In a few weeks, cinemas will receive the most nostalgic fantasy of the year

Today many speak of it as one of the most anticipated releases of the summer, perhaps as a familiar and colorful contrast to denser proposals such as ‘The Odyssey‘. And yet, ‘Masters of the Universe’ has a history of war of rights, box office failures and various confrontations behind it that has turned it into a feat worthy of one of its most tumultuous adventures that, four decades after its creation, this Conan in space reaches the screens. Failure after failure until the final victory. In August 1987. Cannon Films, the Israeli-American production company that had built its reputation on low-budget action films in franchises such as ‘The American Warrior’ or ‘Missing in Action’, bet heavily on ‘Masters of the Universe’ as an entry ticket to the Hollywood of the big studios. With a budget of $22 million (huge by Cannon standards) and ambitious marketing campaigns that presented it as capable of rubbing shoulders with ‘Star Wars’, the result was a resounding commercial failure: only 17.3 million in collection, which contributed to the collapse of the company. Fans of the very popular animated series that served as an advertisement for the new releases of the toy line protested against the most discussed decision in the movie: Instead of showing the fantastical world of Eternia, most of the story took place on Earth, far from the magical creatures and epic battles that had fueled the spectacular illustrations on the action figure boxes. The reason for that decision was strictly economic: Eternia was very difficult to bring to life on the screen with the budget Cannon had at his disposal. 39 years of waiting. What came next was one of the longest sagas of frustrated development in modern cinema. The rights to the franchise passed successively through Warner Bros. (2007), Columbia Pictures (2009), Netflix (2022) and finally Amazon MGM Studios. Multiple names were linked to creative teams and cast, such as Jon M. Chu, McG or John Woo, and Noah Centineo was in talks for the lead role. Already with Amazon, Travis Knight was announced as director and Chris Butler as screenwriter. Was the first time in almost four decades that a ‘Masters of the Universe’ completed its production. FBarbie actor. The film comes in a very specific context for Mattel: the company has been trying to become a generator of successful franchises for Hollywood for two years. ‘Barbie’ raised more than $1.4 billion worldwide and won an Oscar, becoming the benchmark for Mattel’s entire film strategy. Since then, the company has more than fifteen announced projects including adaptations of Hot Wheels or Polly Pocket. The comparison with ‘Barbie’, however, falls apart in some respects. They are essentially different franchises and possibly very different films (‘Masters of the Universe’, quite possibly, has nothing of that intelligent pop feminism capealthough it very possibly has the same ironic approach to characters who, without humor, would not support an updated review). The toys are not the same either: Barbie is a ubiquitous brand in global culture, while He-Man is niche generational nostalgia. A nostalgic artifact. Travis Knight’s debut was ‘Bumblebee’, the excellent spin-off of ‘Transformers’ that bathed in adventurous simplicity what in Michael Bay’s installments had been a crazy epic. From his ‘Masters of the Universe’ has said that “we are not making a cartoon, we are making a live-action fantasy film” The cast is one of the strong points of the project: Nicholas Galitzine is He-Man, Camila Mendes is Teela, Alison Brie is Evil-Lyn, Morena Baccarin is the Sorceress, Idris Elba is Man-At-Arms and Jared Leto is Skeletor. Travis Knight is very aware of the responsibility he has to the franchise’s fans: “When we started envisioning this world, we wanted to do the fans justice,” Knight said, adding that “watching them come to life on the big screen makes you a little emotional.” The challenge. The first box office forecasts They place the domestic opening between 25 and 35 million dollars for the weekend of June 5. With an estimated budget of between 170 and 200 million dollars, they are clearly insufficient. Can the movie get young audiences interested in He-Man, Skeletor, and Eternia in 2026? Without a doubt, a pertinent question, because it can guarantee continuity for other toy franchises or the lock for Castle Greyskull for another four decades. In Xataka | The toys of the future will include AIs to be able to interact with us: Barbie and OpenAI are already taking steps in that direction

go for nostalgic adults

Fashions fluctuate, just like prices or supply and demand curves, but there is one value that is always rising in the market (no matter which one): nostalgia. As we get older, we increasingly value items and experiences that allow us to relive our childhood, which creates a huge business opportunity. It is something that the industry tech or of entertainment has understood well, is driving the creation of arcade rooms and, in general, has converted the “retro” into a valuable asset. Now that desire to relive past times is favoring an unexpected business: that of the sweets. Who eats sweets? The question seems obvious. Sweets are something for children and teenagers, right? Those of us who are between 30 and 40 years old today grew up in a world in which those who went to kiosks to buy gum, candy and other industrial sweets were basically kids. There might be some bigger fans of licorice, mint candies or toffees, for example, but they were the exception. Things today are somewhat different. It is no longer just that adults buy sweets without embarrassment, it is that in some stores they are the majority customer profile and even represent 80% of the business, as revealed a few weeks ago The Confidential in an extensive report in which he analyzes the phenomenon. Is it a novelty? Yes. And no. that the millennials and members of Generation X still eating sweets into adulthood is not exactly new. In 2004, the Spanish Association of Candy and Chewing Gum Manufacturers (Caychi) already published a study which showed that more than half of the country’s adults regularly ate candy, gum and other sweets. About 70% He also admitted that he did it simply because it was considered “a pleasure”, an experience with “a positive effect on well-being”. At that time, however, the ‘photo’ was still somewhat diffuse. Although in the group between 46 and 55 years old, 50.4% of people stated that they consumed candy with some frequency and 34.4% also chewed gum often, the survey presented their consumption with a certain utilitarian perspective: “many” indulged in sweets, it was said thento avoid other unhealthy vices, such as smoking. And now? Now the reality is somewhat different. In his chronicle The Confidential He speaks with companies and representatives of the candy sector who clarify that adults demand their merchandise for an added reason: nostalgia. Maybe they like the taste of sticks, worms, dextrose necklaces, Peta Zetas and heart-shaped lollipops, but for them their consumption incorporates an equally or even more valuable bonus: memories. It is merchandise of 2026, but also a ‘passport’ to evoke the decade of the 80s and 90s. There are even businesses dedicated to sweets whose turnover basically depends on people who already have gray hair. “Normally people think they are for children, but if we depended on them we would have to close,” recognize the commercial head of a Galician company in the sector who estimates that around 80% of his clientele is made up of adults. Your case is not unique. Other companies in the industry confirm the increase in demand for retro gummies, both in the retail channel and among businesses that, in turn, use them in dishes that incorporate ingredients such as Peta Zetas or cotton candy. Is there data to support it? The trend can be followed in two ways. One is the testimonies that are shared from the sector and confirm the change. Others are the statistics on domestic consumption of the Ministry of Food, which they confirm that the consumption of sweets is especially pronounced in households made up of adults between 45 and 65 years old who live alone. Those where young adults and couples without children reside also stand out. The statistics of the Government on domestic consumption show that, at least in November 2025, the per capita consumption of candy, chewing gum and sweets was around the 0.77 kg and, in general, the volume consumed had grown by 6.9%. In October the Produlce employers’ association I remembered that the candy and gum category is the one that grows the most in the sweet sector, with a production that was around 1,500 million euros and 311,000 tons. Against that backdrop, nostalgia-driven sales have found especially fertile ground on the Internet and networks. There you can often find items that are difficult to see in kiosks or the supermarket. In fact, there are websites specialized in that niche, such as Retro candy either Xianaand on Amazon you can also find them searching by categories such as retro sweets. Does nostalgia weigh that much? Not all sales among the adult population are explained by nostalgia, but it is undeniable that this factor has an important weight. It is assumed by Produlce himself, who points out that the fact that “many adults today return to the sweets of their childhood demonstrates the extent to which we are talking about products with strong emotional and cultural roots.” In Retrochuches in fact the catalog of jelly beans is combined with another toy from the 80s and 90s, such as four-in-a-row games, cardboard masks, spinning tops, Tetris machines, marbles, dolls trolls or plastic pendants in the shape of a pacifier, among a long etcetera. Is it something exceptional? No. It’s nothing strange. Nor exclusive to the world of snacks and sweets. The “nostalgia economy” It has reached other sectors, such as fashion, technology and entertainment, focusing its efforts on an audience with greater purchasing power than younger customers. As they explain From some companies in the sector, it is not so much that adults buy more as that they can spend much more money. In the process, nostalgia for the past works some miracles, such as making Generation Z embrace retro technologies that in reality are totally new to her (those who are in their twenties today have never enjoyed games that today are presented to them as ‘vintage’) or that the candy industry finds a new niche despite the … Read more

we are nostalgic for the attention span we had then

A few days ago I saw a tweet which said the following: “There was a time when happiness took the humble form of an ordinary afternoon. Coming home, turning on the PS2 and disappearing for hours.” It is one of those tweets that manage to strike a nostalgic chord and name something that many people feel but have not yet been able to articulate. The easy reading is the nostalgia of youth: we were young, we had no responsibilities, we had entire afternoons to lose in the GTA on duty. That’s true, but it’s only half the story. The other half is that we lived those afternoons with an attention that today is almost impossible to reproduce.. There was nothing competing for her. The screen was one, the world was that, and the mind stayed inside for hours without anyone calling it back. That no longer exists. Not because we have less free time, but also because adult life overwhelms us as is normal; but because the free time we have has stopped being habitable in the same way. The cell phone does not interrupt only when it rings: it interrupts all the time without doing anythingwith its mere presence in the pocket, with the always open possibility that there is something in there that we have not yet seen. The 2007/2008 academic year was absolutely spectacular for my group of friends. Of the six of us, four of us had a girlfriend. We all finished the course single. One of the reasons was that we loved spending hours together playing PES 2008. A few years later we wanted to recover those times but it was never the same, and what had changed was that we all now had smartphones and social networks, and We all ended up looking at it, the individual screen, instead of the TV, the collective screen.so we lost track of what others were doing and the experience was completely different. Even with solo play, loading screens, which were previously a moment of mental pause or going for another Coca-Cola, have become the automatic trigger for taking out the phone. The brains that grew up with those PS2 afternoons have been reconfigured to not tolerate even fifteen seconds of emptiness, just like when we wait for the elevator or have someone in front of us in line at the supermarket. The result is a strange form of loss that is difficult to name because nothing concrete is taken from you. Even though we have more responsibilities and less free time, we still have some moments. We still have access to games. What we don’t have is the ability to step inside them in the same way, to let the world narrow until only that exists. That ability, to pay complete attention to a single thing for hours, It was a resource that we didn’t know we had until it was taken away from us. so gradually that we do not notice at what exact moment it disappeared. That’s why the tweet didn’t actually talk about the PS2. I was talking about that. From the last time a plastic rectangle was enough to make the rest of the world cease to exist for an entire afternoon. In Xataka | The intellectual luxury of our era is sustaining our attention, AI is making it worse Featured image | Swello

The iconic Game Boy is back in LEGO format and is a good Christmas gift for the most nostalgic

Do you want to surprise a gamer from the ’90s, now a forty-something, and you don’t know what to do it with? Surely in his youth he had the iconic Game Boy. Now, you can buy a LEGO Game Boy set to build Nintendo’s first portable console, thus becoming a perfect gift for Twelfth Night. LEGO Super Mario Game Boy The price could vary. We earn commission from these links A LEGO set with surprising realism Some time ago, LEGO released a set inspired by the Nintendo Entertainment System. Although, now, this new set wants to give a tribute to the iconic Game Boythe Japanese company’s first portable console. Composed of 421 pieces and with a design endowed with realism, if you have it in your hands, you will believe that you are looking at the real console and not one made with LEGO pieces. In addition, it comes with many details and accessories, such as a stand to place it and several games and screens. Specifically,’The Legend of Zelda: Link’s Awakening‘ and ‘Super Mario Land‘ are the two screens that the LEGO set includes. Furthermore, to make matters worse (as far as realism is concerned), the console buttons can be pressed and the cartridges (fully buildable) can be inserted into this Game Boy. Other LEGO sets for gamers that may interest you LEGO Mario Kart 72037: Mario and Standard Kart The price could vary. We earn commission from these links LEGO 21265 Minecraft Workbench The price could vary. We earn commission from these links Some of the links in this article are affiliated and may provide a benefit to Xataka. In case of non-availability, offers may vary. Images | LEGO In Xataka | Your favorite series, comics and movies also in LEGO: 15 construction kits ideal to assemble yourself or give as a gift In Xataka | LEGO constructions on another level: the Technic Series has the models that any collector would dream of

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