Hina Tsurugi and her family have just moved to a quaint seaside town. Hoping to savor the sight of the peaceful ocean, Hina stumbles upon a girl named Yuuki Kuroiwa—an upperclassman at her new school—who invites Hina to join her in fishing. Hina reels in an octopus, which falls onto her; being afraid of bugs and big creatures, she panics and begs Yuuki to remove it from her. Yuuki sees this as an opportunity to force Hina to join the school's Breakwater Club—a club where members gather, catch, and eat various types of marine life as their main activity. Although her attempts to refuse to join fail, Hina slowly begins to discover the hidden joy in fishing. Her view on the sport changes, now looking forward to all the delightful experiences she can take part in alongside her fellow club members.
In crowded and expensive London, cash-strapped couple Gemma and Kieran open their small apartment to a third person. Somehow, their new addition, Ray, makes the flat seem bigger, not smaller. Gradually, many things become easier, nicer and better with an extra pair of hands.
Becca, a 16-year-old girl, arrives at her new foster home located in a remote area. Her foster siblings are less than welcoming but none more so than the 11-year-old biological son of their foster parents. Becca tries to keep to herself and adjust to her new home, but strange things start to happen around her, and Becca is uncertain about who or what is responsible.
Hit rewind and explore the most iconic moments and influential people of The Nineties, the decade that gave us the Internet, DVDs, and other cultural and political milestones.
A time in Mark Feuerstein's adult life when he lived in apartment 9K in the building he grew up in, sandwiched between his parents' apartment, 9J; and his brother, sister-in-law and their baby's apartment, 9L and his attempts to set boundaries with his intrusive but well-meaning family.
A period drama that picks up where the famous story of Romeo and Juliet leaves off, charting the treachery, palace intrigue, and ill-fated romances of the Montagues and Capulets in the wake of the young lovers' tragic fate.
In the year 2199, humanity eagerly waits for the dawn of the new century, following the end of a series of devastating magic wars. When the world's most wanted man, Ragna the Bloodedge (also known as the Grim Reaper) make a move to destroy society, a group of ragtag fighters come together to stop him.
A social game called The Magical Girl Raising Project allows one in tens of thousands of people to be a "magical girl" — possessing extraordinary physical capabilities and looks, as well as special magical powers that set them apart from the rest of the human race. But one day, in a district containing 16 magical girls, the administration announces that it must halve the number of magical girls to solve the problem of magical energy. At first, the 16 magical girls race to collect more "magical candy" than their competitors, but the rules quickly become twisted, and it quickly becomes a murderous battle for survival among them.
Set on a single street in South London, Capital is a portrait of a road transformed by soaring property prices: what was once the home of modest lower-middle class families, Pepys Road has been continuously gentrified into a street of multimillion pound houses. On one day, the people of this South London street all receive an anonymous postcard with the simple message 'we want what you have'. Its unsettling ripples affect every corner of the community.
This is Gameindustri. Beings called Goddesses rule the countries of this unreal world. The four goddesses govern four states: Planeptune, Lastation, Lowee and Leanbox. For many long years these countries fought each other over the Share, the source of the Goddesses' power. However, fearful that the conflict would pointlessly erode their strength, the goddesses signed a Friendship Treaty forbidding them from taking the Share by force. Under the treaty, the Goddesses and their younger sisters took a step forward to a new stage in their relations. It is the dawn of a new, dynamic era marked occasionally by shared laughter, disputes as well as cooperation. But what does the future hold in store for Gameindustri...?
A single-camera buddy comedy about what happens when two best friends come back together, just when they need each other most. Inspired by the ultra-close friendship between the series' creators and stars, "Playing House" centers on mother to-be Maggie who asks her single and career-driven best friend Emma to return home from her job overseas to attend her baby shower, having no idea what’s truly in store.
Set in London, each episode is a self-contained story, starting with a news report, then following the team of three detectives as they investigate the circumstances the crime. The cases themselves are hard-hitting with contemporary themes, such as the search for a soldier with PTSD, a murder that has been made to look like an assisted suicide and the gang rape of a young teenager.
James May takes a look at the 'peoples car'. Covering every form of cars for the masses - from the Beetle to the Kei Car, May looks at the many forms of people's car, their origins and their effect on history. Each episode covers a particular theme; these being cars from dictatorships, microcars and the dream cars we aspire to.
Pacifica Casull is the most feared and hated person by the followers of the God Mauser. Known as the Scrapped Princess, she is the poison that will destroy the world. To avoid being killed by the zealots of Mauser, Pacifica and her adoptive brother and sister leave the village of Manhurin. Her brother, Shannon, is an expert with the sword while Racquel is proficient with magic. At every step of the way, however, someone is constantly trying to kill Pacifica, hoping to somehow avert the catastrophe that is supposed to befall the world on her 16th birthday.
The Goodwin siblings return home after their father's death, and unexpectedly find themselves poised to inherit a vast fortune – if they adhere to their late father's wishes. Where there's a will, there's a way. And when that will's worth more than 20 million dollars, you can bet someone's going to find a way to get the cash.
The Psych Crimes Unit, a unique team of police detectives and mental health professionals, is tasked with solving bizarre and chilling crimes that cross the boundary between law enforcement and psychological disturbance.
Filmed over the course of more than six years at some of nature's most spectacular locales – from Acadia to Yosemite, Yellowstone to the Grand Canyon, the Everglades of Florida to the Gates of the Arctic in Alaska - “The National Parks: America's Best Idea” is nonetheless a story of people: people from every conceivable background – rich and poor; famous and unknown; soldiers and scientists; natives and newcomers; idealists, artists and entrepreneurs; people who were willing to devote themselves to saving some precious portion of the land they loved, and in doing so reminded their fellow citizens of the full meaning of democracy.