







Here’s what excited us the most on screen this year

The apps, movies, games, and everything else we loved in 2023
2023 was a YEAR, huh? Here’s some of the stuff we loved

The best sci-fi and fantasy books of 2023
It’s been a stellar year in speculative fiction

The best video essays of 2025
Now in its ninth year, our annual poll showcases 255 vital video essays, nominated by 72 international voters.

The best video essays of 2023
The best of the best YouTube and Vimeo had to offer this year

The best TV shows of 2022
From Netflix to HBO to everywhere else, here are Polygon’s favorite TV shows of the year

Too Much TV: Substack Is Going To Give Me A Stroke
And I take a look at the new Paramount, circa 2029.

Dean W. Ball on Twitter / X
The mood has been a bit dour lately, so here are some less-obvious things that I expect to take shape over the next decade that I am excited about:1. Space! Lots and lots of stuff is going to be happening in space by the mid-2030s, and right now the U.S. looks like it will be…— Dean W. Ball (@deanwball) October 9, 2026
2022, A Look Back
In just 7 minutes, Vox takes a visual look back at the biggest events of 2022, including Ukraine, inflation, Musk/Twitter, tech layoffs, Serena retires, TikTok,

The State of the Culture, 2024
Or a glimpse into post-entertainment society (it's not pretty)

The 15 best Luddite horror films
From Godzilla to Pulse to the Terminator, these are the best films that register an aggressive critique of technology.



Why we’re still obsessed with 90s aesthetics in 2026
Decoding the visual cycle: how tactile 90s aesthetics bridge the gap between sterile tech and human emotion in 2026.

Cool Things in 3D (September 2026) • Creative Shrimp
Here’s a look at some of the coolest things happening in 3D this month - from Gaussian splats in Blender 5.3 and panoramic cameras in EEVEE to dispersion in Cycles, the most realistic Blender short film, and the GPUs the Blender community is actually using.

The Best Video Games of 2018
This was hardly a vintage year for video games, but there were releases that nevertheless excited, stimulated, and challenged their audiences to think for themselves.
