WEBVTT 00:00:11.570 --> 00:00:14.120 A beta of Hollow Knight just showed up online recently. 00:00:14.120 --> 00:00:17.010 Now I’m sure you’re wondering how this happened. 00:00:17.010 --> 00:00:19.800 Does somebody’s uncle work at Team Cherry? 00:00:19.800 --> 00:00:22.000 Did a hacker break into their servers? 00:00:22.000 --> 00:00:27.599 Well no, one of Team Cherry’s playtesters, a prolific and mysterious figure simply known 00:00:27.599 --> 00:00:32.599 as Graig, posted the beta on a few discord servers, with Team Cherry’s permission. 00:00:32.599 --> 00:00:37.210 So Team Cherry just decided to let anyone access this beta, which honestly is pretty 00:00:37.210 --> 00:00:38.489 cool. 00:00:38.489 --> 00:00:42.300 This beta in particular was provided to Kickstarter backers in 2015. 00:00:42.300 --> 00:00:47.100 And it was also available in a Humble Bundle sale that took place a few weeks before the 00:00:47.100 --> 00:00:51.289 game officially launched, basically acting as a sort of demo. 00:00:51.289 --> 00:00:53.640 So this isn’t the biggest discovery in the world. 00:00:53.640 --> 00:00:56.550 No, there aren’t any unused bosses here. 00:00:56.550 --> 00:00:59.609 And no, your long lost father isn’t here either. 00:00:59.609 --> 00:01:03.800 But I think it would be fun to run through the beta and discuss what it’s like to play, 00:01:03.800 --> 00:01:07.490 and what little differences there are between this and the final game. 00:01:07.490 --> 00:01:11.710 The beta doesn’t have the Hallownest poem or the cutscene in the Black Egg. 00:01:11.710 --> 00:01:16.180 Instead we just get this simple introduction cutscene of the Knight arriving in Hallownest. 00:01:16.180 --> 00:01:20.100 This cutscene has always stood out to me due to how the Knight’s eyes are stylized. 00:01:20.100 --> 00:01:24.720 It would make sense that this cutscene was created very early in the game’s development. 00:01:24.720 --> 00:01:28.990 You can see how Ari Gibson’s art style for Hollow Knight has slightly changed over the 00:01:28.990 --> 00:01:30.280 years. 00:01:30.280 --> 00:01:34.509 The first major difference you can see in the beta is that the Knight has four masks 00:01:34.509 --> 00:01:36.060 instead of five. 00:01:36.060 --> 00:01:39.900 Considering how difficult Hollow Knight can be for new players, adding more health was 00:01:39.900 --> 00:01:42.050 probably a good idea. 00:01:42.050 --> 00:01:45.950 We can see from some of the earliest footage that there were originally got to be three 00:01:45.950 --> 00:01:48.909 masks, which would have just been ridiculous. 00:01:48.909 --> 00:01:53.060 Another notable difference is that the Knight’s nail is much shorter, which makes it pretty 00:01:53.060 --> 00:01:59.090 difficult to fight enemies, but at the same time, the swing speed seems a bit faster. 00:01:59.090 --> 00:02:03.630 I can’t put my finger on it, but I think the controls at this point lack a tolerance 00:02:03.630 --> 00:02:08.619 or grace period, which can make timing your nail swings a bit awkward. 00:02:08.619 --> 00:02:12.070 Also it takes way more hits to get enough soul to focus in the beta. 00:02:12.070 --> 00:02:13.700 But don’t worry. 00:02:13.700 --> 00:02:18.150 Team Cherry gave the Knight another ability to help make up for the extra difficulty. 00:02:18.150 --> 00:02:21.190 From the start of the game, the Knight has a back dash ability. 00:02:21.190 --> 00:02:24.100 I wouldn’t call it the most elegant move. 00:02:24.100 --> 00:02:28.420 It’s kind of awkward to use and I never felt like using it while playing. 00:02:28.420 --> 00:02:32.140 Even against False Knight it really didn’t feel very reliable. 00:02:32.140 --> 00:02:37.070 If you dash twice in succession, you can see that the knight does this weird spin maneuver 00:02:37.070 --> 00:02:39.770 like it’s a fucking anime character. 00:02:39.770 --> 00:02:44.010 At first I thought this was just a pointless visual effect, but if you back dash three 00:02:44.010 --> 00:02:48.290 times in a row successfully, the third dash actually goes back a bit further than the 00:02:48.290 --> 00:02:49.580 other two. 00:02:49.580 --> 00:02:53.949 I guess this could be useful for speedrunning, sort of like what they do in Symphony of the 00:02:53.949 --> 00:02:58.530 Night, but the timing is really tricky so honestly it’s just better to walk like a 00:02:58.530 --> 00:02:59.910 fucking normie. 00:02:59.910 --> 00:03:04.030 King’s Pass is pretty much identical to what it is in the final game right down to 00:03:04.030 --> 00:03:06.870 the dialogue on the lore tablets. 00:03:06.870 --> 00:03:12.260 There is a spike pit in the first hallway, as opposed to just being a weird, empty pit. 00:03:12.260 --> 00:03:15.250 Also the Fury of the Fallen charm is not there. 00:03:15.250 --> 00:03:17.200 Instead it’s just a chest full of Geo. 00:03:17.200 --> 00:03:22.720 In fact, there are no charms at all in this build, or any sort of inventory menu either. 00:03:22.720 --> 00:03:26.780 There is a map for the Forgotten Crossroads however, except it’s just a static image 00:03:26.780 --> 00:03:29.209 with no interactable elements. 00:03:29.209 --> 00:03:33.150 There’s just some cool attention to detail that I really like here. 00:03:33.150 --> 00:03:37.690 However, the functionally of the map in the final game probably wouldn’t have been possible 00:03:37.690 --> 00:03:41.090 if Team Cherry made the other maps like this one. 00:03:41.090 --> 00:03:44.220 Dirtmouth is pretty similar to what we see in the final game as well. 00:03:44.220 --> 00:03:46.750 Jiji’s cave is gone though. 00:03:46.750 --> 00:03:50.229 And there is a different sign in front of Cornifer’s shop. 00:03:50.229 --> 00:03:53.660 The biggest change here is related to Elderbug’s dialogue. 00:03:53.660 --> 00:03:58.350 Out of all the character dialogue in the beta, Elderbug’s is probably the most varied. 00:03:58.350 --> 00:04:04.350 A lot of it is slight rewordings of different things, like he says “heh heh” sometimes 00:04:04.350 --> 00:04:06.100 which is just kinda odd. 00:04:06.100 --> 00:04:10.190 But Elderbug also has additional dialogue in the beta that doesn’t appear in the final 00:04:10.190 --> 00:04:11.380 game. 00:04:11.380 --> 00:04:15.840 He mentions that Dirtmouth was actually founded as a result of more and more bugs wanting 00:04:15.840 --> 00:04:19.150 to sneak back into Hallownest after it was sealed up. 00:04:19.150 --> 00:04:21.630 Now this doesn’t make any goddamn sense. 00:04:21.630 --> 00:04:26.910 Why would there be a stag station if the town was built after the kingdom was sealed up. 00:04:26.910 --> 00:04:29.230 Even the Last Stag talks about this. 00:04:29.230 --> 00:04:32.630 I guess Elderbug is getting senile in his old age. 00:04:32.630 --> 00:04:36.840 Elderbug also has some additional dialogue about a girl who left Dirtmouth to explore 00:04:36.840 --> 00:04:37.840 Hallownest. 00:04:37.840 --> 00:04:42.670 Apparently she had lost both her mother and her brother to the ruins, so Elderbug asked 00:04:42.670 --> 00:04:44.810 her why she was going. 00:04:44.810 --> 00:04:49.440 She mentioned that she was dreaming of a stone egg, and that she could hear a familiar voice 00:04:49.440 --> 00:04:51.360 singing inside of it. 00:04:51.360 --> 00:04:55.200 This is obviously referring to the Black Egg where the Radiance was imprisoned. 00:04:55.200 --> 00:04:57.180 But what’s the deal with the singing? 00:04:57.180 --> 00:05:01.270 In the Quirrel comic, he sort of dreams about the Black Egg, but it’s more about the Hollow 00:05:01.270 --> 00:05:02.270 Knight specifically. 00:05:02.270 --> 00:05:04.310 And there’s no singing. 00:05:04.310 --> 00:05:07.480 In the final game, singing is mentioned a lot in the Crystal Peak. 00:05:07.480 --> 00:05:11.870 And you could maybe argue that the Radiance has some kind of influence there. 00:05:11.870 --> 00:05:17.380 A prime example would be how Myla mentions the crystals singing and then she gets infected. 00:05:17.380 --> 00:05:21.650 But the Radiance’s infection is more about dreams and light than about singing. 00:05:21.650 --> 00:05:24.660 So I’m not surprised this dialogue wasn’t in the final game. 00:05:24.660 --> 00:05:28.470 In fact, this dialogue doesn’t even trigger in the beta. 00:05:28.470 --> 00:05:31.900 It appears in the game files of the beta, but I can’t get it to show up in the beta 00:05:31.900 --> 00:05:33.310 itself. 00:05:33.310 --> 00:05:35.620 But that’s enough Elder Bug discussion for one lifetime. 00:05:35.620 --> 00:05:39.140 Let’s dive down into the Forgotten Crossroads. 00:05:39.140 --> 00:05:41.920 There are a few differences here at the Black Egg Temple. 00:05:41.920 --> 00:05:44.800 Notably, all three Dreamer masks are identical. 00:05:44.800 --> 00:05:48.480 Does this mean there are three Monomon’s trapped in there? 00:05:48.480 --> 00:05:49.710 Well no. 00:05:49.710 --> 00:05:53.010 This is because the Dreamers were originally designed to look identical. 00:05:53.010 --> 00:05:57.860 In fact, you can see a spot in the final game where the original mask designs are still 00:05:57.860 --> 00:05:58.860 used. 00:05:58.860 --> 00:06:03.780 Quirrel is also here, and he sports almost identical dialogue as the final game. 00:06:03.780 --> 00:06:09.400 Although he has one additional line of dialogue here that ultimately gets used in Greenpath. 00:06:09.400 --> 00:06:13.340 Heading back to the left and down, we can see that the layout of Forgotten Crossroads 00:06:13.340 --> 00:06:16.120 in the beta is pretty similar to the final game. 00:06:16.120 --> 00:06:22.060 We’ve got the Grufather, the Balder blocking the road to Greenpath, the Brooding Mawlek 00:06:22.060 --> 00:06:27.330 area: not much here is different, the biggest exception being the path to the Mawlek is 00:06:27.330 --> 00:06:29.490 slightly different. 00:06:29.490 --> 00:06:33.550 Cornifer is in the same spot, but he lacks the papers laying about everywhere, and his 00:06:33.550 --> 00:06:34.730 familiar hum. 00:06:34.730 --> 00:06:38.870 He also sounds a little less confident in the beta dialogue, and he doesn’t mention 00:06:38.870 --> 00:06:40.730 Iselda at all. 00:06:40.730 --> 00:06:43.870 Going left from here we can see what acid used to look like in the beta. 00:06:43.870 --> 00:06:47.000 I have to say it looks kind of cool. 00:06:47.000 --> 00:06:51.280 Going back right, we can see that the Vengefly King encounter with Zote was originally located 00:06:51.280 --> 00:06:52.770 in the Crossroads. 00:06:52.770 --> 00:06:56.240 That would explain why Greenpath suddenly looks like the Crossroads again when we find 00:06:56.240 --> 00:06:57.280 Zote there. 00:06:57.280 --> 00:07:00.650 Team Cherry just grabbed all the stuff in this room and moved it over there thinking 00:07:00.650 --> 00:07:02.070 no one would notice. 00:07:02.070 --> 00:07:04.910 Zote’s dialogue is pretty much the same. 00:07:04.910 --> 00:07:09.280 Still blathering on about his backstory like a fucking anime character. 00:07:09.280 --> 00:07:12.860 Going through the rest of the Crossroads is pretty much the same at this point. 00:07:12.860 --> 00:07:17.670 Gruz Mother is still there, although she has a ribcage for some reason. 00:07:17.670 --> 00:07:20.280 A similar ribcage can be found in Mato’s hut. 00:07:20.280 --> 00:07:24.170 Salubra’s hut is there but you can’t enter it. 00:07:24.170 --> 00:07:25.680 You can rescue Sly. 00:07:25.680 --> 00:07:28.930 Although he doesn’t offer you anything to purchase at his shop. 00:07:28.930 --> 00:07:33.590 Myla is the same, although there is no elevator shaft here like there is in the final game. 00:07:33.590 --> 00:07:36.700 And the crystals are a more dull grey color. 00:07:36.700 --> 00:07:39.540 There are some hoppers in the beta Crossroads. 00:07:39.540 --> 00:07:43.200 Looking at even older builds we can see that there was even a giant hopper fight in the 00:07:43.200 --> 00:07:46.340 location where you originally fight the False Knight. 00:07:46.340 --> 00:07:50.669 False Knight is here in this beta, although I think his attacks are a bit faster. 00:07:50.669 --> 00:07:54.560 The first encounter with the Snail Shaman is pretty similar, although the Ancestral 00:07:54.560 --> 00:07:57.450 Mound is called the Shrine of Souls. 00:07:57.450 --> 00:08:02.260 Also Vengeful Spirit costs half your soul meter as opposed to just a third, which is 00:08:02.260 --> 00:08:03.260 just awful. 00:08:03.260 --> 00:08:06.610 Did I mention the beta is a bit more difficult? 00:08:06.610 --> 00:08:08.030 Because it is. 00:08:08.030 --> 00:08:12.070 Speaking of which, the shade in the beta looks quite a bit different than the final game. 00:08:12.070 --> 00:08:18.410 It is just a dark blue tone of the Knight, as opposed to some kind of void creature. 00:08:18.410 --> 00:08:23.190 And when you defeat it, instead of void being absorbed back into the Knight, it’s Geo. 00:08:23.190 --> 00:08:27.780 I think it’s better that the final game removes the geo effect, since it kinda just 00:08:27.780 --> 00:08:30.830 raises questions about where this Geo is stored exactly. 00:08:30.830 --> 00:08:35.760 I mean, we all know it’s in the Knight’s ass, but it’s best not to raise attention 00:08:35.760 --> 00:08:37.329 to it, you know? 00:08:37.329 --> 00:08:38.990 You know what else is dumb? 00:08:38.990 --> 00:08:41.050 These weird husk statues. 00:08:41.050 --> 00:08:42.919 What even are these things? 00:08:42.919 --> 00:08:47.870 Ellina mentions them in the Wanderer’s Journal, but her dialogue can easily be summed up as 00:08:47.870 --> 00:08:49.420 “What the fuck am I a looking at?”. 00:08:49.420 --> 00:08:53.990 I feel like Team Cherry justed added them as decoration but in reality they don’t 00:08:53.990 --> 00:08:55.200 serve any purpose. 00:08:55.200 --> 00:08:59.570 Anyway, in the demo, we see a lot of this particular statue. 00:08:59.570 --> 00:09:04.100 I thought this guy was removed from the final game, but you can still see him in the background 00:09:04.100 --> 00:09:06.510 of a few rooms. 00:09:06.510 --> 00:09:10.460 Another tiny change Team Cherry made was to the crawlid enemy. 00:09:10.460 --> 00:09:14.490 Its spikes are less defined in this version versus the final release. 00:09:14.490 --> 00:09:19.380 We can also see that there were actually 3 designs of this bug, each one getting progressively 00:09:19.380 --> 00:09:20.840 more horny. 00:09:20.840 --> 00:09:25.140 Team Cherry mentioned in a blog post that people would try to jump on the crawlid, thinking 00:09:25.140 --> 00:09:27.670 it could be killed like a Goomba. 00:09:27.670 --> 00:09:31.830 Watching people play their game helped them realize that the enemy needed to be more spiky 00:09:31.830 --> 00:09:34.620 in order to teach players not to jump on them. 00:09:34.620 --> 00:09:39.480 With the Vengeful Spirit spell, you can make your way to Greenpath, however the game just 00:09:39.480 --> 00:09:41.750 turns you around and tells you the demo is over. 00:09:41.750 --> 00:09:45.320 But of course, that is not enough for me to be satisfied. 00:09:45.320 --> 00:09:49.190 As I’m sure you’ve guessed, dataminers have already started pulling this beta apart 00:09:49.190 --> 00:09:51.630 for additional nuggets of info. 00:09:51.630 --> 00:09:55.770 If you’ve watched my videos before, you know that I use mods to get footage of Hollow 00:09:55.770 --> 00:10:00.510 Knight that is either zoomed out or has the HUD removed or has the Knight removed. 00:10:00.510 --> 00:10:06.290 I can do this using a debug mod created by SeanPR, KDT and 56. 00:10:06.290 --> 00:10:12.580 And 56 even created a mod for this beta so we can access new areas. 00:10:12.580 --> 00:10:16.240 So I just wanted to give a huge thanks to them and everyone who has contributed to the 00:10:16.240 --> 00:10:18.149 Hollow Knight modding community. 00:10:18.149 --> 00:10:22.260 Unfortunately, there isn’t much new stuff to find this way. 00:10:22.260 --> 00:10:27.000 The beta itself doesn’t contain any rooms from Greenpath, or the Wastes or anything 00:10:27.000 --> 00:10:28.760 like that. 00:10:28.760 --> 00:10:33.700 We can see this entrance to the Fog Canyon, as well as the first room of the Crystal Peak 00:10:33.700 --> 00:10:35.230 but not much else. 00:10:35.230 --> 00:10:37.080 Also, we can find Iselda. 00:10:37.080 --> 00:10:40.230 There’s no animation for her though. 00:10:40.230 --> 00:10:44.140 She just stands there like a fucking person who stands a lot. 00:10:44.140 --> 00:10:49.200 It turns out the forward dash is also in the beta’s code, although it can’t be acquired 00:10:49.200 --> 00:10:50.590 naturally. 00:10:50.590 --> 00:10:55.100 There are some parts of the beta that require the dash and double jump, but can be completed 00:10:55.100 --> 00:10:57.110 just by fly pogoing. 00:10:57.110 --> 00:11:01.280 Utilizing this technique actually makes it possible to collect four mask shards and get 00:11:01.280 --> 00:11:02.980 the coveted fifth mask! 00:11:10.460 --> 00:11:15.020 Moving on, there is one unused music file in the game’s code. 00:11:15.020 --> 00:11:17.860 It appears to be an old track from the Forgotten Crossroads. 00:11:32.320 --> 00:11:34.899 In the beta, Larkin’s music has already been implemented. 00:11:34.899 --> 00:11:39.649 I don’t know who composed this old music for the Crossroads, but it sounds like stock 00:11:39.649 --> 00:11:41.839 music of some kind. 00:11:41.839 --> 00:11:46.540 In an even earlier build of the game that William and Ari played during the Kickstarter, 00:11:46.540 --> 00:11:48.780 you can hear some different stock music. 00:11:56.180 --> 00:11:58.860 We’ve actually been able to identify this song. 00:11:58.860 --> 00:12:02.920 It’s called Our Story Begins by Kevin MacLeod. 00:12:02.920 --> 00:12:07.980 Now if you spend a good deal of time on YouTube, you have probably heard of Kevin MacLeod. 00:12:07.980 --> 00:12:10.240 He makes royalty free music. 00:12:10.240 --> 00:12:16.140 Like if you’ve watched any DIY or vlogger video ever, you’ve probably heard him. 00:12:16.140 --> 00:12:18.920 Some of my favorite tracks by him include Scheming Weasel, 00:12:23.440 --> 00:12:24.520 Sneaky Snitch, 00:12:29.100 --> 00:12:32.900 and of course, my personal favorite, Monkeys Spinning Monkeys. 00:12:38.180 --> 00:12:44.040 I can hardly think of another person who has such a reach on this platform as Kevin MacLeod. 00:12:44.050 --> 00:12:50.620 Truly Kevin MacLeod is an unsung hero of YouTube, and as it turns out, an unsung hero of Hollow 00:12:50.620 --> 00:12:52.020 Knight. 00:12:52.020 --> 00:12:53.510 Thank you for everything Kevin. 00:12:53.510 --> 00:12:56.180 You truly are an inspiration to us all. 00:12:59.920 --> 00:13:01.600 Some of the sound effects are different. 00:13:01.600 --> 00:13:04.420 The whispering of the lore tablets in the King’s Pass are a bit different. 00:13:13.720 --> 00:13:17.400 The Knight also makes this annoying glass breaking sound when it gets hit. 00:13:21.320 --> 00:13:24.300 There are also some additional Quirrel voice lines in the game files. 00:13:31.140 --> 00:13:35.900 Sly has a completely different voice actor and it almost makes the beta unplayable. 00:13:45.540 --> 00:13:49.420 In terms of art, there are some really early drawings of the buildings found in the City 00:13:49.430 --> 00:13:50.430 of Tears. 00:13:50.430 --> 00:13:53.660 I love how randomly all these windows are placed. 00:13:53.660 --> 00:13:56.370 It’s quite the architectural statement. 00:13:56.370 --> 00:14:01.460 There also appears to be sprites for an unused sleeping animation for the Last Stag. 00:14:01.460 --> 00:14:07.920 Two users known as Mebi and Nes were able to translate these images into an actual animation. 00:14:07.920 --> 00:14:12.790 This is really cool to see, and I wonder how Team Cherry was planning on using these sprites. 00:14:12.790 --> 00:14:16.830 Maybe the stag would be asleep if you came back to the same station you left him at. 00:14:16.830 --> 00:14:21.050 It really is a shame this animation didn’t make it into the final game. 00:14:21.050 --> 00:14:26.510 Although this sprite was reused and modified to be a stag corpse in the Stag Nest. 00:14:26.510 --> 00:14:28.290 So that’s nice. 00:14:28.290 --> 00:14:32.020 The map shown when talking to the Last Stag is different as well. 00:14:32.020 --> 00:14:36.850 This random section at the bottom left corner of the map is blacked out in the beta. 00:14:36.850 --> 00:14:38.790 Kinda random but okay. 00:14:38.790 --> 00:14:43.210 If we look at the ingame files, we can actually see all the different parts of the map are 00:14:43.210 --> 00:14:45.290 already in the game. 00:14:45.290 --> 00:14:50.019 A big thanks to Mola for stitching these together so we can see the full map, as well as creating 00:14:50.019 --> 00:14:53.959 a color coated version to make out each section of the map more clearly. 00:14:53.959 --> 00:14:59.090 I never noticed before that some of the symbols on the map actually sort of resemble the areas 00:14:59.090 --> 00:15:00.540 themselves. 00:15:00.540 --> 00:15:04.370 Like Greenpath has with these pillars, that sort of look like these things. 00:15:04.370 --> 00:15:09.480 The City of Tears also has these tall buildings on display, and what might be the Hollow Knight 00:15:09.480 --> 00:15:10.480 fountain. 00:15:10.480 --> 00:15:13.300 The Fungal Wastes also have mushrooms depicted on the map. 00:15:13.300 --> 00:15:16.300 We can see that the final map is a bit wider. 00:15:16.300 --> 00:15:19.540 Also the Stag Nest and City Storeroom stations were added. 00:15:19.540 --> 00:15:24.160 While the Forest of Bones was replaced with Deepnest, it still keeps the same symbols. 00:15:24.160 --> 00:15:29.320 And the Palace Grounds station was changed to be less descript in the final version, 00:15:29.320 --> 00:15:32.410 whereas the beta version clearly invokes the Pale King. 00:15:32.410 --> 00:15:37.370 Perhaps because Team Cherry wanted the hidden station to be more secretive. 00:15:37.370 --> 00:15:40.410 And that’s pretty much everything unique about this demo. 00:15:40.410 --> 00:15:44.870 There might be a few other details we could discuss, but frankly I think I’ve covered 00:15:44.870 --> 00:15:46.959 most everything remotely interesting. 00:15:46.959 --> 00:15:51.700 Honestly, I’m just happy that Team Cherry was willing to release this demo to the public. 00:15:51.700 --> 00:15:56.149 It’s great to be able to preserve this chunk of Hollow Knight history. 00:15:56.149 --> 00:15:59.970 Now if only we could convince them to release the builds they made before they switched 00:15:59.970 --> 00:16:01.510 to Unity. 00:16:01.510 --> 00:16:05.740 You know the builds with the snail village and the giant spiders and the swimming. 00:16:05.740 --> 00:16:10.959 But that’s probably never going to happen. 00:16:10.959 --> 00:16:13.829 For now, I should just set my hopes way lower. 00:16:13.829 --> 00:16:18.529 Like maybe hoping that Team Cherry will actually release a high quality version of this image. 00:16:18.529 --> 00:16:23.300 It appears to be album art for the Pale Court piece that Christopher Larkin wrote. 00:16:23.300 --> 00:16:27.860 That song was ultimately released on the Gods and Nightmares album, so I guess the album 00:16:27.860 --> 00:16:30.810 this art was made for never released. 00:16:30.810 --> 00:16:34.790 We have high quality versions of this art already, but none where the Pale King’s 00:16:34.790 --> 00:16:37.140 crown is this visible. 00:16:37.140 --> 00:16:41.269 Honestly it drives me up a wall that we don’t have this image in high quality. 00:16:41.269 --> 00:16:42.840 I can barely sleep at night. 00:16:42.840 --> 00:16:45.440 I’ve even tried recreating the image myself. 00:16:45.440 --> 00:16:48.899 I can’t put my finger on it, but it just doesn’t look right. 00:16:48.900 --> 00:16:53.320 Honestly, I think I’ll have to take a break from video production until I can figure this out