See how this game creates even more immersion with the wind. Hey guys, welcome back. Today I just want to talk talk about the wind, navigation how this gives a really great idea for video games and providing the navigation of the future. What we've seen as we've seen Assassin's Creed really try to take this off this one navigation option that really allows for growth when it comes to the navigation options originally, you had to kind of jump out of a map and then move on from there. And that was kind of a pain to do that. And when you get to when navigation, like goes into Shima, that provides such a good experience because it leaves you in the system, you're not having to leave the system at any given time. And that just provides that additional immersion that you're not able to get anywhere else, which helps. And if you're able to provide a system, where people are not having to look at a map, where people are able to travel, where they're able to get their objectives, because really, honestly, it shouldn't be complicated to get your mission goals or to get to the next part of that mission, because that just provides an experience of frustration. And what you want to do when it comes to gaming is you want to prevent any experience that is going to cause frustration on that type of level. So definitely important that you're taking that into account, if you're a developer of a video game, and the wind and the leaves blowing and seeing the trees shuffle in that direction as you travel throughout the world as a samurai just adds that additional immersion. When it comes to video games and that ability to do that. It's very helpful on a very good level of being able to travel throughout that world and see the different types of options, and the immersion process of a world. And that is so helpful. I'm so happy that they went this route. We've seen Assassin's Creed try to do it in a way where the developing story where you talk to people in the world kind of opens up and you have the map at the top. But this is the first time in recent memory where I've seen this where there's no map, and it just kind of the wind kind of just blows in that direction. That's very innovative, I haven't seen this. And I've been gaming for a long time to take you outside of the map. And it's a it's an experience for sure. If you're able to take that on and do that and add that additional system in there. very innovative have liked to see more games do this Far Cry, kind of try to do it, but they still had a map in there. Ubisoft trying to take the reins on kind of map development there between Assassin's Creed and Far Cry series. So definitely very helpful. And creating a series that really takes that extra step and level of immersion that you're not just going to see anywhere else. So very, very neat stuff, people. I would you know, this is this is what needs to happen in gaming, we need to see innovation goes into Shima was not a second franchise, it wasn't a second game of a franchise, it is a completely new IP. And that's why this game is so innovative. From that standpoint, because they had to come up with these new ideas, they had to come up with this new system. And I really think right now it's my game of the year. It's the best game I've seen so far. I know we haven't seen cyberpunk come out. So that could offshoot dab or as of right now, go Tsushima is definitely the Game of the Year for its innovative gameplay. And that map functionality that allows you to travel throughout this world. And then throughout Japan. And the thing is the win really adds on to that feeling of traveling throughout this land and ancient will not ancient Japan, it's like 1600s, but through through Japan, and with your horse in the wind at your back. And then it just adds the environment. And what they've done is they've created a system, a map system that basically adds to the environment and what you want it to be. And that is such an amazing thing..