We're talking a lot about movies, so, um, in games, usually sequels are better. Usually. It's not always the rule, but you expect more from them, that's for sure. With movies, it's like - if it's part 3 or like, hmm, okay, it'll be the same thing for the third time, so probably, uh, I will not go and - and watch it. Uh, so, with, with games, there is a lot of moving elements. I mean, first of all RPGs are extremely difficult to make, so with the first one, we had to set up the tech, we actually licensed by Aurora engine, it so happened that at the end of the five years development cycle, 90% of the code was written from scratch by us. So, it was only 10% of the original Aurora, but still, we had the engine, we were fighting with cooking builds and whatnot, so the whole technical aspect was very difficult. We wrote a lot of new tools, which then enabled us to tell the story the way we wanted to - it to be told, and, so, Witcher 1, when we - when we closed it, we were first and foremost very happy that we managed to ship a game, it's also an achievement when you do it for the first time. Then it was great. But, then we're - we wanted to correct so many elements. Obviously, you know, this is - the - the common developer's question. Like, hey, how long, uh, should I work on it? Because you can work on a game endlessly and there are some cases out there like that. But, I think also the art of development is to shipping - to ship games, that's - that's - we are great supporters of that, internally especially. We're getting toward the end of - the development. So, The Witcher, Witcher 1, we learned a lot, we introduced certain mechanics and then it's like, okay, we can correct this and that, and so, we definitely wanted to - to tell the story in a more cinematic way but Aurora Engine was not allowing that to happen. It - I mean, everything is possible, we probably would have to write, um, a dozen of new tools and rewrite part of the engine, so we decided to, um, write our own technology. Uh, we wrote Red Engine, alongside, uh, mm, The Witcher 2. Uh, we also enabled it for the console. So, again, what you don’t see in the movie and in the street, this is some other, like, technical limitation, while my game will not work on a console because the - the tech is not ready for that. Uh, so we got over that with Witcher 2. But, in Witcher 2, uh, because we already had this technology and it was our technology. So, uh, it was RPG ready or actually our RPG-ready, we were able to focus on really more cinematic presentation of characters. So, you could see like if you look at Witcher 1 and Witcher 2, in Witcher 2, you see a lot more close-ups. The camera work is, it's really cool. Um, the mimics, although the mimic system was not perfect, I can admit it now, uh, but still, it - it was more cinematic in a way of, of introducing into the story. And, it's different than - than the more hardcore, just, just, uh, a more like a - third person perspective kind of approach of - of The Witcher 1. And, then it immerses you more into the story. And then we've taken all that, uh, and then The Witcher - I mean, the Red Engine was even more mature and we decided, okay, now is the time we are ready to give it a go in an open world. So, give player the freedom, use the, mm, the cinematic storytelling, improve it even more and, uh, let's make the game of our dreams. And, that, uh, that very much was The Witcher. So, it uses - it sort of applies all the learnings from the previous two parts in practice and makes it bigger and better. And, I think, you know, both the Metacritic score and - and the numerous awards we got are the best proof of the - of that, that it's not just me talking but gamers really appreciated it. So, this is the first part. The second part is, from The Witcher 1, which was like a quite hardcore, Eastern European game, which was successful in the region, Germany. And, then in US was more like, hey, have you played The Witcher? Yeah, I’m the baddest guy, I know how to play The Witcher, I even finished it. And then you know, the toughest guy on the block. Uh, to Witcher 3, we're - where playing it was just fun because we've spent a lot of time on the immersion curve or on introducing you to the - uh, to the interface. I still remember the review when, uh The Witcher 2 PC game out. It was from one of the, mm, one of the, uh, it wasn’t a mac, it was a website here in the US, and the guy wrote that the - the level of difficulty they played on normal, uh, was so high that he died 50 times in the prologue. We're like, hmm, we have to rebalance it. So, we are learning this. We are learning this and I think Witcher 3 is the best proof that, uh, that lessons, uh, have been learned and right now with the next one, we really want to do it even better. I think that's - that's what we are learning a lot from - from the Western approach, especially here in the US. Easy to play, hard to master. That's - that's the ultimate goal.