky, even after it snacks on Ricky "Jupe" Park and others at the nearby Jupiter's Claim theme park. (I don't know about them, but the sight of blood rain would have signaled the end of the road for me). 

They team up with cinematographer Antlers Holst, who has a non-electrical film camera (the beast produces an "anti-electric field" that renders things like digital cameras useless). They also deck out the area with tons of inflatable tube men. When those fall down, it's a sign that the creature is close by. They also know that they need to avoid looking at the beast, and that it doesn't like to consume inanimate objects like decorative flags. 

Once they're ready to invite the beast back, OJ starts roaming around on a horse. He's carrying a string of triangular flags attached to a parachute, and it comes in handy later when a stranger shows up and provokes our testy guy in the sky.

Why does the creature eat the TMZ guy?

When the gang's plan is underway, a stranger pulls up to the ranch on a bike. Emerald speaks to the man -- whose identity is masked by a helmet -- and realizes he's from TMZ. News has already started to get out about the incident at Jupiter's Claim, and he's poking around for answers.

The TMZ guy proceeds to drive off in what proves to be an unfortunate direction. The beast lurking above powers down his bike and sends him flying. He's alive but in bad shape, and OJ approaches him to help. However, the guy's helmet is reflective -- just like the mirror that spooks OJ's horse at the start of the film -- and OJ realizes he has no choice but to get out of there.

The creature vacuums up the TMZ rep and starts to pursue OJ. That's when OJ unleashes the flag-parachute invention, which gets the beast to back off a little and buys him time to take shelter.

What does the cinematographer Antlers Holst say to Angel?

Holst finally snags the money shot that OJ and Emerald have been after. But then things take a turn. He mutters something cryptic about them not deserving the impossible, and takes off with his camera. 

However, it appears the self-absorbed artist can't resist getting one more shot. Holst points his camera at the creature, and then it swallows him.

Does Angel (from Fry's Electronics) live?

Yes, Angel survives the wrath of the beast. His role during the final showdown involves helping Holst. Once Holst and his camera become alien food, Angel wraps himself in barbed wire fencing to avoid a similar fate. The beast tries to suck him up, but the fencing on the ground stays put, and Angel comes barreling back down to the ground. (Another possible reason he survived: The creature probably didn't like the taste of wire.)

What is the thing in the sky? 

We get to know the creature in the sky as a white, disc-shaped animal that could reasonably be mistaken for an alien spacecraft from a distance. In the final scenes of the film, the creature transforms into something more immense and billowy. To me, it almost looks like a flower -- well, if that flower had a terrifying, pulsing green mouth. 

How does Emerald defeat the creature?

Emerald gets to the TMZ guy's bike, but the creature (which has assumed its new form) is too close to her for it to work. In an emotional scene, we realize that OJ is going to help her by fixing his eyes on the beast, luring it toward himself. 

Emerald's bike powers up and she drives to the theme park, Jupiter's Claim. She brilliantly comes up with the idea to injure the beast by releasing a giant inflatable cowboy into the sky. 

Earlier in the film, Emerald and OJ visited Jupiter's Claim and Emerald photo-bombed some strangers by sticking her head into a well that contains a camera. In the flick's final minutes, she grabs coins scattered on the ground, loads up the machine and snaps multiple pictures of the sky. The well spits out what look like large polaroid pictures. 

Eventually, the beast emerges and consumes the massive floating cowboy. Emerald gets a shot of it. Then, the creature pops. It appears lifeless, like a torn-up plastic bag drifting in the air. 

What happens to OJ? 

At the very end of Nope, we see a murky figure sitting on a horse just outside of Jupiter's Claim. It's unmistakably OJ, still wearing his bright orange hoodie.

What is Nope really about?

To me, the ending to Nope seemed pretty straightforward: an entertaining cap on an entertaining adventure-horror-thriller. But I also figured there must be a deeper meaning to the final scenes, and to the flick in general, that I hadn't considered. In a July interview with Today, Peele spent a good chunk of time talking about the film's themes.

Speaking with Today journalist Craig Melvin, Peele said Nope is "about a lot of things," including spectacle, race and human nature. 

He said when he wrote the film, he latched onto the idea of making a spectacle, "something people would have to see."

"I felt like I was fighting for cinema, I was fighting for the theatrical experience when I was writing this film," Peele told Melvin. "So it's about spectacle. And from there, I explored that and started to sort of uncover what I think is like the dark side of our relationship with spectacle."

On that "dark relationship," Peele said we can use spectacle "to distract ourselves from the truth," or give too much power to things that we're obsessed with -- things that have a spectacular nature to them. He also brought up "bottlenecking."

"When we're driving, we're in traffic and there's an accident, that traffic slows down," Peele said. "It's because everybody's sneaking a peek at that awful spectacle and it's slowing everybody down. And so I latched onto that and said let's make a movie about that."

Peele also told Melvin: "I feel like it's impossible to make a movie with people of color in it (or any movie) and have it not be about race."

"This film, which takes place at the outskirts of Hollywood, or, you know, the industry of the spectacle, is also so wrapped up with this idea of representation and erasure," Peele adds.

Peele didn't directly unpack the ending, but Melvin did ask him what he wanted viewers to think about when they walk out of the theater. Peele offered a bit of a non-answer: "If I had too clear of an idea of what I wanted them to be thinking about, I feel like I wouldn't be having the conversation with the audience. That's up to them." 

He then looped back to the one meta aspect of Nope: Yes, it's a film about spectacle, but it's also a spectacle. 

"I hope they're just fulfilled, Peele said. "...I wanted to make a flying saucer movie because I just felt like if we can feel like we are in the presence of something 'other,' if we feel like that's real, then that's just an immersive experience worthy of going to the movies."


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Meta Offers Look At What Might Follow The Quest 2 As It Pursues A VR Future


Meta Offers Look at What Might Follow the Quest 2 as It Pursues a VR Future


Meta Offers Look at What Might Follow the Quest 2 as It Pursues a VR Future

This story is part of Making the Metaverse, CNET's exploration of the next stage in the internet's evolution.

Meta CEO Mark Zuckerberg holds up a bulky virtual reality headset called Butterscotch. It's a prototype, used only for research. But it's part of the puzzle Meta is trying to solve to make its plans for the metaverse a reality.

The image resolution in Butterscotch is about two and a half times better than the Quest 2, the VR headset Meta sells to consumers and is critical to making virtual worlds seem more realistic. In a video conference, Zuckerberg said the resolution is good enough for people to see objects clearly from 20 feet away.

An eye chart shows how image clarity varies from different VR headsets

Meta said its Butterscotch prototype headset's resolution is high enough to read the 20/20 line vision line on an eyechart in VR, outperforming the Quest 2 and Rift headsets.

Meta

Creating more realistic VR images, Zuckerberg said, will help people feel like they're physically there with another person, even if they're not in the same room. A more realistic sense of presence, though, will take more than just improving the resolution in VR headsets, he said.

"Being able to express yourself in as immersive and realistic of a way as possible is a very powerful thing," he said. "We're in the middle right now of a big step forward towards realism."

Meta has big plans for the metaverse, virtual spaces for work, play and socializing. But the company, formerly known as Facebook, has a long and daunting to-do list to check off before it can reach that goal. Headsets need to properly track motion and be more comfortable if Meta wants more people to buy these devices. 

Meta hasn't said how many headsets it's sold, but it's not making a profit from its metaverse business and doesn't expect to for a long time. In the first three months of this year, Meta's metaverse business Reality Labs lost $2.96 billion, Meta said in an earnings report. The company is making a long-term bet on what comes after the mobile internet, pinning its future to the metaverse. Zuckerberg has been trying to get people interested in VR for years after the company purchased VR headset maker Oculus for more than $2 billion in 2014.

Zuckerberg's ambitious vision for the metaverse sounds like it's straight out of science fiction. He wants people strapping on his headsets to feel like they're in the physical presence of a loved one or coworker. In the future, he says, people might not even need to buy TVs.

"If you have a good mixed reality headset or augmented reality glasses, then that screen or TV that's on your wall could just be a hologram," he said. 

That vision is a long way off. Though Meta has improved its VR headsets, using them takes you to cartoon-like virtual spaces that feel more like video games than the real world. The company has tried to clear out its list of projects -- Meta has reportedly scrapped a smartwatch and postponed the release of AR glasses -- to cut down on expenses. It still plans to release wrist wearables and AR glasses to consumers. And it still has to address harassment and privacy in virtual worlds, problems Meta has struggled to combat on its social media sites. 

Still, improving the displays in VR headsets might entice people to try out more virtual spaces.

An illustration of an idea Meta has for mixed reality goggles.

Meta researchers showed what mixed reality goggles could look like but said it was just an idea at this point.

Meta

Mixed reality goggles 

During the video conference, Zuckerberg and Meta employees showcased an illustration of Mirror Lake, one of the company's most ambitious projects. The headset resembles a pair of ski goggles and blends the physical and digital worlds, a technique known as mixed reality. 

Mixed reality goggles, like Mirror Lake, are also in their early stages. Mirror Lake is just a concept and Meta hasn't built these goggles yet, so they don't know if their idea works. 

It could be a step toward sunglasses-like AR headsets, which overlay digital information on scenes of the real world. Meta wants to bring these AR products to market eventually, but they're still a lot of hardware to wear anywhere outside a home. 

Meta hopes Mirror Lake will harbor a retina resolution-level display with HDR, eye tracking, a method for creating multiple eye focus points, prescription lenses and holographic lenses that use lasers to create 3D visuals. 

The headset could eventually include displays on the outside to show a wearer's eye and face expressions while wearing the goggles, a research idea Meta has previously presented and Apple is reportedly working on too.

A wall of VR headset prototypes and glasses

Meta has created many different types of prototypes over the years as it tries to improve the technology in VR headsets.

Meta

New visual tech in an array of experimental headsets 

Meta also showed off Holocake 2, its thinnest and lightest VR headset capable of playing PC VR games. The prototype could help the company build smaller VR headsets in the future. And reducing a headset's weight will enable people to be in virtual worlds for a longer time. 

Resembling the design of Microsoft's HoloLens 2, the device uses holographic lenses, which simulate a regular lens' optics but are flatter than the curved lenses used in VR devices like the Quest 2. Most VR headsets have thick lenses, which is why the front of the device looks so heavy, Zuckerberg said. Instead of sending light through a thick lens, Holocake 2 sends light through a hologram of a lens. Meta also reduced the distance between the eye and the VR display to reduce the bulk of the headset. 

Holocake 2, though, requires lasers to make its holographic lens optics work, and finding consumer-ready lasers that would work in headsets is still tough. Using holographic optics can shrink down the bulky VR headset design so Meta can add other tech, like more cameras, eye tracking and a type of lens that could make VR more comfortable. 

To improve VR, Meta is applying a test that evaluates whether what's displayed in a VR headset can be distinguished from the real world, said Meta Reality Labs Research head Michael Abrash. The company is calling this the visual Turing test, a reference to English mathematician Alan Turing, who developed another test in the 1950s to determine if a computer can think like a human.

No VR technology has passed the visual Turing test, Abrash said. While VR creates a sense of presence, people know that what they're looking at is virtual and not real.

Meta outlined four obstacles to creating better displays: resolution, focus, distortion and high dynamic range, used to improve an image's brightness and contrast. 

One issue is that VR headsets have substantially less color range, brightness and contrast than TVs, laptops and cell phones, Abrash said.

Meta CEO Mark Zuckerberg holding up a prototype headset called Starburst

Meta CEO Mark Zuckerberg holds up a prototype headset called Starburst that includes a bright lamp. 

Meta

Holding up a prototype VR headset called Starburst, Zuckerberg noted the device includes a bright lamp. He called Starburst "wildly impractical" but said researchers are using the heavy headset to improve future devices.

Meta also developed another prototype called Half Dome that includes a varifocal lens that can help people's eyes focus better in VR, making nearby objects look sharper. People who used this type of lens experienced less fatigue and blurry vision. They also had an easier time identifying smaller objects, reading text in VR and reacting to environments more quickly. 

Even after years of development, Half Dome isn't ready for consumers because Meta is trying to make sure eye tracking and other parts of the device work properly. The technology needed to make varifocal work is still difficult to get into a consumer headset.

"As hard as it is to build the first version of something, it can often be even harder to get it into a shipping product," Zuckerberg said, adding he's "optimistic" consumer units "will come soon." 

Later this year, Meta is expected to release a new, more expensive VR headset called Project Cambria, which will be the company's first VR headset with eye tracking. After that, it's unclear when or if any of this next-gen display tech will make it into any headset. What's notable is that Zuckerberg and Abrash acknowledge that current VR displays still don't rival the quality of 2D displays on a TV or smartphone.

If they want VR to be more than a novelty, it's a problem they'll need to solve.


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