Guild Chat - Episode 97
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Guild Chat - Episode 97
- Title
- "Shadow in the Ice"
- Host
- Rubi Bayer
- Guests
- Unknown
- Date
- January 31, 2020
- Official video
- YouTube
The following is an unofficial, player-written transcript of the episode. The accuracy of this transcription has not been verified by ArenaNet.
The 97th episode of Guild Chat aired on January 31, 2020.
Transcription[edit]
Warning, the following text is a raw transcript from the youtube video, this has to be structured.
'''[[Wolf (Spirit of the Wild)|Wolf Spirit]]''': You are all wondering why I've called for you. The [[kodan]] ignore our voices. They cannot speak to [[Corrupted Ox Spirit|Ox]], [[Corrupted Eagle Spirit|Eagle]] or [[Corrupted Wolverine Spirit|Wolverine]]. But [[Braham Eirsson|Braham]] can. '''[[Braham Eirsson]]:''' Why me? '''Wolf Spirit:''' You are a [[norn]] of [[prophecy]], but you are not yet true norn. Take the lost [[Spirits of the Wild|Spirits]]' power. Use it against [[Drakkar]]. Only then will you find a place for my spirit within your own. [Music] [Music] [Music] '''[[Rubi Bayer]]:''' Hi [[Tyria]], happy Friday and welcome to [[Guild Chat]]. I'm your host, Rubi, and we're going to spend some time today talking about [[Shadow in the Ice|episode two]]. Quick spoiler warning as always. The episode is out, it's been a few days we're going to be talking about everything today, so the spoiler gates are open. You guys get to talk about everything. If you haven't played through everything yet and you don't want spoilers, watch it later after you've played. We get to— Oh soso is that just so that I don't yell spoiler alert and then the big alarm blares oh you can say spoiler alert if you want to okay spoiler alert the moment has passed so we're gonna talk about episode two maybe talk about a few things that we have coming up give a few hints show a few thinks if you guys have questions for any of our deaf guests today put them in chat we will take as many as we have time for at the end of each segment so let's jump right in with our first two dev guests why don't you guys introduce yourselves talk about what you do here at ArenaNet for our newcomers and what you worked on for episode 2 uh cool I'm Alex Kane I'm a senior writer and narrative designer here at ArenaNet I wrote all the words in episode 2 if you make it sound like such a small thing that's no big deal yes literally you know how many words that we ended up being I need a number they they asked us I got the problem is that I have two numbers I have the vo count and I have the four we wrote four there are four words for four words there only four words the good one a lot of reuse yeah what he means is bored languages and you wrote the words in all those languages I think it's more than four languages I know that's that was fun that was fun we're done hi hi rich I'm a game designer and for this episode I kind of helped out around the place and then worked primarily on Drakkar whoa boss all right well why don't we jump right on in and talk about so you wrote all the words and then you put them in an order uh-huh that made some sense yeah that's the tricky part it's easy to just throw a bunch of stuff down but yeah you got to rearrange him all right so where does that start with story breaking yes so we you know we we table viously had a pretty high level view for what we wanted to do for you know these these episodes for you know the iceberg saga where we wanted things to go we worked in tandem pretty closely with the episode 1 team because as folks know now the maps were sort of designed in tandem so that the map for episode 2 could expand the episode 1 map so when we were talking about the story we wanted it to feel like an extension of the episode 1 story so that the two kind of felt like a cohesive whole so that meant that the story beats in episode 1 in episode 2 were sort of hashed out at the same time but because of the way our schedules work episode 1 came together and crystallized a lot sooner than episode 2 and so we had time to sort of look and see what worked and you know what we felt we could improve on a little bit for episode 2 things like spooky encounters where we could drop those in things like the focus of the story what interested us the most we knew that we were going to go to juke-r lake because that was you know that was the that was the area that we had picked and we knew that that meant that the story had to focus on her car to some degree you know obviously folding the world boss into the into the golden path the main story was was a pretty early goal for us too so yeah we you know we we do it the same way we do any episode is that you know we all sat down in a room and we hashed out what the story beats were and where we wanted the player to go and how many chapters do were and who the characters were going to be that we focused on and I think we got like a screenshot look at the picture from the story breaking session yeah so it all starts with on a whiteboard that is in fact this whiteboard and you know where we're asking ourselves questions like you know okay you know we're sort of teasing throughout the story hey is Braham under the influence of the whispers is Braham going to turn to Jormag's side and that's a―that's a thread that we played with―with [[Rytlock Brimstone|Rytlock]] and [[Crecia Stoneglow]] as well you know over the course of development you know the events that you focus on change the characters that you focus on change Rytlock and Crecia originally had a role in the main story that you did that wasn't off camera but as different events sort of coalesced we realized that we wanted the focus to be more on Braham and his story we tried to flesh out luck increases sort of off-screen adventure tracking down Bangar and Bangar's army and ultimately everyone sort of comes together for this big finale moment where you have to take on Drakkar. Brahm needs to you know he needs to become the norn and he was always meant to be and finally take down Drakkar and then there's a little twist at the end too we're in spoiler territory so go nuts yeah Bangar just shoots you he just he just shoots you he just ganks you that was that obviously was a thing that I had not I hadn't played through ahead of time so I got the experience of having that on live and just had this moment of yeah I mean I kind of knew you're a jerk but man I'm not okay with this yeah it was it was a good twist yeah it was um you know we knew that we wanted to and this is one of those things that just sort of happens over the course of development the Eye of the North was something that we'd been wanting to you know find a way to get it into the episode somehow and we weren't quite sure how to do it we weren't sure if it was going to be an episode one thing if it was going to be between episodes 1 & 2 or 4 it was going to be episode 2 or if we were going to save it for future content but ultimately we had just sort of broken the story and then I can't remember who it was came―he was like hey we need to go to the Eye of the North at the end of this episode okay well we will figure that out we need to do that we need figure out a good way to get the player to the Eye of the North and so that sort of coalesced into this idea that you know okay we know that Bangar is gonna turn on the player we know that Bangar is going to play his hand right now Bangar is going to steal the credit for killing Drakkar and use that to unite the charr how can we sort of remove the Commander from the equation a little bit and so things just sort of came together where he's got Braham's bow it's incredibly powerful it's incredibly you know it's got this magic imbued in it that can actually take out Jormag yeah can kill Elder Dragons yeah so it could definitely down the commander and and so that became the impetus to have the player then get spirited away to or eeen in the eye of the north and that was a big sort of reveal moment for us showing off Aurene in her Elder Dragon form being able to talk to her having conversation having conversations with her learning a little bit more about her is actually this is like kind of a spoiler but not really there was a dialogue option that should have been in her dialogue tree that wasn't turned on so I highly recommend that when we update I think in a couple of weeks two weeks I can't remember a little bit a little bit less now there's gonna be a new dialogue option in there it's like two lines but it was a nice little piece of Aurene dialogue sort of her talking about her relationship with the Mist Mists and just the one mist there are many Mists the Mists yeah that's canon now but yeah like it was it was just one of those like fun little little gifts that you get you know we're like hey by the way you get to end the episode by showing off are we and going to the Eye of the North which is you know a huge opportunity and I was really happy that we were able to sort of make good on that yeah so I have a question you had mentioned I have the north and we've got Orion this who we've just raised from an egg at this point literally several years we have Drakkar we have Drakkar Lake this whole thing is goes back especially for longtime players those of you that have been playing since way back in Guild Wars 1 this whole thing is like a giant nostalgia bomb how much how much fun was that and was there a certain amount of okay we really need to make sure we get this right there there was a lot of that um a lot of pressure for sure yes thing things in how we handle your car for example is is a good example you know Guild Wars one players know what Drakkar looked like in Guild Wars 1 and we have to look at that and if we say ok well we want Drakkar to be a world boss what does that mean what what should heat what should you what should your car be able to do and so we have those discussions and you know we're we're looking at the design of your car and we're thinking about ok well in the intervening you know 250 plus years after Guild Wars 1 after absorbing all of this dark―this dark Jormag magic what does that do to a creature how does that change a creature you know this mechanic of Drakkar being of this went through the ice and stuff like that you know it's not it's not cool if your cars just locked in ice and you're just fighting you're fighting this thing that's stuck in solid ice and so you know we did that the design discussions sort of crystallized no pun intended around the idea that your car could move through solid ice like it was water and re-emerge in different parts of the arena so you'll definitely want to talk a little bit more about like the genesis of that but I will say the the the way I sort of described to the team Drakkar's physical appearance shifting due to this influx of Jormag magic over the last you know couple of centuries is the Drakkar that you saw in Guild Wars 1 was like the original form like and then and then it evolves into a new form your car your car Guild Wars 2 it's gonna come up with like a pokemon-esque name for the evolved version of Drakkar honestly I I can't see chat but I don't know how many of you have said final form yeah I would love to know well it's waiting for you to say it so it's fun to see like what happens to a creature that big whenever they have so much Jormag magic because we've kind of shown like some pretty grotesque transformations from the ice brood I think there's this you know the Icebrood Colossus that looks like he's big and hulking and if you look inside of the the skull of that creature you can see or the face of that creature you can see the skull of a spawner and so that was once a person right so we've seen before that like Jormag's magic really does do crazy corruption to the things that take it in so is it's fun to be able to play with that and also it kind of solved ended up solving a couple of problems that we ran into in early development sure yeah you can just kind of bounce around because we have a lot to talk about so yeah yeah yeah so okay so I guess early on we knew that we wanted Drakkar we'd like you said we kind of came up with the idea like hey what if he shifted through ice wouldn't that be really cool and then the art teams were like yeah that would be really cool what―what if―what if he didn't and but we ended up doing it and the team really pulled that together we can show off some of some of the like transformation as we get through development a little bit later on but specifically for his form we had this asset that was you know back from Guild Wars one where if you turned your graphic settings to a very particular state or if you data mined the files or if you looked very very carefully underneath Drakkar lake you could see this dragon right and we never really explicitly said that it was Drakkar in Guild Wars 1 it was just kind of hinted at right and it was this you know big Dragonoid creature that was underneath the lake and so yeah you know it's probably―it's Drakkar but that dragon if you look at it has some really strange appendages and so our first conversation was like how does this thing move because its arms are like he's like stabbing weird and sort of a like a like a loch ness monster vibe going on like they're like flippers it totally looked like messy like corrupted Nessie yeah and so we we knew like very very early on we're like ok we would love to be able to take this model and make an entirely new rig for it and figure out how to how to animate that and make it look really good but we're on a budget we need to you know keep scope as inline as possible yeah and we were working on Aurene at the same time yeah so that became sort of a blessing in disguise yeah definitely and so we had we had that idea of like hey we're working on Aurene she's got this new rig and what if we put Drakkar on that same rig how would that transform him and that ultimately ended up leading into some fun shenanigans which will show off in a little bit the best kind of shenanigans yes but it you know it was fun seeing him evolve over time definitely like the art team in particular did a lot of research and development on how they were going to get him to look the way that he does he came out super creepy I I hadn't thought too much about what what do those flippers what exactly are those for swimming pretty great I would have I would imagine yeah I would imagine but you know now that the whole lake is frozen and it's solid ice you know hang out like well yeah so yeah it became sort of a cool the the design obviously led to a lot of the cool sort of you know envisioning what the attacks might be like and how that affects the course of the fight yeah we definitely knew that we wanted to have a world boss that felt like it was more of a creature and less of like a set dressing that you fought its toe which I know that you still slap its hand with your sword like that's how you primarily do damage but we really wanted to make sure that it felt like he was moving around the arena a lot which a lot of our world bosses feel very static and that that shifting through ice really allowed us to like play with how we were able to make that work mechanically also shout-out to Kimberley Brooks who voiced Jhavi in this episode she did phenomenal work you know when when I get four pass script from from you know Cameron for Drakkar and it's just like hey these are all the things that we're going to have you know a character react to or need to tell the player and it's you know for a world boss in particular this one it was a massive list of all these different states that the boss could be in and all these all the different phases and everything and Kimberly had to really sell it all the time and you know we were giving her you know all this tour all this fun direction which is like you've created a shield bubble and your cars like you know like it's like you're benching 10,000 pounds you know you know tell us now you have to tell us to go for the claws go for the claws yeah and she nailed it she was great so Kimberly is Kimberly's fantastic she is really really good but that she's not our only amazing voice actor and you oversaw the voice acting with Tom Armand and yes we all went down for a recording session as we do for all every episode down in Burbank and it was phenomenal we had you know our actors for guild wars like it's it's crazy when you really think about it it's like we're like how many games do you have you know Nolan North Sam Riegel Matt Mercer Kimberley Brooks Jennifer Hale Tommy or old Jenkins yeah like all these amazing actors Tommy row Lincoln's by the way die Hartman himself voiced Cloudseeker and the Wolverine spirit a phenomenal performance from both of those and then Deborah as well Deborah Wilson yeah Jormag you know gave a wonderful dramatic performance actually there is a really cool I'm going to segue a little bit into the topic of spooks I got to say it so yeah one of the things in Episode one that we really really liked was this idea of sort of systemic spooky spooky times where there would be periodic whispers and you would hear things and it was sort of simulating the idea that Jormag was really in control of this region and nobody could really be trusted and nobody was thinking for themselves I had I have been meaning to tell you this and forgot until you just said that but I was playing with one of my guild mates I was running him through thee I was running him through the story and he got to a whisper and stopped and we were on Discord and he was like and of course because I'm a complete jerk I was like what yeah well its player specific which is a brilliant part of the design - I think yeah cuz like in an MMO space where you have tons and tons of people around how do you make someone feel on edge or like uneasy right yeah how do you make someone feel isolated in a space where they've got you know a group of people around them a space where you know bunch of people are running and hopping around but then you've got this little voice in the back of your head that's whispering very strange things to you so the audio team did a fantastic bit of work with so Debra Wilson who is the voice of Jormag in this episode and in all previous episodes did this monologue for me and I wrote it's like a two-page monologue that is actually on kind of a loop and you only hear it at certain parts of the map at certain times in certain situations and it's very very quiet and it's very strange it's a very fun little thing to just be sort of be running around the map and then you hear what definitely sounds like a voice speaking to you but you're not quite sure what it is and you're not quite sure why it's getting softer or louder and he gets it logged to chat it does not log to chat yep so yeah maybe it's a problem with your headset I don't know but yeah Deborah Wilson did a fantastic job in this episode really everyone did a fantastic job in this episode you know sam riegel obviously as Braham had a pretty big role in this episode as well he's so much fun yes and Ike Amadi did a wonderful term as the wolf spirit which was a lot of fun and we love working with all these with all these folks and you know of course Graham McTavish as Bangar at the very end very small role but still just steals the show choose the scenery and Nika as Aurion Nika Futterman is fantastic she is so good and I'm so glad we have her she did work with her is great so one of the one of the things that happens when we bring you know people in is we have we asked them to play a couple of different roles because we have all these open-world roles as well yeah and we asked him to sort of switch up the character a little bit maybe play a different race and for Nika she came in and she did arena and it was phenomenal and we were like okay so now we need you to change it up a little bit we need you to do an asura for this trio of vigil soldiers that wander around the map and have all this fun little banter between themselves and she's like oh I've never done in a survivor like that's not that's and there's no way that's possible she must have done an asura at some point and then we realized no she never had so she came up with this voice that sounded like I can't remember her name of the the secretary from Ghostbusters you know like it was it was perfect it was a perfect voice for the dialogue that she had and yeah I highly recommend you know if you're exploring the map and you find this trio a visit of vigil soldiers with a sylvari an Oran and an asura wandering around the map yeah if you stick around them you'll hear some fun dialogue but yeah the voice actors yeah the voice actors in this episode just blew me away like like being in there they're all pros I mean every single one of them was great then trio also affected by Jarrah at any point no but they talk about jour mag a lot one of the things so like when I do sort of open world dialogue the very first thing I usually think of is what are some questions that players might have if they were actually in the open world and ER player base is very savvy about the lore like they they know things that you know some of these characters might not know or some characters might know and others won't and so the idea of this trio was that you know okay here's a character who's totally up to speed on the lore here's a character that's totally new to the lore and here's a character who's kind of ambivalent about the lore what happens when you put all three of them in a group together and they're talking about like like oh you know did your car is like a mouthpiece for forge or mag and then the Norns like like the mouth of mordremoth or the mouth of Zhai tans like no no no it's a completely different yeah so so those are fun those are fun conversations too right yeah the spooky scenes around the map the the whispers are a huge part of that and there was actually a line that I called out to you a week or two ago yes um after one of our playthroughs that something and it speaks a lot to what jour mag is and what jour mag does and you might have to help me with the line because now I just remember it I was just like oh that's it that is scary I remember this we're playing freaked out at us to play through yeah I was during Turk are where we're jour mag says I have never given something to someone who didn't know didn't ask for it yes that was your line right yes and it is it's such a good look at the core of what Jordan does to you yeah it yeah I mean there are a couple of different elements to a write like it's what's an unsettling thing to say to the to the player at this point and then nailing the performance and then getting the audio designer right having it show up at just the right moment I didn't I didn't realize that either until you told me it happens when you press to that Hill I mean yeah it's uh it's it's tough because you know that the Elder Dragons have been a primary threat or go Bors - since its inception right and so players know hey we're gonna go take down all the Elder Dragons or at least as much as we can and now you've got one that's like some of its lines actually make you start to consider like wait should should I be taking down this is there may be truth to what she's saying that's what I mean they're saying that's absolutely part of the goal for the episode is that you're mag is supposed to be good at convincing people to do things and to believe things and if that's the reputation that the elder dragon has how do you know when the elder dragon is telling the truth and is actually working in your best interests so that's obviously an open question that we plan to explore in greater detail in future episodes but I would say that for all the players out there who feel like maybe jour meg has some good points or maybe we should be listening more de jour meg you know maybe I'm not gonna tell you what to do really pretty solid stands to take at this point yeah no yeah this is terrifying which is the point but it is it it's that foundation of the scare around the map and it's good and I mean really the that stuff doesn't happen without the huge support of the design team as well like being able to find the right places to put that stuff being able to trigger it in just the right way and the pacing is incredibly important yeah so I know that uh Connor did a phenomenal job finding just the right places to put that stuff Jason Reynolds kicked off that whole process and it was it was fantastic you know when when you're designing this stuff very early on it's very difficult to get a good idea of how things are going to look at the end we actually have a video of one of the sent events I can sort of set that up a little bit yeah yeah so so this is an early sort of video showing the Bhangarh confrontation scene at the end this is sort of the first pass where I give the you know the updated script to the design team and the and the designers sort of sort of block things out with the first pass and everything is timed out using our Robo voice yes and we talk about the gift that is Robo voice I love it you guys hate it I do I hate it for many reasons that I will elaborate on after everyone has a chance bad it's good yeah sorry let's uh roll the tape there it is you hear that what nothing absolutely nothing HRM where's the rest of your army Drucker was a threat to my soldiers corrupting the weak as you now know we couldn't take any chances we need to debrief but what the hell is that exhales the dragons magic it's gone good work we did what no Norn could we drove whore Macbeth and now the Dragons running scared hey we've been fighting Drucker all over this lake you can't just swing in with my bail Vanguard you've seen how dangerous whore McGee is you just said it yourself you can't risk others being turned the closer you take your people to harmik the higher that risk it's a risk I'm willing to take you are not here to protect your army you're here to protect your reputation Drucker's death at my hand sends them all a message I am whore mix champion now I alone can control the dragon Cormac can't be controlled that's not how this works convenient coming from you Ryland don't tell me you believe this my Imperator gave us an order will you follow it I can't let you take credit this needs to stop now I couldn't agree more what have you done whore m'g rocker rocker rocker is like my new favorite word yes so I guess a couple of things one is that that's how that's how we get the scene before any vo goes in before anything is timed that scene runs about two minutes and the you know player the player obviously is sort of just watching the scene unfold things like trimming certain lines of dialogue you'll notice that if you sort of watch that scene and the final scene back-to-back there are a couple of exchanges that are trimmed or cut just to help with you know the timing and the flow of the conversation to make sure the tension sort of builds up there's no music but in the final game I think that that scene runs about a minute and 20 seconds and here it's about two minutes so that just shows you know how much time you know the final draft of these things can you know it really makes a huge difference like when you look at that you're like man this is terrible and there's such a difference whenever you finally get the voice actors and and you have the real vo going on just like the cadence that they're actually speaking the lines the way that they deliver them it just changes the whole tone of the content yeah and everything is automatically spaced out with Robo voice so an character says a line and then another character says a line and then another character says a metronome yeah and so like we don't have we like we haven't gone in and timed it and shifted things around so yeah like the whole the whole episode comes to us like that and you know obviously that's just part of the process of okay you've written it now make it good and design obviously helps a lot with that staging everything out blocking everything out you know if characters need to need to look or move to certain places they help with that too you'll notice that the staging of the scene is completely different the camerawork is completely different in the final version of that scene it's a lot tighter it focuses more on the things you should be focusing on instead of you know having a sort of bird's eye view than you normally have so yeah that that's just part of the you know making the sausage of you know you know it would be the episode implementation to final product to here's what we take out the door yep yeah I mean you know in all video games they look they look they don't look great up until they start they're looking great yeah yeah it's almost always at the very end yes so speaking of your car yeah and also speaking about things looking great until yes I think we have some behind-the-scenes stuff probably use your cars development yes your car oh okay cool so that looks very much like Hungry Hungry Hippos oh my god it's so much this one is we so we knew that we wanted to have your car coming out of the ice and swimming through the ice and we had some inspiration from like Final Fantasy it's like demon wall where there's this creature that's looming out of like a solid surface and so we put together this very early just kind of like here's kind of showing what we're thinking about just very very high level and then I think the next one actually is what we ended up with I built that the the first one out of just like five minutes of like blocking stuff in it really shows you this here is when the artist gets in is like alright I see your idea and I'm gonna make it beautiful there's such a vast difference and it really it really does come together the whole swimming through the ice thing was actually one of the inspirations I think when we were first talking about what the look of it should be was a New England Aquarium they have this giant tank through the center of the whole aquarium and if the lightning hits it just right you can see the silhouettes of the big sort of fish swim swimming around it and so that was yeah that's extremely cool just go aquariums it's in Boston okay yeah yeah we have a we have other we the Hungry Hungry Hippos video yes yes so this is an animation that we were given by the way I mentioned that we used arena as kind of the rig and the prototype so a lot of what you're gonna see that's why it's so shiny beorin do these crazy things yeah so so I had this idea of like Drakkar coming out of the ice and chopping at you and then slithering back in and our animator Trevor he was like okay yeah I'll put something with Quicken for you so that you can stub it into the game see how it feels so he gave me this which was just hilarious and caused the entire room to break out into raucous marbles like okay well let's see what we can do with this animation and so we have all sorts of different places where okay Cameron we're sorry you're trying to take in the beauty right I just I had put this animation in multiple different spots that we could see what your car might look like coming out of walls can I get a ceiling if we had that coming out of the floor and it just it became ridiculous and well a lot of us definitely saw this and was like this is gonna look super silly yeah but if you fought him in game it's a lot scarier and a lot more tense it's true just like a sprinter car and ceiling ceiling and then I think I think we have a couple of other ones yeah so here is a reorient yeah this was the the stop-attack that we knew who we wanted to have and so we put together a very quick here's what it might look like from a timing perspective and it really just she's she's dance and she's doing some crazy things you know this is what happens when you turn into an elder dragon you got to celebrate yeah right and I think it also goes to show I mean like if you look at the the final Laurine in I of the north as well you know you can see what kind of what kind of just polish goes into that two after the fact I mean this is this is sort of this like you know first first pass of a lot of things yeah yeah and and speaking of first pass to final here is what it looks like when your car is actually this is dressing me up so yeah so you can definitely see there's a there's a lot of kind of transformation that happens over the process from just getting something very quick and dirty into the game to see how it looks and see how it might feel from timing and then having an animator go in and just spend days like really polishing it up and making it look scary and menacing and not you know crazy dance I do like in the previous one that the player character is just standing there stoic Lee like yes you you look great I imagine that they are giving her tips and then she is practicing okay and then here's here's animation from an attack that was ultimately cut from the final product because of we we just we couldn't find a way to just make it really look great I want to use this as I was like I'm done with this world I don't want to be here anymore I don't want to live on this planet anymore yeah we we have a lot of fun we'd ended up just calling this the Shamu attack I was gonna ask you to talk about your file naming convention I'm very serious about my file naming conventions I try to be as descriptive while also getting as many laughs so we go from dance dance to dance dance dance yeah it's a stompy stompy to Shamu you know it's a it's a and the first year we had Chomp Chomp 2 Chomp Chomp Chomp yes I was so happy when you send me all these files I was like this is great yeah the script for all the scary things that can happen in the episode was spoopy x dot f DX yeah yeah we have we have fun I love it so that was a little bit of a look at the Dakar fight but we're going to oh yeah I'm offering you a chance to give some spoilers on upcoming things yeah so provided nobody like comes running in here and stops me yeah well so we announced that there were some rewards that didn't quite make in time for the patch for the initial launch of shadow in the ice that we're going to be released thing very soon and when Connor comes on a little bit later he'll give you guys a little bit more of a sneak peek at what you can expect but in addition to the rewards coming out we've actually been really looking at the feedback of the Dakar encounter on live it's been a really long time since we did a world boss and so we wanted to make sure that when we shipped it it wasn't like super uber hard and no one could beat it but we wanted to make sure it was something that definitely gave a challenge and lots of tweaking and tuning men into that and continues to go into that and so when these rewards ship you'll definitely be getting a tuned up version of the Derk our encounter with some changes to a couple of things that I don't want to give too many spoilers because when it does come out you guys can go in and see it for yourselves but we're we're taking a lot of your feedback to heart and definitely trying to make it the best encounter it can be all right so if you guys have any questions go ahead and throw them in chat while we wrap up and talk about a couple of extra things and then we'll answer a couple of your questions before we get our next round of deaf guests on so is there anything else that you all want to touch on before we move on to Nick and Connor you look terrified I'm focusing on the ok screen over there or if you want to start grabbing questions you can do that - yeah no I think so I guess just the top one okay go ahead so you can see these questions viewers cannot so yeah yeah you know the item that let you revisit the tahrir egg chamber and play with baby or een could we have another one of those to visit the final instance of shadow in the ice that is a wonderful idea and obviously a lot of work went into this updated version of the eye of the north and or een and we do want to make sure that players have the opportunity to go back there and so it's something that we are definitely considering trying to figure out a way to make that work yeah definitely this next question for Jack are given your cars green and ghastly look has it become aberrant via Wolverine magic or and or is it death touched via Zeit and magic it's a really good question kind of a little bit of both if you played through the Drakkar encounter you know that he siphons magic from the corrupted spirits of the wild so he definitely does have some Wolverine magic in him and also Jorma got some of that sight and magic whenever he died and went you know that magic went to mordremoth and went to zai tan and went to pry mortis we saw the death touch destroyers and so there's there's a little bit of that kind of like all wrapped together but in fact if you haven't seen it yet in the encounter you can actually see the effects that Drakkar use for casting the the magic spells in the second room they will change color depending on which of the spirits of the wild he's channeling at the time let me see I'm not sure about so this is this question about given how the frontier fell on Episode one does this return and the strike mission mean it was raised as death touched ice brooder is that just time manipulation I'm going to I'm going to chalk that up to time manipulation which is something that we you know rely upon for a lot of these encounters that are epic but don't make a whole lot of sense if you keep doing them over and over and over again so yeah that's that's more the latter than the former I like to think that as you're going through these encounters you're kind of succumbing a little bit to the influence of jor mag and maybe seeing a couple of things that may not be there you know you still used to get xp for the fight so we have the episodic goes on is the little hint from cracking the ice episode returning where we saw jor mags minion with plant ice and death magic infused into one creature is there any hints in this episode of it well we just kind of touched on a little bit of trocar and how he shows that yeah the the idea that the elder dragon does the remaining Elder Dragons have elements of the slain Elder Dragons is definitely an element that we consider mmm when we come up with what their minions look like or how they operate so yeah something that that's a little different with jor mag though is that you'll notice that not all of its minions have the the whole death touch thing and Jeremiah is very intelligence so it seems that jour mag is specifically channeling the magic that it got into its most difficult or sorry most powerful champions so these next two I can really quick answer the first one inspiration for this episode thriller movies where we inspired by any books or authors work for the episode I know that we talked a lot about the thing John Carpenter's The Thing it was actually ended up watching that as a team yes that there was this notion of you know you you don't know who you can trust you don't know who's under the influence of jour mag the code in society is built around to this idea that you know you don't know if your voice is your own or your voice is broken and taken over by by jour mags whispers so yeah that that was a chief inspiration I know for me and early on in this episode we get together and the second question is is pretty cool because we don't really show in progress scenes where you know we have some lines that have been cut or trimmed so a very good question is why did we decide to cut most of these lines in the final version of the scene I wouldn't necessarily say it's most you'll notice that like a couple of a couple of beats are streamlined you know there there's writ Locke's line you know you're not here to protect yourself you're here to protect your reputation you know Bhangarh says that's convenient coming from you a lot of these lines are good I think at setting up what the characters are thinking at that specific time but when we're playing it and we're looking at you know we're in we're sort of reading through the scene and figuring out how the pacing works that's definitely one of those things where you know you have to kill your darlings sometimes the scene was running pretty long and we thought that we sort of got these points across in other ways so bangers motives read I think pretty well without writ Locke having that line there I think that Bhangarh saying that's convenient coming from you was basically him sort of dunking on your relationship with Orion you know how come you can have this relationship with Irene and be orange champion I can't be dramatics champion what's up with that yeah I'm used to special yeah I think that that sort of commander yeah and it's basically that hims him saying that spells out something that should hopefully be evident through his act through the other lines that he says so when the when the win I start getting feedback that's like hey the scene feels like it's going on a little too long how can we change that the first thing I look at is okay what are things were saying twice how can we trim that and you know we do that a lot in in the script we try to find ways to make the play experience better and that that is just that's just part of making many of these episodes the question of duster car have a full-body rendered model we only see the front half and the shadow well I would say that that's kind of a mystery but we've definitely seen some players see the back half of the model through some crazy walking manipulation so yes he does have a fully rendered model but we we didn't end up animating the back half because of how we wanted him to come through the ice and really look like he was kind of floating and sticking out of it that picture that question made me picture like a big stick like when CGI when you see it before it's rendered just somebody's out there just it's a normal pair of human legs behind the ice and then the the next question of what did you guys draw inspiration from while making this work for us I'd love to answer that but I think later on a little bit more in the future we'll be talking a bit more in depth about the world bus so stay tuned Folger car all the time yeah I I get a breath of the wild feel from it is what they said and I'm currently playing breath of the wild and it doesn't scare me nearly as much so you haven't run out of arrows and some of those fights you're not wrong like the first thing like I finished the fight and I'm like running around scraping up every arrow I possibly can't we use any piece I'm frightened so yeah there is that there's a lot of definitely like big scary creatures when you're finding a vinyl for the first time you are not prepared for it yes okay so the fear is still coming yes okay it looks like that is everything is there anything else that you guys wanted to add just is Geor mega actively using other magic like st. Anne's for example yeah I think we answered that yeah so yeah I think that's yeah I mean this this was a fun episode to work on I think everyone had a really good time putting everything in we're really excited to see people experience some of the rare events you know these spooky times in the episode and you know talk about the story and talk about the events and we're always looking for feedback so please don't stop sending it we do read it all and yeah we're we're excited to share more in future gilt chats and I will just say that I've been getting in game and trying to play with you guys as much as possible and seeing you guys experience this stuff firsthand completely blind has been just a real treat I remember going through and doing some events with some players and we headed back to Stillwater speaking and one player was like everybody's dead what's going on you found it great by the way if you don't know what I'm talking about you will eventually all right thank you guys both and I will let you all get back to work well if Bram had become the wolf while he was shaving his head what would the wolf have been completely bald well see that's why we waited that is an exceptional question and I'll leave it to the community to decide the answer which one of you to put that question in chat Connor Connor it would be very funny if yeah he'd become he becomes the wolf and there's just like a ya know as you can clearly see Connor there there is a there's no correlation between Rams the you know truck be no tron okay and they're just having fun with us now there's me not at all surprised yeah yeah ah yeah okay well I think that if you slowed down that scene you might be able to see the hair growing out of his body as he's transforming hate this I'm quitting show business here all right can I get a ride yeah thank you thank you everyone and yeah we're not done yet there's more to come and stick around for a reading yes that question at the very least I'm done we love you right [Music] [Music] [Music] [Music] [Music] [Music] all right welcome back we are here with our well god that's terrifying with our very serious developer guest so everybody put on my serious face the most serious are you never made a joke in our lives well let's start now can't now you put me on the spot and I have to come up with the joke Lenny in this milk all right why don't you guys introduce yourselves talk about what you do here at ArenaNet and what you worked on for episode two why you have the Conner hey I didn't tell you where to sit that was all mark so blame him but you were closest to me so you go first I do care about you hi I'm Nick uh to whichever these cameras is looking at me this is you guys that's us hi I'm Nick and look at all of you I am a game designer that worked on Episode two and part of my responsibilities here are to make fun content for everybody to play and then what specific fun content did you make Nick ah thank you for asking I worked on the light puzzles for episode two I worked on all of the Charles of coda I worked on the catalyst mastery stuff more specifically the reward chests and some like map complete stuff like this does and some of the spooky scenes and/or spoopy as Alex would like to say I did that stuff just Connor yes hello it is me Connor I was the teeth you're not me I was the team lead for this episode I and as far as content they own which meant you know I was helping everybody with everything a little bit but I have my content that I was fully in charge love was I did the three shrines so Wolverine ox and eagle the final instance where you face down your car and then eventually me terrine and I also made a bunch of the spooky scenes which I'd like to talk about in in depth yes are we asking the quagga or we just what do you do here quaggan what do we pay you for literally that what you can actually get the bargain yeah it's okay the quaggans an intern yeah we have we have a we have a third there's a quadrant where the headset Nick Nick said it's precious he voiced by car all right but yeah so actually to quickly touch on what Connor was talking about basically the team leads role is to just you know piracy was actually carrying her on a fire hydrant a lot of us yeah yeah yeah it didn't help much like when I spray it on people when they're trying to like solve problems they're like they're just like covered in fire detergent but you know I like to think emotionally it was helpful right they knew that if they ever actually caught on fire I would be there yeah it was actually like surprisingly better with episodes 1 & 2 since like the math was just all ice yeah it's harder to make fire in the ice regions but Gotham art was pretty hard so I got this oh yeah don't even ask like when we were working on the islands no no not the concert oh yeah that had a lot of fire time I don't work on the metal Legion concert like just my my keyboard were just sometimes bursting I don't remember like what the fire hydrant company is that makes those but they were making Bank that time I think it's the inquests firing okay maybe you're lifting but whatever okay so let's talk about the trials of coda because we gave a little spoiler about that last week yes we did and now we can talk about it more yeah okay that was awesome so I guess like what I'm trying to figure out like what parts should i touch first so now that people have gotten to play them have they played out like you were hoping they would more so than than not thankfully the trials are definitely something that uh were like a we want to try something you want to see how this works out and a lot of the feedback has actually been really positive you know there are definitely some some critiques that we've gotten that are definitely valid that we want to kind of think of if we move forward with these things how we want to kind of address that feedback address these concerns but I think overall the trials are something that are really really unique and fun well I really enjoyed is that like my main goal is like I want to see people being like there's a trial up over here quick everybody come over here and help out with this thing and we were actually seeing a lot of that like I I just can't doubt on maps a lot and I just sit there and I'm like and like watch sometimes makers watching you guys yeah yeah my in-game character's name is pretty by the way when I just you ever see him you're like well yeah I see people running around doing the trials and I think they've they've been really they've been well well-received and I'm really happy about it I've been playing and come across some where people are calling them out so yeah it's it's been super fun to watch which trial is your favorite trial my favorite trial specifically yeah god it depends because like mechanically I think the trial is what the tornado is definitely the coolest one in my opinion but like the the funniest one is the one based completely around the cotan ice fishing stuff is like this bait fish at you they just like yes I don't know if anybody ever noticed but when you look at the worms that come out sometimes they're projectiles that they want mad at you I don't have actually talked about this or in the preview maybe not okay that's great so in reality if you look really closely at those projectiles they're actually vomiting fish so it's like they eat the fish inside the lake that ones that we don't get to fish up and then they just kind of give them to you to you they're just trying to help they're just trying to help yeah like that's that's my hot tank is that like this and then you murdered them yeah they're like thanks for the snacks here's some damn snacks back at you right and then we're all like you're mean to me that hit me in the face he had to cut the second face of the fight where they were like thanks with the swords now we're gonna vomit swords that you gave us all of them in there that's just like a mystic Forge but backwards yeah basically then all of our inspiration comes from the mystic Forge not like the itself but like we throw everything in and whatever comes out that's what we had end up going with side of our development the mystic port is real yes ah morose is a paid employee of ArenaNet I mean we're he's really kind of difficult to work with half beyond it's like or the snacks in the kitchen come from like the elbows snacks yes yeah we're just making things up now no you're talking about this all cannons real life cannon real life fanfic catalyst chess the catalyst more about the that's pretty much it like there's there's a lot to for us to cover so yeah do you want to get into some of the behind the scenes images now or do you want to cover which I mean latest I think that like everything that had to be said with the couch as I said during the preview okay I mean I think that like we've also gotten some some good reception on the hell as T three chests as well and I'm really happy about that also once again some some good feedback that we can definitely take into consideration moving forward and I think basically would you like your visual aids an hour later I would I mean if we want to go into them so disclaimer there's no clicky thing for all of my visual aids there's thistles a lot of images so I'm gonna like just kind of allow mark to go through them you do pointy finger will be up that's there's a lot of pointy fingers finger guiding the entire time but they won't see they just saw its do it but they just saw us too much of it I like the cameras okay anyway um so yeah we can totally go into V okay yeah let's okay events hi events yes we're talking about these so this is actually one of our initial kind of layouts for the a beside Episode two side of the map where we were thinking like here are the main of kind of event structures and more so than one space around the story that we kind of want to touch on how do we want these things to flow through the map so as you can see like the ritual events where the kodan run around and they cleanse the funeral pyres or the flame pyres actually had a lot more originally than we actually ended up shipping with where'd your car was ending up ended up pretty much the same same with the Ox Ryan Eagle try and remover enshrines and we had ended up adding a lot more code in fishing events the lake fishing events were great yeah well yeah but also shout out to Alina and Taylor Sutherland until I said wouldn't you also definitely toss in the initial concepts and did a lot of the groundwork that helped make those kota fishing events really shine i think you both yeah yeah so that but that's just kind of like a sneak peek into like here's how we kind of lay out our stuff next up is the fishing bundle the fish bundle that you actually interact with when the trials are active we actually had to use some weird workarounds with that on the code side and also just like where their art assets because this is very wrong with that fish yes so the mutant fish it is a mutant fish that's what happens when you get exposed to Germans magic but this was the first time I don't know if anybody noticed but if you don't mind being attacked by birds for too long when while you're holding the fish scraps if you jump up and down that fish has physics it will flop it is a very floppy fish so while we were trying to figure that out and how that bundle works we're running into some some weird issues and this is one of them where it's like all of the animation states for the fish we're actually playing at the same time so it's like the fish is both whole and not whole but if you jumped like they would all flop around I don't have a gif of that unfortunately but here's a nice little visuals shorting or sloppy fishin yeah just you mentioning being attacked by Birds you being attacked by Birds it's one of my favorite things and lead-up to the trial like when you're trying to turn in the scraps these birds start attacking you acting out your eyes like the one unfortunate thing that that didn't actually make it in that I wanted really wanted to was like I quoted a conversation with the kodan where it's like why are these birds attacking me and it's like dead fish will you expect you're hungry for that was pretty much dead so if we move on to the next one once again we were trying to figure out how to make this bundle work and a another kind of behind-the-scenes thing is that the way our bundle is actually working game is that it's we're just calling on it properly and then maybe like an animation variant for that prop but it's we have to talk to the artists and be like we need to rotate it at this specific angle at this specific scale and what happens when we don't do that or like when that isn't when we did when we all said it correctly is like the scale of the thing can be really big and rotated incorrectly so if you actually move on to the next picture I think that fish is a lot bigger than you think and it's not the wrong way and like that is a normal-sized person so that is a very very large fish it's a koala that couldn't get through that one not okay yeah it's nicer in a bucket it's amusing yeah it's an assertive Bukit so when uh when we add it when we got new assets for the Chum buckets that you're using in the in the actual fishing events I was trying to figure out a good way to determine how big they actually needed to because it's like you know they're you're putting a bunch of fish in these buckets I want to make it seem like you can actually fit some a lot of fish in the bucket it's tension detail so basically it's just like hey I'm putting a sewer in this bucket because I'm kind of measured by a surah and if this or if if you're gonna fit in the bucket it's good to know so what's kala sir is that though that's a max skill of mince killer sir that's like that's like a medium scale sir okay yeah so it's half of a medium scale Asura yes that's how we measure all things I feel forced it's like we're doing our attacks for like we need this to be like forests or along yes units of measurement yes no that was the imperial system yeah and we've sponsored switched over to the carriers were the imperial system yes okay yes so this that's why she's lady kasmeer mean she's an imperial the thing is you can't measure by half a Kasmir cuz like where you what is the cutoff point right the cereals are small enough that you can do a whole surah you can dissect them in all sorts of different ways period math yeah yeah nip isn't my desk and work like going through all of these and I was like okay I really want to keep you sir in the bucket I need some kind of context that will let me we should just brought it up and it was gone and not explained that's an image next or just saw like stared at like the quaggan that's on the desk just like yeah and then moved on yes and then when people say things later act like it never happened yeah what are you doing store Meg yes it's the whispers but and I think that's all it's all of them for the events yeah I'm sorry I'm distracted by one Evo for a sir in a bucket yeah but light puzzles and that kind of thing there's something else that you worked on yeah so I'm gonna be talking a little bit about kind of like how they work and also how we took some steps to make sure that like we can take what also shoutout to Kevin Freeman who was the person who built the initial system and all of the light puzzles with an episode one side like I actually had to work with him a little bit on trying to have like changes made between branches so that way episode two slight puzzles can function somewhat similar because like there are things that my puzzles needed that like their puzzles like didn't so having that kind of like cross team communication and implementation was really something that like I it was difficult but it was fun to do and Kevin did an amazing job go Kevin yeah Kevin Freeman is amazing but the way that he actually built these mirrors is that they I'm gonna go into like some designer eat please never talk they actually like query their initial position and then they create some offset points off of the prop itself which is the mirror and then they create these spells that show up and what you're looking at right now is four different spells that are all like rectangles on top of each other and when the light actually comes at the mirror it hits that spell and then the spell is like what rotation is my mirror at if my mirror is not at that right rotation I'm destroying this missile because all of the lights are just missiles and then when it is at the right rotation allowed that missile to reflect and continue moving on and that's pretty much how they works but I thought it'd be cool to show everybody like look at this it's a purple box I love purple purple box secret yeah some functionality that's unfortunate makes notice yeah give yourself the best and then I think it's oh yeah we're gonna like I'll go back into kind of like the episode one to two sad stuff later on also please let me know when I start talking too much because I brought you here to talk I know but I promise a lot of the episode two side ones had to do a lot more when to subscibe to side light puzzles thank you had a lot to do with making sure that the environment and the actual puzzle like design system worked well together is killed chamber yeah there's really many dungeons which is something that you know I was basically told make six puzzles and I'm like great okay so no problem I wanted to think about how to make each of them unique but also kind of leading into like a further progression if you will so I had to work a lot with our map artist Justin Fossett it would shout out to him he did an absolutely amazing job and really the only reason if I just touched all the puzzles is cuz like look at this like at some point you're gonna see my drawings and I'm like look at this bad look at this bad and then look at his good he made good so the first one which is I think is also the most complex one is the elevation puzzle which is what you're looking at right now and so like as you can see it here is this beautiful artwork that you can totally screenshot make your background and Mark if you just want to keep going through them these are all different rooms and kind of like the visualizations of all the rooms that were gonna be that we had within the elevation puzzle and kind of how they worked and some of these pictures are gonna have earlier iterations of what it looked like like in this one right here as you can see one of the shrines is actually below the initial platform we found that that was hard to visually communicate that you had completed everything so Justin actually pulled it up which also he did an amazing job just like rolling with all the feedback on all this but if we keep on going on yet as you can see it's just like all of these rooms look absolutely amazing and large-scale and just visually stunning and then once we once we kind of get to the end of this that you see things like this but it's just like hey the initial concept was was this we were like in a room we were talking and we made some doodles and we're like hey here are the kind of the elements that we need how do we break this up in a way that's going to allow for this to feel fun and functional and create something that is you know puzzling but not like X like too difficult because we wanted this to be a lot more like exploratory than it was challenging so like yeah i think he's puzzled add a lot to the map yeah just a really nice reward for people who want to explore and link and and it's like you you go through one of the Raven gates and then you're like oh wow like there's a whole chamber hidden here and they all have beautiful as you were saying they all beautiful views I should prefer to look at some of the other ones but yeah and that was that was it pretty much for the elevation puzzle it's just like that one we really wanted play with verticality and see like how can we make it so that way if I'm down here I can see where my lights are going up and below me and how does that all kind of interact together so you have that guide yes you have you have that guide of like this light source goes down there and then it goes to that thing and like you're just having to follow where it goes within these areas but also understanding I'm in the bottom room it's going up there how do I get up to there or how do I get down to that area yeah so then if we're moving we'll be moving on to the jump puzzle next which is the one that is actually under Drakkar so our initial yeah the initial concept was like hey what if because this kind of had to conform somewhat to the actual pace around your car it kind of had to be like a circular dome thing so we played with the idea of like kind of an spiral ramp it up so it's like the middle area is pretty much empty but you're going you're scaling up the sides of this like ice tunnel and once again Justin just grabbed it and let it roll and did an amazing job and like if we move on to the next slide this one looks like it changed quite a bit from the initial drawing somewhat like I think we should go on to the next slide yeah like I think conceptually it's like this is actually kind of what it started out with like this was just him proto being the area and he's like what props you know would would work in this area what what can I utilize to make this make this function and if we move on to to the rest of the stuff it's a lot of like okay how like he was also testing out a lot of the shape around the area because you know and also like how do we have that like that that catch-all for when people fall and then if we keep going it's just like you start seeing spaces start becoming a lot more filled in and designed around kind of what's going on and like you know there was a lot of back-and-forth between there was a lot of back-and-forth kind of required around during the development of this where it's like you know we would be like we we need this to be a little bit different and we kind of need like this thing moved over here and it it was it is time consuming process but at the same time it's definitely worth it and yeah I mean I think we can just kind of go through all the rest of the uh-oh that was it to be fair we did yeah now a question on that though as you do the whiteboard drawings there they're not bad you can't actually draw a screenshot on a whiteboard so they are good and they are functional and they do what they're supposed to yes first of all that they're fine how much do you do could be nice to yourself good how much do they fit into the constraints of the map when they're coming onto the whiteboard or are you just like hey here's the thing that I have in mind now I'll go to the map artists and now make them fit into the constraints of the map it's it's a mix of both like I think if I remember correctly we actually we actually had a few other designs as well that I had just forgotten to put in the slides but yeah there were so basically it was like there was a proposal of like we need this many and we were like okay I will make this money right and from that many we kind of picked out the ones for like the actual mini dungeon stuff that would work in this in the space and where we'd be able to put them because there were some that like I had just gone kind of crazy overboard with where there was one where it's like the room is completely dark and there are these like ice kind of it's like an ice caverns that are super dark and the way that you would actually move through it is that you would have to follow the light source at all times and you would have to be cognizant of where you're standing because like it's like that one Pokemon gym and I think the johto region where like everything is dark and you have to follow specific paths and if you fall down you get back like beginning bunch of areas in Pokemon they played that a lot in the earlier games but like but like that that initial concept kind of played out in our map so there was one like that and there was another one where you'd be kind of taken through like across the map and would play a lot more with Raven puzzle or Raven gate mastery where would actually bring you into like these nook and cranny areas within the map that would allow for you to kind of see like a teleported me to over here okay I can see the light over there I need to like run through this mini like corridor real quick solve this micro puzzle and then get kicked back out to another area that would then like loop into other things okay so yeah it wasn't it's not like it's not like here's kind of the map space that we have how can we use it it's more like here all like here all the designs which designs are going to best fit the thing and then if there aren't enough of these designs that fit there like fro for this it was the micro puzzle kind of aesthetic how can we fill the the rest of the requirements which is why we have the open world across map one and also the what would I call the open air one which is just like it's on the episode two-sided and then there's the cross map side one which I'll talk about a little bit later I really enjoyed it never mind we'll talk about that meant we met up when we get to that across from Apple okay you can compliment any whenever you want I just really enjoyed what a potatoes but this response description of the one that goes across the entire map is like it's so long then they got annoyed with it and then I fell in love with it again and I really loved it I'll touch on a little bit of like the reasoning behind that but um maze puzzle was actually a really really fun one and what you're gonna see is once again some of the initial contests we actually had to play we played around with different props for a little bit before we actually market actually can go back to the last one real quick before we put in the Raven wools we actually let's to round and try it out using pork allas let's hope that's how you pronounce that oh jason has pronounced it correctly shouts Jason but it's basically like the pork callers will go down and the light can pass through but you can't so it's like how do I get to this next area how do i cause these gates to open up and through that like if you see they're also two pressure plates on the ground we actually had played a lot with mechanics around pressure plates kind of like in rather the wild where you would have to like find giant boulders or like find a way to break break parts of the of the puzzle to like bring down the boulders and then but then when the pressure plates too open up these pork all is fine the fresher place but you know as we kind of had to iterate and then we also want to make sure that like when you're in these areas you never feel briefed other players so we had to we had to make a lot of adjustments and then what we ended up coming up with was being able to reutilize the episode one mastery with the Raven waltz which I thought was really cool and worked out really well thankfully so then if we just want to keep on a move yeah just more more pretty art of kind of like the development process and like what talking a little bit of kind of like what what Justin does is like I think it's like bi-weekly or weekly like they will take some screenshots of their progress of how things are going and then they'll post it on our shared confluence images to kind of show like here's where these things are here's like some visual aesthetic work that we're doing so like it's also a really nice way to stay and like keep it in touch with all the stuff that other teams are doing because you'll see you like occasion you'll see really cool art coming in and you'll be cool I want to see that I can't wait to see that yeah my inbox are some of the most fun emails again I've never seen these oh yeah all your emails are absolutely amazing but like I basically sorry I'm gonna just take it shout out to all of the map artists but yes yes are all of the map artists are I just like absolutely amazing and as you're seeing like here we're just kind of rolling through all of the different like versions of what the maze puzzle looked like but what I really liked about making this one and I kind of like kicking myself because I forgot to include the secondary drawing that I had made for it which actually so like this is the first drawing so once again look at this I was just like hey I want it so that way like you have a first room that kind of teaches the initial mechanic of like you need to make you me need to make wall move right remove wall and then you go into the next area and it's like every like all of the reward stuff is right here but all of the mechanical stuff is outside so how do we get that going and there was a lot of conversation with Justin around like what would it be possible to make the light actually travel above this maze that's below it so that way players could like as the ring through the maze look up and be like okay let's going that way so I need to go that way but then the is like a maze so it's trying to figure out how we go through that area to get to that next point and then once that's done we don't want to make you go back through that maze because you've already understood it so it's like what is the next logical path let's have both of these things in the middle and then find a way to like open up some some more doors to then just go back into the reward room which as you can see is there so like it's it I just once again shout out to him because he did such an amazing job just taking this lake very very simple concept and making something so beautiful and like insanely and perfectly functional around it and what I really liked about the maze puzzle is that we I wanted to experiment a lot with traps and there were they were initially a lot a lot more traps in that one but I kind of had to pull back more and more and more as we got as we you know we're getting feedback around a lot of it and what we ended up with was just kind of one see you see on the ground which before that there were ones that like you would have to walk through a corridor and there was like some visual tells on the actual lake arch on like if there was going to be spikes coming out of them or not and if there were like you'd have to dodge through it sometimes there would be just like boulders coming down from the ceiling kind of like in the one from season 3 episode 4 and other things like that excuse me but um what we ended up with was that one where the different tiles pulsate this electrical a kind of like a magical essence on a rotation pattern timer timer all those things I'll be above and just quick once again shout out to uh Eric F faker strim who actually helped me out with that because like I had made this initial script of like bit like if you're this one wait this long and then that one fires and then you do this thing and over here and then it wasn't working and I was like why you no work so then he was a the content program for episode 1 I like asked him to come help me out and then we like talked it out and he just like programmer like he wizard it he was it it was it did it yeah that's just lazy there it is got it it's like tell each one what what it is and then the rotation just happens so like I would have this like 3x3 grid and that'd be like 1 2 3 1 2 3 1 2 3 1 2 3 or like 1 1 1 2 2 2 3 3 and then like just by figuring that out I could see what the patterns would what would become and that's kind of how you can see all these different pulsating patterns going through the oh yeah also those things hurt you know what else do we have yeah so on this one what you're actually seeing right here is when I figured out that I would need to do some that actually weren't in these mini dungeons I wanted to take a look at all of the puzzles that we already had and then see how I could utilize the mirrors over there because I didn't want to add more props to that side because I didn't want to create confusion around the lake wall is this one for that one so what like for that first off for the one on our side if you ended up doing that one first which you know professionally will hopefully that made sense you would see that like that puzzle like oh one or two of the mirrors that puzzle are also utilized by the cross map puzzle and then what the across map puzzle does is it serves two purposes it serves the purpose of getting you from the episode two side of the map to the episode one side of the map and just kind of like giving you a tour of like hopefully where all the events are happening reefa millie rising you with the episode one side of the map um they don't feel connected yeah making it all feel connected and also kind of giving you that good feeling of like if you've done these before you understand how to get to all these mirrors so you know that it's going to that mirror and then it's like wait it's going to that mirror and then you get that quick understanding of like it's gonna reflect off that one I know how to get to that one and then like you go up so it's pressure yeah you get that refresher and all those and this picture right here is basically me being like where are all of the different mirrors how can I create a path to all of those mirrors how can I utilize mirrors from each individual puzzle on the episode suicide while also you know figuring out where to place one's on maybe set one side and the cross map one well you're talking on earlier were like WP site it was long it used to be way longer yes I got feedback that was like we need to bring this one down so I was like removing like I think one-third of the mirrors just gone are you alright I've been doing this well the problem is so we people started we put testers on the puzzle right and then we'd never hear from them again because they were just doing the puzzle like they're still doing the puzzle Oh do these days you can I mean we got to know if the old puzzle works yeah it's important which thing there's a lot of things I want that sucks oh no just the the the partner on this the you were talk that's what you just said it about how like it was it's just it's just really cool no no it's just that what and potatoes like talked about the length and how it like it it has a nice arc of like where you realize the twist that is going back and be old stuff yeah you're going to see one of the testers do we need to go get him I mean you know maybe we cloned him maybe we didn't if so I'm pretty sure most of the bugs he would give would be law related he'd be like this contradicts something in life so I like I'm gonna talk a lot faster now because we're about halfway done and I want to give Connor some - yeah say some words I have I have a list of things that I want Connor talk about so yeah okay so yeah we're gonna have questions yeah yeah so this is open-world kind of what Dallaire it is cool if you want a pilot check it out go for it but that's that's for the smaller one you're still okay yeah I mean like yeah okay yeah poor tenant portal puzzle this one's my favorite yeah this one also is like I read like well we'll get to this screenshot I'll talk more about it but like I showed in the trailer yeah well yeah and just did an amazing job I just kind of taken it like it's it's interesting because you never really understand when you're drawing these things out what the actual like sense of scale will end up being until you see it and like you know there's a there's a character right there that that Justin kinda just popping the world the show like this is how big it's gonna be and if you get a player character in there and a lot of these you're just like yeah and as you can see like once again if you look we're like the red light is there is like that little circle with the plate on it those were the pressure place that we were utilizing before and in this one actually before we did the pork allas actually had solid walls that would go down so it's like you would actually have to kind of figure out that there was a way forward really yeah so we went from like solid walls to port collars to then you imagine him said one wolf magic you walls yeah and it's not this one yeah this one has like a really like kind of we're not we weren't we weren't finished yet like a vegetable salad yeah which I really appreciate so beautiful yeah well it's all really nice and then this this picture right here so the portal puzzle is like visually one of my like probably my top one because you go through these rooms right it feels very kind of tight and slightly claustrophobic while you're running through you're trying to figure out how to get to the next area and then you get to what is actually the second part of the of the puzzle and it's just open space and like walking out of that hallway and then turning around for the first time and like me having seen that just that Vista right in front of me I was like I think I remember like instantly just like a messaging just and I was like also of course when did you took my breath away oh wow yeah and actually this is a part of the maze puzzle I think they might have put that in the wrong folder sorry okay beautiful yeah and then like yeah look at that like look at that beautiful cow Earnest Vista so good and that is the initial drawing that I had had made for it where it's just like so actually with a lot of drawing yeah shout out to Taylor Sutherland he actually had kind of like prototyped an early version of this where it was more of once again kind of like Pokemon Sabrina's done Sabrina I think is her feel like you have a dominant reference point here I mean like I just love Pokemon personally but like we all play games yeah you would step on these handles and the panel's will teleport you around but you know we wanted to integrate the mastery more and kind of like extend this as a whole so then instead of using the tiles what we ended up doing is we were like we'll use that we utilize the Raven gates to be able to take you from area to area and then you have to figure out like which like where how do I get to that mirror how do I turn that mirror and then how do I get to the other portal which is the right portal and then how do I move forward into the next lake and progressing forward towards the end and portals I just remember having a discussion about the title that you'd get from doing this and I really we really want the title to be luminiferous and Alex is like that that's not eventually was like okay fine [Laughter] remember either I think I just kind of like I think he's secretly liked it all along and but he needed to pretend that like he was like no yeah and then he was like okay yeah so that's not why he's moving he's a desk right now okay it's like I can't stand it all right so I know there were a lot of images but they were kind of fantastic so thank you it's really nice to be able to show how all that stuff at all yeah I you know hope everybody out there liked it yeah I did so can we talk about some of the spooky scenes sure let's talk about the spooky scenes so they're in an episode zero sorry in prologue bound bound by blood I had done some experiments with player specific characters where like I had Bram you could pick him prison he walked up the Upstate go visit the ward and it was really simple really simple scene but they were already Episode one teaming but started me to do stuff with like you know you've got whispers that are player specific and I'm like what's a good escalation of this so basically what I did is I really lean we started leaning into all of those every tool that we've ever had to make things that are unique for players and we have a bunch of scenes around the map that are there's a low probability that when you enter an area like things might go wrong or things might go different and I don't think we've made the I'm pretty sure people haven't found them all there's quite a few of them they're all pretty damn creepy Alex is writing like I remember when I was reading the scripts Alex's script for those that uh was I'm just reading them and I'm like these are fantastic and these are creepy and I need to implement them right now so like when I know that people have seen is uh there's a there's the code in whose shows up who's carving in the wall and if you approach him too early he knocks you back and he says not yet right don't look at my stuff then he eventually is like it is done take a look at my work he's a true artist yeah and then you take a look at this work and it's is s like I wait well this is something very creepy I don't want to spoil the actual words then you can look at him and he's like do you like it like there's there's a lot like that there's one which I won't describe but I will say I my internal name for it is Barry the chopper that is be e AR ry contra feeling this puns everybody yeah but yeah there's a there's there's um so I highly recommend you know so maybe maybe sometime when you're alone exploring the marshes marches late at night you might see some things that are only for you alone in your house at night with the lights out yeah I mean it's not it's not gonna be like jump scares but like it's it's gonna be like there's their little scenes that are like they are unsettling and they're they're different from anything we've done in the game before cuz there's a problem that Alex touched on is like how do you do horror when there's 80 players running around and one of the that I was thinking about is kind of that eternal darkness I'm gonna use my own touchstone do it style of my perceptions or may not be what I'm seeing you could be like oh my god like what's going on here and other people would be like I don't know what you're talking about right like things like that so yeah I mean I figured a session quickie like we mentioned that a little bit in all right in a preview and we had done last week I think it was time it's a concept everybody had I've heard but you know we touched a little bit like playing like it was something that if you're by yourself or with other players like you will get an experience out of it and I think what's really cool is that we have actually heard people tell stories about those experiences that are happening where it's like did you hear that did you see that and everyone's like what are you talking about are you okay so one of the pieces of feedback that I've heard consistently that a lot of people like that we're leaning into that horror theme and that we're sticking with it on this saga and something that is a really good horror touchstone is when the game or the experience or the thing that you're watching or the thing that you're experiencing seems to be either unique to you or somehow aware of you and that can be it doesn't have to be jump scare it can be terrifying in its own way I mean it just to go back to the term darkness again which everyone go find that game and play it because I I'm still dreaming that Nintendo will make a sequel one day and if it's like I plug it and anyway moving on probably should be doing that the they actually had like one jump scare in that entire game and it was just the constant like messing with like your perceptions that made it interesting and yeah you can get you could have creepy without like yeah yeah without having the jump scares although we do have one jump we do have one jump yes there's a little jump yeah and there are like you know there are smaller tidbit there ones that like it's not just these scripted scenes it's also recanting xand retellings of things that are had that have happened to the people kind of around the map like you know if you spoiler alert hey if you come to the giant ship in the middle of the I had a certain time like you're gonna see some dead some like own ghosts right if you walk around specific parts of the map you're gonna see like some deceased visual soldiers some like deceased codon and like like animated in the way of like what was happening to them in the last moments of their deaths like some of them like shivering in a corner because they like froze to death or like there are other ones that are like you know like like dying and it's like well what killed them it's very happy in that experience thing you didn't mention is that there's a really really really really really rare scene where everyone in the new showed up in the game ever comes to you and it's like there was your party yeah yeah and it's like a one in a billion chance so if when you see that scene please let me know yeah yeah yeah it's a lot yeah like someone's gonna actually be like ArenaNet spent all their money on a party scene that no one's going to see and I loved it and I sort of want to know yeah now I want to actually I can't sneak in a little party scene so it was like it's real and like was crazy that we actually decided to bring back a lot of old characters - yeah I mean like how it turns out the party hats are magic and bring can bring it we should really move so you also work to the final instance yeah that was anything you had a hand yes we're the party wait no sorry there's no party so I mean the the obviously there's several big things in the final instance there's it's it's the reveal that your car has always been a shell or the actual entity that's causing the whispers which is the whisper of Dror mag it was really interesting so strike mission being the whisper of door mag during our trailer we had to be like we can't show this let's just show you like fighting an echo of yourself but that there's some nice reveals that obviously the bit where it lock and Krisha turn on you is a is a beat that was like you know we initially didn't have you attacked RIT locking Krisha right and it just felt it felt like this weirdly anti-climatic thing if after the beat they just like stop and it's like okay sorry it's yeah so there was a lot of stuff around that right I mean then of course there was uh going to I have the north at the end and the reveal of the arena Vereen and I have to say like for me one of the things that really helps that sequence work we've given shout outs them you to the music a lot but MacLean did a great new rendition of the arena thing it's kind of like a mix of all the different or main things we've done over time there's the very classic one doo-doo-doo-doo and then like kind of the more choir one yeah and it's just it's so it's the first time you're seeing her as an elder dragon and she's just there and there's this beautiful version of this song that you heard the first time you've met her plays again and I thought that was um there was a lot of you know a lot of people had emotional reactions to that and I and I'm I was pretty happy with that I mean I had an emotional reaction to it yeah I've I don't know I've I've been on like every piece of content since the moment she like hatched from her egg and I was like yeah she's now like twice your size you know way way more they have I mean like like she she had a character's huge yeah she had a she had a glow up literally yes seriously actually at one point she was so bright like you know like when you when you go into the instance you're like wow she's shiny she used to be way too shiny so yes a Joe who's this son I am so I've not I'm surprised I have not seen the playerbase make probably because they've been too obsessed with unicorns his Irene is super shiny and I really want I really want a comic of the commander being like green why are you so shiny all the time and then it cuts the commander like wearing like all these Inhumans and being super bright and she's like I learned it from you and I learned it from you or mom but yes commander unit yes I'm shiny because this is what you made me and like what right like when she was like hey if you're getting annual yes like you get in a new and yeah Irene just stacked all her infusions yeah that's fantastic guys it's not the shininess is not part of being an elder dragon no it's just that she got all the customers yeah yeah you don't want it I mean she has killed like two world bosses right like and she's been with those three like that she ate joke oh I'm sure that like he had some loot starts yeah yeah yeah Jokers joke is sick loot yeah she got like the key to prom when he killed sight an and Morgan Moffitt and what happens you can Connor I on the same I'm gonna do it again then happen more we talk to you like okay no I like it let's talk about the lost spirit shines children you have an upcoming thing yes I did show up absolutely we should but first the lost spirit yeah no so the lost spirit shrines were really interesting because um they're all unique right and it was an opportunity to like dive into like what what has what defines each of these spirits right the ox is all about perseverance Wolverine is about valor in the face of absolutely horrifying creatures that will murder you if they see you an eagle shrine is about being clever and finding a way to overcome your obstacles and and there was a really nice opportunity to like hey I want I want to give a shout-out to Taylor said Taylor Sutherland who worked on a lot of those early on but we reiterated on them a ton and but like the ox one where he's like there's a lot of things was like here's this concept I want you to drag salt blocks down like okay like how do we make this it's like oxy as possible and there's the end I don't know there's a lot of there's a lot of the making the Ox blah the salt walk actually moved behind you which I said I've seen sometimes like it gets detached from people and then the chain just gets super long but was a really interesting things we haven't really done anything like that before where the a physical object that's moving behind you I think we kind of did it with uh there's a thing in Episode six live last season where you can fly in near sky scale and like there's a chain dragging crystals behind you but this was different like it's a giant heavy thing and there was actually initially the the block didn't turn when you did that was something I had towards the end it would it would drag but it would only move if you would like move forward so what would happen is like you'd like start walking this way and go but the flipside of this was if you walked around it the ropes would stay attached here and they'd like go through your butt so like there's there's quite a bit it's kind of gonna work required ya to make it so you know the ropes were coming out of your sides at all times and then the Wolverine shrine was really interesting and apes are weird yeah bugs are bugs are great The Wolverine shrine was a really interesting one because it you know open world people talked about how they bought the bone scanner to be scary right and like you know we in the vents and though all the ones we fight it's it's a stoppable thing but we did it because you're closer to your car and your mags power like we were like we can amp this up a lot and so really leaning into the idea that like you can't be seen like you need to be stealthy and get through this is a really interesting thing in the open world that we had to balance very carefully like at one point it was way too hard and then it was like too easy and like what everybody say I'm not good at it yeah you know it is difficult but you get credit for trying right which is I think one of the big things we did it used to be like at one point there was no resetting your darkness counter which was it was way slower but it like you just couldn't reset it no matter what and we you know we changed the flow so like every time you hide in the light it resets so it's more about getting from point to point carefully yeah the mushrooms used to not have Telegraph's which made a huge difference because like now you can definitely see when they're popping up and get out of there like there's just all there's a lot of feedback stuff that needed to be well that's always the problem that's always challenged with stealth any stealth mechanics is like how do you communicate clearly the parameters to the player like yeah anyway so I all over enshrined I will say was probably the event I was most nervous about really yes I I mean everyone on the team had done great work right at your car I was feeling pretty good about your car was feeling good about the trials of feeling good about most the shrines but Wolverine like that start that without it the way that event feels changes when it was based on the number of people who have hit it and like I knew it it worked pretty well from like for most scales but still hitting and hitting live is always like different right yeah and if answers people seem to respond to it pretty well and like it's it was a neat different event so yeah I feel pretty good about it in the end to kind of like touch on what Connor was talking about earlier with that a lot of this episode and even the previous episode were based around how do you make someone feel like scared or unsettled in a game where you have the ability to combat everything right you have the ability to face that fear with a sword everything literally cleanse your fear status ails you can yeah with with effects in some way that same so the this this entire Lake your marshes map we had to play a lot with like how do we make people feel unsettled and afraid regardless of what they have equipped in who they're with and I think that like I know that shout-out to Connor you did a great job making the Wolverine shrine feel very unsettling and nerve-racked yeah it's also Justin did a great job with the environment art like circles of creepy trees and like yeah this is basically just the justin is an amazing map artist check all the shrines yeah and all the shrines are really beautiful even even the ox Rhine which is like a mud pit it's a very beautiful mud yeah it's one of the top ten mud pits I've listed by Forbes travel magazine I think it's actually honestly say it's one of the top ten mud pits on my list too yeah cuz we usually fight so much but yeah like the eagle shrine has got this really cool like Eagle walls and things like that one of the other things that was kinda interesting about the shrine saying if the bram scenes there's a lot of like I honestly think those those the presentation of the scenes worked at like watching them live worked out very well because often our open world story steps have the problem of like eighty people are standing on top of the character you need to talk to but having like giant spirit Bram talking with giant spirit animal it's just everyone standing around going look at that and other people like and vertically being like what are they staring at all these people hitting the exact same spot yeah there was something here you missed it or it'll come later yeah all right you guys everyone on the team did really really good work so Cameron mentioned in the last segment yes that there is some more stuff coming and yeah he promised that you would show it yeah so we are as part of the build on February 11th we are shooting for not only an update to treat heart mechanically that we should force you to engage with the mechanics a little bit more and we're also in a pairing with this adding some new rewards so I'd like to show off we these are called this called the broken voice set it is essentially a version of I'm blanking on its name now Oriol weapon the boreal weapons that like jour mag has like I think there's a description which Alex wrote for them which is I love is like perfection has a price inch or mag will happily pay it so why don't we bring these up that move that have been attached to each of them which I think really like brings out the look a lot I took this footage and cross Mar Valley for some reason cool Valley is cool and then we've got the staff I think there's also footage of you also got the bell right yes and the bow is the third one so they're just kind of like a nice oh they're like it's a different color scheme so like there's you still have a reason to get like the crafted ones but they've also got some really nice flourish to them yeah I was just showing off a couple of them there's they all of them look great I just picked a few of them to show off so you can see the other ones when they go live east will drop from jakar they will they will drop probably I know people are always worried that when things drop it's gonna be like almost impossible to get they will not be impossible to get but you're carving histor car itself will be hard the idea is like the challenge comes from actually getting to the place where you can get these things so yeah and then we're also adding the winters heart infusion there will be another would another way to get it will be riding your car and the etched weapons that are part of the will upgrading into the corrupted what handset so we're adding quite a few things to Jakara Matic appropriate the winters heart infusion Ibou is the one where it's it's your like snowy not the one where it's like you look super frozen yeah oh yeah yeah yeah we have we have so many like winter themed ones I legitimately yeah yeah so I mean those are all those will all be a nice incentive for people to basically like I think the thing I want to remind people is when the episode immediately releases it's not really the end of the story are still coming back yeah yeah we still go back to work we don't immediately move on to the next thing there's a reason the tag teams are staggered whether do they work on different content so that we can continue to tweak the stuff that we've released and so like a lot of you know a lot of the stuff that we've been hearing about your car's difficulty and like and all the other things are things that we're paying attention to and seeing what we can do if we can if we can bring out that that just it up a little bit more and I think I'm really happy with the stuff we're getting working out with Jakarta feels like pairing this revision with rewards is going to feel like a nice secondary a nice meaty secondary update yeah awesome I mean I guess a condition a little bit like like we do read through all the like as much of the feedback as we can because there's a lot of it well like we do take a lot of stuff to heart and because of like the cadence you know sometimes you're given opportunities where we are allowed to like make some some adjustments and some pivots that you know kind of cater to that feedback and hopefully create a better user experience like I seen a lot of people talking about like Episode two feels like like a next level up to episode one and it's like if so one team did an amazing job like I wouldn't exactly say that it's just more so like we had the chance to be able to see like because this is one continuous map we're not changing things like holistically so we were able to kind of see what a lot of the feedback was from players and be able to see in pivot kind of implement some things that would hopefully address the things that people actually liked so you know I think both episodes and both teams did an amazing job yeah all right so if you guys have questions go ahead and throw them in chat will answer a couple of questions in the time we have left but the so dramatic sure max thanks drew cars new mechanics yes new rewards coming in February 11th yes okay unless something goes horribly wrong which is always possible but I'm pretty sure it's not literally just caused some okay okay what motivated you guys to bring back ox Eagle and Wolverine I think it's a where you know we wanted to die yeah time pulling my thing back we are doing Norn and char stuff it's what we're all the big focus of season and the lost spirits of the wild are kind of has been kind of a dangling right like you know it's like we touched on that and they were thought to be gone and it seemed like it was really just it gave us an opportunity to explore the spirits in general I have wolf show up as well and like really dive into them in a way we I don't think we have in the core story outside of Norn stuff and there's a you know some really nice players specific dialogue as well for especially if you're in or out wolf follower so yeah I mean our main motive was like this is something that is a part like every time you look at an episode it's like what parts we build such a massive world and gold worse to the metaphor I always use it's like working in like a comic a shared comic universe like Marvel or DC where like you're going to you're going to tell a story line that's in this one part what are all the stories that have been told there before that are that are relevant right and then when we're dealing with jakar who's corrupted the Norn in the past it seems very natural to tie in like other creatures being corrupted and some of the lost spirits were chased by jor mag and things like that yeah yeah you mentioned spirit of the wolf and there was a note that I meant to call out earlier that I really liked it was just a tiny little touch that was so funny and so good when you first were with him and he was talking to the spirit of the wolf and Bram just got excited and like finished a sentence for the wolf spirit very dignified wolf spirit just went yeah wolf spirit was thinking about just minding him right there to say that there's an alternate version of the episode where Bram just immediately gets might buy this present it's smote smoke what's the past tense of sweet anyway squeezed into that for us there's a question about more spirit stories and if we learn more about owl I can't really answer that it's just uh we'll see what narratives yeah it's basically you know as the expert saga continues on we're gonna be doing our best to touch on some some old stuff along with some new stuff and all we can really say is stay tuned yeah yes stay tuned is actually a very good idea actually so whenever my friends because a lot of my friends know that I work at our Internet and they also play our game they're always like what what's the new hotness and I'm just like didn't answer also it is now almost 2 o'clock so we need to wrap up ok because it got late thank you guys for hanging out with us for - smitten smitten I feel yeah Bram got smitten wait now I think I'm good okay I've already made the last stream I already made the right lock and Logan like yes on a stream are you joking okay okay I assume not all right thank you like anomalous yeah we did actually snuggle thank you all for hanging out with us for the past two hours thank you guys for coming on and thanks for the preview so February 11th yeah look forward to it until then go check out the spooky stuff on the map find the spooky stuff that Connor hid throughout the manor yeah all right all right we'll find you or we'll find you couldn't come to your house yes if you don't mind if you don't find the creepy code and they will show up oh my okay I have some creepy coding to find but till then we will see you guys in game thank you so much thank you everybody see you next time