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Artemis II Returns From the Moon as Old Conspiracies Find New Life Online

Artemis II Returns From the Moon as Old Conspiracies Find New Life Online

9 April 2026

Paul Francis

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A Mission in Motion, Not Preparation


Artemis II is no longer a promise or a plan. It is a live, unfolding mission.


Having successfully travelled beyond low Earth orbit and looped around the Moon, the crew are now on their return journey to Earth. In doing so, they have already secured their place in history as the first humans in more than half a century to venture into deep space. The mission itself has been widely followed, not just through official NASA channels but across social media, where images, clips and astronaut updates have circulated in near real time.


Among the most striking moments so far have been the views of Earth from lunar distance. These are not abstract renderings or archival references. They are current, high-resolution visuals captured by a crew physically present in deep space. For many, it has been a powerful reminder of both scale and perspective, reinforcing the reality of human spaceflight beyond Earth orbit.


Yet as these images spread, something else has travelled with them.


Earthrise over the Moon's horizon, showing Earth partially lit against the blackness of space. The Moon's surface is grey and textured.

The Return of a Familiar Narrative

Alongside the excitement and global attention, Flat Earth narratives have begun to reappear with renewed visibility. As with previous milestones in space exploration, the mission has acted as a catalyst rather than a cause.


Footage from Artemis II, particularly anything showing Earth as a curved, distant sphere, has been picked apart across various platforms. Claims of digital manipulation, lens distortion and staged environments have resurfaced, often attached to short clips or isolated frames removed from their original context.


This is not evidence of a growing movement in terms of numbers. It is, however, a clear increase in visibility. The scale of Artemis II has pulled these conversations back into mainstream timelines, where they sit alongside genuine public interest and scientific engagement.


Real-Time Content, Real-Time Reaction

What distinguishes Artemis II from earlier missions is the immediacy of its coverage. This is not a mission filtered through delayed broadcasts or carefully edited highlights. It is being experienced as it happens.


That immediacy has a double edge. On one hand, it allows for unprecedented access and transparency. On the other, it provides a constant stream of material that can be reinterpreted, clipped and redistributed without context.


A reflection in a window, a momentary visual artefact in a video feed, or even the way lighting behaves inside the spacecraft can quickly be reframed as suspicious. Once those clips are detached from their technical explanations, they take on a life of their own within certain online communities.


The speed at which this happens is key. Reaction no longer follows the event. It unfolds alongside it.


Scepticism in the Age of Algorithms

Flat Earth content does not exist in isolation. It is sustained by a broader culture of scepticism towards institutions, particularly those associated with government and large-scale scientific endeavour.


NASA, as both a symbol of authority and a source of complex, hard-to-verify information, naturally becomes a focal point. Artemis II, with its deep space trajectory and high visibility, fits neatly into that framework.


Social media platforms then amplify the effect. Content that challenges, contradicts or provokes tends to perform well, regardless of its factual basis. As a result, posts questioning the mission often gain traction not because they are persuasive, but because they are engaging.


This creates a distorted sense of scale. What is, in reality, a fringe viewpoint can appear far more prominent than it actually is.


The Broader Public Perspective

Outside of these pockets of scepticism, the response to Artemis II has been largely one of fascination and admiration. The mission has reignited interest in human spaceflight, particularly among audiences who have never experienced a live crewed journey beyond Earth orbit.


There is also a noticeable difference in tone compared to previous eras. The Apollo missions were moments of collective attention, where a single narrative dominated public consciousness. Artemis II exists in a far more fragmented environment, where multiple conversations unfold simultaneously.


In that landscape, it is entirely possible for celebration, curiosity and conspiracy to coexist without directly intersecting.


A Reflection of the Modern Media Landscape

The re-emergence of Flat Earth narratives during Artemis II is not an anomaly. It is part of a broader pattern that defines how major events are now experienced.


Every significant moment generates its own parallel discourse. One is grounded in reality, driven by science, engineering and exploration. The other is shaped by interpretation, scepticism and the mechanics of online engagement.


Artemis II, currently making its way back to Earth, sits at the centre of both.

The mission itself is a clear demonstration of human capability and technological progress. The conversation around it, however, reveals something different. It highlights how information is processed, challenged and reshaped in real time.


In that sense, Artemis II is not just a journey through space. It is a case study in how modern audiences navigate truth, trust and visibility in an increasingly complex digital world.

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PS6 incoming? How long do console cycles typically last?

  • Writer: Paul Francis
    Paul Francis
  • Feb 19, 2024
  • 4 min read


A PlayStation controller in Black

As speculation arises about the potential release of the PS6, questions about the console's lifespan and the pace of technological advancement in the gaming industry come to the forefront. Join me as we embark on a detailed exploration of the history of gaming consoles, unravelling the intricate tapestry of each era and the innovations that have shaped our gaming experiences.


Where I can I will present the cost of the machine in £, if not it'll be in $


The Birth of Home Gaming Console: Magnavox Odyssey (1972)


Magnavox Odyssey
Picture from Wikipedia

  • Release Year: 1972

  • Estimated Cost: $100, equivalent to about $699 in 2022

  • Games Released: Approximately 28 games

Our voyage begins in 1972 with the Magnavox Odyssey, the pioneer of home gaming. Costing around $100, this groundbreaking console introduced gamers to simple delights like Pong and Table Tennis. With approximately 28 games available, it laid the foundation for the gaming industry we know today.


Atari 2600: The Iconic Cartridge Era (1977)


An Atari 2600 four-switch "wood veneer" version, dating from 1980-1982. Shown with standard joystic
Picture from Wikipedia

  • Release Year: 1977

  • Estimated Cost: £199, equivalent to over £1000 in 2022

  • Games Released: Over 500 games

Fast forward to 1977, and the Atari 2600 enters the stage. Priced at £199, it boasted a library of over 500 games, setting the standard for cartridge-based systems. Classics like Space Invaders and Pac-Man captured the hearts of gamers, solidifying the role of consoles in living rooms worldwide.


Nintendo Takes the Lead: NES and SNES (1985, 1990)


Old Snes Games
Photo by Marlon Medau on Unsplash

  • NES Release Year: 1985 (North America)

  • NES Estimated Cost: £179, equivalent to about £400 in 2022

  • SNES Release Year: 1990 (North America)

  • SNES Estimated Cost: £150, equivalent to about £320in 2022

  • NES Games Released: Over 700 games

  • SNES Games Released: Over 700 games

In 1985, the Nintendo Entertainment System (NES) emerged, bringing iconic franchises like Super Mario Bros. and The Legend of Zelda. Priced at £179, the NES dominated the market. Its successor, the Super Nintendo Entertainment System (SNES), continued the legacy in 1990 with hits like Super Mario World and Zelda: A Link to the Past.


The 3D Revolution: PlayStation and Nintendo 64 (1994, 1996)


Nintendo 64 Game console with two controllers.
Photo by Pat Moin on Unsplash

  • PlayStation Release Year: 1994

  • PlayStation Estimated Cost: £299, equivalent to over £550 in 2022

  • Nintendo 64 Release Year: 1996

  • Nintendo 64 Estimated Cost: £320, equivalent to over £600 in 2022

  • PlayStation Games Released: Over 7,000 games

  • Nintendo 64 Games Released: Over 300 games

Sony entered the scene in 1994 with the PlayStation, costing £299. Boasting a game library of over 7,000 titles, it revolutionized gaming with CD-ROMs and memorable franchises. Nintendo followed suit in 1996 with the Nintendo 64, introducing 3D graphics and classics like Super Mario 64.


Sega's Swan Song: Dreamcast (1998)


Sega Dreamcast on a shelf
Photo by Taylor R on Unsplash

  • Release Year: 1998 (Japan), 1999 (North America)

  • Estimated Cost: £199, equivalent to about £340 in 2022

  • Games Released: Around 700 games

In 1998, Sega released the Dreamcast, featuring online gaming and titles like Sonic Adventure. Despite its innovations, the Dreamcast marked Sega's exit from the console race, leaving room for competitors like Sony and Microsoft.


The Multimedia Experience: PS2, Xbox, and GameCube (2000, 2001)


Sony Playstation 2 Launch Edition Black Console
Photo by Nikita Kostrykin on Unsplash

  • PS2 Release Year: 2000 (North America)

  • PS2 Estimated Cost: £299 (£500 in 2022)

  • Xbox Release Year: 2001

  • Xbox Estimated Cost: £299 (£500 in 2022)

  • GameCube Release Year: 2001

  • GameCube Estimated Cost: £129 (£210 in 2022)

  • PS2 Games Released: Over 3,800 games

  • Xbox Games Released: Over 1,200 games

  • GameCube Games Released: Over 600 games

Enter the 2000s, where the PlayStation 2 dominated with over 3,800 games and a £299 price tag. Microsoft's Xbox debuted in 2001, focusing on online gaming and featuring franchises like Halo. Nintendo's GameCube, while not as successful, contributed with classics like Super Smash Bros. Melee.


Motion Controls and Online Gaming: Wii, PS3, and Xbox 360 (2006)


Xbox controller
Photo by Chris Hardy on Unsplash

  • Wii Release Year: 2006

  • Wii Estimated Cost: £179

  • PS3 Release Year: 2006 (North America, Japan), 2007 (Europe)

  • PS3 Estimated Cost: £425 (20GB model)

  • Xbox 360 Release Year: 2005

  • Xbox 360 Estimated Cost: £279 (Core System)

  • Wii Games Released: Over 1,500 games

  • PS3 Games Released: Over 1,400 games

  • Xbox 360 Games Released: Over 1,200 games

Nintendo disrupted the market in 2006 with the Wii, introducing motion controls and appealing to a broader audience. Sony's PlayStation 3 and Microsoft's Xbox 360 emphasized online gaming and multimedia features, setting the stage for the evolving gaming landscape.


Next-Gen Powerhouses: PS4, Xbox One, and Switch (2013, 2017)


Playstation 4
Photo by Fabian Albert on Unsplash

  • PS4 Release Year: 2013

  • PS4 Estimated Cost: £349

  • Xbox One Release Year: 2013

  • Xbox One Estimated Cost: £429 (Day One Edition)

  • Switch Release Year: 2017

  • Switch Estimated Cost: £279

  • PS4 Games Released: Over 4,000 games

  • Xbox One Games Released: Over 2,000 games

  • Switch Games Released: Expanding Library

Sony's PlayStation 4 (2013) continued the success of its predecessor, while Microsoft's Xbox One focused on multimedia features. In 2017, Nintendo's Switch offered a hybrid experience, seamlessly transitioning from home to portable gaming.


The PS5 and Xbox Series X/S: A New Era (2020)


New PS5 Console
Photo by Charles Sims on Unsplash

  • PS5 Release Year: 2020

  • PS5 Estimated Cost: £389 (Digital Edition), £479 (Standard Edition)

  • Xbox Series X/S Release Year: 2020

  • Xbox Series X/S Estimated Cost: £249 (Series S), £449 (Series X)

  • PS5 Games Released: Expanding Library

  • Xbox Series X/S Games Released: Expanding Library

The PS5 and Xbox Series X/S arrived in 2020, showcasing high-performance hardware and subscription services. As we speculate about the PS6, it raises questions about the evolving dynamics of the gaming industry. Are shorter console cycles the new norm, or will the PS5 and Series X/S usher in a more extended era of gaming innovation?


From the humble beginnings of the Magnavox Odyssey to the high-tech realms of the PS5 and Xbox Series X/S, each gaming console has left an indelible mark on the industry. The evolution of technology, changing consumer preferences, and global events continue to shape the trajectory of gaming consoles. As we eagerly anticipate the future, one thing remains certain – the history of gaming consoles is a testament to the ever-evolving nature of interactive entertainment.

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