• Burnout, $1M income, retiring early: Lessons from 29 people secretly working multiple remote jobs

    Secretly working multiple full-time remote jobs may sound like a nightmare — but Americans looking to make their financial dreams come true willingly hustle for it.Over the past two years, Business Insider has interviewed more than two dozen "overemployed" workers, many of whom work in tech roles. They tend to work long hours but say the extra earnings are worth it to pay off student debt, save for an early retirement, and afford expensive vacations and weight-loss drugs. Many started working multiple jobs during the pandemic, when remote job openings soared.One example is Sarah, who's on track to earn about this year by secretly working two remote IT jobs. Over the last few years, Sarah said the extra income from job juggling has helped her save more than in her 401s, pay off in credit card debt, and furnish her home.Sarah, who's in her 50s and lives in the Southeast, said working 12-hour days is worth it for the job security. This security came in handy when she was laid off from one of her jobs last year. She's since found a new second gig."I want to ride this out until I retire," Sarah previously told BI. Business Insider verified her identity, but she asked to use a pseudonym, citing fears of professional repercussions. BI spoke to one boss who caught an employee secretly working another job and fired him. Job juggling could breach some employment contracts and be a fireable offense.Overemployed workers like Sarah told BI how they've landed extra roles, juggled the workload, and stayed under the radar. Some said they rely on tactics like blocking off calendars, using separate devices, minimizing meetings, and sticking to flexible roles with low oversight.
    While job juggling could have professional repercussions or lead to burnout, and some readers have questioned the ethics of this working arrangement, many workers have told BI they don't feel guilty about their job juggling — and that the financial benefits generally outweigh the downsides and risks.

    In recent years, some have struggled to land new remote gigs, due in part to hiring slowdowns and return-to-office mandates. Most said they plan to continue pursuing overemployment as long as they can.Read the stories ahead to learn how some Americans have managed the workload, risks, and stress of working multiple jobs — and transformed their finances.
    #burnout #income #retiring #early #lessons
    Burnout, $1M income, retiring early: Lessons from 29 people secretly working multiple remote jobs
    Secretly working multiple full-time remote jobs may sound like a nightmare — but Americans looking to make their financial dreams come true willingly hustle for it.Over the past two years, Business Insider has interviewed more than two dozen "overemployed" workers, many of whom work in tech roles. They tend to work long hours but say the extra earnings are worth it to pay off student debt, save for an early retirement, and afford expensive vacations and weight-loss drugs. Many started working multiple jobs during the pandemic, when remote job openings soared.One example is Sarah, who's on track to earn about this year by secretly working two remote IT jobs. Over the last few years, Sarah said the extra income from job juggling has helped her save more than in her 401s, pay off in credit card debt, and furnish her home.Sarah, who's in her 50s and lives in the Southeast, said working 12-hour days is worth it for the job security. This security came in handy when she was laid off from one of her jobs last year. She's since found a new second gig."I want to ride this out until I retire," Sarah previously told BI. Business Insider verified her identity, but she asked to use a pseudonym, citing fears of professional repercussions. BI spoke to one boss who caught an employee secretly working another job and fired him. Job juggling could breach some employment contracts and be a fireable offense.Overemployed workers like Sarah told BI how they've landed extra roles, juggled the workload, and stayed under the radar. Some said they rely on tactics like blocking off calendars, using separate devices, minimizing meetings, and sticking to flexible roles with low oversight. While job juggling could have professional repercussions or lead to burnout, and some readers have questioned the ethics of this working arrangement, many workers have told BI they don't feel guilty about their job juggling — and that the financial benefits generally outweigh the downsides and risks. In recent years, some have struggled to land new remote gigs, due in part to hiring slowdowns and return-to-office mandates. Most said they plan to continue pursuing overemployment as long as they can.Read the stories ahead to learn how some Americans have managed the workload, risks, and stress of working multiple jobs — and transformed their finances. #burnout #income #retiring #early #lessons
    WWW.BUSINESSINSIDER.COM
    Burnout, $1M income, retiring early: Lessons from 29 people secretly working multiple remote jobs
    Secretly working multiple full-time remote jobs may sound like a nightmare — but Americans looking to make their financial dreams come true willingly hustle for it.Over the past two years, Business Insider has interviewed more than two dozen "overemployed" workers, many of whom work in tech roles. They tend to work long hours but say the extra earnings are worth it to pay off student debt, save for an early retirement, and afford expensive vacations and weight-loss drugs. Many started working multiple jobs during the pandemic, when remote job openings soared.One example is Sarah, who's on track to earn about $300,000 this year by secretly working two remote IT jobs. Over the last few years, Sarah said the extra income from job juggling has helped her save more than $100,000 in her 401(k)s, pay off $17,000 in credit card debt, and furnish her home.Sarah, who's in her 50s and lives in the Southeast, said working 12-hour days is worth it for the job security. This security came in handy when she was laid off from one of her jobs last year. She's since found a new second gig."I want to ride this out until I retire," Sarah previously told BI. Business Insider verified her identity, but she asked to use a pseudonym, citing fears of professional repercussions. BI spoke to one boss who caught an employee secretly working another job and fired him. Job juggling could breach some employment contracts and be a fireable offense.Overemployed workers like Sarah told BI how they've landed extra roles, juggled the workload, and stayed under the radar. Some said they rely on tactics like blocking off calendars, using separate devices, minimizing meetings, and sticking to flexible roles with low oversight. While job juggling could have professional repercussions or lead to burnout, and some readers have questioned the ethics of this working arrangement, many workers have told BI they don't feel guilty about their job juggling — and that the financial benefits generally outweigh the downsides and risks. In recent years, some have struggled to land new remote gigs, due in part to hiring slowdowns and return-to-office mandates. Most said they plan to continue pursuing overemployment as long as they can.Read the stories ahead to learn how some Americans have managed the workload, risks, and stress of working multiple jobs — and transformed their finances.
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  • Trump says he has no desire to fix his relationship with Musk, even after the former 'first buddy' deletes his X posts

    President Donald Trump and Elon Musk had a very public spat this week.

    Jeff Bottari/Zuffa LLC via Getty Images

    2025-06-07T19:13:48Z

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    President Donald Trump says he has no desire to repair his relationship with Elon Musk.
    He also said Musk would face "serious consequences" if he funds Democrats.
    Meanwhile, Musk deleted some of his most incendiary X posts on Saturday.

    It seems Elon Musk won't be President Donald Trump's "first buddy" again anytime soon.Trump told NBC News on Saturday that he has no plans to repair his relationship with Musk after it imploded this week. When asked if their relationship is done, Trump said, simply, "I would assume so, yeah."Trump said he doesn't intend to speak with Musk and said the tech billionaire was "disrespectful to the office of the President.""I think it's a very bad thing, because he's very disrespectful. You could not disrespect the office of the President," Trump said.The epic and very public fallout began after Musk criticized Trump's tax bill, which the president calls his "One Big Beautiful Bill."During Thursday's dramatic exchange, which took place mostly on the social media networks each billionaire owns, Trump threatened to terminate Musk's government contracts and subsidies. Musk shot back that Trump was in the so-called "Epstein files" in a now-deleted post.In the NBC interview on Saturday, Trump warned Musk against funding Democratic candidates running against GOP members voting in favor of the bill, saying there will be "serious consequences.""If he does, he'll have to pay the consequences for that," Trump said. "He'll have to pay very serious consequences if he does that."Last month, Musk said he would spend "a lot less" on political campaigns in the future. He spent hundreds of millions in support of Trump in 2024."If I see a reason to do political spending in the future, I will do it," Musk said at the Qatar Economic Forum last month. "I do not currently see a reason."Trump's remarks on Saturday came after Musk deleted some X posts from his account. He deleted the post referencing the Epstein files and a video he re-posted that appeared to show Trump partying with Epstein in the 1990s. Musk also deleted an X post in which he called a Trump comment an "obvious lie" and another post saying SpaceX would decommission its Dragon spacecraft "immediately."White House press secretary Karoline Leavitt told Business Insider that passing the tax bill is the president's priority."President Trump and the entire Administration will continue the important mission of cutting waste, fraud, and abuse from our federal government on behalf of taxpayers, and the passage of the One Big Beautiful Bill is critical to helping accomplish that mission," Leavitt said in a statement.Representatives for Musk did not respond to a request for comment from BI.The repercussions from Musk and Trump's dispute were swift, affecting the price of Tesla stock and Dogecoin. A senior White House official told BI that Trump is now considering selling his Tesla.On Saturday, Vice President JD Vance said it was a "huge mistake" for Musk to "go after the president" during the newest episode of "This Past Weekend w/ Theo Von.""I'm not saying he has to agree with the bill or agree with everything that I'm saying," Vance said. "I just think it's a huge mistake for the world's wealthiest man, I think one of the most transformational entrepreneurs ever — that's Elon — to be at this war with the world's most powerful man."During the interview, Vance said he thinks everything will be fine between the pair if Musk "chills out a little bit.""Hopefully Elon figures it out and comes back into the fold," Vance said, adding that Trump had been a "little frustrated" with Musk's recent criticisms."But I think he's been very restrained because the president doesn't think that he needs to be in a blood feud with Elon Musk, and I actually think if Elon chilled out a little bit, everything would be fine," Vance said.Musk responded to Vance's comment on X on Saturday, writing, simply, "Cool."

    Recommended video
    #trump #says #has #desire #fix
    Trump says he has no desire to fix his relationship with Musk, even after the former 'first buddy' deletes his X posts
    President Donald Trump and Elon Musk had a very public spat this week. Jeff Bottari/Zuffa LLC via Getty Images 2025-06-07T19:13:48Z d Read in app This story is available exclusively to Business Insider subscribers. Become an Insider and start reading now. Have an account? President Donald Trump says he has no desire to repair his relationship with Elon Musk. He also said Musk would face "serious consequences" if he funds Democrats. Meanwhile, Musk deleted some of his most incendiary X posts on Saturday. It seems Elon Musk won't be President Donald Trump's "first buddy" again anytime soon.Trump told NBC News on Saturday that he has no plans to repair his relationship with Musk after it imploded this week. When asked if their relationship is done, Trump said, simply, "I would assume so, yeah."Trump said he doesn't intend to speak with Musk and said the tech billionaire was "disrespectful to the office of the President.""I think it's a very bad thing, because he's very disrespectful. You could not disrespect the office of the President," Trump said.The epic and very public fallout began after Musk criticized Trump's tax bill, which the president calls his "One Big Beautiful Bill."During Thursday's dramatic exchange, which took place mostly on the social media networks each billionaire owns, Trump threatened to terminate Musk's government contracts and subsidies. Musk shot back that Trump was in the so-called "Epstein files" in a now-deleted post.In the NBC interview on Saturday, Trump warned Musk against funding Democratic candidates running against GOP members voting in favor of the bill, saying there will be "serious consequences.""If he does, he'll have to pay the consequences for that," Trump said. "He'll have to pay very serious consequences if he does that."Last month, Musk said he would spend "a lot less" on political campaigns in the future. He spent hundreds of millions in support of Trump in 2024."If I see a reason to do political spending in the future, I will do it," Musk said at the Qatar Economic Forum last month. "I do not currently see a reason."Trump's remarks on Saturday came after Musk deleted some X posts from his account. He deleted the post referencing the Epstein files and a video he re-posted that appeared to show Trump partying with Epstein in the 1990s. Musk also deleted an X post in which he called a Trump comment an "obvious lie" and another post saying SpaceX would decommission its Dragon spacecraft "immediately."White House press secretary Karoline Leavitt told Business Insider that passing the tax bill is the president's priority."President Trump and the entire Administration will continue the important mission of cutting waste, fraud, and abuse from our federal government on behalf of taxpayers, and the passage of the One Big Beautiful Bill is critical to helping accomplish that mission," Leavitt said in a statement.Representatives for Musk did not respond to a request for comment from BI.The repercussions from Musk and Trump's dispute were swift, affecting the price of Tesla stock and Dogecoin. A senior White House official told BI that Trump is now considering selling his Tesla.On Saturday, Vice President JD Vance said it was a "huge mistake" for Musk to "go after the president" during the newest episode of "This Past Weekend w/ Theo Von.""I'm not saying he has to agree with the bill or agree with everything that I'm saying," Vance said. "I just think it's a huge mistake for the world's wealthiest man, I think one of the most transformational entrepreneurs ever — that's Elon — to be at this war with the world's most powerful man."During the interview, Vance said he thinks everything will be fine between the pair if Musk "chills out a little bit.""Hopefully Elon figures it out and comes back into the fold," Vance said, adding that Trump had been a "little frustrated" with Musk's recent criticisms."But I think he's been very restrained because the president doesn't think that he needs to be in a blood feud with Elon Musk, and I actually think if Elon chilled out a little bit, everything would be fine," Vance said.Musk responded to Vance's comment on X on Saturday, writing, simply, "Cool." Recommended video #trump #says #has #desire #fix
    WWW.BUSINESSINSIDER.COM
    Trump says he has no desire to fix his relationship with Musk, even after the former 'first buddy' deletes his X posts
    President Donald Trump and Elon Musk had a very public spat this week. Jeff Bottari/Zuffa LLC via Getty Images 2025-06-07T19:13:48Z Save Saved Read in app This story is available exclusively to Business Insider subscribers. Become an Insider and start reading now. Have an account? President Donald Trump says he has no desire to repair his relationship with Elon Musk. He also said Musk would face "serious consequences" if he funds Democrats. Meanwhile, Musk deleted some of his most incendiary X posts on Saturday. It seems Elon Musk won't be President Donald Trump's "first buddy" again anytime soon.Trump told NBC News on Saturday that he has no plans to repair his relationship with Musk after it imploded this week. When asked if their relationship is done, Trump said, simply, "I would assume so, yeah."Trump said he doesn't intend to speak with Musk and said the tech billionaire was "disrespectful to the office of the President.""I think it's a very bad thing, because he's very disrespectful. You could not disrespect the office of the President," Trump said.The epic and very public fallout began after Musk criticized Trump's tax bill, which the president calls his "One Big Beautiful Bill."During Thursday's dramatic exchange, which took place mostly on the social media networks each billionaire owns, Trump threatened to terminate Musk's government contracts and subsidies. Musk shot back that Trump was in the so-called "Epstein files" in a now-deleted post.In the NBC interview on Saturday, Trump warned Musk against funding Democratic candidates running against GOP members voting in favor of the bill, saying there will be "serious consequences.""If he does, he'll have to pay the consequences for that," Trump said. "He'll have to pay very serious consequences if he does that."Last month, Musk said he would spend "a lot less" on political campaigns in the future. He spent hundreds of millions in support of Trump in 2024."If I see a reason to do political spending in the future, I will do it," Musk said at the Qatar Economic Forum last month. "I do not currently see a reason."Trump's remarks on Saturday came after Musk deleted some X posts from his account. He deleted the post referencing the Epstein files and a video he re-posted that appeared to show Trump partying with Epstein in the 1990s. Musk also deleted an X post in which he called a Trump comment an "obvious lie" and another post saying SpaceX would decommission its Dragon spacecraft "immediately."White House press secretary Karoline Leavitt told Business Insider that passing the tax bill is the president's priority."President Trump and the entire Administration will continue the important mission of cutting waste, fraud, and abuse from our federal government on behalf of taxpayers, and the passage of the One Big Beautiful Bill is critical to helping accomplish that mission," Leavitt said in a statement.Representatives for Musk did not respond to a request for comment from BI.The repercussions from Musk and Trump's dispute were swift, affecting the price of Tesla stock and Dogecoin. A senior White House official told BI that Trump is now considering selling his Tesla.On Saturday, Vice President JD Vance said it was a "huge mistake" for Musk to "go after the president" during the newest episode of "This Past Weekend w/ Theo Von.""I'm not saying he has to agree with the bill or agree with everything that I'm saying," Vance said. "I just think it's a huge mistake for the world's wealthiest man, I think one of the most transformational entrepreneurs ever — that's Elon — to be at this war with the world's most powerful man."During the interview, Vance said he thinks everything will be fine between the pair if Musk "chills out a little bit.""Hopefully Elon figures it out and comes back into the fold," Vance said, adding that Trump had been a "little frustrated" with Musk's recent criticisms."But I think he's been very restrained because the president doesn't think that he needs to be in a blood feud with Elon Musk, and I actually think if Elon chilled out a little bit, everything would be fine," Vance said.Musk responded to Vance's comment on X on Saturday, writing, simply, "Cool." Recommended video
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  • The Trump-Musk Fight Could Have Huge Consequences for U.S. Space Programs

    June 5, 20254 min readThe Trump-Musk Fight Could Have Huge Consequences for U.S. Space ProgramsA vitriolic war of words between President Donald Trump and SpaceX CEO Elon Musk could have profound repercussions for the nation’s civil and military space programsBy Lee Billings edited by Dean VisserElon Muskand President Donald Trumpseemed to be on good terms during a press briefing in the Oval Office at the White House on May 30, 2025, but the event proved to be the calm before a social media storm. Kevin Dietsch/Getty ImagesFor several hours yesterday, an explosively escalating social media confrontation between arguably the world’s richest man, Elon Musk, and the world’s most powerful, President Donald Trump, shook U.S. spaceflight to its core.The pair had been bosom-buddy allies ever since Musk’s fateful endorsement of Trump last July—an event that helped propel Trump to an electoral victory and his second presidential term. But on May 28 Musk announced his departure from his official role overseeing the U.S. DOGE Service. And on May 31 the White House announced that it was withdrawing Trump’s nomination of Musk’s close associate Jared Isaacman to lead NASA. Musk abruptly went on the attack against the Trump administration, criticizing the budget-busting One Big Beautiful Bill Act, now navigating through Congress, as “a disgusting abomination.”Things got worse from there as the blowup descended deeper into threats and insults. On June 5 Trump suggested on his own social-media platform, Truth Social, that he could terminate U.S. government contracts with Musk’s companies, such as SpaceX and Tesla. Less than an hour later, the conflict suddenly grew more personal, with Musk taking to X, the social media platform he owns, to accuse Trump—without evidence—of being incriminated by as-yet-unreleased government documents related to the illegal activities of convicted sex offender Jeffrey Epstein.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.Musk upped the ante further in follow-up posts in which he endorsed a suggestion for impeaching Trump and, separately, declared in a now deleted post that because of the president’s threat, SpaceX “will begin decommissioning its Dragon spacecraft immediately.”Dragon is a crucial workhorse of U.S. human spaceflight. It’s the main way NASA’s astronauts get to and from the International Space Stationand also a key component of a contract between NASA and SpaceX to safely deorbit the ISS in 2031. If Dragon were to be no longer be available, NASA would, in the near term, have to rely on either Russian Soyuz vehicles or on Boeing’s glitch-plagued Starliner spacecraft for its crew transport—and the space agency’s plans for deorbiting the ISS would essentially go back to the drawing board. More broadly, NASA uses SpaceX rockets to launch many of its science missions, and the company is contracted to ferry astronauts to and from the surface of the moon as part of the space agency’s Artemis III mission.Trump’s and Musk’s retaliatory tit for tat also raises the disconcerting possibility of disrupting other SpaceX-centric parts of U.S. space plans, many of which are seen as critical for national security. Thanks to its wildly successful reusable Falcon 9 and Falcon Heavy rockets, the company presently provides the vast majority of space launches for the Department of Defense. And SpaceX’s constellation of more than 7,000 Starlink communications satellites has become vitally important to war fighters in the ongoing conflict between Russia and U.S.-allied Ukraine. SpaceX is also contracted to build a massive constellation of spy satellites for the DOD and is considered a leading candidate for launching space-based interceptors envisioned as part of Trump’s “Golden Dome” missile-defense plan.Among the avalanche of reactions to the incendiary spectacle unfolding in real time, one of the most extreme was from Trump’s influential former adviser Steve Bannon, who called on the president to seize and nationalize SpaceX. And in an interview with the New York Times, Bannon, without evidence, accused Musk, a naturalized U.S. citizen, of being an “illegal alien” who “should be deported from the country immediately.”NASA, for its part, attempted to stay above the fray via a carefully worded late-afternoon statement from the space agency’s press secretary Bethany Stevens: “NASA will continue to execute upon the President’s vision for the future of space,” Stevens wrote. “We will continue to work with our industry partners to ensure the President’s objectives in space are met.”The response from the stock market was, in its own way, much less muted. SpaceX is not a publicly traded company. But Musk’s electric car company Tesla is. And it experienced a massive sell-off at the end of June 5’s trading day: Tesla’s share price fell down by 14 percent, losing the company a whopping billion of its market value.Today a rumored détente phone conversation between the two men has apparently been called off, and Trump has reportedly said he now intends to sell the Tesla he purchased in March in what was then a gesture of support for Musk. But there are some signs the rift may yet heal: Musk has yet to be deported; SpaceX has not been shut down; Tesla’s stock price is surging back from its momentary heavy losses; and it seems NASA astronauts won’t be stranded on Earth or on the ISS for the time being.Even so, the entire sordid episode—and the possibility of further messy clashes between Trump and Musk unfolding in public—highlights a fundamental vulnerability at the heart of the nation’s deep reliance on SpaceX for access to space. Outsourcing huge swaths of civil and military space programs to a disruptively innovative private company effectively controlled by a single individual certainly has its rewards—but no shortage of risks, too.
    #trumpmusk #fight #could #have #huge
    The Trump-Musk Fight Could Have Huge Consequences for U.S. Space Programs
    June 5, 20254 min readThe Trump-Musk Fight Could Have Huge Consequences for U.S. Space ProgramsA vitriolic war of words between President Donald Trump and SpaceX CEO Elon Musk could have profound repercussions for the nation’s civil and military space programsBy Lee Billings edited by Dean VisserElon Muskand President Donald Trumpseemed to be on good terms during a press briefing in the Oval Office at the White House on May 30, 2025, but the event proved to be the calm before a social media storm. Kevin Dietsch/Getty ImagesFor several hours yesterday, an explosively escalating social media confrontation between arguably the world’s richest man, Elon Musk, and the world’s most powerful, President Donald Trump, shook U.S. spaceflight to its core.The pair had been bosom-buddy allies ever since Musk’s fateful endorsement of Trump last July—an event that helped propel Trump to an electoral victory and his second presidential term. But on May 28 Musk announced his departure from his official role overseeing the U.S. DOGE Service. And on May 31 the White House announced that it was withdrawing Trump’s nomination of Musk’s close associate Jared Isaacman to lead NASA. Musk abruptly went on the attack against the Trump administration, criticizing the budget-busting One Big Beautiful Bill Act, now navigating through Congress, as “a disgusting abomination.”Things got worse from there as the blowup descended deeper into threats and insults. On June 5 Trump suggested on his own social-media platform, Truth Social, that he could terminate U.S. government contracts with Musk’s companies, such as SpaceX and Tesla. Less than an hour later, the conflict suddenly grew more personal, with Musk taking to X, the social media platform he owns, to accuse Trump—without evidence—of being incriminated by as-yet-unreleased government documents related to the illegal activities of convicted sex offender Jeffrey Epstein.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.Musk upped the ante further in follow-up posts in which he endorsed a suggestion for impeaching Trump and, separately, declared in a now deleted post that because of the president’s threat, SpaceX “will begin decommissioning its Dragon spacecraft immediately.”Dragon is a crucial workhorse of U.S. human spaceflight. It’s the main way NASA’s astronauts get to and from the International Space Stationand also a key component of a contract between NASA and SpaceX to safely deorbit the ISS in 2031. If Dragon were to be no longer be available, NASA would, in the near term, have to rely on either Russian Soyuz vehicles or on Boeing’s glitch-plagued Starliner spacecraft for its crew transport—and the space agency’s plans for deorbiting the ISS would essentially go back to the drawing board. More broadly, NASA uses SpaceX rockets to launch many of its science missions, and the company is contracted to ferry astronauts to and from the surface of the moon as part of the space agency’s Artemis III mission.Trump’s and Musk’s retaliatory tit for tat also raises the disconcerting possibility of disrupting other SpaceX-centric parts of U.S. space plans, many of which are seen as critical for national security. Thanks to its wildly successful reusable Falcon 9 and Falcon Heavy rockets, the company presently provides the vast majority of space launches for the Department of Defense. And SpaceX’s constellation of more than 7,000 Starlink communications satellites has become vitally important to war fighters in the ongoing conflict between Russia and U.S.-allied Ukraine. SpaceX is also contracted to build a massive constellation of spy satellites for the DOD and is considered a leading candidate for launching space-based interceptors envisioned as part of Trump’s “Golden Dome” missile-defense plan.Among the avalanche of reactions to the incendiary spectacle unfolding in real time, one of the most extreme was from Trump’s influential former adviser Steve Bannon, who called on the president to seize and nationalize SpaceX. And in an interview with the New York Times, Bannon, without evidence, accused Musk, a naturalized U.S. citizen, of being an “illegal alien” who “should be deported from the country immediately.”NASA, for its part, attempted to stay above the fray via a carefully worded late-afternoon statement from the space agency’s press secretary Bethany Stevens: “NASA will continue to execute upon the President’s vision for the future of space,” Stevens wrote. “We will continue to work with our industry partners to ensure the President’s objectives in space are met.”The response from the stock market was, in its own way, much less muted. SpaceX is not a publicly traded company. But Musk’s electric car company Tesla is. And it experienced a massive sell-off at the end of June 5’s trading day: Tesla’s share price fell down by 14 percent, losing the company a whopping billion of its market value.Today a rumored détente phone conversation between the two men has apparently been called off, and Trump has reportedly said he now intends to sell the Tesla he purchased in March in what was then a gesture of support for Musk. But there are some signs the rift may yet heal: Musk has yet to be deported; SpaceX has not been shut down; Tesla’s stock price is surging back from its momentary heavy losses; and it seems NASA astronauts won’t be stranded on Earth or on the ISS for the time being.Even so, the entire sordid episode—and the possibility of further messy clashes between Trump and Musk unfolding in public—highlights a fundamental vulnerability at the heart of the nation’s deep reliance on SpaceX for access to space. Outsourcing huge swaths of civil and military space programs to a disruptively innovative private company effectively controlled by a single individual certainly has its rewards—but no shortage of risks, too. #trumpmusk #fight #could #have #huge
    WWW.SCIENTIFICAMERICAN.COM
    The Trump-Musk Fight Could Have Huge Consequences for U.S. Space Programs
    June 5, 20254 min readThe Trump-Musk Fight Could Have Huge Consequences for U.S. Space ProgramsA vitriolic war of words between President Donald Trump and SpaceX CEO Elon Musk could have profound repercussions for the nation’s civil and military space programsBy Lee Billings edited by Dean VisserElon Musk (left) and President Donald Trump (right) seemed to be on good terms during a press briefing in the Oval Office at the White House on May 30, 2025, but the event proved to be the calm before a social media storm. Kevin Dietsch/Getty ImagesFor several hours yesterday, an explosively escalating social media confrontation between arguably the world’s richest man, Elon Musk, and the world’s most powerful, President Donald Trump, shook U.S. spaceflight to its core.The pair had been bosom-buddy allies ever since Musk’s fateful endorsement of Trump last July—an event that helped propel Trump to an electoral victory and his second presidential term. But on May 28 Musk announced his departure from his official role overseeing the U.S. DOGE Service. And on May 31 the White House announced that it was withdrawing Trump’s nomination of Musk’s close associate Jared Isaacman to lead NASA. Musk abruptly went on the attack against the Trump administration, criticizing the budget-busting One Big Beautiful Bill Act, now navigating through Congress, as “a disgusting abomination.”Things got worse from there as the blowup descended deeper into threats and insults. On June 5 Trump suggested on his own social-media platform, Truth Social, that he could terminate U.S. government contracts with Musk’s companies, such as SpaceX and Tesla. Less than an hour later, the conflict suddenly grew more personal, with Musk taking to X, the social media platform he owns, to accuse Trump—without evidence—of being incriminated by as-yet-unreleased government documents related to the illegal activities of convicted sex offender Jeffrey Epstein.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.Musk upped the ante further in follow-up posts in which he endorsed a suggestion for impeaching Trump and, separately, declared in a now deleted post that because of the president’s threat, SpaceX “will begin decommissioning its Dragon spacecraft immediately.” (Some five hours after his decommissioning comment, tempers had apparently cooled enough for Musk to walk back the remark in another X post: “Ok, we won’t decommission Dragon.”)Dragon is a crucial workhorse of U.S. human spaceflight. It’s the main way NASA’s astronauts get to and from the International Space Station (ISS) and also a key component of a contract between NASA and SpaceX to safely deorbit the ISS in 2031. If Dragon were to be no longer be available, NASA would, in the near term, have to rely on either Russian Soyuz vehicles or on Boeing’s glitch-plagued Starliner spacecraft for its crew transport—and the space agency’s plans for deorbiting the ISS would essentially go back to the drawing board. More broadly, NASA uses SpaceX rockets to launch many of its science missions, and the company is contracted to ferry astronauts to and from the surface of the moon as part of the space agency’s Artemis III mission.Trump’s and Musk’s retaliatory tit for tat also raises the disconcerting possibility of disrupting other SpaceX-centric parts of U.S. space plans, many of which are seen as critical for national security. Thanks to its wildly successful reusable Falcon 9 and Falcon Heavy rockets, the company presently provides the vast majority of space launches for the Department of Defense. And SpaceX’s constellation of more than 7,000 Starlink communications satellites has become vitally important to war fighters in the ongoing conflict between Russia and U.S.-allied Ukraine. SpaceX is also contracted to build a massive constellation of spy satellites for the DOD and is considered a leading candidate for launching space-based interceptors envisioned as part of Trump’s “Golden Dome” missile-defense plan.Among the avalanche of reactions to the incendiary spectacle unfolding in real time, one of the most extreme was from Trump’s influential former adviser Steve Bannon, who called on the president to seize and nationalize SpaceX. And in an interview with the New York Times, Bannon, without evidence, accused Musk, a naturalized U.S. citizen, of being an “illegal alien” who “should be deported from the country immediately.”NASA, for its part, attempted to stay above the fray via a carefully worded late-afternoon statement from the space agency’s press secretary Bethany Stevens: “NASA will continue to execute upon the President’s vision for the future of space,” Stevens wrote. “We will continue to work with our industry partners to ensure the President’s objectives in space are met.”The response from the stock market was, in its own way, much less muted. SpaceX is not a publicly traded company. But Musk’s electric car company Tesla is. And it experienced a massive sell-off at the end of June 5’s trading day: Tesla’s share price fell down by 14 percent, losing the company a whopping $152 billion of its market value.Today a rumored détente phone conversation between the two men has apparently been called off, and Trump has reportedly said he now intends to sell the Tesla he purchased in March in what was then a gesture of support for Musk. But there are some signs the rift may yet heal: Musk has yet to be deported; SpaceX has not been shut down; Tesla’s stock price is surging back from its momentary heavy losses; and it seems NASA astronauts won’t be stranded on Earth or on the ISS for the time being.Even so, the entire sordid episode—and the possibility of further messy clashes between Trump and Musk unfolding in public—highlights a fundamental vulnerability at the heart of the nation’s deep reliance on SpaceX for access to space. Outsourcing huge swaths of civil and military space programs to a disruptively innovative private company effectively controlled by a single individual certainly has its rewards—but no shortage of risks, too.
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  • How NPR’s Tiny Desk became the biggest stage in music

    Until last October, Argentinian musical duo Ca7riel & Paco Amoroso were more or less a regional act. Known for their experimental blend of Latin trap, pop, and rap, the pair had a fanbase, but still weren’t cracking more than 3,000 daily streams across services like Spotify, Apple Music, and YouTube. Within a week, they shot up 4,700%—hitting 222,000 daily streams—according to exclusive data firm Luminate, which powers the Billboard charts. Suddenly Ca7riel & Paco Amoroso were global pop stars. 

    What changed? On Oct. 4, the pair were featured in a Tiny Desk Concert, part of NPR’s 17-year-old video series featuring musicians performing stripped-down sets behind an office desk in the cramped Washington, D.C. headquarters of the public broadcaster. 

    In the concert video, the artists play five songs from their debut album Baño Maria, which came out last April. Paco’s raspy voice emerges from underneath a puffy blue trapper hat while Ca7riel sports an over-the-top pout and a vest made of stitched-together heart-shaped plush toys. The pair sing entirely in Spanish, backed by their Argentinian bandmatesand an American horn section. The duo’s performance quickly took off across the internet. Within five days, it had racked up more than 1.5 million views on YouTube, and hit 11 million in little more than a month. It also reverberated across social media: the NPR Music Instagram post garnering nearly 900,000 likes, and TikToks clips garnered hundreds of thousands of views. 

    In a year that featured Tiny Desk performances from buzzy stars like Chappell Roan and Sabrina Carpenter, as well as established acts like Chaka Khan and Nelly Furtado, Ca7riel & Paco Amoroso’s concert was the most-watched of 2024. It currently sits at 36 million views. 

    That virality translated to an influx of bookings for the duo, including a performance at Coachella in April, and upcoming slots at Glastonbury in June, FujiRock Japan in July, and Lollapalooza and Outside Lands in August. Ca7riel & Paco Amoroso’s global tour includes sold-out dates at Mexico’s 20,000-capacity Palacio de los Deportes and Chile’s 14,000-seat Movistar Areana—and was previewed by an appearance on The Tonight Show Starring Jimmy Fallon in April. 

    “Through Tiny Desk, we’ve noticed media approaching us, promoters being very interested in offering their spaces and festivals, and many media outlets opening doors to show us to the world,” says Jonathan Izquierdo, the band’s Spain-based tour manager who began working with the duo shortly after the Tiny Desk Concert debuted. “We’ve managed to sell out summer arena shows in record time and we’re constantly adding new concerts. Promoters are knocking on our doors to get the Tiny Desk effect.”

    Bobby CarterTiny Desk, Big Influence

    The Tiny Desk effect is something Bobby Carter, NPR Tiny Desk host and series producer, has seen firsthand. Carter has been at NPR for 25 years, including the past 11 on the Tiny Desk team. He took the reins when Bob Boilen, the longtime All Songs Considered host who launched Tiny Desk in 2008, retired in 2023. 

    The series—which now has more than 1,200 videos—began as an internet-first way for Boilen to showcase performances from musicians that were more intimate than what happens in bigger concert venues. The first installment, featuring folk artist Laura Gibson, went up on YouTube. Today, the concerts are posted on the NPR site with a writeup and credits, as well as YouTube, where NPR Music has 11 million followers. NPR Music also clips installments on Instagram, where it has 3 million followers. 

    In the early days, NPR staff reached out to touring bands to secure bookings. Acts coming through DC could often be cajoled into filming an installment before heading out to their venues for that night’s sound check. Now, musicians come to DC just for the chance to record in NPR’s offices. 

    “We don’t have to worry about tours anymore,” Carter says. “Labels and artists are willing to come in solely for a Tiny Desk performance. They understand the impact that a really good Tiny Desk concert can have on an artist’s career.”

    Early on, the stripped-down nature of the Tiny Desk—artists can’t use any audio processing or voice modulation—lent itself to rock, folk, and indie acts. But a 2014 concert with T-Pain, in which the famously autotune-heavy singer unveiled an impressive set of pipes, showed how artists from a broader array of genres could shine behind the Tiny Desk. 

    “Everyone knows at this point that they’re going to have to do something different in our space,” Carter says. “It’s a bigger ask for hip-hop acts and electronic acts, but most artists now understand how important it can be if they nail it.”

    Carter highlights rapper Doechii as an artist who overhauled her sound for her Tiny Desk concert in December. Doechii’s all-female backing band used trumpet, saxophone, guitar, and bass to transform songs from her mixtape Alligator Bites Never Heal for the live setting. “If you listen to the recorded version of her music, it’s nothing like what you saw in that Tiny Desk,” Carter says. 

    Clips of Doechii’s Tiny Desk virtuosity lit up social media, introducing the ‘swamp princess’ to new fans. The concert even inspired a viral parody, with writer-director-comedian Gus Heagary pretending to be an NPR staffer watching the performance.   

    Reimagining Old Favorites

    It isn’t just emerging acts that totally revamp their sound for a Tiny Desk opportunity. Established artists like Usher, Justin Timberlake, and Cypress Hill have followed T-Pain’s lead and used NPR’s offices to showcase reimagined versions of some of their most popular songs. When Juvenile recorded his installment in June 2023, he was backed by horns and saxophones, a violin and cello, and John Batiste on melodica. The New Orleans rapper played an acoustic version of “Back That Azz Up” twice at the audience’s request—the first encore in the series’ history. 

    “I love what has happened with hip hop,” Carter says. He explains that artists now approach the concert with the mindset: ‘I have to really rethink what I’ve been doing for however long I’ve been doing it, and present it in a whole new way.” 

    Tiny Desk has also helped musicians like Juvenile, gospel artist Marvin Sapp, and percussionist Sheila E to reach new audiences while reminding listeners they’re still making music. “We’re helping artists to re-emerge,” Carter says, “tapping into legacy acts and evergreen artistsbreathe new life into their careers.”

    In many ways, Tiny Desk now occupies a niche once filled by MTV Unplugged—but for the generation that has replaced cable with YouTube and streaming.  

    “Maybe 10, 15, 20 years ago, all of our favorite artists had this watershed moment in terms of a live performance,” Carter says. “Back in the day it was MTV Unplugged. SNL is still doing their thing. But when you think about the generation now that lives on YouTube, some of these Tiny Desk performances are going to be the milestone that people point to when it comes to live performances.”

    Building a Diverse Audience

    When Carter talks about Tiny Desk concerts reaching a new generation of listeners, it’s not conjecture. He notes that the NPR Music YouTube channel’s 11 million subscribers are “as young and diverse as it gets. It’s almost half people of colormuch younger than the audience that listens to NPR on air, which is an audience NPR has been trying to tap for a long time,” he says. 

    That diversity informs some of the special series that Tiny Desk produces. The Juvenile video was part of Carter’s second run of concerts recorded for Black Music Month, in June. Ca7riel & Paco Amoroso’s video was tied to El Tiny, a Latin-focused series that debuts during Latin Heritage Monthand is programmed by Tiny Desk producer and Alt.Latino host AnaMaria Sayer. 

    Ca7riel & Paco Amoroso’s tour manager, Izquierdo, has worked with artists featured in the series before. He says Tiny Desk is crucial for Latin American artists trying to break through. “I’ve realized that for U.S. radio, Latin music benefits from Tiny Desk,” he says.

    The Tiny Desk audience’s broad demographics are also increasingly reflected in its broader programming. Bad Bunny’s April installment took his reggaeton-inspired songs from recent album Debi Tirar Mas Fotos to their acoustic roots, using an array of traditional Puerto Rican, Latin American, and Caribbean instruments, such as the cuatro puertorriqueño, tiple, güicharo, and bongos.  “audience informs a whole lot of what we do,” Carter says. I get so many pointers from YouTube comments like ‘Have you heard of this artist?’ We’re watching all that stuff because it helps us stay sharp.”

    Tiny Desk heard round the world

    With a strong global audience, Tiny Desk has been expanding into Asia. In 2023, NPR struck a licensing deal with South Korean Telecom LG U+ and production company Something Special to produce Tiny Desk Korea for television. Last year, NPR inked a deal with the Japan Broadcasting Corporationto launch Tiny Desk Concerts Japan. “We’re really expanding in terms of global reach,” Carter says. 

    Here in the States, Carter and Sayer recently launched Tiny Desk Radio, a series that will revisit some of the series’ notable installments, sharing behind-the-scenes stories from their productions and playing the audio from the concerts “Our engineers put a lot of time and effort into making sure that we sound great,” Carter says. “I hear it a lot—people tell me they prefer an artist’s Tiny Desk over anything.”

    That’s something Ca7riel & Paco Amoroso clearly have on their mind as they navigate the Tiny Desk effect and a new level of recognition. The duo released an EP in February, Papota, which features four new songs, plus the recorded versions of their pared-down Tiny Desk performances. They also released a short film that recreates their Tiny Desk performance—this time in a Buenos Aires diner.

    One of the themes of the EP is the pair wrestling with the implications of their viral success. On the song Impostor, Ca7riel asks “¿Y ahora que vamos hacer?/El tiny desk me jodio”It’s an overstatement, but an acknowledgment that the path they’re now on ran directly through the NPR offices. 
    #how #nprs #tiny #desk #became
    How NPR’s Tiny Desk became the biggest stage in music
    Until last October, Argentinian musical duo Ca7riel & Paco Amoroso were more or less a regional act. Known for their experimental blend of Latin trap, pop, and rap, the pair had a fanbase, but still weren’t cracking more than 3,000 daily streams across services like Spotify, Apple Music, and YouTube. Within a week, they shot up 4,700%—hitting 222,000 daily streams—according to exclusive data firm Luminate, which powers the Billboard charts. Suddenly Ca7riel & Paco Amoroso were global pop stars.  What changed? On Oct. 4, the pair were featured in a Tiny Desk Concert, part of NPR’s 17-year-old video series featuring musicians performing stripped-down sets behind an office desk in the cramped Washington, D.C. headquarters of the public broadcaster.  In the concert video, the artists play five songs from their debut album Baño Maria, which came out last April. Paco’s raspy voice emerges from underneath a puffy blue trapper hat while Ca7riel sports an over-the-top pout and a vest made of stitched-together heart-shaped plush toys. The pair sing entirely in Spanish, backed by their Argentinian bandmatesand an American horn section. The duo’s performance quickly took off across the internet. Within five days, it had racked up more than 1.5 million views on YouTube, and hit 11 million in little more than a month. It also reverberated across social media: the NPR Music Instagram post garnering nearly 900,000 likes, and TikToks clips garnered hundreds of thousands of views.  In a year that featured Tiny Desk performances from buzzy stars like Chappell Roan and Sabrina Carpenter, as well as established acts like Chaka Khan and Nelly Furtado, Ca7riel & Paco Amoroso’s concert was the most-watched of 2024. It currently sits at 36 million views.  That virality translated to an influx of bookings for the duo, including a performance at Coachella in April, and upcoming slots at Glastonbury in June, FujiRock Japan in July, and Lollapalooza and Outside Lands in August. Ca7riel & Paco Amoroso’s global tour includes sold-out dates at Mexico’s 20,000-capacity Palacio de los Deportes and Chile’s 14,000-seat Movistar Areana—and was previewed by an appearance on The Tonight Show Starring Jimmy Fallon in April.  “Through Tiny Desk, we’ve noticed media approaching us, promoters being very interested in offering their spaces and festivals, and many media outlets opening doors to show us to the world,” says Jonathan Izquierdo, the band’s Spain-based tour manager who began working with the duo shortly after the Tiny Desk Concert debuted. “We’ve managed to sell out summer arena shows in record time and we’re constantly adding new concerts. Promoters are knocking on our doors to get the Tiny Desk effect.” Bobby CarterTiny Desk, Big Influence The Tiny Desk effect is something Bobby Carter, NPR Tiny Desk host and series producer, has seen firsthand. Carter has been at NPR for 25 years, including the past 11 on the Tiny Desk team. He took the reins when Bob Boilen, the longtime All Songs Considered host who launched Tiny Desk in 2008, retired in 2023.  The series—which now has more than 1,200 videos—began as an internet-first way for Boilen to showcase performances from musicians that were more intimate than what happens in bigger concert venues. The first installment, featuring folk artist Laura Gibson, went up on YouTube. Today, the concerts are posted on the NPR site with a writeup and credits, as well as YouTube, where NPR Music has 11 million followers. NPR Music also clips installments on Instagram, where it has 3 million followers.  In the early days, NPR staff reached out to touring bands to secure bookings. Acts coming through DC could often be cajoled into filming an installment before heading out to their venues for that night’s sound check. Now, musicians come to DC just for the chance to record in NPR’s offices.  “We don’t have to worry about tours anymore,” Carter says. “Labels and artists are willing to come in solely for a Tiny Desk performance. They understand the impact that a really good Tiny Desk concert can have on an artist’s career.” Early on, the stripped-down nature of the Tiny Desk—artists can’t use any audio processing or voice modulation—lent itself to rock, folk, and indie acts. But a 2014 concert with T-Pain, in which the famously autotune-heavy singer unveiled an impressive set of pipes, showed how artists from a broader array of genres could shine behind the Tiny Desk.  “Everyone knows at this point that they’re going to have to do something different in our space,” Carter says. “It’s a bigger ask for hip-hop acts and electronic acts, but most artists now understand how important it can be if they nail it.” Carter highlights rapper Doechii as an artist who overhauled her sound for her Tiny Desk concert in December. Doechii’s all-female backing band used trumpet, saxophone, guitar, and bass to transform songs from her mixtape Alligator Bites Never Heal for the live setting. “If you listen to the recorded version of her music, it’s nothing like what you saw in that Tiny Desk,” Carter says.  Clips of Doechii’s Tiny Desk virtuosity lit up social media, introducing the ‘swamp princess’ to new fans. The concert even inspired a viral parody, with writer-director-comedian Gus Heagary pretending to be an NPR staffer watching the performance.    Reimagining Old Favorites It isn’t just emerging acts that totally revamp their sound for a Tiny Desk opportunity. Established artists like Usher, Justin Timberlake, and Cypress Hill have followed T-Pain’s lead and used NPR’s offices to showcase reimagined versions of some of their most popular songs. When Juvenile recorded his installment in June 2023, he was backed by horns and saxophones, a violin and cello, and John Batiste on melodica. The New Orleans rapper played an acoustic version of “Back That Azz Up” twice at the audience’s request—the first encore in the series’ history.  “I love what has happened with hip hop,” Carter says. He explains that artists now approach the concert with the mindset: ‘I have to really rethink what I’ve been doing for however long I’ve been doing it, and present it in a whole new way.”  Tiny Desk has also helped musicians like Juvenile, gospel artist Marvin Sapp, and percussionist Sheila E to reach new audiences while reminding listeners they’re still making music. “We’re helping artists to re-emerge,” Carter says, “tapping into legacy acts and evergreen artistsbreathe new life into their careers.” In many ways, Tiny Desk now occupies a niche once filled by MTV Unplugged—but for the generation that has replaced cable with YouTube and streaming.   “Maybe 10, 15, 20 years ago, all of our favorite artists had this watershed moment in terms of a live performance,” Carter says. “Back in the day it was MTV Unplugged. SNL is still doing their thing. But when you think about the generation now that lives on YouTube, some of these Tiny Desk performances are going to be the milestone that people point to when it comes to live performances.” Building a Diverse Audience When Carter talks about Tiny Desk concerts reaching a new generation of listeners, it’s not conjecture. He notes that the NPR Music YouTube channel’s 11 million subscribers are “as young and diverse as it gets. It’s almost half people of colormuch younger than the audience that listens to NPR on air, which is an audience NPR has been trying to tap for a long time,” he says.  That diversity informs some of the special series that Tiny Desk produces. The Juvenile video was part of Carter’s second run of concerts recorded for Black Music Month, in June. Ca7riel & Paco Amoroso’s video was tied to El Tiny, a Latin-focused series that debuts during Latin Heritage Monthand is programmed by Tiny Desk producer and Alt.Latino host AnaMaria Sayer.  Ca7riel & Paco Amoroso’s tour manager, Izquierdo, has worked with artists featured in the series before. He says Tiny Desk is crucial for Latin American artists trying to break through. “I’ve realized that for U.S. radio, Latin music benefits from Tiny Desk,” he says. The Tiny Desk audience’s broad demographics are also increasingly reflected in its broader programming. Bad Bunny’s April installment took his reggaeton-inspired songs from recent album Debi Tirar Mas Fotos to their acoustic roots, using an array of traditional Puerto Rican, Latin American, and Caribbean instruments, such as the cuatro puertorriqueño, tiple, güicharo, and bongos.  “audience informs a whole lot of what we do,” Carter says. I get so many pointers from YouTube comments like ‘Have you heard of this artist?’ We’re watching all that stuff because it helps us stay sharp.” Tiny Desk heard round the world With a strong global audience, Tiny Desk has been expanding into Asia. In 2023, NPR struck a licensing deal with South Korean Telecom LG U+ and production company Something Special to produce Tiny Desk Korea for television. Last year, NPR inked a deal with the Japan Broadcasting Corporationto launch Tiny Desk Concerts Japan. “We’re really expanding in terms of global reach,” Carter says.  Here in the States, Carter and Sayer recently launched Tiny Desk Radio, a series that will revisit some of the series’ notable installments, sharing behind-the-scenes stories from their productions and playing the audio from the concerts “Our engineers put a lot of time and effort into making sure that we sound great,” Carter says. “I hear it a lot—people tell me they prefer an artist’s Tiny Desk over anything.” That’s something Ca7riel & Paco Amoroso clearly have on their mind as they navigate the Tiny Desk effect and a new level of recognition. The duo released an EP in February, Papota, which features four new songs, plus the recorded versions of their pared-down Tiny Desk performances. They also released a short film that recreates their Tiny Desk performance—this time in a Buenos Aires diner. One of the themes of the EP is the pair wrestling with the implications of their viral success. On the song Impostor, Ca7riel asks “¿Y ahora que vamos hacer?/El tiny desk me jodio”It’s an overstatement, but an acknowledgment that the path they’re now on ran directly through the NPR offices.  #how #nprs #tiny #desk #became
    WWW.FASTCOMPANY.COM
    How NPR’s Tiny Desk became the biggest stage in music
    Until last October, Argentinian musical duo Ca7riel & Paco Amoroso were more or less a regional act. Known for their experimental blend of Latin trap, pop, and rap, the pair had a fanbase, but still weren’t cracking more than 3,000 daily streams across services like Spotify, Apple Music, and YouTube. Within a week, they shot up 4,700%—hitting 222,000 daily streams—according to exclusive data firm Luminate, which powers the Billboard charts. Suddenly Ca7riel & Paco Amoroso were global pop stars.  What changed? On Oct. 4, the pair were featured in a Tiny Desk Concert, part of NPR’s 17-year-old video series featuring musicians performing stripped-down sets behind an office desk in the cramped Washington, D.C. headquarters of the public broadcaster.  In the concert video, the artists play five songs from their debut album Baño Maria, which came out last April. Paco’s raspy voice emerges from underneath a puffy blue trapper hat while Ca7riel sports an over-the-top pout and a vest made of stitched-together heart-shaped plush toys. The pair sing entirely in Spanish, backed by their Argentinian bandmates (sporting shirts screenprinted with their visas) and an American horn section. The duo’s performance quickly took off across the internet. Within five days, it had racked up more than 1.5 million views on YouTube, and hit 11 million in little more than a month. It also reverberated across social media: the NPR Music Instagram post garnering nearly 900,000 likes, and TikToks clips garnered hundreds of thousands of views.  In a year that featured Tiny Desk performances from buzzy stars like Chappell Roan and Sabrina Carpenter, as well as established acts like Chaka Khan and Nelly Furtado, Ca7riel & Paco Amoroso’s concert was the most-watched of 2024. It currently sits at 36 million views.  That virality translated to an influx of bookings for the duo, including a performance at Coachella in April, and upcoming slots at Glastonbury in June, FujiRock Japan in July, and Lollapalooza and Outside Lands in August. Ca7riel & Paco Amoroso’s global tour includes sold-out dates at Mexico’s 20,000-capacity Palacio de los Deportes and Chile’s 14,000-seat Movistar Areana—and was previewed by an appearance on The Tonight Show Starring Jimmy Fallon in April.  “Through Tiny Desk, we’ve noticed media approaching us, promoters being very interested in offering their spaces and festivals, and many media outlets opening doors to show us to the world,” says Jonathan Izquierdo, the band’s Spain-based tour manager who began working with the duo shortly after the Tiny Desk Concert debuted. “We’ve managed to sell out summer arena shows in record time and we’re constantly adding new concerts. Promoters are knocking on our doors to get the Tiny Desk effect.” Bobby Carter [Photo: Fenn Paider/courtesy NPR] Tiny Desk, Big Influence The Tiny Desk effect is something Bobby Carter, NPR Tiny Desk host and series producer, has seen firsthand. Carter has been at NPR for 25 years, including the past 11 on the Tiny Desk team. He took the reins when Bob Boilen, the longtime All Songs Considered host who launched Tiny Desk in 2008, retired in 2023.  The series—which now has more than 1,200 videos—began as an internet-first way for Boilen to showcase performances from musicians that were more intimate than what happens in bigger concert venues. The first installment, featuring folk artist Laura Gibson, went up on YouTube. Today, the concerts are posted on the NPR site with a writeup and credits, as well as YouTube, where NPR Music has 11 million followers. NPR Music also clips installments on Instagram, where it has 3 million followers.  In the early days, NPR staff reached out to touring bands to secure bookings. Acts coming through DC could often be cajoled into filming an installment before heading out to their venues for that night’s sound check. Now, musicians come to DC just for the chance to record in NPR’s offices.  “We don’t have to worry about tours anymore,” Carter says. “Labels and artists are willing to come in solely for a Tiny Desk performance. They understand the impact that a really good Tiny Desk concert can have on an artist’s career.” Early on, the stripped-down nature of the Tiny Desk—artists can’t use any audio processing or voice modulation—lent itself to rock, folk, and indie acts. But a 2014 concert with T-Pain, in which the famously autotune-heavy singer unveiled an impressive set of pipes, showed how artists from a broader array of genres could shine behind the Tiny Desk.  “Everyone knows at this point that they’re going to have to do something different in our space,” Carter says. “It’s a bigger ask for hip-hop acts and electronic acts, but most artists now understand how important it can be if they nail it.” Carter highlights rapper Doechii as an artist who overhauled her sound for her Tiny Desk concert in December. Doechii’s all-female backing band used trumpet, saxophone, guitar, and bass to transform songs from her mixtape Alligator Bites Never Heal for the live setting. “If you listen to the recorded version of her music, it’s nothing like what you saw in that Tiny Desk,” Carter says.  Clips of Doechii’s Tiny Desk virtuosity lit up social media, introducing the ‘swamp princess’ to new fans. The concert even inspired a viral parody, with writer-director-comedian Gus Heagary pretending to be an NPR staffer watching the performance.    Reimagining Old Favorites It isn’t just emerging acts that totally revamp their sound for a Tiny Desk opportunity. Established artists like Usher, Justin Timberlake, and Cypress Hill have followed T-Pain’s lead and used NPR’s offices to showcase reimagined versions of some of their most popular songs. When Juvenile recorded his installment in June 2023, he was backed by horns and saxophones, a violin and cello, and John Batiste on melodica. The New Orleans rapper played an acoustic version of “Back That Azz Up” twice at the audience’s request—the first encore in the series’ history.  “I love what has happened with hip hop [on Tiny Desk],” Carter says. He explains that artists now approach the concert with the mindset: ‘I have to really rethink what I’ve been doing for however long I’ve been doing it, and present it in a whole new way.”  Tiny Desk has also helped musicians like Juvenile, gospel artist Marvin Sapp, and percussionist Sheila E to reach new audiences while reminding listeners they’re still making music. “We’re helping artists to re-emerge,” Carter says, “tapping into legacy acts and evergreen artists [to help] breathe new life into their careers.” In many ways, Tiny Desk now occupies a niche once filled by MTV Unplugged—but for the generation that has replaced cable with YouTube and streaming.   “Maybe 10, 15, 20 years ago, all of our favorite artists had this watershed moment in terms of a live performance,” Carter says. “Back in the day it was MTV Unplugged. SNL is still doing their thing. But when you think about the generation now that lives on YouTube, some of these Tiny Desk performances are going to be the milestone that people point to when it comes to live performances.” Building a Diverse Audience When Carter talks about Tiny Desk concerts reaching a new generation of listeners, it’s not conjecture. He notes that the NPR Music YouTube channel’s 11 million subscribers are “as young and diverse as it gets. It’s almost half people of color [and] much younger than the audience that listens to NPR on air, which is an audience NPR has been trying to tap for a long time,” he says.  That diversity informs some of the special series that Tiny Desk produces. The Juvenile video was part of Carter’s second run of concerts recorded for Black Music Month, in June. Ca7riel & Paco Amoroso’s video was tied to El Tiny, a Latin-focused series that debuts during Latin Heritage Month (from mid September to mid October) and is programmed by Tiny Desk producer and Alt.Latino host AnaMaria Sayer.  Ca7riel & Paco Amoroso’s tour manager, Izquierdo, has worked with artists featured in the series before. He says Tiny Desk is crucial for Latin American artists trying to break through. “I’ve realized that for U.S. radio, Latin music benefits from Tiny Desk,” he says. The Tiny Desk audience’s broad demographics are also increasingly reflected in its broader programming. Bad Bunny’s April installment took his reggaeton-inspired songs from recent album Debi Tirar Mas Fotos to their acoustic roots, using an array of traditional Puerto Rican, Latin American, and Caribbean instruments, such as the cuatro puertorriqueño, tiple, güicharo, and bongos.  “[Our] audience informs a whole lot of what we do,” Carter says. I get so many pointers from YouTube comments like ‘Have you heard of this artist?’ We’re watching all that stuff because it helps us stay sharp.” Tiny Desk heard round the world With a strong global audience, Tiny Desk has been expanding into Asia. In 2023, NPR struck a licensing deal with South Korean Telecom LG U+ and production company Something Special to produce Tiny Desk Korea for television. Last year, NPR inked a deal with the Japan Broadcasting Corporation (NHK) to launch Tiny Desk Concerts Japan. “We’re really expanding in terms of global reach,” Carter says.  Here in the States, Carter and Sayer recently launched Tiny Desk Radio, a series that will revisit some of the series’ notable installments, sharing behind-the-scenes stories from their productions and playing the audio from the concerts “Our engineers put a lot of time and effort into making sure that we sound great,” Carter says. “I hear it a lot—people tell me they prefer an artist’s Tiny Desk over anything.” That’s something Ca7riel & Paco Amoroso clearly have on their mind as they navigate the Tiny Desk effect and a new level of recognition (their daily streams haven’t dipped below 50,000 a day since the beginning of the year). The duo released an EP in February, Papota, which features four new songs, plus the recorded versions of their pared-down Tiny Desk performances. They also released a short film that recreates their Tiny Desk performance—this time in a Buenos Aires diner. One of the themes of the EP is the pair wrestling with the implications of their viral success. On the song Impostor, Ca7riel asks “¿Y ahora que vamos hacer?/El tiny desk me jodio” (What do we do now? Tiny Desk fucked me up.) It’s an overstatement, but an acknowledgment that the path they’re now on ran directly through the NPR offices. 
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  • Research roundup: 7 stories we almost missed

    Best of the rest

    Research roundup: 7 stories we almost missed

    Also: drumming chimpanzees, picking styles of two jazz greats, and an ancient underground city's soundscape

    Jennifer Ouellette



    May 31, 2025 5:37 pm

    |

    4

    Time lapse photos show a new ping-pong-playing robot performing a top spin.

    Credit:

    David Nguyen, Kendrick Cancio and Sangbae Kim

    Time lapse photos show a new ping-pong-playing robot performing a top spin.

    Credit:

    David Nguyen, Kendrick Cancio and Sangbae Kim

    Story text

    Size

    Small
    Standard
    Large

    Width
    *

    Standard
    Wide

    Links

    Standard
    Orange

    * Subscribers only
      Learn more

    It's a regrettable reality that there is never time to cover all the interesting scientific stories we come across each month. In the past, we've featured year-end roundups of cool science stories wemissed. This year, we're experimenting with a monthly collection. May's list includes a nifty experiment to make a predicted effect of special relativity visible; a ping-pong playing robot that can return hits with 88 percent accuracy; and the discovery of the rare genetic mutation that makes orange cats orange, among other highlights.
    Special relativity made visible

    Credit:

    TU Wien

    Perhaps the most well-known feature of Albert Einstein's special theory of relativity is time dilation and length contraction. In 1959, two physicists predicted another feature of relativistic motion: an object moving near the speed of light should also appear to be rotated. It's not been possible to demonstrate this experimentally, however—until now. Physicists at the Vienna University of Technology figured out how to reproduce this rotational effect in the lab using laser pulses and precision cameras, according to a paper published in the journal Communications Physics.
    They found their inspiration in art, specifically an earlier collaboration with an artist named Enar de Dios Rodriguez, who collaborated with VUT and the University of Vienna on a project involving ultra-fast photography and slow light. For this latest research, they used objects shaped like a cube and a sphere and moved them around the lab while zapping them with ultrashort laser pulses, recording the flashes with a high-speed camera.
    Getting the timing just right effectively yields similar results to a light speed of 2 m/s. After photographing the objects many times using this method, the team then combined the still images into a single image. The results: the cube looked twisted and the sphere's North Pole was in a different location—a demonstration of the rotational effect predicted back in 1959.

    DOI: Communications Physics, 2025. 10.1038/s42005-025-02003-6  .
    Drumming chimpanzees

    A chimpanzee feeling the rhythm. Credit: Current Biology/Eleuteri et al., 2025.

    Chimpanzees are known to "drum" on the roots of trees as a means of communication, often combining that action with what are known as "pant-hoot" vocalizations. Scientists have found that the chimps' drumming exhibits key elements of musical rhythm much like humans, according to  a paper published in the journal Current Biology—specifically non-random timing and isochrony. And chimps from different geographical regions have different drumming rhythms.
    Back in 2022, the same team observed that individual chimps had unique styles of "buttress drumming," which served as a kind of communication, letting others in the same group know their identity, location, and activity. This time around they wanted to know if this was also true of chimps living in different groups and whether their drumming was rhythmic in nature. So they collected video footage of the drumming behavior among 11 chimpanzee communities across six populations in East Africaand West Africa, amounting to 371 drumming bouts.
    Their analysis of the drum patterns confirmed their hypothesis. The western chimps drummed in regularly spaced hits, used faster tempos, and started drumming earlier during their pant-hoot vocalizations. Eastern chimps would alternate between shorter and longer spaced hits. Since this kind of rhythmic percussion is one of the earliest evolved forms of human musical expression and is ubiquitous across cultures, findings such as this could shed light on how our love of rhythm evolved.
    DOI: Current Biology, 2025. 10.1016/j.cub.2025.04.019  .
    Distinctive styles of two jazz greats

    Jazz lovers likely need no introduction to Joe Pass and Wes Montgomery, 20th century guitarists who influenced generations of jazz musicians with their innovative techniques. Montgomery, for instance, didn't use a pick, preferring to pluck the strings with his thumb—a method he developed because he practiced at night after working all day as a machinist and didn't want to wake his children or neighbors. Pass developed his own range of picking techniques, including fingerpicking, hybrid picking, and "flat picking."
    Chirag Gokani and Preston Wilson, both with Applied Research Laboratories and the University of Texas, Austin, greatly admired both Pass and Montgomery and decided to explore the underlying the acoustics of their distinctive playing, modeling the interactions of the thumb, fingers, and pick with a guitar string. They described their research during a meeting of the Acoustical Society of America in New Orleans, LA.
    Among their findings: Montgomery achieved his warm tone by playing closer to the bridge and mostly plucking at the string. Pass's rich tone arose from a combination of using a pick and playing closer to the guitar neck. There were also differences in how much a thumb, finger, and pick slip off the string:  use of the thumbproduced more of a "pluck" compared to the pick, which produced more of a "strike." Gokani and Wilson think their model could be used to synthesize digital guitars with a more realistic sound, as well as helping guitarists better emulate Pass and Montgomery.
    Sounds of an ancient underground city

    Credit:

    Sezin Nas

    Turkey is home to the underground city Derinkuyu, originally carved out inside soft volcanic rock around the 8th century BCE. It was later expanded to include four main ventilation channelsserving seven levels, which could be closed off from the inside with a large rolling stone. The city could hold up to 20,000 people and it  was connected to another underground city, Kaymakli, via tunnels. Derinkuyu helped protect Arab Muslims during the Arab-Byzantine wars, served as a refuge from the Ottomans in the 14th century, and as a haven for Armenians escaping persecution in the early 20th century, among other functions.

    The tunnels were rediscovered in the 1960s and about half of the city has been open to visitors since 2016. The site is naturally of great archaeological interest, but there has been little to no research on the acoustics of the site, particularly the ventilation channels—one of Derinkuyu's most unique features, according to Sezin Nas, an architectural acoustician at Istanbul Galata University in Turkey.  She gave a talk at a meeting of the Acoustical Society of America in New Orleans, LA, about her work on the site's acoustic environment.
    Nas analyzed a church, a living area, and a kitchen, measuring sound sources and reverberation patterns, among other factors, to create a 3D virtual soundscape. The hope is that a better understanding of this aspect of Derinkuyu could improve the design of future underground urban spaces—as well as one day using her virtual soundscape to enable visitors to experience the sounds of the city themselves.
    MIT's latest ping-pong robot
    Robots playing ping-pong have been a thing since the 1980s, of particular interest to scientists because it requires the robot to combine the slow, precise ability to grasp and pick up objects with dynamic, adaptable locomotion. Such robots need high-speed machine vision, fast motors and actuators, precise control, and the ability to make accurate predictions in real time, not to mention being able to develop a game strategy. More recent designs use AI techniques to allow the robots to "learn" from prior data to improve their performance.
    MIT researchers have built their own version of a ping-pong playing robot, incorporating a lightweight design and the ability to precisely return shots. They built on prior work developing the Humanoid, a small bipedal two-armed robot—specifically, modifying the Humanoid's arm by adding an extra degree of freedom to the wrist so the robot could control a ping-pong paddle. They tested their robot by mounting it on a ping-pong table and lobbing 150 balls at it from the other side of the table, capturing the action with high-speed cameras.

    The new bot can execute three different swing typesand during the trial runs it returned the ball with impressive accuracy across all three types: 88.4 percent, 89.2 percent, and 87.5 percent, respectively. Subsequent tweaks to theirrystem brought the robot's strike speed up to 19 meters per second, close to the 12 to 25 meters per second of advanced human players. The addition of control algorithms gave the robot the ability to aim. The robot still has limited mobility and reach because it has to be fixed to the ping-pong table but the MIT researchers plan to rig it to a gantry or wheeled platform in the future to address that shortcoming.
    Why orange cats are orange

    Credit:

    Astropulse/CC BY-SA 3.0

    Cat lovers know orange cats are special for more than their unique coloring, but that's the quality that has intrigued scientists for almost a century. Sure, lots of animals have orange, ginger, or yellow hues, like tigers, orangutans, and golden retrievers. But in domestic cats that color is specifically linked to sex. Almost all orange cats are male. Scientists have now identified the genetic mutation responsible and it appears to be unique to cats, according to a paper published in the journal Current Biology.
    Prior work had narrowed down the region on the X chromosome most likely to contain the relevant mutation. The scientists knew that females usually have just one copy of the mutation and in that case have tortoiseshellcoloring, although in rare cases, a female cat will be orange if both X chromosomes have the mutation. Over the last five to ten years, there has been an explosion in genome resourcesfor cats which greatly aided the team's research, along with taking additional DNA samples from cats at spay and neuter clinics.

    From an initial pool of 51 candidate variants, the scientists narrowed it down to three genes, only one of which was likely to play any role in gene regulation: Arhgap36. It wasn't known to play any role in pigment cells in humans, mice, or non-orange cats. But orange cats are special; their mutationturns on Arhgap36 expression in pigment cells, thereby interfering with the molecular pathway that controls coat color in other orange-shaded mammals. The scientists suggest that this is an example of how genes can acquire new functions, thereby enabling species to better adapt and evolve.
    DOI: Current Biology, 2025. 10.1016/j.cub.2025.03.075  .
    Not a Roman "massacre" after all

    Credit:

    Martin Smith

    In 1936, archaeologists excavating the Iron Age hill fort Maiden Castle in the UK unearthed dozens of human skeletons, all showing signs of lethal injuries to the head and upper body—likely inflicted with weaponry. At the time, this was interpreted as evidence of a pitched battle between the Britons of the local Durotriges tribe and invading Romans. The Romans slaughtered the native inhabitants, thereby bringing a sudden violent end to the Iron Age. At least that's the popular narrative that has prevailed ever since in countless popular articles, books, and documentaries.
    But a paper published in the Oxford Journal of Archaeology calls that narrative into question. Archaeologists at Bournemouth University have re-analyzed those burials, incorporating radiocarbon dating into their efforts. They concluded that those individuals didn't die in a single brutal battle. Rather, it was Britons killing other Britons over multiple generations between the first century BCE and the first century CE—most likely in periodic localized outbursts of violence in the lead-up to the Roman conquest of Britain. It's possible there are still many human remains waiting to be discovered at the site, which could shed further light on what happened at Maiden Castle.
    DOI: Oxford Journal of Archaeology, 2025. 10.1111/ojoa.12324  .

    Jennifer Ouellette
    Senior Writer

    Jennifer Ouellette
    Senior Writer

    Jennifer is a senior writer at Ars Technica with a particular focus on where science meets culture, covering everything from physics and related interdisciplinary topics to her favorite films and TV series. Jennifer lives in Baltimore with her spouse, physicist Sean M. Carroll, and their two cats, Ariel and Caliban.

    4 Comments
    #research #roundup #stories #almost #missed
    Research roundup: 7 stories we almost missed
    Best of the rest Research roundup: 7 stories we almost missed Also: drumming chimpanzees, picking styles of two jazz greats, and an ancient underground city's soundscape Jennifer Ouellette – May 31, 2025 5:37 pm | 4 Time lapse photos show a new ping-pong-playing robot performing a top spin. Credit: David Nguyen, Kendrick Cancio and Sangbae Kim Time lapse photos show a new ping-pong-playing robot performing a top spin. Credit: David Nguyen, Kendrick Cancio and Sangbae Kim Story text Size Small Standard Large Width * Standard Wide Links Standard Orange * Subscribers only   Learn more It's a regrettable reality that there is never time to cover all the interesting scientific stories we come across each month. In the past, we've featured year-end roundups of cool science stories wemissed. This year, we're experimenting with a monthly collection. May's list includes a nifty experiment to make a predicted effect of special relativity visible; a ping-pong playing robot that can return hits with 88 percent accuracy; and the discovery of the rare genetic mutation that makes orange cats orange, among other highlights. Special relativity made visible Credit: TU Wien Perhaps the most well-known feature of Albert Einstein's special theory of relativity is time dilation and length contraction. In 1959, two physicists predicted another feature of relativistic motion: an object moving near the speed of light should also appear to be rotated. It's not been possible to demonstrate this experimentally, however—until now. Physicists at the Vienna University of Technology figured out how to reproduce this rotational effect in the lab using laser pulses and precision cameras, according to a paper published in the journal Communications Physics. They found their inspiration in art, specifically an earlier collaboration with an artist named Enar de Dios Rodriguez, who collaborated with VUT and the University of Vienna on a project involving ultra-fast photography and slow light. For this latest research, they used objects shaped like a cube and a sphere and moved them around the lab while zapping them with ultrashort laser pulses, recording the flashes with a high-speed camera. Getting the timing just right effectively yields similar results to a light speed of 2 m/s. After photographing the objects many times using this method, the team then combined the still images into a single image. The results: the cube looked twisted and the sphere's North Pole was in a different location—a demonstration of the rotational effect predicted back in 1959. DOI: Communications Physics, 2025. 10.1038/s42005-025-02003-6  . Drumming chimpanzees A chimpanzee feeling the rhythm. Credit: Current Biology/Eleuteri et al., 2025. Chimpanzees are known to "drum" on the roots of trees as a means of communication, often combining that action with what are known as "pant-hoot" vocalizations. Scientists have found that the chimps' drumming exhibits key elements of musical rhythm much like humans, according to  a paper published in the journal Current Biology—specifically non-random timing and isochrony. And chimps from different geographical regions have different drumming rhythms. Back in 2022, the same team observed that individual chimps had unique styles of "buttress drumming," which served as a kind of communication, letting others in the same group know their identity, location, and activity. This time around they wanted to know if this was also true of chimps living in different groups and whether their drumming was rhythmic in nature. So they collected video footage of the drumming behavior among 11 chimpanzee communities across six populations in East Africaand West Africa, amounting to 371 drumming bouts. Their analysis of the drum patterns confirmed their hypothesis. The western chimps drummed in regularly spaced hits, used faster tempos, and started drumming earlier during their pant-hoot vocalizations. Eastern chimps would alternate between shorter and longer spaced hits. Since this kind of rhythmic percussion is one of the earliest evolved forms of human musical expression and is ubiquitous across cultures, findings such as this could shed light on how our love of rhythm evolved. DOI: Current Biology, 2025. 10.1016/j.cub.2025.04.019  . Distinctive styles of two jazz greats Jazz lovers likely need no introduction to Joe Pass and Wes Montgomery, 20th century guitarists who influenced generations of jazz musicians with their innovative techniques. Montgomery, for instance, didn't use a pick, preferring to pluck the strings with his thumb—a method he developed because he practiced at night after working all day as a machinist and didn't want to wake his children or neighbors. Pass developed his own range of picking techniques, including fingerpicking, hybrid picking, and "flat picking." Chirag Gokani and Preston Wilson, both with Applied Research Laboratories and the University of Texas, Austin, greatly admired both Pass and Montgomery and decided to explore the underlying the acoustics of their distinctive playing, modeling the interactions of the thumb, fingers, and pick with a guitar string. They described their research during a meeting of the Acoustical Society of America in New Orleans, LA. Among their findings: Montgomery achieved his warm tone by playing closer to the bridge and mostly plucking at the string. Pass's rich tone arose from a combination of using a pick and playing closer to the guitar neck. There were also differences in how much a thumb, finger, and pick slip off the string:  use of the thumbproduced more of a "pluck" compared to the pick, which produced more of a "strike." Gokani and Wilson think their model could be used to synthesize digital guitars with a more realistic sound, as well as helping guitarists better emulate Pass and Montgomery. Sounds of an ancient underground city Credit: Sezin Nas Turkey is home to the underground city Derinkuyu, originally carved out inside soft volcanic rock around the 8th century BCE. It was later expanded to include four main ventilation channelsserving seven levels, which could be closed off from the inside with a large rolling stone. The city could hold up to 20,000 people and it  was connected to another underground city, Kaymakli, via tunnels. Derinkuyu helped protect Arab Muslims during the Arab-Byzantine wars, served as a refuge from the Ottomans in the 14th century, and as a haven for Armenians escaping persecution in the early 20th century, among other functions. The tunnels were rediscovered in the 1960s and about half of the city has been open to visitors since 2016. The site is naturally of great archaeological interest, but there has been little to no research on the acoustics of the site, particularly the ventilation channels—one of Derinkuyu's most unique features, according to Sezin Nas, an architectural acoustician at Istanbul Galata University in Turkey.  She gave a talk at a meeting of the Acoustical Society of America in New Orleans, LA, about her work on the site's acoustic environment. Nas analyzed a church, a living area, and a kitchen, measuring sound sources and reverberation patterns, among other factors, to create a 3D virtual soundscape. The hope is that a better understanding of this aspect of Derinkuyu could improve the design of future underground urban spaces—as well as one day using her virtual soundscape to enable visitors to experience the sounds of the city themselves. MIT's latest ping-pong robot Robots playing ping-pong have been a thing since the 1980s, of particular interest to scientists because it requires the robot to combine the slow, precise ability to grasp and pick up objects with dynamic, adaptable locomotion. Such robots need high-speed machine vision, fast motors and actuators, precise control, and the ability to make accurate predictions in real time, not to mention being able to develop a game strategy. More recent designs use AI techniques to allow the robots to "learn" from prior data to improve their performance. MIT researchers have built their own version of a ping-pong playing robot, incorporating a lightweight design and the ability to precisely return shots. They built on prior work developing the Humanoid, a small bipedal two-armed robot—specifically, modifying the Humanoid's arm by adding an extra degree of freedom to the wrist so the robot could control a ping-pong paddle. They tested their robot by mounting it on a ping-pong table and lobbing 150 balls at it from the other side of the table, capturing the action with high-speed cameras. The new bot can execute three different swing typesand during the trial runs it returned the ball with impressive accuracy across all three types: 88.4 percent, 89.2 percent, and 87.5 percent, respectively. Subsequent tweaks to theirrystem brought the robot's strike speed up to 19 meters per second, close to the 12 to 25 meters per second of advanced human players. The addition of control algorithms gave the robot the ability to aim. The robot still has limited mobility and reach because it has to be fixed to the ping-pong table but the MIT researchers plan to rig it to a gantry or wheeled platform in the future to address that shortcoming. Why orange cats are orange Credit: Astropulse/CC BY-SA 3.0 Cat lovers know orange cats are special for more than their unique coloring, but that's the quality that has intrigued scientists for almost a century. Sure, lots of animals have orange, ginger, or yellow hues, like tigers, orangutans, and golden retrievers. But in domestic cats that color is specifically linked to sex. Almost all orange cats are male. Scientists have now identified the genetic mutation responsible and it appears to be unique to cats, according to a paper published in the journal Current Biology. Prior work had narrowed down the region on the X chromosome most likely to contain the relevant mutation. The scientists knew that females usually have just one copy of the mutation and in that case have tortoiseshellcoloring, although in rare cases, a female cat will be orange if both X chromosomes have the mutation. Over the last five to ten years, there has been an explosion in genome resourcesfor cats which greatly aided the team's research, along with taking additional DNA samples from cats at spay and neuter clinics. From an initial pool of 51 candidate variants, the scientists narrowed it down to three genes, only one of which was likely to play any role in gene regulation: Arhgap36. It wasn't known to play any role in pigment cells in humans, mice, or non-orange cats. But orange cats are special; their mutationturns on Arhgap36 expression in pigment cells, thereby interfering with the molecular pathway that controls coat color in other orange-shaded mammals. The scientists suggest that this is an example of how genes can acquire new functions, thereby enabling species to better adapt and evolve. DOI: Current Biology, 2025. 10.1016/j.cub.2025.03.075  . Not a Roman "massacre" after all Credit: Martin Smith In 1936, archaeologists excavating the Iron Age hill fort Maiden Castle in the UK unearthed dozens of human skeletons, all showing signs of lethal injuries to the head and upper body—likely inflicted with weaponry. At the time, this was interpreted as evidence of a pitched battle between the Britons of the local Durotriges tribe and invading Romans. The Romans slaughtered the native inhabitants, thereby bringing a sudden violent end to the Iron Age. At least that's the popular narrative that has prevailed ever since in countless popular articles, books, and documentaries. But a paper published in the Oxford Journal of Archaeology calls that narrative into question. Archaeologists at Bournemouth University have re-analyzed those burials, incorporating radiocarbon dating into their efforts. They concluded that those individuals didn't die in a single brutal battle. Rather, it was Britons killing other Britons over multiple generations between the first century BCE and the first century CE—most likely in periodic localized outbursts of violence in the lead-up to the Roman conquest of Britain. It's possible there are still many human remains waiting to be discovered at the site, which could shed further light on what happened at Maiden Castle. DOI: Oxford Journal of Archaeology, 2025. 10.1111/ojoa.12324  . Jennifer Ouellette Senior Writer Jennifer Ouellette Senior Writer Jennifer is a senior writer at Ars Technica with a particular focus on where science meets culture, covering everything from physics and related interdisciplinary topics to her favorite films and TV series. Jennifer lives in Baltimore with her spouse, physicist Sean M. Carroll, and their two cats, Ariel and Caliban. 4 Comments #research #roundup #stories #almost #missed
    ARSTECHNICA.COM
    Research roundup: 7 stories we almost missed
    Best of the rest Research roundup: 7 stories we almost missed Also: drumming chimpanzees, picking styles of two jazz greats, and an ancient underground city's soundscape Jennifer Ouellette – May 31, 2025 5:37 pm | 4 Time lapse photos show a new ping-pong-playing robot performing a top spin. Credit: David Nguyen, Kendrick Cancio and Sangbae Kim Time lapse photos show a new ping-pong-playing robot performing a top spin. Credit: David Nguyen, Kendrick Cancio and Sangbae Kim Story text Size Small Standard Large Width * Standard Wide Links Standard Orange * Subscribers only   Learn more It's a regrettable reality that there is never time to cover all the interesting scientific stories we come across each month. In the past, we've featured year-end roundups of cool science stories we (almost) missed. This year, we're experimenting with a monthly collection. May's list includes a nifty experiment to make a predicted effect of special relativity visible; a ping-pong playing robot that can return hits with 88 percent accuracy; and the discovery of the rare genetic mutation that makes orange cats orange, among other highlights. Special relativity made visible Credit: TU Wien Perhaps the most well-known feature of Albert Einstein's special theory of relativity is time dilation and length contraction. In 1959, two physicists predicted another feature of relativistic motion: an object moving near the speed of light should also appear to be rotated. It's not been possible to demonstrate this experimentally, however—until now. Physicists at the Vienna University of Technology figured out how to reproduce this rotational effect in the lab using laser pulses and precision cameras, according to a paper published in the journal Communications Physics. They found their inspiration in art, specifically an earlier collaboration with an artist named Enar de Dios Rodriguez, who collaborated with VUT and the University of Vienna on a project involving ultra-fast photography and slow light. For this latest research, they used objects shaped like a cube and a sphere and moved them around the lab while zapping them with ultrashort laser pulses, recording the flashes with a high-speed camera. Getting the timing just right effectively yields similar results to a light speed of 2 m/s. After photographing the objects many times using this method, the team then combined the still images into a single image. The results: the cube looked twisted and the sphere's North Pole was in a different location—a demonstration of the rotational effect predicted back in 1959. DOI: Communications Physics, 2025. 10.1038/s42005-025-02003-6  (About DOIs). Drumming chimpanzees A chimpanzee feeling the rhythm. Credit: Current Biology/Eleuteri et al., 2025. Chimpanzees are known to "drum" on the roots of trees as a means of communication, often combining that action with what are known as "pant-hoot" vocalizations (see above video). Scientists have found that the chimps' drumming exhibits key elements of musical rhythm much like humans, according to  a paper published in the journal Current Biology—specifically non-random timing and isochrony. And chimps from different geographical regions have different drumming rhythms. Back in 2022, the same team observed that individual chimps had unique styles of "buttress drumming," which served as a kind of communication, letting others in the same group know their identity, location, and activity. This time around they wanted to know if this was also true of chimps living in different groups and whether their drumming was rhythmic in nature. So they collected video footage of the drumming behavior among 11 chimpanzee communities across six populations in East Africa (Uganda) and West Africa (Ivory Coast), amounting to 371 drumming bouts. Their analysis of the drum patterns confirmed their hypothesis. The western chimps drummed in regularly spaced hits, used faster tempos, and started drumming earlier during their pant-hoot vocalizations. Eastern chimps would alternate between shorter and longer spaced hits. Since this kind of rhythmic percussion is one of the earliest evolved forms of human musical expression and is ubiquitous across cultures, findings such as this could shed light on how our love of rhythm evolved. DOI: Current Biology, 2025. 10.1016/j.cub.2025.04.019  (About DOIs). Distinctive styles of two jazz greats Jazz lovers likely need no introduction to Joe Pass and Wes Montgomery, 20th century guitarists who influenced generations of jazz musicians with their innovative techniques. Montgomery, for instance, didn't use a pick, preferring to pluck the strings with his thumb—a method he developed because he practiced at night after working all day as a machinist and didn't want to wake his children or neighbors. Pass developed his own range of picking techniques, including fingerpicking, hybrid picking, and "flat picking." Chirag Gokani and Preston Wilson, both with Applied Research Laboratories and the University of Texas, Austin, greatly admired both Pass and Montgomery and decided to explore the underlying the acoustics of their distinctive playing, modeling the interactions of the thumb, fingers, and pick with a guitar string. They described their research during a meeting of the Acoustical Society of America in New Orleans, LA. Among their findings: Montgomery achieved his warm tone by playing closer to the bridge and mostly plucking at the string. Pass's rich tone arose from a combination of using a pick and playing closer to the guitar neck. There were also differences in how much a thumb, finger, and pick slip off the string:  use of the thumb (Montgomery) produced more of a "pluck" compared to the pick (Pass), which produced more of a "strike." Gokani and Wilson think their model could be used to synthesize digital guitars with a more realistic sound, as well as helping guitarists better emulate Pass and Montgomery. Sounds of an ancient underground city Credit: Sezin Nas Turkey is home to the underground city Derinkuyu, originally carved out inside soft volcanic rock around the 8th century BCE. It was later expanded to include four main ventilation channels (and some 50,000 smaller shafts) serving seven levels, which could be closed off from the inside with a large rolling stone. The city could hold up to 20,000 people and it  was connected to another underground city, Kaymakli, via tunnels. Derinkuyu helped protect Arab Muslims during the Arab-Byzantine wars, served as a refuge from the Ottomans in the 14th century, and as a haven for Armenians escaping persecution in the early 20th century, among other functions. The tunnels were rediscovered in the 1960s and about half of the city has been open to visitors since 2016. The site is naturally of great archaeological interest, but there has been little to no research on the acoustics of the site, particularly the ventilation channels—one of Derinkuyu's most unique features, according to Sezin Nas, an architectural acoustician at Istanbul Galata University in Turkey.  She gave a talk at a meeting of the Acoustical Society of America in New Orleans, LA, about her work on the site's acoustic environment. Nas analyzed a church, a living area, and a kitchen, measuring sound sources and reverberation patterns, among other factors, to create a 3D virtual soundscape. The hope is that a better understanding of this aspect of Derinkuyu could improve the design of future underground urban spaces—as well as one day using her virtual soundscape to enable visitors to experience the sounds of the city themselves. MIT's latest ping-pong robot Robots playing ping-pong have been a thing since the 1980s, of particular interest to scientists because it requires the robot to combine the slow, precise ability to grasp and pick up objects with dynamic, adaptable locomotion. Such robots need high-speed machine vision, fast motors and actuators, precise control, and the ability to make accurate predictions in real time, not to mention being able to develop a game strategy. More recent designs use AI techniques to allow the robots to "learn" from prior data to improve their performance. MIT researchers have built their own version of a ping-pong playing robot, incorporating a lightweight design and the ability to precisely return shots. They built on prior work developing the Humanoid, a small bipedal two-armed robot—specifically, modifying the Humanoid's arm by adding an extra degree of freedom to the wrist so the robot could control a ping-pong paddle. They tested their robot by mounting it on a ping-pong table and lobbing 150 balls at it from the other side of the table, capturing the action with high-speed cameras. The new bot can execute three different swing types (loop, drive, and chip) and during the trial runs it returned the ball with impressive accuracy across all three types: 88.4 percent, 89.2 percent, and 87.5 percent, respectively. Subsequent tweaks to theirrystem brought the robot's strike speed up to 19 meters per second (about 42 MPH), close to the 12 to 25 meters per second of advanced human players. The addition of control algorithms gave the robot the ability to aim. The robot still has limited mobility and reach because it has to be fixed to the ping-pong table but the MIT researchers plan to rig it to a gantry or wheeled platform in the future to address that shortcoming. Why orange cats are orange Credit: Astropulse/CC BY-SA 3.0 Cat lovers know orange cats are special for more than their unique coloring, but that's the quality that has intrigued scientists for almost a century. Sure, lots of animals have orange, ginger, or yellow hues, like tigers, orangutans, and golden retrievers. But in domestic cats that color is specifically linked to sex. Almost all orange cats are male. Scientists have now identified the genetic mutation responsible and it appears to be unique to cats, according to a paper published in the journal Current Biology. Prior work had narrowed down the region on the X chromosome most likely to contain the relevant mutation. The scientists knew that females usually have just one copy of the mutation and in that case have tortoiseshell (partially orange) coloring, although in rare cases, a female cat will be orange if both X chromosomes have the mutation. Over the last five to ten years, there has been an explosion in genome resources (including complete sequenced genomes) for cats which greatly aided the team's research, along with taking additional DNA samples from cats at spay and neuter clinics. From an initial pool of 51 candidate variants, the scientists narrowed it down to three genes, only one of which was likely to play any role in gene regulation: Arhgap36. It wasn't known to play any role in pigment cells in humans, mice, or non-orange cats. But orange cats are special; their mutation (sex-linked orange) turns on Arhgap36 expression in pigment cells (and only pigment cells), thereby interfering with the molecular pathway that controls coat color in other orange-shaded mammals. The scientists suggest that this is an example of how genes can acquire new functions, thereby enabling species to better adapt and evolve. DOI: Current Biology, 2025. 10.1016/j.cub.2025.03.075  (About DOIs). Not a Roman "massacre" after all Credit: Martin Smith In 1936, archaeologists excavating the Iron Age hill fort Maiden Castle in the UK unearthed dozens of human skeletons, all showing signs of lethal injuries to the head and upper body—likely inflicted with weaponry. At the time, this was interpreted as evidence of a pitched battle between the Britons of the local Durotriges tribe and invading Romans. The Romans slaughtered the native inhabitants, thereby bringing a sudden violent end to the Iron Age. At least that's the popular narrative that has prevailed ever since in countless popular articles, books, and documentaries. But a paper published in the Oxford Journal of Archaeology calls that narrative into question. Archaeologists at Bournemouth University have re-analyzed those burials, incorporating radiocarbon dating into their efforts. They concluded that those individuals didn't die in a single brutal battle. Rather, it was Britons killing other Britons over multiple generations between the first century BCE and the first century CE—most likely in periodic localized outbursts of violence in the lead-up to the Roman conquest of Britain. It's possible there are still many human remains waiting to be discovered at the site, which could shed further light on what happened at Maiden Castle. DOI: Oxford Journal of Archaeology, 2025. 10.1111/ojoa.12324  (About DOIs). Jennifer Ouellette Senior Writer Jennifer Ouellette Senior Writer Jennifer is a senior writer at Ars Technica with a particular focus on where science meets culture, covering everything from physics and related interdisciplinary topics to her favorite films and TV series. Jennifer lives in Baltimore with her spouse, physicist Sean M. Carroll, and their two cats, Ariel and Caliban. 4 Comments
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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."
    #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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  • Theragun percussion massagers are up to $110 off right now

    With the world the way that it is, it can't hurt to have a massage gun on hand. And now's a good time to snag one. Wellbots has an exclusive deal for Engadget readers on three popular Therabody models. up to today on that tempting Theragun you've been eyeing.
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    Theragun percussion massagers are up to $110 off right now
    With the world the way that it is, it can't hurt to have a massage gun on hand. And now's a good time to snag one. Wellbots has an exclusive deal for Engadget readers on three popular Therabody models. up to today on that tempting Theragun you've been eyeing. You'll save the most on the top-of-the-line model. The Theragun Pro Plus G6 is a powerhouse with a 16 mm amplitude.Its motor delivers up to 60 lbs. of force. That should be more than enough to pound out whatever ails you. The Theragun Pro Plus G6 supports vibration, heat and LED light therapy. It comes with five attachments: standard ball, dampener, thumb, micro-point and wedge. The device has an ergonomic grip, so you can easily reach those shoulder and back muscles. It's long-lasting: up to 300 minutes on a single charge. The gun even integrates with the Therabody app, where you'll find guided routines. This model usually costs an eye-popping But can get it for with our exclusive code. Enter ENGADGET110THERA at checkout. Therabody Although impressive, the high-end model is overkill for most people. You can also save on a model that's great for casual users. The Theragun Relief G6 is a lightweight massage gunthat's easy to throw into a gym bag. It has a 10 mm amplitude, which feels less like hard pounding and more like a pleasant vibration. This one doesn't support heat therapy. But it still includes three attachments: standard ball, dampener and thumb. The Theragun Relief G6 retails for But our code ENGADGET30THERA slashes it to Therabody For something between the first two options, you can also save on the Theragun Prime Plus. Like the first model we covered, this one has an impressive 16 mm amplitude. It's 95 percent quieter than its predecessor, so it won't disturb anyone. This model also supports heat therapy. It includes four attachment heads: standard ball, dampener, wedge and heated percussive plus. You can also use it for cold and vibration modes, but those heads are sold separately. The Therabody Prime Plus typically costs But Engadget's code lets you save Enter ENGADGET60THERA at checkout to bring it down to Follow @EngadgetDeals on X for the latest tech deals and buying advice.This article originally appeared on Engadget at #theragun #percussion #massagers #are #off
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    Theragun percussion massagers are up to $110 off right now
    With the world the way that it is, it can't hurt to have a massage gun on hand. And now's a good time to snag one. Wellbots has an exclusive deal for Engadget readers on three popular Therabody models. Save up to $110 today on that tempting Theragun you've been eyeing. You'll save the most on the top-of-the-line model. The Theragun Pro Plus G6 is a powerhouse with a 16 mm amplitude. (That's how far it can travel with each pulse.) Its motor delivers up to 60 lbs. of force. That should be more than enough to pound out whatever ails you. The Theragun Pro Plus G6 supports vibration, heat and LED light therapy. It comes with five attachments: standard ball, dampener, thumb, micro-point and wedge. The device has an ergonomic grip, so you can easily reach those shoulder and back muscles. It's long-lasting: up to 300 minutes on a single charge. The gun even integrates with the Therabody app, where you'll find guided routines. This model usually costs an eye-popping $650. But can get it for $540 with our exclusive code. Enter ENGADGET110THERA at checkout. Therabody Although impressive, the high-end model is overkill for most people. You can also save on a model that's great for casual users. The Theragun Relief G6 is a lightweight massage gun (1.37 lbs.) that's easy to throw into a gym bag. It has a 10 mm amplitude, which feels less like hard pounding and more like a pleasant vibration. This one doesn't support heat therapy. But it still includes three attachments: standard ball, dampener and thumb. The Theragun Relief G6 retails for $160. But our code ENGADGET30THERA slashes it to $130. Therabody For something between the first two options, you can also save on the Theragun Prime Plus. Like the first model we covered, this one has an impressive 16 mm amplitude. It's 95 percent quieter than its predecessor, so it won't disturb anyone. This model also supports heat therapy. It includes four attachment heads: standard ball, dampener, wedge and heated percussive plus. You can also use it for cold and vibration modes, but those heads are sold separately. The Therabody Prime Plus typically costs $430. But Engadget's code lets you save $60. Enter ENGADGET60THERA at checkout to bring it down to $369. Follow @EngadgetDeals on X for the latest tech deals and buying advice.This article originally appeared on Engadget at https://www.engadget.com/deals/theragun-percussion-massagers-are-up-to-110-off-right-now-130059571.html?src=rss
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  • Bowers & Wilkins Px7 S3 review: Great sounding headphones at a good price

    Macworld

    At a glanceExpert's Rating

    Pros

     Excellent sound quality

     Competitive price

     Impressive battery life

    Cons

    Noise-cancellation could be stronger

    No spatial audio or Dolby Atmos

    Our Verdict
    The noise-cancellation could be a little more effective, but the Px7 S3 provides hi-fi sound quality, along with impressive 30-hour battery life at a much more competitive price than most of its high-end rivals.

    Price When Reviewed
    This value will show the geolocated pricing text for product undefined

    Best Pricing Today

    Apple made some welcome updates to the AirPods Max in April 2025, finally bringing itsoverpriced headphones into the era of high-res audio at long last. In the meanwhile, the Hi-Fi experts at Bowers & Wilkins have released the fourth-generation update for their over-ear Px7 headphones, which now come with the slightly ungainly title of the Px7 S3.

    The U.S. price of the S3 was up in the air because of that little kerfuffle with a worldwide trade war, but the U.K. price was £399 when they went on sale in the U.K. in May, and as of June 2025, you can now buy them on Amazon U.S. for The S3 provides a serious rival to both the AirPods Max and B&W’s own flagship Px8.

    Unsurprisingly, the Px7 S3 looks quite similar to its predecessors, with the sleek lines and minimalist chic that is the trademark of B&W’s headphone range, along with a variety of tasteful pastel shades that you can choose from.

    The S3 is even more minimalist than usual, though, as B&W has managed to reduce the thickness of the earpieces for this new model, and has also reduced the weight to just 300g – compared to 386g for the AirPods Max.

    The earpieces are also padded with memory foam, so the S3 should be light and comfortable enough to wear for long periods of time – and for long journeys too, as it offers an impressive 30 hours of battery life even when using noise-cancellation.

    The Px7 S3 can work in both wired and wireless modes, supporting Bluetooth 5.3 and the AAC codec for Apple devices, as well as aptX Adaptive and aptX Lossless for our Android friends. There’s no spatial audio at the moment, although B&W has said that it’s developing its own form of spatial audio that will be available via a software update in coming months.

    The PX range had the ability to use USB-C for charging and wired audio years before Apple added that ability to the AirPods Max, and the USB-C port of the Px7 S3 now supports high-res audio formats up to 24-bit/96KHz – slightly higher than the 24-bit/48KHz of the AirPods Max – so it can handle most of the high-res tracks available on Apple Music.

    There’s a USB-C cable included, along with a 3.5mm audio cable too, so you can use the wired connection with most computers and mobile devices, and there’s a hard-shell carrying case thrown in for good measure as well.

    Sound quality is excellent, and the Px7 S3 copes admirably with the heady cocktail of sounds on Ricky Martin’s She Bangs, streamed from Apple Music on my iPad Air. There’s a lot going on in this track with drums and percussion, guitars, horns and tinkling piano all competing for attention, but the Px7 S3 is able to make space so that each instrument remains clear and distinct. It shows a light touch on the rattling percussion that bounces all over the place, and there’s an infectious energy as the horns blare out while Ricky yells – “she looks like a flower, but she stings like a bee!”.

    The Px7 S3 can handle more delicate sounds too. A recent re-watch of The Last Of Usprompts me to go back to Max Richter’s sublime On The Nature Of Daylight. The cellos open the piece with a gentle, winding melody, but the tone of the strings is so sad and mournful that it’s an instant tear-jerker. The sharper tone of the violins and viola adds to the bittersweet mood, and the Px7 S3 creates a sense of space that allows the different strings to float gracefully through the air and weave a delicate dance around each other.

    The Px7 S3 is a winner on sound quality and value for money, but one area where more expensive rivals such as the AirPods Max and Bose QC Ultra do still have an edge is the effectiveness of their noise-cancellation features. The Px7 S3 does a good job at blocking low-frequency sounds, such as the drone of an aircraft engine, but higher frequencies, such as the chatter of voices in a busy airport, do still leak through a little.

    Should you buy the B&W Px7 S3?

    If you’re obsessive about noise-cancellation then there are more expensive headphones that can block out background noise more effectively. However, the excellent sound quality and impressive battery life of the Px7 S3, make it a great option for anyone that wants a really high-quality set of headphones at a competitive price.

    We have looked at a number of AirPods Max competitors, see our round up of the Best over-ear headphones.
    #bowers #ampamp #wilkins #px7 #review
    Bowers & Wilkins Px7 S3 review: Great sounding headphones at a good price
    Macworld At a glanceExpert's Rating Pros  Excellent sound quality  Competitive price  Impressive battery life Cons Noise-cancellation could be stronger No spatial audio or Dolby Atmos Our Verdict The noise-cancellation could be a little more effective, but the Px7 S3 provides hi-fi sound quality, along with impressive 30-hour battery life at a much more competitive price than most of its high-end rivals. Price When Reviewed This value will show the geolocated pricing text for product undefined Best Pricing Today Apple made some welcome updates to the AirPods Max in April 2025, finally bringing itsoverpriced headphones into the era of high-res audio at long last. In the meanwhile, the Hi-Fi experts at Bowers & Wilkins have released the fourth-generation update for their over-ear Px7 headphones, which now come with the slightly ungainly title of the Px7 S3. The U.S. price of the S3 was up in the air because of that little kerfuffle with a worldwide trade war, but the U.K. price was £399 when they went on sale in the U.K. in May, and as of June 2025, you can now buy them on Amazon U.S. for The S3 provides a serious rival to both the AirPods Max and B&W’s own flagship Px8. Unsurprisingly, the Px7 S3 looks quite similar to its predecessors, with the sleek lines and minimalist chic that is the trademark of B&W’s headphone range, along with a variety of tasteful pastel shades that you can choose from. The S3 is even more minimalist than usual, though, as B&W has managed to reduce the thickness of the earpieces for this new model, and has also reduced the weight to just 300g – compared to 386g for the AirPods Max. The earpieces are also padded with memory foam, so the S3 should be light and comfortable enough to wear for long periods of time – and for long journeys too, as it offers an impressive 30 hours of battery life even when using noise-cancellation. The Px7 S3 can work in both wired and wireless modes, supporting Bluetooth 5.3 and the AAC codec for Apple devices, as well as aptX Adaptive and aptX Lossless for our Android friends. There’s no spatial audio at the moment, although B&W has said that it’s developing its own form of spatial audio that will be available via a software update in coming months. The PX range had the ability to use USB-C for charging and wired audio years before Apple added that ability to the AirPods Max, and the USB-C port of the Px7 S3 now supports high-res audio formats up to 24-bit/96KHz – slightly higher than the 24-bit/48KHz of the AirPods Max – so it can handle most of the high-res tracks available on Apple Music. There’s a USB-C cable included, along with a 3.5mm audio cable too, so you can use the wired connection with most computers and mobile devices, and there’s a hard-shell carrying case thrown in for good measure as well. Sound quality is excellent, and the Px7 S3 copes admirably with the heady cocktail of sounds on Ricky Martin’s She Bangs, streamed from Apple Music on my iPad Air. There’s a lot going on in this track with drums and percussion, guitars, horns and tinkling piano all competing for attention, but the Px7 S3 is able to make space so that each instrument remains clear and distinct. It shows a light touch on the rattling percussion that bounces all over the place, and there’s an infectious energy as the horns blare out while Ricky yells – “she looks like a flower, but she stings like a bee!”. The Px7 S3 can handle more delicate sounds too. A recent re-watch of The Last Of Usprompts me to go back to Max Richter’s sublime On The Nature Of Daylight. The cellos open the piece with a gentle, winding melody, but the tone of the strings is so sad and mournful that it’s an instant tear-jerker. The sharper tone of the violins and viola adds to the bittersweet mood, and the Px7 S3 creates a sense of space that allows the different strings to float gracefully through the air and weave a delicate dance around each other. The Px7 S3 is a winner on sound quality and value for money, but one area where more expensive rivals such as the AirPods Max and Bose QC Ultra do still have an edge is the effectiveness of their noise-cancellation features. The Px7 S3 does a good job at blocking low-frequency sounds, such as the drone of an aircraft engine, but higher frequencies, such as the chatter of voices in a busy airport, do still leak through a little. Should you buy the B&W Px7 S3? If you’re obsessive about noise-cancellation then there are more expensive headphones that can block out background noise more effectively. However, the excellent sound quality and impressive battery life of the Px7 S3, make it a great option for anyone that wants a really high-quality set of headphones at a competitive price. We have looked at a number of AirPods Max competitors, see our round up of the Best over-ear headphones. #bowers #ampamp #wilkins #px7 #review
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    Bowers & Wilkins Px7 S3 review: Great sounding headphones at a good price
    Macworld At a glanceExpert's Rating Pros  Excellent sound quality  Competitive price  Impressive battery life Cons Noise-cancellation could be stronger No spatial audio or Dolby Atmos Our Verdict The noise-cancellation could be a little more effective, but the Px7 S3 provides hi-fi sound quality, along with impressive 30-hour battery life at a much more competitive price than most of its high-end rivals. Price When Reviewed This value will show the geolocated pricing text for product undefined Best Pricing Today Apple made some welcome updates to the AirPods Max in April 2025, finally bringing its (still) overpriced headphones into the era of high-res audio at long last. In the meanwhile, the Hi-Fi experts at Bowers & Wilkins have released the fourth-generation update for their over-ear Px7 headphones, which now come with the slightly ungainly title of the Px7 S3. The U.S. price of the S3 was up in the air because of that little kerfuffle with a worldwide trade war, but the U.K. price was £399 when they went on sale in the U.K. in May, and as of June 2025, you can now buy them on Amazon U.S. for $449. The S3 provides a serious rival to both the AirPods Max and B&W’s own flagship Px8. Unsurprisingly, the Px7 S3 looks quite similar to its predecessors, with the sleek lines and minimalist chic that is the trademark of B&W’s headphone range, along with a variety of tasteful pastel shades that you can choose from. The S3 is even more minimalist than usual, though, as B&W has managed to reduce the thickness of the earpieces for this new model, and has also reduced the weight to just 300g – compared to 386g for the AirPods Max. The earpieces are also padded with memory foam, so the S3 should be light and comfortable enough to wear for long periods of time – and for long journeys too, as it offers an impressive 30 hours of battery life even when using noise-cancellation. The Px7 S3 can work in both wired and wireless modes, supporting Bluetooth 5.3 and the AAC codec for Apple devices, as well as aptX Adaptive and aptX Lossless for our Android friends. There’s no spatial audio at the moment, although B&W has said that it’s developing its own form of spatial audio that will be available via a software update in coming months. The PX range had the ability to use USB-C for charging and wired audio years before Apple added that ability to the AirPods Max, and the USB-C port of the Px7 S3 now supports high-res audio formats up to 24-bit/96KHz – slightly higher than the 24-bit/48KHz of the AirPods Max – so it can handle most of the high-res tracks available on Apple Music. There’s a USB-C cable included, along with a 3.5mm audio cable too, so you can use the wired connection with most computers and mobile devices, and there’s a hard-shell carrying case thrown in for good measure as well. Sound quality is excellent, and the Px7 S3 copes admirably with the heady cocktail of sounds on Ricky Martin’s She Bangs, streamed from Apple Music on my iPad Air. There’s a lot going on in this track with drums and percussion, guitars, horns and tinkling piano all competing for attention, but the Px7 S3 is able to make space so that each instrument remains clear and distinct. It shows a light touch on the rattling percussion that bounces all over the place, and there’s an infectious energy as the horns blare out while Ricky yells – “she looks like a flower, but she stings like a bee!”. The Px7 S3 can handle more delicate sounds too. A recent re-watch of The Last Of Us (episode 3) prompts me to go back to Max Richter’s sublime On The Nature Of Daylight. The cellos open the piece with a gentle, winding melody, but the tone of the strings is so sad and mournful that it’s an instant tear-jerker. The sharper tone of the violins and viola adds to the bittersweet mood, and the Px7 S3 creates a sense of space that allows the different strings to float gracefully through the air and weave a delicate dance around each other. The Px7 S3 is a winner on sound quality and value for money, but one area where more expensive rivals such as the AirPods Max and Bose QC Ultra do still have an edge is the effectiveness of their noise-cancellation features. The Px7 S3 does a good job at blocking low-frequency sounds, such as the drone of an aircraft engine, but higher frequencies, such as the chatter of voices in a busy airport, do still leak through a little. Should you buy the B&W Px7 S3? If you’re obsessive about noise-cancellation then there are more expensive headphones that can block out background noise more effectively. However, the excellent sound quality and impressive battery life of the Px7 S3, make it a great option for anyone that wants a really high-quality set of headphones at a competitive price. We have looked at a number of AirPods Max competitors, see our round up of the Best over-ear headphones.
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