[0:00] 2025 has been another year, and luckily I was  able to play a bunch of video games throughout   [0:05] it. As it has become tradition, that means  it is time for me to talk about some of the   [0:09] ways they had an effect on my life. In last year’s  video, one of the main takeaways was that I didn’t   [0:14] play anything that meant all that much to me. I  enjoyed a bunch of games, but I didn’t connect   [0:19] with any in the way I often do. While I largely  assumed that this came from picking the wrong   [0:23] games and also being in a weird headspace as I was  navigating life with both a toddler and a newborn,   [0:29] making it hard to process much of anything, a  small part of me worried that my relationship   [0:33] with games had fundamentally shifted. That this  change was a part of me getting older—that I was   [0:38] becoming less capable of finding experiences  I resonate with on a deep personal level. [0:44] And 2025 has proven that this was not the case. [1:02] I don’t know that there’s been a single year of  my life where I have played more titles that left   [1:07] a profound impact on me than I did in this past  one. Like there are multiple games that if I had I   [1:12] played them in 2024, they probably would have been  the primary focus of that video, but they kind of   [1:17] get lost in the shuffle when put next to the many  incredible experiences I had last year. It was one   [1:23] of the most enjoyable years of playing games I've  had in a long while, and I wanna talk about it. [1:29] So, I’m going to start where I always do,   [1:31] with the first game I played last year,  which this time was Hypnospace Outlaw. [1:43] Hypnospace Outlaw is the type of game where what  would be considered the actual game part largely   [1:48] is just a vehicle to get you to engage with lore.  The player takes the role as a moderator of forums   [1:55] and webpages that feel straight out of the 1990s,  and this set up provides all the motivation needed   [2:00] to scour every page for potential infractions.  While finding these violations requires a good bit   [2:06] of deduction, making them satisfying to discover,  it is the actual contents of these pages that make   [2:11] Hypnospace Outlaw a game I reflect on often and  fondly. It presents an alluring representation   [2:16] of the Old Internet; an era that I know is overly  romanticised, but has an undeniable appeal all the   [2:24] same. One of community, of sharing passion,  of making art, all without the algorithmic   [2:29] hand and financial incentive that defines the  current internet. Every page is filled with so   [2:35] much personality and explores the stories of the  various characters in ways that feel shockingly   [2:39] authentic. There is no shortage of media that  cops the 90s aesthetic, but a lot of the time it   [2:45] feels like a hollow imitation, one that coasts on  the belief that doing stuff like reminding you of   [2:50] the pattern on the side of those disposable cups  will be enough to pull you in, but here there is   [2:55] humanity behind everything. There’s a sincerity to  even the most unhinged pages that makes the forums   [3:02] feel like the kind of digital space people would  want to be a part of. Honestly, the artistry on   [3:07] display is on another level; whether it be  writing, images, or music all of it weaves   [3:12] together to make these webpages feel like an  artifact of the past but with all the boring   [3:16] parts shaved away—even the art that is meant  to be quote unquote bad, is enjoyably bad. [3:24] They pulled off a nearly impossible feat, and  it really is something special. As a trademark   [3:30] 90s kid, it's no real surprise that this game  tapped into my nostalgia for that era, but   [3:34] that’s not really why I enjoyed it. It did more  than just remind me of the past. It elevated it. [3:45] I had this same feeling with a couple other  titles I played throughout the year. The first   [3:49] being Burggeist; it’s a game that feels like  it would have been right at home on the PS2,   [3:54] but has design philosophies that are decidedly  more modern than anything that actually would   [3:58] have come out on the PS2. To my knowledge the  developer Ghrian studios hasn’t specified what   [4:04] games influenced Burggeist, instead pointing  to things like history, animal behavior,   [4:08] numerical sequence and oddly shaped rocks,  and honestly all of that does show; however,   [4:14] it feels like it takes cues from stuff like  Shadow of the Colossus and Drakengard and even   [4:18] Brutal Legend, leading to something entirely  unique and surprisingly singular in vision. It   [4:23] finds ways to meld these ideas that seem like they  should never work together, and somehow nails it. [4:28] The other game was Angeline Era. [4:31] Through a chunky ps1/n64 aesthetic, it takes what  seems like the most simple approach to combat,   [4:38] that being bumping into enemies to attack, and  creates all sorts of interesting levels and   [4:43] encounters around it that brings far more depth  to the mechanic than it has any business having.   [4:49] The design is just so thoughtful. For instance,  the majority of levels are made up of locked   [4:53] rooms where you need to clear the encounter  to move forward. As the game is pretty tough,   [4:58] especially so if you’re on a higher difficulty,  there’s a good chance you’ll die a bunch, setting   [5:03] you back to the start of the level, and making you  do it all over. It's a runback of sorts which I   [5:08] know people have opinions on, but what works about  it here in terms of avoiding the frustration that   [5:13] can come from this type of setup is that unlocking  the door to the next room doesn’t require killing   [5:18] every single enemy—instead each encounter has  a specific clear condition, generally tied to   [5:23] taking out a much smaller fraction of the enemies.  So with every attempt you’re not just figuring out   [5:28] how to better position yourself in order to not  take damage, but also what the criteria is to   [5:33] unlock the way forward. It adds a new layer of  thought to every room, keeping these runbacks   [5:40] from becoming tedious. Not to mention, once you’ve  played enough, you’ll start to recognize sort of   [5:45] themes and patterns, making it possible to predict  what might clear the way, and when you’re able to   [5:50] do this on a first time through a level, it feels  incredible. It's an elegant approach to difficulty   [5:55] and failure as it tests both the player’s skill as  well as their knowledge. This makes it so having   [6:00] to replay some sections feels far more palatable  as there are multiple ways to improve and the   [6:05] success almost always comes from an increase  in the player as opposed to the character.   [6:11] Angeline Era is filled with playful design like  this that rewards players for noticing things. [6:17] As Giovanni Colantonio put it in his piece on  Angeline Era, “The result is a rare “retro”   [6:21] game that actually plays the way I remember old  games feeling, even though it’s nothing like them   [6:26] at all.” In my experience this felt true with  Angeline Era, Burggeist, and Hypnospace Outlaw.   [6:31] Each of them harnesses an aesthetic from the past  to set players expectations, and then deploys game   [6:37] design ideas that do not draw specifically from  a single title from those eras but instead from   [6:42] many, many titles, and many, many ideas where you  may be able to see some sources of inspiration,   [6:47] but would struggle to really say it is just like  one specific thing. It is not uncommon for indie   [6:53] games to look like retro games or even feel  like retro games, but to Colantonio’s point,   [6:58] it is rare for them to make you feel the way you  did when playing old games or when living in old   [7:04] times. It is the familiar inside of something  fresh, and it reminds me of how much I love video   [7:14] games. Not just playing them, but thinking  about them. Of seeing creative spins on old   [7:20] ideas that prove that we are really just at the  beginning of what games can be. Not to mention,   [7:24] these three games were made by relatively small  teams—and to be clear I am not saying that to   [7:29] demonize games with far bigger ones, but to point  out that there are many ways to make a game,   [7:33] and that a team with a strong creative  vision that learns to master limitations   [7:38] and iterate in unexpected ways can create  some of the most compelling art out there. [7:43] Throughout 2025, I continued the trend  I started the year before of getting   [7:47] more into multiplayer games as playing stuff  with other people, as it turns out, is fun.   [7:52] I finally got around to It Takes Two with my  Wife, which maybe will be a video some day,   [7:58] but at the very least it was just fun to watch  her adjust to the evershifting nature of that   [8:02] game. I established a game night with a couple  of my friends that I’ve known since we were kids,   [8:07] and it has been such a welcome routine in my life.  I don’t think that when we were 10 years old,   [8:12] playing melee in my parent’s basement, we  ever would have expected to still be doing   [8:16] some version of that nearly 25 years later, and  so it has been a great joy that we have. Now   [8:22] with the wide spread of games I’ve played with  them as well as with other friends, there is   [8:27] one title that really defines my multiplayer  year, and that was Elden Ring: Nightreign. [8:32] Nightreign is a weird kind of good. In a lot of  ways it feels messy, which is understandable as   [8:39] it smashes together a bunch of stuff from older  FromSoft titles and uses the fortnite storm to   [8:44] tie it all together. It’s a testament to how  fun the combat is and varied the options are   [8:49] in Elden Ring that Nightreign stays as enjoyable  for as long as it does. After my first few runs,   [8:55] I figured I’d play it until beating all the bosses  once or twice and then never picking it up again,   [8:59] however, at this point I got all of the  achievements around the 30 hour mark,   [9:04] and have put in 70 hours since then, and frankly  I feel like I have a lot of runs still left in me. [9:11] And of course, a big part of it is the  people I got to play with. There was just   [9:15] a ton of interest in it from people in my  wider circle of friends and acquaintances,   [9:21] so along with my game night group, I played with  so many different people, ranging from friends I   [9:26] play stuff with all the time to folks I’ve long  known but have never really been in a voice call   [9:30] with before to friends of friends, and I loved  it. Meeting new people and seeing my friends from   [9:36] different circles merge brought me a ton of joy.  I also loved helping people get through the game,   [9:42] and really that has been a big motivating factor  to keep playing. I still have people I wanna beat   [9:48] all the bosses with. There’s something about  seeing the game click for new players—watching   [9:53] them go from being overwhelmed by the scope and  time limit to making calls of where to go next.   [9:59] It’s been a special game to learn and teach, and  one that I am still shocked FromSoft decided to   [10:04] make. While hanging out with friends and meeting  new people doesn’t have to be tied to the pretext   [10:09] of playing a game, having something to rally  around does seem to make doing both more likely,   [10:14] and it’s been awhile since I’ve played something  that does that as effectively as Nightreign. [10:19] One thing that’s been interesting for me is given  the amount of time I put into Nightreign as well   [10:24] as other titles that roughly could be described  as roguelites, 2025 was the year where I finally   [10:29] had to admit to myself that despite always saying  I am not a huge fan of roguelites, I am actually   [10:34] a pretty huge fan of roguelites. Ravenswatch  provided a satisfying co-op experience with plenty   [10:39] of cool synergies to experiment with. Absolum  mixed roguelite structure with a beat 'em up,   [10:44] which honestly just makes too much sense, and  I am surprised I have not seen far more games   [10:48] use this combination. Blue Prince created an  ever expanding puzzlebox that I don’t know if I   [10:53] will ever be able to fully solve, but a part of  me will always want to. And Hades 2 took nearly   [10:57] every system from the first game and found a way  to elevate them, and while it does end up being   [11:03] a bit messier than its predecessor especially in  regards to its narrative, it still had my brain   [11:08] buzzing for dozens of hours. I know that the  genre has moved so, so far away from its roots,   [11:14] but in doing so, developers have found tons  of interesting ways to iterate on the core   [11:19] concepts and combine them with other established  genres, leading to wildly compelling systems that   [11:24] I have been able to connect with more than  the ones in traditional roguelites. Frankly,   [11:28] this kind of was the year of connecting to genres  I often struggle to connect to; maybe the best   [11:34] example can be seen with how much I fell in  love with the open-world of Cyberpunk 2077. [11:42] I’ll be honest, I am still a bit surprised that I  like 2077 as much as I do. I imagine a big part of   [11:49] that comes from expectations—for the longest  time, my only exposure to it was hearing how   [11:54] terrible it was. That it was broken beyond just  being buggy. Even as CDPR updated the game and   [12:00] the conversation around it began to shift, a part  of me still expected it to kinda suck. It’s just   [12:06] so rare to bring a game back from the brink like  that. Not to mention the cyberpunk setting isn’t   [12:11] one I’m all that interested in, so it was easy  to feel like it would never be a game for me.   [12:18] But then it was. Something about Night City felt  different from any video game world I had been in   [12:24] before. The density, the detail, the depth—it felt  material; it felt substantive. I’ve played a lot   [12:31] of video games, plenty of which have impressive  worlds that strive to create a sense of realism,   [12:37] but none of them have felt real to me in the  way Night City did. And it isn’t because it   [12:42] has a strict adherence to realism—plenty  of other games do far more on that front.   [12:47] It’s more that it is so overwhelming in scope,  from the size of skyscrapers to the mess of roads   [12:53] to the number of pedestrians to the limits of  the city, that it becomes easy to fall for the   [12:59] illusion it aims to set up. One of it being a real  place where you are the tiniest part of it. And   [13:06] this illusion is bolstered in some surprising  ways. For instance, nearly every building can   [13:11] be scaled and parkoured across; they are not just  things to fill the skybox. In Night City, whether   [13:23] you’re at the top or the bottom, so much of it  feels considered. Of course, there are gaps; it’s   [13:29] far from perfect, but there is a solidity to the  city that made it so I couldn’t help but buy in. [13:35] I talked about it in a video earlier this year,  but a trap I find myself falling into regularly   [13:40] is relying too much on mechanical motivation.  I have trouble engaging with parts of a title   [13:45] that don’t necessarily build to something  bigger; that don’t fold in with the other   [13:49] mechanics all that cleanly, but with 2077, I  didn’t struggle in that way at all. I didn’t   [13:56] need any convincing to be in this world. To  explore it, to engage with it, to take my   [14:02] time being in it. I didn’t fast travel a single  time, instead opting to ride my bike everywhere,   [14:07] weaving between traffic as the lights of the  city flashed by; I often called V’s friends to   [14:12] help pass the time on longer trips. I found the  city so alluring, so overwhelming, and so there   [14:24] that I couldn’t help but appreciate every minute I  spent in it. And look it does plenty of the things   [14:29] that normally pull me out of an experience—the  biggest being its story that calls for urgency,   [14:34] despite that urgency not actually mattering. But  I was fine to live with some of that dissonance.   [14:40] To even try to headcanon my way of it—if these  were Vs final days to live, my final days to live,   [14:47] I was going to live them deliberately. I  connected to the world, and that made it all   [14:53] that much easier to connect to everything within  it, to empathize deeply with characters I kind of   [14:58] assumed I would never care about. I not only fell  in love with a game that I never expected to love,   [15:04] but I also love it for reasons I never expected  to matter so much to me. I’ve always found a title   [15:09] having a real sense of place to be an important  aspect, but typically as a supporting piece,   [15:14] not the primary one, and so it was refreshing to  experience it the other way around. To forgive   [15:20] things that are often dealbreakers for me due to  the excellence of an element I tend to look past. [15:26] After finishing Cyberpunk 2077, I planned  to play some shorter games to refresh   [15:31] my palette a bit as the idea of jumping  into something else all that substantial,   [15:36] especially another RPG seemed like it’d be  exhausting, but then out of nowhere this   [15:41] game called Clair Obscur: Expedition 33 came  out, and the next month of my life was gone. [15:50] About a month before playing Clair Obscur:  Expedition 33, I turned 34. Thankfully, as   [15:56] I began the game and the gommage claimed everyone  my age, I did not dissolve into petals. Instead,   [16:02] this moment, as well as the wider concept acted  as one of the most intriguing hooks I’ve ever   [16:07] seen in a game. The initial question Clair Obscur  explores, that of how should one live their life   [16:13] in a world that is fading away is one that makes  my mind burn. As individuals we accept that one   [16:20] day there will not be a tomorrow for us, but  the silver lining in that comes from the ways   [16:25] we live on through those we love, through the  things we make, through the change we bring;   [16:30] but what if all of that is slowly ticking away as  well? For Gustave, the members of his expedition,   [16:36] as well as those of expeditions past, the answer  is to find a way to make things easier for their   [16:41] successors. To bring them a step closer  to stopping the Paintress. They fight for   [16:46] a future they can’t even really envision but  will die in the hopes that it can come to pass. [16:51] I found this energy to be irresistible.  Everytime someone said For Those Who   [16:57] Come After or Tomorrow Comes, I couldn’t help but  echo them under my breath. As it is a video game,   [17:02] I figured that one way or another this would  be the final expedition, but I still approached   [17:07] it all with the hope of bringing about  something better for the next generation. [17:12] Of course, Clair Obscur ends up  being about more than just this.   [17:15] It explores purpose and existence from many  different angles that stray far away from   [17:20] the initial conceit, and while those explorations  are interesting and effective in their own ways,   [17:25] the ideas introduced at the start are  what really made the game matter to me. [17:30] As I’ve gotten older, the way I view the future  has shifted. For so long I saw it as something I   [17:36] would inherit, and in some ways I still do. 34  feels much younger than I expected 34 to feel,   [17:42] and with any luck there is significantly more  future ahead of me than there is past behind,   [17:47] but also I now see the future as something  to steward. To keep safe for those who come   [17:53] after. I’ve felt this way for awhile, but  obviously having kids has escalated it to   [17:58] new levels. Clair Obscur is compelling on so  many different fronts, but it was this ethos,   [18:03] this dedication to making sure Tomorrow Comes  that got me to care so quickly and so fully. [18:09] Because sometimes the only way to overcome  the impossible is through years and years   [18:14] of consistent actions that add up until  it doesn’t seem so impossible any more. [18:20] Speaking of which, on September 4th,  2025 Hollow Knight: Silksong released. [18:25] Given the amount of time that has passed since  its initial announcement, I grew beyond having   [18:30] any sort of expectations for the game. I pretty  much entirely stopped thinking about what it   [18:35] might be like and instead only thought about it  through the lens of being a running bits, whether   [18:40] it was reposting my Pain of Waiting thumbnail,  or ending every one of these yearly videos   [18:44] with some variation of “here’s to hoping Silksong  actually comes out this year” and I’ll be honest,   [18:50] when I said it in the last video, I did not  expect that this would be the year. I figured it   [18:55] would largely be more Hollow Knight, and in some  ways it is although far less so than I expected,   [19:02] and it differs in surprising and welcome ways.  They didn’t just take the Knight and add more—they   [19:07] took Hornet, adapted her to make sense as a  protagonist, and built everything around that.   [19:16] And so it walks this line of both feeling like a  natural progression of Hollow Knight through its   [19:20] general approach to aesthetics and world design,  as well as feeling like its own thing. It operates   [19:25] at a completely different speed than Hollow  Knight, and while this took a bit to get used to,   [19:30] once I did, I never looked back. Regardless of  whether or not it was the game I expected or   [19:36] thought I wanted, it ended up being the one that  I needed. It not only resonated with me more than   [19:41] its predecessor, but more than almost any other  game I can think of. There certainly is a chance   [19:47] that the shine of recency will wear off and my  opinion on it will dim a bit, but right now, it is   [19:52] in that top 5 zone. I relished every opportunity I  got to get better at the movement and the combat,   [19:58] which is to say I was always relishing as the  two are so often are paired together; I basked   [20:04] in getting truly and utterly lost, refusing to use  the compass because I wanted to really know my way   [20:09] through Pharloom, and by the end I did; I found  assurance in Hornet’s strength of personality,   [20:14] her insistence on imposing her will on the  world despite how treacherous and powerful that   [20:19] world may be, and refusing to let it happen the  other way around. Really, this last part is the   [20:25] one that surprised me the most. Hollow Knight’s  narrative primarily exists just below the surface,   [20:30] but Silksong’s stands in the forefront. Hornet  has purpose, and she makes that known. Through   [20:36] her and her observations, the game explores the  effect of power, whether it be from structures   [20:41] or individuals, and I never thought I’d be so  inspired by the confidence of a little bug—I   [20:47] never thought I would need to be so inspired by  the confidence of a little bug, but here we are. [20:56] Over this past year, I’ve dabbled a bit  with doomerism. I’m not proud of it,   [21:02] but it regularly seeps into my thoughts.  Never before in my life have I seen   [21:07] more pieces of news where it was hard to  think anything other than “it’s so over.” [21:12] To be clear, I don’t really think that it  is. Or at least, I can’t really think it   [21:17] is because…I just can’t. However, we are in the  midst of an era of great consequence socially,   [21:23] economically, and technologically,  and those who are at the helm,   [21:26] those that have the most power to dictate how  the next 20 years will go, are the people I   [21:31] trust the least to act in the collective us’s  best interest proven by how they never do. [21:37] And so maybe it isn’t a surprise that the  three games I connected to most last year   [21:41] explored what it takes to survive within an  ultra-capitalistic hellscape in its latest   [21:46] stage, what we are left with when each passing  generation has less of a future than the last,   [21:51] and how the stubborn and careless use of absolute  power decays a society from the top down. [21:57] It’s sometimes good to be seen by  the things you play. I think a lot   [22:00] about games as a form of escapism, and  what always has been the case for me,   [22:05] what it always seems to come back to with  the Games That Get Me Through The Year,   [22:08] is that the ones that bring me the most relief  aren’t the ones that make me forget everything;   [22:12] they’re the ones that help me process it  all in a way that doesn’t feel as heavy.   [22:16] In a way that doesn’t feel as impossible. In  a way that doesn’t feel like it’s so over. [22:22] Because thinking that it’s over is useless.  It doesn’t help anyone. Despair is easy,   [22:28] and those who wield it as a weapon know  this. The goal is to make it all seem   [22:32] like an impossible machine for any individual  to do anything about it, but it's not about   [22:37] any individual doing everything; it’s  about many individuals doing something. [22:42] It is about community, and reminders of this are  what get me through each day, whether they come   [22:48] from watching my kids grow up, and witnessing the  ways they are loved not just by me and my wife,   [22:53] but by family and friends and teachers, all of  whom have played a part in shaping who they are   [22:58] now and who they will be one day. Or from seeing  people rally together, like those in Minneapolis   [23:03] who have engaged not just in protest and  fundraising but also in a level of dedicated local   [23:08] mutual aid unlike anything I’ve seen before in my  life, or even from playing as a bug who discovers   [23:14] that despite there being no quick and clean way to  undo the rot of corruption, the best path forward   [23:19] is and will always be helping those who need  it and be willing to accept help from them too. [23:25] There are many reasons to want to despair, and  so it has been important for me to do everything   [23:31] I can to find even more reasons to not. It  doesn’t matter where they come from—it just   [23:36] matters that they do. That instead of feeling  paralyzed by the inability to fix everything,   [23:41] I have the clarity to focus on  the ways I can do something. [23:45] I needed games in 2025 in a way that I don’t  think I have in a long time—maybe ever. And what   [23:53] surprised me is that they met the moment. Frankly,  I probably willed them to meet the moment. Playing   [24:00] them and talking about them made me feel human.  What’s more is that instead of simply distracting   [24:06] me from the pervasive sense of existential dread  that is just a part of my life now, they helped me   [24:11] refocus; they made tackling everything else feel  easier. I get the sense 2026 will be the same way. [24:19] Like, always, I do not know  what this next year will bring.   [24:22] I have my hopes and I have my fears,  but neither truly matter that much. What   [24:27] does matter is that it isn’t over. It’s  never over. So here’s to the new year,   [24:35] and remembering that Hollow Knight: Silksong  actually came out, so anything is possible. [24:43] Reflecting on my year in gaming is something I  look forward to every single year, and I also look   [24:49] forward to hearing other people’s thoughts on the  stuff they’ve played and what it means to them.   [24:53] With that in mind, I thought it’d be fun to have  a recorded conversation with two of the people I   [24:57] talk about games with the most, Iron Pineapple  and Yakkocmn, where we discuss our thoughts on   [25:03] gaming in 2025. We talked about our games of  the year, our not so obvious games of the year,   [25:08] more granular stuff like favorite mechanics and  moments from games we played last year, and even   [25:12] our hater take of the year. If you’re interested  in the conversation, you can watch it right now   [25:17] over on Nebula. I’ve talked about it before and  will again, but Nebula is a big part of why I get   [25:22] to do the things I do. It supports the work of  tons of incredible creators, many of whom are in   [25:27] the gaming space like Jacob Geller, Game Maker’s  Toolkit, Eurothug4000 among many others, and   [25:32] provides various opportunities for those  people to create great stuff. For instance,   [25:36] KingK’s series Masterful Mimicry where he  delves into the artistic and historical   [25:42] influences of various games. He’s covered Okami,  Silksong, and most recently Cuphead. In general,   [25:49] there is a ton of exclusive content over on  Nebula, and even a fair bit made by me. Along   [25:55] with the conversation I had with Pine and Yakko,  I’ve put out a dozen or so videos you can only   [26:00] watch over there, so if you’d like to check them  out, you can go to nebula.tv/razbuten or click the   [26:05] link in the description to get 50% off for the  year, coming out to 2 and a half bucks a month.   [26:09] If you really love the idea of Nebula, right  now you can get a lifetime subscription which   [26:13] is normally a one-time payment of $500 for just  $300 dollars. You even can gift monthly, yearly,   [26:19] or lifetime memberships. Nebula is a massive  pillar of support for myself and all of the   [26:26] creators on there so I appreciate you all for  listening to my yap about it for a bit. Anyway,   [26:30] go check out my conversation with Pine  and Yakko, as well as Masterful Mimicry   [26:33] and everything else the site has to offer.  Thanks to Nebula for sponsoring this video. [26:38] For all of you still here, hi. Hello.  Thanks to my patrons for making this   [26:43] possible. It makes all this easier. It makes  all this better. I appreciate you. And yeah,   [26:47] I don't know. Have a good day and  or night. I hope you're well. I   [26:50] hope your New Year is going okay.  Take care of yourself, okay? Bye.