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People Magazine Declares Wicked and Bridgerton Actor Jonathan Bailey the Sexiest Man Alive of 2025
People Magazine Declares Wicked and Bridgerton Actor Jonathan Bailey the Sexiest Man Alive of 2025
7:53 am

It’s time for People Magazine to select another Sexiest Man Alive for 2025, and this year, their pick is Wicked and Bridgerton’s Jonathan Bailey.

The annual custom of People Magazine naming the “Sexiest Man Alive” has continued for 2025, and they have selected a new winner. The magazine’s choice was revealed on The Tonight Show Starring Jimmy Fallon last night, and the honor for 2025 goes to Wicked and Bridgerton’s Jonathan Bailey. Bailey takes the esteemed title from The Office star and A Quiet Place Director, John Krasinski, who received the accolade in 2024. Jonathan Bailey is best recognized for his roles in Bridgerton and Wicked, but he has also made his mark in gaming, portraying the beloved character G’raha Tia (and later, the Crystal Exarch) in Final Fantasy XVI.

Upon accepting the award, Jonathan Bailey stated, “It’s a huge honour,” adding, “Obviously, I’m incredibly flattered. And it’s completely absurd.” The star is the first openly gay individual to be awarded this title, and Bailey described the acknowledgment as “the honour of a lifetime,” to Jimmy Fallon. Jonathan Bailey speaks candidly about being a gay actor, and he has established The Shameless Fund, which aims to support other LGBTQ+ organizations and non-profits through creative partnerships.

The Shameless Fund charity was established in 2024, and Bailey remarked, “I know the LGBT sector is under immense threat at the moment.” He continued with, “So it’s been amazing to meet people who have the expertise and see potential that I could have only dreamed of.” Bailey joins a 40-year legacy of ‘sexiest men alive,’ starting with the inaugural Sexiest Man Alive, Mel Gibson, in 1985.

Other previous honorees include Brad Pitt, George Clooney, John F. Kennedy Jr., David Beckham, Michael B. Jordan, John Legend, Dwayne Johnson, Paul Rudd, Pierce Brosnan, John Krasinski, Chris Evans, and Patrick Dempsey. Jonathan Bailey shares the list with two Avengers, James Bond, and the President of the US. The Bailey People Magazine cover will be available Friday, featuring Bailey’s dog, Benson, alongside him.

Jonathan Bailey reprises his role as Fiyero in his upcoming film, Wicked: For Good, which is set to release in theaters on November 21.

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"12-Month Balatro Calendar Featuring Ben Starr as Supportive Jimbo"
“12-Month Balatro Calendar Featuring Ben Starr as Supportive Jimbo”
11:33 pm

**Ben Starr Returns to Portray Jimbo in New Balatro Calendar**

In a delightful homage to the Balatro realm, Ben Starr has reprised his legendary role as Jimbo, the cherished mascot of the game, in a fresh 12-month calendar. This distinctive calendar, showcasing an array of Jokers from the game, is a partnership involving LocalThunk, Playstack, Fangamer, and Starr himself. Recognized for his roles in various promotional content, such as the “Friends of Jimbo” trailer, Starr’s participation stems purely from his passion for the Balatro universe, as affirmed by LocalThunk and Playstack.

The calendar serves not only as a collector’s item for enthusiasts but also as a philanthropic effort. All proceeds from Playstack and LocalThunk will be allocated to SpecialEffect and Extra Life. SpecialEffect is acclaimed for its efforts in improving the lives of those with physical disabilities through technology, while Extra Life provides essential healthcare funding to local member hospitals. Furthermore, Fangamer will donate $5 for every calendar sold through its store.

Additionally, Balatro has embarked on a crossover with the popular title Vampire Survivors. The update, named “The Ante Chamber,” is available at no cost and brings four new characters, including Jimbo, into the roguelike mayhem of Survivors.

The Balatro calendar can be exclusively purchased on Fangamer for $19 and is currently available. Fans of the game and advocates for the charities can buy it to relish a year of Jimbo and the Jokers while supporting significant causes.

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Early Access Sneak Peek of The Last Caretaker: A Steady Engagement
Early Access Sneak Peek of The Last Caretaker: A Steady Engagement
3:13 pm

When I initially encountered *The Last Caretaker*, I found myself a bit uncertain about its nature. From the trailers I had seen, I presumed it was a game focused on mechanical optimization—something akin to *Factorio*—but then it took a bizarre survival-horror turn that seemed more aligned with *The Forest*. Intrigued, I had to explore further.

I was taken aback by how deeply *The Last Caretaker* captivated me. It’s a title that conveys a tremendous sense of scale, yet it maintains a serene and carefully constructed atmosphere that almost becomes background noise, and before you realize it, you’ve invested hours into it. There’s plenty to appreciate about *The Last Caretaker*, along with a few issues that need addressing—fortunately, it remains in [Early Access](https://www.cgmagonline.com/tag/early-access/).

*The Last Caretaker* presents a relatively straightforward narrative. Players assume the role of a robotic assistant who awakens on a forsaken rig adrift in a vast ocean. With no obvious signs of life around, the player is charged with mending a docked vessel and venturing into the sea in hopes of re-establishing connections with any remaining functional systems—and potentially saving the life that exists on this submerged planet.

It’s a remarkable introduction, adeptly capturing the atmosphere and essence of the game while unveiling aspects of its narrative through player interaction. The player is solitary in a realm that is both unwelcoming and barren, laboring diligently to maintain some small portion of it. There’s nothing particularly terrifying about the experience, yet an unremitting sense of obligation prevails—because you are, quite literally, the last remaining entity to act.

As a robot, the player swiftly comprehends the methodical, repetitive cadence of the story through gameplay, but in a manner that feels tranquil and fulfilling. Although players technically operate under a time constraint, there’s no real urgency—robots are ageless. The tasks of exploration, building, and restoration come effortlessly, as if they are merely part of the Caretaker’s inherent design. Players are, in essence, fulfilling its purpose. There are mysteries to uncover regarding what transpired in the world, and outcomes for tasks performed well or poorly, but everything progresses so seamlessly that I eventually ceased to focus intently—without ever experiencing detachment.

The gameplay presents a rewarding blend of exploration, mining, and crafting, albeit in a somewhat unconventional fashion. Players traverse extensive oceans in search of structures containing items that can be dismantled into scraps to craft more valuable and efficient tools. Certain locations necessitate electricity to operate machinery or unlock doors, and players can either scavenge for old batteries or develop sophisticated systems to facilitate exploration.

At its essence, *The Last Caretaker* revolves around connections. One of the key items players can discover or create is cable, available in various types. Establishing energy sources and efficiently running cables enhances the game’s technical complexity, but it also aligns thematically. I couldn’t help but chuckle when I realized I was losing health because my battery level had plummeted, necessitating that I connect to a power source.

“The Last Caretaker is the first explorative crafting game in a long time that resonated with me as *No Man’s Sky* did.”

Nevertheless, *The Last Caretaker* centers on building connections throughout a waterlogged world—gradually reviving it by energizing abandoned structures, discovering means to create artificial life, and eventually launching that life into space to provide it an opportunity for sustainable growth. The gameplay loop is so engaging that it becomes almost instinctual; it transforms into a part of your programming.

However, *The Last Caretaker* also incorporates combat, which is subpar. It leaves me wishing it were entirely absent. Players begin with a weak melee attack, which is inexplicably assigned to the C key on PC by default. Given that most enemies are merely puddles of goo, striking anything feels insubstantial and lacks impact. The melee hitbox is also deceptive, rendering exploration in hostile settings particularly unenticing.

It doesn’t take long before you can craft a firearm, yet the guns themselves feel nearly ineffective—the initial Electricity Gun you acquire depletes batteries so rapidly that you’re fortunate if you can defeat one goo pile before it’s entirely drained. I feel that if *The Last Caretaker* aims to emulate anything from [*No Man’s Sky*](https://www.cgmagonline.com/articles/features/learned-stop-worrying-love-no-mans-sky/), it should provide players with some form of ranged weapon from the outset or SIGNIFICANTLY downplay combat.

In terms of visuals, there isn’t much to elaborate on regarding *The Last Caretaker*. Its graphics are striking yet fairly conventional.

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