Tag Archives: Designers

Zendaya’s Stylist Law Roach Names Designers Who Refused to Dress Her on Red Carpets, Including Dior and Gucci: ‘If You Say No, It’ll Be Forever’ – Variety

  1. Zendaya’s Stylist Law Roach Names Designers Who Refused to Dress Her on Red Carpets, Including Dior and Gucci: ‘If You Say No, It’ll Be Forever’ Variety
  2. These fashion brands reportedly refused to work with Zendaya, according to stylist The Independent
  3. Zendaya’s Stylist Calls Out Designers Who Refused to Dress Her Back in the Day: ‘I Still Have All the Receipts’ PEOPLE
  4. Zendaya refuses to wear these 5 fashion labels — and this is the shocking reason why New York Post
  5. Stylist Law Roach reveals the fashion houses that would not dress Zendaya early on in her career Page Six

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Law Roach Names “Big Five” Designers Who Refused to Dress Zendaya: “If You Say No, It’ll Be a No Forever” – Hollywood Reporter

  1. Law Roach Names “Big Five” Designers Who Refused to Dress Zendaya: “If You Say No, It’ll Be a No Forever” Hollywood Reporter
  2. Zendaya’s Stylist Calls Out Designers Who Refused to Dress Her Back in the Day: ‘I Still Have All the Receipts’ PEOPLE
  3. These fashion brands reportedly refused to work with Zendaya, according to stylist The Independent
  4. Zendaya’s longtime stylist Law Roach reveals which designers the A-list actress WILL NOT wear and why Daily Mail
  5. Law Roach, Stylist to Zendaya and Other Stars, Is the Most ‘Unretired Retired Person’ The New York Times

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Designers Furious Pantone Charging $15 for Colors in Adobe

Pantone is making designers work with black only if they don’t cough up $15 a month.
Photo: SimoneN (Shutterstock)

Hell hath no fury like an Adobe designer who can’t see the colors they thought they had already paid for.

Designers who use Adobe’s Creative Suite tools, including Photoshop, Illustrator, and InDesign, are furious over a licensing change that forces them to pay Pantone an extra $15 a month (or $90 a year) to work with its signature colors in Adobe’s apps. In recent weeks, Adobe has removed support for Pantone-owned colors, which are the preferred industry standard, from its apps, leaving countless designers who used Pantone colors with files full of the color black instead and the following message:

“This file has Pantone colors that have been removed and replaced with black due to changes in Pantone’s licensing with Adobe. To resolve, click ‘Learn more,’” the message stated, according to a screenshot shared on Twitter and confirmed as authentic by Adobe, which laid all the blame at Pantone’s feet.

“Pantone actually required the removal, as they want to charge customers directly,” Adobe chief product officer Scott Belsky tweeted in response.

As if that weren’t enough, users who grudgingly accepted to pay Pantone didn’t even get a guaranteed fix. Designers were directed to download the Pantone Connect plugin for Adobe—which is deceptively listed as “free” in the Adobe Exchange store with information about a “premium” subscription listed in the plugin’s description—but some found that the plugin didn’t show up in their Adobe apps or didn’t work.

Others who were able to access the plugin complained about a clunky user interface, with some even calling it “unusable.” According to Pantone Connect’s page on Adobe Exchange, the last time the plugin was updated was in September of 2019, which might explain the glitches and bad UI.

Users took to the plugin’s page to voice their frustrations. Many pointed out that this was an act of greed by Pantone and Adobe, which wanted to squeeze even more out of users who had already paid for apps or bought official Pantone color books.

“Disappointed is an understatement – we buy your books, your ink and now the digital library that we rely on! Well played money guzzlers, someone should definitely be fired!” one user wrote on Oct. 22. “This only benefits YOU Adobe and Pantone! How far will you go? Some designers cannot afford Adobe app subscription as it is. Many are migrating away from what you built, when will it stop??”

Another user fumed and said that they didn’t understand why they suddenly had to pay for features that used to be free.

“Very glitchy, and getting sick of paying extra for features that used to be included in the programs or for online free. Design programs are already expensive as it is, now we have to pay another subscription? Do better to serve your clients!” the user wrote on Oct. 19.

Users also decided to bombard the plugin with one-star reviews. As of publication, 311 of the 386 ratings on Pantone Connect gave it one star, giving the plugin an average score of 1.5 stars.

Notably, the fury might have been contained if Adobe and Pantone had done a better job of communicating the change. Adobe first announced that it was removing Pantone’s color libraries from its apps in December 2021 and stated that the colors would be gone by March 2022. That didn’t happen. Then it said Pantone’s colors would be phased out by August 2022, which, again, didn’t happen.

It’s not surprising that customers stopped believing that Adobe and Pantone would actually go through with their plan and inconvenience a whole lot of people.

Ashley Still, senior vice president of digital media marketing, strategy, and global partnerships at Adobe, told Gizmodo in an email on Wednesday that the company had shared in June that “Pantone decided to change its business model.”

“To access the complete set of Pantone Color Books, Pantone now requires customers to purchase a premium license through Pantone Connect and install a plug-in using Adobe Exchange,” Still explained. “We are currently looking at ways to lessen the impact on our customers. In the meantime, customers also have access to up to 14 extensive color books through Creative Cloud subscriptions.”

Pantone, meanwhile, blamed the controversy on Adobe in an emailed statement to Gizmodo, all the while referring to it as a “trusted partner.” Pantone reiterated that it had agreed to include a curated set of Pantone color libraries in Adobe Creative Cloud, just not all its colors.

“While we do not determine the pricing, features, or user experience of our partners’ solutions, we do collaborate closely with our partners to create the best possible customer experience. Adobe Creative Cloud customers can leverage Pantone Connect to gain access to the full color library system,” the company said. “In keeping with our mission and values, Pantone strives to be a helpful resource for Adobe Creative Cloud users. Pantone continues to work with Adobe as our trusted partner to further improve the add-in extension experience within Creative Cloud.”

Who’s fault is it in the end? It’s hard to say. However, there’s no doubt we can all agree on what they’re fighting over: money.



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Veteran Japanese game designers announce Edo period roguelike game Shinonome for PC

WODAN” href=”https://www.gematsu.com/companies/wodan”>WODAN, a Japanese studio founded by veteran game designers Kenichi Iwao and Tatsuya Yoshikawa, has announced Shinonome” href=”https://www.gematsu.com/games/shinonome”>Shinonome, a Roguelike [59 articles]” href=”https://www.gematsu.com/genres/roguelike”>roguelike game based around the concept of a haunted house from the Edo period. It will launch in Early Access for PC [16,040 articles]” href=”https://www.gematsu.com/platforms/pc”>PC via Steam on November 11.

Iwao previously worked at Capcom [2,346 articles]” href=”https://www.gematsu.com/companies/capcom”>Capcom, Square Enix [5,007 articles]” href=”https://www.gematsu.com/companies/square-enix”>Square Enix, Studio 4°C, DeNA, and Oriflamme, while Yoshikawa was previously employed by Capcom, DeNA, Nintendo [17,107 articles]” href=”https://www.gematsu.com/platforms/nintendo”>Nintendo, Oriflamme, and Sanzigen.

The Early Access version of Shinonome will feature all three main game modes. While each mode shares many commonalities, they will grow more distinct over the course of Early Access. User feedback will allow the developer to offer a more “multifarious experience with improved tutorials, a wider range of enemy types including bosses, additional tools, and a more engaging storyline.” The Early Access period is expected to last two to four months, but may extend further based on feedback.

Here is an overview of the game, via its Steam page:

About

Shinonome is a roguelike game based around the concept of a haunted house from the Japanese Edo period.

The main character, Yono, in a novice Onyo student. Her main goal is to escape the haunted house alive by escaping from and exorcising the ayakashi (monsters and vengeful spirits).

You don’t need Action [675 articles]” href=”https://www.gematsu.com/genres/action”>action techniques to do this; you need to observe the clues left by the ayakashi, like trails and sounds, and using them to formulate strategies.

Shinonome is a new type of escape game, wherein you use your courage and mind to overcome challenges.

Key Features

  • Japanese Horror [140 articles]” href=”https://www.gematsu.com/genres/horror”>Horror – Enjoy a unique and terrifying experience as you explore the old Japanese house, which combines rustic beauty with darkness.
  • Diverse Ways to Play – Draw them in and trap them. Set up a trick and run. Draw in their natural enemies…There are countless ways to take care of the ayakashi. This game finds its true beginning when you discover your own way to work through it.
  • Highly Replayable – Overcome to finely detailed haunted house in “Harae.” Escape from a randomly generated haunted house as you work to preserve your tools and food to survive in “Misogi.” Explore the endless dungeons and towers taking short breaks at stores and kitchens inside them in “Gyou.” Each of the games three modes will keep you coming back for more.

Watch the announcement trailer below. View the first screenshots at the gallery.

Announce Trailer

English

Japanese

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This is the Osom OV1, a new phone from Essential’s former engineers and designers

Osom, the company formed by Essential’s employees after the startup went under, has released new details about its upcoming OV1 phone, including a very familiar list of build materials. Meant to compete with flagships from Apple, Google, and Samsung, the OV1 will have a stainless steel and titanium housing, a ceramic back, Corning Victus cover glass, and a Qualcomm processor.

The stainless steel is for the phone’s frame, while titanium will be used for accents like the power and volume buttons as well as the ring around the camera bump, according to Android Police. It sounds like the phone will have a heft to it — Osom says the OV1 will be “noticeably bigger” than the Essential Phone, which had razor-thin bezels and a 5.7-inch screen. The company also says the phone will come in white and matte black but that there are “some surprises to come” in colors.

Talking to Osom’s founder and CEO, Jason Keats, he said that the OV1 wasn’t intentionally meant to evoke the Essential Phone. The resemblance is just the natural result of having the same team engineering and designing it. In my opinion, it still manages to stand out — the materials are still relatively uncommon in most phones, even five years after we heaped praise on the Essential Phone’s build. Arguably, Apple’s probably the closest with the iPhone 13 Pro’s stainless steel sides and “ceramic shield,” but I think most people would be able to immediately tell the difference between the iPhone and an OV1. (Plus, there’s the price — Osom hasn’t said exactly how much its phone would cost but told Android Police it’d come in well under $1,000, which is where the 13 Pro starts.)

The OV1 was supposed to be fully revealed this week, according to TechCrunch, but Osom is pushing back its announcement and ship date so it can upgrade the phone’s processor. The company says it’ll use a “Snapdragon 8 series chipset,” though it can’t give specifics, according to TechCrunch. Qualcomm recently switched up its naming scheme for chips with the Snapdragon 8 Gen 1, though it seems unlikely that the OV1 will use that specific chip given its vow of silence.

Osom says the phone will get “all-day” battery life and that it’ll have ultra-wideband, or UWB, the same tech other manufacturers like Apple, Google, and Samsung use for things like precision location tracking and digital car keys. Keats wouldn’t say exactly what that radio’s for but said that the company has some “interesting stuff cooking” that it would announce later. It will have room for two physical SIM cards — Keats says the company purposefully chose not to go with an e-SIM to avoid tying itself to particular carriers. (He also mentioned that partnering with a particular carrier was a “devastating mistake for Essential.”)

The OV1 will feature a camera bump with two cameras.
Image: Osom

Osom says that it’s also learned from the camera missteps at Essential and that it wants the OV1 to have a “truly flagship camera experience.” Design-wise, the OV1 has a camera bump, something the Essential phone avoided. That bump holds the two rear cameras, running at 48 and 12 megapixels. The front-facing camera will be 16MP. Because of how important software is to the mobile photography experience, it’s hard to say how those specs will translate into snapshots at this point.

The included USB cable will let you switch off the data pins.
Image: Osom

Finally, there’s the USB-C to C cable that comes in the box. There’s usually not a lot to say about those, but Osom’s including one with a neat trick: the ability to flip a switch that physically disconnects the data pins, so you can feel more comfortable charging your phone from a public outlet (though admittedly in my experience those are usually still USB-A). Unfortunately, the mechanical disconnect means the cable runs at USB 2 speeds, according to Osom spokesperson Andy Fouché — a glacial 60 megabytes per second. The OV1’s port can support the much faster 625 MB/s speeds of USB 3.2 Gen 1, though, when paired with a different cable.

Keats couldn’t say how fast the OV1 will charge, just that it will be “impressively quick.” It is BYOB (bring your own brick), though — it won’t ship with a charger in the box.

Update March 3rd, 6:22PM ET: Updated with additional information about the OV1’s included cable.

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4 of the best TVs, according to home theater designers and electronics reviewers


Getty Images

February is packed with sports action — like the Winter Olympics and the Super Bowl — and all that appointment viewing may also have us eyeing television upgrades.  Set makers such as Sony, Samsung and LG are running a race of their own: Who can build the biggest screen with the most dazzling, high-resolution picture and the thinnest frame?  With so many choices on the market today, we asked a home theater consultant and delved into professional reviews to find some of the best smart TVs you can buy now — at prices starting at $580.

Great for a very large room

Sony X95J 85″ TV: BRAVIA XR Full Array LED 4K Ultra HD Smart Google TV with Dolby Vision HDR and Alexa Compatibility

$1,798 for a 65″ – $3,798 for an 85″

Tim Duffy, who designs and outfits home theaters and other high-end home entertainment systems for clients in Southern California, has this 85” Sony in his living room, and praises Sony’s overall fit, finish and build. “The build quality is the best,” he says. “They seem to just have very, very few problems.”

The Bravia offers Dolby’s proprietary technologies for surround sound (Dolby Atmos) and picture enhancement (Dolby Vision HDR). It also works with the “big three” in voice control — Alexa, Siri and Google Assistant — for anyone wanting to give the remote a rest. For cord cutters, there is a NextGenTV tuner built in to capture high-definition digital video and audio.

If you want an OLED TV

LG OLED C1 Series 65″ Alexa Built-in 4k Smart TV

$1,796.99

Duffy praises the image quality of LG’s organic light emitting diode (OLED) televisions — “organic” because the eight million, individually self-lighting pixels that comprise the screen are made of carbon. And he’s not alone. Three of Consumer Reports’ top 5 TVs for 2021-2022 are LG OLEDs, and Wirecutter has named the C1 LG OLED C1 Series 65” Alexa Built-in 4k Smart TV ($1,796 from Amazon) the overall best OLED TV.

LG’s large screen OLED line leans into home TV viewing as a personal movie theater experience, with Dolby surround sound and image enhancing technology built in, and a “filmmaker mode” that (temporarily) switches off some picture-smoothing features that can make movies look less natural.

Budget pick

Hisense 55″ Class U7G Series Quantum 4K ULED Android TV

$599.99

This Google-friendly TV was Wirecutter’s pick for the best 4K LCD for the money, with the site lauding its “great image quality, superb gaming features, and the Android TV interface,” while noting it has “a narrower viewing angle and fewer screen sizes than some other TVs.”

Hisense’s U7G series TVs boast the highest available image refresh rate, at 120 Hz (meaning 120 individual images per second) to reduce blur and freezing — a feature usually reserved for more expensive televisions. The Google-made Android TV interface uses Google Assistant for voice commands but also supports Alexa, and can play content beamed from thousands of phone apps — Android or Apple — that have Google Cast or Chromecast enabled.

Best flat screen if you want beautiful home design

SAMSUNG 65-Inch Class Frame Series – 4K Quantum HDR Smart TV with Alexa Built-in

$1,497.99

The kitchen television in Duffy’s house is a 65-inch Samsung picture frame model that he loves for the same reason his clients do: It looks like part of the home’s design, and not like an occupying appliance. “Architectural” is how Duffy describes it. “I would put them anywhere in my house where they’re going on a bare wall,” he says, adding that of the 11 sets a new client of his is having installed throughout his house, eight will be Samsung picture frame sets.

A wall-mountable, customizable frame with differently colored and textured pieces is included to help match the television to its decor. And when it’s off, the Frame’s screen-saving “Art Mode” lets you display selected artworks, or photographs of your own on the TV’s vivid 4K canvas.

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2 found dead at former Versace Mansion day before anniversary of designer’s death

Two people were found dead Wednesday in a hotel room at the former Versace mansion in South Florida, Miami Beach police said.

Two males were discovered by housekeeping staff at The Villa Casa Casuarina around 1:20 p.m. police said. Police did not say how the pair died.

The discovery was made the day before the 24th anniversary of the murder of famed fashion designer Gianni Versace, who was gunned down outside the mansion.

Versace was returning home from his morning walk from the News Cafe on July 15, 1997, when Andrew Cunanan fatally shot him in the back of the head.

Eight days later, Cunanan, suspected of killing four other people in three states, killed himself on a houseboat in North Miami Beach.

The mansion was built in 1930, and Versace bought it in 1992. After his death, it was sold and is now a hotel and event space.

A police spokesperson did not immediately respond to a request Wednesday night for more information about the two bodies discovered earlier in the day. The police department said on social media that the scene was contained to the hotel room and that a death investigation was underway.

An emailed request for comment to the hotel was not immediately returned Wednesday night. The front desk said a manager would not be in until the morning.

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Why Hitman 3’s designers sacrificed sandbox gameplay for their story

Early in the production of Hitman 3, the developers of the game found themselves in a bind — a conundrum of their own making. For the first two entries in the trilogy, 2016’s Hitman and 2018’s Hitman 2, series protagonist Agent 47 didn’t have top billing. The real stars of the show were the locations: massive levels that felt like living, breathing environments. These sandbox playgrounds afforded players all the freedom in the world to figure out assassination strategies, and to ignore the threadbare story that linked the levels together.

In concluding the trilogy, though, Hitman developer IO Interactive not only wanted to lean more into the story — it wanted to delve into the character of Agent 47, the bald man with a barcode who had mostly been a cipher just following commands.

“For the previous two games, we made it really easy for some players to not care about what was happening in the overarching story,” said Forest Swartout Large, executive producer of Hitman 3, in a video interview with Polygon last month. “And we realized when we were developing this story — the conclusion of the trilogy, closure — that we cared a lot about this story, and we wanted players to care.”

If you’ve trained players over the course of two games that they don’t need to pay attention to the story, it’s difficult to convince them that they shouldn’t also skip over it this time around. After lengthy deliberations, IO’s designers held firm: They cared too much about their ending for Agent 47’s story to allow that to happen. That major decision had ripple effects throughout the development of Hitman 3, including the linear design of the game’s final mission, which has proved controversial. But it’s clear from talking to IO that the studio believes that putting some limitations on player freedom was the right call.

[Warning: The following contains spoilers for Hitman 3.]

Agent 47 lies in wait in 2012’s Hitman: Absolution.
Image: IO Interactive/Square Enix

Hitman has been around for more than two decades now, and the nadir of the franchise was arguably the interim between the recent World of Assassination trilogy and its immediate predecessor, Hitman: Absolution, which launched in late 2012. Absolution introduced some key elements that became bedrock features of the later trilogy, such as 47’s Instinct vision. But the game received criticism for taking the franchise in a more linear direction: Each level played out as a series of smaller sandboxes rather than the large environments of previous Hitman titles. Players also felt that the focus on a cinematic presentation for the game’s dull, fairly rote plot was misguided; as Eurogamer’s review noted, the story was “for the first time in the series […] pretty much impossible to ignore.” (It didn’t help that Absolution was the first entry in the franchise since 2006’s Hitman: Blood Money, which many people still consider to be the best Hitman game.)

Sales were strong but fell short of the expectations from Square Enix, which was then the parent company of IO Interactive. Less than seven months after Absolution’s release, Square Enix laid off nearly half of the studio’s staff and canceled all its non-Hitman projects. By then, IO had begun preproduction on a new Hitman title, which ended up being a hard course correction from Absolution. The team went back to the series’ free-form roots for Hitman, delivering six sprawling locations packed with all kinds of paths to explore, challenges to discover, and hits to pull off. The game was released episodically over the course of 2016, with as much as two and a half months between chapters, which had the side effect of increasing the chances that players would lose the plot of the overarching story.

“I think there was an intention to have a story that could sort of frame each mission, but [it was] not getting in the way of the missions, [each of] which was a Hitman sandbox,” said Hitman 3 game director Mattias Engström, in the same video interview, speaking about the first two games of the trilogy.

Each of the levels was bookended by cutscenes sketching out a globe-trotting conspiracy tale that was particularly convoluted in the first game. But by the middle of Hitman 2, the writers had established the story’s primary cast well enough to allow those characters to have their own arcs through the rest of the trilogy. When it came to Hitman 3, that setup let IO “do a game that is more about character rather than the plot,” said Engström. In doing so, the studio wanted to integrate the characters more closely into the gameplay. The thinking, according to Engström, was that “they need to be part of the game in a way we didn’t do before.”

This is Agent 47’s story, not yours

The eerie opening to Hitman 3’s Berlin mission, “Apex Predator,” turns the tables on the player.
Image: IO Interactive via Polygon

Level designers and mission designers never work in a vacuum. But with Hitman 3, more so than Hitman or Hitman 2, design decisions flowed from the story that IO wanted to tell — and in particular, from the directions in which the studio wanted to take its characters.

Agent 47 was trained to be the perfect contract killer, engineered in a laboratory to be an emotionless, obedient assassin. His story over the course of this trilogy is one of discovery: learning about his past, learning about his relationships, and learning that he can exercise his own free will.

Getting to the endpoint of that story requires traveling a difficult road with lots of ups and downs, and according to Engström, IO wanted the player’s path through Hitman 3 to mirror 47’s journey. Nowhere is this more apparent than in the Berlin mission, “Apex Predator,” which brilliantly inverts the series’ conventions, leaving 47 on his own and the player without the usual signposts: no idea who the targets are, no information on what kind of situation he’s walking into, no safety net. It’s up to 47 and his (considerable) skills to figure out how to handle things on his own. The mission comes at a point in the story where 47 is a man on an island; its thrilling, unique design arose directly out of that situation.

When 47 is able to get in touch with an ally, she explains that they’re being hunted by a group of assassins and urges him to get out while he still can. But he refuses, and that decision is an important character moment in Hitman 3.

“In that moment, there is a hint of 47 making a choice,” said Engström. “He’s going, ‘Nope, I’m going to take care of this. And I’m going to brief myself,’ basically in-game, and saying, ‘I am going to deal with this now.’ And that happens in-game as […] part of the journey to get where we land in the end.”

Two missions later, IO goes even further in prioritizing the story it wants to tell above the Hitman series’ traditional level of player agency. In “The Farewell,” which takes place in Mendoza, Argentina, Agent 47’s handler Diana Burnwood exists as a person in the world for the first time, rather than just a voice in the player’s ear or a character in a cutscene. It’s a wow moment, and IO makes her presence inescapable at both ends of the level.

Regardless of the order or methods with which you kill the two targets, the mission ends the same way: 47 meets Diana on the dance floor for a tango. It’s a beautiful sequence, with undertones of romance even though they’re both there to talk business, and it leads right into the shocking cutscene that plays afterward. Putting this constraint on the player is a minor imposition in the grand scheme of things — especially since the requirement is only there on the initial playthrough — but it makes for another crucial character beat as Hitman 3 hurtles toward its conclusion.

On your first time through “The Farewell” in Mendoza, Argentina, the only way to complete the mission is do a dance with Diana — in attire that’s appropriate for the occasion.
Image: IO Interactive via Polygon

“The way we approached it was: The first time you play this game, it is a campaign mode, almost, where you can’t skip; you can’t choose another starting [location],” said Engström. “But we can also control, the first time you play, how you exit the mission. And we just said, ‘Yeah, no […] we feel that the story and these moments are important for us and for the player, and we’re going to do something bespoke that sets up not only the next mission, but the the end of the trilogy as well, and people will have to do that the first time.’”

The exit route isn’t the only limitation that IO implemented in “The Farewell.” One of the hallmarks of the Hitman series is its humor, which is suffused throughout its incidental dialogue, its scenario writing, and its open-ended design. It’s a necessary counterweight to keep the grim nature of the proceedings from becoming off-putting. IO builds a sandbox and hands players the tools to create situations ranging from the morbid to the absurd, like strutting around in the flamingo suit from Hitman 2’s Miami level. But in “The Farewell,” IO limited the player’s outfit choices so they wouldn’t ruin the atmosphere and undermine the studio’s storytelling.

“For this specific moment, we narrow down the allowed suits to the ones that we feel just comfortable with,” Engström said. “Like, we have Diana in-game; they’re going to do a tango on the dance floor. We’re going to treat it with respect all the way through.”

Image: IO Interactive

But perhaps the ultimate expression of IO’s authorial intent — and its accompanying constraints — comes in “Untouchable,” Hitman 3’s epilogue. It’s unlike any other level in the trilogy: The entire mission takes place on a train in Romania’s Carpathian Mountains. The setting severely limits the amount of freedom that players have, since there’s only one direction to go in, and there are few opportunities to come up with creative solutions to the level’s navigation, stealth, and combat challenges.

Taken at face value, IO’s decision to conclude three games’ worth of inventive open-world design with an out-of-left-field level like the Carpathian Mountains seems baffling. In a ranking of all 21 locations in the World of Assassination trilogy, Rock Paper Shotgun put it dead last, writing, “To end this celebration of sandbox ingenuity with a linear trudge feels like the last gasp of Hitman Absolution.”

While this kind of experience is unprecedented in the trilogy, IO designed the train level to serve a specific storytelling goal. “The purpose of this last mission was to have a narratively driven set-piece that is setting up closure for the trilogy,” said Engström. He added that a train was “a perfect metaphor” for what 47 has spent his life doing: following a path determined by others. Finishing the job and stepping off the train is similarly symbolic for 47’s story, according to Engström — a representation of the contract killer using his newfound free will to leave his past behind.

IO was well aware that it was taking a risk with the epilogue. Large, the executive producer, told Polygon the story of the first time that a prototype of the train level was shown to the entire company, saying, “We got some — some emails after!” But according to Large, the project leads and the key stakeholders at IO had already considered the points that some members of the team were raising, and they’d also thought about the response they expected from players.

“I can’t speak for anyone else on the team, but I’m really proud of the last level,” Large said. “I read and hear and, like, I can understand the criticism and the feedback. But, you know, it did what I think we wanted and needed it to do.”

In the Carpathian Mountains level, Agent 47’s path through the train — or over it, as the case may be — is very circumscribed, due to the ice that covers much of the train’s exterior.
Image: IO Interactive via Polygon

Engström echoed that. “We did what we wanted to do, basically,” he said. “Like, yeah […] we were scrutinizing it and talking about it. But at the end of the day, we were very confident that this is the right thing.”

Regardless of whether players agree with IO on that front, the debate surrounding the epilogue goes beyond its narrative merits. Hitman and Hitman 2 each offered six traditional sandbox locations upfront. So when IO announced — just nine days before launch — that Hitman 3 would also contain six levels, most fans understandably assumed that they’d be getting six sandboxes yet again. And the studio didn’t exactly go out of its way to provide clarity on the situation, describing the Carpathian Mountains mission as a “dramatic epilogue that concludes the trilogy in style with a narrative-focused finale.” That left some players disappointed when they found that the sixth location in Hitman 3 was a smaller-scale experience than a “full” level, especially since the limited scope also limits the level’s replayability.

COVID-19 continues to wreak havoc on creative endeavors such as making video games, causing delays and cutbacks for projects big and small. While IO wouldn’t comment on the record to Polygon about any effects the pandemic may have had on Hitman 3’s development, the studio indirectly refuted the idea that the game had been scaled back because of the pandemic. According to Large, the scope of the final product had been the plan all along.

“That is actually what we set out to do: We set out to make five sandboxes and an epilogue mission,” said Large. “And I’m proud of what we released.”

Free will: controlling your own destiny

At the end of Hitman 3, Agent 47 decides to carve his own path.
Image: IO Interactive via Polygon

In a way, Agent 47’s evolution from Hitman through Hitman 3 feels akin to the tumultuous journey that IO Interactive experienced over the past decade or so.

After Hitman: Absolution’s mixed reception and commercial shortcomings, the studio was confined to a narrow path, told by its financially struggling parent company to concentrate entirely on the Hitman franchise. So it did. With Hitman, IO focused on what makes Hitman, Hitman: sprawling sandbox environments and open-ended assassination gameplay.

The critical acclaim for Hitman wasn’t enough for Square Enix, which announced in May 2017, less than seven months after the game’s final episode was released, that it had decided to divest itself from IO. This left the studio with an uncertain future, until it announced the following month that its management had been able to buy back the company from Square Enix and become an independent studio — while retaining ownership of the rights to Hitman.

By the time IO announced Hitman 3 in mid-2020, it was able to self-publish the game (with the help of an Epic Games Store exclusivity agreement for its Windows PC version). The ability to maintain full control over the entirety of a project is the ultimate measure of creative freedom. And just like 47 getting off that train in the mountains of Eastern Europe, that’s what IO was able to do with Hitman 3: to tell the story it wanted to tell, exactly how the team wanted to tell it.



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BMW’s Designers Don’t Mind If You Don’t Like Their New Look

Photo: BMW

It’s no secret that BMW’s latest designs haven’t been well received everywhere, and the company has responded to criticism in uncharacteristic, and borderline indignant, ways. There are many cars out there that could be described as visually polarizing, but BMW’s constant defense of its own, while dismissing critics as “boomers” even though many of its customers are in fact boomers, has been a strange and fascinating drama to watch unfold on social media.

In its latest defense, BMW design heads Adrian van Hooydonk and Domagoj Dukec spoke to Top Gear in an attempt to downplay, but also simultaneously welcome, the backlash. To be honest, there’s nothing explicitly wrong with most of what van Hooydonk and Dukec say here. A lot falls into “you can’t please everybody ¯_(ツ)_/¯” territory.

Honestly, if you were in their position, what else could you really say? Especially when “Yeah, we kind of made a mess of that, didn’t we?” isn’t really an option.

Still, the rationale Dukec gives isn’t especially convincing, as it’s founded on this formless, unspecified desire to “stand out.”

“You can create something beautiful, and we also have cars which are just pretty. But there are some customers that, if you want to reach them, you have to stand out. You have to create something that is not in-line; maybe not like an everyday car or an everyday product, but that’s exactly the reason.”

Sure, standing out seems like a challenge when you build a range of nigh-indistinguishable crossovers of marginally different sizes, then thrust them into a market populated by your competitors’ similarly structured offerings. But you don’t necessarily have to shock or disappoint most of your audience to be remembered, especially when you have a rich heritage of beautiful and high-performing cars that were generally well liked. The heel turn is totally self-prompted and not easy to understand, at least from the outside.

Photo: BMW

Dukec proceeds to lose me even further with his next comment about the 4 Series in particular, the car that has received the bulk of the scorn:

“Not all our products get the same critics,” Dukec said. “You can see that on something as polarising like the kidneys on the 4 Series, 20 per cent of people are liking it. That fits to the type of customers we are targeting.

This goes back to a percentage breakdown of how BMW sees its customers, classifying them with demographic labels like “elegant creators” and “expressive performers” — you know, real marketing stuff. But in no dimension can I see a 20 percent approval rating as a win. I guess the subtext here is that BMW is looking to court an extremely discerning type of customer who wants to be viewed as edgy and bold and interesting, a person whose confidence is derived from having a humungous schnoz on the front of their luxury sedan. I can’t help but read an air of superiority here too. If you don’t “get it,” you’re just not “elegant” or “expressive” enough to be BMW.

Between all that and the passive insults lobbed at its most passionate fans on Twitter, every time someone at BMW opens their mouth about design these days they seem only to dig themselves deeper. I really hate to be that dude who wistfully remarks on how everything used to be so much better, and I’ve desperately reached for something positive to say about the front-end treatment on the new 4 and 7 Series, or the iX — but I can’t find it.

BMW never really seemed to be a brand concerned with attention before, which is what makes this all so odd. Anyway, it’s apparently very much concerned with that today, and to the credit of the company’s designers, it’s certainly found ways to stand out. Van Hooydonk reflects on the uproar with a favorable spin:

“It’s really fantastic [if you have fans]. It means you have people that not just buy your products, but love what you do. Of course, if they love what you do, the minute you change it, they might have an issue with it.

Remember: No matter what people say, they’re only disappointed in you because they love you. That’s something I think we could all benefit from taking to heart.

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