• What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red

    What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red
    "We learned a lot of lessons down the road."

    Image credit: CD Projekt Red

    Feature

    by Robert Purchese
    Associate Editor

    Published on May 31, 2025

    Do you remember what you were doing when The Witcher 3: Wild Hunt was released? It came out on 19th May 2015. I remember because I was inside CD Projekt Red at the time, trying to capture the moment for you - a moment I'm unlikely to replicate there or anywhere else. I recall sitting in the studio's canteen in the small hours of the morning, after a midnight launch event in a mall in Warsaw, chewing on a piece of cold pizza and wondering out loud what would come next for the studio, because at the time, who could know? One era was ending and another was about to begin. Would it bring the fame and fortune CD Projekt Red desired?
    Today, more than 60 million sales of The Witcher 3 later, we know the answer is yes. The Witcher 3 became a role-playing classic. It delivered one of the most touchable medieval worlds we've explored, a rough place of craggy rocks and craggier faces, of wonky morales and grim realities, of mud and dirtiness. And monsters, though not all were monstrous to look at. It was a world of grey, of superstition and folklore, and in it stood we, a legendary monster hunter, facing seemingly impossible odds. The Witcher 3 took fantasy seriously.
    But the decade since the game's release has been turbulent for CD Projekt Red. The studio launched its big new sci-fi series in 2020 with Cyberpunk 2077, and though the game has now sold more than 30 million copies, making it monetarily a success, it had a nightmarish launch. The PS4 version had to be removed from sale. It brought enormous pressure, growing pains and intense scrutiny to the studio, and CD Projekt Red would spend a further three years patching and updating - and eventually releasing an expansion - before public opinion would mostly turn around.
    Today the studio returns to safer ground, back to The Witcher world with the new game The Witcher 4, and as we look forward to it we should also look back, to the game that catapulted the studio to fame, and see what has been learnt.

    The Witcher 3 is at version 4.04 today, a number that represents an enormously long period of post-release support.Watch on YouTube
    It all began with naivety, as perhaps any ambitious project should. It's easy to forget that 14 years ago, when The Witcher 3 was being conceived, CD Projekt Red had never made an open-world game before. The Witcher 1 and The Witcher 2 were linear in their approaches. It's also easy to forget that the people making the game were 14 years younger and less experienced. Back then, this was the studio's chance at recognition, so it aimed high in order to be seen. "The Witcher 3 was supposed to be this game that will end all other games," Marcin Blacha, the lead writer of the game, tells me. Simply make an open-world game that's also a story-driven game and release it on all platforms at the same time. How hard could it be?
    "When I'm thinking about our state of mind back in those days, the only word that comes to my mind is enthusiastic," Blacha says. "It was fantastic because we were so enthusiastic that we were full of courage. We were trying to experiment with stuff and we were not afraid. We were convinced that when we work with passion and love, it will pay off eventually."
    Every project has to begin somewhere and for Blacha, the person tasked with imagining the story, The Witcher 3 could only begin with Ciri, the daughter-of-sorts to The Witcher's central monster hunter character Geralt. As Blacha says, "The most important thing about Geralt and the most important thing about the books is the relationship between Geralt, Ciri and Yennefer. I already did two games with no sign of Ciri, no sign of Yennefer, and then we finally had a budget and proper time for pre-production, so for me, it was time to introduce both characters."
    It's a decision that would have major repercussions for the rest of The Witcher series at CD Projekt Red. Blacha didn't know it then, but Ciri would go on to become the protagonist of The Witcher 4. Had she not been the co-protagonist of The Witcher 3 - for you play as her in several sections during the game - who knows if things would have worked out the same way. It's an understandable progression as it is, though there is still some uncertainty among the audience about Ciri's starring role.
    But Ciri's inclusion came with complications, because the Ciri we see in the game is not the Ciri described in the books. That Ciri is much closer to the Ciri in the Netflix Witcher TV show, younger and more rebellious in a typical teenager way. She might be an important part of the fiction, then, but that doesn't mean she was especially well liked. "People were thinking that she's annoying," says Blacha, who grew up reading The Witcher books. CD Projekt Red, then, decided to make a Ciri of its own, aging her and making her more "flesh and bone", as Blacha puts it. He fondly recalls a moment in the game's development when reviewing the Ciri sections of the game, and saying aloud to studio director Adam Badowski how much he liked her. "I didn't know that she's going to be the protagonist of the next game," he says, "but I said to Adam Badowski, she's going to be very popular."
    Once Ciri had been earmarked for inclusion in The Witcher 3, the idea to have her pursued by the phantom-like force of the Wild Hunt - the members of which literally ride horses in the night sky, like Santa Claus' cursed reindeer - came shortly after. CD Projekt Red had introduced the Wild Hunt in The Witcher 2 so it made sense. The outline of the main story was then laid down as a one-page narrative treatment. Then it was expanded to a two-page treatment, a four page treatment, an eight page treatment and so on. At around 10 pages, it already had the White Orchard prologue, almost the entirety of the No Man's Land zone, and a hint of what would happen on Skellige and in Novigrad. When it was around 40 pages long, the quest design team was invited in.

    CD Projekt Red made their Ciri older than she is in the books. | Image credit: CD Projekt Red

    The quest design team's job is to turn a story into a game, and this was a newly created department for The Witcher 3, created because the old way of writers designing the quests wasn't working any more. "We were struggling a bit with making sure that every written story that we have prepared is also a story that we can play well," Paweł Sasko says. He joined CD Projekt Red to be a part of that quest design team.
    The quest design team carves up a narrative treatment, paragraph by paragraph, and expands those into playable questlines for the game. "It's basically something between game design and a movie scenario," Sasko says. There's no dialogue, just a description of what will happen, and even a one-paragraph prompt can balloon into a 20-30 page design. Among the paragraphs Sasko was given to adapt was a storyline in No Man's Land concerning a character known as the Bloody Baron.
    The Bloody Baron storyline is widely acclaimed and has become synonymous with everything Sasko and CD Projekt Red were trying to do with the game. It's a storyline that probes into mature themes like domestic abuse, fatherhood, and love and loss and grief. More importantly, it presents us with a flawed character and allows us time and space to perhaps change our opinion of them. It gives us layers many other games don't go anywhere near.
    When Sasko first encountered the storyline, there was only an outline. "It said that Geralt meets the Bloody Baron who asks Geralt to hunt a monster and look for his wife and daughter, and for that, he is going to share information about Ciri and tell Geralt where she went. That was pretty much it." And Sasko already knew a few things about what he wanted to do. He knew he wanted to show No Man's Land as a Slavic region bathed in superstitions and complex religious beliefs, one that had been ravaged by famine and war. He also knew the tone of the area was horror because this had been outlined by Blacha and the leaders of The Witcher 3 team.
    Says Blacha: "My opinion is that a successful Witcher game is a mix of everything, so you have a horror line, you have a romance, you have adventure, you have exploration. When we started to think about our hubs, we thought about them in terms of a show, so No Man's Land, the hub with the Bloody Baron, was horror; Skellige was supposed to be an adventure; and Novigrad was supposed to be a big city investigation."
    But there were key missing pieces then from the Bloody Baron sequence we know today. The botchling, for instance - the monstrous baby the quest revolves around. It didn't exist. It was an idea that came from Sasko after he read a Slavic bestiary. "Yes," he says, "the botchling idea came from me."

    The Bloody Baron. | Image credit: Eurogamer / CD Projekt Red

    He wanted the botchling to be the conduit through which more mature themes of the story could be approached - something overt to keep you busy while deeper themes sunk in. It's an approach Sasko says he pinched from Witcher author Andrzej Sapkowski, after deconstructing his work. "What he's doing is he's trying to find universal truths about human beings and struggles, but he doesn't tell those stories directly," Sasko says. "So for instance racism: he doesn't talk about that directly but he finds an interesting way how, in his world, he can package that and talk about it. I followed his method and mimicked it."
    This way the botchling becomes your focus in the quest, as the Baron carries it back to the manor house and you defend him from wraiths, but while you're doing that, you're also talking and learning more about who the Bloody Baron - who Phillip Strenger - is. "I wanted you to feel almost like you're in the shoes of that Bloody Baron," Sasko says. "Peregrination is this path in Christianity you go through when you want to remove your sins, and that's what this is meant to be. He's just trying to do it, and he's going through all of those things to do something good. And I wanted the player to start feeling like, 'Wow, maybe this dude is not so bad.'"
    It's a quest that leaves a big impression. An email was forwarded to Sasko after the game's release, written by a player who had lost their wife and child as the Baron once had. "And for him," he says, "that moment when Baron was carrying the child was almost like a catharsis, when he was trying so badly to walk that path. And the moment he managed to: he wrote in his letter that he broke down in tears."
    There's one other very significant moment in The Witcher 3 that Sasko had a large hand in, and it's the Battle of Kaer Morhern, where the 'goodies' - the witchers and the sorceresses, and Ciri - make a stand against the titular menace of the Wild Hunt. Sasko designed this section specifically to emotionally tenderise you, through a series of fast-paced and fraught battles, so that by the time the climactic moment came, you were aptly primed to receive it. The moment being Vesemir's death - the leader of the wolf school of witchers and father figure to Geralt. This, too, was Sasko's idea. "We needed to transition Ciri from being a hunted animal to becoming a hunter," he tells me, and the only event big enough and with enough inherent propulsion was Vesemir's death.

    Eredin, the leader of the Wild Hunt, breaks Vesemir's neck. | Image credit: Eurogamer / CD Projekt Red

    But for all of the successful moments in the game there are those that didn't work. To the team that made the game, and to the players, there are things that clearly stand out. Such as Geralt's witcher senses, which allow him to see scent trails and footsteps and clues in the world around him. Geralt's detective mode, in other words. Sasko laughs as he cringes about it now. "We've overdone the witcher senses so much, oh my god," he says. "At the time when we were starting this, we were like, 'We don't have it in the game; we have to use it to make you feel like a witcher.' But then at the end, especially in the expansions, we tried to decrease it so it doesn't feel so overloaded." He'd even turn it down by a further 10 to 20 per cent, he says.
    There were all of the question marks dotted across the map, luring us to places to find meagre hidden treasure rewards. "I think we all scratch our heads about what we were thinking when trying to build this," Sasko tells me. "I guess it just came from fear - from fear that the player will feel that the world is empty." This was the first time CD Projekt Red had really the player's hand go, remember, and not controlled where in the world you would be.
    Shallow gameplay is a criticism many people have, especially in the game's repetitive combat, and again, this is something Sasko and the team are well aware of. "We don't feel that the gameplay in Witcher 3 was deep enough," he says. "It was for the times okay, but nowadays when you play it, even though the story still holds really well, you can see that the gameplay is a bit rusty." Also, the cutscenes could have been paced better and had less exposition in them, and the game in general could have dumped fewer concepts on you at once. Cognitive overload, Sasko calls it. "In every second sentence you have a new concept introduced, a new country mentioned, a new politician..." It was too much.
    More broadly, he would also have liked the open-world to be more closely connected to the game's story, rather than be, mostly, a pretty backdrop. "It's like in the theatre when you have beautiful decorations at the back made of cardboard and paper, and not much happens to them except an actor pulls a rope and it starts to rain or something." he says. It's to do with how the main story influences the world and vice versa, and he thinks the studio can be better at it.

    Ciri and Geralt look at a coin purse in The Witcher 3. This is, coincidentally, the same tavern you begin the game in, with Vesemir, and the same tavern you meet Master Mirror in. | Image credit: Eurogamer / CD Projekt Red

    One conversation that surprises me, when looking back on The Witcher 3, is a conversation about popularity, because it's easy to forget now - with the intense scrutiny the studio seems always to be under - that when development began, not many people knew about CD Projekt Red. The combined sales of both Witcher games in 2013 were only 5 million. Poland knew about it - the Witcher fiction originated there and CD Projekt Red is Polish - and Germany knew about it, and some of the rest of Europe knew about it. But in North America, it was relatively unknown. That's a large part of the reason why the Xbox 360 version of The Witcher 2 was made at all, to begin knocking on that door. And The Witcher 3, CD Projekt Red hoped, would kick that door open. "We knew that we wanted to play in the major league," says Michał Platkow-Gilewski, vice president of communications and PR, stealing a quote from Cyberpunk character Jackie.
    That's why The Witcher 3 was revealed via a Game Informer cover story in early 2013, because that was deemed the way to do things there - the way to win US hearts, Platkow-Gilewski tells me. And it didn't take long for interest to swell. When Platkow-Gilewski joined CD Projekt Red to help launch the Xbox 360 version of The Witcher 2 in 2012, he was handing out flyers at Gamescom with company co-founder Michał Kicinski, just to fill presentations for the game. By the time The Witcher 3 was being shown at Gamescom, a few years later, queues were three to four hours long. People would wait all day to play. "We had to learn how to deal with popularity during the campaign," Platkow-Gilewski says.
    Those game shows were crucial for spreading the word about The Witcher 3 and seeing first-hand the impact the game was having on players and press. "Nothing can beat a good show where you meet with people who are there to see their favourite games just slightly before the rest of the world," he says. "They're investing their time, money, effort, and you feel this support, sometimes love, to the IP you're working on, and it boosts energy the way which you can't compare with anything else. These human to human interactions are unique." He says the studio's leader Adam Badowski would refer to these showings as fuel that would propel development for the next year or so, which is why CD Projekt Red always tried to gather as many developers as possible for them, to feel the energy.
    It was precisely these in-person events that Platkow-Gilewski says CD Projekt Red lacked in the lead up to Cyberpunk's launch, after Covid shut the world down. The company did what it could by pivoting to online events instead - the world-first playtest of Cyberpunk was done online via stream-play software called Parsec; I was a part of it - and talked to fans through trailers, but it was much harder to gauge feedback this way. "It's easy to just go with the flow and way harder to manage expectations," Platkow-Gilewski says, so expectations spiralled. "For me the biggest lesson learned is to always check reality versus expectations, and with Cyberpunk, it was really hard to control and we didn't know how to do it."
    It makes me wonder what the studio will do now with The Witcher 4, because the game show sector of the industry still hasn't bounced back, and I doubt - having seen the effect Covid has had on shows from the inside of an events company - whether it ever will. "Gamescom is growing," Platkow-Gilewski says somewhat optimistically. "Gamescom is back on track." But I don't know if it really is.

    Michał Platkow-Gilewski cites this moment as one of his favourite from the Witcher 3 journey. The crew were at the game show PAX in front of a huge live audience and the dialogue audio wouldn't play. Thankfully, they had Doug Cockle, the English language voice actor of Geralt, with them on the panel, so he live improvised the lines. Watch on YouTube
    Something else I'm surprised to hear from him is mention of The Witcher 3's rocky launch, because 10 years later - and in comparison to Cyberpunk's - that's not how I remember it. But Platkow-Gilewski remembers it differently. "When we released Witcher 3, the reception was not great," he says. "Reviews were amazing but there was, at least in my memories, no common consensus that this is a huge game which will maybe define some, to some extent, the genre."
    I do remember the strain on some faces around the studio at launch, though. I also remember a tense conversation about the perceived graphics downgrade in the game, where people unfavourably compared footage of Witcher 3 at launch, with footage from a marketing gameplay trailer released years before it. There were also a number of bugs in the game's code and its performance was unoptimised. "We knew things were far from being perfect," Platkow-Gilewski says. But the studio worked hard in the years after launch to patch and update the game - The Witcher 3 is now on version 4.04, which is extraordinary for a single-player game - and they released showcase expansions for it.
    Some of Marcin Blacha's favourite work is in those expansions, he tells me, especially the horror storylines of Hearts of Stone, many of which he wrote. That expansion's villain, Master Mirror, is also widely regarded as one of the best in the game, disguised as he is as a plain-looking and unassuming person who happens to have incredible and undefinable power. It's not until deep into the expansion you begin to uncover his devilish identity, and it's this subtle way of presenting a villain, and never over explaining his threat, that makes Master Mirror so memorable. He's gathered such a following that some people have concocted elaborate theories about him.
    Lead character artist Pawel Mielniczuk tells me about one theory whereby someone discovered you can see Master Mirror's face on many other background characters in the game, which you can, and that they believed it was a deliberate tactic used by CD Projekt Red to underline Master Mirror's devilish power. Remember, there was a neat trick with Master Mirror in that you had already met him at the beginning of The Witcher 3 base game, long before the expansion was ever developed, in a tavern in White Orchard. If CD Projekt Red could foreshadow him as far back as that, the theory went, then it could easily put his face on other characters in the game to achieve a similar 'did you see it?' effect.

    The real villain in the Hearts of Stone expansion, Gaunter O'Dimm. Better known to many as Master Mirror. There's a reason why he has such a plain-looking face... | Image credit: CD Projekt Red

    The truth is far more mundane. Other characters in the game do have Master Mirror's face, but only because his face is duplicated across the game in order to fill it out. CD Projekt Red didn't know when it made the original Witcher 3 game that this villager would turn into anyone special. There was a tentative plan but it was very tentative, so this villager got a very villager face. "We just got a request for a tertiary unimportant character," says Mileniczuk. "We had like 30-40 faces for the entire game so we just slapped a random face on him." He laughs. And by the time Hearts of Stone development came around, the face - the identity - had stuck.
    Expansions were an important part of cementing public opinion around The Witcher 3, then, as they were for cementing public opinion around Cyberpunk. They've become something of a golden bullet for the studio, a way to creatively unleash an already trained team and leave a much more positive memory in our heads.
    Exactly what went wrong with Cyberpunk and how CD Projekt Red set about correcting it is a whole other story Chris Tapsell told recently on the site, so I don't want to delve into specifics here. Suffice to say it was a hard time for the studio and many hard lessons had to be learned. "The pressure was huge," Platkow-Gilewski says, "because from underdogs we went to a company which will, for sure, deliver the best experience in the world."
    But while much of the rhetoric around Cyberpunk concerns the launch, there's a lot about the game itself that highlights how much progress the studio made, in terms of making open-world role-playing games. One of my favourite examples is how characters in Cyberpunk walk and talk rather than speak to you while rooted to the spot. It might seem like a small thing but it has a transformative and freeing effect on conversations, allowing the game to walk you places while you talk, and stage dialogue in a variety of cool ways. There's a lot to admire about the density of detail in the world, too, and in the greater variety of body shapes and diversity. Plus let's not forget, this is an actual open world rather than a segmented one as The Witcher 3 was. In many ways, the game was a huge step forward for the studio.
    Cyberpunk wasn't the only very notable thing to happen to the Witcher studio in those 10 years, either. During that time, The Witcher brand changed. Netflix piggybacked the game's popularity and developed a TV series starring Henry Cavill, and with it propelled The Witcher to the wider world.
    Curiously, CD Projekt Red wasn't invited to help, which was odd given executive producer Tomek Baginski was well known to CD Projekt Red, having directed the intro cinematics for all three Witcher video games. But beyond minor pieces of crossover content, no meaningful collaboration ever occurred. "We had no part in the shows," Pawel Mileniczuk says. "But it's Hollywood: different words. I know how hard it was for Tomek to get in there, to convince them to do the show, and then how limited influence is when the production house sits on something. It's many people, many decision makers, high stakes, big money. Nobody there was thinking about, Hey, let's talk to those dudes from Poland making games. It's a missed opportunity to me but what can I say?"

    The debut trailer for The Witcher 4.Watch on YouTube
    Nevertheless, the Netflix show had a surprisingly positive effect on the studio, with sales of The Witcher 3 spiking in 2019 and 2020 when the first season aired. "It was a really amazing year for us sales wise," Platkow-Gilewski says. This not only means more revenue for the studio but also wider understanding; more people are more familiar with The Witcher world now than ever before, which bodes very well for The Witcher 4. Not that it influenced or affected the studio's plans to return to that world, by the way. "We knew already that we wanted to come back to The Witcher," Platkow-Gilewski says. "Some knew that they wanted to tell a Ciri story while we were still working on Witcher 3."
    But, again, with popularity also comes pressure. "We'll have hopefully millions of people already hooked in from the get-go but with some expectations and visions and dreams which we have to, or may not be able to, fulfil," Platkow-Gilewski adds. You can already sense this pressure in comments threads about the new game. Many people already have their ideas about what a new Witcher game should be. The Witcher 4 might seem like a return to safer ground, then, but the relationship with the audience has changed in the intervening 10 years.
    "I think people are again with us," Platkow-Gilewski says. "There are some who are way more careful than they used to be; I don't see the hype train. We also learned how to talk about our game, what to show, when to show. But I think people believe again. Not everyone, and maybe it's slightly harder to talk with the whole internet. It's impossible now. It's way more polarised than it used to be. But I believe that we'll have something special for those who love The Witcher."
    Here we are a decade later, then, looking forward to another Witcher game by CD Projekt Red. But many things have changed. The studio has grown and shuffled people around and the roles of the people I speak to have changed. Marcin Blacha and Pawel Mielniczuk aren't working on The Witcher 4, but on new IP Project Hadar, in addition to their managerial responsibilities, and Pawel Sasko is full-time on Cyberpunk 2. It's only really Michał Platkow-Gilewski who'll do a similar job for The Witcher 4 as on The Witcher 3, although this time with dozens more people to help. But they will all still consult and they're confident in the abilities of The Witcher 4 team. "They really know what they're doing," says Sasko, "they are a very seasoned team."
    "We learned a lot of lessons down the road," Platkow-Gilewski says, in closing. "I started this interview saying that we had this bliss of ignorance; now we know more, but hopefully we can still be brave. Before, we were launching a rocket and figuring out how to land on the moon. Now, we know the dangers but we are way more experienced, so we'll find a way to navigate through these uncharted territories. We have a map already so hopefully it won't be such a hard trip."
    #what #worked #witcher #didn039t #looking
    What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red
    What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red "We learned a lot of lessons down the road." Image credit: CD Projekt Red Feature by Robert Purchese Associate Editor Published on May 31, 2025 Do you remember what you were doing when The Witcher 3: Wild Hunt was released? It came out on 19th May 2015. I remember because I was inside CD Projekt Red at the time, trying to capture the moment for you - a moment I'm unlikely to replicate there or anywhere else. I recall sitting in the studio's canteen in the small hours of the morning, after a midnight launch event in a mall in Warsaw, chewing on a piece of cold pizza and wondering out loud what would come next for the studio, because at the time, who could know? One era was ending and another was about to begin. Would it bring the fame and fortune CD Projekt Red desired? Today, more than 60 million sales of The Witcher 3 later, we know the answer is yes. The Witcher 3 became a role-playing classic. It delivered one of the most touchable medieval worlds we've explored, a rough place of craggy rocks and craggier faces, of wonky morales and grim realities, of mud and dirtiness. And monsters, though not all were monstrous to look at. It was a world of grey, of superstition and folklore, and in it stood we, a legendary monster hunter, facing seemingly impossible odds. The Witcher 3 took fantasy seriously. But the decade since the game's release has been turbulent for CD Projekt Red. The studio launched its big new sci-fi series in 2020 with Cyberpunk 2077, and though the game has now sold more than 30 million copies, making it monetarily a success, it had a nightmarish launch. The PS4 version had to be removed from sale. It brought enormous pressure, growing pains and intense scrutiny to the studio, and CD Projekt Red would spend a further three years patching and updating - and eventually releasing an expansion - before public opinion would mostly turn around. Today the studio returns to safer ground, back to The Witcher world with the new game The Witcher 4, and as we look forward to it we should also look back, to the game that catapulted the studio to fame, and see what has been learnt. The Witcher 3 is at version 4.04 today, a number that represents an enormously long period of post-release support.Watch on YouTube It all began with naivety, as perhaps any ambitious project should. It's easy to forget that 14 years ago, when The Witcher 3 was being conceived, CD Projekt Red had never made an open-world game before. The Witcher 1 and The Witcher 2 were linear in their approaches. It's also easy to forget that the people making the game were 14 years younger and less experienced. Back then, this was the studio's chance at recognition, so it aimed high in order to be seen. "The Witcher 3 was supposed to be this game that will end all other games," Marcin Blacha, the lead writer of the game, tells me. Simply make an open-world game that's also a story-driven game and release it on all platforms at the same time. How hard could it be? "When I'm thinking about our state of mind back in those days, the only word that comes to my mind is enthusiastic," Blacha says. "It was fantastic because we were so enthusiastic that we were full of courage. We were trying to experiment with stuff and we were not afraid. We were convinced that when we work with passion and love, it will pay off eventually." Every project has to begin somewhere and for Blacha, the person tasked with imagining the story, The Witcher 3 could only begin with Ciri, the daughter-of-sorts to The Witcher's central monster hunter character Geralt. As Blacha says, "The most important thing about Geralt and the most important thing about the books is the relationship between Geralt, Ciri and Yennefer. I already did two games with no sign of Ciri, no sign of Yennefer, and then we finally had a budget and proper time for pre-production, so for me, it was time to introduce both characters." It's a decision that would have major repercussions for the rest of The Witcher series at CD Projekt Red. Blacha didn't know it then, but Ciri would go on to become the protagonist of The Witcher 4. Had she not been the co-protagonist of The Witcher 3 - for you play as her in several sections during the game - who knows if things would have worked out the same way. It's an understandable progression as it is, though there is still some uncertainty among the audience about Ciri's starring role. But Ciri's inclusion came with complications, because the Ciri we see in the game is not the Ciri described in the books. That Ciri is much closer to the Ciri in the Netflix Witcher TV show, younger and more rebellious in a typical teenager way. She might be an important part of the fiction, then, but that doesn't mean she was especially well liked. "People were thinking that she's annoying," says Blacha, who grew up reading The Witcher books. CD Projekt Red, then, decided to make a Ciri of its own, aging her and making her more "flesh and bone", as Blacha puts it. He fondly recalls a moment in the game's development when reviewing the Ciri sections of the game, and saying aloud to studio director Adam Badowski how much he liked her. "I didn't know that she's going to be the protagonist of the next game," he says, "but I said to Adam Badowski, she's going to be very popular." Once Ciri had been earmarked for inclusion in The Witcher 3, the idea to have her pursued by the phantom-like force of the Wild Hunt - the members of which literally ride horses in the night sky, like Santa Claus' cursed reindeer - came shortly after. CD Projekt Red had introduced the Wild Hunt in The Witcher 2 so it made sense. The outline of the main story was then laid down as a one-page narrative treatment. Then it was expanded to a two-page treatment, a four page treatment, an eight page treatment and so on. At around 10 pages, it already had the White Orchard prologue, almost the entirety of the No Man's Land zone, and a hint of what would happen on Skellige and in Novigrad. When it was around 40 pages long, the quest design team was invited in. CD Projekt Red made their Ciri older than she is in the books. | Image credit: CD Projekt Red The quest design team's job is to turn a story into a game, and this was a newly created department for The Witcher 3, created because the old way of writers designing the quests wasn't working any more. "We were struggling a bit with making sure that every written story that we have prepared is also a story that we can play well," Paweł Sasko says. He joined CD Projekt Red to be a part of that quest design team. The quest design team carves up a narrative treatment, paragraph by paragraph, and expands those into playable questlines for the game. "It's basically something between game design and a movie scenario," Sasko says. There's no dialogue, just a description of what will happen, and even a one-paragraph prompt can balloon into a 20-30 page design. Among the paragraphs Sasko was given to adapt was a storyline in No Man's Land concerning a character known as the Bloody Baron. The Bloody Baron storyline is widely acclaimed and has become synonymous with everything Sasko and CD Projekt Red were trying to do with the game. It's a storyline that probes into mature themes like domestic abuse, fatherhood, and love and loss and grief. More importantly, it presents us with a flawed character and allows us time and space to perhaps change our opinion of them. It gives us layers many other games don't go anywhere near. When Sasko first encountered the storyline, there was only an outline. "It said that Geralt meets the Bloody Baron who asks Geralt to hunt a monster and look for his wife and daughter, and for that, he is going to share information about Ciri and tell Geralt where she went. That was pretty much it." And Sasko already knew a few things about what he wanted to do. He knew he wanted to show No Man's Land as a Slavic region bathed in superstitions and complex religious beliefs, one that had been ravaged by famine and war. He also knew the tone of the area was horror because this had been outlined by Blacha and the leaders of The Witcher 3 team. Says Blacha: "My opinion is that a successful Witcher game is a mix of everything, so you have a horror line, you have a romance, you have adventure, you have exploration. When we started to think about our hubs, we thought about them in terms of a show, so No Man's Land, the hub with the Bloody Baron, was horror; Skellige was supposed to be an adventure; and Novigrad was supposed to be a big city investigation." But there were key missing pieces then from the Bloody Baron sequence we know today. The botchling, for instance - the monstrous baby the quest revolves around. It didn't exist. It was an idea that came from Sasko after he read a Slavic bestiary. "Yes," he says, "the botchling idea came from me." The Bloody Baron. | Image credit: Eurogamer / CD Projekt Red He wanted the botchling to be the conduit through which more mature themes of the story could be approached - something overt to keep you busy while deeper themes sunk in. It's an approach Sasko says he pinched from Witcher author Andrzej Sapkowski, after deconstructing his work. "What he's doing is he's trying to find universal truths about human beings and struggles, but he doesn't tell those stories directly," Sasko says. "So for instance racism: he doesn't talk about that directly but he finds an interesting way how, in his world, he can package that and talk about it. I followed his method and mimicked it." This way the botchling becomes your focus in the quest, as the Baron carries it back to the manor house and you defend him from wraiths, but while you're doing that, you're also talking and learning more about who the Bloody Baron - who Phillip Strenger - is. "I wanted you to feel almost like you're in the shoes of that Bloody Baron," Sasko says. "Peregrination is this path in Christianity you go through when you want to remove your sins, and that's what this is meant to be. He's just trying to do it, and he's going through all of those things to do something good. And I wanted the player to start feeling like, 'Wow, maybe this dude is not so bad.'" It's a quest that leaves a big impression. An email was forwarded to Sasko after the game's release, written by a player who had lost their wife and child as the Baron once had. "And for him," he says, "that moment when Baron was carrying the child was almost like a catharsis, when he was trying so badly to walk that path. And the moment he managed to: he wrote in his letter that he broke down in tears." There's one other very significant moment in The Witcher 3 that Sasko had a large hand in, and it's the Battle of Kaer Morhern, where the 'goodies' - the witchers and the sorceresses, and Ciri - make a stand against the titular menace of the Wild Hunt. Sasko designed this section specifically to emotionally tenderise you, through a series of fast-paced and fraught battles, so that by the time the climactic moment came, you were aptly primed to receive it. The moment being Vesemir's death - the leader of the wolf school of witchers and father figure to Geralt. This, too, was Sasko's idea. "We needed to transition Ciri from being a hunted animal to becoming a hunter," he tells me, and the only event big enough and with enough inherent propulsion was Vesemir's death. Eredin, the leader of the Wild Hunt, breaks Vesemir's neck. | Image credit: Eurogamer / CD Projekt Red But for all of the successful moments in the game there are those that didn't work. To the team that made the game, and to the players, there are things that clearly stand out. Such as Geralt's witcher senses, which allow him to see scent trails and footsteps and clues in the world around him. Geralt's detective mode, in other words. Sasko laughs as he cringes about it now. "We've overdone the witcher senses so much, oh my god," he says. "At the time when we were starting this, we were like, 'We don't have it in the game; we have to use it to make you feel like a witcher.' But then at the end, especially in the expansions, we tried to decrease it so it doesn't feel so overloaded." He'd even turn it down by a further 10 to 20 per cent, he says. There were all of the question marks dotted across the map, luring us to places to find meagre hidden treasure rewards. "I think we all scratch our heads about what we were thinking when trying to build this," Sasko tells me. "I guess it just came from fear - from fear that the player will feel that the world is empty." This was the first time CD Projekt Red had really the player's hand go, remember, and not controlled where in the world you would be. Shallow gameplay is a criticism many people have, especially in the game's repetitive combat, and again, this is something Sasko and the team are well aware of. "We don't feel that the gameplay in Witcher 3 was deep enough," he says. "It was for the times okay, but nowadays when you play it, even though the story still holds really well, you can see that the gameplay is a bit rusty." Also, the cutscenes could have been paced better and had less exposition in them, and the game in general could have dumped fewer concepts on you at once. Cognitive overload, Sasko calls it. "In every second sentence you have a new concept introduced, a new country mentioned, a new politician..." It was too much. More broadly, he would also have liked the open-world to be more closely connected to the game's story, rather than be, mostly, a pretty backdrop. "It's like in the theatre when you have beautiful decorations at the back made of cardboard and paper, and not much happens to them except an actor pulls a rope and it starts to rain or something." he says. It's to do with how the main story influences the world and vice versa, and he thinks the studio can be better at it. Ciri and Geralt look at a coin purse in The Witcher 3. This is, coincidentally, the same tavern you begin the game in, with Vesemir, and the same tavern you meet Master Mirror in. | Image credit: Eurogamer / CD Projekt Red One conversation that surprises me, when looking back on The Witcher 3, is a conversation about popularity, because it's easy to forget now - with the intense scrutiny the studio seems always to be under - that when development began, not many people knew about CD Projekt Red. The combined sales of both Witcher games in 2013 were only 5 million. Poland knew about it - the Witcher fiction originated there and CD Projekt Red is Polish - and Germany knew about it, and some of the rest of Europe knew about it. But in North America, it was relatively unknown. That's a large part of the reason why the Xbox 360 version of The Witcher 2 was made at all, to begin knocking on that door. And The Witcher 3, CD Projekt Red hoped, would kick that door open. "We knew that we wanted to play in the major league," says Michał Platkow-Gilewski, vice president of communications and PR, stealing a quote from Cyberpunk character Jackie. That's why The Witcher 3 was revealed via a Game Informer cover story in early 2013, because that was deemed the way to do things there - the way to win US hearts, Platkow-Gilewski tells me. And it didn't take long for interest to swell. When Platkow-Gilewski joined CD Projekt Red to help launch the Xbox 360 version of The Witcher 2 in 2012, he was handing out flyers at Gamescom with company co-founder Michał Kicinski, just to fill presentations for the game. By the time The Witcher 3 was being shown at Gamescom, a few years later, queues were three to four hours long. People would wait all day to play. "We had to learn how to deal with popularity during the campaign," Platkow-Gilewski says. Those game shows were crucial for spreading the word about The Witcher 3 and seeing first-hand the impact the game was having on players and press. "Nothing can beat a good show where you meet with people who are there to see their favourite games just slightly before the rest of the world," he says. "They're investing their time, money, effort, and you feel this support, sometimes love, to the IP you're working on, and it boosts energy the way which you can't compare with anything else. These human to human interactions are unique." He says the studio's leader Adam Badowski would refer to these showings as fuel that would propel development for the next year or so, which is why CD Projekt Red always tried to gather as many developers as possible for them, to feel the energy. It was precisely these in-person events that Platkow-Gilewski says CD Projekt Red lacked in the lead up to Cyberpunk's launch, after Covid shut the world down. The company did what it could by pivoting to online events instead - the world-first playtest of Cyberpunk was done online via stream-play software called Parsec; I was a part of it - and talked to fans through trailers, but it was much harder to gauge feedback this way. "It's easy to just go with the flow and way harder to manage expectations," Platkow-Gilewski says, so expectations spiralled. "For me the biggest lesson learned is to always check reality versus expectations, and with Cyberpunk, it was really hard to control and we didn't know how to do it." It makes me wonder what the studio will do now with The Witcher 4, because the game show sector of the industry still hasn't bounced back, and I doubt - having seen the effect Covid has had on shows from the inside of an events company - whether it ever will. "Gamescom is growing," Platkow-Gilewski says somewhat optimistically. "Gamescom is back on track." But I don't know if it really is. Michał Platkow-Gilewski cites this moment as one of his favourite from the Witcher 3 journey. The crew were at the game show PAX in front of a huge live audience and the dialogue audio wouldn't play. Thankfully, they had Doug Cockle, the English language voice actor of Geralt, with them on the panel, so he live improvised the lines. Watch on YouTube Something else I'm surprised to hear from him is mention of The Witcher 3's rocky launch, because 10 years later - and in comparison to Cyberpunk's - that's not how I remember it. But Platkow-Gilewski remembers it differently. "When we released Witcher 3, the reception was not great," he says. "Reviews were amazing but there was, at least in my memories, no common consensus that this is a huge game which will maybe define some, to some extent, the genre." I do remember the strain on some faces around the studio at launch, though. I also remember a tense conversation about the perceived graphics downgrade in the game, where people unfavourably compared footage of Witcher 3 at launch, with footage from a marketing gameplay trailer released years before it. There were also a number of bugs in the game's code and its performance was unoptimised. "We knew things were far from being perfect," Platkow-Gilewski says. But the studio worked hard in the years after launch to patch and update the game - The Witcher 3 is now on version 4.04, which is extraordinary for a single-player game - and they released showcase expansions for it. Some of Marcin Blacha's favourite work is in those expansions, he tells me, especially the horror storylines of Hearts of Stone, many of which he wrote. That expansion's villain, Master Mirror, is also widely regarded as one of the best in the game, disguised as he is as a plain-looking and unassuming person who happens to have incredible and undefinable power. It's not until deep into the expansion you begin to uncover his devilish identity, and it's this subtle way of presenting a villain, and never over explaining his threat, that makes Master Mirror so memorable. He's gathered such a following that some people have concocted elaborate theories about him. Lead character artist Pawel Mielniczuk tells me about one theory whereby someone discovered you can see Master Mirror's face on many other background characters in the game, which you can, and that they believed it was a deliberate tactic used by CD Projekt Red to underline Master Mirror's devilish power. Remember, there was a neat trick with Master Mirror in that you had already met him at the beginning of The Witcher 3 base game, long before the expansion was ever developed, in a tavern in White Orchard. If CD Projekt Red could foreshadow him as far back as that, the theory went, then it could easily put his face on other characters in the game to achieve a similar 'did you see it?' effect. The real villain in the Hearts of Stone expansion, Gaunter O'Dimm. Better known to many as Master Mirror. There's a reason why he has such a plain-looking face... | Image credit: CD Projekt Red The truth is far more mundane. Other characters in the game do have Master Mirror's face, but only because his face is duplicated across the game in order to fill it out. CD Projekt Red didn't know when it made the original Witcher 3 game that this villager would turn into anyone special. There was a tentative plan but it was very tentative, so this villager got a very villager face. "We just got a request for a tertiary unimportant character," says Mileniczuk. "We had like 30-40 faces for the entire game so we just slapped a random face on him." He laughs. And by the time Hearts of Stone development came around, the face - the identity - had stuck. Expansions were an important part of cementing public opinion around The Witcher 3, then, as they were for cementing public opinion around Cyberpunk. They've become something of a golden bullet for the studio, a way to creatively unleash an already trained team and leave a much more positive memory in our heads. Exactly what went wrong with Cyberpunk and how CD Projekt Red set about correcting it is a whole other story Chris Tapsell told recently on the site, so I don't want to delve into specifics here. Suffice to say it was a hard time for the studio and many hard lessons had to be learned. "The pressure was huge," Platkow-Gilewski says, "because from underdogs we went to a company which will, for sure, deliver the best experience in the world." But while much of the rhetoric around Cyberpunk concerns the launch, there's a lot about the game itself that highlights how much progress the studio made, in terms of making open-world role-playing games. One of my favourite examples is how characters in Cyberpunk walk and talk rather than speak to you while rooted to the spot. It might seem like a small thing but it has a transformative and freeing effect on conversations, allowing the game to walk you places while you talk, and stage dialogue in a variety of cool ways. There's a lot to admire about the density of detail in the world, too, and in the greater variety of body shapes and diversity. Plus let's not forget, this is an actual open world rather than a segmented one as The Witcher 3 was. In many ways, the game was a huge step forward for the studio. Cyberpunk wasn't the only very notable thing to happen to the Witcher studio in those 10 years, either. During that time, The Witcher brand changed. Netflix piggybacked the game's popularity and developed a TV series starring Henry Cavill, and with it propelled The Witcher to the wider world. Curiously, CD Projekt Red wasn't invited to help, which was odd given executive producer Tomek Baginski was well known to CD Projekt Red, having directed the intro cinematics for all three Witcher video games. But beyond minor pieces of crossover content, no meaningful collaboration ever occurred. "We had no part in the shows," Pawel Mileniczuk says. "But it's Hollywood: different words. I know how hard it was for Tomek to get in there, to convince them to do the show, and then how limited influence is when the production house sits on something. It's many people, many decision makers, high stakes, big money. Nobody there was thinking about, Hey, let's talk to those dudes from Poland making games. It's a missed opportunity to me but what can I say?" The debut trailer for The Witcher 4.Watch on YouTube Nevertheless, the Netflix show had a surprisingly positive effect on the studio, with sales of The Witcher 3 spiking in 2019 and 2020 when the first season aired. "It was a really amazing year for us sales wise," Platkow-Gilewski says. This not only means more revenue for the studio but also wider understanding; more people are more familiar with The Witcher world now than ever before, which bodes very well for The Witcher 4. Not that it influenced or affected the studio's plans to return to that world, by the way. "We knew already that we wanted to come back to The Witcher," Platkow-Gilewski says. "Some knew that they wanted to tell a Ciri story while we were still working on Witcher 3." But, again, with popularity also comes pressure. "We'll have hopefully millions of people already hooked in from the get-go but with some expectations and visions and dreams which we have to, or may not be able to, fulfil," Platkow-Gilewski adds. You can already sense this pressure in comments threads about the new game. Many people already have their ideas about what a new Witcher game should be. The Witcher 4 might seem like a return to safer ground, then, but the relationship with the audience has changed in the intervening 10 years. "I think people are again with us," Platkow-Gilewski says. "There are some who are way more careful than they used to be; I don't see the hype train. We also learned how to talk about our game, what to show, when to show. But I think people believe again. Not everyone, and maybe it's slightly harder to talk with the whole internet. It's impossible now. It's way more polarised than it used to be. But I believe that we'll have something special for those who love The Witcher." Here we are a decade later, then, looking forward to another Witcher game by CD Projekt Red. But many things have changed. The studio has grown and shuffled people around and the roles of the people I speak to have changed. Marcin Blacha and Pawel Mielniczuk aren't working on The Witcher 4, but on new IP Project Hadar, in addition to their managerial responsibilities, and Pawel Sasko is full-time on Cyberpunk 2. It's only really Michał Platkow-Gilewski who'll do a similar job for The Witcher 4 as on The Witcher 3, although this time with dozens more people to help. But they will all still consult and they're confident in the abilities of The Witcher 4 team. "They really know what they're doing," says Sasko, "they are a very seasoned team." "We learned a lot of lessons down the road," Platkow-Gilewski says, in closing. "I started this interview saying that we had this bliss of ignorance; now we know more, but hopefully we can still be brave. Before, we were launching a rocket and figuring out how to land on the moon. Now, we know the dangers but we are way more experienced, so we'll find a way to navigate through these uncharted territories. We have a map already so hopefully it won't be such a hard trip." #what #worked #witcher #didn039t #looking
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    What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red
    What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red "We learned a lot of lessons down the road." Image credit: CD Projekt Red Feature by Robert Purchese Associate Editor Published on May 31, 2025 Do you remember what you were doing when The Witcher 3: Wild Hunt was released? It came out on 19th May 2015. I remember because I was inside CD Projekt Red at the time, trying to capture the moment for you - a moment I'm unlikely to replicate there or anywhere else. I recall sitting in the studio's canteen in the small hours of the morning, after a midnight launch event in a mall in Warsaw, chewing on a piece of cold pizza and wondering out loud what would come next for the studio, because at the time, who could know? One era was ending and another was about to begin. Would it bring the fame and fortune CD Projekt Red desired? Today, more than 60 million sales of The Witcher 3 later, we know the answer is yes. The Witcher 3 became a role-playing classic. It delivered one of the most touchable medieval worlds we've explored, a rough place of craggy rocks and craggier faces, of wonky morales and grim realities, of mud and dirtiness. And monsters, though not all were monstrous to look at. It was a world of grey, of superstition and folklore, and in it stood we, a legendary monster hunter, facing seemingly impossible odds. The Witcher 3 took fantasy seriously. But the decade since the game's release has been turbulent for CD Projekt Red. The studio launched its big new sci-fi series in 2020 with Cyberpunk 2077, and though the game has now sold more than 30 million copies, making it monetarily a success, it had a nightmarish launch. The PS4 version had to be removed from sale. It brought enormous pressure, growing pains and intense scrutiny to the studio, and CD Projekt Red would spend a further three years patching and updating - and eventually releasing an expansion - before public opinion would mostly turn around. Today the studio returns to safer ground, back to The Witcher world with the new game The Witcher 4, and as we look forward to it we should also look back, to the game that catapulted the studio to fame, and see what has been learnt. The Witcher 3 is at version 4.04 today, a number that represents an enormously long period of post-release support.Watch on YouTube It all began with naivety, as perhaps any ambitious project should. It's easy to forget that 14 years ago, when The Witcher 3 was being conceived, CD Projekt Red had never made an open-world game before. The Witcher 1 and The Witcher 2 were linear in their approaches. It's also easy to forget that the people making the game were 14 years younger and less experienced. Back then, this was the studio's chance at recognition, so it aimed high in order to be seen. "The Witcher 3 was supposed to be this game that will end all other games," Marcin Blacha, the lead writer of the game, tells me. Simply make an open-world game that's also a story-driven game and release it on all platforms at the same time. How hard could it be? "When I'm thinking about our state of mind back in those days, the only word that comes to my mind is enthusiastic," Blacha says. "It was fantastic because we were so enthusiastic that we were full of courage. We were trying to experiment with stuff and we were not afraid. We were convinced that when we work with passion and love, it will pay off eventually." Every project has to begin somewhere and for Blacha, the person tasked with imagining the story, The Witcher 3 could only begin with Ciri, the daughter-of-sorts to The Witcher's central monster hunter character Geralt. As Blacha says, "The most important thing about Geralt and the most important thing about the books is the relationship between Geralt, Ciri and Yennefer. I already did two games with no sign of Ciri, no sign of Yennefer, and then we finally had a budget and proper time for pre-production, so for me, it was time to introduce both characters." It's a decision that would have major repercussions for the rest of The Witcher series at CD Projekt Red. Blacha didn't know it then, but Ciri would go on to become the protagonist of The Witcher 4. Had she not been the co-protagonist of The Witcher 3 - for you play as her in several sections during the game - who knows if things would have worked out the same way. It's an understandable progression as it is, though there is still some uncertainty among the audience about Ciri's starring role. But Ciri's inclusion came with complications, because the Ciri we see in the game is not the Ciri described in the books. That Ciri is much closer to the Ciri in the Netflix Witcher TV show, younger and more rebellious in a typical teenager way. She might be an important part of the fiction, then, but that doesn't mean she was especially well liked. "People were thinking that she's annoying," says Blacha, who grew up reading The Witcher books. CD Projekt Red, then, decided to make a Ciri of its own, aging her and making her more "flesh and bone", as Blacha puts it. He fondly recalls a moment in the game's development when reviewing the Ciri sections of the game, and saying aloud to studio director Adam Badowski how much he liked her. "I didn't know that she's going to be the protagonist of the next game," he says, "but I said to Adam Badowski, she's going to be very popular." Once Ciri had been earmarked for inclusion in The Witcher 3, the idea to have her pursued by the phantom-like force of the Wild Hunt - the members of which literally ride horses in the night sky, like Santa Claus' cursed reindeer - came shortly after. CD Projekt Red had introduced the Wild Hunt in The Witcher 2 so it made sense. The outline of the main story was then laid down as a one-page narrative treatment. Then it was expanded to a two-page treatment, a four page treatment, an eight page treatment and so on. At around 10 pages, it already had the White Orchard prologue, almost the entirety of the No Man's Land zone, and a hint of what would happen on Skellige and in Novigrad. When it was around 40 pages long, the quest design team was invited in. CD Projekt Red made their Ciri older than she is in the books. | Image credit: CD Projekt Red The quest design team's job is to turn a story into a game, and this was a newly created department for The Witcher 3, created because the old way of writers designing the quests wasn't working any more. "We were struggling a bit with making sure that every written story that we have prepared is also a story that we can play well," Paweł Sasko says. He joined CD Projekt Red to be a part of that quest design team. The quest design team carves up a narrative treatment, paragraph by paragraph, and expands those into playable questlines for the game. "It's basically something between game design and a movie scenario," Sasko says. There's no dialogue, just a description of what will happen, and even a one-paragraph prompt can balloon into a 20-30 page design. Among the paragraphs Sasko was given to adapt was a storyline in No Man's Land concerning a character known as the Bloody Baron. The Bloody Baron storyline is widely acclaimed and has become synonymous with everything Sasko and CD Projekt Red were trying to do with the game. It's a storyline that probes into mature themes like domestic abuse, fatherhood, and love and loss and grief. More importantly, it presents us with a flawed character and allows us time and space to perhaps change our opinion of them. It gives us layers many other games don't go anywhere near. When Sasko first encountered the storyline, there was only an outline. "It said that Geralt meets the Bloody Baron who asks Geralt to hunt a monster and look for his wife and daughter, and for that, he is going to share information about Ciri and tell Geralt where she went. That was pretty much it." And Sasko already knew a few things about what he wanted to do. He knew he wanted to show No Man's Land as a Slavic region bathed in superstitions and complex religious beliefs, one that had been ravaged by famine and war. He also knew the tone of the area was horror because this had been outlined by Blacha and the leaders of The Witcher 3 team. Says Blacha: "My opinion is that a successful Witcher game is a mix of everything, so you have a horror line, you have a romance, you have adventure, you have exploration. When we started to think about our hubs, we thought about them in terms of a show, so No Man's Land, the hub with the Bloody Baron, was horror; Skellige was supposed to be an adventure; and Novigrad was supposed to be a big city investigation." But there were key missing pieces then from the Bloody Baron sequence we know today. The botchling, for instance - the monstrous baby the quest revolves around. It didn't exist. It was an idea that came from Sasko after he read a Slavic bestiary. "Yes," he says, "the botchling idea came from me." The Bloody Baron. | Image credit: Eurogamer / CD Projekt Red He wanted the botchling to be the conduit through which more mature themes of the story could be approached - something overt to keep you busy while deeper themes sunk in. It's an approach Sasko says he pinched from Witcher author Andrzej Sapkowski, after deconstructing his work. "What he's doing is he's trying to find universal truths about human beings and struggles, but he doesn't tell those stories directly," Sasko says. "So for instance racism: he doesn't talk about that directly but he finds an interesting way how, in his world, he can package that and talk about it. I followed his method and mimicked it." This way the botchling becomes your focus in the quest, as the Baron carries it back to the manor house and you defend him from wraiths, but while you're doing that, you're also talking and learning more about who the Bloody Baron - who Phillip Strenger - is. "I wanted you to feel almost like you're in the shoes of that Bloody Baron," Sasko says. "Peregrination is this path in Christianity you go through when you want to remove your sins, and that's what this is meant to be. He's just trying to do it, and he's going through all of those things to do something good. And I wanted the player to start feeling like, 'Wow, maybe this dude is not so bad.'" It's a quest that leaves a big impression. An email was forwarded to Sasko after the game's release, written by a player who had lost their wife and child as the Baron once had. "And for him," he says, "that moment when Baron was carrying the child was almost like a catharsis, when he was trying so badly to walk that path. And the moment he managed to: he wrote in his letter that he broke down in tears." There's one other very significant moment in The Witcher 3 that Sasko had a large hand in, and it's the Battle of Kaer Morhern, where the 'goodies' - the witchers and the sorceresses, and Ciri - make a stand against the titular menace of the Wild Hunt. Sasko designed this section specifically to emotionally tenderise you, through a series of fast-paced and fraught battles, so that by the time the climactic moment came, you were aptly primed to receive it. The moment being Vesemir's death - the leader of the wolf school of witchers and father figure to Geralt. This, too, was Sasko's idea. "We needed to transition Ciri from being a hunted animal to becoming a hunter," he tells me, and the only event big enough and with enough inherent propulsion was Vesemir's death. Eredin, the leader of the Wild Hunt, breaks Vesemir's neck. | Image credit: Eurogamer / CD Projekt Red But for all of the successful moments in the game there are those that didn't work. To the team that made the game, and to the players, there are things that clearly stand out. Such as Geralt's witcher senses, which allow him to see scent trails and footsteps and clues in the world around him. Geralt's detective mode, in other words. Sasko laughs as he cringes about it now. "We've overdone the witcher senses so much, oh my god," he says. "At the time when we were starting this, we were like, 'We don't have it in the game; we have to use it to make you feel like a witcher.' But then at the end, especially in the expansions, we tried to decrease it so it doesn't feel so overloaded." He'd even turn it down by a further 10 to 20 per cent, he says. There were all of the question marks dotted across the map, luring us to places to find meagre hidden treasure rewards. "I think we all scratch our heads about what we were thinking when trying to build this," Sasko tells me. "I guess it just came from fear - from fear that the player will feel that the world is empty." This was the first time CD Projekt Red had really the player's hand go, remember, and not controlled where in the world you would be. Shallow gameplay is a criticism many people have, especially in the game's repetitive combat, and again, this is something Sasko and the team are well aware of. "We don't feel that the gameplay in Witcher 3 was deep enough," he says. "It was for the times okay, but nowadays when you play it, even though the story still holds really well, you can see that the gameplay is a bit rusty." Also, the cutscenes could have been paced better and had less exposition in them, and the game in general could have dumped fewer concepts on you at once. Cognitive overload, Sasko calls it. "In every second sentence you have a new concept introduced, a new country mentioned, a new politician..." It was too much. More broadly, he would also have liked the open-world to be more closely connected to the game's story, rather than be, mostly, a pretty backdrop. "It's like in the theatre when you have beautiful decorations at the back made of cardboard and paper, and not much happens to them except an actor pulls a rope and it starts to rain or something." he says. It's to do with how the main story influences the world and vice versa, and he thinks the studio can be better at it. Ciri and Geralt look at a coin purse in The Witcher 3. This is, coincidentally, the same tavern you begin the game in, with Vesemir, and the same tavern you meet Master Mirror in. | Image credit: Eurogamer / CD Projekt Red One conversation that surprises me, when looking back on The Witcher 3, is a conversation about popularity, because it's easy to forget now - with the intense scrutiny the studio seems always to be under - that when development began, not many people knew about CD Projekt Red. The combined sales of both Witcher games in 2013 were only 5 million. Poland knew about it - the Witcher fiction originated there and CD Projekt Red is Polish - and Germany knew about it, and some of the rest of Europe knew about it. But in North America, it was relatively unknown. That's a large part of the reason why the Xbox 360 version of The Witcher 2 was made at all, to begin knocking on that door. And The Witcher 3, CD Projekt Red hoped, would kick that door open. "We knew that we wanted to play in the major league," says Michał Platkow-Gilewski, vice president of communications and PR, stealing a quote from Cyberpunk character Jackie. That's why The Witcher 3 was revealed via a Game Informer cover story in early 2013, because that was deemed the way to do things there - the way to win US hearts, Platkow-Gilewski tells me. And it didn't take long for interest to swell. When Platkow-Gilewski joined CD Projekt Red to help launch the Xbox 360 version of The Witcher 2 in 2012, he was handing out flyers at Gamescom with company co-founder Michał Kicinski, just to fill presentations for the game. By the time The Witcher 3 was being shown at Gamescom, a few years later, queues were three to four hours long. People would wait all day to play. "We had to learn how to deal with popularity during the campaign," Platkow-Gilewski says. Those game shows were crucial for spreading the word about The Witcher 3 and seeing first-hand the impact the game was having on players and press. "Nothing can beat a good show where you meet with people who are there to see their favourite games just slightly before the rest of the world," he says. "They're investing their time, money, effort, and you feel this support, sometimes love, to the IP you're working on, and it boosts energy the way which you can't compare with anything else. These human to human interactions are unique." He says the studio's leader Adam Badowski would refer to these showings as fuel that would propel development for the next year or so, which is why CD Projekt Red always tried to gather as many developers as possible for them, to feel the energy. It was precisely these in-person events that Platkow-Gilewski says CD Projekt Red lacked in the lead up to Cyberpunk's launch, after Covid shut the world down. The company did what it could by pivoting to online events instead - the world-first playtest of Cyberpunk was done online via stream-play software called Parsec; I was a part of it - and talked to fans through trailers, but it was much harder to gauge feedback this way. "It's easy to just go with the flow and way harder to manage expectations," Platkow-Gilewski says, so expectations spiralled. "For me the biggest lesson learned is to always check reality versus expectations, and with Cyberpunk, it was really hard to control and we didn't know how to do it." It makes me wonder what the studio will do now with The Witcher 4, because the game show sector of the industry still hasn't bounced back, and I doubt - having seen the effect Covid has had on shows from the inside of an events company - whether it ever will. "Gamescom is growing," Platkow-Gilewski says somewhat optimistically. "Gamescom is back on track." But I don't know if it really is. Michał Platkow-Gilewski cites this moment as one of his favourite from the Witcher 3 journey. The crew were at the game show PAX in front of a huge live audience and the dialogue audio wouldn't play. Thankfully, they had Doug Cockle, the English language voice actor of Geralt, with them on the panel, so he live improvised the lines. Watch on YouTube Something else I'm surprised to hear from him is mention of The Witcher 3's rocky launch, because 10 years later - and in comparison to Cyberpunk's - that's not how I remember it. But Platkow-Gilewski remembers it differently. "When we released Witcher 3, the reception was not great," he says. "Reviews were amazing but there was, at least in my memories, no common consensus that this is a huge game which will maybe define some, to some extent, the genre." I do remember the strain on some faces around the studio at launch, though. I also remember a tense conversation about the perceived graphics downgrade in the game, where people unfavourably compared footage of Witcher 3 at launch, with footage from a marketing gameplay trailer released years before it. There were also a number of bugs in the game's code and its performance was unoptimised. "We knew things were far from being perfect," Platkow-Gilewski says. But the studio worked hard in the years after launch to patch and update the game - The Witcher 3 is now on version 4.04, which is extraordinary for a single-player game - and they released showcase expansions for it. Some of Marcin Blacha's favourite work is in those expansions, he tells me, especially the horror storylines of Hearts of Stone, many of which he wrote. That expansion's villain, Master Mirror, is also widely regarded as one of the best in the game, disguised as he is as a plain-looking and unassuming person who happens to have incredible and undefinable power. It's not until deep into the expansion you begin to uncover his devilish identity, and it's this subtle way of presenting a villain, and never over explaining his threat, that makes Master Mirror so memorable. He's gathered such a following that some people have concocted elaborate theories about him. Lead character artist Pawel Mielniczuk tells me about one theory whereby someone discovered you can see Master Mirror's face on many other background characters in the game, which you can, and that they believed it was a deliberate tactic used by CD Projekt Red to underline Master Mirror's devilish power. Remember, there was a neat trick with Master Mirror in that you had already met him at the beginning of The Witcher 3 base game, long before the expansion was ever developed, in a tavern in White Orchard. If CD Projekt Red could foreshadow him as far back as that, the theory went, then it could easily put his face on other characters in the game to achieve a similar 'did you see it?' effect. The real villain in the Hearts of Stone expansion, Gaunter O'Dimm. Better known to many as Master Mirror. There's a reason why he has such a plain-looking face... | Image credit: CD Projekt Red The truth is far more mundane. Other characters in the game do have Master Mirror's face, but only because his face is duplicated across the game in order to fill it out. CD Projekt Red didn't know when it made the original Witcher 3 game that this villager would turn into anyone special. There was a tentative plan but it was very tentative, so this villager got a very villager face. "We just got a request for a tertiary unimportant character," says Mileniczuk. "We had like 30-40 faces for the entire game so we just slapped a random face on him." He laughs. And by the time Hearts of Stone development came around, the face - the identity - had stuck. Expansions were an important part of cementing public opinion around The Witcher 3, then, as they were for cementing public opinion around Cyberpunk. They've become something of a golden bullet for the studio, a way to creatively unleash an already trained team and leave a much more positive memory in our heads. Exactly what went wrong with Cyberpunk and how CD Projekt Red set about correcting it is a whole other story Chris Tapsell told recently on the site, so I don't want to delve into specifics here. Suffice to say it was a hard time for the studio and many hard lessons had to be learned. "The pressure was huge," Platkow-Gilewski says, "because from underdogs we went to a company which will, for sure, deliver the best experience in the world." But while much of the rhetoric around Cyberpunk concerns the launch, there's a lot about the game itself that highlights how much progress the studio made, in terms of making open-world role-playing games. One of my favourite examples is how characters in Cyberpunk walk and talk rather than speak to you while rooted to the spot. It might seem like a small thing but it has a transformative and freeing effect on conversations, allowing the game to walk you places while you talk, and stage dialogue in a variety of cool ways. There's a lot to admire about the density of detail in the world, too, and in the greater variety of body shapes and diversity. Plus let's not forget, this is an actual open world rather than a segmented one as The Witcher 3 was. In many ways, the game was a huge step forward for the studio. Cyberpunk wasn't the only very notable thing to happen to the Witcher studio in those 10 years, either. During that time, The Witcher brand changed. Netflix piggybacked the game's popularity and developed a TV series starring Henry Cavill, and with it propelled The Witcher to the wider world. Curiously, CD Projekt Red wasn't invited to help, which was odd given executive producer Tomek Baginski was well known to CD Projekt Red, having directed the intro cinematics for all three Witcher video games. But beyond minor pieces of crossover content, no meaningful collaboration ever occurred. "We had no part in the shows," Pawel Mileniczuk says. "But it's Hollywood: different words. I know how hard it was for Tomek to get in there, to convince them to do the show, and then how limited influence is when the production house sits on something. It's many people, many decision makers, high stakes, big money. Nobody there was thinking about, Hey, let's talk to those dudes from Poland making games. It's a missed opportunity to me but what can I say?" The debut trailer for The Witcher 4.Watch on YouTube Nevertheless, the Netflix show had a surprisingly positive effect on the studio, with sales of The Witcher 3 spiking in 2019 and 2020 when the first season aired. "It was a really amazing year for us sales wise," Platkow-Gilewski says. This not only means more revenue for the studio but also wider understanding; more people are more familiar with The Witcher world now than ever before, which bodes very well for The Witcher 4. Not that it influenced or affected the studio's plans to return to that world, by the way. "We knew already that we wanted to come back to The Witcher," Platkow-Gilewski says. "Some knew that they wanted to tell a Ciri story while we were still working on Witcher 3." But, again, with popularity also comes pressure. "We'll have hopefully millions of people already hooked in from the get-go but with some expectations and visions and dreams which we have to, or may not be able to, fulfil," Platkow-Gilewski adds. You can already sense this pressure in comments threads about the new game. Many people already have their ideas about what a new Witcher game should be. The Witcher 4 might seem like a return to safer ground, then, but the relationship with the audience has changed in the intervening 10 years. "I think people are again with us," Platkow-Gilewski says. "There are some who are way more careful than they used to be; I don't see the hype train. We also learned how to talk about our game, what to show, when to show. But I think people believe again. Not everyone, and maybe it's slightly harder to talk with the whole internet. It's impossible now. It's way more polarised than it used to be. But I believe that we'll have something special for those who love The Witcher." Here we are a decade later, then, looking forward to another Witcher game by CD Projekt Red. But many things have changed. The studio has grown and shuffled people around and the roles of the people I speak to have changed. Marcin Blacha and Pawel Mielniczuk aren't working on The Witcher 4, but on new IP Project Hadar, in addition to their managerial responsibilities, and Pawel Sasko is full-time on Cyberpunk 2. It's only really Michał Platkow-Gilewski who'll do a similar job for The Witcher 4 as on The Witcher 3, although this time with dozens more people to help. But they will all still consult and they're confident in the abilities of The Witcher 4 team. "They really know what they're doing," says Sasko, "they are a very seasoned team." "We learned a lot of lessons down the road," Platkow-Gilewski says, in closing. "I started this interview saying that we had this bliss of ignorance; now we know more, but hopefully we can still be brave. Before, we were launching a rocket and figuring out how to land on the moon. Now, we know the dangers but we are way more experienced, so we'll find a way to navigate through these uncharted territories. We have a map already so hopefully it won't be such a hard trip."
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  • 108-year-old submarine wreck seen in stunning detail in new footage

    Photogrammetric reconstruction of the submarine USS F-1 on the seafloor west of San Diego, California. CREDIT: Image by Zoe Daheron, ©Woods Hole Oceanographic Institution.

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    In 1917, two US submarines collided off the coast of San Diego and submarine USS F-1 sank to the bottom of the Pacific Ocean, along with 19 crew members aboard. The horrible accident, whose wreckage was discovered in 1975, represents the US Naval Submarine Force’s first wartime submarine loss. Now, researchers from Woods Hole Oceanographic Institution have captured new footage of the 1,300 feet-deep underwater archaeological site.
    “They were technical dives requiring specialized expertise and equipment,” Anna Michel, a co-lead of the expedition and chief scientist at the National Deep Submergence Facility, said in a statement. “We were careful and methodical in surveying these historical sites so that we could share these stunning images, while also maintaining the reverence these sites deserve.”

    The high-definition imagining and mapping of the USS F-1 took place during a deep-sea training and engineering mission in February and March. The missions aimed to train future submersible pilots and test the human-occupied vehicle Alvin and autonomous underwater vehicle Sentry. 
    The team captured never-seen-before images and videos and conducted a sonar survey, which essentially consists of mapping a region by shooting sound waves at it and registering the echo. Imaging specialists combined the 2D images into a 3D model of the wreck—a technique called photogrammetry. Using photogrammetry reveals measurements not just of the submarine but of the marine life that over the past century has claimed the vessel as its own. 
    Photogrammetric reconstruction of the submarine USS F-1 showing the sub’s stern and propeller. CREDIT: Image by Zoe Daheron, ©Woods Hole Oceanographic Institution.
    “As a Navy veteran, making this dive—together with another Navy veteran and a Navy historian—was a solemn privilege,” said Office of Naval Research Program Officer Rob Sparrock, who was in Alvin when it went down to the wreck. “There was time to contemplate the risks that all mariners, past and present, face. It also reminded me of the importance of these training dives, which leverage the knowledge from past dives, lessons learned and sound engineering.”
    The researchers also investigated a Navy torpedo bomber training aircraft that went down in the region in 1950. After the dives, they held a remembrance ceremony aboard the research vessel Atlantis during which a bell rang once for each of the crew members lost in 1917. 
    “History and archaeology are all about people and we felt it was important to read their names aloud,” said Naval History and Heritage Command Underwater Archaeologist Brad Krueger, who also dove in Alvin. “The Navy has a solemn responsibility to ensure the legacies of its lost Sailors are remembered.”
    #108yearold #submarine #wreck #seen #stunning
    108-year-old submarine wreck seen in stunning detail in new footage
    Photogrammetric reconstruction of the submarine USS F-1 on the seafloor west of San Diego, California. CREDIT: Image by Zoe Daheron, ©Woods Hole Oceanographic Institution. Get the Popular Science daily newsletter💡 Breakthroughs, discoveries, and DIY tips sent every weekday. In 1917, two US submarines collided off the coast of San Diego and submarine USS F-1 sank to the bottom of the Pacific Ocean, along with 19 crew members aboard. The horrible accident, whose wreckage was discovered in 1975, represents the US Naval Submarine Force’s first wartime submarine loss. Now, researchers from Woods Hole Oceanographic Institution have captured new footage of the 1,300 feet-deep underwater archaeological site. “They were technical dives requiring specialized expertise and equipment,” Anna Michel, a co-lead of the expedition and chief scientist at the National Deep Submergence Facility, said in a statement. “We were careful and methodical in surveying these historical sites so that we could share these stunning images, while also maintaining the reverence these sites deserve.” The high-definition imagining and mapping of the USS F-1 took place during a deep-sea training and engineering mission in February and March. The missions aimed to train future submersible pilots and test the human-occupied vehicle Alvin and autonomous underwater vehicle Sentry.  The team captured never-seen-before images and videos and conducted a sonar survey, which essentially consists of mapping a region by shooting sound waves at it and registering the echo. Imaging specialists combined the 2D images into a 3D model of the wreck—a technique called photogrammetry. Using photogrammetry reveals measurements not just of the submarine but of the marine life that over the past century has claimed the vessel as its own.  Photogrammetric reconstruction of the submarine USS F-1 showing the sub’s stern and propeller. CREDIT: Image by Zoe Daheron, ©Woods Hole Oceanographic Institution. “As a Navy veteran, making this dive—together with another Navy veteran and a Navy historian—was a solemn privilege,” said Office of Naval Research Program Officer Rob Sparrock, who was in Alvin when it went down to the wreck. “There was time to contemplate the risks that all mariners, past and present, face. It also reminded me of the importance of these training dives, which leverage the knowledge from past dives, lessons learned and sound engineering.” The researchers also investigated a Navy torpedo bomber training aircraft that went down in the region in 1950. After the dives, they held a remembrance ceremony aboard the research vessel Atlantis during which a bell rang once for each of the crew members lost in 1917.  “History and archaeology are all about people and we felt it was important to read their names aloud,” said Naval History and Heritage Command Underwater Archaeologist Brad Krueger, who also dove in Alvin. “The Navy has a solemn responsibility to ensure the legacies of its lost Sailors are remembered.” #108yearold #submarine #wreck #seen #stunning
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    108-year-old submarine wreck seen in stunning detail in new footage
    Photogrammetric reconstruction of the submarine USS F-1 on the seafloor west of San Diego, California. CREDIT: Image by Zoe Daheron, ©Woods Hole Oceanographic Institution. Get the Popular Science daily newsletter💡 Breakthroughs, discoveries, and DIY tips sent every weekday. In 1917, two US submarines collided off the coast of San Diego and submarine USS F-1 sank to the bottom of the Pacific Ocean, along with 19 crew members aboard. The horrible accident, whose wreckage was discovered in 1975, represents the US Naval Submarine Force’s first wartime submarine loss. Now, researchers from Woods Hole Oceanographic Institution have captured new footage of the 1,300 feet-deep underwater archaeological site. “They were technical dives requiring specialized expertise and equipment,” Anna Michel, a co-lead of the expedition and chief scientist at the National Deep Submergence Facility, said in a statement. “We were careful and methodical in surveying these historical sites so that we could share these stunning images, while also maintaining the reverence these sites deserve.” The high-definition imagining and mapping of the USS F-1 took place during a deep-sea training and engineering mission in February and March. The missions aimed to train future submersible pilots and test the human-occupied vehicle Alvin and autonomous underwater vehicle Sentry.  The team captured never-seen-before images and videos and conducted a sonar survey, which essentially consists of mapping a region by shooting sound waves at it and registering the echo. Imaging specialists combined the 2D images into a 3D model of the wreck—a technique called photogrammetry. Using photogrammetry reveals measurements not just of the submarine but of the marine life that over the past century has claimed the vessel as its own.  Photogrammetric reconstruction of the submarine USS F-1 showing the sub’s stern and propeller. CREDIT: Image by Zoe Daheron, ©Woods Hole Oceanographic Institution. “As a Navy veteran, making this dive—together with another Navy veteran and a Navy historian—was a solemn privilege,” said Office of Naval Research Program Officer Rob Sparrock, who was in Alvin when it went down to the wreck. “There was time to contemplate the risks that all mariners, past and present, face. It also reminded me of the importance of these training dives, which leverage the knowledge from past dives, lessons learned and sound engineering.” The researchers also investigated a Navy torpedo bomber training aircraft that went down in the region in 1950. After the dives, they held a remembrance ceremony aboard the research vessel Atlantis during which a bell rang once for each of the crew members lost in 1917.  “History and archaeology are all about people and we felt it was important to read their names aloud,” said Naval History and Heritage Command Underwater Archaeologist Brad Krueger, who also dove in Alvin. “The Navy has a solemn responsibility to ensure the legacies of its lost Sailors are remembered.”
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  • The Last Of Us Season Two, Episode Seven Recap: Abby Road

    We made it, everybody. We’ve reached the end of HBO’s The Last of Us. Wait, sorry, I’m getting word in my earpiece that…we’re only halfway done with it because this show’s going for four seasons. At this point, I’m mostly feeling deflated. Last week’s episode was such a catastrophic bummer that it cemented for me that the show fundamentally misunderstands The Last of Us Part II, the game this season and those that are still yet to come are adapting. But you know how your mother would tell you not to play ball in the house because you might accidentally break the priceless vase on display in the living room? Well, if you’ve already broken the vase, you might as well keep playing ball, so we’ll probably be doing this song and dance into 2029. For now, we’re on the season two finale, which essentially wraps up Ellie’s side of this condensed revenge story and reveals the premise of season three. Most game fans probably assumed this was where the season would end and, if nothing else, it’s still a bold cliffhanger to leave off on.Suggested ReadingNintendo Switch 2 Price Is Set at for Now, But Could Go Higher

    Share SubtitlesOffEnglishSuggested ReadingNintendo Switch 2 Price Is Set at for Now, But Could Go Higher

    Share SubtitlesOffEnglishNintendo Switch 2 Price Is Set at for Now, But Could Go HigherGuilty as chargedAfter last week’s flashback-heavy episode, we open on Jessetending to wounds the Seraphites have inflicted on Dina, which means we get a real heinous scene of him doing some amateur surgeon’s work to remove the arrow she took to the knee. He douses it in alcohol and offers her a sip to dull the pain, but she staunchly refuses without explaining why. They made Jesse an asshole in this show, but he’s still a smart guy. The gears start turning in his head about why she might turn down a swig right now. Nevertheless, he takes that motherfucker out with no anesthetic, booze, or supportive bedside girlfriend to help Dina through it.Speaking of the absent girlfriend, Elliefinally returns to their theater base of operations. Now that she’s back, all her concern is on Dina, but Jesse is still wondering where the hell she’s been this whole time. Dina is resting backstage, and even though we only see these details for a few minutes, I once again want to shout out the set designers who recreated this little safe haven, which is covered in old show posters and graffiti from bands and artists that performed there before the cordyceps took over. I’m sure Joel would have loved to have seen it.Dina stirs awake and Ellie checks her wound. Jesse’s effort to wrap the injury leaves a lot to be desired, but it should heal in time. Ellie asks if the baby’s alright, and Dina says it’s okay.“How do you know?” Ellie asks.“I just do,” Dina replies.The one who is not okay in the room is Ellie, who is bleeding through the back of her shirt. Dina helps her undress and starts to clean the scratches on her back. As she does, she asks what happened while they were separated. Ellie says she found Nora, and she knew where Abbywas, but only said two words: “Whale” and “Wheel.” Ellie says she doesn’t know what it meant. It could have been nonsense. She was infected, and it was already starting to affect her cognitive state.“I made her talk,” Ellie whispers. “I thought it would be harder to do, but it wasn’t. It was easy. I just kept hurting her.”Image: HBODina asks if Ellie killed her, but she says she just “left her,” meaning that somewhere in this timeline, Nora is wandering the depths of a Seattle hospital with broken legs and an infected mind. I thought the show couldn’t possibly concoct a worse fate for her than what happens in the game, but they found a way. It takes commitment to put down a character like showrunners Craig Mazin and Neil Druckmann have done for Nora across both video games and television. Personally, I think when you already know that people are wary of the way you treat one of the few Black women in your franchise as if she doesn’t deserve the same dignity as everyone else, maybe you should do better by her when given a second chance, rather than worse. But that’s just me. I’m not the one being paid a bunch of money to butcher this story on HBO Max every Sunday at 9 p.m. Eastern. So what do I know?Maybe this is just part of the contrived sadism the show has attached to Ellie. She thinks violence is easy and it comes naturally to her, so I guess she would beat a woman nearly to death until the fungal infection made her lose her mind. Meanwhile the game version is so traumatized by what she’s done in this moment, she’s practically speechless by the time she reaches the theater. God, I knew this shit was going to happen. Mazin has repeatedly insisted that Ellie is an inherently violent individual, something he’s communicated both in interviews and by having Catherine O’Hara’s Gail, the therapist who tells you what the story is about, say that she’s always been a sadist, probably. Now, when we get to moments like the post-Nora debrief which used to convey that Ellie is Not Cut Out For This Shit, the framing instead becomes “Ellie likes violence and feels bad about how much she likes violence.”Before The Last of Us Part II came out, a lot of Naughty Dog’s promotion for the game was kind of vague and even deceptive in an effort to keep its biggest twists under wraps, and some of the messaging it used to talk about the game’s themes have irrevocably set a precedent for how the game’s story is talked about years later. When the game was first revealed in 2016, the studio said the story would be “about hate,” which paints a much more destructive and myopic picture of Ellie’s journey than the one driven by love and grief she actually experiences through the course of the game.One of the most annoying things about being a Last of Us fan is that its creators love to talk about the series in ways that erase its emotional complexity, making it sound more cynical and underhanded when the actual story it’s telling is anything but. I can’t count how many times I’ve heard people reductively parroting notions that The Last of Us Part II is just about “hate” and “guilting the player” for taking part in horrifying actions when they literally have no choice but to do so, rather than cracking the text open and dissecting that nuance. Mazin’s openly-expressed belief that Ellie is an intrinsically bloodthirsty person similarly bleeds into how a lot of the public perceives her as a character, seeing her as a violent ruffian rather than a grieving daughter who was only ever taught to express her pain by inflicting it on those who made her feel it in the first place. Discussing these games as a fan means having to fight against these notions, but they’re born from a game built on subtext, and thus willingly opens itself to those interpretations.Its willingness to dwell in ambiguity only makes it a more fascinating text to unpack, or it would, if we lived in a world where discussing video games wasn’t a volatile experience in which you constantly run the risk of being targeted for performative online dunks, or running up against rabid console tribalism. Now, the Last of Us show has decided to lean into the most boring interpretation of what this story is about without an ounce of subtlety, nuance, or even sympathy for Ellie’s plight. She is a sadist who does terrible things not simply because she’s grieving her father figure, but because this is just who she is. Mazin has deemed it so, and here we are, and this vision of her will no doubt weave itself into the fabric of how we talk about Ellie Williams, even in the game.This story only has any thematic weight if Ellie’s violent outbursts are rooted in pain, not pleasure. Yeah, what we’re seeing in the show is her acting from a mix of those things but, in the game at least, the most affecting moments of Ellie’s Seattle revenge tour happen when she has to confront how she is not built for acts of violent excess in the same way Joel was. She never has been. Back in Part I, she was sick to her stomach when she committed her first kill to save Joel, and the entire point of Part II was that we see her cut off parts of herself to do what she feels she must, only to find that she’s unable to recognize herself when it’s all over. In the show, she is instead mesmerized by carnage, only to decide she doesn’t like that she feels that way, actually. But all this self-reflection is fleeting, because she’s only killed one person on her list, and there’s a lot more work to do. How many Joels is Nora’s life worth to Ellie? One-fifth?While Ellie is wrestling with these feelings, Dina is about to see things with more clarity than ever. At first, she says that Nora may have deserved this fate worse than death, to which Ellie says “Maybe she didn’t,” before telling her girlfriend everything. She tearfully recounts Joel’s massacre of the Fireflies at the base in Salt Lake City, how the group was going to use her immunity to create a cure, and how Joel killed Abby’s father to save her. Dina puts it all together and asks Ellie if she knew who Abby’s group was. She says she didn’t, but she did know what Joel did. Dina sits with that for a moment, then flatly says the group needs to go home.So I guess this is how the show gets Dina, who’s been pretty revenge-hungry thus far, back onto the track she’s on in the games. Without spoiling scenes in the late game for the uninitiated, some major points of conflict at the end of Part II require her to be less on-board with Ellie’s vendetta, so the fact that she’s been egging her girlfriend on to track down Abby was an odd choice. I wasn’t sure how the show would handle it down the line, but it seems the way HBO’s show has course-corrected was by having her condemn Joel’s actions. Dina had her own relationship with the old man in the show, so I imagine that in a later season she’ll interrogate how she feels about him in light of this new information, but having her more or less get off the ride when she learns what Joel has done sets up a contrast between her and Ellie that I’m curious to see how the show handles.The shame of it, though, is that this is just one more thing that undermines one of the core foundations of the source material, and I have to get at least one more jab in on this topic before we end the season. In The Last of Us Part II, when you look at what is actually expressed in dialogue, you see that characters are often lacking important information about each other. This lack of communication is an important part of its storytelling, but the show is instead having characters tell everyone everything. In Part II, Joel and Ellie don’t know who Abby’s father was. It’s strongly implied that no one other than Joel, Ellie, and Tommy knew about what happened in Salt Lake City, not even Dina. The more the show bridges these gaps of communication, the more senseless this entire tit-for-tat feels. To be clear, it was senseless in the game, but it was in a tragic, “these people are so blinded by their emotions that they can’t fathom another path forward” sort of way. This time around, everyone knows exactly what’s happening and chooses to partake in violence anyway. We don’t have any mystery or lack of communication to fall back on as a we struggle to understand why the characters keep making these self-destructive decisions. Everyone is just knowingly the worst version of themselves this time around, and I guess Mazin thinks that’s the point, which is the kind of boring interpretation that makes the show such an inferior version of this story.Family mattersWe now begin our third day in Seattle. Ellie and Jesse are packing up to get going in the theater lobby. The plan is to find Tommysomewhere in the city and then head back to Jackson. However, Jesse is a lot less talkative this morning. Dina limps into the lobby, and after a brief scolding for being on her feet, she gives Ellie a bracelet for good luck.“I’m not sure it’s been working for you,” Ellie jokes.“I’m alive,” Dina replies.Jesse is clearly uncomfortable watching his exgive Ellie a prized possession, and says he can go alone if Dina wants Ellie to stay. Ellie says they’ll be safer together. Jesse relents and says they should be back by sundown. The tension is radiating off him, but the pair leaves Dina in the safety of the theater.Image: HBOEllie and Jesse awkwardly walk through the remains of Seattle. She finally breaks the silence by asking how he found Ellie and Dina’s theater base. He recounts his two days of tracking, giving a shoutout to the horse Shimmer who’s still vibing in the record store the girls left her at, but he’s clearly pissed. Ellie assumes it’s because he and Tommy had to cross state lines to come find them, but no, there’s something else on his mind. Why do Ellie and Dina look at each other differently? Why did Dina turn down a free drink for the first time in her life? He’s putting it all together. Dina and Ellie are no longer just gals being pals, and hisgirlfriend is pregnant.“None of this has to change things between us,” Ellie says.“Everything changing doesn’t have to change things?” Jesse asks. “Well, how about this for something new: I’m gonna be a father, which means I can’t die. But because of you, we’re stuck in a warzone. So how about we skip the apologies and just go find Tommy so I can get us and my kid the fuck out of Seattle?”Wow, okay. Judgey, much? I mean, you’re right, Jesse. This is a no good, very bad situation, and Ellie has put your kid in danger and won’t even tell you she was torturing a woman last night. But god, I miss kindhearted Jesse. I miss Ellie’s golden retriever best friend who, when finding out Dina was pregnant, firmly but gently told Ellie it was time to get the fuck out of Seattle. Now that the show has created a messy cheating love triangle out of these three, I’m once again reflecting on how The Last of Us Part II could have very easily made this storyline a dramatic, angry one, and instead it was one of the brighter spots in a dark tale. Meanwhile, in the show, the whole thing feels like it’s regressed to a rote and predictable earlier draft of the story that’s much less refreshing and compelling than the one we already know. Justice for Jesse. This is character assassination of the goodest boy in all of Jackson. Well, actually, that’s Abby’s job. Sorry, sorry. That’s actually not for another 35 minutes.As the two move further into the city, they see more art praising the Seraphite prophet on the buildings, but she looks notably different than in images we’ve seen previously. This art depicts a Black woman, whereas others have typically portrayed the prophet as white. Ellie wonders aloud if there’s “more than one of her.” Jesse says it’s possible, but ushers her forward as rain starts pouring down. I’m curious what the show might be doing here, as this is a divergence from Part II. Could the Seraphites be a kind of polytheistic group in the show that follows multiple prophets? Could they believe the Prophet was reincarnated into a different woman at some point? All we can do is theorize, but we haven’t seen much of the Seraphites this season so we don’t have much to go on. Which is by design, and feels pretty in-line with Part II, which didn’t tell you much about the group during Ellie’s three days in Seattle. We’ll pick this thread back up next season, I’m sure.The pair takes shelter but before they can catch their breath, they hear the popping sound of gunfire nearby as a W.L.F. squad corners a lone Seraphite. Ellie and Jesse watch in horror as the wolves strip and drag him away. Just as Ellie nearly gets out from cover to intervene, Jesse pulls her back. Once the coast is clear, Ellie walks away in a huff. As Jesse follows, he points out that they were outnumbered and would have lost that fight.“He was a fucking kid!” Ellie shouts.“Ellie, these peopleshooting each other, lynching each other, ripping each other’s guts out,” Jesse says. “Even the kids? I’m not dying out here. Not for any of them. This is not our war.”Who the fuck is this man? I touched on it in episode five, but what is with this show putting all of Ellie’s unlikable traits on other characters so she keeps getting to be the hero? Jesse turns from a selfless guardian into a selfish asshole who will watch a kid get tortured to save himself while Ellie is suddenly very concerned about a war that, in the game, she seemed largely indifferent to. It’s as if The Last of Us’ second season is so concerned with us liking Ellie and feeling like we can root for her that it’s lost sight of anything else.So Jesse gets to be the belligerent asshole and Dina gets to be the revenge-driven one in the relationship. Ellie? She’s just bee-bopping through spouting cool space facts, and so when she tortures Nora, it feels like tonal whiplash. I don’t recognize Jesse. Most of the time, I don’t recognize Ellie. But really, the more I watch this show, the more I hardly recognize anyone, and I don’t have any faith in the series to figure these characters and their relationships out, even if it’s going to go on for two more seasons.Will the circle be unbroken?We shift away from the Jackson crew to check in on Isaac, who we haven’t seen in a few episodes. Sergeant Parkupdates the W.L.F. boss that the incoming storm will get worse as the day goes on, but even so, the group is still preparing some kind of operation. She also lets him know the rank and file is a little nervous about whatever’s going on, but Isaac’s only concerned about one person: Abby. From the sound of it, she and most of her crew have all disappeared over the past few days. We’ve seen what happened to Nora, Manny is still around, but Owen and Mel are gone without a trace. Again, Isaac isn’t concerned with them. He’s nervous that they’re going into whatever operation they’re planning without Abby. Park is clearly exhausted by this lane of thinking and asks why he cares so much about the girl.Image: HBOShe starts off asking why one “great” soldier is so important when they have an army, and then gets into a weird aside where she exasperatedly asks Isaac if he’s harboring feelings for the girl when he’s at least 30 years her senior. I don’t know if this line is supposed to be a joke, but it’s not funny, even though Isaac laughs at it. She acknowledges it’s an out-of-pocket question, but says he “wouldn’t be the first old man” to make decisions based on such inappropriate impulses. As much as it’s a stupid thing for Park to say, it’s also a stupid thing for the writers room to nonchalantly whip out in a humorous fashion given The Last of Us’ history of old men preying on young women with the character of David. Why write this non-joke into your script if you don’t want viewers to possibly view his fixation on Abby as potentially untoward? Isaac’s following speech focuses on the preservation of his militia, in a very similar way to how David’s preoccupation with Ellie in season one was born from the cannibal’s warped views on longevity, and if you’re not trying to make this direct connection, why even gesture at it? Yeah, I don’t imagine anyone considered the optics of this obviously flippant, throwaway line, but Christ, if you’re that desperate for a joke or moment to cut the tension, this was the best you could come up with? Amateur shit.Isaac sits Park down and tells her why he cares so much about one soldier. He says there’s a very strong chance that the W.L.F. leadership will be dead by tomorrow morning. If that happens, who can lead the militia in their stead? He wanted it to be Abby. It was “supposed” to be her.“Well she’s fucked off, Isaac,” Park says as she leaves. “So maybe it wasn’t.”We go back to the Jackson crew as Ellie and Jesse reach the rendezvous point in a bookstore, and Tommy isn’t here. The place is in bad shape like most places are in this city, but Ellie gravitates to the children’s books section. She picks up an old Sesame Street book, the Grover classic The Monster at the End of This Book, and picks it up for the bun in the oven as Jesse says she picked a good one. As the quiet creeps in on the two, Ellie tries to break the silence by clarifying what happened, but Jesse says they have enough problems for the moment, so he wants to bury the issue.He says he loves Dina, but not in the same way Ellie does. He remembers a group that passed through Jackson, and how there was a girl he fell hard for. She asked him to leave with her to Mexico, but he declined because he’d found purpose and community in Jackson, and he was taught to put others first. People look to him to become the “next Maria” and lead the town, and he couldn’t abandon them for a girl he’d known for two weeks, even if she made him feel things he’d never felt before.Ellie immediately sees through this story. It’s not about him pointing out how he’s felt love and knows that he and Dina aren’t the real deal; it’s about how she’s putting her own needs and wants ahead of everyone else’s.“Okay, got it,” Ellie says. “So you’re Saint Jesse of Wyoming, and everyone else is a fucking asshole.”“You can make fun of me all you want,” Jesse responds. “But let me ask you this, Ellie: If I go with that girl to Mexico, who saves your ass in Seattle?”Before she can reply, they hear W.L.F. radio chatter about a sniper taking out a squad and assume it’s gotta be Tommy. The two head out to higher ground to get a better look, and Ellie sees a Ferris wheel in the distance. She finally puts Nora’s final words together: Abby is in the aquarium at the edge of the city. Immediately, her focus shifts away from Tommy as she starts trying to figure out how to reach Abby’s apparent hiding spot. Jesse is confused and says that Tommy’s got the W.L.F. pinned down in the opposite direction. Ellie starts coming up with justifications for her plan. They don’t know if that’s actually Tommy. If it is him, he’s got the group pinned down. Either way, he would want her to go after Abby to avenge Joel. Ellie doesn’t understand why Jesse is so against this. He voted to go after Abby’s crew back in Jackson, right?Image: HBONo, actually. He didn’t. He believed this vendetta was selfish and “wasn’t in the best interest of the community.” That sets Ellie off.“Fuck the community!” she screams. “All you do is talk about the fucking community, you hypocrite. You think you’re good and I’m bad? You let a kid die today, Jesse. Because why? He wasn’t in your community? Let me tell you about my community. My community was beaten to death in front of me while I was forced to fucking watch. So don’t look at me like you’re better than me, or like you’d do anything differently if you were in my shoes, because you’re not, and you wouldn’t.”Jesse takes a beat, then tells Ellie he hopes she makes it to the aquarium as he leaves. While this scene does exemplify the show’s typicalal “no subtext allowed” approach to writing that I find so irksome, the storyline of Ellie feeling ostracized by the people of Jackson while constantly being told that she must make compromises for them even as they are incapable of extending the same to her is one of the few embellishments The Last of Us makes that resonates with me. It’s easy to write off Ellie’s revenge tour as a selfish crusade that puts everyone else in harm’s way, but when she’s also one of the few out queer people in a town that mostly coddles bigotry and she’s being constantly belittled and kept from doing things she wants to do like working on the patrol team, why would she feel any kinship to this community? Now, when she’s so close to her goal that she can almost taste it, Jesse wants her to consider the people of Jackson? Why should she do that? They’re hundreds of miles away, and the only people who came to save her and Dina were the ones who already cared about her. Ellie’s disillusionment with her neighbors is one of the few additions to the story that The Last of Us manages to pull off.Ellie reaches the harbor from which she can use a boat to reach the aquarium and finds several Wolves meeting up on vessels heading somewhere off the coast. Isaac is here leading the charge, but it’s unclear where they’re going or what they’re doing. Game fans have the advantage of knowing what’s going on, but the W.L.F. storyline feels underbaked in this season, which is one of the real issues with the show dividing the game’s storyline into multiple seasons. During this section of the game, you get a sense that there’s an untold story happening in the background, and you can learn more about it through notes you can find in the environment and ambient dialogue from enemies. The show doesn’t have those same storytelling tools, so I wouldn’t be surprised if newcomers felt a little disoriented every time we hopped over to Isaac.Once the W.L.F. forces make their way wherever they’re going, Ellie finds one of the spare boats and starts to make her way to the aquarium. The storm is hitting hard, though, and the tide is not on her side. A giant tidal wave knocks her out of the boat and into the sea.As she washes up onto the shore, Ellie hears Seraphites whistling as a group of them descends upon her. She’s too weak to get onto her feet and run, so the cultists grab her and carry her to a noose hanging from a tree in the woods. She screams that she’s not a Wolf and that she’s not from here, but they don’t listen. As they wrap the noose around her neck and start to hoist her upward, a horn sounds off in the distance. The lead Scar says to leave her, their village is in danger, so I guess that’s what the W.L.F. operation is targeting? This concludes our latest little exposition detour, as Ellie gets right back into the boat to the aquarium.Image: HBOShe manages to reach the building and finds a broken window through which to enter. Inside, she finds several makeshift beds. Whatever Abby’s doing here, she’s not alone. As Ellie makes her way deeper into the aquarium, she finds a ton of medical supplies, including bloody bandages and surgical equipment. Was Abby injured? Is that why she’s been missing in action as the W.L.F. undergoes a huge, all-hands-on-deck mission? Who’s to say?Quick sidenote: When Ellie infiltrates the aquarium in the game, she’s attacked by a guard dog named Alice. The W.L.F. used trained canines in their war against the Seraphites, but that element has been notably absent from the show. Between this and sparing Shimmer from her explosive fate, The Last of Us has been toning down the animal murder.Ellie keeps walking through the desolate aquarium and eventually finds fresh footsteps. She follows them and soon finds their source: Abby’s friends Owenand Mel. The two are arguing about something, though it’s not clear what. Owen wants to go somewhere behind enemy lines, even in the midst of the battle Isaac has just initiated. He says he doesn’t have a choice because “it’s Abby.” Mel says he does have a choice and so does she, and the Abby of it all is why she’s not going along with whatever the plan is. Owen says he’ll do it on his own, and if Mel’s still here when they get back, she can “keep going with.” Either way, Owen’s leaving. Mel let’s out a hearty “fuck you, Owen” before realizing that Ellie is there. Sure seems like there’s a whole other story that’s been going on while we’ve been hanging out with Ellie, huh? I wonder if we’ll ever get any further insight into whatever this is. Perhaps in a season entirely dedicated to the other side of what’s going on in Seattle? Maybe in a couple years it might premiere on HBO Max? That would be something!Ellie holds the two at gunpoint and tells them to put their hands up. When she asks where Abby is, Owen realizes who she is and points out that he was the one who kept her alive. Ellie isn’t swayed by this, so he says they don’t know where Abby went. But, of course, they were just talking about her, so Ellie knows that’s not true. She spots a map on the table and decides to pull out an old Joel Miller standard: She tells Mel to bring her the map and point to where Abby is, saying that next she’s going to ask Owen the same question, and the answers had better match. Owen looks at Mel and says that Ellie will kill them either way, so there’s no reason to comply. Ellie says she won’t because she’s “not like” them. When she crosses state lines to torture and kill someone who killed somebody important to her, it’s very different than when they do it, of course.Owen stops Mel from grabbing the map by saying he’ll do it. He slowly turns to the table, but instead of picking up the map, he grabs a handgun stowed under it. Ellie is quick with her trigger finger and shoots him right in the throat. The bullet goes straight through him, and hits Mel in the neck as well. She falls onto her back and, instead of cursing Ellie, she asks for her help. Not to save her life, but someone else’s. She opens her jacket to reveal her pregnant belly, and asks if Ellie has a knife to cut the baby out of her before she dies. Ellie is in shock and doesn’t know what to do. Mel tells her she just needs to make one incision. That isn’t enough direction, and Ellie panics. She doesn’t know how deep or which direction to cut. As Mel starts to become delirious, she repeats “love transfers” and then asks Ellie if the baby is out. But she hasn’t even made one cut. Mel finally drifts off, and Ellie realizes it’s too late. She sits there until, eventually, Tommy and Jesse find her. Tommy attempts to comfort her, but she’s in shock and doesn’t speak. Finally they leave and head back to the theater.Naughty Dog / Cinematic GamingWhy can’t this show stop giving the audience outs to not turn against its leads? The death of Mel, specifically, feels like the show bending over backward to teach Ellie a lesson without laying blame at her feet. Mel’s death here is an accident. She’s an innocent bystander who dies because Owen and Ellie made choices, and she was, quite literally, caught in the crossfire. In Part II, by contrast, Mel “shot first.” Well, she tried to stab Ellie, but that doesn’t have the same ring to it. Ellie reacts in self-defense and stabs her right back, but she did it fully knowing she was about to send Mel to an early grave. The gut punch Ellie feels upon learning that she’s pregnant is a moment of dramatic irony, because the game’s shifting perspectives had already revealed her pregnancy to the player way back in the opening hours. So when you’re slamming the square button to fight back, you know that Mel isn’t the only one about to reach her untimely end. Here, she doesn’t even get that moment of agency to fight to protect herself. She’s just collateral damage. It’s a small but important distinction. At this point in the show, Mel’s only real trait is a clear distaste for Abby’s violence, and now, when she finally shows up again, she’s just an unintended victim of Owen pulling a gun on Ellie. Sure, season three will fill in those gaps, but the end result will be the same. Mel died not because she was fighting back, but because she was an inch too far to the left.Then there’s the matter of her pregnancy. Again, in the game players already knew about this by the time Ellie reached the aquarium, while the show kept it secret until the end. It’s hard not to see this last-minute reveal as a knife being twisted for shock value, but that’s only half the problem. My friend Eric Van Allenwould often joke with his college friends about how Michael Caine’s characters in Christopher Nolan films so often show up just to tell you, the viewer, in very literal terms what the story is about. Throughout most of this season, Gail has been this character, the one burdened with the heavy task of diegetic literary analysis, but Mel’s delirious “love transfers” line may be even sillier than anything Gail spouts; homegirl is bleeding out and telling Ellie that pain is not the only thing we inherit from our parents? Just one week after Joel tearfully told Ellie that he hopes she does better when she has a kid than he or his abusive cop father did?Perhaps in a show that hadn’t already spent two seasons using literalism as a writing crutch, Mel speaking her final hopes for her unborn child might have landed for me. But I think I’m just too jaded towards it now for even what should have been a genuine expression to feel like anything other than a heavy-handed, patronizing declaration of what lessons I’m supposed to take away from the story. I don’t think characters overtly communicating their beliefs and feelings about a situation is an inherently poor way of writing dialogue. In fact, some of my favorite works have managed to execute this well thanks to strong acting and stories that lent themselves well to this style of writing. The Last of Us, a series that often relishes in grounded dialogue that forced you to read between the lines and unearth that meaning yourself, the Last of Us show’s inability to let nearly any emotion, belief, or theme go unspoken feels so contrived and tiresome that even someone expressing something thematically resonate feels like being told what to feel. Mel uses her last words to tell me the themes of the story. Just in case I forgot. Thank you, Last of Us show, I don’t know how I would have ever understood your thematic richness if you didn’t make your characters tell me about it, even in their death gasps.The group makes it back to the theater and Ellie is still in shock, so much so that she doesn’t even look at Dina as she enters the building. Some time passes, and Tommy and Jesse are mapping out their route home on the stage. The storm is still pretty rough, so they’ll stay overnight and hope the sun is out when they wake up. Ellie finally joins the group, and Tommy reassures her that Mel and Owen played their part in Joel’s death, and they made the choices that brought them to that fateful end. Ellie can only fixate on what she didn’t get to do.“But Abby gets to live,” she says.“Yeah,” Tommy responds. “Are you able to make your peace with that?”“I guess I’ll have to,” she says, defeated.She looks to Jesse, who won’t even look up at her. Tommy realizes they might have something to talk about and walks to the lobby to pack. After some awkward silence, Ellie thanks Jesse for coming back for her, even though he had no reason to after the way they clashed.“Maybe I didn’t want to,” he says. “Maybe Tommy made me.”“Did he?” Ellie asks.After a second of contemplation, Jesse drops the act and says, “No.”“Because you’re a good person,” Ellie responds.“Yeah,” Jesse agrees. “But also the thought did occur, that if I were out there somewhere, lost and in trouble, you’d set the world on fire to save me.”Ellie says she would, and the two finally see one another, even if just for a moment. Jesse acknowledges that Ellie’s vendetta isn’t entirely selfish, and that when it comes to defending the people she cares about, dead or alive, you won’t find someone more loyal in all of Jackson. It’s good that they finally had this moment of connection after all this drama. But damn, I miss Ellie and Jesse being bros, and I miss her giving him shit for being a sap in these final moments. But most of all, I miss that dopey good ol’ boy with a heart of gold saying his friends “can’t get out of their own damn way.”All that understanding is short-lived, as the two hear some ruckus in the lobby, grab their guns, and book it to the entrance. The second Jesse opens the door, bam. A gunshot rings out in the lobby, and he is on the floor. We don’t even see that it was Abby who fired it until after we get a gnarly shot of him with his face blown open. He’s gone. It was instant. The Last of Us Part II tends to draw out death. It’s either long and torturous like it was for Joel or Nora, or it’s short like Owen’s and Mel’s, but in any case, the game typically lingers on the fallout for a bit. Jesse’s death, by contrast, happens so fast that you can’t even process it before you have to deal with the situation at hand. The show follows suit, and it’s recreated practically shot for shot. But that’s hardly the most disorientingthing that happens in these final minutes.“Stand up,” Abby growls forcefully from the other side of the desk Ellie has taken cover behind.She repeats herself: “Stand. Up. Hands in the air or I shoot this one, too.”Ellie can see Tommy on the ground with a pistol aimed right at his head. He tells Ellie to just run, but she tosses her gun where Abby can see it and crawls out from cover. Abby recognizes her immediately. Ellie asks her to let Tommy go, to which Abby replies that he killed her friends. Ellie says no, she did.“I was looking for you,” Ellie says. “I didn’t mean to hurt them. I know why you killed Joel. He did what he did to save me, I’m the one that you want. Just let him go.”Naughty Dog / VGS - Video Game SophistryHm. Okay. We’re almost at the end. I gotta get another little quibble in before the curtains close. I mean, come on, we’ve been through seven episodes of me complaining together. You can’t take one last gripe? This line from Ellie is slightly altered to account for the fact that she knows more about Abby in the show than in the game, and it means we miss one of the most important subtle interactions in all of the story. As I mentioned earlier, Ellie doesn’t know anything about Abby’s father in Part II. She assumes that Abby killed Joel because he took away any chance of the Fireflies developing a cure, so she cites that in this high-stakes moment. The original line is almost identical to the one in the show, but instead, Ellie says “there’s no cure because of me” and suggests that killing her would be the extension of Abby’s presumed vendetta. Then, we get some incredible, subtle acting from Abby actor Laura Bailey, who hears what Ellie’s saying, has a brief moment of angry disbelief on her face, and then scoffs under her breath before picking right back up where she left off. In just a few seconds, you see Abby realize that, after everything, these fuckers have no idea how much pain she’s been through over the past five years. But they’re not worth the breath it would take to explain herself. They don’t deserve to know the man her father was and what he meant to her. All that matters right now is that Ellie pays for what she’s done.Abby still views herself as the righteous one here, as she points out that she let Ellie live when she did not have to do that. It turns out that Ellie wasn’t deserving of her mercy, that she squandered it by killing her friends. Part of me has wondered if all the exposition-heavy dialogue in this show, such as Dever’s villain monologue in episode two before she murdered the shit out of Joel, was written to give its actors more words to say in front of a camera. When you’ve got big names like Kaitlyn Dever, Catherine O’Hara, and Pedro Pascal in your cast, you don’t want them to not talk, right? But all these elongated exchanges have also robbed actors like Dever of those subtle moments. Hell, she led an entire film with next to no dialogue in 2023’s No One Will You, and was great in it, so she has the chops to pull off that kind of acting. Communicating something through body language and expression is just as powerful as a poetic piece of dialogue, but this show rarely, if ever, understands that.Image: HBOAnyway, Abby says that Ellie wasted the chance she was given when the ex-Fireflies spared her, and points her gun right at Ellie. We hear a bullet fire and Ellie shouts before a hard cut to black. But wait. That’s the season finale? You expect us to wait for two years, probably, to find out what happened? Well, about that. You will probably have to wait even longer.We do have one more scene this season, however: a flashback. We see Abby lying down on a comfy couch with an unfinished book resting on her stomach. She’s in a deep sleep before Mannyloudly enters the room and wakes her up. He says Isaac wants to see them, and she stirs awake. She gets up and walks out of this cozy living space and into a giant football stadium. The entire field has been repurposed for agriculture, manufacturing, and housing. Abby takes a second to look at the whole operation before heading to Isaac’s, but the camera lingers over the field as bold white text flashes on the screen: Seattle, Day One.Alright, TV newbies, welcome to the second divisive twist of The Last of Us Part II. In the game, the player goes through Ellie’s three days in Seattle, killing Abby’s friends and mostly ignoring the war between the W.L.F. and the Seraphites. Meanwhile, Abby has been kind of an enigma the whole time. Every time Ellie finds a new lead, Abby has already come and gone. When Abby finally shows up at the theater for another round of vengeance, it’s clear that a lot of the story happening in this game has happened off-screen. That’s because you’re about to see an entirely different perspective on the last three days, and you’re going to play as Abby when you do it.As you can imagine, this shit drove some players nuts at the time, and you’ll still find angry people online complaining about it to this day. For all my problems with this season, I have to commend the show for actually going for it. HBO has taken the coward’s route in adapting this story for so long, it’s almost surprising that it’s ending here and, from the sound of it, season three will be entirely about Abby and what she’s been doing these past three days. It’s very likely we won’t see Ellie again until next season’s finale after we’ve followed Dever’s character for several episodes. Despite some ham-fisted attempts by the show to build sympathy for Abby early on, it seems like swaths of TV newbies still demand blood. Will viewers complain for an entire season as Dever takes on the lead role? I’d like to think they won’t. I hope that new audiences are more open to her than the worst people you’ve ever met were when the game launched.Despite all the golf club swings I’ve taken at this show, I’m looking forward to examining it further as HBO rolls out the next two seasons. The Last of Us Part II is one of my favorite games of all time, but I genuinely fucking hated The Last of Us’ second season. I don’t expect my feelings to improve in season three. At this point, the rot of Mazin’s poor creative decisions runs too deep for the show to be salvaged and reach the highs of the games. But if nothing else, it’s been a rewarding ride. Thank you for joining me on this seven-week journey. I think I’m due for a replay of The Last of Us Part II to wash off this stink. This shit was ass, HBO. I’ll see you in the ring again next time.
    #last #season #two #episode #seven
    The Last Of Us Season Two, Episode Seven Recap: Abby Road
    We made it, everybody. We’ve reached the end of HBO’s The Last of Us. Wait, sorry, I’m getting word in my earpiece that…we’re only halfway done with it because this show’s going for four seasons. At this point, I’m mostly feeling deflated. Last week’s episode was such a catastrophic bummer that it cemented for me that the show fundamentally misunderstands The Last of Us Part II, the game this season and those that are still yet to come are adapting. But you know how your mother would tell you not to play ball in the house because you might accidentally break the priceless vase on display in the living room? Well, if you’ve already broken the vase, you might as well keep playing ball, so we’ll probably be doing this song and dance into 2029. For now, we’re on the season two finale, which essentially wraps up Ellie’s side of this condensed revenge story and reveals the premise of season three. Most game fans probably assumed this was where the season would end and, if nothing else, it’s still a bold cliffhanger to leave off on.Suggested ReadingNintendo Switch 2 Price Is Set at for Now, But Could Go Higher Share SubtitlesOffEnglishSuggested ReadingNintendo Switch 2 Price Is Set at for Now, But Could Go Higher Share SubtitlesOffEnglishNintendo Switch 2 Price Is Set at for Now, But Could Go HigherGuilty as chargedAfter last week’s flashback-heavy episode, we open on Jessetending to wounds the Seraphites have inflicted on Dina, which means we get a real heinous scene of him doing some amateur surgeon’s work to remove the arrow she took to the knee. He douses it in alcohol and offers her a sip to dull the pain, but she staunchly refuses without explaining why. They made Jesse an asshole in this show, but he’s still a smart guy. The gears start turning in his head about why she might turn down a swig right now. Nevertheless, he takes that motherfucker out with no anesthetic, booze, or supportive bedside girlfriend to help Dina through it.Speaking of the absent girlfriend, Elliefinally returns to their theater base of operations. Now that she’s back, all her concern is on Dina, but Jesse is still wondering where the hell she’s been this whole time. Dina is resting backstage, and even though we only see these details for a few minutes, I once again want to shout out the set designers who recreated this little safe haven, which is covered in old show posters and graffiti from bands and artists that performed there before the cordyceps took over. I’m sure Joel would have loved to have seen it.Dina stirs awake and Ellie checks her wound. Jesse’s effort to wrap the injury leaves a lot to be desired, but it should heal in time. Ellie asks if the baby’s alright, and Dina says it’s okay.“How do you know?” Ellie asks.“I just do,” Dina replies.The one who is not okay in the room is Ellie, who is bleeding through the back of her shirt. Dina helps her undress and starts to clean the scratches on her back. As she does, she asks what happened while they were separated. Ellie says she found Nora, and she knew where Abbywas, but only said two words: “Whale” and “Wheel.” Ellie says she doesn’t know what it meant. It could have been nonsense. She was infected, and it was already starting to affect her cognitive state.“I made her talk,” Ellie whispers. “I thought it would be harder to do, but it wasn’t. It was easy. I just kept hurting her.”Image: HBODina asks if Ellie killed her, but she says she just “left her,” meaning that somewhere in this timeline, Nora is wandering the depths of a Seattle hospital with broken legs and an infected mind. I thought the show couldn’t possibly concoct a worse fate for her than what happens in the game, but they found a way. It takes commitment to put down a character like showrunners Craig Mazin and Neil Druckmann have done for Nora across both video games and television. Personally, I think when you already know that people are wary of the way you treat one of the few Black women in your franchise as if she doesn’t deserve the same dignity as everyone else, maybe you should do better by her when given a second chance, rather than worse. But that’s just me. I’m not the one being paid a bunch of money to butcher this story on HBO Max every Sunday at 9 p.m. Eastern. So what do I know?Maybe this is just part of the contrived sadism the show has attached to Ellie. She thinks violence is easy and it comes naturally to her, so I guess she would beat a woman nearly to death until the fungal infection made her lose her mind. Meanwhile the game version is so traumatized by what she’s done in this moment, she’s practically speechless by the time she reaches the theater. God, I knew this shit was going to happen. Mazin has repeatedly insisted that Ellie is an inherently violent individual, something he’s communicated both in interviews and by having Catherine O’Hara’s Gail, the therapist who tells you what the story is about, say that she’s always been a sadist, probably. Now, when we get to moments like the post-Nora debrief which used to convey that Ellie is Not Cut Out For This Shit, the framing instead becomes “Ellie likes violence and feels bad about how much she likes violence.”Before The Last of Us Part II came out, a lot of Naughty Dog’s promotion for the game was kind of vague and even deceptive in an effort to keep its biggest twists under wraps, and some of the messaging it used to talk about the game’s themes have irrevocably set a precedent for how the game’s story is talked about years later. When the game was first revealed in 2016, the studio said the story would be “about hate,” which paints a much more destructive and myopic picture of Ellie’s journey than the one driven by love and grief she actually experiences through the course of the game.One of the most annoying things about being a Last of Us fan is that its creators love to talk about the series in ways that erase its emotional complexity, making it sound more cynical and underhanded when the actual story it’s telling is anything but. I can’t count how many times I’ve heard people reductively parroting notions that The Last of Us Part II is just about “hate” and “guilting the player” for taking part in horrifying actions when they literally have no choice but to do so, rather than cracking the text open and dissecting that nuance. Mazin’s openly-expressed belief that Ellie is an intrinsically bloodthirsty person similarly bleeds into how a lot of the public perceives her as a character, seeing her as a violent ruffian rather than a grieving daughter who was only ever taught to express her pain by inflicting it on those who made her feel it in the first place. Discussing these games as a fan means having to fight against these notions, but they’re born from a game built on subtext, and thus willingly opens itself to those interpretations.Its willingness to dwell in ambiguity only makes it a more fascinating text to unpack, or it would, if we lived in a world where discussing video games wasn’t a volatile experience in which you constantly run the risk of being targeted for performative online dunks, or running up against rabid console tribalism. Now, the Last of Us show has decided to lean into the most boring interpretation of what this story is about without an ounce of subtlety, nuance, or even sympathy for Ellie’s plight. She is a sadist who does terrible things not simply because she’s grieving her father figure, but because this is just who she is. Mazin has deemed it so, and here we are, and this vision of her will no doubt weave itself into the fabric of how we talk about Ellie Williams, even in the game.This story only has any thematic weight if Ellie’s violent outbursts are rooted in pain, not pleasure. Yeah, what we’re seeing in the show is her acting from a mix of those things but, in the game at least, the most affecting moments of Ellie’s Seattle revenge tour happen when she has to confront how she is not built for acts of violent excess in the same way Joel was. She never has been. Back in Part I, she was sick to her stomach when she committed her first kill to save Joel, and the entire point of Part II was that we see her cut off parts of herself to do what she feels she must, only to find that she’s unable to recognize herself when it’s all over. In the show, she is instead mesmerized by carnage, only to decide she doesn’t like that she feels that way, actually. But all this self-reflection is fleeting, because she’s only killed one person on her list, and there’s a lot more work to do. How many Joels is Nora’s life worth to Ellie? One-fifth?While Ellie is wrestling with these feelings, Dina is about to see things with more clarity than ever. At first, she says that Nora may have deserved this fate worse than death, to which Ellie says “Maybe she didn’t,” before telling her girlfriend everything. She tearfully recounts Joel’s massacre of the Fireflies at the base in Salt Lake City, how the group was going to use her immunity to create a cure, and how Joel killed Abby’s father to save her. Dina puts it all together and asks Ellie if she knew who Abby’s group was. She says she didn’t, but she did know what Joel did. Dina sits with that for a moment, then flatly says the group needs to go home.So I guess this is how the show gets Dina, who’s been pretty revenge-hungry thus far, back onto the track she’s on in the games. Without spoiling scenes in the late game for the uninitiated, some major points of conflict at the end of Part II require her to be less on-board with Ellie’s vendetta, so the fact that she’s been egging her girlfriend on to track down Abby was an odd choice. I wasn’t sure how the show would handle it down the line, but it seems the way HBO’s show has course-corrected was by having her condemn Joel’s actions. Dina had her own relationship with the old man in the show, so I imagine that in a later season she’ll interrogate how she feels about him in light of this new information, but having her more or less get off the ride when she learns what Joel has done sets up a contrast between her and Ellie that I’m curious to see how the show handles.The shame of it, though, is that this is just one more thing that undermines one of the core foundations of the source material, and I have to get at least one more jab in on this topic before we end the season. In The Last of Us Part II, when you look at what is actually expressed in dialogue, you see that characters are often lacking important information about each other. This lack of communication is an important part of its storytelling, but the show is instead having characters tell everyone everything. In Part II, Joel and Ellie don’t know who Abby’s father was. It’s strongly implied that no one other than Joel, Ellie, and Tommy knew about what happened in Salt Lake City, not even Dina. The more the show bridges these gaps of communication, the more senseless this entire tit-for-tat feels. To be clear, it was senseless in the game, but it was in a tragic, “these people are so blinded by their emotions that they can’t fathom another path forward” sort of way. This time around, everyone knows exactly what’s happening and chooses to partake in violence anyway. We don’t have any mystery or lack of communication to fall back on as a we struggle to understand why the characters keep making these self-destructive decisions. Everyone is just knowingly the worst version of themselves this time around, and I guess Mazin thinks that’s the point, which is the kind of boring interpretation that makes the show such an inferior version of this story.Family mattersWe now begin our third day in Seattle. Ellie and Jesse are packing up to get going in the theater lobby. The plan is to find Tommysomewhere in the city and then head back to Jackson. However, Jesse is a lot less talkative this morning. Dina limps into the lobby, and after a brief scolding for being on her feet, she gives Ellie a bracelet for good luck.“I’m not sure it’s been working for you,” Ellie jokes.“I’m alive,” Dina replies.Jesse is clearly uncomfortable watching his exgive Ellie a prized possession, and says he can go alone if Dina wants Ellie to stay. Ellie says they’ll be safer together. Jesse relents and says they should be back by sundown. The tension is radiating off him, but the pair leaves Dina in the safety of the theater.Image: HBOEllie and Jesse awkwardly walk through the remains of Seattle. She finally breaks the silence by asking how he found Ellie and Dina’s theater base. He recounts his two days of tracking, giving a shoutout to the horse Shimmer who’s still vibing in the record store the girls left her at, but he’s clearly pissed. Ellie assumes it’s because he and Tommy had to cross state lines to come find them, but no, there’s something else on his mind. Why do Ellie and Dina look at each other differently? Why did Dina turn down a free drink for the first time in her life? He’s putting it all together. Dina and Ellie are no longer just gals being pals, and hisgirlfriend is pregnant.“None of this has to change things between us,” Ellie says.“Everything changing doesn’t have to change things?” Jesse asks. “Well, how about this for something new: I’m gonna be a father, which means I can’t die. But because of you, we’re stuck in a warzone. So how about we skip the apologies and just go find Tommy so I can get us and my kid the fuck out of Seattle?”Wow, okay. Judgey, much? I mean, you’re right, Jesse. This is a no good, very bad situation, and Ellie has put your kid in danger and won’t even tell you she was torturing a woman last night. But god, I miss kindhearted Jesse. I miss Ellie’s golden retriever best friend who, when finding out Dina was pregnant, firmly but gently told Ellie it was time to get the fuck out of Seattle. Now that the show has created a messy cheating love triangle out of these three, I’m once again reflecting on how The Last of Us Part II could have very easily made this storyline a dramatic, angry one, and instead it was one of the brighter spots in a dark tale. Meanwhile, in the show, the whole thing feels like it’s regressed to a rote and predictable earlier draft of the story that’s much less refreshing and compelling than the one we already know. Justice for Jesse. This is character assassination of the goodest boy in all of Jackson. Well, actually, that’s Abby’s job. Sorry, sorry. That’s actually not for another 35 minutes.As the two move further into the city, they see more art praising the Seraphite prophet on the buildings, but she looks notably different than in images we’ve seen previously. This art depicts a Black woman, whereas others have typically portrayed the prophet as white. Ellie wonders aloud if there’s “more than one of her.” Jesse says it’s possible, but ushers her forward as rain starts pouring down. I’m curious what the show might be doing here, as this is a divergence from Part II. Could the Seraphites be a kind of polytheistic group in the show that follows multiple prophets? Could they believe the Prophet was reincarnated into a different woman at some point? All we can do is theorize, but we haven’t seen much of the Seraphites this season so we don’t have much to go on. Which is by design, and feels pretty in-line with Part II, which didn’t tell you much about the group during Ellie’s three days in Seattle. We’ll pick this thread back up next season, I’m sure.The pair takes shelter but before they can catch their breath, they hear the popping sound of gunfire nearby as a W.L.F. squad corners a lone Seraphite. Ellie and Jesse watch in horror as the wolves strip and drag him away. Just as Ellie nearly gets out from cover to intervene, Jesse pulls her back. Once the coast is clear, Ellie walks away in a huff. As Jesse follows, he points out that they were outnumbered and would have lost that fight.“He was a fucking kid!” Ellie shouts.“Ellie, these peopleshooting each other, lynching each other, ripping each other’s guts out,” Jesse says. “Even the kids? I’m not dying out here. Not for any of them. This is not our war.”Who the fuck is this man? I touched on it in episode five, but what is with this show putting all of Ellie’s unlikable traits on other characters so she keeps getting to be the hero? Jesse turns from a selfless guardian into a selfish asshole who will watch a kid get tortured to save himself while Ellie is suddenly very concerned about a war that, in the game, she seemed largely indifferent to. It’s as if The Last of Us’ second season is so concerned with us liking Ellie and feeling like we can root for her that it’s lost sight of anything else.So Jesse gets to be the belligerent asshole and Dina gets to be the revenge-driven one in the relationship. Ellie? She’s just bee-bopping through spouting cool space facts, and so when she tortures Nora, it feels like tonal whiplash. I don’t recognize Jesse. Most of the time, I don’t recognize Ellie. But really, the more I watch this show, the more I hardly recognize anyone, and I don’t have any faith in the series to figure these characters and their relationships out, even if it’s going to go on for two more seasons.Will the circle be unbroken?We shift away from the Jackson crew to check in on Isaac, who we haven’t seen in a few episodes. Sergeant Parkupdates the W.L.F. boss that the incoming storm will get worse as the day goes on, but even so, the group is still preparing some kind of operation. She also lets him know the rank and file is a little nervous about whatever’s going on, but Isaac’s only concerned about one person: Abby. From the sound of it, she and most of her crew have all disappeared over the past few days. We’ve seen what happened to Nora, Manny is still around, but Owen and Mel are gone without a trace. Again, Isaac isn’t concerned with them. He’s nervous that they’re going into whatever operation they’re planning without Abby. Park is clearly exhausted by this lane of thinking and asks why he cares so much about the girl.Image: HBOShe starts off asking why one “great” soldier is so important when they have an army, and then gets into a weird aside where she exasperatedly asks Isaac if he’s harboring feelings for the girl when he’s at least 30 years her senior. I don’t know if this line is supposed to be a joke, but it’s not funny, even though Isaac laughs at it. She acknowledges it’s an out-of-pocket question, but says he “wouldn’t be the first old man” to make decisions based on such inappropriate impulses. As much as it’s a stupid thing for Park to say, it’s also a stupid thing for the writers room to nonchalantly whip out in a humorous fashion given The Last of Us’ history of old men preying on young women with the character of David. Why write this non-joke into your script if you don’t want viewers to possibly view his fixation on Abby as potentially untoward? Isaac’s following speech focuses on the preservation of his militia, in a very similar way to how David’s preoccupation with Ellie in season one was born from the cannibal’s warped views on longevity, and if you’re not trying to make this direct connection, why even gesture at it? Yeah, I don’t imagine anyone considered the optics of this obviously flippant, throwaway line, but Christ, if you’re that desperate for a joke or moment to cut the tension, this was the best you could come up with? Amateur shit.Isaac sits Park down and tells her why he cares so much about one soldier. He says there’s a very strong chance that the W.L.F. leadership will be dead by tomorrow morning. If that happens, who can lead the militia in their stead? He wanted it to be Abby. It was “supposed” to be her.“Well she’s fucked off, Isaac,” Park says as she leaves. “So maybe it wasn’t.”We go back to the Jackson crew as Ellie and Jesse reach the rendezvous point in a bookstore, and Tommy isn’t here. The place is in bad shape like most places are in this city, but Ellie gravitates to the children’s books section. She picks up an old Sesame Street book, the Grover classic The Monster at the End of This Book, and picks it up for the bun in the oven as Jesse says she picked a good one. As the quiet creeps in on the two, Ellie tries to break the silence by clarifying what happened, but Jesse says they have enough problems for the moment, so he wants to bury the issue.He says he loves Dina, but not in the same way Ellie does. He remembers a group that passed through Jackson, and how there was a girl he fell hard for. She asked him to leave with her to Mexico, but he declined because he’d found purpose and community in Jackson, and he was taught to put others first. People look to him to become the “next Maria” and lead the town, and he couldn’t abandon them for a girl he’d known for two weeks, even if she made him feel things he’d never felt before.Ellie immediately sees through this story. It’s not about him pointing out how he’s felt love and knows that he and Dina aren’t the real deal; it’s about how she’s putting her own needs and wants ahead of everyone else’s.“Okay, got it,” Ellie says. “So you’re Saint Jesse of Wyoming, and everyone else is a fucking asshole.”“You can make fun of me all you want,” Jesse responds. “But let me ask you this, Ellie: If I go with that girl to Mexico, who saves your ass in Seattle?”Before she can reply, they hear W.L.F. radio chatter about a sniper taking out a squad and assume it’s gotta be Tommy. The two head out to higher ground to get a better look, and Ellie sees a Ferris wheel in the distance. She finally puts Nora’s final words together: Abby is in the aquarium at the edge of the city. Immediately, her focus shifts away from Tommy as she starts trying to figure out how to reach Abby’s apparent hiding spot. Jesse is confused and says that Tommy’s got the W.L.F. pinned down in the opposite direction. Ellie starts coming up with justifications for her plan. They don’t know if that’s actually Tommy. If it is him, he’s got the group pinned down. Either way, he would want her to go after Abby to avenge Joel. Ellie doesn’t understand why Jesse is so against this. He voted to go after Abby’s crew back in Jackson, right?Image: HBONo, actually. He didn’t. He believed this vendetta was selfish and “wasn’t in the best interest of the community.” That sets Ellie off.“Fuck the community!” she screams. “All you do is talk about the fucking community, you hypocrite. You think you’re good and I’m bad? You let a kid die today, Jesse. Because why? He wasn’t in your community? Let me tell you about my community. My community was beaten to death in front of me while I was forced to fucking watch. So don’t look at me like you’re better than me, or like you’d do anything differently if you were in my shoes, because you’re not, and you wouldn’t.”Jesse takes a beat, then tells Ellie he hopes she makes it to the aquarium as he leaves. While this scene does exemplify the show’s typicalal “no subtext allowed” approach to writing that I find so irksome, the storyline of Ellie feeling ostracized by the people of Jackson while constantly being told that she must make compromises for them even as they are incapable of extending the same to her is one of the few embellishments The Last of Us makes that resonates with me. It’s easy to write off Ellie’s revenge tour as a selfish crusade that puts everyone else in harm’s way, but when she’s also one of the few out queer people in a town that mostly coddles bigotry and she’s being constantly belittled and kept from doing things she wants to do like working on the patrol team, why would she feel any kinship to this community? Now, when she’s so close to her goal that she can almost taste it, Jesse wants her to consider the people of Jackson? Why should she do that? They’re hundreds of miles away, and the only people who came to save her and Dina were the ones who already cared about her. Ellie’s disillusionment with her neighbors is one of the few additions to the story that The Last of Us manages to pull off.Ellie reaches the harbor from which she can use a boat to reach the aquarium and finds several Wolves meeting up on vessels heading somewhere off the coast. Isaac is here leading the charge, but it’s unclear where they’re going or what they’re doing. Game fans have the advantage of knowing what’s going on, but the W.L.F. storyline feels underbaked in this season, which is one of the real issues with the show dividing the game’s storyline into multiple seasons. During this section of the game, you get a sense that there’s an untold story happening in the background, and you can learn more about it through notes you can find in the environment and ambient dialogue from enemies. The show doesn’t have those same storytelling tools, so I wouldn’t be surprised if newcomers felt a little disoriented every time we hopped over to Isaac.Once the W.L.F. forces make their way wherever they’re going, Ellie finds one of the spare boats and starts to make her way to the aquarium. The storm is hitting hard, though, and the tide is not on her side. A giant tidal wave knocks her out of the boat and into the sea.As she washes up onto the shore, Ellie hears Seraphites whistling as a group of them descends upon her. She’s too weak to get onto her feet and run, so the cultists grab her and carry her to a noose hanging from a tree in the woods. She screams that she’s not a Wolf and that she’s not from here, but they don’t listen. As they wrap the noose around her neck and start to hoist her upward, a horn sounds off in the distance. The lead Scar says to leave her, their village is in danger, so I guess that’s what the W.L.F. operation is targeting? This concludes our latest little exposition detour, as Ellie gets right back into the boat to the aquarium.Image: HBOShe manages to reach the building and finds a broken window through which to enter. Inside, she finds several makeshift beds. Whatever Abby’s doing here, she’s not alone. As Ellie makes her way deeper into the aquarium, she finds a ton of medical supplies, including bloody bandages and surgical equipment. Was Abby injured? Is that why she’s been missing in action as the W.L.F. undergoes a huge, all-hands-on-deck mission? Who’s to say?Quick sidenote: When Ellie infiltrates the aquarium in the game, she’s attacked by a guard dog named Alice. The W.L.F. used trained canines in their war against the Seraphites, but that element has been notably absent from the show. Between this and sparing Shimmer from her explosive fate, The Last of Us has been toning down the animal murder.Ellie keeps walking through the desolate aquarium and eventually finds fresh footsteps. She follows them and soon finds their source: Abby’s friends Owenand Mel. The two are arguing about something, though it’s not clear what. Owen wants to go somewhere behind enemy lines, even in the midst of the battle Isaac has just initiated. He says he doesn’t have a choice because “it’s Abby.” Mel says he does have a choice and so does she, and the Abby of it all is why she’s not going along with whatever the plan is. Owen says he’ll do it on his own, and if Mel’s still here when they get back, she can “keep going with.” Either way, Owen’s leaving. Mel let’s out a hearty “fuck you, Owen” before realizing that Ellie is there. Sure seems like there’s a whole other story that’s been going on while we’ve been hanging out with Ellie, huh? I wonder if we’ll ever get any further insight into whatever this is. Perhaps in a season entirely dedicated to the other side of what’s going on in Seattle? Maybe in a couple years it might premiere on HBO Max? That would be something!Ellie holds the two at gunpoint and tells them to put their hands up. When she asks where Abby is, Owen realizes who she is and points out that he was the one who kept her alive. Ellie isn’t swayed by this, so he says they don’t know where Abby went. But, of course, they were just talking about her, so Ellie knows that’s not true. She spots a map on the table and decides to pull out an old Joel Miller standard: She tells Mel to bring her the map and point to where Abby is, saying that next she’s going to ask Owen the same question, and the answers had better match. Owen looks at Mel and says that Ellie will kill them either way, so there’s no reason to comply. Ellie says she won’t because she’s “not like” them. When she crosses state lines to torture and kill someone who killed somebody important to her, it’s very different than when they do it, of course.Owen stops Mel from grabbing the map by saying he’ll do it. He slowly turns to the table, but instead of picking up the map, he grabs a handgun stowed under it. Ellie is quick with her trigger finger and shoots him right in the throat. The bullet goes straight through him, and hits Mel in the neck as well. She falls onto her back and, instead of cursing Ellie, she asks for her help. Not to save her life, but someone else’s. She opens her jacket to reveal her pregnant belly, and asks if Ellie has a knife to cut the baby out of her before she dies. Ellie is in shock and doesn’t know what to do. Mel tells her she just needs to make one incision. That isn’t enough direction, and Ellie panics. She doesn’t know how deep or which direction to cut. As Mel starts to become delirious, she repeats “love transfers” and then asks Ellie if the baby is out. But she hasn’t even made one cut. Mel finally drifts off, and Ellie realizes it’s too late. She sits there until, eventually, Tommy and Jesse find her. Tommy attempts to comfort her, but she’s in shock and doesn’t speak. Finally they leave and head back to the theater.Naughty Dog / Cinematic GamingWhy can’t this show stop giving the audience outs to not turn against its leads? The death of Mel, specifically, feels like the show bending over backward to teach Ellie a lesson without laying blame at her feet. Mel’s death here is an accident. She’s an innocent bystander who dies because Owen and Ellie made choices, and she was, quite literally, caught in the crossfire. In Part II, by contrast, Mel “shot first.” Well, she tried to stab Ellie, but that doesn’t have the same ring to it. Ellie reacts in self-defense and stabs her right back, but she did it fully knowing she was about to send Mel to an early grave. The gut punch Ellie feels upon learning that she’s pregnant is a moment of dramatic irony, because the game’s shifting perspectives had already revealed her pregnancy to the player way back in the opening hours. So when you’re slamming the square button to fight back, you know that Mel isn’t the only one about to reach her untimely end. Here, she doesn’t even get that moment of agency to fight to protect herself. She’s just collateral damage. It’s a small but important distinction. At this point in the show, Mel’s only real trait is a clear distaste for Abby’s violence, and now, when she finally shows up again, she’s just an unintended victim of Owen pulling a gun on Ellie. Sure, season three will fill in those gaps, but the end result will be the same. Mel died not because she was fighting back, but because she was an inch too far to the left.Then there’s the matter of her pregnancy. Again, in the game players already knew about this by the time Ellie reached the aquarium, while the show kept it secret until the end. It’s hard not to see this last-minute reveal as a knife being twisted for shock value, but that’s only half the problem. My friend Eric Van Allenwould often joke with his college friends about how Michael Caine’s characters in Christopher Nolan films so often show up just to tell you, the viewer, in very literal terms what the story is about. Throughout most of this season, Gail has been this character, the one burdened with the heavy task of diegetic literary analysis, but Mel’s delirious “love transfers” line may be even sillier than anything Gail spouts; homegirl is bleeding out and telling Ellie that pain is not the only thing we inherit from our parents? Just one week after Joel tearfully told Ellie that he hopes she does better when she has a kid than he or his abusive cop father did?Perhaps in a show that hadn’t already spent two seasons using literalism as a writing crutch, Mel speaking her final hopes for her unborn child might have landed for me. But I think I’m just too jaded towards it now for even what should have been a genuine expression to feel like anything other than a heavy-handed, patronizing declaration of what lessons I’m supposed to take away from the story. I don’t think characters overtly communicating their beliefs and feelings about a situation is an inherently poor way of writing dialogue. In fact, some of my favorite works have managed to execute this well thanks to strong acting and stories that lent themselves well to this style of writing. The Last of Us, a series that often relishes in grounded dialogue that forced you to read between the lines and unearth that meaning yourself, the Last of Us show’s inability to let nearly any emotion, belief, or theme go unspoken feels so contrived and tiresome that even someone expressing something thematically resonate feels like being told what to feel. Mel uses her last words to tell me the themes of the story. Just in case I forgot. Thank you, Last of Us show, I don’t know how I would have ever understood your thematic richness if you didn’t make your characters tell me about it, even in their death gasps.The group makes it back to the theater and Ellie is still in shock, so much so that she doesn’t even look at Dina as she enters the building. Some time passes, and Tommy and Jesse are mapping out their route home on the stage. The storm is still pretty rough, so they’ll stay overnight and hope the sun is out when they wake up. Ellie finally joins the group, and Tommy reassures her that Mel and Owen played their part in Joel’s death, and they made the choices that brought them to that fateful end. Ellie can only fixate on what she didn’t get to do.“But Abby gets to live,” she says.“Yeah,” Tommy responds. “Are you able to make your peace with that?”“I guess I’ll have to,” she says, defeated.She looks to Jesse, who won’t even look up at her. Tommy realizes they might have something to talk about and walks to the lobby to pack. After some awkward silence, Ellie thanks Jesse for coming back for her, even though he had no reason to after the way they clashed.“Maybe I didn’t want to,” he says. “Maybe Tommy made me.”“Did he?” Ellie asks.After a second of contemplation, Jesse drops the act and says, “No.”“Because you’re a good person,” Ellie responds.“Yeah,” Jesse agrees. “But also the thought did occur, that if I were out there somewhere, lost and in trouble, you’d set the world on fire to save me.”Ellie says she would, and the two finally see one another, even if just for a moment. Jesse acknowledges that Ellie’s vendetta isn’t entirely selfish, and that when it comes to defending the people she cares about, dead or alive, you won’t find someone more loyal in all of Jackson. It’s good that they finally had this moment of connection after all this drama. But damn, I miss Ellie and Jesse being bros, and I miss her giving him shit for being a sap in these final moments. But most of all, I miss that dopey good ol’ boy with a heart of gold saying his friends “can’t get out of their own damn way.”All that understanding is short-lived, as the two hear some ruckus in the lobby, grab their guns, and book it to the entrance. The second Jesse opens the door, bam. A gunshot rings out in the lobby, and he is on the floor. We don’t even see that it was Abby who fired it until after we get a gnarly shot of him with his face blown open. He’s gone. It was instant. The Last of Us Part II tends to draw out death. It’s either long and torturous like it was for Joel or Nora, or it’s short like Owen’s and Mel’s, but in any case, the game typically lingers on the fallout for a bit. Jesse’s death, by contrast, happens so fast that you can’t even process it before you have to deal with the situation at hand. The show follows suit, and it’s recreated practically shot for shot. But that’s hardly the most disorientingthing that happens in these final minutes.“Stand up,” Abby growls forcefully from the other side of the desk Ellie has taken cover behind.She repeats herself: “Stand. Up. Hands in the air or I shoot this one, too.”Ellie can see Tommy on the ground with a pistol aimed right at his head. He tells Ellie to just run, but she tosses her gun where Abby can see it and crawls out from cover. Abby recognizes her immediately. Ellie asks her to let Tommy go, to which Abby replies that he killed her friends. Ellie says no, she did.“I was looking for you,” Ellie says. “I didn’t mean to hurt them. I know why you killed Joel. He did what he did to save me, I’m the one that you want. Just let him go.”Naughty Dog / VGS - Video Game SophistryHm. Okay. We’re almost at the end. I gotta get another little quibble in before the curtains close. I mean, come on, we’ve been through seven episodes of me complaining together. You can’t take one last gripe? This line from Ellie is slightly altered to account for the fact that she knows more about Abby in the show than in the game, and it means we miss one of the most important subtle interactions in all of the story. As I mentioned earlier, Ellie doesn’t know anything about Abby’s father in Part II. She assumes that Abby killed Joel because he took away any chance of the Fireflies developing a cure, so she cites that in this high-stakes moment. The original line is almost identical to the one in the show, but instead, Ellie says “there’s no cure because of me” and suggests that killing her would be the extension of Abby’s presumed vendetta. Then, we get some incredible, subtle acting from Abby actor Laura Bailey, who hears what Ellie’s saying, has a brief moment of angry disbelief on her face, and then scoffs under her breath before picking right back up where she left off. In just a few seconds, you see Abby realize that, after everything, these fuckers have no idea how much pain she’s been through over the past five years. But they’re not worth the breath it would take to explain herself. They don’t deserve to know the man her father was and what he meant to her. All that matters right now is that Ellie pays for what she’s done.Abby still views herself as the righteous one here, as she points out that she let Ellie live when she did not have to do that. It turns out that Ellie wasn’t deserving of her mercy, that she squandered it by killing her friends. Part of me has wondered if all the exposition-heavy dialogue in this show, such as Dever’s villain monologue in episode two before she murdered the shit out of Joel, was written to give its actors more words to say in front of a camera. When you’ve got big names like Kaitlyn Dever, Catherine O’Hara, and Pedro Pascal in your cast, you don’t want them to not talk, right? But all these elongated exchanges have also robbed actors like Dever of those subtle moments. Hell, she led an entire film with next to no dialogue in 2023’s No One Will You, and was great in it, so she has the chops to pull off that kind of acting. Communicating something through body language and expression is just as powerful as a poetic piece of dialogue, but this show rarely, if ever, understands that.Image: HBOAnyway, Abby says that Ellie wasted the chance she was given when the ex-Fireflies spared her, and points her gun right at Ellie. We hear a bullet fire and Ellie shouts before a hard cut to black. But wait. That’s the season finale? You expect us to wait for two years, probably, to find out what happened? Well, about that. You will probably have to wait even longer.We do have one more scene this season, however: a flashback. We see Abby lying down on a comfy couch with an unfinished book resting on her stomach. She’s in a deep sleep before Mannyloudly enters the room and wakes her up. He says Isaac wants to see them, and she stirs awake. She gets up and walks out of this cozy living space and into a giant football stadium. The entire field has been repurposed for agriculture, manufacturing, and housing. Abby takes a second to look at the whole operation before heading to Isaac’s, but the camera lingers over the field as bold white text flashes on the screen: Seattle, Day One.Alright, TV newbies, welcome to the second divisive twist of The Last of Us Part II. In the game, the player goes through Ellie’s three days in Seattle, killing Abby’s friends and mostly ignoring the war between the W.L.F. and the Seraphites. Meanwhile, Abby has been kind of an enigma the whole time. Every time Ellie finds a new lead, Abby has already come and gone. When Abby finally shows up at the theater for another round of vengeance, it’s clear that a lot of the story happening in this game has happened off-screen. That’s because you’re about to see an entirely different perspective on the last three days, and you’re going to play as Abby when you do it.As you can imagine, this shit drove some players nuts at the time, and you’ll still find angry people online complaining about it to this day. For all my problems with this season, I have to commend the show for actually going for it. HBO has taken the coward’s route in adapting this story for so long, it’s almost surprising that it’s ending here and, from the sound of it, season three will be entirely about Abby and what she’s been doing these past three days. It’s very likely we won’t see Ellie again until next season’s finale after we’ve followed Dever’s character for several episodes. Despite some ham-fisted attempts by the show to build sympathy for Abby early on, it seems like swaths of TV newbies still demand blood. Will viewers complain for an entire season as Dever takes on the lead role? I’d like to think they won’t. I hope that new audiences are more open to her than the worst people you’ve ever met were when the game launched.Despite all the golf club swings I’ve taken at this show, I’m looking forward to examining it further as HBO rolls out the next two seasons. The Last of Us Part II is one of my favorite games of all time, but I genuinely fucking hated The Last of Us’ second season. I don’t expect my feelings to improve in season three. At this point, the rot of Mazin’s poor creative decisions runs too deep for the show to be salvaged and reach the highs of the games. But if nothing else, it’s been a rewarding ride. Thank you for joining me on this seven-week journey. I think I’m due for a replay of The Last of Us Part II to wash off this stink. This shit was ass, HBO. I’ll see you in the ring again next time. #last #season #two #episode #seven
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    The Last Of Us Season Two, Episode Seven Recap: Abby Road
    We made it, everybody. We’ve reached the end of HBO’s The Last of Us. Wait, sorry, I’m getting word in my earpiece that…we’re only halfway done with it because this show’s going for four seasons. At this point, I’m mostly feeling deflated. Last week’s episode was such a catastrophic bummer that it cemented for me that the show fundamentally misunderstands The Last of Us Part II, the game this season and those that are still yet to come are adapting. But you know how your mother would tell you not to play ball in the house because you might accidentally break the priceless vase on display in the living room? Well, if you’ve already broken the vase, you might as well keep playing ball, so we’ll probably be doing this song and dance into 2029. For now, we’re on the season two finale, which essentially wraps up Ellie’s side of this condensed revenge story and reveals the premise of season three. Most game fans probably assumed this was where the season would end and, if nothing else, it’s still a bold cliffhanger to leave off on.Suggested ReadingNintendo Switch 2 Price Is Set at $450 for Now, But Could Go Higher Share SubtitlesOffEnglishSuggested ReadingNintendo Switch 2 Price Is Set at $450 for Now, But Could Go Higher Share SubtitlesOffEnglishNintendo Switch 2 Price Is Set at $450 for Now, But Could Go HigherGuilty as chargedAfter last week’s flashback-heavy episode, we open on Jesse (Young Mazino) tending to wounds the Seraphites have inflicted on Dina (Isabela Merced), which means we get a real heinous scene of him doing some amateur surgeon’s work to remove the arrow she took to the knee. He douses it in alcohol and offers her a sip to dull the pain, but she staunchly refuses without explaining why. They made Jesse an asshole in this show, but he’s still a smart guy. The gears start turning in his head about why she might turn down a swig right now. Nevertheless, he takes that motherfucker out with no anesthetic, booze, or supportive bedside girlfriend to help Dina through it.Speaking of the absent girlfriend, Ellie (Bella Ramsey) finally returns to their theater base of operations. Now that she’s back, all her concern is on Dina, but Jesse is still wondering where the hell she’s been this whole time. Dina is resting backstage, and even though we only see these details for a few minutes, I once again want to shout out the set designers who recreated this little safe haven, which is covered in old show posters and graffiti from bands and artists that performed there before the cordyceps took over. I’m sure Joel would have loved to have seen it.Dina stirs awake and Ellie checks her wound. Jesse’s effort to wrap the injury leaves a lot to be desired, but it should heal in time. Ellie asks if the baby’s alright, and Dina says it’s okay.“How do you know?” Ellie asks.“I just do,” Dina replies.The one who is not okay in the room is Ellie, who is bleeding through the back of her shirt. Dina helps her undress and starts to clean the scratches on her back. As she does, she asks what happened while they were separated. Ellie says she found Nora (Tati Gabrielle), and she knew where Abby (Kaitlyn Dever) was, but only said two words: “Whale” and “Wheel.” Ellie says she doesn’t know what it meant. It could have been nonsense. She was infected, and it was already starting to affect her cognitive state.“I made her talk,” Ellie whispers. “I thought it would be harder to do, but it wasn’t. It was easy. I just kept hurting her.”Image: HBODina asks if Ellie killed her, but she says she just “left her,” meaning that somewhere in this timeline, Nora is wandering the depths of a Seattle hospital with broken legs and an infected mind. I thought the show couldn’t possibly concoct a worse fate for her than what happens in the game, but they found a way. It takes commitment to put down a character like showrunners Craig Mazin and Neil Druckmann have done for Nora across both video games and television. Personally, I think when you already know that people are wary of the way you treat one of the few Black women in your franchise as if she doesn’t deserve the same dignity as everyone else, maybe you should do better by her when given a second chance, rather than worse. But that’s just me. I’m not the one being paid a bunch of money to butcher this story on HBO Max every Sunday at 9 p.m. Eastern. So what do I know?Maybe this is just part of the contrived sadism the show has attached to Ellie. She thinks violence is easy and it comes naturally to her, so I guess she would beat a woman nearly to death until the fungal infection made her lose her mind. Meanwhile the game version is so traumatized by what she’s done in this moment, she’s practically speechless by the time she reaches the theater. God, I knew this shit was going to happen. Mazin has repeatedly insisted that Ellie is an inherently violent individual, something he’s communicated both in interviews and by having Catherine O’Hara’s Gail, the therapist who tells you what the story is about, say that she’s always been a sadist, probably. Now, when we get to moments like the post-Nora debrief which used to convey that Ellie is Not Cut Out For This Shit, the framing instead becomes “Ellie likes violence and feels bad about how much she likes violence.”Before The Last of Us Part II came out, a lot of Naughty Dog’s promotion for the game was kind of vague and even deceptive in an effort to keep its biggest twists under wraps, and some of the messaging it used to talk about the game’s themes have irrevocably set a precedent for how the game’s story is talked about years later. When the game was first revealed in 2016, the studio said the story would be “about hate,” which paints a much more destructive and myopic picture of Ellie’s journey than the one driven by love and grief she actually experiences through the course of the game.One of the most annoying things about being a Last of Us fan is that its creators love to talk about the series in ways that erase its emotional complexity, making it sound more cynical and underhanded when the actual story it’s telling is anything but. I can’t count how many times I’ve heard people reductively parroting notions that The Last of Us Part II is just about “hate” and “guilting the player” for taking part in horrifying actions when they literally have no choice but to do so, rather than cracking the text open and dissecting that nuance. Mazin’s openly-expressed belief that Ellie is an intrinsically bloodthirsty person similarly bleeds into how a lot of the public perceives her as a character, seeing her as a violent ruffian rather than a grieving daughter who was only ever taught to express her pain by inflicting it on those who made her feel it in the first place. Discussing these games as a fan means having to fight against these notions, but they’re born from a game built on subtext, and thus willingly opens itself to those interpretations.Its willingness to dwell in ambiguity only makes it a more fascinating text to unpack, or it would, if we lived in a world where discussing video games wasn’t a volatile experience in which you constantly run the risk of being targeted for performative online dunks, or running up against rabid console tribalism. Now, the Last of Us show has decided to lean into the most boring interpretation of what this story is about without an ounce of subtlety, nuance, or even sympathy for Ellie’s plight. She is a sadist who does terrible things not simply because she’s grieving her father figure, but because this is just who she is. Mazin has deemed it so, and here we are, and this vision of her will no doubt weave itself into the fabric of how we talk about Ellie Williams, even in the game.This story only has any thematic weight if Ellie’s violent outbursts are rooted in pain, not pleasure. Yeah, what we’re seeing in the show is her acting from a mix of those things but, in the game at least, the most affecting moments of Ellie’s Seattle revenge tour happen when she has to confront how she is not built for acts of violent excess in the same way Joel was. She never has been. Back in Part I, she was sick to her stomach when she committed her first kill to save Joel, and the entire point of Part II was that we see her cut off parts of herself to do what she feels she must, only to find that she’s unable to recognize herself when it’s all over. In the show, she is instead mesmerized by carnage, only to decide she doesn’t like that she feels that way, actually. But all this self-reflection is fleeting, because she’s only killed one person on her list, and there’s a lot more work to do. How many Joels is Nora’s life worth to Ellie? One-fifth?While Ellie is wrestling with these feelings, Dina is about to see things with more clarity than ever. At first, she says that Nora may have deserved this fate worse than death, to which Ellie says “Maybe she didn’t,” before telling her girlfriend everything. She tearfully recounts Joel’s massacre of the Fireflies at the base in Salt Lake City, how the group was going to use her immunity to create a cure, and how Joel killed Abby’s father to save her. Dina puts it all together and asks Ellie if she knew who Abby’s group was. She says she didn’t, but she did know what Joel did. Dina sits with that for a moment, then flatly says the group needs to go home.So I guess this is how the show gets Dina, who’s been pretty revenge-hungry thus far, back onto the track she’s on in the games. Without spoiling scenes in the late game for the uninitiated, some major points of conflict at the end of Part II require her to be less on-board with Ellie’s vendetta, so the fact that she’s been egging her girlfriend on to track down Abby was an odd choice. I wasn’t sure how the show would handle it down the line, but it seems the way HBO’s show has course-corrected was by having her condemn Joel’s actions. Dina had her own relationship with the old man in the show, so I imagine that in a later season she’ll interrogate how she feels about him in light of this new information, but having her more or less get off the ride when she learns what Joel has done sets up a contrast between her and Ellie that I’m curious to see how the show handles.The shame of it, though, is that this is just one more thing that undermines one of the core foundations of the source material, and I have to get at least one more jab in on this topic before we end the season. In The Last of Us Part II, when you look at what is actually expressed in dialogue, you see that characters are often lacking important information about each other. This lack of communication is an important part of its storytelling, but the show is instead having characters tell everyone everything. In Part II, Joel and Ellie don’t know who Abby’s father was. It’s strongly implied that no one other than Joel, Ellie, and Tommy knew about what happened in Salt Lake City, not even Dina. The more the show bridges these gaps of communication, the more senseless this entire tit-for-tat feels. To be clear, it was senseless in the game, but it was in a tragic, “these people are so blinded by their emotions that they can’t fathom another path forward” sort of way. This time around, everyone knows exactly what’s happening and chooses to partake in violence anyway. We don’t have any mystery or lack of communication to fall back on as a we struggle to understand why the characters keep making these self-destructive decisions. Everyone is just knowingly the worst version of themselves this time around, and I guess Mazin thinks that’s the point, which is the kind of boring interpretation that makes the show such an inferior version of this story.Family mattersWe now begin our third day in Seattle. Ellie and Jesse are packing up to get going in the theater lobby. The plan is to find Tommy (Gabriel Luna) somewhere in the city and then head back to Jackson. However, Jesse is a lot less talkative this morning. Dina limps into the lobby, and after a brief scolding for being on her feet, she gives Ellie a bracelet for good luck.“I’m not sure it’s been working for you,” Ellie jokes.“I’m alive,” Dina replies.Jesse is clearly uncomfortable watching his ex (or are they technically still together now? I’m not sure) give Ellie a prized possession, and says he can go alone if Dina wants Ellie to stay. Ellie says they’ll be safer together. Jesse relents and says they should be back by sundown. The tension is radiating off him, but the pair leaves Dina in the safety of the theater.Image: HBOEllie and Jesse awkwardly walk through the remains of Seattle. She finally breaks the silence by asking how he found Ellie and Dina’s theater base. He recounts his two days of tracking, giving a shoutout to the horse Shimmer who’s still vibing in the record store the girls left her at, but he’s clearly pissed. Ellie assumes it’s because he and Tommy had to cross state lines to come find them, but no, there’s something else on his mind. Why do Ellie and Dina look at each other differently? Why did Dina turn down a free drink for the first time in her life? He’s putting it all together. Dina and Ellie are no longer just gals being pals, and his (now ex?) girlfriend is pregnant.“None of this has to change things between us,” Ellie says.“Everything changing doesn’t have to change things?” Jesse asks. “Well, how about this for something new: I’m gonna be a father, which means I can’t die. But because of you, we’re stuck in a warzone. So how about we skip the apologies and just go find Tommy so I can get us and my kid the fuck out of Seattle?”Wow, okay. Judgey, much? I mean, you’re right, Jesse. This is a no good, very bad situation, and Ellie has put your kid in danger and won’t even tell you she was torturing a woman last night. But god, I miss kindhearted Jesse. I miss Ellie’s golden retriever best friend who, when finding out Dina was pregnant, firmly but gently told Ellie it was time to get the fuck out of Seattle. Now that the show has created a messy cheating love triangle out of these three, I’m once again reflecting on how The Last of Us Part II could have very easily made this storyline a dramatic, angry one, and instead it was one of the brighter spots in a dark tale. Meanwhile, in the show, the whole thing feels like it’s regressed to a rote and predictable earlier draft of the story that’s much less refreshing and compelling than the one we already know. Justice for Jesse. This is character assassination of the goodest boy in all of Jackson. Well, actually, that’s Abby’s job. Sorry, sorry. That’s actually not for another 35 minutes.As the two move further into the city, they see more art praising the Seraphite prophet on the buildings, but she looks notably different than in images we’ve seen previously. This art depicts a Black woman, whereas others have typically portrayed the prophet as white. Ellie wonders aloud if there’s “more than one of her.” Jesse says it’s possible, but ushers her forward as rain starts pouring down. I’m curious what the show might be doing here, as this is a divergence from Part II. Could the Seraphites be a kind of polytheistic group in the show that follows multiple prophets? Could they believe the Prophet was reincarnated into a different woman at some point? All we can do is theorize, but we haven’t seen much of the Seraphites this season so we don’t have much to go on. Which is by design, and feels pretty in-line with Part II, which didn’t tell you much about the group during Ellie’s three days in Seattle. We’ll pick this thread back up next season, I’m sure.The pair takes shelter but before they can catch their breath, they hear the popping sound of gunfire nearby as a W.L.F. squad corners a lone Seraphite. Ellie and Jesse watch in horror as the wolves strip and drag him away. Just as Ellie nearly gets out from cover to intervene, Jesse pulls her back. Once the coast is clear, Ellie walks away in a huff. As Jesse follows, he points out that they were outnumbered and would have lost that fight.“He was a fucking kid!” Ellie shouts.“Ellie, these people [are] shooting each other, lynching each other, ripping each other’s guts out,” Jesse says. “Even the kids? I’m not dying out here. Not for any of them. This is not our war.”Who the fuck is this man? I touched on it in episode five, but what is with this show putting all of Ellie’s unlikable traits on other characters so she keeps getting to be the hero? Jesse turns from a selfless guardian into a selfish asshole who will watch a kid get tortured to save himself while Ellie is suddenly very concerned about a war that, in the game, she seemed largely indifferent to. It’s as if The Last of Us’ second season is so concerned with us liking Ellie and feeling like we can root for her that it’s lost sight of anything else.So Jesse gets to be the belligerent asshole and Dina gets to be the revenge-driven one in the relationship. Ellie? She’s just bee-bopping through spouting cool space facts, and so when she tortures Nora, it feels like tonal whiplash. I don’t recognize Jesse. Most of the time, I don’t recognize Ellie. But really, the more I watch this show, the more I hardly recognize anyone, and I don’t have any faith in the series to figure these characters and their relationships out, even if it’s going to go on for two more seasons.Will the circle be unbroken?We shift away from the Jackson crew to check in on Isaac (Jeffrey Wright), who we haven’t seen in a few episodes. Sergeant Park (Hettienne Park) updates the W.L.F. boss that the incoming storm will get worse as the day goes on, but even so, the group is still preparing some kind of operation. She also lets him know the rank and file is a little nervous about whatever’s going on, but Isaac’s only concerned about one person: Abby. From the sound of it, she and most of her crew have all disappeared over the past few days. We’ve seen what happened to Nora, Manny is still around, but Owen and Mel are gone without a trace. Again, Isaac isn’t concerned with them. He’s nervous that they’re going into whatever operation they’re planning without Abby. Park is clearly exhausted by this lane of thinking and asks why he cares so much about the girl.Image: HBOShe starts off asking why one “great” soldier is so important when they have an army, and then gets into a weird aside where she exasperatedly asks Isaac if he’s harboring feelings for the girl when he’s at least 30 years her senior. I don’t know if this line is supposed to be a joke, but it’s not funny, even though Isaac laughs at it. She acknowledges it’s an out-of-pocket question, but says he “wouldn’t be the first old man” to make decisions based on such inappropriate impulses. As much as it’s a stupid thing for Park to say, it’s also a stupid thing for the writers room to nonchalantly whip out in a humorous fashion given The Last of Us’ history of old men preying on young women with the character of David. Why write this non-joke into your script if you don’t want viewers to possibly view his fixation on Abby as potentially untoward? Isaac’s following speech focuses on the preservation of his militia, in a very similar way to how David’s preoccupation with Ellie in season one was born from the cannibal’s warped views on longevity, and if you’re not trying to make this direct connection, why even gesture at it? Yeah, I don’t imagine anyone considered the optics of this obviously flippant, throwaway line, but Christ, if you’re that desperate for a joke or moment to cut the tension, this was the best you could come up with? Amateur shit.Isaac sits Park down and tells her why he cares so much about one soldier. He says there’s a very strong chance that the W.L.F. leadership will be dead by tomorrow morning. If that happens, who can lead the militia in their stead? He wanted it to be Abby. It was “supposed” to be her.“Well she’s fucked off, Isaac,” Park says as she leaves. “So maybe it wasn’t.”We go back to the Jackson crew as Ellie and Jesse reach the rendezvous point in a bookstore, and Tommy isn’t here. The place is in bad shape like most places are in this city, but Ellie gravitates to the children’s books section. She picks up an old Sesame Street book, the Grover classic The Monster at the End of This Book, and picks it up for the bun in the oven as Jesse says she picked a good one. As the quiet creeps in on the two, Ellie tries to break the silence by clarifying what happened, but Jesse says they have enough problems for the moment, so he wants to bury the issue.He says he loves Dina, but not in the same way Ellie does. He remembers a group that passed through Jackson, and how there was a girl he fell hard for. She asked him to leave with her to Mexico, but he declined because he’d found purpose and community in Jackson, and he was taught to put others first. People look to him to become the “next Maria” and lead the town, and he couldn’t abandon them for a girl he’d known for two weeks, even if she made him feel things he’d never felt before.Ellie immediately sees through this story. It’s not about him pointing out how he’s felt love and knows that he and Dina aren’t the real deal; it’s about how she’s putting her own needs and wants ahead of everyone else’s.“Okay, got it,” Ellie says. “So you’re Saint Jesse of Wyoming, and everyone else is a fucking asshole.”“You can make fun of me all you want,” Jesse responds. “But let me ask you this, Ellie: If I go with that girl to Mexico, who saves your ass in Seattle?”Before she can reply, they hear W.L.F. radio chatter about a sniper taking out a squad and assume it’s gotta be Tommy. The two head out to higher ground to get a better look, and Ellie sees a Ferris wheel in the distance. She finally puts Nora’s final words together: Abby is in the aquarium at the edge of the city. Immediately, her focus shifts away from Tommy as she starts trying to figure out how to reach Abby’s apparent hiding spot. Jesse is confused and says that Tommy’s got the W.L.F. pinned down in the opposite direction. Ellie starts coming up with justifications for her plan. They don’t know if that’s actually Tommy. If it is him, he’s got the group pinned down. Either way, he would want her to go after Abby to avenge Joel. Ellie doesn’t understand why Jesse is so against this. He voted to go after Abby’s crew back in Jackson, right?Image: HBONo, actually. He didn’t. He believed this vendetta was selfish and “wasn’t in the best interest of the community.” That sets Ellie off.“Fuck the community!” she screams. “All you do is talk about the fucking community, you hypocrite. You think you’re good and I’m bad? You let a kid die today, Jesse. Because why? He wasn’t in your community? Let me tell you about my community. My community was beaten to death in front of me while I was forced to fucking watch. So don’t look at me like you’re better than me, or like you’d do anything differently if you were in my shoes, because you’re not, and you wouldn’t.”Jesse takes a beat, then tells Ellie he hopes she makes it to the aquarium as he leaves. While this scene does exemplify the show’s typicalal “no subtext allowed” approach to writing that I find so irksome, the storyline of Ellie feeling ostracized by the people of Jackson while constantly being told that she must make compromises for them even as they are incapable of extending the same to her is one of the few embellishments The Last of Us makes that resonates with me. It’s easy to write off Ellie’s revenge tour as a selfish crusade that puts everyone else in harm’s way, but when she’s also one of the few out queer people in a town that mostly coddles bigotry and she’s being constantly belittled and kept from doing things she wants to do like working on the patrol team, why would she feel any kinship to this community? Now, when she’s so close to her goal that she can almost taste it, Jesse wants her to consider the people of Jackson? Why should she do that? They’re hundreds of miles away, and the only people who came to save her and Dina were the ones who already cared about her. Ellie’s disillusionment with her neighbors is one of the few additions to the story that The Last of Us manages to pull off.Ellie reaches the harbor from which she can use a boat to reach the aquarium and finds several Wolves meeting up on vessels heading somewhere off the coast. Isaac is here leading the charge, but it’s unclear where they’re going or what they’re doing. Game fans have the advantage of knowing what’s going on, but the W.L.F. storyline feels underbaked in this season, which is one of the real issues with the show dividing the game’s storyline into multiple seasons. During this section of the game, you get a sense that there’s an untold story happening in the background, and you can learn more about it through notes you can find in the environment and ambient dialogue from enemies. The show doesn’t have those same storytelling tools, so I wouldn’t be surprised if newcomers felt a little disoriented every time we hopped over to Isaac.Once the W.L.F. forces make their way wherever they’re going, Ellie finds one of the spare boats and starts to make her way to the aquarium. The storm is hitting hard, though, and the tide is not on her side. A giant tidal wave knocks her out of the boat and into the sea. (Good thing you learned how to swim, queen.) As she washes up onto the shore, Ellie hears Seraphites whistling as a group of them descends upon her. She’s too weak to get onto her feet and run, so the cultists grab her and carry her to a noose hanging from a tree in the woods. She screams that she’s not a Wolf and that she’s not from here, but they don’t listen. As they wrap the noose around her neck and start to hoist her upward, a horn sounds off in the distance. The lead Scar says to leave her, their village is in danger, so I guess that’s what the W.L.F. operation is targeting? This concludes our latest little exposition detour, as Ellie gets right back into the boat to the aquarium.Image: HBOShe manages to reach the building and finds a broken window through which to enter. Inside, she finds several makeshift beds. Whatever Abby’s doing here, she’s not alone. As Ellie makes her way deeper into the aquarium, she finds a ton of medical supplies, including bloody bandages and surgical equipment. Was Abby injured? Is that why she’s been missing in action as the W.L.F. undergoes a huge, all-hands-on-deck mission? Who’s to say?Quick sidenote: When Ellie infiltrates the aquarium in the game, she’s attacked by a guard dog named Alice. The W.L.F. used trained canines in their war against the Seraphites, but that element has been notably absent from the show. Between this and sparing Shimmer from her explosive fate, The Last of Us has been toning down the animal murder.Ellie keeps walking through the desolate aquarium and eventually finds fresh footsteps. She follows them and soon finds their source: Abby’s friends Owen (Spencer Lord) and Mel (Ariela Barer). The two are arguing about something, though it’s not clear what. Owen wants to go somewhere behind enemy lines, even in the midst of the battle Isaac has just initiated. He says he doesn’t have a choice because “it’s Abby.” Mel says he does have a choice and so does she, and the Abby of it all is why she’s not going along with whatever the plan is. Owen says he’ll do it on his own, and if Mel’s still here when they get back, she can “keep going with [them].” Either way, Owen’s leaving. Mel let’s out a hearty “fuck you, Owen” before realizing that Ellie is there. Sure seems like there’s a whole other story that’s been going on while we’ve been hanging out with Ellie, huh? I wonder if we’ll ever get any further insight into whatever this is. Perhaps in a season entirely dedicated to the other side of what’s going on in Seattle? Maybe in a couple years it might premiere on HBO Max (or whatever it’s called by then)? That would be something!Ellie holds the two at gunpoint and tells them to put their hands up. When she asks where Abby is, Owen realizes who she is and points out that he was the one who kept her alive. Ellie isn’t swayed by this, so he says they don’t know where Abby went. But, of course, they were just talking about her, so Ellie knows that’s not true. She spots a map on the table and decides to pull out an old Joel Miller standard: She tells Mel to bring her the map and point to where Abby is, saying that next she’s going to ask Owen the same question, and the answers had better match. Owen looks at Mel and says that Ellie will kill them either way, so there’s no reason to comply. Ellie says she won’t because she’s “not like” them. When she crosses state lines to torture and kill someone who killed somebody important to her, it’s very different than when they do it, of course.Owen stops Mel from grabbing the map by saying he’ll do it. He slowly turns to the table, but instead of picking up the map, he grabs a handgun stowed under it. Ellie is quick with her trigger finger and shoots him right in the throat. The bullet goes straight through him, and hits Mel in the neck as well. She falls onto her back and, instead of cursing Ellie, she asks for her help. Not to save her life, but someone else’s. She opens her jacket to reveal her pregnant belly, and asks if Ellie has a knife to cut the baby out of her before she dies. Ellie is in shock and doesn’t know what to do. Mel tells her she just needs to make one incision. That isn’t enough direction, and Ellie panics. She doesn’t know how deep or which direction to cut. As Mel starts to become delirious, she repeats “love transfers” and then asks Ellie if the baby is out. But she hasn’t even made one cut. Mel finally drifts off, and Ellie realizes it’s too late. She sits there until, eventually, Tommy and Jesse find her. Tommy attempts to comfort her, but she’s in shock and doesn’t speak. Finally they leave and head back to the theater.Naughty Dog / Cinematic GamingWhy can’t this show stop giving the audience outs to not turn against its leads? The death of Mel, specifically, feels like the show bending over backward to teach Ellie a lesson without laying blame at her feet. Mel’s death here is an accident. She’s an innocent bystander who dies because Owen and Ellie made choices, and she was, quite literally, caught in the crossfire. In Part II, by contrast, Mel “shot first.” Well, she tried to stab Ellie, but that doesn’t have the same ring to it. Ellie reacts in self-defense and stabs her right back, but she did it fully knowing she was about to send Mel to an early grave. The gut punch Ellie feels upon learning that she’s pregnant is a moment of dramatic irony, because the game’s shifting perspectives had already revealed her pregnancy to the player way back in the opening hours. So when you’re slamming the square button to fight back, you know that Mel isn’t the only one about to reach her untimely end. Here, she doesn’t even get that moment of agency to fight to protect herself. She’s just collateral damage. It’s a small but important distinction. At this point in the show, Mel’s only real trait is a clear distaste for Abby’s violence, and now, when she finally shows up again, she’s just an unintended victim of Owen pulling a gun on Ellie. Sure, season three will fill in those gaps, but the end result will be the same. Mel died not because she was fighting back, but because she was an inch too far to the left.Then there’s the matter of her pregnancy. Again, in the game players already knew about this by the time Ellie reached the aquarium, while the show kept it secret until the end. It’s hard not to see this last-minute reveal as a knife being twisted for shock value, but that’s only half the problem. My friend Eric Van Allen (co-host of the Axe of the Blood God podcast) would often joke with his college friends about how Michael Caine’s characters in Christopher Nolan films so often show up just to tell you, the viewer, in very literal terms what the story is about. Throughout most of this season, Gail has been this character, the one burdened with the heavy task of diegetic literary analysis, but Mel’s delirious “love transfers” line may be even sillier than anything Gail spouts; homegirl is bleeding out and telling Ellie that pain is not the only thing we inherit from our parents? Just one week after Joel tearfully told Ellie that he hopes she does better when she has a kid than he or his abusive cop father did?Perhaps in a show that hadn’t already spent two seasons using literalism as a writing crutch, Mel speaking her final hopes for her unborn child might have landed for me. But I think I’m just too jaded towards it now for even what should have been a genuine expression to feel like anything other than a heavy-handed, patronizing declaration of what lessons I’m supposed to take away from the story. I don’t think characters overtly communicating their beliefs and feelings about a situation is an inherently poor way of writing dialogue. In fact, some of my favorite works have managed to execute this well thanks to strong acting and stories that lent themselves well to this style of writing. The Last of Us, a series that often relishes in grounded dialogue that forced you to read between the lines and unearth that meaning yourself, the Last of Us show’s inability to let nearly any emotion, belief, or theme go unspoken feels so contrived and tiresome that even someone expressing something thematically resonate feels like being told what to feel. Mel uses her last words to tell me the themes of the story. Just in case I forgot. Thank you, Last of Us show, I don’t know how I would have ever understood your thematic richness if you didn’t make your characters tell me about it, even in their death gasps.The group makes it back to the theater and Ellie is still in shock, so much so that she doesn’t even look at Dina as she enters the building. Some time passes, and Tommy and Jesse are mapping out their route home on the stage. The storm is still pretty rough, so they’ll stay overnight and hope the sun is out when they wake up. Ellie finally joins the group, and Tommy reassures her that Mel and Owen played their part in Joel’s death, and they made the choices that brought them to that fateful end. Ellie can only fixate on what she didn’t get to do.“But Abby gets to live,” she says.“Yeah,” Tommy responds. “Are you able to make your peace with that?”“I guess I’ll have to,” she says, defeated.She looks to Jesse, who won’t even look up at her. Tommy realizes they might have something to talk about and walks to the lobby to pack. After some awkward silence, Ellie thanks Jesse for coming back for her, even though he had no reason to after the way they clashed.“Maybe I didn’t want to,” he says. “Maybe Tommy made me.”“Did he?” Ellie asks.After a second of contemplation, Jesse drops the act and says, “No.”“Because you’re a good person,” Ellie responds.“Yeah,” Jesse agrees. “But also the thought did occur, that if I were out there somewhere, lost and in trouble, you’d set the world on fire to save me.”Ellie says she would, and the two finally see one another, even if just for a moment. Jesse acknowledges that Ellie’s vendetta isn’t entirely selfish, and that when it comes to defending the people she cares about, dead or alive, you won’t find someone more loyal in all of Jackson. It’s good that they finally had this moment of connection after all this drama. But damn, I miss Ellie and Jesse being bros, and I miss her giving him shit for being a sap in these final moments. But most of all, I miss that dopey good ol’ boy with a heart of gold saying his friends “can’t get out of their own damn way.”All that understanding is short-lived, as the two hear some ruckus in the lobby, grab their guns, and book it to the entrance. The second Jesse opens the door, bam. A gunshot rings out in the lobby, and he is on the floor. We don’t even see that it was Abby who fired it until after we get a gnarly shot of him with his face blown open. He’s gone. It was instant. The Last of Us Part II tends to draw out death. It’s either long and torturous like it was for Joel or Nora, or it’s short like Owen’s and Mel’s, but in any case, the game typically lingers on the fallout for a bit. Jesse’s death, by contrast, happens so fast that you can’t even process it before you have to deal with the situation at hand. The show follows suit, and it’s recreated practically shot for shot. But that’s hardly the most disorienting (complimentary) thing that happens in these final minutes.“Stand up,” Abby growls forcefully from the other side of the desk Ellie has taken cover behind.She repeats herself: “Stand. Up. Hands in the air or I shoot this one, too.”Ellie can see Tommy on the ground with a pistol aimed right at his head. He tells Ellie to just run, but she tosses her gun where Abby can see it and crawls out from cover. Abby recognizes her immediately. Ellie asks her to let Tommy go, to which Abby replies that he killed her friends. Ellie says no, she did.“I was looking for you,” Ellie says. “I didn’t mean to hurt them. I know why you killed Joel. He did what he did to save me, I’m the one that you want. Just let him go.”Naughty Dog / VGS - Video Game SophistryHm. Okay. We’re almost at the end. I gotta get another little quibble in before the curtains close. I mean, come on, we’ve been through seven episodes of me complaining together. You can’t take one last gripe? This line from Ellie is slightly altered to account for the fact that she knows more about Abby in the show than in the game, and it means we miss one of the most important subtle interactions in all of the story. As I mentioned earlier, Ellie doesn’t know anything about Abby’s father in Part II. She assumes that Abby killed Joel because he took away any chance of the Fireflies developing a cure, so she cites that in this high-stakes moment. The original line is almost identical to the one in the show, but instead, Ellie says “there’s no cure because of me” and suggests that killing her would be the extension of Abby’s presumed vendetta. Then, we get some incredible, subtle acting from Abby actor Laura Bailey, who hears what Ellie’s saying, has a brief moment of angry disbelief on her face, and then scoffs under her breath before picking right back up where she left off. In just a few seconds, you see Abby realize that, after everything, these fuckers have no idea how much pain she’s been through over the past five years. But they’re not worth the breath it would take to explain herself. They don’t deserve to know the man her father was and what he meant to her. All that matters right now is that Ellie pays for what she’s done.Abby still views herself as the righteous one here, as she points out that she let Ellie live when she did not have to do that. It turns out that Ellie wasn’t deserving of her mercy, that she squandered it by killing her friends. Part of me has wondered if all the exposition-heavy dialogue in this show, such as Dever’s villain monologue in episode two before she murdered the shit out of Joel, was written to give its actors more words to say in front of a camera. When you’ve got big names like Kaitlyn Dever, Catherine O’Hara, and Pedro Pascal in your cast, you don’t want them to not talk, right? But all these elongated exchanges have also robbed actors like Dever of those subtle moments. Hell, she led an entire film with next to no dialogue in 2023’s No One Will Save You, and was great in it, so she has the chops to pull off that kind of acting. Communicating something through body language and expression is just as powerful as a poetic piece of dialogue (or in this show’s case, the most literal, unpoetic dialogue a person can fathom), but this show rarely, if ever, understands that.Image: HBOAnyway, Abby says that Ellie wasted the chance she was given when the ex-Fireflies spared her, and points her gun right at Ellie. We hear a bullet fire and Ellie shouts before a hard cut to black. But wait. That’s the season finale? You expect us to wait for two years, probably, to find out what happened? Well, about that. You will probably have to wait even longer.We do have one more scene this season, however: a flashback. We see Abby lying down on a comfy couch with an unfinished book resting on her stomach. She’s in a deep sleep before Manny (Danny Ramirez) loudly enters the room and wakes her up. He says Isaac wants to see them, and she stirs awake. She gets up and walks out of this cozy living space and into a giant football stadium. The entire field has been repurposed for agriculture, manufacturing, and housing. Abby takes a second to look at the whole operation before heading to Isaac’s, but the camera lingers over the field as bold white text flashes on the screen: Seattle, Day One.Alright, TV newbies, welcome to the second divisive twist of The Last of Us Part II. In the game, the player goes through Ellie’s three days in Seattle, killing Abby’s friends and mostly ignoring the war between the W.L.F. and the Seraphites. Meanwhile, Abby has been kind of an enigma the whole time. Every time Ellie finds a new lead, Abby has already come and gone. When Abby finally shows up at the theater for another round of vengeance, it’s clear that a lot of the story happening in this game has happened off-screen. That’s because you’re about to see an entirely different perspective on the last three days, and you’re going to play as Abby when you do it.As you can imagine, this shit drove some players nuts at the time, and you’ll still find angry people online complaining about it to this day. For all my problems with this season, I have to commend the show for actually going for it. HBO has taken the coward’s route in adapting this story for so long, it’s almost surprising that it’s ending here and, from the sound of it, season three will be entirely about Abby and what she’s been doing these past three days. It’s very likely we won’t see Ellie again until next season’s finale after we’ve followed Dever’s character for several episodes. Despite some ham-fisted attempts by the show to build sympathy for Abby early on, it seems like swaths of TV newbies still demand blood. Will viewers complain for an entire season as Dever takes on the lead role? I’d like to think they won’t. I hope that new audiences are more open to her than the worst people you’ve ever met were when the game launched.Despite all the golf club swings I’ve taken at this show, I’m looking forward to examining it further as HBO rolls out the next two seasons. The Last of Us Part II is one of my favorite games of all time, but I genuinely fucking hated The Last of Us’ second season. I don’t expect my feelings to improve in season three. At this point, the rot of Mazin’s poor creative decisions runs too deep for the show to be salvaged and reach the highs of the games. But if nothing else, it’s been a rewarding ride. Thank you for joining me on this seven-week journey. I think I’m due for a replay of The Last of Us Part II to wash off this stink. This shit was ass, HBO. I’ll see you in the ring again next time.
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  • 26 free macOS apps every Mac user should have

    Macworld

    There’s something of a misconception when it comes to the Mac: that Mac apps cost more, just like the computer itself. While powerful tools like Photoshop or Final Cut Pro certainly have price tags commensurate with their robust feature sets, many of the greatest Mac apps won’t cost you anything more than the time they take to download them.

    A quick note before we begin. Apple has changed its security settings in macOS, so you’ll need to allow your system to open a couple of these apps. A dialogue box may pop up telling you a certain app “is an application downloaded from the Internet. Are you sure you want to open it?” Click Open to proceed with the installation.

    These are the best free Mac apps we use, in alphabetical order.

    Amphetamine – free anti-sleep app

    Foundry

    Amphetamine will keep your Mac awake. Featuring a menu bar-based interface, the app lets you temporarily override your Mac’s sleep scheduleand even adds a few useful features like activating only when connected to specific Wi-Fi networks and keeping only certain drives awake.

    Download Amphetamine.

    Audacity – free audio editor

    IDG

    Amateur Mac recording engineers have known about the power of Audacity for years. A robust desktop client for recording and editing multi-track projects, Audacity will let you edit and add effects just like you would with Logic Pro X without needing to spend hundreds of dollars on a bunch of features you won’t need. Granted, the interface is quite a bit outdated, but you need only spend a few minutes with it to see just how powerful it is. A killer tool for podcasting, recording audio books, and creating video voiceovers, Audacity will turn your Mac into a multi-track recording studio, and it won’t cost you a dime.

    Download Audacity.

    Backup and Sync from Google

    IDG

    Even the most stalwart Mac fans have to admit that Google does photos better than Apple, despite Apple’s improvements over the years. While there ids no longer the unlimited free storage there once was, with instant syncing across virtually any device, and an amazing search engine, Google Photos is everything we wish Apple Photos would be. But you might not know that there’s a super easy way to get photos from your Mac into your Google Photos library. Google offers a small utility called Backup and Sync that will automatically upload images stored on your Mac. The simple menu bar app works with your Google Drive to continuously scan for images in folders of your choosing to keep your photo library in sync. And it’s so efficient, you won’t even know it’s working. But thats not all! Backup and Sync makes an extremely effective cloud storage solution for all file types. In fact, if you use more than just Apple gear, it’s probably the best cloud storage solution.

    Get Backup and Sync.

    BBEdit – free HTML and text editor

    BBEdit

    Professional software developers have been singing BBEdit’s praises for years, but you don’t need to spend a bundle to get on board. The free version of BBEdit is a full-featured editor in its own right, sporting powerful features such as multiple clipboards, automatic backups, live search and syntax-highlighting support for more than 20 programming languages. But you don’t have to be a Swift coder to appreciate it—anyone who writes and edits large chunks of text on their Mac should grab a copy.

    Download BBEdit.

    Google Chrome – free web browser

    Foundry

    The debate over which is the Bbst web browser for Mac is one that won’t be settled anytime soon, but in the meantime, every Mac user should have a copy of Chrome alongside Safari in their Dock. Fast, smart, and endlessly customizable, Google’s browser is an excellent alternative to Apple’s, with speedy surfing, smart syncing, and Google Assistant-style voice searches. And with a dedicated store filled with extensions and themes, finding ways to enhance it is way easier than it is on Safari. Google has even added some intelligence to Chrome on Mac with AI-based search tools in a Chrome for Mac update.

    Download Chrome.

    ClearVPN – free Mac VPN

    IDG

    There are lots of VPN clients available for the Mac, but few of them are as straightforward and effortless as ClearVPN, which has a free plan. Rather than let you choose from a complicated list of servers, ClearVPN’s straightforward interface will automatically route you to the best option based on what you want to do, whether it’s private browsing or watching Netflix outside the U.S. Everything else happens in the background—protocols, servers, and encryption are handled in real-time using MacPaw’s Dynamic Flow Technology that automatically selects the best server for your needs. Heavy users will want to subscribe for a month, but the free plan—which offers few shortcuts including Netflix streaming and ad-free browsing—is a great addition to any Mac. Read our review of ClearVPN for more information.

    Download ClearVPN.

    Duplicate File Finder – free duplicate file remover

    IDG

    If you’ve been using your Mac for a while, there’s a good chance you have accumulated duplicate files along the way. And some of them could be eating up precious space on your drive. You could run a full disk cleaner to find and root them out, but if you want to quickly find double files and get on with your day, make space for Duplicate File Finder in your Applications folder. Simply drag a folder onto its window and within seconds you’ll have a full report of the duplicates on your machine, letting you see what they are and where they’re hiding, and letting you delete them in a snap. Unless you opt for the pro version, you’ll have to deal with the occasional ad, but it’s an indispensable tool nonetheless. Duplicate File Finder is part of MacCleaner Pro, which features in our Best Mac Cleaner roundup.

    Get Duplicate File Finder from the Mac App Store or Nektony.

    Foxit PDF Reader – Free PDF reader

    Foundry

    Foxit PDF Reader is a free document viewer that supports advanced annotation tools. This lets you control the size, color, and style of inserted text or shapes. The app also packs some handy customization features, such as support for changing the document’s background shade, reversing and rotating pages, signing forms, and more. Beyond tweaking the PDF file, this Mac app can read the text aloud, measure distances, calculate areas, magnify selected spots, and have AI analyze your document. It’s certainly more capable than Apple’s Preview app and most free PDF readers we’ve used.

    See how Foxit PDF Editor compares to other PDF tools in our round-up of the Best PDF editor for Mac.

    Get Foxit PDF Reader.

    GarageBand – Apple’s music maker

    IDG

    If you want to make music on your Mac there’s no better place to start than GarageBand. Loaded with loads of instruments, sounds, loops, and beats, GarageBand will help you make killer tracks whether they’re bound for a stage, screen, or just your ringtone. And in true Apple fashion, its interface is drop-dead simple, letting you record, scrub, and mix just by dragging and dropping. You can use real instruments or virtual ones, and an array of pre-recorded tracks and samples will let you compose a great song even of you can’t hold a tune. And if you’re clueless about where to begin, there are even a couple piano and guitar lessons to get you started.

    Get GarageBand from Apple.

    Grammarly – free grammar and spelling checker

    IDG

    Spell-check on our iPhone is awesome, but it’s not so great on our Mac. That’s where Grammarly comes in. Available as a Mac app or a Safari extension, it adds a powerful spelling and grammar engine to Gmail, Facebook, Twitter, or anywhere else you type words.Easy to use and basically restriction-free for most people, Grammarly will be a lifesaver for anyone with clumsy typing fingers—especially if you’re stuck using one of the problematic MacBook keyboards.

    Get Grammarly from the Mac App Store.

    IINA – free Mac media player

    IDG

    While VLCwill always have a place on our Mac, IINA is making a strong case for supremacy. Its sleek, minimal design makes it feel like a fresh and modern video player, while features like dark mode and picture-in-picture put VLC to shame. But IINA’s best feature is its uncanny ability to play basically any file type you throw at it, from years-old local files to YouTube playlists. Plus, it’s written in Swift and open-source, so you can bet the features—including native M1 Mac support—will keep on coming.

    Download IINA.

    Kindle – free book reader

    IDG

    Sometimes you just want to curl up with your Mac and read a good book. With the Kindle app for Mac you can do just that. Like iBooks, but for all of your Kindle books, comics, and Kindle Unlimited subscriptions, you’ll be able to access all fo your Amazon.com purchases  right on your desktop. With a full-screen mode, five font options, a dark theme, and adjustable point sizes, brightness, and page widths, you can customize your reading experience just the way you like it. There’s also a built-in dictionary and easy annotating, and Amazon’s Whispersync tech will let you pick up right where you left off on any device. Except, you know, from an actual book.

    Download Amazon’s Kindle app for Mac from the Mac App Store.

    Onyx – free Mac cleaner

    IDG

    Mac maintenance might not be as vital to the day-to-day operation of your Mac as it once was, but slowdowns still happen. And when they do, Onyx will clear them up. A general-purpose utility with more tools than a Swiss Army knife, Onyx packages maintenance scripts, cache cleaning, and permissions repairers to keep your Mac in tip-top shape. Its simple interface makes it quick and painless to run all kinds of cleaning solutions, but its best feature might be the individual optimized versions Titanium Software offers, going way back. Onyx is one of a number of Mac cleaners we review in our Best Mac Cleaners group test. Read our review of Onyx. Another free Mac cleaner worth a look is Piriform Software’s CCleaner.

    Download Onyx.

    Pages/Numbers/Keynote – the free office apps on every Mac

    Foundry

    Apple’s productivity suite has been a benefit to new Mac buyers for years, but now everyone can get them. Previously available for apiece, for a while now they have all been free, and you won’t find a better set of tools without opening your wallet. With professional features, powerful collaboration, and tremendous cross-platform versatility, Apple’s office suite of Pages, Numbers, and Keynote can stand shoulder-to-shoulder with apps sporting much higher price tags. Things like Touch ID protection and real-time tracking belie its free status, and of course, there are iOS companion apps that are also free so you can work wherever you are. And don’t worry if you have a mountain of Word, Excel, or PowerPoint files—it’ll work with those, too.

    Get Pages, Numbers, and Keynote from the Mac App Store.

    Polarr Photo Editor – free photo editor

    IDG

    While most photo storage apps offer a rudimentary set of editing tools, serious Instagrammers are going to need a little more creativity. Look no further than Polarr Photo Editor. The free version of Polarr offers the same great interface as the subscription version, with enough tools, filters, brushes, and slides to turn your bland selfies into social-media worthy masterpieces. You’ll be able to add text, tweak colors, remove spots, and apply masks like you can with Photoshop, just without the subscription to Creative Cloud. We look at the best free photo editing apps for Mac separately.

    Download Polarr Photo Editor from the Mac App Store.

    Raycast – free shortcut app

    Foundry

    While Apple’s Spotlight technology tends to do a good job of quickly finding files of all kinds via its indexed, system-wide search engine, Raycast may just do it better. Raycast, developed by Raycast Technologies, functions as a quick, on-the-fly application launcher, wherein you can quickly access files by typing in a few keywords, tell Raycast what function to perform, and then let Raycast go to work. While you’ll need to permit Raycast to search through local drives the first time using it, the program is intuitive, simple, and, for many people, everything they wish Apple’s Spotlight technology could be.

    Download Raycast.

    Shazam – free music recognition app

    IDG

    We all know how great the Shazam app is on our phones, but it might be even better on the Mac. It does the same thing—identify songs that it hears and direct you to where you can buy them—but on the Mac it’s always listening for music. And as soon as the Shazam app hears a song, it’ll identify it for you, whether it’s played on your Mac or somewhere else in the room. And now that Apple owns Shazam, It’s kind of like a peek at what is almost certain to be a future macOS feature that you can play with right now.

    Get Shazam from the Mac App Store.

    Simplenote – free note taking app

    IDG

    Don’t let Simplenote’s name fool you—the only thing simple about it is the decision to download it. No matter how or what you write, Simplenote promises to fit neatly into your workflow, with a syncing and organizational system that rivals the most powerful note-takers around. The deceptively powerful app puts a premium on speed and efficiency, offering a clean, lightweight interface that lets you breeze in and out of your notes, organize your thoughts, and quickly find things buried under a mountain of text snippets.

    Get Simplenote from the Mac App Store.

    Slack – free team collaboration and messaging app

    IDG

    Since its launch in 2013, Slack has quickly become the first name in business collaboration and messaging, and its free Mac app is the best way to keep in touch with your team. Bringing everything you love about the web interface to your Dock, the Slack desktop app lets you quickly switch between groups, change your status, drag and drop files, and, of course, communicate with your team members. A lightning-fast search gives you instant access to buried messages, and granular notifications will keep you apprised of only the most important correspondences. It’s so good, you might not want to turn it off at the end of the work day.

    Download Slack.

    Spark – free email app

    IDG

    Apple’s default email client gets better with each macOS revision, but if you’re looking for something different, Spark will be a refreshing change of pace. Smart, stylish, and speedy, Spark will help you get control over your inbox with powerful filters that help you focus on the messages that need your attention. It works with Gmail, iCloud, Outlook, and just about any other email address, and its companion iOS apps will keep all of them perfectly synced. With a deceptively powerful interface and a slew of advanced features, Spark just might ignite your passion for email again. Or at least make you not hate it as much.

    Download Spark from the Mac App Store.

    Spotify – free music streamer

    IDG

    Apple Music might come free with every new Mac, but unless you subscribe for a month, it’s kinda useless for listening to anything other than your purchased music. That’s not the case with the Spotify app. Whether you’re a premium subscriber or a free one, the Spotify app for the Mac is chock full of tunes to get you through your workday. It also makes an excellent podcast directory and player. Just like the iPhone app, you can listen to anything you want with two limitations: shuffle mode is always on and visual and audio ads occasionally pop up.

    Download Spotify.

    VLC media player – free media player

    IDG

    Video formats are constantly changing, and you no doubt have all sorts of movie files littering your Mac’s drive. But if they haven’t been encoded in 64-bit or MPEG, QuickTime might not be able to play them. That’s where VLC comes in. Open-source and omnipotent, the media player will play, stream, or convert just about any video format you can throw at it, while sporting a clean, minimal interface that strips away unnecessary controls and puts the focus on the content. It’s so good, you might forget it didn’t cost you anything.

    Download VLC.

    The Unarchiver – free unzipper

    ZIPs and RARs might not be as prevalent as they were when the Mac operating system was named after big cats, but if you still have expanding and extracting needs, The Unarchiver’s immediate and inconspicuous processing will help you quickly get at the files hidden inside. With dozens of supported formats and drop-dead simple one-click operation, the app will dutifully extract and expand all sorts of extensions, in numerous languages and virtually any compression method.

    Get The Unarchiver from the Mac App Store or direct from MacPaw.

    Wake Up Time – free clock app with alarms

    IDG

    With no Clock app, setting an alarm on your Mac isn’t quite as easy as it is on your iPhone. But with Wake Up Time, it is. Featuring a skeuomorphic design that looks like a modern clock radio, the app will let you choose an alarm time and one of eight pre-loaded sounds, or pick one of your favorite songs to play when the time arrives. You can even download a helper app that will put your Mac to sleep until the alarm is ready to go off—because machines need some down time too. 

    Get Wake Up Time from the Mac App Store.

    WhatsApp Desktop – free text messaging

    WhatsApp

    If you send a lot of WhatsApp messages, you need to get WhatsApp Desktop on your Mac. There’s not all that much to it—it basically mimics the web interface in a floating window—but it’ll sync your chats so you don’t have to reach for your phone every time you want to read or respond to a message. You will, however, need to have your phone within range and connected to Wi-Fi, and you won’t be able to make calls, but if you’re a chromic Whatsapper, it’s a must-have. If you have an iPad and want WhatsApp on that read: How to get WhatsApp on iPad.

    Download WhatsApp Desktop

    Zoom – free video conferencing

    IDG

    Since 2020 we all need a copy of Zoom on our Macs, alongside Teams, no doubt. The Zoom Mac app is the best way to get hooked up with your colleagues or family. It has an easy interface for both joining and creating meetings, with quick audio and video settings and easy view options. And you’ll get a bunch of options that aren’t available on the web, such as chats, contacts, and a status icon.

    Download the Zoom Mac app.
    #free #macos #apps #every #mac
    26 free macOS apps every Mac user should have
    Macworld There’s something of a misconception when it comes to the Mac: that Mac apps cost more, just like the computer itself. While powerful tools like Photoshop or Final Cut Pro certainly have price tags commensurate with their robust feature sets, many of the greatest Mac apps won’t cost you anything more than the time they take to download them. A quick note before we begin. Apple has changed its security settings in macOS, so you’ll need to allow your system to open a couple of these apps. A dialogue box may pop up telling you a certain app “is an application downloaded from the Internet. Are you sure you want to open it?” Click Open to proceed with the installation. These are the best free Mac apps we use, in alphabetical order. Amphetamine – free anti-sleep app Foundry Amphetamine will keep your Mac awake. Featuring a menu bar-based interface, the app lets you temporarily override your Mac’s sleep scheduleand even adds a few useful features like activating only when connected to specific Wi-Fi networks and keeping only certain drives awake. Download Amphetamine. Audacity – free audio editor IDG Amateur Mac recording engineers have known about the power of Audacity for years. A robust desktop client for recording and editing multi-track projects, Audacity will let you edit and add effects just like you would with Logic Pro X without needing to spend hundreds of dollars on a bunch of features you won’t need. Granted, the interface is quite a bit outdated, but you need only spend a few minutes with it to see just how powerful it is. A killer tool for podcasting, recording audio books, and creating video voiceovers, Audacity will turn your Mac into a multi-track recording studio, and it won’t cost you a dime. Download Audacity. Backup and Sync from Google IDG Even the most stalwart Mac fans have to admit that Google does photos better than Apple, despite Apple’s improvements over the years. While there ids no longer the unlimited free storage there once was, with instant syncing across virtually any device, and an amazing search engine, Google Photos is everything we wish Apple Photos would be. But you might not know that there’s a super easy way to get photos from your Mac into your Google Photos library. Google offers a small utility called Backup and Sync that will automatically upload images stored on your Mac. The simple menu bar app works with your Google Drive to continuously scan for images in folders of your choosing to keep your photo library in sync. And it’s so efficient, you won’t even know it’s working. But thats not all! Backup and Sync makes an extremely effective cloud storage solution for all file types. In fact, if you use more than just Apple gear, it’s probably the best cloud storage solution. Get Backup and Sync. BBEdit – free HTML and text editor BBEdit Professional software developers have been singing BBEdit’s praises for years, but you don’t need to spend a bundle to get on board. The free version of BBEdit is a full-featured editor in its own right, sporting powerful features such as multiple clipboards, automatic backups, live search and syntax-highlighting support for more than 20 programming languages. But you don’t have to be a Swift coder to appreciate it—anyone who writes and edits large chunks of text on their Mac should grab a copy. Download BBEdit. Google Chrome – free web browser Foundry The debate over which is the Bbst web browser for Mac is one that won’t be settled anytime soon, but in the meantime, every Mac user should have a copy of Chrome alongside Safari in their Dock. Fast, smart, and endlessly customizable, Google’s browser is an excellent alternative to Apple’s, with speedy surfing, smart syncing, and Google Assistant-style voice searches. And with a dedicated store filled with extensions and themes, finding ways to enhance it is way easier than it is on Safari. Google has even added some intelligence to Chrome on Mac with AI-based search tools in a Chrome for Mac update. Download Chrome. ClearVPN – free Mac VPN IDG There are lots of VPN clients available for the Mac, but few of them are as straightforward and effortless as ClearVPN, which has a free plan. Rather than let you choose from a complicated list of servers, ClearVPN’s straightforward interface will automatically route you to the best option based on what you want to do, whether it’s private browsing or watching Netflix outside the U.S. Everything else happens in the background—protocols, servers, and encryption are handled in real-time using MacPaw’s Dynamic Flow Technology that automatically selects the best server for your needs. Heavy users will want to subscribe for a month, but the free plan—which offers few shortcuts including Netflix streaming and ad-free browsing—is a great addition to any Mac. Read our review of ClearVPN for more information. Download ClearVPN. Duplicate File Finder – free duplicate file remover IDG If you’ve been using your Mac for a while, there’s a good chance you have accumulated duplicate files along the way. And some of them could be eating up precious space on your drive. You could run a full disk cleaner to find and root them out, but if you want to quickly find double files and get on with your day, make space for Duplicate File Finder in your Applications folder. Simply drag a folder onto its window and within seconds you’ll have a full report of the duplicates on your machine, letting you see what they are and where they’re hiding, and letting you delete them in a snap. Unless you opt for the pro version, you’ll have to deal with the occasional ad, but it’s an indispensable tool nonetheless. Duplicate File Finder is part of MacCleaner Pro, which features in our Best Mac Cleaner roundup. Get Duplicate File Finder from the Mac App Store or Nektony. Foxit PDF Reader – Free PDF reader Foundry Foxit PDF Reader is a free document viewer that supports advanced annotation tools. This lets you control the size, color, and style of inserted text or shapes. The app also packs some handy customization features, such as support for changing the document’s background shade, reversing and rotating pages, signing forms, and more. Beyond tweaking the PDF file, this Mac app can read the text aloud, measure distances, calculate areas, magnify selected spots, and have AI analyze your document. It’s certainly more capable than Apple’s Preview app and most free PDF readers we’ve used. See how Foxit PDF Editor compares to other PDF tools in our round-up of the Best PDF editor for Mac. Get Foxit PDF Reader. GarageBand – Apple’s music maker IDG If you want to make music on your Mac there’s no better place to start than GarageBand. Loaded with loads of instruments, sounds, loops, and beats, GarageBand will help you make killer tracks whether they’re bound for a stage, screen, or just your ringtone. And in true Apple fashion, its interface is drop-dead simple, letting you record, scrub, and mix just by dragging and dropping. You can use real instruments or virtual ones, and an array of pre-recorded tracks and samples will let you compose a great song even of you can’t hold a tune. And if you’re clueless about where to begin, there are even a couple piano and guitar lessons to get you started. Get GarageBand from Apple. Grammarly – free grammar and spelling checker IDG Spell-check on our iPhone is awesome, but it’s not so great on our Mac. That’s where Grammarly comes in. Available as a Mac app or a Safari extension, it adds a powerful spelling and grammar engine to Gmail, Facebook, Twitter, or anywhere else you type words.Easy to use and basically restriction-free for most people, Grammarly will be a lifesaver for anyone with clumsy typing fingers—especially if you’re stuck using one of the problematic MacBook keyboards. Get Grammarly from the Mac App Store. IINA – free Mac media player IDG While VLCwill always have a place on our Mac, IINA is making a strong case for supremacy. Its sleek, minimal design makes it feel like a fresh and modern video player, while features like dark mode and picture-in-picture put VLC to shame. But IINA’s best feature is its uncanny ability to play basically any file type you throw at it, from years-old local files to YouTube playlists. Plus, it’s written in Swift and open-source, so you can bet the features—including native M1 Mac support—will keep on coming. Download IINA. Kindle – free book reader IDG Sometimes you just want to curl up with your Mac and read a good book. With the Kindle app for Mac you can do just that. Like iBooks, but for all of your Kindle books, comics, and Kindle Unlimited subscriptions, you’ll be able to access all fo your Amazon.com purchases  right on your desktop. With a full-screen mode, five font options, a dark theme, and adjustable point sizes, brightness, and page widths, you can customize your reading experience just the way you like it. There’s also a built-in dictionary and easy annotating, and Amazon’s Whispersync tech will let you pick up right where you left off on any device. Except, you know, from an actual book. Download Amazon’s Kindle app for Mac from the Mac App Store. Onyx – free Mac cleaner IDG Mac maintenance might not be as vital to the day-to-day operation of your Mac as it once was, but slowdowns still happen. And when they do, Onyx will clear them up. A general-purpose utility with more tools than a Swiss Army knife, Onyx packages maintenance scripts, cache cleaning, and permissions repairers to keep your Mac in tip-top shape. Its simple interface makes it quick and painless to run all kinds of cleaning solutions, but its best feature might be the individual optimized versions Titanium Software offers, going way back. Onyx is one of a number of Mac cleaners we review in our Best Mac Cleaners group test. Read our review of Onyx. Another free Mac cleaner worth a look is Piriform Software’s CCleaner. Download Onyx. Pages/Numbers/Keynote – the free office apps on every Mac Foundry Apple’s productivity suite has been a benefit to new Mac buyers for years, but now everyone can get them. Previously available for apiece, for a while now they have all been free, and you won’t find a better set of tools without opening your wallet. With professional features, powerful collaboration, and tremendous cross-platform versatility, Apple’s office suite of Pages, Numbers, and Keynote can stand shoulder-to-shoulder with apps sporting much higher price tags. Things like Touch ID protection and real-time tracking belie its free status, and of course, there are iOS companion apps that are also free so you can work wherever you are. And don’t worry if you have a mountain of Word, Excel, or PowerPoint files—it’ll work with those, too. Get Pages, Numbers, and Keynote from the Mac App Store. Polarr Photo Editor – free photo editor IDG While most photo storage apps offer a rudimentary set of editing tools, serious Instagrammers are going to need a little more creativity. Look no further than Polarr Photo Editor. The free version of Polarr offers the same great interface as the subscription version, with enough tools, filters, brushes, and slides to turn your bland selfies into social-media worthy masterpieces. You’ll be able to add text, tweak colors, remove spots, and apply masks like you can with Photoshop, just without the subscription to Creative Cloud. We look at the best free photo editing apps for Mac separately. Download Polarr Photo Editor from the Mac App Store. Raycast – free shortcut app Foundry While Apple’s Spotlight technology tends to do a good job of quickly finding files of all kinds via its indexed, system-wide search engine, Raycast may just do it better. Raycast, developed by Raycast Technologies, functions as a quick, on-the-fly application launcher, wherein you can quickly access files by typing in a few keywords, tell Raycast what function to perform, and then let Raycast go to work. While you’ll need to permit Raycast to search through local drives the first time using it, the program is intuitive, simple, and, for many people, everything they wish Apple’s Spotlight technology could be. Download Raycast. Shazam – free music recognition app IDG We all know how great the Shazam app is on our phones, but it might be even better on the Mac. It does the same thing—identify songs that it hears and direct you to where you can buy them—but on the Mac it’s always listening for music. And as soon as the Shazam app hears a song, it’ll identify it for you, whether it’s played on your Mac or somewhere else in the room. And now that Apple owns Shazam, It’s kind of like a peek at what is almost certain to be a future macOS feature that you can play with right now. Get Shazam from the Mac App Store. Simplenote – free note taking app IDG Don’t let Simplenote’s name fool you—the only thing simple about it is the decision to download it. No matter how or what you write, Simplenote promises to fit neatly into your workflow, with a syncing and organizational system that rivals the most powerful note-takers around. The deceptively powerful app puts a premium on speed and efficiency, offering a clean, lightweight interface that lets you breeze in and out of your notes, organize your thoughts, and quickly find things buried under a mountain of text snippets. Get Simplenote from the Mac App Store. Slack – free team collaboration and messaging app IDG Since its launch in 2013, Slack has quickly become the first name in business collaboration and messaging, and its free Mac app is the best way to keep in touch with your team. Bringing everything you love about the web interface to your Dock, the Slack desktop app lets you quickly switch between groups, change your status, drag and drop files, and, of course, communicate with your team members. A lightning-fast search gives you instant access to buried messages, and granular notifications will keep you apprised of only the most important correspondences. It’s so good, you might not want to turn it off at the end of the work day. Download Slack. Spark – free email app IDG Apple’s default email client gets better with each macOS revision, but if you’re looking for something different, Spark will be a refreshing change of pace. Smart, stylish, and speedy, Spark will help you get control over your inbox with powerful filters that help you focus on the messages that need your attention. It works with Gmail, iCloud, Outlook, and just about any other email address, and its companion iOS apps will keep all of them perfectly synced. With a deceptively powerful interface and a slew of advanced features, Spark just might ignite your passion for email again. Or at least make you not hate it as much. Download Spark from the Mac App Store. Spotify – free music streamer IDG Apple Music might come free with every new Mac, but unless you subscribe for a month, it’s kinda useless for listening to anything other than your purchased music. That’s not the case with the Spotify app. Whether you’re a premium subscriber or a free one, the Spotify app for the Mac is chock full of tunes to get you through your workday. It also makes an excellent podcast directory and player. Just like the iPhone app, you can listen to anything you want with two limitations: shuffle mode is always on and visual and audio ads occasionally pop up. Download Spotify. VLC media player – free media player IDG Video formats are constantly changing, and you no doubt have all sorts of movie files littering your Mac’s drive. But if they haven’t been encoded in 64-bit or MPEG, QuickTime might not be able to play them. That’s where VLC comes in. Open-source and omnipotent, the media player will play, stream, or convert just about any video format you can throw at it, while sporting a clean, minimal interface that strips away unnecessary controls and puts the focus on the content. It’s so good, you might forget it didn’t cost you anything. Download VLC. The Unarchiver – free unzipper ZIPs and RARs might not be as prevalent as they were when the Mac operating system was named after big cats, but if you still have expanding and extracting needs, The Unarchiver’s immediate and inconspicuous processing will help you quickly get at the files hidden inside. With dozens of supported formats and drop-dead simple one-click operation, the app will dutifully extract and expand all sorts of extensions, in numerous languages and virtually any compression method. Get The Unarchiver from the Mac App Store or direct from MacPaw. Wake Up Time – free clock app with alarms IDG With no Clock app, setting an alarm on your Mac isn’t quite as easy as it is on your iPhone. But with Wake Up Time, it is. Featuring a skeuomorphic design that looks like a modern clock radio, the app will let you choose an alarm time and one of eight pre-loaded sounds, or pick one of your favorite songs to play when the time arrives. You can even download a helper app that will put your Mac to sleep until the alarm is ready to go off—because machines need some down time too.  Get Wake Up Time from the Mac App Store. WhatsApp Desktop – free text messaging WhatsApp If you send a lot of WhatsApp messages, you need to get WhatsApp Desktop on your Mac. There’s not all that much to it—it basically mimics the web interface in a floating window—but it’ll sync your chats so you don’t have to reach for your phone every time you want to read or respond to a message. You will, however, need to have your phone within range and connected to Wi-Fi, and you won’t be able to make calls, but if you’re a chromic Whatsapper, it’s a must-have. If you have an iPad and want WhatsApp on that read: How to get WhatsApp on iPad. Download WhatsApp Desktop Zoom – free video conferencing IDG Since 2020 we all need a copy of Zoom on our Macs, alongside Teams, no doubt. The Zoom Mac app is the best way to get hooked up with your colleagues or family. It has an easy interface for both joining and creating meetings, with quick audio and video settings and easy view options. And you’ll get a bunch of options that aren’t available on the web, such as chats, contacts, and a status icon. Download the Zoom Mac app. #free #macos #apps #every #mac
    WWW.MACWORLD.COM
    26 free macOS apps every Mac user should have
    Macworld There’s something of a misconception when it comes to the Mac: that Mac apps cost more, just like the computer itself. While powerful tools like Photoshop or Final Cut Pro certainly have price tags commensurate with their robust feature sets, many of the greatest Mac apps won’t cost you anything more than the time they take to download them. A quick note before we begin. Apple has changed its security settings in macOS, so you’ll need to allow your system to open a couple of these apps. A dialogue box may pop up telling you a certain app “is an application downloaded from the Internet. Are you sure you want to open it?” Click Open to proceed with the installation. These are the best free Mac apps we use, in alphabetical order. Amphetamine – free anti-sleep app Foundry Amphetamine will keep your Mac awake. Featuring a menu bar-based interface, the app lets you temporarily override your Mac’s sleep schedule (even when your MacBooks’s lid is closed) and even adds a few useful features like activating only when connected to specific Wi-Fi networks and keeping only certain drives awake. Download Amphetamine. Audacity – free audio editor IDG Amateur Mac recording engineers have known about the power of Audacity for years. A robust desktop client for recording and editing multi-track projects, Audacity will let you edit and add effects just like you would with Logic Pro X without needing to spend hundreds of dollars on a bunch of features you won’t need. Granted, the interface is quite a bit outdated, but you need only spend a few minutes with it to see just how powerful it is. A killer tool for podcasting, recording audio books, and creating video voiceovers, Audacity will turn your Mac into a multi-track recording studio, and it won’t cost you a dime. Download Audacity. Backup and Sync from Google IDG Even the most stalwart Mac fans have to admit that Google does photos better than Apple, despite Apple’s improvements over the years. While there ids no longer the unlimited free storage there once was, with instant syncing across virtually any device, and an amazing search engine, Google Photos is everything we wish Apple Photos would be. But you might not know that there’s a super easy way to get photos from your Mac into your Google Photos library. Google offers a small utility called Backup and Sync that will automatically upload images stored on your Mac. The simple menu bar app works with your Google Drive to continuously scan for images in folders of your choosing to keep your photo library in sync. And it’s so efficient, you won’t even know it’s working. But thats not all! Backup and Sync makes an extremely effective cloud storage solution for all file types. In fact, if you use more than just Apple gear, it’s probably the best cloud storage solution. Get Backup and Sync. BBEdit – free HTML and text editor BBEdit Professional software developers have been singing BBEdit’s praises for years, but you don’t need to spend a bundle to get on board. The free version of BBEdit is a full-featured editor in its own right, sporting powerful features such as multiple clipboards, automatic backups, live search and syntax-highlighting support for more than 20 programming languages. But you don’t have to be a Swift coder to appreciate it—anyone who writes and edits large chunks of text on their Mac should grab a copy. Download BBEdit. Google Chrome – free web browser Foundry The debate over which is the Bbst web browser for Mac is one that won’t be settled anytime soon, but in the meantime, every Mac user should have a copy of Chrome alongside Safari in their Dock. Fast, smart, and endlessly customizable, Google’s browser is an excellent alternative to Apple’s, with speedy surfing, smart syncing, and Google Assistant-style voice searches. And with a dedicated store filled with extensions and themes, finding ways to enhance it is way easier than it is on Safari. Google has even added some intelligence to Chrome on Mac with AI-based search tools in a Chrome for Mac update. Download Chrome. ClearVPN – free Mac VPN IDG There are lots of VPN clients available for the Mac, but few of them are as straightforward and effortless as ClearVPN, which has a free plan. Rather than let you choose from a complicated list of servers, ClearVPN’s straightforward interface will automatically route you to the best option based on what you want to do, whether it’s private browsing or watching Netflix outside the U.S. Everything else happens in the background—protocols, servers, and encryption are handled in real-time using MacPaw’s Dynamic Flow Technology that automatically selects the best server for your needs. Heavy users will want to subscribe for $13 a month, but the free plan—which offers few shortcuts including Netflix streaming and ad-free browsing—is a great addition to any Mac. Read our review of ClearVPN for more information. Download ClearVPN. Duplicate File Finder – free duplicate file remover IDG If you’ve been using your Mac for a while, there’s a good chance you have accumulated duplicate files along the way. And some of them could be eating up precious space on your drive. You could run a full disk cleaner to find and root them out, but if you want to quickly find double files and get on with your day, make space for Duplicate File Finder in your Applications folder. Simply drag a folder onto its window and within seconds you’ll have a full report of the duplicates on your machine, letting you see what they are and where they’re hiding, and letting you delete them in a snap. Unless you opt for the $5 pro version, you’ll have to deal with the occasional ad, but it’s an indispensable tool nonetheless. Duplicate File Finder is part of MacCleaner Pro, which features in our Best Mac Cleaner roundup. Get Duplicate File Finder from the Mac App Store or Nektony. Foxit PDF Reader – Free PDF reader Foundry Foxit PDF Reader is a free document viewer that supports advanced annotation tools. This lets you control the size, color, and style of inserted text or shapes. The app also packs some handy customization features, such as support for changing the document’s background shade, reversing and rotating pages, signing forms, and more. Beyond tweaking the PDF file, this Mac app can read the text aloud, measure distances, calculate areas, magnify selected spots, and have AI analyze your document. It’s certainly more capable than Apple’s Preview app and most free PDF readers we’ve used. See how Foxit PDF Editor compares to other PDF tools in our round-up of the Best PDF editor for Mac. Get Foxit PDF Reader. GarageBand – Apple’s music maker IDG If you want to make music on your Mac there’s no better place to start than GarageBand. Loaded with loads of instruments, sounds, loops, and beats, GarageBand will help you make killer tracks whether they’re bound for a stage, screen, or just your ringtone. And in true Apple fashion, its interface is drop-dead simple, letting you record, scrub, and mix just by dragging and dropping. You can use real instruments or virtual ones, and an array of pre-recorded tracks and samples will let you compose a great song even of you can’t hold a tune. And if you’re clueless about where to begin, there are even a couple piano and guitar lessons to get you started. Get GarageBand from Apple. Grammarly – free grammar and spelling checker IDG Spell-check on our iPhone is awesome, but it’s not so great on our Mac. That’s where Grammarly comes in. Available as a Mac app or a Safari extension, it adds a powerful spelling and grammar engine to Gmail, Facebook, Twitter, or anywhere else you type words. (It even works in our CMS, which is why this blurb is free of errors.) Easy to use and basically restriction-free for most people, Grammarly will be a lifesaver for anyone with clumsy typing fingers—especially if you’re stuck using one of the problematic MacBook keyboards. Get Grammarly from the Mac App Store. IINA – free Mac media player IDG While VLC (above) will always have a place on our Mac, IINA is making a strong case for supremacy. Its sleek, minimal design makes it feel like a fresh and modern video player, while features like dark mode and picture-in-picture put VLC to shame. But IINA’s best feature is its uncanny ability to play basically any file type you throw at it, from years-old local files to YouTube playlists. Plus, it’s written in Swift and open-source, so you can bet the features—including native M1 Mac support—will keep on coming. Download IINA. Kindle – free book reader IDG Sometimes you just want to curl up with your Mac and read a good book. With the Kindle app for Mac you can do just that. Like iBooks, but for all of your Kindle books, comics, and Kindle Unlimited subscriptions, you’ll be able to access all fo your Amazon.com purchases  right on your desktop. With a full-screen mode, five font options, a dark theme, and adjustable point sizes, brightness, and page widths, you can customize your reading experience just the way you like it. There’s also a built-in dictionary and easy annotating, and Amazon’s Whispersync tech will let you pick up right where you left off on any device. Except, you know, from an actual book. Download Amazon’s Kindle app for Mac from the Mac App Store. Onyx – free Mac cleaner IDG Mac maintenance might not be as vital to the day-to-day operation of your Mac as it once was, but slowdowns still happen. And when they do, Onyx will clear them up. A general-purpose utility with more tools than a Swiss Army knife, Onyx packages maintenance scripts, cache cleaning, and permissions repairers to keep your Mac in tip-top shape. Its simple interface makes it quick and painless to run all kinds of cleaning solutions, but its best feature might be the individual optimized versions Titanium Software offers, going way back. Onyx is one of a number of Mac cleaners we review in our Best Mac Cleaners group test. Read our review of Onyx. Another free Mac cleaner worth a look is Piriform Software’s CCleaner. Download Onyx. Pages/Numbers/Keynote – the free office apps on every Mac Foundry Apple’s productivity suite has been a benefit to new Mac buyers for years, but now everyone can get them. Previously available for $20 apiece, for a while now they have all been free, and you won’t find a better set of tools without opening your wallet. With professional features, powerful collaboration, and tremendous cross-platform versatility, Apple’s office suite of Pages, Numbers, and Keynote can stand shoulder-to-shoulder with apps sporting much higher price tags. Things like Touch ID protection and real-time tracking belie its free status, and of course, there are iOS companion apps that are also free so you can work wherever you are. And don’t worry if you have a mountain of Word, Excel, or PowerPoint files—it’ll work with those, too. Get Pages, Numbers, and Keynote from the Mac App Store. Polarr Photo Editor – free photo editor IDG While most photo storage apps offer a rudimentary set of editing tools, serious Instagrammers are going to need a little more creativity. Look no further than Polarr Photo Editor. The free version of Polarr offers the same great interface as the subscription version, with enough tools, filters, brushes, and slides to turn your bland selfies into social-media worthy masterpieces. You’ll be able to add text, tweak colors, remove spots, and apply masks like you can with Photoshop, just without the subscription to Creative Cloud. We look at the best free photo editing apps for Mac separately. Download Polarr Photo Editor from the Mac App Store. Raycast – free shortcut app Foundry While Apple’s Spotlight technology tends to do a good job of quickly finding files of all kinds via its indexed, system-wide search engine, Raycast may just do it better. Raycast, developed by Raycast Technologies, functions as a quick, on-the-fly application launcher, wherein you can quickly access files by typing in a few keywords, tell Raycast what function to perform (such as searching user folders, etc.), and then let Raycast go to work. While you’ll need to permit Raycast to search through local drives the first time using it, the program is intuitive, simple, and, for many people, everything they wish Apple’s Spotlight technology could be. Download Raycast. Shazam – free music recognition app IDG We all know how great the Shazam app is on our phones, but it might be even better on the Mac. It does the same thing—identify songs that it hears and direct you to where you can buy them—but on the Mac it’s always listening for music. And as soon as the Shazam app hears a song, it’ll identify it for you, whether it’s played on your Mac or somewhere else in the room. And now that Apple owns Shazam, It’s kind of like a peek at what is almost certain to be a future macOS feature that you can play with right now. Get Shazam from the Mac App Store. Simplenote – free note taking app IDG Don’t let Simplenote’s name fool you—the only thing simple about it is the decision to download it. No matter how or what you write, Simplenote promises to fit neatly into your workflow, with a syncing and organizational system that rivals the most powerful note-takers around. The deceptively powerful app puts a premium on speed and efficiency, offering a clean, lightweight interface that lets you breeze in and out of your notes, organize your thoughts, and quickly find things buried under a mountain of text snippets. Get Simplenote from the Mac App Store. Slack – free team collaboration and messaging app IDG Since its launch in 2013, Slack has quickly become the first name in business collaboration and messaging, and its free Mac app is the best way to keep in touch with your team. Bringing everything you love about the web interface to your Dock, the Slack desktop app lets you quickly switch between groups, change your status, drag and drop files, and, of course, communicate with your team members. A lightning-fast search gives you instant access to buried messages, and granular notifications will keep you apprised of only the most important correspondences. It’s so good, you might not want to turn it off at the end of the work day. Download Slack. Spark – free email app IDG Apple’s default email client gets better with each macOS revision, but if you’re looking for something different, Spark will be a refreshing change of pace. Smart, stylish, and speedy, Spark will help you get control over your inbox with powerful filters that help you focus on the messages that need your attention. It works with Gmail, iCloud, Outlook, and just about any other email address, and its companion iOS apps will keep all of them perfectly synced. With a deceptively powerful interface and a slew of advanced features, Spark just might ignite your passion for email again. Or at least make you not hate it as much. Download Spark from the Mac App Store. Spotify – free music streamer IDG Apple Music might come free with every new Mac, but unless you subscribe for $10 a month, it’s kinda useless for listening to anything other than your purchased music (although there are ways to get Apple Music for free). That’s not the case with the Spotify app. Whether you’re a premium subscriber or a free one, the Spotify app for the Mac is chock full of tunes to get you through your workday. It also makes an excellent podcast directory and player. Just like the iPhone app, you can listen to anything you want with two limitations: shuffle mode is always on and visual and audio ads occasionally pop up. Download Spotify. VLC media player – free media player IDG Video formats are constantly changing, and you no doubt have all sorts of movie files littering your Mac’s drive. But if they haven’t been encoded in 64-bit or MPEG, QuickTime might not be able to play them. That’s where VLC comes in. Open-source and omnipotent, the media player will play, stream, or convert just about any video format you can throw at it, while sporting a clean, minimal interface that strips away unnecessary controls and puts the focus on the content. It’s so good, you might forget it didn’t cost you anything. Download VLC. The Unarchiver – free unzipper ZIPs and RARs might not be as prevalent as they were when the Mac operating system was named after big cats, but if you still have expanding and extracting needs, The Unarchiver’s immediate and inconspicuous processing will help you quickly get at the files hidden inside. With dozens of supported formats and drop-dead simple one-click operation, the app will dutifully extract and expand all sorts of extensions, in numerous languages and virtually any compression method. Get The Unarchiver from the Mac App Store or direct from MacPaw. Wake Up Time – free clock app with alarms IDG With no Clock app, setting an alarm on your Mac isn’t quite as easy as it is on your iPhone. But with Wake Up Time, it is. Featuring a skeuomorphic design that looks like a modern clock radio, the app will let you choose an alarm time and one of eight pre-loaded sounds (including a rooster and a cow), or pick one of your favorite songs to play when the time arrives. You can even download a helper app that will put your Mac to sleep until the alarm is ready to go off—because machines need some down time too.  Get Wake Up Time from the Mac App Store. WhatsApp Desktop – free text messaging WhatsApp If you send a lot of WhatsApp messages, you need to get WhatsApp Desktop on your Mac. There’s not all that much to it—it basically mimics the web interface in a floating window—but it’ll sync your chats so you don’t have to reach for your phone every time you want to read or respond to a message. You will, however, need to have your phone within range and connected to Wi-Fi, and you won’t be able to make calls, but if you’re a chromic Whatsapper, it’s a must-have. If you have an iPad and want WhatsApp on that read: How to get WhatsApp on iPad. Download WhatsApp Desktop Zoom – free video conferencing IDG Since 2020 we all need a copy of Zoom on our Macs, alongside Teams, no doubt. The Zoom Mac app is the best way to get hooked up with your colleagues or family. It has an easy interface for both joining and creating meetings, with quick audio and video settings and easy view options. And you’ll get a bunch of options that aren’t available on the web, such as chats, contacts, and a status icon. Download the Zoom Mac app.
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  • What’s behind the WAG renaissance?

    Don’t call Kylie Kelce a WAG. The acronym for the “wives and girlfriends” of professional athletes rankles the podcaster, who first rose to fame as the wife of retired Philadelphia Eagles player Jason Kelce. As Kelce explains, the phrase suggests that “your spouse’s profession swallows you up as well.”But many in the media are heralding this moment as a “new era” for WAGs, and Kelce is just one of several famous women who are at the fore of this renaissance: Everyone from TikToker Alix Earle, who is dating Miami Dolphins player Braxton Berrios, to Olympic gold medalist Simone Biles — unquestionably the more famous athlete — who is married to the Chicago Bears’ Jonathan Owens. Then there’s Taylor Swift, one of the most successful musicians on the planet, who, thanks to her relationship with Kylie’s brother-in-law Travis Kelce, has become the ultimate symbol of the new WAG.Meanwhile, a host of lesser-known women are experiencing their first taste of fame through their relationships with tennis players, Formula 1 race-car drivers, and even pole-vaulters. A sizable number have leveraged their romantic lives to receive brand deals, podcasting opportunities, and magazine profiles.By and large, our understanding of WAGs is rapidly evolving to acknowledge their own social and economic power. They’ve transformed from tabloid punching bags to an appealing status symbol. Still, the continued use of the term does raise some complicated questions: Why are we so interested in defining these women, some of whom are independently successful, by their relationships to men? And what does it mean that they might be raking in more attention and financial opportunities than some female athletes? The rise of the new WAG The public’s fascination with WAGs isn’t new. The acronym originated across the pond in the early 2000s to describe the wives and girlfriends of English footballers. British tabloids and football fans alike lambasted women — celebrities in their own right — like former Girls Aloud member Cheryl Cole and former Spice Girl Victoria Beckham for their partying, extravagant spending, and flashy, maximalist looks. When the England national football team lost the 2006 FIFA World Cup, their partners were blamed in the press for the defeat. In the United States, being a WAG could be an equally dangerous public position. From Jessica Simpson to the Kardashians, they’ve been painted as distractions, attention-seekers, and bearers of bad luck. Over the past two decades, though, a WAG has become less of an involuntary title and more of an identity that some women are willing to cultivate, given that it can come with its own rewards.David and Victoria Beckham at the MOBO Awards on October 6, 1999. Dave Hogan/Getty ImagesThis modern version of WAG-dom can be credited to early 2010s reality shows like WAGS, Basketball Wives, and La La’s Full Court Life. These platforms allowed these women — some anonymous before they entered into relationships with athletes — to craft their own public narratives and become notable personalities on their own. For years now, Ayesha Curry, wife of Golden State Warriors point guard Stephen Curry, has modeled what it means to be a “WAG influencer,” embracing her public relationship with her spouse while building a separate career as a successful cookbook author and host. Since then, WAG-influencers have become a welcome staple of certain sports cultures. Formula 1 has exploded in recent years, with a small part of that popularity owed to the sport’s stylish other halves. Since 2017, female viewership has grown from 8 percent to 40 percent. This has been largely credited to the popular Netflix series Formula 1: Drive to Survive, which put a spotlight on the personal lives of drivers and, naturally, their partners. Lily Herman, who writes the F1 newsletter Engine Failure, says that the current popularity of WAG-influencers in Formula 1 can be credited to the former partners of a few young popular drivers from 2019 to 2022, like Carlos Sainz’s girlfriend Isa Hernáez and Charles Leclerc’s girlfriend Charlotte Sine, who were both featured on Drive to Survive. In 2022, Sine was the first WAG in the sport to explicitly use her access to the F1 circuit as a part of an ad campaign for the skincare brand Sunday Riley.“They were around during an era where the sport saw a lot of growth in its younger fan base, especially among teen girls and younger women, and there was a new wave of interest in these young drivers’ personal lives,” says Herman. These women have inspired fan pages, Tumblr accounts, and subreddits dedicated to their relationships, fashion, and rumored drama. Lately, the organization has fully embraced WAGs as recognizable supporting characters in the F1 universe, featuring them on social media and including them on chyrons during racing broadcasts. Tennis has tried to replicate the WAG-to-influencer pipeline too, although the sport and its fans are still warming up to the presence of outside partners. Morgan Riddle, who’s dating highest-ranked American male player Taylor Fritz, has been making get-ready-with-me videos for tournaments and vlogging about her life on the tennis tour since 2022. Ayan Broomfield, a former college tennis player who’s dating Frances Tiafoe, and influencer Paige Lorenze, who’s dating Tommy Paul, have mimicked the same career path, broadcasting their lives as WAGs on social media. Herman says that WAGs play a role in “adding dimension” to their male partners, contributing to the marketability of both. “Fritz is pretty bland as a public figure without his girlfriend,” says Herman. “She’s done way more in her work as an influencer and content creator to make him seem multidimensional than he has through solo interviews and profiles.”It certainly benefits younger, newer WAGs who are already powerful women. Biles and Swift have joined their ranks and seem to take pride in the role. Beckham, now a successful fashion designer, has also played a role in igniting a nostalgia for WAGs, thanks to the popular 2023 Netflix docuseries Beckham. The business of being a WAG is still very traditional In our current political climate, the WAG boom raises interesting questions. Research shows that some Gen Z-ers are identifying as more conservative than their parents. “Trad wife” content abounds online. Where do WAGs fit in? WAG influencers share some obvious similarities to tradwife influencers, women who’ve created lucrative identities and even businesses by perpetuating conservative ideas of marriage and motherhood. In a Substack essay, sports writer Frankie De La Cretaz argues that WAGs are essentially the tradwives of men’s sports: “No matter how many businesses a WAG starts or how many charities she runs, she still embodies a heteronormative idea of family and a woman’s place in society.” It’s hard to get around the fact that most WAGs are initially famous for their association with a male partner, although they may ultimately transcend that attachment.WAGs are gaining visibility while the most talented female athletes are still fighting for wage parity and struggling to land brand deals.But even attempts to define WAGs outside of their relationships come off a bit shallow. Stories about how these women are impacting sports largely focus on their brand deals and follower counts. When we celebrate the influence of WAGs, we’re mostly talking about their ability to turn other women into consumers and spectators, not athletes. Meanwhile, WAGs are gaining visibility while the most talented female athletes are still fighting for wage parity and struggling to land brand deals. Back in March, Australian tennis pro Daria Saville made a TikTok about the lack of sponsorships she and other female pros receive compared to tennis WAGs. “Female tennis players are not getting those brand deals,” she said. “It’s actually tennis WAGs that fit into the ‘aesthetic’ rather than, us, sweaty tennis players.” De la Cretaz tells Vox that the WAG boom echoes the mainstream platforming of tradwives. “It’s an extension of “girlboss” feminism, the idea that promoting women regardless of what that looks like is somehow good for women,” De la Cretaz says. “It’s also this idea that whatever you’re choosing is valid, even though those choices don’t exist in a vacuum.” The most visible WAGs are still predominantly in straight relationships, and a large part of being one still involves affirming a male athlete’s heterosexuality. As journalist Kira Cochrane wrote in a 2010 piece for the Guardian about football WAGs, “consciously or not, the women know their role is to boost their partner’s masculinity.” She added that their often highly feminized presentation “underlinesstatus as possessions, part of the package for footballers.” WAGs, with their new clout and influence, haven’t exactly gotten a total makeover. Rather, their hustle has grown more appealing. After all, they represent all the things women are encouraged to be in a time when mainstream culture is trending more conservative. They’re tradwives. They’re girlbosses. They’re stylish and beautiful. Most of all, they’re sitting on the sidelines. See More:
    #whatampamp8217s #behind #wag #renaissance
    What’s behind the WAG renaissance?
    Don’t call Kylie Kelce a WAG. The acronym for the “wives and girlfriends” of professional athletes rankles the podcaster, who first rose to fame as the wife of retired Philadelphia Eagles player Jason Kelce. As Kelce explains, the phrase suggests that “your spouse’s profession swallows you up as well.”But many in the media are heralding this moment as a “new era” for WAGs, and Kelce is just one of several famous women who are at the fore of this renaissance: Everyone from TikToker Alix Earle, who is dating Miami Dolphins player Braxton Berrios, to Olympic gold medalist Simone Biles — unquestionably the more famous athlete — who is married to the Chicago Bears’ Jonathan Owens. Then there’s Taylor Swift, one of the most successful musicians on the planet, who, thanks to her relationship with Kylie’s brother-in-law Travis Kelce, has become the ultimate symbol of the new WAG.Meanwhile, a host of lesser-known women are experiencing their first taste of fame through their relationships with tennis players, Formula 1 race-car drivers, and even pole-vaulters. A sizable number have leveraged their romantic lives to receive brand deals, podcasting opportunities, and magazine profiles.By and large, our understanding of WAGs is rapidly evolving to acknowledge their own social and economic power. They’ve transformed from tabloid punching bags to an appealing status symbol. Still, the continued use of the term does raise some complicated questions: Why are we so interested in defining these women, some of whom are independently successful, by their relationships to men? And what does it mean that they might be raking in more attention and financial opportunities than some female athletes? The rise of the new WAG The public’s fascination with WAGs isn’t new. The acronym originated across the pond in the early 2000s to describe the wives and girlfriends of English footballers. British tabloids and football fans alike lambasted women — celebrities in their own right — like former Girls Aloud member Cheryl Cole and former Spice Girl Victoria Beckham for their partying, extravagant spending, and flashy, maximalist looks. When the England national football team lost the 2006 FIFA World Cup, their partners were blamed in the press for the defeat. In the United States, being a WAG could be an equally dangerous public position. From Jessica Simpson to the Kardashians, they’ve been painted as distractions, attention-seekers, and bearers of bad luck. Over the past two decades, though, a WAG has become less of an involuntary title and more of an identity that some women are willing to cultivate, given that it can come with its own rewards.David and Victoria Beckham at the MOBO Awards on October 6, 1999. Dave Hogan/Getty ImagesThis modern version of WAG-dom can be credited to early 2010s reality shows like WAGS, Basketball Wives, and La La’s Full Court Life. These platforms allowed these women — some anonymous before they entered into relationships with athletes — to craft their own public narratives and become notable personalities on their own. For years now, Ayesha Curry, wife of Golden State Warriors point guard Stephen Curry, has modeled what it means to be a “WAG influencer,” embracing her public relationship with her spouse while building a separate career as a successful cookbook author and host. Since then, WAG-influencers have become a welcome staple of certain sports cultures. Formula 1 has exploded in recent years, with a small part of that popularity owed to the sport’s stylish other halves. Since 2017, female viewership has grown from 8 percent to 40 percent. This has been largely credited to the popular Netflix series Formula 1: Drive to Survive, which put a spotlight on the personal lives of drivers and, naturally, their partners. Lily Herman, who writes the F1 newsletter Engine Failure, says that the current popularity of WAG-influencers in Formula 1 can be credited to the former partners of a few young popular drivers from 2019 to 2022, like Carlos Sainz’s girlfriend Isa Hernáez and Charles Leclerc’s girlfriend Charlotte Sine, who were both featured on Drive to Survive. In 2022, Sine was the first WAG in the sport to explicitly use her access to the F1 circuit as a part of an ad campaign for the skincare brand Sunday Riley.“They were around during an era where the sport saw a lot of growth in its younger fan base, especially among teen girls and younger women, and there was a new wave of interest in these young drivers’ personal lives,” says Herman. These women have inspired fan pages, Tumblr accounts, and subreddits dedicated to their relationships, fashion, and rumored drama. Lately, the organization has fully embraced WAGs as recognizable supporting characters in the F1 universe, featuring them on social media and including them on chyrons during racing broadcasts. Tennis has tried to replicate the WAG-to-influencer pipeline too, although the sport and its fans are still warming up to the presence of outside partners. Morgan Riddle, who’s dating highest-ranked American male player Taylor Fritz, has been making get-ready-with-me videos for tournaments and vlogging about her life on the tennis tour since 2022. Ayan Broomfield, a former college tennis player who’s dating Frances Tiafoe, and influencer Paige Lorenze, who’s dating Tommy Paul, have mimicked the same career path, broadcasting their lives as WAGs on social media. Herman says that WAGs play a role in “adding dimension” to their male partners, contributing to the marketability of both. “Fritz is pretty bland as a public figure without his girlfriend,” says Herman. “She’s done way more in her work as an influencer and content creator to make him seem multidimensional than he has through solo interviews and profiles.”It certainly benefits younger, newer WAGs who are already powerful women. Biles and Swift have joined their ranks and seem to take pride in the role. Beckham, now a successful fashion designer, has also played a role in igniting a nostalgia for WAGs, thanks to the popular 2023 Netflix docuseries Beckham. The business of being a WAG is still very traditional In our current political climate, the WAG boom raises interesting questions. Research shows that some Gen Z-ers are identifying as more conservative than their parents. “Trad wife” content abounds online. Where do WAGs fit in? WAG influencers share some obvious similarities to tradwife influencers, women who’ve created lucrative identities and even businesses by perpetuating conservative ideas of marriage and motherhood. In a Substack essay, sports writer Frankie De La Cretaz argues that WAGs are essentially the tradwives of men’s sports: “No matter how many businesses a WAG starts or how many charities she runs, she still embodies a heteronormative idea of family and a woman’s place in society.” It’s hard to get around the fact that most WAGs are initially famous for their association with a male partner, although they may ultimately transcend that attachment.WAGs are gaining visibility while the most talented female athletes are still fighting for wage parity and struggling to land brand deals.But even attempts to define WAGs outside of their relationships come off a bit shallow. Stories about how these women are impacting sports largely focus on their brand deals and follower counts. When we celebrate the influence of WAGs, we’re mostly talking about their ability to turn other women into consumers and spectators, not athletes. Meanwhile, WAGs are gaining visibility while the most talented female athletes are still fighting for wage parity and struggling to land brand deals. Back in March, Australian tennis pro Daria Saville made a TikTok about the lack of sponsorships she and other female pros receive compared to tennis WAGs. “Female tennis players are not getting those brand deals,” she said. “It’s actually tennis WAGs that fit into the ‘aesthetic’ rather than, us, sweaty tennis players.” De la Cretaz tells Vox that the WAG boom echoes the mainstream platforming of tradwives. “It’s an extension of “girlboss” feminism, the idea that promoting women regardless of what that looks like is somehow good for women,” De la Cretaz says. “It’s also this idea that whatever you’re choosing is valid, even though those choices don’t exist in a vacuum.” The most visible WAGs are still predominantly in straight relationships, and a large part of being one still involves affirming a male athlete’s heterosexuality. As journalist Kira Cochrane wrote in a 2010 piece for the Guardian about football WAGs, “consciously or not, the women know their role is to boost their partner’s masculinity.” She added that their often highly feminized presentation “underlinesstatus as possessions, part of the package for footballers.” WAGs, with their new clout and influence, haven’t exactly gotten a total makeover. Rather, their hustle has grown more appealing. After all, they represent all the things women are encouraged to be in a time when mainstream culture is trending more conservative. They’re tradwives. They’re girlbosses. They’re stylish and beautiful. Most of all, they’re sitting on the sidelines. See More: #whatampamp8217s #behind #wag #renaissance
    WWW.VOX.COM
    What’s behind the WAG renaissance?
    Don’t call Kylie Kelce a WAG. The acronym for the “wives and girlfriends” of professional athletes rankles the podcaster, who first rose to fame as the wife of retired Philadelphia Eagles player Jason Kelce. As Kelce explains, the phrase suggests that “your spouse’s profession swallows you up as well.”But many in the media are heralding this moment as a “new era” for WAGs, and Kelce is just one of several famous women who are at the fore of this renaissance: Everyone from TikToker Alix Earle, who is dating Miami Dolphins player Braxton Berrios, to Olympic gold medalist Simone Biles — unquestionably the more famous athlete — who is married to the Chicago Bears’ Jonathan Owens. Then there’s Taylor Swift, one of the most successful musicians on the planet, who, thanks to her relationship with Kylie’s brother-in-law Travis Kelce, has become the ultimate symbol of the new WAG.Meanwhile, a host of lesser-known women are experiencing their first taste of fame through their relationships with tennis players, Formula 1 race-car drivers, and even pole-vaulters. A sizable number have leveraged their romantic lives to receive brand deals, podcasting opportunities, and magazine profiles.By and large, our understanding of WAGs is rapidly evolving to acknowledge their own social and economic power. They’ve transformed from tabloid punching bags to an appealing status symbol. Still, the continued use of the term does raise some complicated questions: Why are we so interested in defining these women, some of whom are independently successful, by their relationships to men? And what does it mean that they might be raking in more attention and financial opportunities than some female athletes? The rise of the new WAG The public’s fascination with WAGs isn’t new. The acronym originated across the pond in the early 2000s to describe the wives and girlfriends of English footballers. British tabloids and football fans alike lambasted women — celebrities in their own right — like former Girls Aloud member Cheryl Cole and former Spice Girl Victoria Beckham for their partying, extravagant spending, and flashy, maximalist looks. When the England national football team lost the 2006 FIFA World Cup, their partners were blamed in the press for the defeat. In the United States, being a WAG could be an equally dangerous public position. From Jessica Simpson to the Kardashians, they’ve been painted as distractions, attention-seekers, and bearers of bad luck. Over the past two decades, though, a WAG has become less of an involuntary title and more of an identity that some women are willing to cultivate, given that it can come with its own rewards.David and Victoria Beckham at the MOBO Awards on October 6, 1999. Dave Hogan/Getty ImagesThis modern version of WAG-dom can be credited to early 2010s reality shows like WAGS, Basketball Wives, and La La’s Full Court Life. These platforms allowed these women — some anonymous before they entered into relationships with athletes — to craft their own public narratives and become notable personalities on their own. For years now, Ayesha Curry, wife of Golden State Warriors point guard Stephen Curry, has modeled what it means to be a “WAG influencer,” embracing her public relationship with her spouse while building a separate career as a successful cookbook author and host. Since then, WAG-influencers have become a welcome staple of certain sports cultures. Formula 1 has exploded in recent years, with a small part of that popularity owed to the sport’s stylish other halves. Since 2017, female viewership has grown from 8 percent to 40 percent. This has been largely credited to the popular Netflix series Formula 1: Drive to Survive, which put a spotlight on the personal lives of drivers and, naturally, their partners. Lily Herman, who writes the F1 newsletter Engine Failure, says that the current popularity of WAG-influencers in Formula 1 can be credited to the former partners of a few young popular drivers from 2019 to 2022, like Carlos Sainz’s girlfriend Isa Hernáez and Charles Leclerc’s girlfriend Charlotte Sine, who were both featured on Drive to Survive. In 2022, Sine was the first WAG in the sport to explicitly use her access to the F1 circuit as a part of an ad campaign for the skincare brand Sunday Riley.“They were around during an era where the sport saw a lot of growth in its younger fan base, especially among teen girls and younger women, and there was a new wave of interest in these young drivers’ personal lives,” says Herman. These women have inspired fan pages, Tumblr accounts, and subreddits dedicated to their relationships, fashion, and rumored drama. Lately, the organization has fully embraced WAGs as recognizable supporting characters in the F1 universe, featuring them on social media and including them on chyrons during racing broadcasts. Tennis has tried to replicate the WAG-to-influencer pipeline too, although the sport and its fans are still warming up to the presence of outside partners. Morgan Riddle, who’s dating highest-ranked American male player Taylor Fritz, has been making get-ready-with-me videos for tournaments and vlogging about her life on the tennis tour since 2022. Ayan Broomfield, a former college tennis player who’s dating Frances Tiafoe, and influencer Paige Lorenze, who’s dating Tommy Paul, have mimicked the same career path, broadcasting their lives as WAGs on social media. Herman says that WAGs play a role in “adding dimension” to their male partners, contributing to the marketability of both. “Fritz is pretty bland as a public figure without his girlfriend,” says Herman. “She’s done way more in her work as an influencer and content creator to make him seem multidimensional than he has through solo interviews and profiles.”It certainly benefits younger, newer WAGs who are already powerful women. Biles and Swift have joined their ranks and seem to take pride in the role. Beckham, now a successful fashion designer, has also played a role in igniting a nostalgia for WAGs, thanks to the popular 2023 Netflix docuseries Beckham. The business of being a WAG is still very traditional In our current political climate, the WAG boom raises interesting questions. Research shows that some Gen Z-ers are identifying as more conservative than their parents. “Trad wife” content abounds online. Where do WAGs fit in? WAG influencers share some obvious similarities to tradwife influencers, women who’ve created lucrative identities and even businesses by perpetuating conservative ideas of marriage and motherhood. In a Substack essay, sports writer Frankie De La Cretaz argues that WAGs are essentially the tradwives of men’s sports: “No matter how many businesses a WAG starts or how many charities she runs, she still embodies a heteronormative idea of family and a woman’s place in society.” It’s hard to get around the fact that most WAGs are initially famous for their association with a male partner, although they may ultimately transcend that attachment (see Kylie Kelce’s complaint about being called a WAG and consider that her podcast, Not Gonna Lie, briefly dethroned The Joe Rogan Experience when it debuted in 2024).WAGs are gaining visibility while the most talented female athletes are still fighting for wage parity and struggling to land brand deals.But even attempts to define WAGs outside of their relationships come off a bit shallow. Stories about how these women are impacting sports largely focus on their brand deals and follower counts. When we celebrate the influence of WAGs, we’re mostly talking about their ability to turn other women into consumers and spectators, not athletes. Meanwhile, WAGs are gaining visibility while the most talented female athletes are still fighting for wage parity and struggling to land brand deals. Back in March, Australian tennis pro Daria Saville made a TikTok about the lack of sponsorships she and other female pros receive compared to tennis WAGs. “Female tennis players are not getting those brand deals,” she said. “It’s actually tennis WAGs that fit into the ‘aesthetic’ rather than, us, sweaty tennis players.” De la Cretaz tells Vox that the WAG boom echoes the mainstream platforming of tradwives. “It’s an extension of “girlboss” feminism, the idea that promoting women regardless of what that looks like is somehow good for women,” De la Cretaz says. “It’s also this idea that whatever you’re choosing is valid, even though those choices don’t exist in a vacuum.” The most visible WAGs are still predominantly in straight relationships, and a large part of being one still involves affirming a male athlete’s heterosexuality. As journalist Kira Cochrane wrote in a 2010 piece for the Guardian about football WAGs, “consciously or not, the women know their role is to boost their partner’s masculinity.” She added that their often highly feminized presentation “underlines [their] status as possessions, part of the package for footballers.” WAGs, with their new clout and influence, haven’t exactly gotten a total makeover. Rather, their hustle has grown more appealing. After all, they represent all the things women are encouraged to be in a time when mainstream culture is trending more conservative. They’re tradwives. They’re girlbosses. They’re stylish and beautiful. Most of all, they’re sitting on the sidelines. See More:
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  • Nintendo Switch 2's Game Chat will seemingly support both live subtitles and text-to-speech

    Nintendo Switch 2's Game Chat will seemingly support both live subtitles and text-to-speech
    These features may be locked behind a premium subscription after March 2026

    Image credit: Nintendo

    News

    by Vikki Blake
    Contributor

    Published on May 19, 2025

    Nintendo Switch 2 will seemingly support both live subtitling and text-to-speech.
    While not formally confirmed by Nintendo marketing, videos showing off the features popped up over the weekend. The first illustrates how a player can type messages into Game Chat and have the recipient hear the message aloud at their end of the exchange.
    We've also seen a separate video showing Game Chat transcribing a live discussion and providing a transcription on the side of the screen.
    It's thought the system will, like its predecessor, also support USB keyboards but again, this has yet to be officially confirmed.
    However, while Game Chat will be free for all users from release day until March 31, 2026, after that date players will require a Switch Online subscription, which means these accessibility features may potentially be locked behind the premium subscription. GamesIndustry.biz has reached out to Nintendo for clarification.
    Nintendo Switch 2 is scheduled to release on June 5. Last week, Nintendo said it was committed to making its products "as obtainable as we possibly can" amidst fluctuating market conditions due to the US tariffs.
    #nintendo #switch #2039s #game #chat
    Nintendo Switch 2's Game Chat will seemingly support both live subtitles and text-to-speech
    Nintendo Switch 2's Game Chat will seemingly support both live subtitles and text-to-speech These features may be locked behind a premium subscription after March 2026 Image credit: Nintendo News by Vikki Blake Contributor Published on May 19, 2025 Nintendo Switch 2 will seemingly support both live subtitling and text-to-speech. While not formally confirmed by Nintendo marketing, videos showing off the features popped up over the weekend. The first illustrates how a player can type messages into Game Chat and have the recipient hear the message aloud at their end of the exchange. We've also seen a separate video showing Game Chat transcribing a live discussion and providing a transcription on the side of the screen. It's thought the system will, like its predecessor, also support USB keyboards but again, this has yet to be officially confirmed. However, while Game Chat will be free for all users from release day until March 31, 2026, after that date players will require a Switch Online subscription, which means these accessibility features may potentially be locked behind the premium subscription. GamesIndustry.biz has reached out to Nintendo for clarification. Nintendo Switch 2 is scheduled to release on June 5. Last week, Nintendo said it was committed to making its products "as obtainable as we possibly can" amidst fluctuating market conditions due to the US tariffs. #nintendo #switch #2039s #game #chat
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    Nintendo Switch 2's Game Chat will seemingly support both live subtitles and text-to-speech
    Nintendo Switch 2's Game Chat will seemingly support both live subtitles and text-to-speech These features may be locked behind a premium subscription after March 2026 Image credit: Nintendo News by Vikki Blake Contributor Published on May 19, 2025 Nintendo Switch 2 will seemingly support both live subtitling and text-to-speech. While not formally confirmed by Nintendo marketing, videos showing off the features popped up over the weekend. The first illustrates how a player can type messages into Game Chat and have the recipient hear the message aloud at their end of the exchange. We've also seen a separate video showing Game Chat transcribing a live discussion and providing a transcription on the side of the screen. It's thought the system will, like its predecessor, also support USB keyboards but again, this has yet to be officially confirmed. However, while Game Chat will be free for all users from release day until March 31, 2026, after that date players will require a Switch Online subscription, which means these accessibility features may potentially be locked behind the premium subscription. GamesIndustry.biz has reached out to Nintendo for clarification. Nintendo Switch 2 is scheduled to release on June 5. Last week, Nintendo said it was committed to making its products "as obtainable as we possibly can" amidst fluctuating market conditions due to the US tariffs.
    0 Yorumlar 0 hisse senetleri 0 önizleme
  • Inside the story that enraged OpenAI

    In 2019, Karen Hao, a senior reporter with MIT Technology Review, pitched me on writing a story about a then little-known company, OpenAI. It was her biggest assignment to date. Hao’s feat of reporting took a series of twists and turns over the coming months, eventually revealing how OpenAI’s ambition had taken it far afield from its original mission. The finished story was a prescient look at a company at a tipping point—or already past it. And OpenAI was not happy with the result. Hao’s new book, Empire of AI: Dreams and Nightmares in Sam Altman’s OpenAI, is an in-depth exploration of the company that kick-started the AI arms race, and what that race means for all of us. This excerpt is the origin story of that reporting. — Niall Firth, executive editor, MIT Technology Review

    I arrived at OpenAI’s offices on August 7, 2019. Greg Brockman, then thirty‑one, OpenAI’s chief technology officer and soon‑to‑be company president, came down the staircase to greet me. He shook my hand with a tentative smile. “We’ve never given someone so much access before,” he said.

    At the time, few people beyond the insular world of AI research knew about OpenAI. But as a reporter at MIT Technology Review covering the ever‑expanding boundaries of artificial intelligence, I had been following its movements closely.

    Until that year, OpenAI had been something of a stepchild in AI research. It had an outlandish premise that AGI could be attained within a decade, when most non‑OpenAI experts doubted it could be attained at all. To much of the field, it had an obscene amount of funding despite little direction and spent too much of the money on marketing what other researchers frequently snubbed as unoriginal research. It was, for some, also an object of envy. As a nonprofit, it had said that it had no intention to chase commercialization. It was a rare intellectual playground without strings attached, a haven for fringe ideas.

    But in the six months leading up to my visit, the rapid slew of changes at OpenAI signaled a major shift in its trajectory. First was its confusing decision to withhold GPT‑2 and brag about it. Then its announcement that Sam Altman, who had mysteriously departed his influential perch at YC, would step in as OpenAI’s CEO with the creation of its new “capped‑profit” structure. I had already made my arrangements to visit the office when it subsequently revealed its deal with Microsoft, which gave the tech giant priority for commercializing OpenAI’s technologies and locked it into exclusively using Azure, Microsoft’s cloud‑computing platform.

    Each new announcement garnered fresh controversy, intense speculation, and growing attention, beginning to reach beyond the confines of the tech industry. As my colleagues and I covered the company’s progression, it was hard to grasp the full weight of what was happening. What was clear was that OpenAI was beginning to exert meaningful sway over AI research and the way policymakers were learning to understand the technology. The lab’s decision to revamp itself into a partially for‑profit business would have ripple effects across its spheres of influence in industry and government. 

    So late one night, with the urging of my editor, I dashed off an email to Jack Clark, OpenAI’s policy director, whom I had spoken with before: I would be in town for two weeks, and it felt like the right moment in OpenAI’s history. Could I interest them in a profile? Clark passed me on to the communications head, who came back with an answer. OpenAI was indeed ready to reintroduce itself to the public. I would have three days to interview leadership and embed inside the company.

    Brockman and I settled into a glass meeting room with the company’s chief scientist, Ilya Sutskever. Sitting side by side at a long conference table, they each played their part. Brockman, the coder and doer, leaned forward, a little on edge, ready to make a good impression; Sutskever, the researcher and philosopher, settled back into his chair, relaxed and aloof.

    I opened my laptop and scrolled through my questions. OpenAI’s mission is to ensure beneficial AGI, I began. Why spend billions of dollars on this problem and not something else?

    Brockman nodded vigorously. He was used to defending OpenAI’s position. “The reason that we care so much about AGI and that we think it’s important to build is because we think it can help solve complex problems that are just out of reach of humans,” he said.

    He offered two examples that had become dogma among AGI believers. Climate change. “It’s a super‑complex problem. How are you even supposed to solve it?” And medicine. “Look at how important health care is in the US as a political issue these days. How do we actually get better treatment for people at lower cost?”

    On the latter, he began to recount the story of a friend who had a rare disorder and had recently gone through the exhausting rigmarole of bouncing between different specialists to figure out his problem. AGI would bring together all of these specialties. People like his friend would no longer spend so much energy and frustration on getting an answer.

    Why did we need AGI to do that instead of AI? I asked.

    This was an important distinction. The term AGI, once relegated to an unpopular section of the technology dictionary, had only recently begun to gain more mainstream usage—in large part because of OpenAI.

    And as OpenAI defined it, AGI referred to a theoretical pinnacle of AI research: a piece of software that had just as much sophistication, agility, and creativity as the human mind to match or exceed its performance on mosttasks. The operative word was theoretical. Since the beginning of earnest research into AI several decades earlier, debates had raged about whether silicon chips encoding everything in their binary ones and zeros could ever simulate brains and the other biological processes that give rise to what we consider intelligence. There had yet to be definitive evidence that this was possible, which didn’t even touch on the normative discussion of whether people should develop it.

    AI, on the other hand, was the term du jour for both the version of the technology currently available and the version that researchers could reasonably attain in the near future through refining existing capabilities. Those capabilities—rooted in powerful pattern matching known as machine learning—had already demonstrated exciting applications in climate change mitigation and health care.

    Sutskever chimed in. When it comes to solving complex global challenges, “fundamentally the bottleneck is that you have a large number of humans and they don’t communicate as fast, they don’t work as fast, they have a lot of incentive problems.” AGI would be different, he said. “Imagine it’s a large computer network of intelligent computers—they’re all doing their medical diagnostics; they all communicate results between them extremely fast.”

    This seemed to me like another way of saying that the goal of AGI was to replace humans. Is that what Sutskever meant? I asked Brockman a few hours later, once it was just the two of us.

    “No,” Brockman replied quickly. “This is one thing that’s really important. What is the purpose of technology? Why is it here? Why do we build it? We’ve been building technologies for thousands of years now, right? We do it because they serve people. AGI is not going to be different—not the way that we envision it, not the way we want to build it, not the way we think it should play out.”

    That said, he acknowledged a few minutes later, technology had always destroyed some jobs and created others. OpenAI’s challenge would be to build AGI that gave everyone “economic freedom” while allowing them to continue to “live meaningful lives” in that new reality. If it succeeded, it would decouple the need to work from survival.

    “I actually think that’s a very beautiful thing,” he said.

    In our meeting with Sutskever, Brockman reminded me of the bigger picture. “What we view our role as is not actually being a determiner of whether AGI gets built,” he said. This was a favorite argument in Silicon Valley—the inevitability card. If we don’t do it, somebody else will. “The trajectory is already there,” he emphasized, “but the thing we can influence is the initial conditions under which it’s born.

    “What is OpenAI?” he continued. “What is our purpose? What are we really trying to do? Our mission is to ensure that AGI benefits all of humanity. And the way we want to do that is: Build AGI and distribute its economic benefits.”

    His tone was matter‑of‑fact and final, as if he’d put my questions to rest. And yet we had somehow just arrived back to exactly where we’d started.

    Our conversation continued on in circles until we ran out the clock after forty‑five minutes. I tried with little success to get more concrete details on what exactly they were trying to build—which by nature, they explained, they couldn’t know—and why, then, if they couldn’t know, they were so confident it would be beneficial. At one point, I tried a different approach, asking them instead to give examples of the downsides of the technology. This was a pillar of OpenAI’s founding mythology: The lab had to build good AGI before someone else built a bad one.

    Brockman attempted an answer: deepfakes. “It’s not clear the world is better through its applications,” he said.

    I offered my own example: Speaking of climate change, what about the environmental impact of AI itself? A recent study from the University of Massachusetts Amherst had placed alarming numbers on the huge and growing carbon emissions of training larger and larger AI models.

    That was “undeniable,” Sutskever said, but the payoff was worth it because AGI would, “among other things, counteract the environmental cost specifically.” He stopped short of offering examples.

    “It is unquestioningly very highly desirable that data centers be as green as possible,” he added.

    “No question,” Brockman quipped.

    “Data centers are the biggest consumer of energy, of electricity,” Sutskever continued, seeming intent now on proving that he was aware of and cared about this issue.

    “It’s 2 percent globally,” I offered.

    “Isn’t Bitcoin like 1 percent?” Brockman said.

    “Wow!” Sutskever said, in a sudden burst of emotion that felt, at this point, forty minutes into the conversation, somewhat performative.

    Sutskever would later sit down with New York Times reporter Cade Metz for his book Genius Makers, which recounts a narrative history of AI development, and say without a hint of satire, “I think that it’s fairly likely that it will not take too long of a time for the entire surface of the Earth to become covered with data centers and power stations.” There would be “a tsunami of computing . . . almost like a natural phenomenon.” AGI—and thus the data centers needed to support them—would be “too useful to not exist.”

    I tried again to press for more details. “What you’re saying is OpenAI is making a huge gamble that you will successfully reach beneficial AGI to counteract global warming before the act of doing so might exacerbate it.”

    “I wouldn’t go too far down that rabbit hole,” Brockman hastily cut in. “The way we think about it is the following: We’re on a ramp of AI progress. This is bigger than OpenAI, right? It’s the field. And I think society is actually getting benefit from it.”

    “The day we announced the deal,” he said, referring to Microsoft’s new billion investment, “Microsoft’s market cap went up by billion. People believe there is a positive ROI even just on short‑term technology.”

    OpenAI’s strategy was thus quite simple, he explained: to keep up with that progress. “That’s the standard we should really hold ourselves to. We should continue to make that progress. That’s how we know we’re on track.”

    Later that day, Brockman reiterated that the central challenge of working at OpenAI was that no one really knew what AGI would look like. But as researchers and engineers, their task was to keep pushing forward, to unearth the shape of the technology step by step.

    He spoke like Michelangelo, as though AGI already existed within the marble he was carving. All he had to do was chip away until it revealed itself.

    There had been a change of plans. I had been scheduled to eat lunch with employees in the cafeteria, but something now required me to be outside the office. Brockman would be my chaperone. We headed two dozen steps across the street to an open‑air café that had become a favorite haunt for employees.

    This would become a recurring theme throughout my visit: floors I couldn’t see, meetings I couldn’t attend, researchers stealing furtive glances at the communications head every few sentences to check that they hadn’t violated some disclosure policy. I would later learn that after my visit, Jack Clark would issue an unusually stern warning to employees on Slack not to speak with me beyond sanctioned conversations. The security guard would receive a photo of me with instructions to be on the lookout if I appeared unapproved on the premises. It was odd behavior in general, made odder by OpenAI’s commitment to transparency. What, I began to wonder, were they hiding, if everything was supposed to be beneficial research eventually made available to the public?

    At lunch and through the following days, I probed deeper into why Brockman had cofounded OpenAI. He was a teen when he first grew obsessed with the idea that it could be possible to re‑create human intelligence. It was a famous paper from British mathematician Alan Turing that sparked his fascination. The name of its first section, “The Imitation Game,” which inspired the title of the 2014 Hollywood dramatization of Turing’s life, begins with the opening provocation, “Can machines think?” The paper goes on to define what would become known as the Turing test: a measure of the progression of machine intelligence based on whether a machine can talk to a human without giving away that it is a machine. It was a classic origin story among people working in AI. Enchanted, Brockman coded up a Turing test game and put it online, garnering some 1,500 hits. It made him feel amazing. “I just realized that was the kind of thing I wanted to pursue,” he said.

    In 2015, as AI saw great leaps of advancement, Brockman says that he realized it was time to return to his original ambition and joined OpenAI as a cofounder. He wrote down in his notes that he would do anything to bring AGI to fruition, even if it meant being a janitor. When he got married four years later, he held a civil ceremony at OpenAI’s office in front of a custom flower wall emblazoned with the shape of the lab’s hexagonal logo. Sutskever officiated. The robotic hand they used for research stood in the aisle bearing the rings, like a sentinel from a post-apocalyptic future.

    “Fundamentally, I want to work on AGI for the rest of my life,” Brockman told me.

    What motivated him? I asked Brockman.

    What are the chances that a transformative technology could arrive in your lifetime? he countered.

    He was confident that he—and the team he assembled—was uniquely positioned to usher in that transformation. “What I’m really drawn to are problems that will not play out in the same way if I don’t participate,” he said.

    Brockman did not in fact just want to be a janitor. He wanted to lead AGI. And he bristled with the anxious energy of someone who wanted history‑defining recognition. He wanted people to one day tell his story with the same mixture of awe and admiration that he used to recount the ones of the great innovators who came before him.

    A year before we spoke, he had told a group of young tech entrepreneurs at an exclusive retreat in Lake Tahoe with a twinge of self‑pity that chief technology officers were never known. Name a famous CTO, he challenged the crowd. They struggled to do so. He had proved his point.

    In 2022, he became OpenAI’s president.

    During our conversations, Brockman insisted to me that none of OpenAI’s structural changes signaled a shift in its core mission. In fact, the capped profit and the new crop of funders enhanced it. “We managed to get these mission‑aligned investors who are willing to prioritize mission over returns. That’s a crazy thing,” he said.

    OpenAI now had the long‑term resources it needed to scale its models and stay ahead of the competition. This was imperative, Brockman stressed. Failing to do so was the real threat that could undermine OpenAI’s mission. If the lab fell behind, it had no hope of bending the arc of history toward its vision of beneficial AGI. Only later would I realize the full implications of this assertion. It was this fundamental assumption—the need to be first or perish—that set in motion all of OpenAI’s actions and their far‑reaching consequences. It put a ticking clock on each of OpenAI’s research advancements, based not on the timescale of careful deliberation but on the relentless pace required to cross the finish line before anyone else. It justified OpenAI’s consumption of an unfathomable amount of resources: both compute, regardless of its impact on the environment; and data, the amassing of which couldn’t be slowed by getting consent or abiding by regulations.

    Brockman pointed once again to the billion jump in Microsoft’s market cap. “What that really reflects is AI is delivering real value to the real world today,” he said. That value was currently being concentrated in an already wealthy corporation, he acknowledged, which was why OpenAI had the second part of its mission: to redistribute the benefits of AGI to everyone.

    Was there a historical example of a technology’s benefits that had been successfully distributed? I asked.

    “Well, I actually think that—it’s actually interesting to look even at the internet as an example,” he said, fumbling a bit before settling on his answer. “There’s problems, too, right?” he said as a caveat. “Anytime you have something super transformative, it’s not going to be easy to figure out how to maximize positive, minimize negative.

    “Fire is another example,” he added. “It’s also got some real drawbacks to it. So we have to figure out how to keep it under control and have shared standards.

    “Cars are a good example,” he followed. “Lots of people have cars, benefit a lot of people. They have some drawbacks to them as well. They have some externalities that are not necessarily good for the world,” he finished hesitantly.

    “I guess I just view—the thing we want for AGI is not that different from the positive sides of the internet, positive sides of cars, positive sides of fire. The implementation is very different, though, because it’s a very different type of technology.”

    His eyes lit up with a new idea. “Just look at utilities. Power companies, electric companies are very centralized entities that provide low‑cost, high‑quality things that meaningfully improve people’s lives.”

    It was a nice analogy. But Brockman seemed once again unclear about how OpenAI would turn itself into a utility. Perhaps through distributing universal basic income, he wondered aloud, perhaps through something else.

    He returned to the one thing he knew for certain. OpenAI was committed to redistributing AGI’s benefits and giving everyone economic freedom. “We actually really mean that,” he said.

    “The way that we think about it is: Technology so far has been something that does rise all the boats, but it has this real concentrating effect,” he said. “AGI could be more extreme. What if all value gets locked up in one place? That is the trajectory we’re on as a society. And we’ve never seen that extreme of it. I don’t think that’s a good world. That’s not a world that I want to sign up for. That’s not a world that I want to help build.”

    In February 2020, I published my profile for MIT Technology Review, drawing on my observations from my time in the office, nearly three dozen interviews, and a handful of internal documents. “There is a misalignment between what the company publicly espouses and how it operates behind closed doors,” I wrote. “Over time, it has allowed a fierce competitiveness and mounting pressure for ever more funding to erode its founding ideals of transparency, openness, and collaboration.”

    Hours later, Elon Musk replied to the story with three tweets in rapid succession:

    “OpenAI should be more open imo”

    “I have no control & only very limited insight into OpenAI. Confidence in Dario for safety is not high,” he said, referring to Dario Amodei, the director of research.

    “All orgs developing advanced AI should be regulated, including Tesla”

    Afterward, Altman sent OpenAI employees an email.

    “I wanted to share some thoughts about the Tech Review article,” he wrote. “While definitely not catastrophic, it was clearly bad.”

    It was “a fair criticism,” he said that the piece had identified a disconnect between the perception of OpenAI and its reality. This could be smoothed over not with changes to its internal practices but some tuning of OpenAI’s public messaging. “It’s good, not bad, that we have figured out how to be flexible and adapt,” he said, including restructuring the organization and heightening confidentiality, “in order to achieve our mission as we learn more.” OpenAI should ignore my article for now and, in a few weeks’ time, start underscoring its continued commitment to its original principles under the new transformation. “This may also be a good opportunity to talk about the API as a strategy for openness and benefit sharing,” he added, referring to an application programming interface for delivering OpenAI’s models.

    “The most serious issue of all, to me,” he continued, “is that someone leaked our internal documents.” They had already opened an investigation and would keep the company updated. He would also suggest that Amodei and Musk meet to work out Musk’s criticism, which was “mild relative to other things he’s said” but still “a bad thing to do.” For the avoidance of any doubt, Amodei’s work and AI safety were critical to the mission, he wrote. “I think we should at some point in the future find a way to publicly defend our team.”

    OpenAI wouldn’t speak to me again for three years.

    From the book Empire of AI: Dreams and Nightmares in Sam Altman’s OpenAI, by Karen Hao, to be published on May 20, 2025, by Penguin Press, an imprint of Penguin Publishing Group, a division of Penguin Random House LLC. Copyright © 2025 by Karen Hao.
    #inside #story #that #enraged #openai
    Inside the story that enraged OpenAI
    In 2019, Karen Hao, a senior reporter with MIT Technology Review, pitched me on writing a story about a then little-known company, OpenAI. It was her biggest assignment to date. Hao’s feat of reporting took a series of twists and turns over the coming months, eventually revealing how OpenAI’s ambition had taken it far afield from its original mission. The finished story was a prescient look at a company at a tipping point—or already past it. And OpenAI was not happy with the result. Hao’s new book, Empire of AI: Dreams and Nightmares in Sam Altman’s OpenAI, is an in-depth exploration of the company that kick-started the AI arms race, and what that race means for all of us. This excerpt is the origin story of that reporting. — Niall Firth, executive editor, MIT Technology Review I arrived at OpenAI’s offices on August 7, 2019. Greg Brockman, then thirty‑one, OpenAI’s chief technology officer and soon‑to‑be company president, came down the staircase to greet me. He shook my hand with a tentative smile. “We’ve never given someone so much access before,” he said. At the time, few people beyond the insular world of AI research knew about OpenAI. But as a reporter at MIT Technology Review covering the ever‑expanding boundaries of artificial intelligence, I had been following its movements closely. Until that year, OpenAI had been something of a stepchild in AI research. It had an outlandish premise that AGI could be attained within a decade, when most non‑OpenAI experts doubted it could be attained at all. To much of the field, it had an obscene amount of funding despite little direction and spent too much of the money on marketing what other researchers frequently snubbed as unoriginal research. It was, for some, also an object of envy. As a nonprofit, it had said that it had no intention to chase commercialization. It was a rare intellectual playground without strings attached, a haven for fringe ideas. But in the six months leading up to my visit, the rapid slew of changes at OpenAI signaled a major shift in its trajectory. First was its confusing decision to withhold GPT‑2 and brag about it. Then its announcement that Sam Altman, who had mysteriously departed his influential perch at YC, would step in as OpenAI’s CEO with the creation of its new “capped‑profit” structure. I had already made my arrangements to visit the office when it subsequently revealed its deal with Microsoft, which gave the tech giant priority for commercializing OpenAI’s technologies and locked it into exclusively using Azure, Microsoft’s cloud‑computing platform. Each new announcement garnered fresh controversy, intense speculation, and growing attention, beginning to reach beyond the confines of the tech industry. As my colleagues and I covered the company’s progression, it was hard to grasp the full weight of what was happening. What was clear was that OpenAI was beginning to exert meaningful sway over AI research and the way policymakers were learning to understand the technology. The lab’s decision to revamp itself into a partially for‑profit business would have ripple effects across its spheres of influence in industry and government.  So late one night, with the urging of my editor, I dashed off an email to Jack Clark, OpenAI’s policy director, whom I had spoken with before: I would be in town for two weeks, and it felt like the right moment in OpenAI’s history. Could I interest them in a profile? Clark passed me on to the communications head, who came back with an answer. OpenAI was indeed ready to reintroduce itself to the public. I would have three days to interview leadership and embed inside the company. Brockman and I settled into a glass meeting room with the company’s chief scientist, Ilya Sutskever. Sitting side by side at a long conference table, they each played their part. Brockman, the coder and doer, leaned forward, a little on edge, ready to make a good impression; Sutskever, the researcher and philosopher, settled back into his chair, relaxed and aloof. I opened my laptop and scrolled through my questions. OpenAI’s mission is to ensure beneficial AGI, I began. Why spend billions of dollars on this problem and not something else? Brockman nodded vigorously. He was used to defending OpenAI’s position. “The reason that we care so much about AGI and that we think it’s important to build is because we think it can help solve complex problems that are just out of reach of humans,” he said. He offered two examples that had become dogma among AGI believers. Climate change. “It’s a super‑complex problem. How are you even supposed to solve it?” And medicine. “Look at how important health care is in the US as a political issue these days. How do we actually get better treatment for people at lower cost?” On the latter, he began to recount the story of a friend who had a rare disorder and had recently gone through the exhausting rigmarole of bouncing between different specialists to figure out his problem. AGI would bring together all of these specialties. People like his friend would no longer spend so much energy and frustration on getting an answer. Why did we need AGI to do that instead of AI? I asked. This was an important distinction. The term AGI, once relegated to an unpopular section of the technology dictionary, had only recently begun to gain more mainstream usage—in large part because of OpenAI. And as OpenAI defined it, AGI referred to a theoretical pinnacle of AI research: a piece of software that had just as much sophistication, agility, and creativity as the human mind to match or exceed its performance on mosttasks. The operative word was theoretical. Since the beginning of earnest research into AI several decades earlier, debates had raged about whether silicon chips encoding everything in their binary ones and zeros could ever simulate brains and the other biological processes that give rise to what we consider intelligence. There had yet to be definitive evidence that this was possible, which didn’t even touch on the normative discussion of whether people should develop it. AI, on the other hand, was the term du jour for both the version of the technology currently available and the version that researchers could reasonably attain in the near future through refining existing capabilities. Those capabilities—rooted in powerful pattern matching known as machine learning—had already demonstrated exciting applications in climate change mitigation and health care. Sutskever chimed in. When it comes to solving complex global challenges, “fundamentally the bottleneck is that you have a large number of humans and they don’t communicate as fast, they don’t work as fast, they have a lot of incentive problems.” AGI would be different, he said. “Imagine it’s a large computer network of intelligent computers—they’re all doing their medical diagnostics; they all communicate results between them extremely fast.” This seemed to me like another way of saying that the goal of AGI was to replace humans. Is that what Sutskever meant? I asked Brockman a few hours later, once it was just the two of us. “No,” Brockman replied quickly. “This is one thing that’s really important. What is the purpose of technology? Why is it here? Why do we build it? We’ve been building technologies for thousands of years now, right? We do it because they serve people. AGI is not going to be different—not the way that we envision it, not the way we want to build it, not the way we think it should play out.” That said, he acknowledged a few minutes later, technology had always destroyed some jobs and created others. OpenAI’s challenge would be to build AGI that gave everyone “economic freedom” while allowing them to continue to “live meaningful lives” in that new reality. If it succeeded, it would decouple the need to work from survival. “I actually think that’s a very beautiful thing,” he said. In our meeting with Sutskever, Brockman reminded me of the bigger picture. “What we view our role as is not actually being a determiner of whether AGI gets built,” he said. This was a favorite argument in Silicon Valley—the inevitability card. If we don’t do it, somebody else will. “The trajectory is already there,” he emphasized, “but the thing we can influence is the initial conditions under which it’s born. “What is OpenAI?” he continued. “What is our purpose? What are we really trying to do? Our mission is to ensure that AGI benefits all of humanity. And the way we want to do that is: Build AGI and distribute its economic benefits.” His tone was matter‑of‑fact and final, as if he’d put my questions to rest. And yet we had somehow just arrived back to exactly where we’d started. Our conversation continued on in circles until we ran out the clock after forty‑five minutes. I tried with little success to get more concrete details on what exactly they were trying to build—which by nature, they explained, they couldn’t know—and why, then, if they couldn’t know, they were so confident it would be beneficial. At one point, I tried a different approach, asking them instead to give examples of the downsides of the technology. This was a pillar of OpenAI’s founding mythology: The lab had to build good AGI before someone else built a bad one. Brockman attempted an answer: deepfakes. “It’s not clear the world is better through its applications,” he said. I offered my own example: Speaking of climate change, what about the environmental impact of AI itself? A recent study from the University of Massachusetts Amherst had placed alarming numbers on the huge and growing carbon emissions of training larger and larger AI models. That was “undeniable,” Sutskever said, but the payoff was worth it because AGI would, “among other things, counteract the environmental cost specifically.” He stopped short of offering examples. “It is unquestioningly very highly desirable that data centers be as green as possible,” he added. “No question,” Brockman quipped. “Data centers are the biggest consumer of energy, of electricity,” Sutskever continued, seeming intent now on proving that he was aware of and cared about this issue. “It’s 2 percent globally,” I offered. “Isn’t Bitcoin like 1 percent?” Brockman said. “Wow!” Sutskever said, in a sudden burst of emotion that felt, at this point, forty minutes into the conversation, somewhat performative. Sutskever would later sit down with New York Times reporter Cade Metz for his book Genius Makers, which recounts a narrative history of AI development, and say without a hint of satire, “I think that it’s fairly likely that it will not take too long of a time for the entire surface of the Earth to become covered with data centers and power stations.” There would be “a tsunami of computing . . . almost like a natural phenomenon.” AGI—and thus the data centers needed to support them—would be “too useful to not exist.” I tried again to press for more details. “What you’re saying is OpenAI is making a huge gamble that you will successfully reach beneficial AGI to counteract global warming before the act of doing so might exacerbate it.” “I wouldn’t go too far down that rabbit hole,” Brockman hastily cut in. “The way we think about it is the following: We’re on a ramp of AI progress. This is bigger than OpenAI, right? It’s the field. And I think society is actually getting benefit from it.” “The day we announced the deal,” he said, referring to Microsoft’s new billion investment, “Microsoft’s market cap went up by billion. People believe there is a positive ROI even just on short‑term technology.” OpenAI’s strategy was thus quite simple, he explained: to keep up with that progress. “That’s the standard we should really hold ourselves to. We should continue to make that progress. That’s how we know we’re on track.” Later that day, Brockman reiterated that the central challenge of working at OpenAI was that no one really knew what AGI would look like. But as researchers and engineers, their task was to keep pushing forward, to unearth the shape of the technology step by step. He spoke like Michelangelo, as though AGI already existed within the marble he was carving. All he had to do was chip away until it revealed itself. There had been a change of plans. I had been scheduled to eat lunch with employees in the cafeteria, but something now required me to be outside the office. Brockman would be my chaperone. We headed two dozen steps across the street to an open‑air café that had become a favorite haunt for employees. This would become a recurring theme throughout my visit: floors I couldn’t see, meetings I couldn’t attend, researchers stealing furtive glances at the communications head every few sentences to check that they hadn’t violated some disclosure policy. I would later learn that after my visit, Jack Clark would issue an unusually stern warning to employees on Slack not to speak with me beyond sanctioned conversations. The security guard would receive a photo of me with instructions to be on the lookout if I appeared unapproved on the premises. It was odd behavior in general, made odder by OpenAI’s commitment to transparency. What, I began to wonder, were they hiding, if everything was supposed to be beneficial research eventually made available to the public? At lunch and through the following days, I probed deeper into why Brockman had cofounded OpenAI. He was a teen when he first grew obsessed with the idea that it could be possible to re‑create human intelligence. It was a famous paper from British mathematician Alan Turing that sparked his fascination. The name of its first section, “The Imitation Game,” which inspired the title of the 2014 Hollywood dramatization of Turing’s life, begins with the opening provocation, “Can machines think?” The paper goes on to define what would become known as the Turing test: a measure of the progression of machine intelligence based on whether a machine can talk to a human without giving away that it is a machine. It was a classic origin story among people working in AI. Enchanted, Brockman coded up a Turing test game and put it online, garnering some 1,500 hits. It made him feel amazing. “I just realized that was the kind of thing I wanted to pursue,” he said. In 2015, as AI saw great leaps of advancement, Brockman says that he realized it was time to return to his original ambition and joined OpenAI as a cofounder. He wrote down in his notes that he would do anything to bring AGI to fruition, even if it meant being a janitor. When he got married four years later, he held a civil ceremony at OpenAI’s office in front of a custom flower wall emblazoned with the shape of the lab’s hexagonal logo. Sutskever officiated. The robotic hand they used for research stood in the aisle bearing the rings, like a sentinel from a post-apocalyptic future. “Fundamentally, I want to work on AGI for the rest of my life,” Brockman told me. What motivated him? I asked Brockman. What are the chances that a transformative technology could arrive in your lifetime? he countered. He was confident that he—and the team he assembled—was uniquely positioned to usher in that transformation. “What I’m really drawn to are problems that will not play out in the same way if I don’t participate,” he said. Brockman did not in fact just want to be a janitor. He wanted to lead AGI. And he bristled with the anxious energy of someone who wanted history‑defining recognition. He wanted people to one day tell his story with the same mixture of awe and admiration that he used to recount the ones of the great innovators who came before him. A year before we spoke, he had told a group of young tech entrepreneurs at an exclusive retreat in Lake Tahoe with a twinge of self‑pity that chief technology officers were never known. Name a famous CTO, he challenged the crowd. They struggled to do so. He had proved his point. In 2022, he became OpenAI’s president. During our conversations, Brockman insisted to me that none of OpenAI’s structural changes signaled a shift in its core mission. In fact, the capped profit and the new crop of funders enhanced it. “We managed to get these mission‑aligned investors who are willing to prioritize mission over returns. That’s a crazy thing,” he said. OpenAI now had the long‑term resources it needed to scale its models and stay ahead of the competition. This was imperative, Brockman stressed. Failing to do so was the real threat that could undermine OpenAI’s mission. If the lab fell behind, it had no hope of bending the arc of history toward its vision of beneficial AGI. Only later would I realize the full implications of this assertion. It was this fundamental assumption—the need to be first or perish—that set in motion all of OpenAI’s actions and their far‑reaching consequences. It put a ticking clock on each of OpenAI’s research advancements, based not on the timescale of careful deliberation but on the relentless pace required to cross the finish line before anyone else. It justified OpenAI’s consumption of an unfathomable amount of resources: both compute, regardless of its impact on the environment; and data, the amassing of which couldn’t be slowed by getting consent or abiding by regulations. Brockman pointed once again to the billion jump in Microsoft’s market cap. “What that really reflects is AI is delivering real value to the real world today,” he said. That value was currently being concentrated in an already wealthy corporation, he acknowledged, which was why OpenAI had the second part of its mission: to redistribute the benefits of AGI to everyone. Was there a historical example of a technology’s benefits that had been successfully distributed? I asked. “Well, I actually think that—it’s actually interesting to look even at the internet as an example,” he said, fumbling a bit before settling on his answer. “There’s problems, too, right?” he said as a caveat. “Anytime you have something super transformative, it’s not going to be easy to figure out how to maximize positive, minimize negative. “Fire is another example,” he added. “It’s also got some real drawbacks to it. So we have to figure out how to keep it under control and have shared standards. “Cars are a good example,” he followed. “Lots of people have cars, benefit a lot of people. They have some drawbacks to them as well. They have some externalities that are not necessarily good for the world,” he finished hesitantly. “I guess I just view—the thing we want for AGI is not that different from the positive sides of the internet, positive sides of cars, positive sides of fire. The implementation is very different, though, because it’s a very different type of technology.” His eyes lit up with a new idea. “Just look at utilities. Power companies, electric companies are very centralized entities that provide low‑cost, high‑quality things that meaningfully improve people’s lives.” It was a nice analogy. But Brockman seemed once again unclear about how OpenAI would turn itself into a utility. Perhaps through distributing universal basic income, he wondered aloud, perhaps through something else. He returned to the one thing he knew for certain. OpenAI was committed to redistributing AGI’s benefits and giving everyone economic freedom. “We actually really mean that,” he said. “The way that we think about it is: Technology so far has been something that does rise all the boats, but it has this real concentrating effect,” he said. “AGI could be more extreme. What if all value gets locked up in one place? That is the trajectory we’re on as a society. And we’ve never seen that extreme of it. I don’t think that’s a good world. That’s not a world that I want to sign up for. That’s not a world that I want to help build.” In February 2020, I published my profile for MIT Technology Review, drawing on my observations from my time in the office, nearly three dozen interviews, and a handful of internal documents. “There is a misalignment between what the company publicly espouses and how it operates behind closed doors,” I wrote. “Over time, it has allowed a fierce competitiveness and mounting pressure for ever more funding to erode its founding ideals of transparency, openness, and collaboration.” Hours later, Elon Musk replied to the story with three tweets in rapid succession: “OpenAI should be more open imo” “I have no control & only very limited insight into OpenAI. Confidence in Dario for safety is not high,” he said, referring to Dario Amodei, the director of research. “All orgs developing advanced AI should be regulated, including Tesla” Afterward, Altman sent OpenAI employees an email. “I wanted to share some thoughts about the Tech Review article,” he wrote. “While definitely not catastrophic, it was clearly bad.” It was “a fair criticism,” he said that the piece had identified a disconnect between the perception of OpenAI and its reality. This could be smoothed over not with changes to its internal practices but some tuning of OpenAI’s public messaging. “It’s good, not bad, that we have figured out how to be flexible and adapt,” he said, including restructuring the organization and heightening confidentiality, “in order to achieve our mission as we learn more.” OpenAI should ignore my article for now and, in a few weeks’ time, start underscoring its continued commitment to its original principles under the new transformation. “This may also be a good opportunity to talk about the API as a strategy for openness and benefit sharing,” he added, referring to an application programming interface for delivering OpenAI’s models. “The most serious issue of all, to me,” he continued, “is that someone leaked our internal documents.” They had already opened an investigation and would keep the company updated. He would also suggest that Amodei and Musk meet to work out Musk’s criticism, which was “mild relative to other things he’s said” but still “a bad thing to do.” For the avoidance of any doubt, Amodei’s work and AI safety were critical to the mission, he wrote. “I think we should at some point in the future find a way to publicly defend our team.” OpenAI wouldn’t speak to me again for three years. From the book Empire of AI: Dreams and Nightmares in Sam Altman’s OpenAI, by Karen Hao, to be published on May 20, 2025, by Penguin Press, an imprint of Penguin Publishing Group, a division of Penguin Random House LLC. Copyright © 2025 by Karen Hao. #inside #story #that #enraged #openai
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    Inside the story that enraged OpenAI
    In 2019, Karen Hao, a senior reporter with MIT Technology Review, pitched me on writing a story about a then little-known company, OpenAI. It was her biggest assignment to date. Hao’s feat of reporting took a series of twists and turns over the coming months, eventually revealing how OpenAI’s ambition had taken it far afield from its original mission. The finished story was a prescient look at a company at a tipping point—or already past it. And OpenAI was not happy with the result. Hao’s new book, Empire of AI: Dreams and Nightmares in Sam Altman’s OpenAI, is an in-depth exploration of the company that kick-started the AI arms race, and what that race means for all of us. This excerpt is the origin story of that reporting. — Niall Firth, executive editor, MIT Technology Review I arrived at OpenAI’s offices on August 7, 2019. Greg Brockman, then thirty‑one, OpenAI’s chief technology officer and soon‑to‑be company president, came down the staircase to greet me. He shook my hand with a tentative smile. “We’ve never given someone so much access before,” he said. At the time, few people beyond the insular world of AI research knew about OpenAI. But as a reporter at MIT Technology Review covering the ever‑expanding boundaries of artificial intelligence, I had been following its movements closely. Until that year, OpenAI had been something of a stepchild in AI research. It had an outlandish premise that AGI could be attained within a decade, when most non‑OpenAI experts doubted it could be attained at all. To much of the field, it had an obscene amount of funding despite little direction and spent too much of the money on marketing what other researchers frequently snubbed as unoriginal research. It was, for some, also an object of envy. As a nonprofit, it had said that it had no intention to chase commercialization. It was a rare intellectual playground without strings attached, a haven for fringe ideas. But in the six months leading up to my visit, the rapid slew of changes at OpenAI signaled a major shift in its trajectory. First was its confusing decision to withhold GPT‑2 and brag about it. Then its announcement that Sam Altman, who had mysteriously departed his influential perch at YC, would step in as OpenAI’s CEO with the creation of its new “capped‑profit” structure. I had already made my arrangements to visit the office when it subsequently revealed its deal with Microsoft, which gave the tech giant priority for commercializing OpenAI’s technologies and locked it into exclusively using Azure, Microsoft’s cloud‑computing platform. Each new announcement garnered fresh controversy, intense speculation, and growing attention, beginning to reach beyond the confines of the tech industry. As my colleagues and I covered the company’s progression, it was hard to grasp the full weight of what was happening. What was clear was that OpenAI was beginning to exert meaningful sway over AI research and the way policymakers were learning to understand the technology. The lab’s decision to revamp itself into a partially for‑profit business would have ripple effects across its spheres of influence in industry and government.  So late one night, with the urging of my editor, I dashed off an email to Jack Clark, OpenAI’s policy director, whom I had spoken with before: I would be in town for two weeks, and it felt like the right moment in OpenAI’s history. Could I interest them in a profile? Clark passed me on to the communications head, who came back with an answer. OpenAI was indeed ready to reintroduce itself to the public. I would have three days to interview leadership and embed inside the company. Brockman and I settled into a glass meeting room with the company’s chief scientist, Ilya Sutskever. Sitting side by side at a long conference table, they each played their part. Brockman, the coder and doer, leaned forward, a little on edge, ready to make a good impression; Sutskever, the researcher and philosopher, settled back into his chair, relaxed and aloof. I opened my laptop and scrolled through my questions. OpenAI’s mission is to ensure beneficial AGI, I began. Why spend billions of dollars on this problem and not something else? Brockman nodded vigorously. He was used to defending OpenAI’s position. “The reason that we care so much about AGI and that we think it’s important to build is because we think it can help solve complex problems that are just out of reach of humans,” he said. He offered two examples that had become dogma among AGI believers. Climate change. “It’s a super‑complex problem. How are you even supposed to solve it?” And medicine. “Look at how important health care is in the US as a political issue these days. How do we actually get better treatment for people at lower cost?” On the latter, he began to recount the story of a friend who had a rare disorder and had recently gone through the exhausting rigmarole of bouncing between different specialists to figure out his problem. AGI would bring together all of these specialties. People like his friend would no longer spend so much energy and frustration on getting an answer. Why did we need AGI to do that instead of AI? I asked. This was an important distinction. The term AGI, once relegated to an unpopular section of the technology dictionary, had only recently begun to gain more mainstream usage—in large part because of OpenAI. And as OpenAI defined it, AGI referred to a theoretical pinnacle of AI research: a piece of software that had just as much sophistication, agility, and creativity as the human mind to match or exceed its performance on most (economically valuable) tasks. The operative word was theoretical. Since the beginning of earnest research into AI several decades earlier, debates had raged about whether silicon chips encoding everything in their binary ones and zeros could ever simulate brains and the other biological processes that give rise to what we consider intelligence. There had yet to be definitive evidence that this was possible, which didn’t even touch on the normative discussion of whether people should develop it. AI, on the other hand, was the term du jour for both the version of the technology currently available and the version that researchers could reasonably attain in the near future through refining existing capabilities. Those capabilities—rooted in powerful pattern matching known as machine learning—had already demonstrated exciting applications in climate change mitigation and health care. Sutskever chimed in. When it comes to solving complex global challenges, “fundamentally the bottleneck is that you have a large number of humans and they don’t communicate as fast, they don’t work as fast, they have a lot of incentive problems.” AGI would be different, he said. “Imagine it’s a large computer network of intelligent computers—they’re all doing their medical diagnostics; they all communicate results between them extremely fast.” This seemed to me like another way of saying that the goal of AGI was to replace humans. Is that what Sutskever meant? I asked Brockman a few hours later, once it was just the two of us. “No,” Brockman replied quickly. “This is one thing that’s really important. What is the purpose of technology? Why is it here? Why do we build it? We’ve been building technologies for thousands of years now, right? We do it because they serve people. AGI is not going to be different—not the way that we envision it, not the way we want to build it, not the way we think it should play out.” That said, he acknowledged a few minutes later, technology had always destroyed some jobs and created others. OpenAI’s challenge would be to build AGI that gave everyone “economic freedom” while allowing them to continue to “live meaningful lives” in that new reality. If it succeeded, it would decouple the need to work from survival. “I actually think that’s a very beautiful thing,” he said. In our meeting with Sutskever, Brockman reminded me of the bigger picture. “What we view our role as is not actually being a determiner of whether AGI gets built,” he said. This was a favorite argument in Silicon Valley—the inevitability card. If we don’t do it, somebody else will. “The trajectory is already there,” he emphasized, “but the thing we can influence is the initial conditions under which it’s born. “What is OpenAI?” he continued. “What is our purpose? What are we really trying to do? Our mission is to ensure that AGI benefits all of humanity. And the way we want to do that is: Build AGI and distribute its economic benefits.” His tone was matter‑of‑fact and final, as if he’d put my questions to rest. And yet we had somehow just arrived back to exactly where we’d started. Our conversation continued on in circles until we ran out the clock after forty‑five minutes. I tried with little success to get more concrete details on what exactly they were trying to build—which by nature, they explained, they couldn’t know—and why, then, if they couldn’t know, they were so confident it would be beneficial. At one point, I tried a different approach, asking them instead to give examples of the downsides of the technology. This was a pillar of OpenAI’s founding mythology: The lab had to build good AGI before someone else built a bad one. Brockman attempted an answer: deepfakes. “It’s not clear the world is better through its applications,” he said. I offered my own example: Speaking of climate change, what about the environmental impact of AI itself? A recent study from the University of Massachusetts Amherst had placed alarming numbers on the huge and growing carbon emissions of training larger and larger AI models. That was “undeniable,” Sutskever said, but the payoff was worth it because AGI would, “among other things, counteract the environmental cost specifically.” He stopped short of offering examples. “It is unquestioningly very highly desirable that data centers be as green as possible,” he added. “No question,” Brockman quipped. “Data centers are the biggest consumer of energy, of electricity,” Sutskever continued, seeming intent now on proving that he was aware of and cared about this issue. “It’s 2 percent globally,” I offered. “Isn’t Bitcoin like 1 percent?” Brockman said. “Wow!” Sutskever said, in a sudden burst of emotion that felt, at this point, forty minutes into the conversation, somewhat performative. Sutskever would later sit down with New York Times reporter Cade Metz for his book Genius Makers, which recounts a narrative history of AI development, and say without a hint of satire, “I think that it’s fairly likely that it will not take too long of a time for the entire surface of the Earth to become covered with data centers and power stations.” There would be “a tsunami of computing . . . almost like a natural phenomenon.” AGI—and thus the data centers needed to support them—would be “too useful to not exist.” I tried again to press for more details. “What you’re saying is OpenAI is making a huge gamble that you will successfully reach beneficial AGI to counteract global warming before the act of doing so might exacerbate it.” “I wouldn’t go too far down that rabbit hole,” Brockman hastily cut in. “The way we think about it is the following: We’re on a ramp of AI progress. This is bigger than OpenAI, right? It’s the field. And I think society is actually getting benefit from it.” “The day we announced the deal,” he said, referring to Microsoft’s new $1 billion investment, “Microsoft’s market cap went up by $10 billion. People believe there is a positive ROI even just on short‑term technology.” OpenAI’s strategy was thus quite simple, he explained: to keep up with that progress. “That’s the standard we should really hold ourselves to. We should continue to make that progress. That’s how we know we’re on track.” Later that day, Brockman reiterated that the central challenge of working at OpenAI was that no one really knew what AGI would look like. But as researchers and engineers, their task was to keep pushing forward, to unearth the shape of the technology step by step. He spoke like Michelangelo, as though AGI already existed within the marble he was carving. All he had to do was chip away until it revealed itself. There had been a change of plans. I had been scheduled to eat lunch with employees in the cafeteria, but something now required me to be outside the office. Brockman would be my chaperone. We headed two dozen steps across the street to an open‑air café that had become a favorite haunt for employees. This would become a recurring theme throughout my visit: floors I couldn’t see, meetings I couldn’t attend, researchers stealing furtive glances at the communications head every few sentences to check that they hadn’t violated some disclosure policy. I would later learn that after my visit, Jack Clark would issue an unusually stern warning to employees on Slack not to speak with me beyond sanctioned conversations. The security guard would receive a photo of me with instructions to be on the lookout if I appeared unapproved on the premises. It was odd behavior in general, made odder by OpenAI’s commitment to transparency. What, I began to wonder, were they hiding, if everything was supposed to be beneficial research eventually made available to the public? At lunch and through the following days, I probed deeper into why Brockman had cofounded OpenAI. He was a teen when he first grew obsessed with the idea that it could be possible to re‑create human intelligence. It was a famous paper from British mathematician Alan Turing that sparked his fascination. The name of its first section, “The Imitation Game,” which inspired the title of the 2014 Hollywood dramatization of Turing’s life, begins with the opening provocation, “Can machines think?” The paper goes on to define what would become known as the Turing test: a measure of the progression of machine intelligence based on whether a machine can talk to a human without giving away that it is a machine. It was a classic origin story among people working in AI. Enchanted, Brockman coded up a Turing test game and put it online, garnering some 1,500 hits. It made him feel amazing. “I just realized that was the kind of thing I wanted to pursue,” he said. In 2015, as AI saw great leaps of advancement, Brockman says that he realized it was time to return to his original ambition and joined OpenAI as a cofounder. He wrote down in his notes that he would do anything to bring AGI to fruition, even if it meant being a janitor. When he got married four years later, he held a civil ceremony at OpenAI’s office in front of a custom flower wall emblazoned with the shape of the lab’s hexagonal logo. Sutskever officiated. The robotic hand they used for research stood in the aisle bearing the rings, like a sentinel from a post-apocalyptic future. “Fundamentally, I want to work on AGI for the rest of my life,” Brockman told me. What motivated him? I asked Brockman. What are the chances that a transformative technology could arrive in your lifetime? he countered. He was confident that he—and the team he assembled—was uniquely positioned to usher in that transformation. “What I’m really drawn to are problems that will not play out in the same way if I don’t participate,” he said. Brockman did not in fact just want to be a janitor. He wanted to lead AGI. And he bristled with the anxious energy of someone who wanted history‑defining recognition. He wanted people to one day tell his story with the same mixture of awe and admiration that he used to recount the ones of the great innovators who came before him. A year before we spoke, he had told a group of young tech entrepreneurs at an exclusive retreat in Lake Tahoe with a twinge of self‑pity that chief technology officers were never known. Name a famous CTO, he challenged the crowd. They struggled to do so. He had proved his point. In 2022, he became OpenAI’s president. During our conversations, Brockman insisted to me that none of OpenAI’s structural changes signaled a shift in its core mission. In fact, the capped profit and the new crop of funders enhanced it. “We managed to get these mission‑aligned investors who are willing to prioritize mission over returns. That’s a crazy thing,” he said. OpenAI now had the long‑term resources it needed to scale its models and stay ahead of the competition. This was imperative, Brockman stressed. Failing to do so was the real threat that could undermine OpenAI’s mission. If the lab fell behind, it had no hope of bending the arc of history toward its vision of beneficial AGI. Only later would I realize the full implications of this assertion. It was this fundamental assumption—the need to be first or perish—that set in motion all of OpenAI’s actions and their far‑reaching consequences. It put a ticking clock on each of OpenAI’s research advancements, based not on the timescale of careful deliberation but on the relentless pace required to cross the finish line before anyone else. It justified OpenAI’s consumption of an unfathomable amount of resources: both compute, regardless of its impact on the environment; and data, the amassing of which couldn’t be slowed by getting consent or abiding by regulations. Brockman pointed once again to the $10 billion jump in Microsoft’s market cap. “What that really reflects is AI is delivering real value to the real world today,” he said. That value was currently being concentrated in an already wealthy corporation, he acknowledged, which was why OpenAI had the second part of its mission: to redistribute the benefits of AGI to everyone. Was there a historical example of a technology’s benefits that had been successfully distributed? I asked. “Well, I actually think that—it’s actually interesting to look even at the internet as an example,” he said, fumbling a bit before settling on his answer. “There’s problems, too, right?” he said as a caveat. “Anytime you have something super transformative, it’s not going to be easy to figure out how to maximize positive, minimize negative. “Fire is another example,” he added. “It’s also got some real drawbacks to it. So we have to figure out how to keep it under control and have shared standards. “Cars are a good example,” he followed. “Lots of people have cars, benefit a lot of people. They have some drawbacks to them as well. They have some externalities that are not necessarily good for the world,” he finished hesitantly. “I guess I just view—the thing we want for AGI is not that different from the positive sides of the internet, positive sides of cars, positive sides of fire. The implementation is very different, though, because it’s a very different type of technology.” His eyes lit up with a new idea. “Just look at utilities. Power companies, electric companies are very centralized entities that provide low‑cost, high‑quality things that meaningfully improve people’s lives.” It was a nice analogy. But Brockman seemed once again unclear about how OpenAI would turn itself into a utility. Perhaps through distributing universal basic income, he wondered aloud, perhaps through something else. He returned to the one thing he knew for certain. OpenAI was committed to redistributing AGI’s benefits and giving everyone economic freedom. “We actually really mean that,” he said. “The way that we think about it is: Technology so far has been something that does rise all the boats, but it has this real concentrating effect,” he said. “AGI could be more extreme. What if all value gets locked up in one place? That is the trajectory we’re on as a society. And we’ve never seen that extreme of it. I don’t think that’s a good world. That’s not a world that I want to sign up for. That’s not a world that I want to help build.” In February 2020, I published my profile for MIT Technology Review, drawing on my observations from my time in the office, nearly three dozen interviews, and a handful of internal documents. “There is a misalignment between what the company publicly espouses and how it operates behind closed doors,” I wrote. “Over time, it has allowed a fierce competitiveness and mounting pressure for ever more funding to erode its founding ideals of transparency, openness, and collaboration.” Hours later, Elon Musk replied to the story with three tweets in rapid succession: “OpenAI should be more open imo” “I have no control & only very limited insight into OpenAI. Confidence in Dario for safety is not high,” he said, referring to Dario Amodei, the director of research. “All orgs developing advanced AI should be regulated, including Tesla” Afterward, Altman sent OpenAI employees an email. “I wanted to share some thoughts about the Tech Review article,” he wrote. “While definitely not catastrophic, it was clearly bad.” It was “a fair criticism,” he said that the piece had identified a disconnect between the perception of OpenAI and its reality. This could be smoothed over not with changes to its internal practices but some tuning of OpenAI’s public messaging. “It’s good, not bad, that we have figured out how to be flexible and adapt,” he said, including restructuring the organization and heightening confidentiality, “in order to achieve our mission as we learn more.” OpenAI should ignore my article for now and, in a few weeks’ time, start underscoring its continued commitment to its original principles under the new transformation. “This may also be a good opportunity to talk about the API as a strategy for openness and benefit sharing,” he added, referring to an application programming interface for delivering OpenAI’s models. “The most serious issue of all, to me,” he continued, “is that someone leaked our internal documents.” They had already opened an investigation and would keep the company updated. He would also suggest that Amodei and Musk meet to work out Musk’s criticism, which was “mild relative to other things he’s said” but still “a bad thing to do.” For the avoidance of any doubt, Amodei’s work and AI safety were critical to the mission, he wrote. “I think we should at some point in the future find a way to publicly defend our team (but not give the press the public fight they’d love right now).” OpenAI wouldn’t speak to me again for three years. From the book Empire of AI: Dreams and Nightmares in Sam Altman’s OpenAI, by Karen Hao, to be published on May 20, 2025, by Penguin Press, an imprint of Penguin Publishing Group, a division of Penguin Random House LLC. Copyright © 2025 by Karen Hao.
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  • Should you buy the viral $350 tri-fold projector? My buying advice after a week of testing

    ZDNET's key takeaways The Aurzen Zip is currently available for on Amazon. Its design and construction give it a premium feel, and the ability to project at various angles. Connection issues and limitations on what you can view with it are areas of improvement. When Aurzen sent me its new Zip Tri-fold Projector, it arrived in a dense, well-designed 5" x 6.5" x 1.75" box. I said aloud to no one, "Wow, this is the smallest projector I've ever seen." But when I opened the box, I was blown away by its actual size -- because it literally fits in the palm of my hand. "OK then," I asked myself, "Is this the world's first true pocket projector?"Also: I replaced my TV with a 4K UST projector - and the visual upgrade was worth itAs it turns out, it isn't. Kodak makes a smaller one for almost half the price of the Zip. But comparing the quality of that model with the Zip will have to wait for a future review. 
    details
    View Initial impressions and setupThe Zip is 3" x 3" x 1" and weighs less than 10 ounces. Shapewise, it reminds me of a small-bite artisanal hamburger, although much heavier. I can literally fit it easily inside the pocket of my jeans.I already mentioned the delightfully smart packaging, which includes two stylish, magnetic box top flaps for storing the Aurzen Zip, should you need to. You don't need to keep the original housing box, though, because the Zip also comes with a zippable clamshell carrying case that is about the size of a regular sandwich. Also: The best outdoor projectors: Expert tested and reviewedThe carrying case measures only 5.75" x 5" x 1.5", has a plush, velvety interior, and is equipped with a carabiner -- you know, in case you want to clip a mini-projector to your backpack on a 20-mile hiking trip. The Aurzen Zip projector in its carrying case. Adam Breeden/ZDNETOut of the box, the waxpaper sleeve surrounding the unit warns not to "fully flatten the ZIP, as exceeding these angles or forcing it into a flat position may result in irreversible damage." This becomes evident as you tug on the top component to unfold the projector. It's also evident how strong the high-quality hinges are, which jibes with the projector's overall sturdiness.The Zip comes in two colorways: Goldand Grey. A row of five pinhole white lights indicates the charge status, and a solid green light indicates fast charging. The onboard controls are minimal, having only five illuminated touch buttons that you'll rarely use after initially checking the settings on its extremely condensed home menu.Its only USB-C port supports 24W power delivery, and its 5,000mAh battery capacity is about the same as most high-end smartphones. The problem is that this battery is running moving parts, generating 100 ANSI lumens, and projecting a large image, unlike any smartphone. Well, most smartphones.Also: This Android phone that doubles as a projector will make any tech enthusiast smileAs light as it is, the bottom of the unit is coated with a silicon-based texture that gives the base enough grip to prevent it from scooting across high-varnish furniture -- another thoughtful touch that adds to the Zip's premium appeal.By the way, the Aurzen "Zip" is named for its Z-shaped, tri-fold design, but is also meant to evoke a ZIP file, which can be compressed and decompressed. Smart.How does it perform?The Zip is a short-throw projector. At two feet from a screen, it can project a 25-inch image, and at 6.33 feet, it can project an 80-inch image.The Zip only supports vertical keystone correction, but the keystone adjustment is automatic -- and impressively so. As soon as I pointed it at a wall, the trapezoidal projection straightened itself out symmetrically.While this 1280 x 720p projector will never display crisp, highly detailed images, its autofocus feature went to work instantaneously. Whatever surface I targeted, the on-screen text was legible even when protracting its image by moving back as far as seven feet. Also: Finally, a portable 4K projector worthy of replacing my TV - and it gets plenty brightThe Zip also won't deliver high contrast, true blacks, or any of those lofty measures of image quality we look for in LED TVs -- that's asking too much of any projector. But I have to say, the colors were rich enough, and overall, the videos I played looked pretty good.In a dark room, the Zip's brightness level was plenty adequate. A small amount of ambient light creeping into the room, however, will wash out the screen. The only switch on the unit is for a brightness booster, which, when turned on, ostensibly makes the image maybe 10% brighter. So I wondered why bother with this option? Why not always make the image as bright as possible? Yet, the booster does make a noticeable difference in a very dark area. Adam Breeden/ZDNETThe brightness booster is an option because it saps the Zip's battery. In fact, the feature is available only when the projector is at a certain battery level. Turning the brightness boost switch on affected power use so significantly that I could hear the poor unit straining. Normally, the little fan inside the Zip emits a subtle white noise, a consistent low-decibel fuzz that could lull you to sleep. With the brightness booster turned on, those decibels triple as the cooling fan accelerates like a tiny jet engine. Turning it off to the dimmer setting, you can hear the engine decelerate and wind down to a glide. I should say that the "engine noise" isn't a problem when videos are playing at any level of volume.Also: One of my favorite smart home accessories turns any room into an aurora showTaking advantage of its folding design, I wanted to see how the Zip would work if I aimed it at the ceiling above my bed. I put it on the nightstand, but this offset the 16:9 projection to the right, placing it above my nightstand, not me. So I set the unit on my chest and watched its image on my popcorn-textured ceiling swell and unswell from my breathing and shake slightly with each heartbeat.I realize this does not paint the picture of an ideal viewing scenario. But, if you have spinal or shoulder injuries that require you to fall asleep on your back with no craning of your neck, and if another "requirement" is that you must be watching TV to fall asleep, then the Aurzen Zip is the only projector I've found that makes that possible. And from five feet away, the image on my ceiling looked just fine for sleepy nighttime viewing.The Zip's middle component houses two 1-watt speakers on opposite sides. They're as powerful as you'd expect for the size; not too much. But what can we expect from such a diminutive device? The volume is certainly adequate for one or two people positioned a few feet away from it, perhaps in a bedroom or inside a tent. Areas of improvementI didn't mean to bury the lede here, but a major shortcoming of the Zip is that it has no built-in operating system. Thereby, it has no streaming capability and zero apps. It operates solely through the command of your phone, tablet, or laptop. I was surprised to open the instruction booklet and read, "Copyrighted content from Netflix, Hulu, and other similar streaming services cannot be wirelessly mirrored or cast due to copyright restrictions."Since you can only screen-mirror content from another device -- and apps like Disney+ or Apple TV won't play because it is illegal --your viewing options become severely limited. I was only able to tune into YouTube to sample videos with a 16:9 layout. Otherwise, I could watch things like TikTok or Instagram in a vertical format, meaning the Zip indeed produced a larger 2D version of my phone on the wall. To access more content, Aurzen claims you can purchase a USB-C-to-HDMI video adapter and an HDMI dongle that streams material through your phone. These supplements could set you back another to and I'm honestly not sure that this will circumvent the copyright issue.I would be remiss if I didn't mention that I had trouble connecting the Zip to my phone. When trying to screen-mirror using AirPlay, my iPhone 16 could detect its presence, but I would repeatedly get the message, "Unable to connect to ZIP-287544D4." Thinking my phone's Defender Otterbox might be jamming the transmission, I borrowed an iPhone 16 Plusand, sadly, got the same result. At just over half a pound, the Zip is one of the smallest, most portable projectors on the market. Adam Breeden/ZDNETBesides the deluxe carrying case, the only accessory that comes with the Zip is a 3.5-foot USB-C cord. Out of desperation, I used it to connect the Zip to my laptop so I could finally play some videos. Yet, in another attempt to screen mirror, I used that cable to hardwire the Zip to my phone. Not only did that not work, but the Zip projected a warning message that dumbfoundingly said: "Please insert the standard adapter." This is the cable it came with!Then I noticed the solid green light on the Zip, indicating that it was fast-charging. It was fast-charging by leaching off my phone's battery to juice itself up, like a cute little robotic parasite. If you want to fast-charge a Zip the right way, you'll need to supply your own USB-C wall adapter.Also: Tariff-proof tech? Back Market's refurbished devices keep prices downThe Zip's max battery life is only about one and a half hours, and that is with the brightness booster turned off. This is certainly problematic if you plan to watch a football game or most feature films. After unboxing, I charged it overnight and was surprised to see how quickly the battery light indicators diminished once I got it up and running.You can always get a power bank, but then you have another device and another cable to deal with. And as I mentioned before, the Zip only has one USB-C port. Assuming you can get the Zip to screen mirror with your phone wirelessly, you'll be able to change it and watch content at the same time.ZDNET's buying adviceThis is my first encounter with Aurzen Zip, and I like what the company is trying to achieve with this projector. Holding it in my hand, the Zip's heft makes it feel solid and durable, while the sleek elegance of its metallic outer package betrays a premium device. I really love the way it looks and feels.The ideal scenario for using the Zip would be in a very dark, quiet space with only one or two people watching. For professional purposes like showing a PowerPoint in a boardroom, it might do in a pinch, but I wouldn't recommend it. The boardroom would have to be pitch black, and you'd need an external Bluetooth speaker. Also: Your TV's USB port is seriously underutilized: 5 features you're not using enoughAnd if you want more power or morestreaming capabilities, you'll need peripheral devices like a power bank and a dongle, not to mention a heartier sound system. This formula would detract from the true portability of the Zip in that now you're carting around three or four things instead of one.As future iterations and copycat designs emerge, the price of the Zip will go down, so I'd consider waiting it out. Incidentally, it is available on Amazon now for 15% off, and also on the Aurzen website for an equivalent discount if you use code ZIP15 at checkout.With loads of potential, I believe the Zip represents a promising example of what future mini projectors will look like, except they'll be smarter, brighter, and commensurate with their price tag.Featured reviews
    #should #you #buy #viral #trifold
    Should you buy the viral $350 tri-fold projector? My buying advice after a week of testing
    ZDNET's key takeaways The Aurzen Zip is currently available for on Amazon. Its design and construction give it a premium feel, and the ability to project at various angles. Connection issues and limitations on what you can view with it are areas of improvement. When Aurzen sent me its new Zip Tri-fold Projector, it arrived in a dense, well-designed 5" x 6.5" x 1.75" box. I said aloud to no one, "Wow, this is the smallest projector I've ever seen." But when I opened the box, I was blown away by its actual size -- because it literally fits in the palm of my hand. "OK then," I asked myself, "Is this the world's first true pocket projector?"Also: I replaced my TV with a 4K UST projector - and the visual upgrade was worth itAs it turns out, it isn't. Kodak makes a smaller one for almost half the price of the Zip. But comparing the quality of that model with the Zip will have to wait for a future review.  details View Initial impressions and setupThe Zip is 3" x 3" x 1" and weighs less than 10 ounces. Shapewise, it reminds me of a small-bite artisanal hamburger, although much heavier. I can literally fit it easily inside the pocket of my jeans.I already mentioned the delightfully smart packaging, which includes two stylish, magnetic box top flaps for storing the Aurzen Zip, should you need to. You don't need to keep the original housing box, though, because the Zip also comes with a zippable clamshell carrying case that is about the size of a regular sandwich. Also: The best outdoor projectors: Expert tested and reviewedThe carrying case measures only 5.75" x 5" x 1.5", has a plush, velvety interior, and is equipped with a carabiner -- you know, in case you want to clip a mini-projector to your backpack on a 20-mile hiking trip. The Aurzen Zip projector in its carrying case. Adam Breeden/ZDNETOut of the box, the waxpaper sleeve surrounding the unit warns not to "fully flatten the ZIP, as exceeding these angles or forcing it into a flat position may result in irreversible damage." This becomes evident as you tug on the top component to unfold the projector. It's also evident how strong the high-quality hinges are, which jibes with the projector's overall sturdiness.The Zip comes in two colorways: Goldand Grey. A row of five pinhole white lights indicates the charge status, and a solid green light indicates fast charging. The onboard controls are minimal, having only five illuminated touch buttons that you'll rarely use after initially checking the settings on its extremely condensed home menu.Its only USB-C port supports 24W power delivery, and its 5,000mAh battery capacity is about the same as most high-end smartphones. The problem is that this battery is running moving parts, generating 100 ANSI lumens, and projecting a large image, unlike any smartphone. Well, most smartphones.Also: This Android phone that doubles as a projector will make any tech enthusiast smileAs light as it is, the bottom of the unit is coated with a silicon-based texture that gives the base enough grip to prevent it from scooting across high-varnish furniture -- another thoughtful touch that adds to the Zip's premium appeal.By the way, the Aurzen "Zip" is named for its Z-shaped, tri-fold design, but is also meant to evoke a ZIP file, which can be compressed and decompressed. Smart.How does it perform?The Zip is a short-throw projector. At two feet from a screen, it can project a 25-inch image, and at 6.33 feet, it can project an 80-inch image.The Zip only supports vertical keystone correction, but the keystone adjustment is automatic -- and impressively so. As soon as I pointed it at a wall, the trapezoidal projection straightened itself out symmetrically.While this 1280 x 720p projector will never display crisp, highly detailed images, its autofocus feature went to work instantaneously. Whatever surface I targeted, the on-screen text was legible even when protracting its image by moving back as far as seven feet. Also: Finally, a portable 4K projector worthy of replacing my TV - and it gets plenty brightThe Zip also won't deliver high contrast, true blacks, or any of those lofty measures of image quality we look for in LED TVs -- that's asking too much of any projector. But I have to say, the colors were rich enough, and overall, the videos I played looked pretty good.In a dark room, the Zip's brightness level was plenty adequate. A small amount of ambient light creeping into the room, however, will wash out the screen. The only switch on the unit is for a brightness booster, which, when turned on, ostensibly makes the image maybe 10% brighter. So I wondered why bother with this option? Why not always make the image as bright as possible? Yet, the booster does make a noticeable difference in a very dark area. Adam Breeden/ZDNETThe brightness booster is an option because it saps the Zip's battery. In fact, the feature is available only when the projector is at a certain battery level. Turning the brightness boost switch on affected power use so significantly that I could hear the poor unit straining. Normally, the little fan inside the Zip emits a subtle white noise, a consistent low-decibel fuzz that could lull you to sleep. With the brightness booster turned on, those decibels triple as the cooling fan accelerates like a tiny jet engine. Turning it off to the dimmer setting, you can hear the engine decelerate and wind down to a glide. I should say that the "engine noise" isn't a problem when videos are playing at any level of volume.Also: One of my favorite smart home accessories turns any room into an aurora showTaking advantage of its folding design, I wanted to see how the Zip would work if I aimed it at the ceiling above my bed. I put it on the nightstand, but this offset the 16:9 projection to the right, placing it above my nightstand, not me. So I set the unit on my chest and watched its image on my popcorn-textured ceiling swell and unswell from my breathing and shake slightly with each heartbeat.I realize this does not paint the picture of an ideal viewing scenario. But, if you have spinal or shoulder injuries that require you to fall asleep on your back with no craning of your neck, and if another "requirement" is that you must be watching TV to fall asleep, then the Aurzen Zip is the only projector I've found that makes that possible. And from five feet away, the image on my ceiling looked just fine for sleepy nighttime viewing.The Zip's middle component houses two 1-watt speakers on opposite sides. They're as powerful as you'd expect for the size; not too much. But what can we expect from such a diminutive device? The volume is certainly adequate for one or two people positioned a few feet away from it, perhaps in a bedroom or inside a tent. Areas of improvementI didn't mean to bury the lede here, but a major shortcoming of the Zip is that it has no built-in operating system. Thereby, it has no streaming capability and zero apps. It operates solely through the command of your phone, tablet, or laptop. I was surprised to open the instruction booklet and read, "Copyrighted content from Netflix, Hulu, and other similar streaming services cannot be wirelessly mirrored or cast due to copyright restrictions."Since you can only screen-mirror content from another device -- and apps like Disney+ or Apple TV won't play because it is illegal --your viewing options become severely limited. I was only able to tune into YouTube to sample videos with a 16:9 layout. Otherwise, I could watch things like TikTok or Instagram in a vertical format, meaning the Zip indeed produced a larger 2D version of my phone on the wall. To access more content, Aurzen claims you can purchase a USB-C-to-HDMI video adapter and an HDMI dongle that streams material through your phone. These supplements could set you back another to and I'm honestly not sure that this will circumvent the copyright issue.I would be remiss if I didn't mention that I had trouble connecting the Zip to my phone. When trying to screen-mirror using AirPlay, my iPhone 16 could detect its presence, but I would repeatedly get the message, "Unable to connect to ZIP-287544D4." Thinking my phone's Defender Otterbox might be jamming the transmission, I borrowed an iPhone 16 Plusand, sadly, got the same result. At just over half a pound, the Zip is one of the smallest, most portable projectors on the market. Adam Breeden/ZDNETBesides the deluxe carrying case, the only accessory that comes with the Zip is a 3.5-foot USB-C cord. Out of desperation, I used it to connect the Zip to my laptop so I could finally play some videos. Yet, in another attempt to screen mirror, I used that cable to hardwire the Zip to my phone. Not only did that not work, but the Zip projected a warning message that dumbfoundingly said: "Please insert the standard adapter." This is the cable it came with!Then I noticed the solid green light on the Zip, indicating that it was fast-charging. It was fast-charging by leaching off my phone's battery to juice itself up, like a cute little robotic parasite. If you want to fast-charge a Zip the right way, you'll need to supply your own USB-C wall adapter.Also: Tariff-proof tech? Back Market's refurbished devices keep prices downThe Zip's max battery life is only about one and a half hours, and that is with the brightness booster turned off. This is certainly problematic if you plan to watch a football game or most feature films. After unboxing, I charged it overnight and was surprised to see how quickly the battery light indicators diminished once I got it up and running.You can always get a power bank, but then you have another device and another cable to deal with. And as I mentioned before, the Zip only has one USB-C port. Assuming you can get the Zip to screen mirror with your phone wirelessly, you'll be able to change it and watch content at the same time.ZDNET's buying adviceThis is my first encounter with Aurzen Zip, and I like what the company is trying to achieve with this projector. Holding it in my hand, the Zip's heft makes it feel solid and durable, while the sleek elegance of its metallic outer package betrays a premium device. I really love the way it looks and feels.The ideal scenario for using the Zip would be in a very dark, quiet space with only one or two people watching. For professional purposes like showing a PowerPoint in a boardroom, it might do in a pinch, but I wouldn't recommend it. The boardroom would have to be pitch black, and you'd need an external Bluetooth speaker. Also: Your TV's USB port is seriously underutilized: 5 features you're not using enoughAnd if you want more power or morestreaming capabilities, you'll need peripheral devices like a power bank and a dongle, not to mention a heartier sound system. This formula would detract from the true portability of the Zip in that now you're carting around three or four things instead of one.As future iterations and copycat designs emerge, the price of the Zip will go down, so I'd consider waiting it out. Incidentally, it is available on Amazon now for 15% off, and also on the Aurzen website for an equivalent discount if you use code ZIP15 at checkout.With loads of potential, I believe the Zip represents a promising example of what future mini projectors will look like, except they'll be smarter, brighter, and commensurate with their price tag.Featured reviews #should #you #buy #viral #trifold
    WWW.ZDNET.COM
    Should you buy the viral $350 tri-fold projector? My buying advice after a week of testing
    ZDNET's key takeaways The Aurzen Zip is currently available for $339 on Amazon. Its design and construction give it a premium feel, and the ability to project at various angles. Connection issues and limitations on what you can view with it are areas of improvement. $339.99 at Amazon When Aurzen sent me its new Zip Tri-fold Projector, it arrived in a dense, well-designed 5" x 6.5" x 1.75" box. I said aloud to no one, "Wow, this is the smallest projector I've ever seen." But when I opened the box, I was blown away by its actual size -- because it literally fits in the palm of my hand. "OK then," I asked myself, "Is this the world's first true pocket projector?"Also: I replaced my TV with a 4K UST projector - and the visual upgrade was worth itAs it turns out, it isn't. Kodak makes a smaller one for almost half the price of the Zip. But comparing the quality of that model with the Zip will have to wait for a future review.  details View at Amazon Initial impressions and setupThe Zip is 3" x 3" x 1" and weighs less than 10 ounces. Shapewise, it reminds me of a small-bite artisanal hamburger, although much heavier (and less tasty). I can literally fit it easily inside the pocket of my jeans.I already mentioned the delightfully smart packaging, which includes two stylish, magnetic box top flaps for storing the Aurzen Zip, should you need to. You don't need to keep the original housing box, though, because the Zip also comes with a zippable clamshell carrying case that is about the size of a regular sandwich. Also: The best outdoor projectors: Expert tested and reviewedThe carrying case measures only 5.75" x 5" x 1.5", has a plush, velvety interior, and is equipped with a carabiner -- you know, in case you want to clip a mini-projector to your backpack on a 20-mile hiking trip. The Aurzen Zip projector in its carrying case. Adam Breeden/ZDNETOut of the box, the waxpaper sleeve surrounding the unit warns not to "fully flatten the ZIP, as exceeding these angles or forcing it into a flat position may result in irreversible damage." This becomes evident as you tug on the top component to unfold the projector. It's also evident how strong the high-quality hinges are, which jibes with the projector's overall sturdiness.The Zip comes in two colorways: Gold (which actually looks more titanium) and Grey (which I'd call more like Carbon). A row of five pinhole white lights indicates the charge status, and a solid green light indicates fast charging. The onboard controls are minimal, having only five illuminated touch buttons that you'll rarely use after initially checking the settings on its extremely condensed home menu.Its only USB-C port supports 24W power delivery, and its 5,000mAh battery capacity is about the same as most high-end smartphones. The problem is that this battery is running moving parts (internal fans), generating 100 ANSI lumens (and thereby a good deal of heat), and projecting a large image, unlike any smartphone. Well, most smartphones.Also: This Android phone that doubles as a projector will make any tech enthusiast smileAs light as it is (0.62 pounds), the bottom of the unit is coated with a silicon-based texture that gives the base enough grip to prevent it from scooting across high-varnish furniture -- another thoughtful touch that adds to the Zip's premium appeal.By the way, the Aurzen "Zip" is named for its Z-shaped, tri-fold design, but is also meant to evoke a ZIP file, which can be compressed and decompressed. Smart.How does it perform?The Zip is a short-throw projector. At two feet from a screen, it can project a 25-inch image, and at 6.33 feet, it can project an 80-inch image.The Zip only supports vertical keystone correction, but the keystone adjustment is automatic -- and impressively so. As soon as I pointed it at a wall, the trapezoidal projection straightened itself out symmetrically.While this 1280 x 720p projector will never display crisp, highly detailed images, its autofocus feature went to work instantaneously. Whatever surface I targeted, the on-screen text was legible even when protracting its image by moving back as far as seven feet. Also: Finally, a portable 4K projector worthy of replacing my TV - and it gets plenty brightThe Zip also won't deliver high contrast, true blacks, or any of those lofty measures of image quality we look for in LED TVs -- that's asking too much of any projector. But I have to say, the colors were rich enough, and overall, the videos I played looked pretty good.In a dark room, the Zip's brightness level was plenty adequate. A small amount of ambient light creeping into the room, however, will wash out the screen. The only switch on the unit is for a brightness booster, which, when turned on, ostensibly makes the image maybe 10% brighter. So I wondered why bother with this option? Why not always make the image as bright as possible? Yet, the booster does make a noticeable difference in a very dark area. Adam Breeden/ZDNETThe brightness booster is an option because it saps the Zip's battery. In fact, the feature is available only when the projector is at a certain battery level (above 50%). Turning the brightness boost switch on affected power use so significantly that I could hear the poor unit straining. Normally, the little fan inside the Zip emits a subtle white noise, a consistent low-decibel fuzz that could lull you to sleep. With the brightness booster turned on, those decibels triple as the cooling fan accelerates like a tiny jet engine. Turning it off to the dimmer setting, you can hear the engine decelerate and wind down to a glide. I should say that the "engine noise" isn't a problem when videos are playing at any level of volume.Also: One of my favorite smart home accessories turns any room into an aurora showTaking advantage of its folding design, I wanted to see how the Zip would work if I aimed it at the ceiling above my bed. I put it on the nightstand, but this offset the 16:9 projection to the right, placing it above my nightstand, not me. So I set the unit on my chest and watched its image on my popcorn-textured ceiling swell and unswell from my breathing and shake slightly with each heartbeat.I realize this does not paint the picture of an ideal viewing scenario. But, if you have spinal or shoulder injuries that require you to fall asleep on your back with no craning of your neck, and if another "requirement" is that you must be watching TV to fall asleep, then the Aurzen Zip is the only projector I've found that makes that possible. And from five feet away, the image on my ceiling looked just fine for sleepy nighttime viewing.The Zip's middle component houses two 1-watt speakers on opposite sides. They're as powerful as you'd expect for the size; not too much. But what can we expect from such a diminutive device? The volume is certainly adequate for one or two people positioned a few feet away from it, perhaps in a bedroom or inside a tent. Areas of improvementI didn't mean to bury the lede here, but a major shortcoming of the Zip is that it has no built-in operating system. Thereby, it has no streaming capability and zero apps. It operates solely through the command of your phone, tablet, or laptop. I was surprised to open the instruction booklet and read, "Copyrighted content from Netflix, Hulu, and other similar streaming services cannot be wirelessly mirrored or cast due to copyright restrictions."Since you can only screen-mirror content from another device -- and apps like Disney+ or Apple TV won't play because it is illegal --your viewing options become severely limited. I was only able to tune into YouTube to sample videos with a 16:9 layout. Otherwise, I could watch things like TikTok or Instagram in a vertical format, meaning the Zip indeed produced a larger 2D version of my phone on the wall. To access more content, Aurzen claims you can purchase a USB-C-to-HDMI video adapter and an HDMI dongle that streams material through your phone. These supplements could set you back another $50 to $100, and I'm honestly not sure that this will circumvent the copyright issue.I would be remiss if I didn't mention that I had trouble connecting the Zip to my phone. When trying to screen-mirror using AirPlay, my iPhone 16 could detect its presence, but I would repeatedly get the message, "Unable to connect to ZIP-287544D4." Thinking my phone's Defender Otterbox might be jamming the transmission, I borrowed an iPhone 16 Plus (wearing no protective case) and, sadly, got the same result. At just over half a pound, the Zip is one of the smallest, most portable projectors on the market. Adam Breeden/ZDNETBesides the deluxe carrying case, the only accessory that comes with the Zip is a 3.5-foot USB-C cord. Out of desperation, I used it to connect the Zip to my laptop so I could finally play some videos. Yet, in another attempt to screen mirror, I used that cable to hardwire the Zip to my phone. Not only did that not work, but the Zip projected a warning message that dumbfoundingly said: "(!) Please insert the standard adapter." This is the cable it came with!Then I noticed the solid green light on the Zip, indicating that it was fast-charging. It was fast-charging by leaching off my phone's battery to juice itself up, like a cute little robotic parasite. If you want to fast-charge a Zip the right way, you'll need to supply your own USB-C wall adapter.Also: Tariff-proof tech? Back Market's refurbished devices keep prices downThe Zip's max battery life is only about one and a half hours, and that is with the brightness booster turned off. This is certainly problematic if you plan to watch a football game or most feature films. After unboxing, I charged it overnight and was surprised to see how quickly the battery light indicators diminished once I got it up and running.You can always get a power bank, but then you have another device and another cable to deal with. And as I mentioned before, the Zip only has one USB-C port. Assuming you can get the Zip to screen mirror with your phone wirelessly, you'll be able to change it and watch content at the same time.ZDNET's buying adviceThis is my first encounter with Aurzen Zip, and I like what the company is trying to achieve with this projector. Holding it in my hand, the Zip's heft makes it feel solid and durable, while the sleek elegance of its metallic outer package betrays a premium device. I really love the way it looks and feels.The ideal scenario for using the Zip would be in a very dark, quiet space with only one or two people watching. For professional purposes like showing a PowerPoint in a boardroom, it might do in a pinch, but I wouldn't recommend it. The boardroom would have to be pitch black, and you'd need an external Bluetooth speaker. Also: Your TV's USB port is seriously underutilized: 5 features you're not using enoughAnd if you want more power or more (make that ANY) streaming capabilities, you'll need peripheral devices like a power bank and a dongle, not to mention a heartier sound system. This formula would detract from the true portability of the Zip in that now you're carting around three or four things instead of one.As future iterations and copycat designs emerge, the price of the Zip will go down, so I'd consider waiting it out. Incidentally, it is available on Amazon now for 15% off (at $339), and also on the Aurzen website for an equivalent discount if you use code ZIP15 at checkout.With loads of potential, I believe the Zip represents a promising example of what future mini projectors will look like, except they'll be smarter, brighter, and commensurate with their price tag.Featured reviews
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