Yellow Brick Games’ first game, titled Eternal Strands, has generated much anticipation due to the caliber of its creators. After his departure from BioWare and a brief tenure at Ubisoft, renowned creative director Mike Laidlaw and several seasoned industry professionals established Yellow Brick Games. Among them is Frederic St-Laurent, co-director and lead designer of Eternal Strands, who was also the lead designer for Assassin’s Creed Syndicate. Together with their team, St-Laurent and Laidlaw have crafted Eternal Strands to captivate players with its innovative gameplay that encourages emergence, and self-expression. A demo for the game is set to release on January 21, offering a sneak peek before its official launch on January 28.
Looking forward to the launch of the demo for Eternal Strands, Game Rant got an exclusive chance to converse with Laidlaw and St-Laurent about the game’s creation, how the experienced team at Yellow Brick Games navigated through the challenging changes brought on by COVID, and what players can anticipate from the intricate physics-based mechanics that underpin the gameplay of Eternal Strands. To make it easier to understand, this interview transcript has been condensed for length and clarity.
How Yellow Brick Games’ Collective Experience Shaped Eternal Strands
Q: How does it feel to have Eternal Strands’ launch right around the corner?
Mike Laidlaw: It’s been quite intriguing. Since Fred and I were involved right from the start, there’s an eerie feeling that we might have successfully pulled off what wasn’t just a bold step, but considering COVID-19 and other circumstances, it felt more like an acrobatic flip of trust.
The situation took an unexpected turn rather swiftly. It was an exceptionally intriguing phase, marked by everyone investing, then no one investing, shifting from traditional publishing to self-publishing…it’s been quite the exhilarating journey! Despite the twists and turns, I feel we’ve skillfully maneuvered our way through it all. For me personally, it’s a source of immense pride. I’m genuinely content with the game, extremely satisfied with the game, but even if I weren’t, overcoming those obstacles while maintaining a thriving studio with high spirits is an enormous accomplishment.
Frederic St-Laurent: I’m truly thrilled about the project. Mike and I have been part of it since the start, and we’ve stayed committed to the vision we set four years ago. What we’ve created is a design that allows players to express themselves through combat and creation, discovering their own strategies in the process. This was our goal with a physics-based game, and we’ve achieved it. Now, I feel like I’m at the end of a pregnancy – it’s time for the project to be born! [laughs] There’s certainly an excitement building up as we approach completion.
How has Eternal Strands evolved and broadened from its original idea to its current form during its progression of development?
The project underwent a significant transformation for us, shifting from being more like a Monster Hunter game initially to something closer to Breath of the Wild in later stages. While we started with a focus on the “hunt monsters” loop typical of Monster Hunter games, we decided to alter two key aspects to align more with Breath of the Wild’s structure. However, we retained some elements of the Monster Hunter formula, such as returning to a base camp and the sense of an expedition. The experience is still structured around a quest or goal that guides you through it, making it less purely like Monster Hunter.
Indeed, “Monster Hunter” primarily emphasizes advancement compared to games like the Shrine collections or story-driven adventures. This focus on progression allows us to expand the game’s possibilities, making each expedition less restrictive. In other words, players can now carry all Strands with them instead of choosing between Telekinesis, Frost, and Flame. This modification enables players to combine and use all three elements as they wish. This change was influenced by our alpha playtests, internal feedback, and external input, and we found that giving players more options significantly increased their enjoyment of the game. The shift really took off when we made this adjustment.
In my opinion, the reason for this development was that instead of brief excursions, you were embarking on longer, quest-driven expeditions. As time passed, it seemed natural to equip yourself with a broader range of tools. This shift in the game was beneficial and healthy, but many aspects such as the physics, the large creatures, and climbing remained consistent with our initial plan.
St-Laurent: Eliminating the emphasis on choosing equipment, magic abilities, and lineage at the outset actually resulted in a game experience that was more consistent with our initial promise – the blending of powers to create emergent outcomes, synergies, and so forth. By removing the constraint of having to choose just one power, players were given a versatile tool like a Swiss Army Knife, allowing them to combine their abilities in various ways. This versatility was a key aspect of our game design, as it encouraged the emergence of unique playstyles.
Could you explain if the growth of the player’s toolset shifted things from being more detailed to having a more comprehensive feel instead?
Laidlaw: Absolutely. Each step you took was contributing to every journey, making you more robust and broadening your horizons, which I believe was a beneficial transformation for the game. It’s crucial to strike a balance in any creative pursuit, avoiding wild swings like those in Dukes of Hazzard, but instead maintaining a steady direction while being adaptable enough to respond to feedback and recognize when it’s necessary to adjust course. This requires navigating between unpredictability in design and rigid adherence to rules. It’s about knowing when it’s time for change.
It’s been a beneficial evolution. In retrospect, we might have implemented that adjustment earlier, but I believe we managed it just in time for it to take effect smoothly and make the transition comfortable for us as we navigated the entire process up until the beta testing phase under a fresh perspective.
Was there any expertise gained from past ventures that significantly influenced the creation process of Eternal Strands, since Yellow Brick Games is made up of experienced professionals from the gaming industry?
Absolutely! You brought up the storytelling aspect, but let me add a bit more about our backgrounds. I, for one, was involved in the creation of an Assassin’s Creed game, while Kate worked on the narrative side of that very same series. As for me, I also contributed to Jade Empire and Dragon Age at BioWare. [laughs]
From the very first day, it has shown to be an extraordinary advantage, with many individuals joining from Ubisoft, myself included. As for the action-adventure aspect, you might liken it to games such as Immortals Fenyx Rising, Assassin’s Creed, The Division, and Rainbow Six. The progression, the moment-by-moment gameplay, the strategies, and the decision-making have significantly influenced our combat design, allowing us to understand and control every second of gameplay.
In my opinion, it’s important to emphasize a couple of key points: First, we made sure to assemble a solid team of experienced professionals before adding newcomers to the studio. We’ve also hired many of our interns, which is great. Having veterans on board allowed us to maintain a greater level of discipline than some independent studios might have when it comes to project management and cost estimation for development tasks against milestones.
mastering that type of task involves not just acquiring the skill, but also gaining the ability to anticipate the schedule, make appropriate cuts or adjustments when needed, prioritize effectively, and so on. These are aspects that often require a certain level of maturity and experience, as having witnessed the practical outcomes can be very beneficial. This has been instrumental in our efforts to adhere to our timeline and aim for the desired completion date, rather than extending it unnecessarily for an extended period.
As a seasoned gamer, I’d say my strategic thinking and understanding of potential challenges helped me navigate the early hurdles during our project. The unforeseen circumstances like COVID-19 and other uncertainties certainly threw some curveballs, but my ability to anticipate how things might unfold played a significant role in keeping our project from collapsing in its initial stages.
Laidlaw: Indeed, it demonstrated operational proficiency and adaptability. Moreover, it was captivating to observe remote work evolve from a rare occurrence to a common practice. Previously, it might have seemed like an option for just a few individuals. However, due to the pandemic, everyone gained practical experience in remote work, learning how to maintain focus during meetings, preserve some company culture even when not physically present at the office, and yes, we still have a water cooler, although we don’t use it much these days. [laughs]
However, this situation has led to an intriguing change. If we were to establish a new venture at that moment, it wasn’t exactly ideal due to the turbulence, but it did present unique opportunities. Although there were difficulties, I believe it was advantageous because it forced us to become accustomed to situations that might have been harder to adjust to, such as managing teams in various locations like Spain, Vancouver, and Toronto.
Working with distant team members, who can function effectively as long as everyone adheres to scheduled meetings and flexible arrangements, has presented an intriguing situation where we’ve had to adapt to this structure regardless of location. This experience has also brought some maturity, enabling us to collaborate seamlessly with remote or hybrid employees, like myself who often work from home but occasionally visit the office. This setup allows individuals to excel based on their strengths.
Balancing Eternal Strands’ Gameplay and Narrative Elements
A: Considering your past role as the creative director for the Dragon Age series, will players find a story-focused gameplay in Eternal Strands similar to what they experienced there?
In the game Eternal Strands, there is a narrative experience, but I’d like to clarify that it shares some similarities, not identical ones. To me, games like Dragon Age and CRPGs (created by studios such as Obsidian, Larian, and so on) are often centered around the concept of dilemma. In other words, they are designed with a focus on presenting players with challenging decisions to make.
In many role-playing games (RPGs), you often find yourself in situations where you must choose between difficult options, such as aligning with different characters or groups. This creates a conflict that needs resolution. At the same time, these games also include progression and leveling up systems derived from RPG mechanics. Essentially, while a Telltale game presents a dilemma, it lacks the mechanical advancement typical of traditional RPGs.
In our game, instead of emphasizing the dilemma, we’re more concerned with mechanics, character development, interactions, and writing. Our script for voiceovers has over 100,000 words, indicating numerous dialogue opportunities. However, it’s not about presenting binary choices (A or B) but rather focusing on a wide range of reactive options and reactivity.
In this game, we designed it to be more action-oriented with a focus on riding dragons. To avoid overloading the game with complex narratives, we incorporated an interactive feature labeled “Talk” on most characters. This feature acts as a reaction to significant events in the game, such as achievements or new locations discovered. Using this feature triggers a brief scene where characters respond to the game’s progress. Similar to optional encounters in games like Fire Emblem, using “Talk” is entirely up to you.
I find these quite enjoyable, as do many others. I enjoy writing them. I found them entertaining due to the rich character moments they present. There seems to be a clear narrative or plot. While it has an element of fantasy similar to both The Mummy and Indiana Jones, it doesn’t delve into complex moral dilemmas and difficult choices like Dragon Age does, with multiple paths and deep consequences.
A: Is it correct to say that while narrative remains significant, it’s more of an optional feature that players can decide to interact with, instead of being a fundamental part of the primary gameplay mechanics?
Laidlaw explains that there are two key aspects to the game. The first is the quest system which provides context for the player’s actions, such as “Why am I here? What am I doing?”, and the sense of accomplishment and stakes. The second element is optional reactivity, which adds character-driven content to the game, but it’s not necessary to complete the game. This feature allows players to engage with characters if they choose, or focus on action-based gameplay if that’s their preference. Even games that are primarily action-focused can benefit from having a story, he suggests.
It’s similar to asking questions such as “What’s my purpose here? What am I accomplishing? Who or what will I confront? And why should I confront it?” These are significant questions that motivate us. If a player chooses to journey through the game Eternal Strands, and thinks “I’ll just focus on essential quests,” they have been clearly marked, so keep going! My aim is for their experience to be satisfying, making them feel like everything connects coherently. However, if they prefer to engage in additional activities, those options are also available.
What Players Can Expect From Eternal Strands Given Its Influences
As a gamer, I can share with you how my favorite titles like Shadow of the Colossus, Breath of the Wild, and Dragon’s Dogma have influenced the immersive world of Eternal Strands. If you’ve played these games, you might notice some familiar elements woven into the fabric of Eternal Strands.
Firstly, the expansive and interconnected open-world design is reminiscent of Breath of the Wild, where exploration leads to unexpected discoveries around every corner. Secondly, the epic boss battles akin to Shadow of the Colossus will test your skills and patience, requiring strategy and precision. Lastly, elements from Dragon’s Dogma, such as the deep and engaging combat system, will allow you to feel truly immersed in the struggle for survival against formidable foes. So, get ready to embark on an unforgettable journey through Eternal Strands!
St-Laurent began by discussing Shadow of the Colossus, praising their innovative approach to physics-based characters climbing massive creatures years ago. This was an area we’ve always wanted to explore and replicate in our own way. The game allows players to scale towering creatures up to 30 meters high or, as Mike mentioned, even jump onto a flying dragon and freely traverse its entire form. Unlike many other games that offer specific points for attachment, our creatures are physically driven, allowing players to pin them down, thus influencing their movement. This sets us apart from other games which are primarily kinematic or animation-driven.
If you apply ice to a colossal monster, certain parts of him will become heavier, causing him to walk slower due to the increased weight. As he walks, his arms may scrape along the ground. If you manage to pin down all four legs, he’ll be immobilized and struggle to break free. This brief moment gives you an opportunity to strategize your next move. Essentially, we aimed to preserve the unique combat feel of Shadow of the Colossus while transitioning from a level design-focused approach to a more combat-oriented one. Although Shadow of the Colossus was puzzle-heavy in its original design, our new approach emphasizes combat rather than puzzles. Instead of searching for ways to reach specific points and then continue climbing, you’ll be moving around, striking his arms until they’re damaged, and then moving elsewhere to attack his health bar. You can attack from a distance with arrows or retaliate with fireballs, incorporating more combat elements into the gameplay.
In my opinion, it can be said that Dragon’s Dogma likely influenced some aspects of our game, as it allows players to climb on creatures like ogres and dragons, but it does so from the perspective of an action RPG. In this game, I deal damage based on hit points, apply status ailments to enemies, and so forth.
As a gamer, when I reflect on Dragon’s Dogma, it offered a more immersive storyline with additional questlines, which I found quite appealing. It also had this unique feature where I would return to Gransys, take a breather, and replenish my health before embarking on the next adventure. This cycle of exploration and returning home for respite really made the game feel like an exciting expedition.
In our version, the aspect from Dragon’s Dogma is certainly noticeable, albeit with some distinct variations. For instance, we don’t incorporate Pawns or parties; instead, our protagonist, Brynn, embarks on a more solitary journey. However, what makes it intriguing is that we’ve adapted the concept of extended expeditions – long-term field explorations – and added camps to facilitate prolonged stays, which adds an interesting twist. We’ve also been influenced by the concept of “the expedition,” which ties in with the short, focused missions akin to those found in Monster Hunter, creating a unique blend of exploration and targeted quests.
In simpler terms, “Monster Hunter” shares some similarities with “Eternal Strands,” particularly in the dynamic nature of its creatures and other elements. I believe fans of “Monster Hunter” will find our progression system quite relatable. As for the details about armor, crafting, and more, that’s Fred’s expertise, so let him elaborate on those topics.
In this game, there isn’t an XP system, so you don’t level up by accomplishing quests and earning XP. Rather, progression is centered around loot and gear crafted by your crew at the base camp. There are no weapons or armor found within the game. Instead, you engage in battles with monsters and discover creative ways to defeat them. This interaction with enemies allows you to influence the types of items you can obtain from their remains. For instance, if you destroy a hound or similar creature, its fur-based loot will be destroyed as well, but you’ll get more leather and other materials instead. Similarly, if you target enemies made of metal using ice, they’ll shatter, yielding more leather or cloth items rather than metal components.
To gather specific items, you’ll need to confront particular monsters using certain strategies, and afterward, bring those materials back to our base camp. You’ll also find blueprints for equipment scattered throughout the world, which we will collect as well. The blueprint details will inform us about the type of armor it is (for example, light and shaped in a specific way). If you’re wondering what materials are required for this armor, it will be made exclusively from leather and cloth. Now, considering the variety of cloth and leather, the quality will impact the stats – higher-quality materials will lead to better stats, which ultimately helps level up your character and enhance their internal strength.
Sure thing!
Laidlaw: Absolutely! The game emphasizes player skill and understanding of creature behavior, timing, and the ability to destroy things. To elaborate on an interesting aspect Fred demonstrated, when you damage creatures, they may drop valuable materials. There are various methods for defeating them, including engaging in a more complex combat sequence to obtain their Strand. This Strand can be used to incorporate the creature’s power into your Mantle, which is how new abilities are earned. However, this process isn’t mandatory; it’s more of a three-stages approach: kill them once, then harvest twice from the remains, which introduces an element of challenge.
In Fred’s discussion about modifying the loot distribution, there are specific points, even on large items, where heating them up before separating them causes them to refine and yield slightly better quality materials. I believe this is something players will gradually discover as they experiment with temperature manipulation over time. However, instead of heat, you could use cold which has its benefits – it immobilizes enemies. Once an enemy is frozen in place, the cold can make the metal extremely brittle, making it much easier to shatter. So should you heat and then cool down? Are you essentially performing thermodynamic chemistry during combat? If this is your preferred approach, if this defines your playstyle, then that’s a victory for you.
St-Laurent: The aim has always been to encourage players’ creativity when battling monsters, rather than focusing on defeating them as quickly as possible. So, feel free to be creative and come up with ways to defeat them efficiently, like using a specific combination that takes just two minutes, but keep in mind that this won’t lead to much progress when it comes to the loot.
How Eternal Strands’ Physics Systems and Open-World Design Shaped Its Gameplay
A: How did developers face the challenge of creating an open world within Eternal Strands, which not only forms a key part of the game’s mechanics but can also serve as a weapon when wielded by Brynn’s elemental powers?
Laidlaw: [laughs] All of them! They were all challenges.
Initially, I’ll initiate the process, and Fred may enrich it by introducing more complexity or depth. My initial approach was to focus heavily on destruction, a task that certainly presents its own set of difficulties, such as determining how to remove pillars and large sections. We’re not talking about demolishing entire cities like in Battlefield, but there are structures like pagodas and small houses that can be destroyed, which the characters can interact with, making it more engaging. This aspect was crucial to our design. Naturally, for these destructible elements to feel realistic, they needed to have weight, physical properties, and data driving their interactions, such as “How heavy is this object?” or “What objects can throw it?”.
In my opinion, another major hurdle we faced was designing a thermodynamic system that not only includes heat as a damage factor, but also simulates the amount of heat transfer exceeding a certain limit. Gamers familiar with Breath of the Wild will recall the temperature gauge indicating Link’s rising body heat. Our game operates on a similar principle, where it’s not just about being in fire and dying, but rather being in fire that increases your body heat, which ultimately leads to your character’s demise.
To enhance your resilience, consider wearing durable items as it boosts your tolerance level. By casting Frost magic, you can cool specific areas, making them appear visually cooler, for instance, “This area seems less heated than there, as the color shifts from bright orange to black.” Some enemies are sensitive to this cold, disabling their stealth abilities similar to a chameleon. Furry creatures tend to burn quicker and sustain more damage, making them easier to handle when you manipulate their movements, for example, “I can either throw you into the fire or use my Frost and Flame abilities to focus on a spot, which not only causes elemental effects but also generates additional heat.” In essence, there are natural combinations of actions based on a physics system where we treat heat as something that can be manipulated using certain skills. Therefore, it’s essential to understand this complex system to master the game effectively.
Instead of focusing on a traditional approach that questions the power’s interaction with various objects one by one, we chose to phrase it as “Let’s present the power and the simulated environment, both adhering to physics and thermodynamics principles (including heat and cold interactions). How does this power communicate with this setting, and then how do real-world objects interact within this simulated environment?” This means we had to develop the same formulas used in physics. Essentially, it’s like saying, “I have a material, for instance, wood. Wood has certain characteristics. Its ignition point is at this temperature, its weight is this per unit of volume (such as a centimeter cube). Does it feel right when manipulated using an early-game Telekinesis? Does it behave like wood (in terms of weight, bounciness, friction)?”, and then finding the parameters for every material in the game.
It seems that what we accomplished is that we now possess not just a long list, but rather a reasonable collection of materials. All items within the game are assigned to these and, considering their sizes, they automatically adjust themselves to fit their respective materials. For instance, a small stone appears smaller than a large wooden pillar, yet it won’t ignite while the latter will due to its lower ignition point (or higher radiation point for the stone). Once heated to the point of becoming red-hot, both remain hot for quite some time. If you move them or place them on grass, they will start a fire, just like the wooden pillar releases heat when it burns. However, once they’ve burned out, that’s all she wrote.
The primary hurdle we faced was locating a universal recipe for all situations. Once resolved, the task became about implementing this recipe across everything, and then identifying the exceptions. In other words, which materials, despite being part of the process, required manual intervention to fine-tune them? I’d say our challenge was facilitating emergence, as I didn’t want it to be a rigid system where one simply follows “I use Fireball. Fireball does this and that, and that’s it.” Instead, we aimed for flexibility and adaptability.
Laidlaw: The only way we could accomplish it was by taking a fundamentally systematic approach. “It’s tangible, it can be moved, it can be destroyed.” Recognizing that every object shares these properties allowed us to have delightful moments, such as “Wow, that behaved exactly as expected!” However, the real physics can sometimes be challenging. Sometimes you just want it to feel great when you throw it. And that’s largely due to testing, fine-tuning, and playing the game extensively. I believe the systematic approach has been invaluable for us because it allowed the systems to be adjustable from the start.
St-Laurent: You know, it still has that classic arcade feel. We don’t have to aim for a perfect simulation because even something as small as this rock in my hands [indicates the size of a basketball] can be quite heavy. [laughs]
Layedlaw: It might be slightly more substantial compared to what’s depicted in video games. To maintain an element of fun and unpredictability, consider incorporating a touch of arcade-like features into your simulation.
Is there a specific route that players must take in Eternal Strands, or does the game offer more freedom for players to decide their own path as they traverse the Enclave?
In Layla’s explanation: There’s a crucial sequence of tasks that you’d undertake, each one contributing to the narrative and prompting Brynn to confront the next challenge. This path isn’t strictly sequential. After Brynn arrives at the capital, which happens relatively quickly, the game provides multiple paths for exploration to help us unravel the mystery of what transpired here.
The game initially provides a somewhat instructional experience due to several mechanisms we need to explain, such as crafting procedures or gear enhancement. However, it eventually offers more freedom. Another appealing aspect is the narrative structure, which encourages exploration by guiding you through various areas continuously.
As an enthusiast, I can’t help but eagerly anticipate those unexpected meetings with the colossal beings roaming the land – the Arks and fearsome creatures like the Ashpeak Drake. It’s in these moments, when a fireball-wielding adversary interrupts my quest, that I find myself pausing to address the immediate threat. After all, it’s not every day you encounter such formidable foes!
Now, I could choose to flee, and that would be perfectly acceptable. They’re merely patrolling, not on a hostile mission. But once they’ve set their sights on me, they’ll persist in pursuit. Yet, I often view these encounters as opportunities rather than obstacles. Perhaps I’m seeking to reap rewards, or maybe I’m eager to test out my new weapon. Maybe I simply want to clear the area of these intimidating behemoths. In our game, we strive to maintain a sense of freedom and flexibility in how players choose to engage with these challenges.
Indeed, there is a journey ahead that guides you through the narrative. At a certain juncture, once the credits unfurl, you might find yourself declaring, “Wow, I’ve conquered Eternal Strands.” It offers a comprehensive adventure from this point, but it’s not strictly linear. There are engaging side missions and objectives to explore, as well as characters with their individual storylines that you can delve into if you choose. These aren’t mandatory; they’re purely optional. They don’t heavily restrict your loot either, although a few do offer some game rewards. For instance, completing the Blacksmith’s arc allows her to craft new armor, not the only armor in the game, but one of the many suits available.
St-Laurent: The side quests in this game are fantastic! They aren’t just tacked on extras, but they can be skipped if you prefer. However, if you only complete the essential missions to get the credits, you’ll undoubtedly overlook many delightful elements.
What to Expect From Eternal Strands’ Upcoming Demo
A: When the demo for Eternal Strands is launched before its official release, players can anticipate an immersive experience that encourages them to explore and express themselves freely. The game’s unique mechanics and open-ended approach are designed to let players truly grasp its offerings only through hands-on interaction.
Laidlaw: Essentially, we’ll guide you step by step through the initial stages of the game, allowing you to embark on your adventure. I think you’ll be able to carry over any progress you’ve previously made in the process…
St-Laurent: Yes.
In simpler terms, Laidlaw explains that the game will be engaging for newcomers who say, “Wow, this looks interesting! I want to continue.” The initial stages are designed to familiarize players with the game’s mechanics. As you progress through the demo, you’ll have opportunities to gain two extra abilities, discover new armor, craft your own armor, advance the storyline, and collect Codex entries. There’s a system in place where you’ll gather clues to piece together the game’s lore. This will give you an initial feel for the Enclave and its surroundings, and you’ll also get to meet and interact with all the characters in the party.
The game should provide players with an understanding of its dynamic and thrilling combat scenes, the grandeur of its epic battles, and the exhilarating opportunity to soar onto a dragon while it’s in flight. If you manage such a feat, feel free to savor the experience, as battling the Drake is quite entertaining.
The main idea I want to convey from the demo is for people to truly experience what our game has to offer without any biases or expectations. I encourage them to judge it based on its unique qualities. This isn’t a top-dollar $90 game; it’s priced at $40, crafted by a team of 60 individuals. It doesn’t come from a massive studio like those behind games such as Dragon Age or Ubisoft. Instead, it stands on its own as an independent creation. We’ve put our hearts into building this game, and we hope the players find joy in it.
In my opinion, a demonstration can be quite effective in helping individuals determine if they find the content appealing. By using a demo, they can evaluate whether it’s something they’d like to explore more thoroughly. I hope that they leave with an authentic feeling of interest and say, “I want to delve deeper into this.
St-Laurent: I’d like to add a thought to this excellent response. I hope players begin to realize the potential of crafting their own enjoyment using the tools we’ve offered. Our aim was to equip them with tools to develop emergent strategies. I wish they’ll discover unique ways to overcome challenges and combinations, which they can exhibit on live streams and videos. Even if some find this sense of “Wow, there’s going to be more like this?!” in the initial two hours or within the demo, I would be delighted.
[END]
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2025-01-19 15:28