The things that are important about Halo, and there’s certainly, uh, always, uh, voices in the community who would disagree with this, it isn’t this exact detail or exact design. It’s, it’s, it is this vision of humanity in the future. It is this story of, of, um, of Master Chief or any number of different heroes in the universe and what it means to be a hero. And it’s, it’s sort of these more, uh, to me, sort of more, eh, basic stories that we can elaborate on in different ways. And there’s so much room for improvement in anything anywhere, right? N-, no one has ever created anything of worth and said, “Okay, it’s perfect. We’re done. We don’t need to do anything else with it.” And, you know, in a world where audiences are changing and, uh, you can always, uh, you know, technology’s changing and the things you can do and how you do them, uh, are advancing, um, there’s always huge opportunity to not just make something better, um, by being higher fidelity or more detailed, but to make it better because maybe in some way how this character is designed some changes in it help tell some different story about that character or that, that, eh, that race. Um, like those are all opportunities that I think we always have. And I think that for a lot of people creatively who came onto the team was, was kind of the attraction, which is -- You know, we do have a huge commitment to, to storytelling with Halo. And, and one of the things we really wanted to do and, and continue to grow is how we told story and character design and the visual design and the audio design and all of these pieces. Um, we have a little more power to do that. Um, and, uh, you know, I think we just started to scratch the surface on where we wanted to go with Halo IV in that respect. And so, there’s, there’s sort of a, a big runway still left there.