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Everything We Learned About Gears of War: E-Day Behind Closed Doors - Unlocked Clips

Transcribed Jun 13, 2026 Watch on YouTube ↗
Beginner 3 min read For: Gears of War fans and gamers interested in upcoming Xbox titles.
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AI Summary

In this clip from IGN's Unlocked podcast, Miranda and Ryan discuss their behind-closed-doors preview of Gears of War: E-Day, covering new lore, movement mechanics, and campaign details. They also speculate on why the series is doing a prequel instead of continuing the story from Gears 5.

[0:00]
Behind Closed Doors Preview

The hosts attended a group interview with developers for an hour, learning new details about Gears of War: E-Day.

[0:51]
New Approach to Lore and Movement

Developers emphasized building the game from the ground up with an empty hard drive, resulting in new movement mechanics and a fresh approach to lore.

[1:09]
Not a Franchise Restart

When asked if E-Day is a restart like Star Wars Episode I, developers said no—they are preserving existing lore and enriching it by spending more time with Marcus and Dom.

[2:32]
Most Lore-Rich Game

Set entirely in the city of Colonna, E-Day is described as the most lore-rich Gears game ever, with detailed environmental storytelling including posters and references from comics and books.

[3:15]
Tin Foil Hat Theory on Prequel

Ryan speculates that Gears 5 didn't sell well and Microsoft pivoted to a prequel to attract PlayStation players, though developers insist E-Day is what they wanted to make.

[6:26]
Narrative Difficulty from Gears 5 Choice

Miranda notes that the choice at the end of Gears 5 (saving Del or JD) created a difficult narrative situation, which may have contributed to the decision to do a prequel.

[8:49]
Sold on E-Day

Miranda was initially disappointed about leaving Kait's story, but a scene in the bar where Dom is happily talking to Maria on the phone sold her on the prequel's unique perspective.

[11:52]
Multiplayer Beta and Movement Changes

A multiplayer beta starts August 6th. Wall bouncing has changed due to new running mechanics (no roadie run punch-in, no screen shake). Active reload bar can be moved to the top right.

[13:59]
Campaign Details

Campaign is linear but some levels have larger areas to explore. It's over 14 hours long, the most collectibles ever, and all four members of Bravo squad are playable from the start. Four-player co-op and two-player split-screen are supported.

Gears of War: E-Day promises a lore-rich, linear campaign with new movement mechanics and a return to the beloved characters Marcus and Dom. Despite initial disappointment over the cliffhanger from Gears 5, the hosts are excited for the prequel's unique story and gameplay innovations.

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"The title accurately reflects the content: the hosts share detailed behind-closed-doors info about Gears E-Day."

Mentioned in this Video

Study Flashcards (10)

What is the setting of Gears of War: E-Day?

easy Click to reveal answer

The city of Colonna.

2:39

How long is the campaign in Gears of War: E-Day?

easy Click to reveal answer

Over 14 hours.

14:32

How many players can play co-op in Gears E-Day?

easy Click to reveal answer

Four-player co-op and two-player split-screen.

14:50

What change was made to the active reload bar in Gears E-Day?

medium Click to reveal answer

It can be moved from the center to the top right of the screen.

13:14

What is the date of the multiplayer beta for Gears E-Day?

easy Click to reveal answer

August 6th.

11:52

How did the developers describe the game's approach to lore?

medium Click to reveal answer

They said it is the most lore-rich game they've ever made, set in one city with detailed environmental storytelling.

2:32

What is Ryan's 'tin foil hat theory' about why they made a prequel?

hard Click to reveal answer

He speculates that Gears 5 didn't sell well and Microsoft wanted to reset the franchise for a multi-platform release, including PlayStation.

4:36

What narrative challenge did Gears 5's ending create?

medium Click to reveal answer

The choice to save Del or JD would have to carry over in a consequential way, making it difficult to format the next game.

6:38

What movement mechanic changed in Gears E-Day?

medium Click to reveal answer

Wall bouncing does not work the same way due to new running mechanics (no roadie run punch-in, no screen shake).

12:13

How many members of Bravo squad are playable from the start?

easy Click to reveal answer

All four members are playable from the beginning.

14:37

💡 Key Takeaways

Tin Foil Hat Theory

Ryan presents a bold, baseless theory that Gears 5's poor sales and multi-platform strategy drove the prequel decision, adding a layer of industry speculation.

3:15
💡

Dom's Happy Moment

Miranda describes a touching scene where Dom is happily talking to Maria on the phone, which sold her on the prequel's unique emotional perspective.

9:19

Active Reload Bar Customization

The ability to move the active reload bar from center to top right is a small but appreciated quality-of-life change for veteran players.

13:14

✂️ Creator Tools: Viral Hooks

AI-generated clip ideas for Shorts based on the transcript

Gears E-Day: New Movement & Wall Bouncing Changes

45s

Reveals major gameplay changes to wall bouncing and movement, sparking debate among competitive Gears fans.

▶ Play Clip

Why Gears E-Day Is a Prequel (Tin Foil Hat Theory)

60s

Speculative theory about Gears 5's cliffhanger and potential multi-platform pivot, fueling fan discussion.

▶ Play Clip

Emotional Moment: Dom & Marcus in the Bar

60s

Heartwarming scene of Dom and Marcus before E-Day, highlighting the emotional depth of the prequel.

▶ Play Clip

Gears E-Day: 14+ Hour Campaign & 4-Player Co-op

60s

Confirms campaign length, 4-player co-op, and split-screen, exciting fans about the game's scope.

▶ Play Clip

[00:00] Uh, we got to see some of this stuff

[00:02] behind closed doors. Let's start with

[00:04] Gears, that's where I was That's where I

[00:05] left off here before my my crazy

[00:07] tangent. Miranda, you and I got to see

[00:09] this thing, um, sort of. We didn't

[00:11] actually see any additional footage,

[00:15] but we got We basically we talked to the

[00:17] developers in group interview settings

[00:20] for an hour.

[00:21] So, what are your thoughts with that

[00:23] additional context, additional detail?

[00:25] Cuz we did learn a few extra things in

[00:27] those Q&A sessions.

[00:29] >> Yeah, so I guess this is a a little

[00:30] promo for myself. Um, I put together I

[00:35] I was in a curse. I'm like, "I didn't

[00:36] curse. I'm sorry. I'm sorry, video

[00:37] editors." It's a huge interview like

[00:40] overview, um, and I try to keep it

[00:42] really focused on things that It's

[00:44] always hard, right? Cuz like they they

[00:45] only want to show so much, and they've

[00:47] been pretty tight-lipped on a lot of,

[00:48] um, aspects of Gears. But, we learned a

[00:51] lot about how they're approaching lore,

[00:53] the new movement mechanics. Like,

[00:55] obviously they keep telling us like,

[00:56] "You know, we're built this from the

[00:57] ground up." They're They're big thing is

[00:59] they have an empty hard drive, so

[01:01] everything is brand new, completely

[01:03] custom for this game. Um, and that of

[01:06] course means that they're going to make

[01:07] a lot of changes.

[01:09] Um, and and my concern there was like,

[01:12] "Hey,

[01:14] how do I ask if this is a restart of the

[01:16] franchise without saying it like asking

[01:18] explicit if it's a restart of the

[01:19] franchise, right? Cuz like they they

[01:21] might not want to get into that, and

[01:22] especially like they they'll never They

[01:24] have declined to answer both times

[01:26] you've asked about Gears 6. Like,

[01:28] basically, "No, this is what we wanted

[01:29] to make. We're focused on this. Like, if

[01:31] we're starting with an empty hard drive,

[01:32] this is what we wanted to do." Um,

[01:35] and so Gears 6 is just like

[01:37] who who knows what's going to happen.

[01:39] However, so kind of how I went about

[01:41] asking about this without saying Gears 6

[01:44] was like, "Hey, is this like an

[01:46] Star Wars Episode 1 approach where

[01:48] something is going to fundamentally

[01:49] change in here that will change the view

[01:51] of the entire series? So, like yes, the

[01:53] the episode, uh,

[01:56] 4, 5, and 6 are still classics. We love

[01:58] those.

[01:59] They're great, but they're also

[02:00] fundamentally wrong now because of what

[02:02] they did in one, two, three. Like

[02:03] there's just like a part of It's just

[02:04] not It's not wrong. It's just different.

[02:06] Like the perspective of it is different.

[02:09] Um,

[02:10] basically they're like, "No. No. No. No.

[02:11] No. No. Like we're preserving the lore.

[02:13] Like what comes after this moment is

[02:16] still there and if anything it's

[02:17] enriched cuz you're getting more time

[02:18] with Marcus and Dom to learn more about

[02:20] them, more about like

[02:23] the approach to E-Day, of course, like

[02:25] what what this place suffered, which is,

[02:27] you know, massive losses, and then also,

[02:30] um, getting into some

[02:32] I think they said that this is like the

[02:34] most lore-rich game they think they've

[02:36] ever made because it is also just set in

[02:39] one setting, so it is just set in the

[02:41] city of Colonna and they're like, "Yeah,

[02:44] because of that we were able to get like

[02:45] really crafty in like what we included,

[02:48] whether it's posters or graphics or just

[02:50] different kinds of art from comics, from

[02:52] books, from other things that you've

[02:54] seen before

[02:55] and bring them to life in a new way,

[02:57] which I was like, "Okay, that's actually

[02:58] really sick." And like even in the

[03:00] trailer, if you look at the back of the

[03:02] bar, there there's a cool train poster

[03:04] cuz it's like he's a he's a superstar.

[03:06] He's a like just a

[03:08] superstar athlete, so it's like makes

[03:10] sense that he's there.

[03:11] Um,

[03:13] I could go on. For Ryan, do you want me

[03:14] to continue or

[03:15] >> Can [laughter] I give you my

[03:18] baseless like tin foil hat theory about

[03:21] why what why they're doing this prequel?

[03:23] Cuz

[03:24] >> Yeah.

[03:24] >> Uh, so I I'm going to preface this. I

[03:26] have This is I have zero factual basis

[03:29] in any of this. This is pure

[03:32] unadulterated like hook it to my veins

[03:34] kind of speculation, but cuz it like

[03:37] can either of you think of a time ever

[03:41] where a main line game franchise that

[03:43] has it like a an evolving game-to-game

[03:46] continuous narrative has ever stopped

[03:49] [snorts] after a cliffhanger

[03:51] and gone back and done a prequel as the

[03:53] next main line [laughter] game. Like

[03:55] that I don't think that's ever happened.

[03:57] >> I mean Halo Studios is kind of weirdly

[03:59] doing that. Not really, but also they're

[04:00] following the same path. It's [laughter]

[04:02] not It's not a main line, but they have

[04:05] three new prequel chapters technically.

[04:07] >> [laughter]

[04:07] >> So I guess I guess there's Although this

[04:10] would probably Halo would probably fold

[04:13] into this tinfoil hat theory. And so

[04:17] We Everybody knows Miranda and I love

[04:20] Gears 4 and 5. We combined reviewed it

[04:23] single-player, multiplayer. I but I know

[04:25] there's not as much love for 4 and 5

[04:27] kind of generally speaking in the

[04:28] community. My theory is again baseless

[04:33] pure speculation theory is that

[04:36] uh that 5 did not sell super well

[04:40] and the the number was trending down on

[04:43] the sales chart and they had started to

[04:45] make their internal pivot towards

[04:47] multi-platform and they went, "Okay, we

[04:50] can reset this thing. We can get

[04:52] PlayStation 5 players in here at the

[04:55] ground floor with a prequel. Everybody

[04:57] loves Dom and Marcus. This will sell way

[05:00] better and we'll we'll go back and do

[05:02] this."

[05:03] And there's and of course again, I don't

[05:06] know the sales numbers. Microsoft

[05:08] doesn't give that stuff out. The the as

[05:10] Miranda you said, they insisted in the

[05:13] behind closed doors session that well

[05:14] this is what we wanted to make which I'm

[05:16] sure is also true. I'm not saying

[05:18] they're lying. But I I have to think

[05:22] that it's it's just so odd that they

[05:24] would leave the Kate story completely

[05:27] hanging with no apparent plan to ever

[05:31] resolve it which I'm not like super mad

[05:34] about. Like I I've loved those games,

[05:37] but if they end up resolving that in a

[05:39] book or a graphic novel or something,

[05:41] okay. But I just think it's and it's

[05:44] this is like a little maybe crumb of

[05:47] anecdotal evidence by the fact that like

[05:50] there was some leak of of was it a store

[05:53] page or something that had the

[05:54] PlayStation logo

[05:56] attached to to Gears of War E-Day and so

[05:59] that the scuttlebutt is that this pivot

[06:01] to Gears E-Day being a a total console

[06:04] exclusive was a last-minute thing. So,

[06:06] anyway that's

[06:08] it I guess it doesn't matter, right? It

[06:10] is it is what it is, but um that's my

[06:13] sort of tin foil hat conspiracy theory

[06:15] on maybe why they just completely bailed

[06:19] on on Kate's story and the Gears 5

[06:22] cliffhanger and are coming back to uh to

[06:25] a prequel.

[06:26] >> I think also part of it is that they

[06:28] narratively wrote themselves into a very

[06:31] difficult spot for how they will format

[06:34] the next game. So,

[06:38] like if

[06:39] your choice has to carry over in some

[06:40] way and it's very consequential.

[06:43] And so, but it's going to change the

[06:45] game for like depending on what you did

[06:47] for everybody. And like

[06:49] >> Who did you save, Miranda? Remind me.

[06:51] >> I saved Del. I let I let JD go because I

[06:55] I really wanted

[06:57] I don't know. I wanted to see the drama

[06:59] with Marcus. Like I'm so sorry.

[07:01] >> his poor heart.

[07:02] >> you, but I want to hurt you more.

[07:05] >> [laughter]

[07:05] >> This is an abusive relationship.

[07:08] Um

[07:10] yeah, I But but that's like huge, right?

[07:13] Like whatever they would do next, but I

[07:16] that was my other main theory is that

[07:18] they just didn't They were like

[07:20] let's just hold off on this and figure

[07:22] it out later kind of thing. Future

[07:23] problem. But they've also been like the

[07:25] Coalition's been pretty clear and the

[07:27] various people I've talked to who have

[07:29] been there and some of them have moved

[07:31] on at this point, but

[07:32] every time I talk to them, they're

[07:34] pretty adamant about like wanting to

[07:35] like explore different stories within

[07:37] the franchise. I mean, we saw that that

[07:39] like their detour with like Hivebusters,

[07:40] right? We also had Gears

[07:42] Yeah, they do such a great job like

[07:45] exploring these other parts of the

[07:47] series that even though this is that

[07:50] detour, I don't I think to your point, I

[07:53] don't feel too too sad. I think at this

[07:55] point because they they've really sold

[07:57] me on E-Day as a story.

[07:59] Um

[08:00] >> I can't help but do the

[08:02] the gamer thing of like looking too far

[08:05] ahead instead of enjoying what's right

[08:07] in front of me.

[08:08] >> Yeah.

[08:08] >> But I can't help but wonder, but where

[08:10] do they go after E-Day? Like

[08:13] I I don't know. Cuz Gears of War 1 like

[08:17] how isn't it like was it 14 years or

[08:19] something, Miranda? It's some

[08:21] >> Yeah, there's there's a quite a bit of

[08:23] time between now and Gears 1. And

[08:26] there's like Judgment in there kind of

[08:28] like or Judgment's part like

[08:30] weirdly in there somewhere. But um

[08:33] I think

[08:35] or I hope at least

[08:37] that they don't just sit in this period

[08:40] in between E-Day and 1.

[08:42] But again, like we'll see, right? Like

[08:44] it it just really

[08:46] it's really hard to say where they'll

[08:47] go, but I think

[08:49] I kind of need to get back on like why I

[08:51] was sold on this cuz when this was

[08:52] announced, I think it was pretty like

[08:53] obvious. I was like rather bummed cuz I

[08:55] love Kate's story. I love Kate so much

[08:57] and I think that uh her relationship

[08:59] with Marcus is really interesting and

[09:01] they have something cool going there. Um

[09:04] but the the moment that sold me like I

[09:07] was locked in during the direct like Uh

[09:11] they're trying to like set up our

[09:12] headphones and I was like, "Don't don't

[09:13] talk to me."

[09:14] >> [laughter]

[09:14] >> Like I don't want to talk to you right

[09:16] now. Leave me alone.

[09:17] Um I felt so bad, but there's this

[09:19] moment in the bar like kind of early on

[09:22] where Dom and Marcus are

[09:26] just just in the bar and Dom is on the

[09:29] phone and he's obviously talking to

[09:31] Maria and he's like, "Love you, baby."

[09:33] And he's just so happy and I'm like,

[09:35] "Okay, this is the reason. This is

[09:38] This is such a like a good reason to

[09:40] have E-Day cuz obviously this is within

[09:43] like the first part of the game, but it

[09:47] is not the beginning of the game. Like

[09:48] you can tell that we're going to get

[09:49] some moments with them when they have

[09:52] like This is what kind of what I wrote

[09:53] at the interview of like, we have

[09:55] relative peace. Like we've never really

[09:56] seen that in old Sarah. Like we've seen

[09:58] Marcus being really sad and grumpy and

[10:01] in peace

[10:03] quote-unquote as an [laughter] old man

[10:05] and it's really sad and he's really

[10:07] bitter. Yeah, it's tomatoes.

[10:10] Thank you.

[10:11] Um

[10:12] But so like this is such a unique spot

[10:14] and of course they're like grieving

[10:16] Dom's brother, but even still like

[10:18] they're not

[10:19] stressed about

[10:21] the entirety of humanity's future and

[10:23] how it's collapsed and other things.

[10:24] Like it's going to be just such a unique

[10:26] perspective to see these two and and

[10:28] that's made me really excited basically.

[10:31] >> Well, yeah, I'm I'm with you. Like I'm

[10:33] I'm all in on this, too. I mean, I'm I'm

[10:35] super excited about Again, would I have

[10:38] loved to have seen the as you noted the

[10:40] choice that the coalition would have had

[10:42] to make about how to resolve the the the

[10:46] choice in Gears 5. That that would have

[10:48] been quite an interesting thing, but but

[10:50] yeah, I mean,

[10:52] I'm thrilled to have Dom back. I'm

[10:54] thrilled to be exploring E-Day.

[10:57] Um I I can't wait for this. And so and

[11:00] it and you know, it's I'll I'll be

[11:02] completely honest and I mean, I said

[11:04] this to you guys in the room just

[11:05] privately but

[11:07] it in the initial showcase,

[11:10] I was like, this doesn't look as amazing

[11:14] visually as I

[11:16] expect from Gears, but then when we got

[11:19] the behind closed doors thing and they

[11:21] kind of showed some more scenes and

[11:23] stuff. I it started to it started to

[11:25] click for me and I'm I'm

[11:27] I'm kind of curious where it's going to

[11:29] ultimately land. Like cuz this series

[11:30] has always visually set the bar. I mean

[11:32] it's always been like the Unreal Engine

[11:35] game. I mean it it was the original of

[11:37] course was 100% that. It was it probably

[11:40] sold a lot of Unreal Engine licenses

[11:42] when the first one came out. But um

[11:45] yeah, I mean October 6th can't come soon

[11:48] enough. And for anyone that hasn't

[11:49] heard, there is going to be a a beta

[11:52] weekend for starting August 6th. So

[11:55] that's coming up.

[11:57] >> I'm so excited.

[11:57] >> you want to give that there's a couple

[11:59] of we got a couple of quick little like

[12:01] we didn't see multiplayer, but they gave

[12:02] us a like top level bit of multiplayer

[12:05] information.

[12:06] >> Yeah, so one big thing that I wanted to

[12:08] highlight for folks in the competitive

[12:10] scene who get like really deep in um

[12:13] wall bouncing's changed. So obviously

[12:14] the way they do running has changed

[12:16] pretty significantly. Like it's not the

[12:17] classic roadie run in the way that we

[12:19] know it. Like they don't punch in, their

[12:21] screen doesn't shake, they pull out. Um

[12:23] I guess also that's changed with sliding

[12:25] and how cover works. So uh they said

[12:28] that wall bouncing does not work the

[12:30] same way. You can still cancel on

[12:32] specific ways that work, but it's just

[12:35] not going to be like exactly as it was

[12:37] before. Um

[12:39] they also we didn't talk too too much

[12:43] about multiplayer. It's more like

[12:44] movement cuz they were like, well, at

[12:46] least in my sessions like weird type of

[12:47] sessions to be clear. Um

[12:49] they're like, we're going to

[12:51] learn more multiplayer later. But that

[12:54] that was kind of part of it. And of

[12:55] course the four player thing just being

[12:57] central to all facets of this. So you're

[13:00] going to play four player multiplayer,

[13:01] four player in horde even though it's 12

[13:04] people. So you'll be in a squad of four.

[13:06] So like things like that is going to be

[13:08] there.

[13:09] Um I guess some other like mechanical

[13:12] stuff the

[13:14] active reload bar that pops up that you

[13:17] see in the

[13:18] in the demo and I guess in the trailers

[13:20] and stuff in the gameplay, you can move

[13:22] that back up to the top right. Like you

[13:24] don't have to keep it in the middle.

[13:26] Yeah, I was like at first I was just

[13:28] like wait, what is happening? Why is

[13:30] this just right in front of me? Like I

[13:32] think that is a great as I said like

[13:34] onboarding for new people or if you're

[13:36] trying to learn some of the active

[13:37] reloads, I think that is helpful. But

[13:39] for like folks like you and I, Ryan,

[13:42] like we

[13:43] move it up, please. Move it up. Like

[13:45] [laughter] I don't I don't need that

[13:46] here.

[13:47] Um, and then some other like quick

[13:49] nuggets on the silly about multiplayer

[13:51] that I just wanted to highlight before

[13:52] we have to move on.

[13:53] I could talk about Gears all day. We did

[13:55] this whole podcast [laughter] about

[13:56] Gears.

[13:56] Um, but I will spare you guys. Um,

[13:59] they said that the campaign is still

[14:01] linear, but that some levels feature a

[14:03] larger areas to explore. Like this is

[14:04] not an open world sandbox, which you

[14:06] know, makes sense for Gears. But that,

[14:09] you know, as they showed that there

[14:10] going to be other things to do in some

[14:12] of the larger levels. So for instance,

[14:15] like there are people they they showed

[14:16] where there's like a survivor out there

[14:18] that you need to go help or you can

[14:20] help. Um, obviously there'll be

[14:21] collectibles. They said this is the most

[14:23] collectibles they've had in the game. Of

[14:25] course we're going to have cog tags.

[14:27] They said that this is longer, quote

[14:29] unquote, longer than any campaign

[14:31] they've built

[14:32] um, at over 14 hours. So

[14:35] we got some like meat there. And that

[14:37] also all four members of Bravo squad are

[14:40] playable right from the beginning and

[14:41] that you don't have to play as Marcus.

[14:42] So if like if you just want to play Dom

[14:44] as as Dom the whole game, you can.

[14:46] >> Oh, I'll just add um, for cuz it's

[14:50] people may be wondering four player

[14:52] co-op, two player split screen. Yes. So

[14:55] that that's I know that's a lot of

[14:57] people are always curious if it's if

[14:59] it's all four on one console. Not not

[15:02] for this one. Two, you can go two and

[15:04] two if you want or two and one and one I

[15:06] guess, but um, yeah, that was that was

[15:09] the only other nugget. So

[15:12] yeah [snorts]

[15:13] uh, so that means in less than two

[15:15] months we'll be playing multiplayer and

[15:17] then what? What are we like four months

[15:19] away from the game? So

[15:21] um, from the whole thing. Yay.

[15:24] >> Yay.

[15:25] >> Michael

[15:26] >> yeah.

[15:26] >> Let's talk about Fable.

[15:28] >> All right.

[15:28] >> Fable time. Well, actually well, quickly

[15:31] I want to say I am this is the most

[15:33] excited about him I've been about Gears

[15:35] and talking to Miranda at the Xbox

[15:38] event. I have so much respect for

[15:40] Miranda's love for Gears.

[15:42] She was dropping mad lore on me and you

[15:44] basically looked at me he's like,

[15:45] "People say that Gears doesn't have

[15:47] story and they're wrong." And I was

[15:49] like,

[15:50] "That's you know what, Miranda? You have

[15:52] convinced me." But, I am looking forward

[15:54] to E day and I'm also looking forward to

[15:56] Fable.

[15:57] >> Thanks for checking out this clip from

[15:59] Unlocked, IGN's weekly Xbox show. If you

[16:01] enjoyed it, don't forget to watch the

[16:03] full episode at youtube.com/igngames.

[16:07] New episodes of Unlocked drop every

[16:09] Thursday on IGN Games, ign.com and your

[16:13] favorite podcast platforms. Thanks for

[16:15] watching and we'll see you next time.

[16:17] >> [music]

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