If you haven’t already bought one of the hundreds of drones that seem to be filling the market, Parrot has a new version of its personal flying camera. The Bebop 2 now has a 25 minute flight time which is more than double the 12 minutes of the previous version. It sports a 14MP fisheye-lens camera and 8GB of onboard flash storage. To make sure the videos are sharp, all the image stabilization is done with an software image processor instead of mechanical to keep the weight down. The new quad-copter is also faster than its predecessor hitting 37 miles per hour. The first Bebop topped out at 24 miles per hour. All that speed and flight time will cost you though. At $550 it’s not exactly something most folks would buy for their kids for the holidays. But if you’re in the giving mood, the Bebop 2 will be available on December 14.
Parrot says it’s the drone that everybody can fly. Like the first Bebop, it can be flown via Wifi with an iPhone, Android device or VR headset for a first-person flight experience. For the headset, you’ll need the Skycontroller which is part of an $800 bundle. With it you attach the an HDMI-capable and USB cable to the headset and pretend like you’re a bird.
NVIDIA’s first Shield tablet was a device that got almost everything right: The 8-inch slate had a crisp display flanked by twin speakers, a surprisingly precise built-in stylus and a powerful 192-core Kepler K1 processor. At the time, it was easily the best Android gaming device on the market, and a pretty darn good media tablet to boot — but NVIDIA quietly put the Shield to pasture earlier this year. Is the company preparing to launch a new, more powerful Shield tablet? Nope: It’s putting the same slate back on the market, albeit with a lower, $199 price tag and fewer bells and whistles.
At a glance, the new NVIDIA Shield Tablet K1 is a dead ringer for its $299 predecessor, featuring a nearly identical chassis with the same ports, buttons and camera layout. There have been a few tweaks: NVIDIA replaced the glossy black lettering on the shield logo with brushed metal characters and the new tablet’s speakers are covered with rubberized grip surface. In fact, the only real difference between the old Shield tablet and the new is what’s missing.
When you open the box for the NVIDIA Shield Tablet K1, you’re presented with just the tablet and nothing else. No charger, no microUSB cable and no built-in stylus. NVIDIA told us the exclusions were part of the company’s efforts to cut costs: most consumers already have a tablet or phone charger lying around the house. Leaving it out of the K1’s box allows them to slash a few dollars from the total price. It’s not a bad move, but it could catch a few unsuspecting consumers off guard. What about the Stylus? NVIDIA says the new tablet is still compatible with the ShieldDirect Stylus 2, but it’s now only available as an accessory. I spent some time with the K1 and confirmed, it works exactly as it does on the original tablet — but there’s no longer a slot in the Shield’s chassis to hold the pen.
Folks who already own a Shield tablet don’t have any reason to upgrade to the K1, but new buyers may want to take a look. It’s more than just a gaming device, it’s a competitive tablet in its own right — and still lives up to every word we wrote about the original last year. Well, almost every word: the K1 is available only in a single configuration: a WiFi model with 16GB of internal storage (expandable to 128GB via MicroSD). If you need a slate with LTE, look elsewhere.
Virtual reality has made substantial strides in gaming and entertainment, but there’s another area where the technology could also prove useful: sports training. Kansas City-based EON Sports VR has been working on interactive simulators for football and, now, it’s tackling baseball. Its latest, Project OPS, uses custom software and a smartphone-powered SIDEKIQ VR headset to train batters on strike zone awareness and pitch recognition through real-time, 360-degree video challenges. And to give this a sense of credibility, the startup recruited Jason Giambi, a 20-year MLB veteran with an American League MVP title, two Silver Slugger Awards and five All-Star badges under his belt.
Aside from being the person to guide you in every batting lesson you take with Project OPS, Giambi, who retired from Major League Baseball in 2014, helped EON Sports VR shape its software by using his expertise to ensure these challenges were as close to real-life as possible. Not only did he test them himself, but Giambi worked with the developers to provide an accurate perspective, from a hitter’s standpoint, of a pitcher’s positioning and movement before, during and after the delivery of the ball.
Even though he says Project OPS is geared toward amateur and recreational players, Giambi believes VR-based training could also be useful for pros. “We’ve already talked to a lot of professional teams and they’re really, really interested because we can recreate whoever’s on the mound,” he says. “Whenever we would have scouting reports, you would obviously get a piece of paper… ‘This is what he [the pitcher] throws,’ and then you received video, but all this video was really from behind them… You really don’t get that face-on-face view, where you’re looking at him and he’s looking at you.”
Jason Giambi during his time with the New York Yankees.
EON Sports VR’s software offers over 30 sessions in virtual reality, each intended to help players understand pitches (i.e., fastballs, sliders, curves and change-ups) they’d typically see thrown from the mound. The goal, ultimately, is for players to perfect their hitting skills, learn to recognize the strike zone and use that to their advantage on the field. As it stands, however, Project OPS can’t give you any haptic feedback on your swing, like you’d get from a physical bat, since it relies on a Bluetooth controller to indicate what type of balls are being pitched during the VR simulation. While EON Sports VR claims that Project OPS can emulate exact human throwing motions, as well as ball trajectory, it remains to be seen if this solution can hold up against traditional training methods like a batting cage.
For EON Sports VR and Giambi, using virtually reality to teach baseball players how to hit certain pitches is only the beginning. “It’s gonna grow from here, you know, next we’re gonna try to develop a bat so you can actually take batting practice with it,” says Giambi. “I believe that VR is still very much a mental training exercise. I don’t think this takes the place of having to actually go out and sweat, work on mechanics, etcetera.” The $160 Project OPS simulator won’t be released until December 14th — we haven’t had a chance to try it ourselves — but if it works as expected, it could be an affordable solution for baseball players who don’t have access to expensive training machinery, or who can’t make a trip to a nearby batting cage.
“I mean, the closest thing that I’ve ever really seen is called ProBatter [a physical pitching simulator],” says Giambi, “and it’s like $70,000.”
It sounds like a classic Silicon Valley success story: A young, inexperienced entrepreneur drops out of school to pursue his dreams and ends up founding an influential, innovative company. Except, Alex Nichiporchik isn’t from California; he’s from Latvia. And he didn’t drop out of college to follow his passion — he dropped out of high school. Nichiporchik is the CEO and co-founder of tinyBuild GAMES, the studio behind No Time to Explain and SpeedRunners, and he’s leading the indie charge into eSports. Professional gaming is new territory for small studios, which means Nichiporchik has made a lot of it up along the way, from hosting low-quality live streams to producing tournaments with the Electronic Sports League. “We didn’t know what we were doing,” he says, but “it took off” anyway.
“There’s a ton of interest in the investor scene,” says Nichiporchik. “It seems like eSports is about to become the social gaming of 2006 or the mobile gaming of 2008.”
TinyBuild is in the perfect position to see that interest. This week, the studio announced a cash-prize, European SpeedRunners tournament to be held in collaboration with the ESL over the next three months. It’s called the “Go4SpeedRunners Series” and it kicks off in December, with weekly tournaments and a monthly final. It’s free to enter the Series and every week, one winner receives 50 EUR; each month after the final match, the top two players split a prize pool of 200 EUR. If this European tournament does well, tinyBuild promises to expand the idea into more territories.
That’s still a big “if.” Nichiporchik is optimistic that the SpeedRunners community will help make the European series a success, but these tournaments are extremely complicated to set up. And he would know — he tried to establish a similar pro-gaming series more than 10 years ago, when he should have been in high school.
tinyBuild partner Luke Burtis (left), Alex Nichiporchik (center) and Extra Credits creator Dan Emmons (right)
Nichiporchik was a professional Warcraft 3 player in the early 2000s. He says he “didn’t make that much money,” but he had enough cash to drop out of high school and pursue a career in writing about video games. He also attempted to establish a tournament for Counter-Strike players (he says he “unsuccessfully” played that game in the pro scene). Nichiporchik helped set up something like an online poker room, where all of the players in a match threw in some cash and the winner took all. That was shut down because it was considered gambling — even though he probably could have disputed that claim.
“We were kids,” he says. “We didn’t have the resources to set it up properly or to fight it. Now, looking back over 10 years ago, I’m really happy that that is something I had experience with from the other side.”
SpeedRunners wasn’t conceived as an eSports game. tinyBuild accidentally realized its pro potential when the studio failed to produce an engaging livestream in 2013.
Nichiporchik picked up a job producing Xbox 360 Arcade games before Microsoft’s service actually launched, and he eventually ended up working with web-based games. During the Flash era of Super Meat Boy and Newgrounds, Nichiporchik ran across a game called No Time to Explain. He reached out to the developers and asked if they wanted to make it a full, non-web-based title — there was even this new service that would allow random people to help fund their game. It was called Kickstarter.
No Time to Explain raised $26,000 on Kickstarter in 2011, hitting its funding goal in less than 24 hours (with the help of Minecraft creator, Notch). This was the birth of tinyBuild GAMES and, eventually, SpeedRunners, one of the first indie eSports games in existence.
SpeedRunners wasn’t conceived as an eSports game. In fact, tinyBuild accidentally realized its pro potential when the studio failed to produce an engaging livestream in 2013. At the time, it was trendy for developers to stream their game-creation processes and take questions live on Twitch. “We tried that and we kind of sucked at it,” Nichiporchik says. So, the team decided to try something different.
The SpeedRunners forums happened to be blowing up with a rivalry between two top players. “They got so good that no one wanted to play against them,” Nichiporchik says. One of them was a UK player named Taters McShit and he remains “hands-down the best player” that tinyBuild has ever seen. TinyBuild established the King of Speed tournament so the two players could settle their standoff “Game of Thrones-style,” Nichiporchik says.
“We had 200 people tuning in and the chat going wild,” he describes. “It made for some fantastic videos, probably some of the best gameplay footage we’ve had from SpeedRunners.”
TinyBuild started hosting King of Speed tournaments regularly — and that’s when the light bulb went off. Nichiporchik and the tinyBuild team had noticed that SpeedRunners attracted large, cheering crowds whenever they showed it off at conventions, but it wasn’t until King of Speed that they connected the dots: SpeedRunners was a perfect spectator title and could make for a great eSports-style game.
In those initial, unofficial tournaments, he says the stream’s sound quality was awful and there was virtually no production budget. TinyBuild was winging it — and it was working. Nichiporchik was able to line up deals with the ESL and Gfinity, a large UK eSports league. They hosted events with popular YouTube streamers like PewDiePie, Markiplier, CinnamonToastKen and Dodger, and they even got PewDiePie to play live online against Taters McShit in a partnership with Gfinity. That was SpeedRunners‘ biggest sales day to date.
Now, tinyBuild has partnerships with the ESL, Gfinity, Alienware and PDP, among other companies. With the Go4SpeedRunners tournament, it’s the beginning of a new era for tinyBuild and potentially for independent games in general, if other studios can also wade their way through the complicated path to pro status.
“It has worked, but there’s just so much we had to do,” Nichiporchik says. “There’s a lot of overhead involved that a lot of people may not realize.”
The major barriers to entry are community management, lining up business deals and contracts, and overcoming technical challenges. “If you have something that, in two milliseconds, there’s an action and a reaction of the player, there’s just not enough time to synchronize between the two clients” over Wi-Fi, Nichiporchik says.
Nichiporchik has advice for smaller studios that want to dive into eSports: Make a game that’s accessible, but deceptively deep.
“We have to become magicians to compensate for certain things,” he continues. “These are the kinds of things most developers do not think about until you encounter that issue.”
Nichiporchik, for his part, spent his first year on SpeedRunners simply making sure people were playing the game. His job was to fend off “the curse of indie multiplayer” — the idea that if no one actually logs on to play an online game, it’s dead.
SpeedRunners tournament at Baselan 28
TinyBuild’s financing stems mostly from sales of its games, namely SpeedRunners for now. Deals with companies like ESL and Gfinity help, and Nichiporchik is always on the lookout for new opportunities. TinyBuild may even make SpeedRunners free in the future, with microtransactions similar to those in Counter-Strike: Global Offensive.
“You can’t really compete on the same turf as the AAAs because you can’t outspend, you can’t have the same marketing budget, you can’t have the same kind of hype around your IP,” Nichiporchik says.
He offers advice for smaller studios that want to dive into eSports: Make a game that’s accessible, but deceptively deep. The average player should be able to understand the mechanics at a glance, but actual gameplay should keep a pro practicing for 2,000 hours or more.
As Nichiporchik puts it, “Any kind of game that is one of those crowd-pleasers at PAX, that has a really good chance.”
Image credits: tinyBuild GAMES / Alex Nichiporchik
When I was a kid, my best friend’s garage was a magical place. My friends and I would gather around a dirty table on cold winter nights, huddled between unused sports equipment and the family’s spare TV, to kill monsters with dice. It was where we played Dungeons & Dragons. Then I grew up; my friends grew up. We all got jobs and moved away. Now all the old building does is hold cars.
Over the years, our group has tried to recreate our adventures over the phone, through online chat programs and even over Skype, but nothing ever felt right. Tabletop gaming is a social activity that demands a sense of presence, which makes playing Dungeons & Dragons across state lines really hard. Recently, a company called AltspaceVR invited me to try an option I hadn’t considered before: Playing D&D in virtual reality. Believe it or not, it might actually work.
I almost dismissed the idea outright. I don’t want to play a Dungeons & Dragons video game, I want to bond with my friends in a nerdy, pen-and-paper tabletop adventure. I want to play a part, roll dice and share an imagined world with my friends — exactly as I did in that garage all those years ago. AltspaceVR’s Bruce Wooden tried to put my fears to rest as he set up an Oculus Rift (DK2), promising a classic D&D experience — the company just signed a deal with with Wizards of the Coast to make its platform the first officially-licensed Dungeons & Dragons experience for virtual reality.
“That’s really the driving force behind this,” he told me. “This can make you feel like you’re around the table again.” To a lifelong D&D player, that’s a big promise.
Wooden explained AltspaceVR’s collaborative platform as he strapped the Rift onto my head: It’s a virtual reality space designed specifically for social interaction, a “VR space where [people] can talk to each other and be comfortable.” He pulled up an in-game mirror to show me my avatar: A glowing robot that mimicked my head and arm movements thanks to the combined technical wizardry of the Rift’s head-tracking camera and a Leap Motion device. But despite this, my doubts resurfaced again. Could this really lend me enough presence to play Dungeons & Dragons over the internet?
Minutes later, I found myself standing in front of six other robots in a medieval tavern. Between us sat AltspaceVR’s Dungeons & Dragons module: A tall table with a map, character figures, a few monsters and virtual displays that can be used to read character sheets, modify player stats and browse handbooks. The chandelier above the table is made of dice that, when activated, tumble to the floor and provide randomly-generated numbers. My party was already halfway through a battle with a troll who was on fire. I picked out a pre-made character and cautiously joined in.
Before long, I started to forget about the odd combination of robots and taverns, and started to just enjoy hanging out with other people in VR.
For a moment, I was distracted by the absurdity of it all. Seven robots, in a tavern, playing Dungeons & Dragons in virtual reality. I snapped out of it as our dungeon master described the troll’s flesh melting off its bones. A twenty-sided die fell from the chandelier, and we all glanced at our floating character sheets to check our initiative modifiers (that’s “D&D speak” for figuring out which character goes first). I started to lean on the table in front of me as the game continued, carefully looking at the map and casually glancing up at the other players and the dungeon master as I heard them talk. I watched their heads bob as they voiced their characters, and peered down at their character sheets to check their stats. It was still a little surreal (Humans pretending to be VR-robots pretending to be humans!), but somehow it felt almost natural.
As the game went on, I started to notice what it was about AltspaceVR that had me hooked. The avatar’s stiff faces were emotionless, but watching the other player’s head movements clued me into their mood. A clever combination of head-tracking and spatial audio invited me to look directly at other players when they spoke. It felt comfortable. Natural. Easy. Before long, I started to forget about the odd combination of robots and taverns and started to just enjoy hanging out with other people in VR.
We played for over an hour. When we were done, I insisted on taking a screenshot of the group before signing off. I pulled up the file when I came home from the demo and felt a familiar pang: nostalgia. I barely knew who these people were, but I already missed them. Our time together was short, but it was remarkably like those long afternoons in the old garage. We laughed, we yelled and we played together. Tabletop gaming in virtual reality actually works.
AltspaceVR’s Dungeons & Dragons module isn’t perfect, but the seeds of greatness are here. The 3D space, the motion capture and the spacial sound all add up to a sum that’s greater than the Skype-based alternatives I’ve tried to use. Yes, Roll20 and other online RPG systems already exist for the die-hard fans, but none of them gave me the sense of presence this did. This felt effortless.
Tabletop gaming in virtual reality actually works.
As much as I want to get my old party back together, virtual reality still hasn’t hit the mainstream. It’s going to be a while before my friends will have the hardware this distance-closing experience requires. But when they do, AltspaceVR’s D&D experience will be waiting. It’s simple. It’s not flashy. It still needs a lot of work, but it has the foundation of the one thing it needs to succeed: presence. It’s not enough to replace my buddy’s old garage, but it’s more than enough to stand in for it.
DJI is understandably nervous about where you fly its drones given that one owner trespassed on White House grounds, and it’s rolling out a new geofencing system to make sure that these kinds of incidents don’t happen again. Its Geospatial Environment Online service gives you updated info on where you’re allowed to fly drones, including time-sensitive restrictions. You can’t fly over prisons, for instance, and you may face a ban when there’s a raging forest fire. However, it also has a unique way of handling exceptions: as long as you’re willing to register with a payment card or phone number, you can fly in some restricted areas. In theory, this lets you enjoy your drone in more places while holding you accountable if you screw up.
GEO will first be available in Europe and North America this December, when it should pop up through firmware and mobile app updates. The timing is more than a little convenient, if you ask us. Besides following a string of high-profile incidents where unmanned aircraft caused problems, it comes right as the US Department of Transportation is setting up a mandatory drone registration program. Intentionally or not, DJI is anticipating the day when tight restrictions on drone flights are par for the course.
DJI really, really doesn’t want to see its drones in the news for the wrong reasons. Just a day after the world learned that one of its robotic vehicles crash-landed at the White House, the company is pushing out a “mandatory” firmware update for its Phantom 2 drones that prevents you from flying anywhere within a 15.5-mile radius of downtown Washington, DC. The move is practically necessary given FAA guidelines barring unmanned vehicles from flying in the area. However, it also means that there’s no longer much point to owning a DJI drone in the US capital — unless you refuse to install any upgrades or regularly head out of the city, you now own a very expensive paperweight.
“Recent advances in unmanned air vehicles have presented a new and evolving threat to the BOP’s mission,” the bureau stated. “From small devices of less than a pound that can provide unauthorized imagery and surveillance to larger systems that can carry 20 or more pounds of contraband, these devices represent a new and unprecedented challenge for BOP personnel.” As such, the anti-UAV system would need to operate within a mixed-use airspace up to 18,000 feet, be able to detect incoming drones up to a mile away and operate either autonomously or be remotely controlled. Or they could just shoot them out of the air with GPS jammers.
The aerial firefighters deployed to put out a large wildfire in San Bernardino County on Friday were forced to jettison their loads and ultimately land their planes and helicopters. Why? Because a handful of drone owners thought it would be a great idea to fly their machines over the affected areas at the same time. We wish we were talking about how a horde of fire-extinguishing UAVs saved the day, but nope — the five contraptions the responders spotted were nothing but hobby drones. They found those five flying above the burning vehicles on the Interstate 15 freeway at around 3PM, leaving them no choice but to circle the area for around 20 minutes to wait for them to leave. As you can guess, the drones never did, and two even chased the units while they were en route to the county’s airport to land earlier than expected.
The air units had to retreat, because smaller UAVs are considered a hazard: if one hits a plane or a chopper, it could endanger not just the pilot, but also the people on the ground.
It can kill our firefighters in the air… They can strike one of these things and one of our aircraft could go down, killing the firefighters in the air. This is serious to us. It is a serious, not only life threat, not only to our firefighters in the air, but when we look at the vehicles that were overrun by fire, it was definitely a life-safety threat to the motorists on Interstate 15.
There are no confirmed injuries among the affected motorists — they managed to run out of their vehicles before they went up in flames — and we hope everybody really did get out on time. If someone did get injured or killed due to the delay, though, the drone owners would be in even bigger trouble. California Fire Captain Richard Cordova told The Hollywood Reporter that those owners would be held liable, as their machines prevented the firefighters from helping those who needed it.
This isn’t the first time drones have hampered firefighting efforts, by the way: some UAVs were also spotted at another California wildfire in June. This incident dubbed the “North Fire” devoured 3,500 acres of land, around five houses and 20 of the 75 or so abandoned vehicles within four hours. Authorities are now looking for the people behind those five drones. While they likely didn’t cause death or injury, Chief Marc Peebles of the county’s fire department said the delay they created is definitely one of the reasons why the fire ended up spreading on the freeway.
This week two of the biggest releases come from streaming services. Netflix premieres its second Marvel series with Jessica Jones, while Amazon Prime has its adaptation of a Philip K. Dick novel, The Man in the High Castle. Both have looked good in early previews, but until they launch Thursday morning, we’re focused on the games. Star Wars: Battlefront is here, along with the final episode of Telltale Games’ Game of Thrones series. Finally, movie fans may want to check for The Collected Works of Hayao Miyazaki on Blu-ray. Look after the break to check out each day’s highlights, including trailers and let us know what you think (or what we missed).
Blu-ray & Games & Streaming
The Hobbit: The Battle of the Five Armies (3D)
The Man from U.N.C.L.E.
Troll & Troll 2
The Hobbit: The Motion Picture Trilogy
The Collected Works of Hayao Miyazaki
The City of Lost Children (20th Anniversary Edition)
Game of Thrones: Episode 6 (PC, PS3, PS4, Xbox 360, Xbox One)
The Crew: Wild Run DLC (PC, Xbox One, PS4)
Star Wars: Battlefront (PC, PS4, Xbox One)
Deadpool (PS4, Xbox One)
The Mindy Project, Hulu. 3AM
NCIS, CBS, 8PM
The Flash, CW, 8PM
Grandfathered, Fox, 8PM
The Muppets, ABC, 8PM
The Voice, NBC, 8PM
The Grinder, Fox, 8:30PM
Fresh off the Boat, NBC, 8:30PM
Chicago Med (series premiere), NBC, 9PM
Marvel’s Agents of S.H.I.E.L.D., 9PM
iZombie, CW, 9PM
NCIS: NO, CBS, 9PM
Inside the NFL, Showtime, 9PM
Wicked City, ABC, 10PM
Limitless, CBS, 10PM
The Bastard Executioner (season finale), FX, 10PM
Tosh.0, Comedy Central, 10PM
A Season with Notre Dame Football, Showtime, 10PM
Drunk History, Comedy Central, 10:30PM
True Life: I’m Genderqueer, MTV, 11PM
Casual, Hulu, 3AM
Survivor, CBS, 8PM
Rosewood, Fox, 8PM
The Mysteries of Laura, NBC, 8PM
Arrow, CW, 8PM
Unsung: Nate Dogg, TV One, 8PM
The Goldbergs, ABC, 8:30PM
Empire, Fox, 9PM
Supernatural, CW, 9PM
Criminal Minds, CBS, 9PM
Chicago PD, NBC, 9PM
Kingdom, DirecTV, 9PM
Overhaulin’ (series finale), Velocity, 9PM
Black-ish, ABC, 9:30PM
Code Black, CBS, 10PM
Chicago PD, NBC, 10PM
The League, FXX, 10PM
South Park, Comedy Central, 10PM
Are You the One? (season finale), MTV, 10PM
The Brain with David Eagleman (season finale), PBS, 10PM
The Ultimate Fighter, Fox Sports 1, 10PM
American Horror Story, FX, 10PM
Men Women Wild, Discovery, 10PM
Moonbeam City, Comedy Central, 10:30PM
You’re the Worst, FX, 10:30PM
NFL Turning Point, NBC Sports Network, 11PM
The Real World/Road Rules Challenge, MTV, 11:59PM
Bones, Fox, 8PM
Heroes Reborn (fall finale), NBC, 8PM
WWE Smackdown, Syfy, 8PM
The Vampire Diaries, CW, 8PM
The Big Bang Theory, CBS, 8PM
Grey’s Anatomy (fall finale), ABC, 8PM
Titans/Jaguars, NFL Network, 8:25PM
Life in Pieces, CBS, 8:30PM
Mom, CBS, 9PM
Scandal (fall finale), ABC, 9PM
Sleepy Hollow (fall finale), Fox, 9PM
The Blacklist (fall finale), NBC, 9PM
2 Broke Girls, CBS, 9:30PM
Elementary, CBS, 10PM
Nightwatch, A&E, 10PM
Benders (season finale), IFC, 10PM
The Player (season finale), NBC, 10PM
How to Get Away with Murder, ABC, 10PM
Haven, Syfy, 10PM
Lip Sync Battle Holiday Special, Spike TV, 10PM
Comedy Bang! Bang!, IFC, 11PM
The Hunger Games: the Phenomenon, Syfy, 11PM
Marvel’s Jessica Jones (S1), Netflix, 3AM
The Man in the High Castle (episodes 2 – 10), Amazon, 3AM
The Amazing Race, CBS, 8PM
Last Man Standing, ABC, 8PM
Undateable, NBC, 8PM
Reign, CW, 8PM
Dr Ken, ABC, 8:30PM
Truth Be Told, NBC, 8:30PM
Grimm, NBC, 9PM
Shark Tank, ABC, 9PM
Hawaii Five-0, CBS, 9PM
World’s Funniest, Fox, 9PM
The Knick, Cinemax, 10PM
Blue Bloods, CBS, 10PM
Z Nation, Syfy, 10PM
Black Jesus, Adult Swim, 11PM
Da Vinci’s Demons, Starz, 8PM
Jim Henson’s Turkey Hollow, Lifetime, 8PM
Royal Family Thanksgiving, TV One, 8PM
Northpole: Open for Christmas, Hallmark, 8PM
Ash vs. Evil Dead, Starz, 9PM
Doctor Who, BBC America, 9PM
Saturday Night Live: Matthew/McConaughey/Adele, 11:29PM
Sunday Night Football: Bengals/Cardinals, NBC, 8:20PM
Flesh and Bone, Starz, 8PM
Madam Secretary, CBS, 8PM
Once Upon A Time, ABC, 8PM
The Librarians, TNT, 8PM
The Simpsons, Fox, 8PM
Brooklyn Nine-nine, Fox, 8:30PM
Agent X, TNT, 9PM
The Walking Dead AMC, 9PM
The Good Wife, CBS, 9PM
Homeland, Showtime, 9PM
The Leftovers, HBO, 9PM
Family Guy, Fox, 9PM
Indian Summers (season finale), PBS, 9PM
The Last Man on Earth, Fox, 9:30PM
Trevor Noah: Lost in Translation, Comedy Central, 10PM
Into the Badlands, AMC, 10PM
Quantico, ABC, 10PM
CSI: Cyber, CBS, 10:30PM
The Affair, Showtime, 10PM
Getting On, HBO, 10PM
Talking Dead, AMC, 11PM
Last Week Tonight with John Oliver (season finale), HBO, 11PM