• Everything Announced at Microsoft’s 2021 Surface Event

    Microsoft's latest Surface Event was arguably its biggest yet with three new two-and-one tablets, a new convertible laptop, an adaptive kit that helps you seamlessly navigate Surface devices, and an updated dual-screen foldable phone. In case you missed the livestream, here's everything Microsoft announced during this year's Surface hardware event.

    Surface Studio Laptop

    Instead of the next iteration of the Surface Book, Microsoft announced a "fresh take on [its] powerhouse laptop" in the form of the Surface Laptop Studio. This laptop's form factor looks similar to the HP Elite Folio or Acer Concept D Ezel as all three devices include a flexible hinge, allowing you to switch between a typical laptop shape and more into a table-like device akin to the Surface Pro or Go products; offering three modes: laptop, stage, and studio; each turning the Surface Studio into a clamshell laptop, a portable entertainment station to stream movies and shows, or an electronic canvas.

    The Surface Studio features a 14.4-inch touchscreen display with a refresh rate of up to 120Hz, an 11th-gen Intel Core H35 i5 or i7 CPU, and features two GPU configurations: one equipped with an RTX 3050 Ti with 4GB of HDDR6 memory, while the commercial-only model includes an RTX A2000; both GPUs have 4Gb of GDDR6 memory. The laptop also features a 1080p AI-powered smart camera, which Microsoft says will optimize exposure and lighting in addition to quad omnisonic speakers with Dolby Atmos.

    The Surface Studio Laptop is available for pre-order at select retailers with a starting price of $1,599.99.

    Surface Pro X

    Microsoft has also launched a model refresh to the Surface Pro X. Despite no significant changes to the overall design of the Surface Pro X. The 2021 model refresh introduces a Gigabyte LTE model and a Wi-Fi-only option with a new entry price of $899.

    The Surface Pro X includes a few configurations with either an SQ 1 or SQ 2 CPU, an SQ 1 Adreno 685 GPU, or SQ 2 Adreno 690, either an 8GB or 16GB LPDDR4x RAM, and three removable SSD options: 128GB, 256GB, and 512GB. Microsoft also notes that the upcoming OS Windows 11 and built-in 64-bit emulation will allow the ARM-based device to run apps better, including Microsft Teams and Office and third-party apps like Adobe Photoshop.

    Microsoft says this year's Surface Pro X includes all-day battery life, a 2280 x 1920 13-inch PixelSense touchscreen, and the signature kickstand that has become a noteworthy feature in the Surface Pro line. This year's model also includes a 5.0-megapixel 1080p webcam on the wrong with the webcam designed to automatically adjust the lighting conditions to reflect natural skin tones, according to Microsoft accurately. Surface Pro X also includes an Eye Contact feature powered by machine learning and an onboard neural engine to allow you to adjust your gaze on video calls to appear like you're always looking at the camera.

    The Surface Pro X is available for pre-order starting today.

    Surface Pro 8

    The Surface Pro has remained one of the flagship hardware products created by Microsoft. Succeeding the Surface Pro 7+, the Pro 8 includes an HD camera with support for 4K video, a slightly bigger and brighter 13-inch 2880 x 1920 screen, a 120Hz refresh rate display (though its default is 60Hz). Microsoft claims battery life will last you up to 16 hours, and you can charge 80% of your device in just "over an hour."

    Depending on the configurations you pick, you have a few to choose from, with consumer configurations offering either an i5 or i7 11th-gen quad-core Intel processor and Intel Iris Xe graphics. Memory configurations come in three options: 8GB, 16GB, or 32GB (all LPDDR4x). Whether you buy a Wi-Fi or LTE model, you can grab either a 128GB or 256GB SSD option. But the Wi-Fi-only models also include two additional SSD configurations: 512Gb and 1TB, all of which are removable.

    The Surface Pro 8 performs over two times faster than the Surface Pro 7, with a 40% higher sustained CPU performance and a 74% faster graphics sustained performance. Microsoft aims to make this a multidimensional device that is good for productivity or a workstation with a multiple 4K monitor setup. Yet, the tech giant also notes that the Surface Pro 8 can also be an ideal portable gaming station if you use an external GPU.

    The Surface Pro 8 starts at $1,099.99, with preorders beginning today.

    Surface Go 3

    Alongside the other Surface lineup, Microsoft also announced the Surface Go 3. There are some noticeable changes, such as 128GB and 256GB SSD options, though there is a slower eMMC 64GB option if you decide to go with a base model.

    As a more entry-level Surface device, the Go 3 includes an Intel UHD Graphics 615 and a choice between either a dual-core Intel Pentium Gold 6500Y or a quad-core 10th-gen Intel Core i3 CPU. Memory is maxed out at 8GB or 4Gb if you are getting a base model.

    The Surface Go 3 weighs in at 1.2lbs and offers a 1080p camera along with an attractive starting price of $399.99 with preorders starting today. Though only if you want the Wi-Fi models as the LTE models are slated to come out "in the coming months."

    Surface Duo 2

    Laptops and tablets were not the only hardware device Microsoft announced today. Its next Surface phone, the Duo 2, was also unveiled.

    The Surface Duo's successor keeps a lot of what made the Android-powered smartphone a unique foldable, such as the ability to run two Android apps concurrently. The Surface Duo 2 features a larger screen measuring 8.3-inches powered by a Qualcomm Snapdragon 888 processor with 5G support and an NFC reader; the last two features were key features missing in its predecessor.

    The phone will ship with Google's upcoming Android 11 operating system, which includes three storage configurations: 128GB, 256Gb, and 512GB, along with 8GB of DRAM LPDDR5 memory. Surface Duo 2 also consists of a new triple camera setup on the rear: a 16MP, f/2.2 Ultra Wide lens, a 12MP, f/1.7, OIS wide lens, and a 12MP, f/2.4, OIS Telephoto lens.

    Another interesting feature is that the Surface Duo 2 will include a preinstalled Xbox Game Pass App. A few months back, Microsoft made some changes to the Surface Duo to optimize the foldable for its video game streaming service by adding touch controls, which added a virtual gamepad to the second screen of the device, turning it into a Nintendo 3DS-like handheld.

    Like the other products mentioned above, preorders for the Surface Duo 2 begin today with a starting price of $1,499.99.

    Taylor is the Associate Tech Editor at IGN. You can follow her on Twitter @TayNixster.

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    Surface Laptop Studio Hands On

    The Surface Laptop Studio feels a bit like the culmination of all of Microsoft's Surface devices. This 14.4-inch convertible laptop has the basic form factor of the Surface Laptop, the power of the Surface Book 3, and an adjustable screen modeled after the Surface Studio. In that sense, the Surface Laptop Studio should appeal to creatives from all walks of life.

    Easily the most defining feature of the Surface Laptop Studio is its adjustable screen. It sits on a Dynamic Woven Hinge that connects the screen to a second hinge so it can tilt upwards or lay almost completely flat on top of the rest of the notebook. Unfortunately, this special mechanism isn't strong enough to hold the monitor at any height or angles like the iPad Pro or iPad Air with a Magic Keyboard can – which is arguably its biggest rival.

    Instead, this machine can only flip between three modes: stage mode, which places the display at a forward angle between the keyboard and trackpad, and Studio mode, where the screen is almost completely flat with the rest of the machine.

    The good news is no matter what angle you put the display at, it looks simply stunning. The 14.4-inch panel offers up a 2,400 x 1,600 resolution with a 120Hz refresh rate. Microsoft doesn’t list the display's maximum brightness, but it’s rated for Dolby Vision, one of the major HDR formats, and was astonishingly bright to my eyes.

    As if the display wasn’t good enough, this convertible also features Dolby Atmos-capable Quad Omnisonic speakers that get plenty loud. So this is a real content consumption machine.

    The display’s 120Hz refresh rate makes the drawing and scribbling notes feel intensely responsive. Plus, with the new haptics built into the Surface Slim Pen 2, it really does feel like you’re putting strokes onto paper or a canvas. And when you're done using the pen it conveniently slips under the front bottom lip of the laptop where it also wireless charges.

    The 120Hz refresh rate also makes the Surface Laptop Studio a potentially great gaming machine, especially if you pony up the cash for the extra Nvidia RTX 3050 Ti discrete graphics. That said, the Intel XE integrated graphics built into the Intel i5 on the base model should be plenty enough to power streaming games whether you’re using GamePass, GeForce Now, or any other service.

    Diving more into specs, the Surface Laptop Studio comes in two models; one with an Intel Core H35 i5-11300H and only Intel XE graphics or an Intel Core H35 i7-11370H with an Nvidia RTX 3050 Ti. From there, you can also configure your machine with either 16GB or 32GB of LPDDR4x memory.

    Interestingly, all the storage options are based around removable SSD drives, so you can choose to have 256GB, 512GB, 1TB, 2TB of storage space and then increase the capacity at a later date. This is a big shift from the soldered storage options ultra-thin machines have been hobbled with for a long time now.

    The Surface Studio Laptop is a mighty expensive machine that starts at $1599 and is available for preorder now. Microsoft also announced plenty of other devices during its latest Surface hardware event and be sure to check them out here.

    Kevin Lee is IGN's SEO Updates Editor. Follow him on Twitter @baggingspam.

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    Surface Duo 2 Hands On

    The Surface Duo 2 is Microsoft’s second crack at a dual-screen mobile device that the company still just doesn’t want to call a phone. Oddly enough though, this second-generation foldable’s bigger screen, 5G connectivity, rear cameras, and a bigger focus on dual-screen gaming all work to make it a more appealing modern-day smartphone.

    Everything about the new Surface Duo 2 is simply bigger and better. First up, the individual screens are a bit larger at 5.8-inches (2,688 x 1,892) than the original’s 5.6-inch screens, but then they still add up to an overall 8.3-inch (2,688 x 1,892) display.

    Those Dual PixelSense Fusion displays aren’t just bigger but also brighter with a new maximum brightness of 800-nits. That’s not nearly as piercingly bright as the screens on the iPhone 13, but it’s a big improvement for usability in broad daylight. The displays are faster, too, at 90Hz, so writing and flipping through apps feels smoother.

    Overall, the new screens on the Surface Duo 2 pop more with more brightness, more vibrant colors, and smoother motions.
    Of course, that all adds up to a better gaming experience, and the Surface Duo 2 smartly displays the game on one side while putting touch controls on the other. Yes, this feature came through as an update to the original Surface Duo in May 2021, but it feels even more refined here. The Surface Duo 2 also comes prebaked with the Game Pass app for game streaming, plus a one-month paid subscription to the service.

    During my hands-on time, I was able to play some Sea of Thieves and Forza Horizon 4. The two games looked surprisingly sharp on one of the foldable’s 5.8-inch screens – sadly, you can’t stretch the video across the whole 8.3-inch display. The games also felt responsive with minimal lag despite streaming it over the least ideal event space Wi-Fi, so I expect the gaming on this phone will feel even more seamless on the go and at home.

    Outside of gaming, multi-tasking on this device still feels amazingly intuitive. It’s so simple to bring up two separate apps across the screen, interchange them between either side or blow one up across both displays.

    Flipping to the back of the Surface Duo 2, it shockingly has cameras this time which felt like a major omission on the original foldable. This time Microsoft opted to fit the Surface Duo 2 with the three wide-angle, ultrawide, and telephoto cameras we would expect on any premium smartphone these days.

    • Wide: 12MP, f/1.7 aperture, 27mm, 1.4µm, dual pixel PDAF and OIS
    • Telephoto: 12MP, f/2.4 aperture, 51mm, 1.0µm, PDAF, OIS, and 2X optical zoom in
    • Ultra-Wide: 16MP, f/2.2 aperture, 13mm, 1.0µm, a 110-degree diagonal field of view with distortion correction

    Microsoft promises its cameras can take high-dynamic range photos and 4K video, but I was only able to shoot in a mostly stark white event space that didn’t allow me to push the camera, so this will be something tested in the full review.

    Another ingenious feature of the new Surface Duo 2 is the Glance Bar, cleverly built into the little strip of the display you can see between the device’s hinges. This Glance Bar lights up with colors to show your the current time, volume level, and icons for notifications.

    While the original Surface Duo was compatible with the slim Surface Pen it felt like more of an afterthought since you couldn’t stow it anywhere on the device. This time, the Surface Duo 2 gets a new case that magnetically clips the Surface Slim Pen 2 right onto the front cover, making it look like a perfect digital moleskin notebook. Better yet, writing and drawing on the Surface Duo 2 feels even more natural thanks to the faster 90Hz display.

    The Surface Duo 2 has been updated internally and it comes rocking the latest Qualcomm Snapdragon 888 processor that also grants it 5G connectivity. Battery capacity also sees a major increase from 3577mAh to 4449mAh. According to Microsoft, this device should be able to stay on for 15.5 hours of local video playback, so we can mostly expect all-day battery life.

    Microsoft’s second foldable phone feels like a significantly better device as it’s a more thoroughly modern smartphone. Its most unique feature feels more fleshed out thanks to dual-screen gaming. Meanwhile, the added cameras and better-integrated Surface Pen support are also great improvements too.

    The Surface Duo 2 is still wildly expensive at $1,499, but it doesn’t feel inadequate in any of the ways the original device did. Time and our full review will tell if Microsoft’s latest foldable phone is truly worth its asking price.

    Microsoft also announced plenty of other devices during its latest Surface hardware event and be sure to check them out here.

    Kevin Lee is IGN's SEO Updates Editor. Follow him on Twitter @baggingspam.

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    Hideo Kojima Originally Wanted Hans Zimmer to Compose Metal Gear Solid 2’s Music

    In the early stages of creating Metal Gear Solid 2: Sons of Liberty, Hideo Kojima and producer Rika Muranaka initially wanted to hire Hans Zimmer to compose the music for the game.

    In an article with Game Developer, Muranaka discussed her time working on the game's largely synthetic soundtrack and how a larger budget for the sequel meant that they could strive further with the game's audio design.

    "We went to Media Ventures (now known as Remote Control Productions), which is Hans Zimmer's studio," says Muranaka. "We originally wanted to get Hans Zimmer, but he was like 'No, I can't do it for that kind of money' – he's so expensive, it's ridiculous."

    With Zimmer no longer a feasible option at this point, it was then that Kojima asked Muranaka to reach out to English composer Harry Gregson-Williams, who was working for Zimmer in the studio at that time. "He was still an upcoming composer," says Muranaka. "But he had done Enemy of the State, so a lot of people had started to notice him."

    Gregson-Williams, whose career working with video games also includes work on a number of Call of Duty titles, accepted the position to work alongside Kojima on Metal Gear Solid 2 – a choice which the composer didn't know at the time would begin a longstanding relationship between the pair, spanning multiple future Metal Gear titles. Prior to working together on Sons of Liberty, however, Gregson-Williams admits that he hadn't really thought about venturing into the world of video games.

    "I hadn't considered doing video games at all," Gregson-Williams tells Game Developer. "I don't think at that time, many filmmakers had, so I didn't really have a precedent for it. I wouldn't have had a desire for it necessarily, had Hideo not himself approached me. […] At the time, I was under the care of Hans Zimmer. He wasn't dismissive about it – but he did say, 'Watch out, you're here to try and build a path to being a film composer.'"

    For Gregson-Williams, the move across to composing music for games would present itself with some new challenges. For one, he wouldn't be able to rely on using already shot footage to direct the music he was creating.

    "I would start the week with an email from him saying, 'Do you think you could send me 30 seconds of 'sneaky?'" says Gregson-Williams. "And I would send back – and this had to be done through a translator – 'Sneaky? What kind of sneaky?'

    "He'd say, 'In this instance, imagine you're being watched, but you don't know that.' So I'd say, 'So very down-tempo and tense and spare' and he'd be like 'Yep.' We'd build a picture ourselves of what I was doing. He obviously knew how he was going to deploy this music in the game. But I didn't."

    The music for Metal Gear Solid 2 came as a joint effort between Gregson-Williams, Muranaka, and Konami's in-house sound team (most notably composer Norihiko Hibino). While certainly far from a solo effort, it's interesting to consider how different the game's tone might have been had Zimmer been at the helm.

    In other Hans Zimmer news, the composer recently created a soundtrack for Dune's upcoming companion book. Named the Art and Soul of Dune, the accompanying art book for Denis Villeneuve's upcoming sci-fi blockbuster is apparently so immense that Zimmer actually recorded an entirely new soundtrack for it. Launching with two different variations, fans can pick up the regular edition of The Art and Soul of Dune for $50 MSRP or the significantly more expensive deluxe edition for $595.

    Jared Moore is a freelance writer for IGN. You can follow him on Twitter.

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    How Lost Changed TV Fandom Forever

    IGN has officially been around for two and a half decades, and has borne witness to a lot of monumental shifts in video game and entertainment culture in that time. To celebrate our lengthy tenure on this earth, IGN's 25th Anniversary Feature series will hone in on these shifts, and the movies, video games and TV shows that helped define them. Today, we’re looking back 2004's hit TV show Lost and how it changed television fandom forever.

    Today you can’t move on the internet without stumbling over spoilercasts, theory videos, and online conversations about your latest favourite TV show. So it’s hard to believe that as recently as 2004, people simply just watched television and then, at best, spoke about it within their close circles the next day. Even when television shows such as Twin Peaks and The Twilight Zone presented mysteries, theories and discussion often lived or died in the workplace, student halls, or family rooms.

    But in 2004, with the rise of new technology and pioneering ideas, a mysterious new hit show for ABC changed the game. It altered the landscape in how we, as fans, engaged with our favourite series. This is the story of how Lost changed the way we watch television forever.

    Part 1: “A leader can’t lead ’til he knows where he’s going.”

    Despite the outlandish budget – at the time, the most expensive pilot ever shot – and the uniquely diverse cast, Lost, the show about survivors of a plane crash on a mysterious island, arrived on television in a very traditional sense. The rollout of episodes followed the pattern of a long-established televisual format, dropping weekly episodes with little more than conventional advertising spaces to promote the next installment. But something else was percolating in the media world; a new medium of entertainment was in its infancy, ready to birth a new form of fan conversation and interaction for a worldwide audience. Podcasting.

    “I had no idea what a podcast was,” says Jack Glatfelter, one half of Jay & Jack, a father-and-son hosted Lost podcast.

    “For some reason, I had a subscription to USA Today, that was one of the newspapers I had,” recalls Jay Glatfelter. “I think it was the summer of 2005, they had an article about this new thing called podcasting. I thought ‘oh, it's like a blog, but it's an audio blog. This is so cool.”

    Jay and Jack were huge fans of Lost but were mostly limited to discussing their theories with each other. But the birth of podcasting presented a unique opportunity to create something not only by fans but for fans.

    “I really wanted to do something with Jack, ” says Jay. “I always thought he was a really funny personality. So I was like, ‘We need to do something with you on the forefront.' But we kind of tossed around ideas a lot, and then it was in that moment of us just really being into talking about it [Lost]. I was like, ‘Oh my God, we could talk about the show and it would be like a forum, but alive.’”

    "The show was just the perfect TV show for a podcast."

    Podcasting was extremely new at the time, with a lot of creators still trying to understand what form it could and would take. But the obvious initial comparison was simple: podcasts could be a very niche, modern take on a radio show.

    ”In radio back then, conversations didn't happen about niche topics the way you would in a forum,” says Jay. “With Lost [we] were able to kind of talk like a talk show, but about these more niche topics, like you would find when you would go in a forum on some topic that you're really passionate about.”

    “It was much more about the conversation about the show and like, ‘Oh, hey, did you see this Easter egg?’ Or ‘What about this scene? Let's talk about that’,” Jay adds. “And I think that was much more what it was, as opposed to a review of the episode.”

    Like Lost, podcasting began to explode in popularity. The show and the format proving to be a match made in heaven. Dozens of fan podcasts dedicated to combing through the latest episode began to arrive, and this movement was quickly noticed by Lost’s official channels. Spotting a new tool to promote their weekly episodes, the show’s creators started ‘The Official Lost Podcast’ in November of 2005.

    “The show was just the perfect show for a podcast,” says Jack. “Because after you watch the show, you're going, ‘Okay, I got to find out what is The Smoke Monster? What is this? I need to get those answers!’”

    Lost presented the perfect vehicle for the podcasting world to hitch its ride on, even beyond an avenue to discuss the mysteries fans were eager to solve.

    “Remember shippers? The people that were into the relationships? They had their stuff in this show,” says Jay. “You had the sci-fi element. You had the Easter eggs, theories and all that kind of stuff. It had all these different angles, so you had all these different things that you wanted to talk about. And it was still a network TV show, so it was weekly. You had a whole week in between each episode. That's a lot of time for a show like that to percolate ideas, think and theorize, and really dig into every little nitty-gritty minute detail. In the modern world – especially with streaming where you get all at once – there's no big breaks.”

    Fans were eager for not only answers but more content. The show had become a phenomenal success, and with that bred a desire for information about this mysterious island and our survivors. So in an effort to uniquely deliver on this salacious desire, the showrunners looked to another media platform: video games.

    Part 2: "You Needed Them, And They Needed You."

    In 2006, Ubisoft announced that it had licensed the rights and begun production on a Lost video game, later revealed to be Lost: Via Domus. Unlike other video games based on television shows of its era, though (The Sopranos: Road to Respect, 24: The Game), the Lost video game would be a true companion piece to the show, contributing towards its lore and, ultimately, serving the audience’s desire to find out more information about the mysterious island. At the beginning of development, though, how to achieve that vision was a little hazy.

    “My idea, stupidly, was I wanted to make a shooter based on the Dharma initiative because no one knows what the Dharma initiative was.” says Gadi Pollock, Producer on Lost: Via Domus. “ I thought it would be a really cool mystery, make it really cool shooting where maybe we could go into some of the areas of the island. And I could leverage some of the Far Cry engine technology in the lush islands because it was a no-brainer, right? But it was really shot down because we really needed to be true to the show, and we were afraid that the audience wouldn't really appreciate that type of angle.”

    “Today everyone keeps bringing up metaverse, but we were making metaverses when we made the Lost video game."

    The showrunners’ vision for the game was simple; this was to be a companion piece for fans of the show to learn more. The decision was then made to run the game’s plot alongside (and intertwined with) the events of the first 70 days of the show’s story.

    “So we created a character that was on the plane,” says Pollock. “That character crashed and we built, through the eyes of this character, another point of view in the plane crash and surviving the island.”

    “The audience of Lost is very finicky and it had to be exact,” he adds, “So it was not even a question that we were going to do a spinoff character, but [they also needed to be] living the story of the actual show.”

    Lost’s production company, Bad Robot was heavily invested in this idea and worked closely with Ubisoft to make sure everything was perfectly aligned.

    “From a story perspective, they were very, very informative. And we spent a lot of time massaging the story with them,” recalls Pollock. “What was good about them is that they allowed us to use whatever we wanted to create the experience for the audience. And I think also as they were evolving with the audience and the show, they also evolved the story because they also picked stuff from us, and we picked up from them. So it was a really true collaborative experience. I really enjoyed it.”

    In 2021, the idea of weaving a narrative through different forms of storytelling is very commonplace. It’s part of the foundation of the Marvel Cinematic Universe. But in 2006, the idea of stretching your plot over several mediums in a primitive version of today’s popularised metaverse strategy seemed like a risky proposition.

    “Everyone keeps bringing up metaverse and all these things” shares Pollock. “But we were making metaverses when we made the Lost video game with all the different elements attached to it.

    “To me, it was more content that was related to the experience for you to grow with the product,” he says. “Not just supplementary content to get you engaged [and] to come spend more money on the platform.”

    With detailed podcasts, webisodes (exclusively online, lore-connected clips from the show), and a video game, Lost was truly pioneering the approach to engaging an audience outside of the television screen. But the show’s creators had another trick up their sleeve. One that would fuse the digital and real-world experience of watching Lost. Alternate reality.

    Part 3: “It was a dream, but… it was the most real thing I’ve ever experienced.”

    The Lost Experience was an Alternate Reality Game (ARG) that took place between seasons 2 and 3 (with more following after its success). It engaged fans during the off-season break, sending them further down the rabbit hole of mysteries the show had presented. But what exactly is an ARG?

    “It's something that exists in the real world,” explains Luke Smith, owner of YouTube channel Hydra Collectables, and passionate Lost fan who experienced the ARGs firsthand. “So you're looking for real-life clues, real-life puzzles. It's spotting things in the real world that other people who aren't playing the game might just walk by.”

    Cynically, an ARG can be viewed as a modern marketing tool, capitalising on the most dedicated fans to comb through hints and puzzles teased in other marketing materials, and then subsequently chasing the rabbit to the next clue. This all leads to a (hopefully!) satisfying lore drop you wouldn’t get by simply just watching the show.

    "These clues were sprinkled around that directly led to certain aspects of the show. It was just too intriguing not to go ahead and do it."

    “That was the first time that I'd ever seen anything quite like it,” recalls Smith. “I knew that something was up the minute I saw the advert in amongst all the normal adverts for Oceanic Airlines.”

    The Lost Experience was almost like a modern version of a treasure hunt. Clues were sprinkled throughout official merchandise, and website links buried in fake adverts that sent fans further into the abyss. Clues were hidden in magazines, built into the show’s Comic-Con panels, and even on the inside of Apollo Bars (real-world recreations of the show’s fictional candy bars being sold in stores). These breadcrumbs offered promises of knowledge to those seeking answers about the Hanso Foundation, the fictional shadowy company behind the show’s mysterious Dharma Initiative.

    “You went to the Apollo website, you found all these little different clues,” recalls Smith. “And they said that they were going to be doing a limited edition of these chocolate bars in certain cities around the world.

    “So at the time of getting these, we didn't know what they were actually for,” he says. “I just stuck mine in my bag, thinking I've got this cool item, I'm going to take it home and keep it, which I have done all this time. And then I heard someone shouting out, ‘Open them up, open them up. You won't believe what's inside!’ And there it was, there was this website.”

    The Lost ARG provided a supplementary television experience like no other. Captivating fans by leveraging the latest ideas and ultimately, keeping fans engaged and talking about the show.

    “My favorite thing about this show is mystery,” Smith shares. “And the fact that these clues were sprinkled around that directly led to certain aspects of the show. It was just too intriguing not to go ahead and do it. And what we have to also remember is this existed at a time before social media as we know it. So there wasn't any YouTube, there wasn't any Facebook, there wasn't any Instagram. It was literally just people on forums going to actual web pages to discuss what they had found.”

    The obtuse, mysterious nature of The Lost Experience felt incredibly on-brand for the show. Along with the other companion pieces of media, it only helped keep Lost in the cultural zeitgeist and bring together a passionate community.

    “It really did embed me in the show,” Smith says, clearly passionate about the ARG’s effect. “It made me so much more intrigued and interested. So much so that I'd be recording it from the television, just to rewatch the episodes over and over again, or even slow bits down to try and find more clues. So it really did heighten the show's experience.”

    Part 4: “If We Can’t Live Together, We’re Going To Die Alone."

    With every piece of supplementary media, the Lost fan base spread further and grew more passionate. And now, with modern means to share, discuss and explore the show’s ideas, a fan base like no other began to emerge.

    “It was just people really happy and willing to share information,” recalls Smith. “This is from all over the world. So even when someone would write on the forums, they'd be speaking in their own language and we would have to put it through a very early version of what we would now call Google Translate, so we were able to work out and find these clues. It was the internet before the internet existed. And I didn't realize how close anyone could really be just through those wires, through that internet line.”

    Most importantly though, and perhaps unlike other shows, this time it felt like the show’s creators were actually listening to this passionate fan base.

    “Nikki and Paulo were a case in point example, right?” says podcaster Jay Glatfelter, referring to two less-than-popular characters introduced in season 3 who were removed from the show almost as swiftly as they were added. “They brought them on. Everybody hated them. Which again, is almost commonplace now, every time some fan franchise adds some new character, there's always backlash. I think they had good intentions for it and I understand the concept behind it, but it wasn't taking. And they were reading comments about it as it was happening on the podcast. And so clearly there was the pivot. But the way they sent them off was such a nod and wink to the fans. It was one of those moments where you could see they were a part of it. And you could sense that they were feeling the disdain of the characters. I think they even would make jokes about them during the podcast at the time. And then they switched and pivoted and killed off the characters, but in a really fun tongue-in-cheek way.”

    "They looked to the fans as a source of truth.”

    Fans, for the first time, felt like they truly had a voice. If they were loud and united enough, they could influence decisions. It’s something that seems less of a foreign concept these days in the era of Snyder Cuts and online petitions, but back then it was something new.

    “That's what's neat, they looked to the fans as a bit of that source of truth,” says Jay, referring to showrunners Damon Lindelof and Carlton Cuse. “Like almost the smell test, does this pass, does this check? They said it doesn't and then they adjusted to it. Whereas now it doesn't always necessarily work. I feel like Last Jedi to the Rise of Skywalker is an example of there was a lot of pushback to The Last Jedi. They clearly did a whole bunch of trying to pivot to what they wanted. And I think it almost made it a lesser product. So it doesn't always necessarily work. But in that sense [Nikki and Paulo], I thought they did a really good job of pivoting and adjusting too. And they probably saw it like ‘we tried this, it didn't work, let's move to something else.’”

    Part 5: “See ya in another life, brother.”

    Despite Lost being a multimedia pioneer, incorporating all the latest digital forms it could find to stretch the viewing experience, it also surprisingly (and passionately) clung onto the last intrinsic staple of broadcast television from the previous half-century. Along with a few of its contemporaries, such as Game of Thrones, Lost would be one of the last bastions for something we’d accepted as part of the furniture for a long time. Appointment viewing.

    “The reality is that we want things instantly now,” says Pollock. “That's why everything now is on demand. And if it's not now, and it's not today, we're going to lose the attention span.

    “You have to have that space to be able to have that level of engagement and interaction,” says Jay. “I think there are shows that rise to that level of Lost, but it doesn't have that space and it doesn't have that need to fill in that space. And so I think there are things that are like appointment TV, but even the Disney Plus stuff you still watch it at your own time. You can't put the toothpaste back in the tube on that one.”

    “Yeah, the streaming aspect really hurts,” says Jack. “Because we've done other TV shows and we do Stranger Things, but it's not the same because some people are ahead of where we're talking about. So it kind of hurts.”

    “I think to me, it's definitely set the tone for the shows that came after it.”

    Lost was clearly a product of its time, hitting a sweet spot in television history. It rode the final wave of appointment television whilst simultaneously launching and co-opting modern media and marketing ideas, drawing the blueprint for television fandom for years to come. Despite its extremely divisive conclusion, it was a huge success on all fronts. But arguably, it might not have worked as well in any other period of entertainment history. It needed to exist in this particular pocket of time to not only have the option to pioneer these ideas but also have the opportunity to truly capitalise on them.

    “I think to me, it's definitely set the tone for the shows that came after it,” says Pollock. “I think from a story perspective, it really dictated a lot of the future of not just TV shows, but what gaming storytelling was about, too. I think it is really something that we should definitely remember. To me, the way they shaped the story was just… genius.”

    Lost’s techniques molded a fan base like no other. The community was cultivated not only through the contents of the show, but how it nurtured its audience in the gaps. So much so that it built to a crescendo that inevitably, was always going to disappoint a large portion of the rabid fanbase. Hardcore fans desperate for answers they’d been craving for 6, uninterrupted years.

    When the finale happened, there definitely was more negativity,” recalls Jay. “But while it was happening, it was one of the coolest communities to be in.”

    “Jack and I, we've done panels on Lost at Comic-Con,” he says. “But we do that Lost panel now and people are coming that didn't watch it while it aired, and they stream it and just watch it straight through. I feel bad for those people because so much of the experience of Lost was the community.”

    “There are people that I consider family from those relationships built out of those fan communities,” he adds. “We still meet up once a year and invite a bunch of people to my house from those communities. Friendships from all different walks of life, because of that show.”

    Despite your lasting impressions of Lost, there’s no disputing its legacy. What began life as premium television in the most traditional form evolved the landscape so much that we’d never watch television in the same way again. It grew and vocalised fan-driven content, drew the blueprints for modern marketing tools, and pioneered cross-media storytelling. Lost was a show that spent its entire 6-year run adjusting the formula for how a television show could thrive, paving the way for the shows and fandoms that followed. And despite finishing its run in 2010, its legacy will be felt for decades to come. And as Jacob once said, “It only ever ends once. Everything before that is just progress”.

    Dale Driver is an IGN Senior Video Producer, and he'd like to thank Jay and Jack Glatfelter, Luke Smith from Hydra Collectibles and Gadi Pollock for all their help and insight. Follow Dale on Twitter.

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