The Games That Got Me Through 2025

The Games That Got Me Through 2025

Razbuten

0:00 2025 has been another year,

0:01 and luckily I was able to play a bunch of video games throughout it.

0:06 As it has become tradition, that means it is time for me to talk about

0:09 some of the ways they had an effect on my life.

0:11 In last year’s video, one of the main takeaways was that I didn’t

0:14 play anything that meant all that much to me.

0:16 I enjoyed a bunch of games, but I didn’t connect with any in the way I often do.

0:21 While I largely assumed that this came

0:22 from picking the wrong games and also being

0:25 in a weird headspace as I was navigating life with both a toddler and a newborn,

0:29 making it hard to process much of anything, a small part of me worried

0:32 that my relationship with games had fundamentally shifted.

0:34 That this change was a part of me getting older—that I was becoming

0:39 less capable of finding experiences I resonate with on a deep personal level.

0:44 And 2025 has proven that this was not the case.

1:02 I don’t know that there’s been a single year of my life where I have played

1:06 more titles that left a profound impact on me than I did in this past one.

1:09 Like there are multiple games that if I had I played them in 2024,

1:13 they probably would have been the primary focus of that video,

1:16 but they kind of get lost in the shuffle when

1:19 put next to the many incredible experiences I had last year.

1:22 It was one of the most enjoyable years

1:25 of playing games I've had in a long while, and I wanna talk about it.

1:29 So, I’m going to start where I always do,

1:31 with the first game I played last year, which this time was Hypnospace Outlaw.

1:43 Hypnospace Outlaw is the type of game where what would be considered the actual

1:47 game part largely is just a vehicle to get you to engage with lore.

1:52 The player takes the role as a moderator of forums

1:55 and webpages that feel straight out of the 1990s,

1:57 and this set up provides all the motivation

2:00 needed to scour every page for potential infractions.

2:03 While finding these violations requires a good bit of deduction,

2:06 making them satisfying to discover,

2:08 it is the actual contents of these pages that make

2:11 Hypnospace Outlaw a game I reflect on often and fondly.

2:14 It presents an alluring representation of the Old Internet;

2:18 an era that I know is overly romanticised,

2:21 but has an undeniable appeal all the same.

2:24 One of community, of sharing passion, of making art,

2:28 all without the algorithmic hand and financial

2:30 incentive that defines the current internet.

2:32 Every page is filled with so much personality and explores

2:36 the stories of the various characters in ways that feel shockingly authentic.

2:40 There is no shortage of media that cops the 90s aesthetic,

2:43 but a lot of the time it feels like a hollow imitation,

2:46 one that coasts on the belief that doing stuff

2:49 like reminding you of the pattern on the side

2:51 of those disposable cups will be enough to pull

2:53 you in, but here there is humanity behind everything.

2:56 There’s a sincerity to even the most unhinged pages that makes the forums feel

3:02 like the kind of digital space people would want to be a part of.

3:06 Honestly, the artistry on display is on another level;

3:08 whether it be writing, images, or music all of it weaves together to make

3:12 these webpages feel like an artifact of the past

3:15 but with all the boring parts shaved away—even the art

3:18 that is meant to be quote unquote bad, is enjoyably bad.

3:24 They pulled off a nearly impossible feat, and it really is something special.

3:28 As a trademark 90s kid,

3:30 it's no real surprise that this game tapped into my nostalgia for that era,

3:34 but that’s not really why I enjoyed it.

3:38 It did more than just remind me of the past.

3:44 It elevated it.

3:45 I had this same feeling with a couple other titles I played throughout the year.

3:49 The first being Burggeist;

3:50 it’s a game that feels like it would have been right at home on the PS2,

3:54 but has design philosophies that are decidedly more modern than

3:57 anything that actually would have come out on the PS2.

4:00 To my knowledge the developer Ghrian

4:02 studios hasn’t specified what games influenced Burggeist,

4:05 instead pointing to things like history,

4:07 animal behavior, numerical sequence and oddly shaped rocks,

4:11 and honestly all of that does show;

4:13 however, it feels like it takes cues from stuff like

4:16 Shadow of the Colossus and Drakengard and even Brutal Legend,

4:19 leading to something entirely unique and surprisingly singular in vision.

4:23 It finds ways to meld these ideas

4:25 that seem like they should never work together, and somehow nails it.

4:28 The other game was Angeline Era.

4:31 Through a chunky ps1/n64 aesthetic,

4:33 it takes what seems like the most simple approach to combat,

4:38 that being bumping into enemies to attack,

4:40 and creates all sorts of interesting levels and encounters around it that brings

4:45 far more depth to the mechanic than it has any business having.

4:49 The design is just so thoughtful.

4:51 For instance, the majority of levels are made up of locked

4:53 rooms where you need to clear the encounter to move forward.

4:56 As the game is pretty tough, especially so if you’re on a higher difficulty,

5:00 there’s a good chance you’ll die a bunch,

5:03 setting you back to the start of the level, and making you do it all over.

5:06 It's a runback of sorts which I know people have opinions on, but what

5:10 works about it here in terms of avoiding the frustration that can come

5:13 from this type of setup is that unlocking the door to the next

5:17 room doesn’t require killing every single enemy—instead

5:19 each encounter has a specific clear condition,

5:22 generally tied to taking out a much smaller fraction of the enemies.

5:26 So with every attempt you’re not just figuring out how

5:29 to better position yourself in order to not take damage,

5:31 but also what the criteria is to unlock the way forward.

5:35 It adds a new layer of thought to every room,

5:39 keeping these runbacks from becoming tedious.

5:41 Not to mention, once you’ve played enough,

5:43 you’ll start to recognize sort of themes and patterns,

5:46 making it possible to predict what might clear the way,

5:48 and when you’re able to do this on a first time through a level,

5:53 it feels incredible.

5:53 It's an elegant approach to difficulty and failure as it

5:56 tests both the player’s skill as well as their knowledge.

5:59 This makes it so having to replay some sections

6:02 feels far more palatable as there are multiple ways

6:04 to improve and the success almost always comes

6:06 from an increase in the player as opposed to the character.

6:11 Angeline Era is filled with playful design

6:14 like this that rewards players for noticing things.

6:17 As Giovanni Colantonio put it in his piece on Angeline Era,

6:20 “The result is a rare “retro” game that actually

6:22 plays the way I remember old games feeling,

6:24 even though it’s nothing like them at all.”

6:27 In my experience this felt true with Angeline Era,

6:30 Burggeist, and Hypnospace Outlaw.

6:31 Each of them harnesses an aesthetic from the past to set players expectations,

6:36 and then deploys game design ideas that do not draw specifically

6:39 from a single title from those eras but instead from many,

6:42 many titles, and many,

6:43 many ideas where you may be able to see some sources of inspiration,

6:47 but would struggle to really say it is just like one specific thing.

6:51 It is not uncommon for indie games to look

6:54 like retro games or even feel like retro games, but to Colantonio’s point,

6:58 it is rare for them to make you feel the way

7:01 you did when playing old games or when living in old times.

7:04 It is the familiar inside of something fresh,

7:09 and it reminds me of how much I love video games.

7:15 Not just playing them, but thinking about them.

7:17 Of seeing creative spins on old ideas that prove that we

7:21 are really just at the beginning of what games can be.

7:23 Not to mention, these three games were made by relatively small teams—and to be

7:27 clear I am not saying that to demonize games with far bigger ones,

7:30 but to point out that there are many ways to make a game,

7:33 and that a team with a strong creative vision that learns to master limitations

7:38 and iterate in unexpected ways can create

7:40 some of the most compelling art out there.

7:43 Throughout 2025, I continued the trend I started the year before

7:46 of getting more into multiplayer games as playing stuff with other people,

7:50 as it turns out, is fun.

7:52 I finally got around to It Takes Two with my Wife,

7:55 which maybe will be a video some day, but at the very least it was just fun

8:00 to watch her adjust to the evershifting nature of that game.

8:02 I established a game night with a couple

8:04 of my friends that I’ve known since we were kids,

8:07 and it has been such a welcome routine in my life.

8:09 I don’t think that when we were 10 years old,

8:12 playing melee in my parent’s basement, we ever would have expected to still be

8:16 doing some version of that nearly 25 years later,

8:19 and so it has been a great joy that we have.

8:22 Now with the wide spread of games I’ve

8:24 played with them as well as with other friends,

8:26 there is one title that really defines my multiplayer year,

8:30 and that was Elden Ring: Nightreign.

8:32 Nightreign is a weird kind of good.

8:35 In a lot of ways it feels messy,

8:37 which is understandable as it smashes together a bunch of stuff from older

8:41 FromSoft titles and uses the fortnite storm to tie it all together.

8:45 It’s a testament to how fun the combat is and varied the options are

8:49 in Elden Ring that Nightreign stays as enjoyable for as long as it does.

8:53 After my first few runs, I figured I’d play it until beating all the bosses

8:57 once or twice and then never picking it up again, however,

9:00 at this point I got all of the achievements around the 30 hour mark,

9:04 and have put in 70 hours since then,

9:06 and frankly I feel like I have a lot of runs still left in me.

9:11 And of course, a big part of it is the people I got to play with.

9:15 There was just a ton of interest in it

9:17 from people in my wider circle of friends and acquaintances,

9:21 so along with my game night group, I played with so many different people,

9:25 ranging from friends I play stuff with all

9:27 the time to folks I’ve long known but have

9:29 never really been in a voice call with before

9:31 to friends of friends, and I loved it.

9:34 Meeting new people and seeing my friends from different

9:37 circles merge brought me a ton of joy.

9:39 I also loved helping people get through the game,

9:42 and really that has been a big motivating factor to keep playing.

9:46 I still have people I wanna beat all the bosses with.

9:50 There’s something about seeing the game click

9:52 for new players—watching them go from being

9:54 overwhelmed by the scope and time limit to making calls of where to go next.

9:59 It’s been a special game to learn and teach,

10:01 and one that I am still shocked FromSoft decided to make.

10:05 While hanging out with friends and meeting new people doesn’t

10:07 have to be tied to the pretext of playing a game,

10:10 having something to rally around does seem to make doing both more likely,

10:14 and it’s been awhile since I’ve played

10:17 something that does that as effectively as Nightreign.

10:19 One thing that’s been interesting for me is given the amount of time I

10:22 put into Nightreign as well as other

10:24 titles that roughly could be described as roguelites,

10:27 2025 was the year where I finally had to admit to myself

10:30 that despite always saying I am not a huge fan of roguelites,

10:33 I am actually a pretty huge fan of roguelites.

10:36 Ravenswatch provided a satisfying co-op experience

10:38 with plenty of cool synergies to experiment with.

10:41 Absolum mixed roguelite structure with a beat 'em up,

10:44 which honestly just makes too much sense,

10:45 and I am surprised I have not seen far more games use this combination.

10:49 Blue Prince created an ever expanding puzzlebox that I don’t

10:52 know if I will ever be able to fully solve,

10:54 but a part of me will always want to.

10:56 And Hades 2 took nearly every system from the first

10:59 game and found a way to elevate them, and while it does end up being a bit

11:03 messier than its predecessor especially in regards to its narrative,

11:07 it still had my brain buzzing for dozens of hours.

11:10 I know that the genre has moved so, so far away from its roots, but in doing so,

11:15 developers have found tons of interesting ways to iterate

11:18 on the core concepts and combine them with other established genres,

11:21 leading to wildly compelling systems that I have been able

11:25 to connect with more than the ones in traditional roguelites.

11:28 Frankly, this kind of was the year of connecting

11:31 to genres I often struggle to connect to; maybe

11:33 the best example can be seen with how much

11:37 I fell in love with the open-world of Cyberpunk 2077.

11:42 I’ll be honest, I am still a bit surprised that I like 2077 as much as I do.

11:47 I imagine a big part of that comes from expectations—for the longest time,

11:51 my only exposure to it was hearing how terrible it was.

11:55 That it was broken beyond just being buggy.

11:57 Even as CDPR updated the game and the conversation around it began to shift,

12:02 a part of me still expected it to kinda suck.

12:05 It’s just so rare to bring a game back from the brink like that.

12:09 Not to mention the cyberpunk setting isn’t one I’m all that interested in, so

12:13 it was easy to feel like it would never be a game for me.

12:18 But then it was.

12:19 Something about Night City felt different from any

12:21 video game world I had been in before.

12:24 The density, the detail, the depth—it felt material; it felt substantive.

12:29 I’ve played a lot of video games,

12:32 plenty of which have impressive worlds that strive to create a sense of realism,

12:37 but none of them have felt real to me in the way Night City did.

12:40 And it isn’t because it has a strict adherence

12:43 to realism—plenty of other games do far more on that front.

12:47 It’s more that it is so overwhelming in scope,

12:50 from the size of skyscrapers to the mess of roads

12:53 to the number of pedestrians to the limits of the city,

12:56 that it becomes easy to fall for the illusion it aims to set up.

13:01 One of it being a real place where you are the tiniest part of it.

13:05 And this illusion is bolstered in some surprising ways.

13:09 For instance, nearly every building can be scaled and parkoured across;

13:15 they are not just things to fill the skybox.

13:21 In Night City, whether you’re at the top or the bottom,

13:26 so much of it feels considered.

13:27 Of course, there are gaps; it’s far from perfect,

13:30 but there is a solidity to the city that made it so I couldn’t help but buy in.

13:35 I talked about it in a video earlier this year, but a trap I find myself falling

13:39 into regularly is relying too much on mechanical motivation.

13:42 I have trouble engaging with parts of a title

13:45 that don’t necessarily build to something bigger;

13:47 that don’t fold in with the other mechanics all that cleanly,

13:51 but with 2077, I didn’t struggle in that way at all.

13:55 I didn’t need any convincing to be in this world.

13:58 To explore it, to engage with it, to take my time being in it.

14:03 I didn’t fast travel a single time, instead opting to ride my bike everywhere,

14:07 weaving between traffic as the lights of the city flashed by; I

14:11 often called V’s friends to help pass the time on longer trips.

14:17 I found the city so alluring, so overwhelming,

14:22 and so there that I couldn’t help but appreciate every minute I spent in it.

14:27 And look it does plenty of the things that normally pull me

14:31 out of an experience—the biggest being its story that calls for urgency,

14:34 despite that urgency not actually mattering.

14:37 But I was fine to live with some of that dissonance.

14:40 To even try to headcanon my way of it—if these were Vs final days to live,

14:46 my final days to live, I was going to live them deliberately.

14:50 I connected to the world,

14:51 and that made it all that much easier to connect to everything within it,

14:56 to empathize deeply with characters I kind of assumed I would never care about.

15:00 I not only fell in love with a game that I never expected to love,

15:04 but I also love it for reasons I never expected to matter so much to me.

15:08 I’ve always found a title having a real

15:10 sense of place to be an important aspect,

15:13 but typically as a supporting piece, not the primary one,

15:16 and so it was refreshing to experience it the other way around.

15:20 To forgive things that are often dealbreakers for me due

15:23 to the excellence of an element I tend to look past.

15:26 After finishing Cyberpunk 2077,

15:28 I planned to play some shorter games to refresh my palette

15:32 a bit as the idea of jumping into something else all that substantial,

15:36 especially another RPG seemed like it’d be exhausting,

15:39 but then out of nowhere this game called Clair Obscur:

15:43 Expedition 33 came out, and the next month of my life was gone.

15:50 About a month before playing Clair Obscur: Expedition 33, I turned 34.

15:55 Thankfully, as I began the game and the gommage claimed everyone my age,

16:00 I did not dissolve into petals.

16:02 Instead, this moment, as well as the wider concept acted as one

16:05 of the most intriguing hooks I’ve ever seen in a game.

16:09 The initial question Clair Obscur explores,

16:11 that of how should one live their life in a world

16:14 that is fading away is one that makes my mind burn.

16:18 As individuals we accept that one day there will not be a tomorrow for us,

16:23 but the silver lining in that comes

16:24 from the ways we live on through those we love,

16:27 through the things we make, through the change we bring;

16:30 but what if all of that is slowly ticking away as well?

16:33 For Gustave, the members of his expedition,

16:36 as well as those of expeditions past,

16:37 the answer is to find a way to make things easier for their successors.

16:41 To bring them a step closer to stopping the Paintress.

16:45 They fight for a future they can’t even really envision

16:48 but will die in the hopes that it can come to pass.

16:51 I found this energy to be irresistible.

16:54 Everytime someone said For Those Who Come After or Tomorrow Comes,

16:58 I couldn’t help but echo them under my breath.

17:01 As it is a video game,

17:02 I figured that one way or another this would be the final expedition,

17:06 but I still approached it all with the hope

17:09 of bringing about something better for the next generation.

17:12 Of course, Clair Obscur ends up being about more than just this.

17:15 It explores purpose and existence from many different

17:18 angles that stray far away from the initial conceit,

17:21 and while those explorations are interesting and effective in their own ways,

17:25 the ideas introduced at the start are what really made the game matter to me.

17:30 As I’ve gotten older, the way I view the future has shifted.

17:33 For so long I saw it as something I would inherit, and in some ways I still do.

17:39 34 feels much younger than I expected 34 to feel,

17:42 and with any luck there is significantly more

17:45 future ahead of me than there is past behind,

17:47 but also I now see the future as something to steward.

17:51 To keep safe for those who come after.

17:53 I’ve felt this way for awhile,

17:55 but obviously having kids has escalated it to new levels.

17:58 Clair Obscur is compelling on so many different fronts, but it was this ethos,

18:03 this dedication to making sure Tomorrow Comes that got

18:06 me to care so quickly and so fully.

18:09 Because sometimes the only way to overcome

18:11 the impossible is through years and years

18:14 of consistent actions that add up until it doesn’t seem so impossible any more.

18:20 Speaking of which, on September 4th, 2025 Hollow Knight: Silksong released.

18:25 Given the amount of time that has passed since its initial announcement,

18:29 I grew beyond having any sort of expectations for the game.

18:32 I pretty much entirely stopped thinking about what it might be like

18:36 and instead only thought about it through the lens of being a running bits,

18:39 whether it was reposting my Pain of Waiting thumbnail,

18:42 or ending every one of these yearly videos with some variation of “here’s

18:46 to hoping Silksong actually comes out this year” and I’ll be honest,

18:50 when I said it in the last video, I did not expect that this would be the year.

18:55 I figured it would largely be more Hollow Knight,

18:57 and in some ways it is although far less so than I expected,

19:02 and it differs in surprising and welcome ways.

19:04 They didn’t just take the Knight and add more—they took Hornet,

19:08 adapted her to make sense as a protagonist, and built everything around that.

19:16 And so it walks this line of both feeling like a natural

19:19 progression of Hollow Knight through its

19:20 general approach to aesthetics and world design,

19:22 as well as feeling like its own thing.

19:25 It operates at a completely different speed than Hollow Knight,

19:27 and while this took a bit to get used to, once I did, I never looked back.

19:32 Regardless of whether or not it was the game I expected or thought I wanted,

19:37 it ended up being the one that I needed.

19:39 It not only resonated with me more than its predecessor,

19:42 but more than almost any other game I can think of.

19:45 There certainly is a chance that the shine of recency will

19:48 wear off and my opinion on it will dim a bit,

19:51 but right now, it is in that top 5 zone.

19:54 I relished every opportunity I got to get better at the movement and the combat,

19:58 which is to say I was always relishing

20:01 as the two are so often are paired together;

20:03 I basked in getting truly and utterly lost,

20:05 refusing to use the compass because I

20:07 wanted to really know my way through Pharloom,

20:10 and by the end I did; I found assurance in Hornet’s strength of personality,

20:14 her insistence on imposing her will on the world

20:17 despite how treacherous and powerful that world may be,

20:20 and refusing to let it happen the other way around.

20:23 Really, this last part is the one that surprised me the most.

20:27 Hollow Knight’s narrative primarily exists just below the surface,

20:30 but Silksong’s stands in the forefront.

20:33 Hornet has purpose, and she makes that known.

20:36 Through her and her observations, the game explores the effect of power,

20:40 whether it be from structures or individuals,

20:42 and I never thought I’d be so inspired

20:45 by the confidence of a little bug—I never thought

20:48 I would need to be so inspired by the confidence

20:52 of a little bug, but here we are.

20:56 Over this past year, I’ve dabbled a bit with doomerism.

21:00 I’m not proud of it, but it regularly seeps into my thoughts.

21:04 Never before in my life have I seen more pieces of news where

21:09 it was hard to think anything other than “it’s so over.” To be clear,

21:13 I don’t really think that it is.

21:15 Or at least, I can’t really think it is because…I just can’t.

21:18 However, we are in the midst of an era of great consequence socially,

21:23 economically, and technologically, and those who are at the helm,

21:26 those that have the most power to dictate how the next 20 years will go,

21:30 are the people I trust the least to act

21:33 in the collective us’s best interest proven by how they never do.

21:37 And so maybe it isn’t a surprise that the three games I connected to most

21:41 last year explored what it takes to survive

21:43 within an ultra-capitalistic hellscape in its latest stage,

21:46 what we are left with when each passing

21:48 generation has less of a future than the last,

21:51 and how the stubborn and careless use of absolute

21:54 power decays a society from the top down.

21:57 It’s sometimes good to be seen by the things you play.

22:00 I think a lot about games as a form of escapism,

22:02 and what always has been the case for me, what it always seems to come back

22:06 to with the Games That Get Me Through The Year,

22:08 is that the ones that bring me the most

22:10 relief aren’t the ones that make me forget everything;

22:12 they’re the ones that help me process it

22:14 all in a way that doesn’t feel as heavy.

22:16 In a way that doesn’t feel as impossible.

22:19 In a way that doesn’t feel like it’s so over.

22:22 Because thinking that it’s over is useless.

22:25 It doesn’t help anyone.

22:27 Despair is easy, and those who wield it as a weapon know this.

22:30 The goal is to make it all seem like

22:33 an impossible machine for any individual to do anything about it,

22:36 but it's not about any individual doing everything;

22:39 it’s about many individuals doing something.

22:42 It is about community, and reminders of this are what get me through each day,

22:47 whether they come from watching my kids grow up,

22:49 and witnessing the ways they are loved not just by me and my wife,

22:53 but by family and friends and teachers,

22:55 all of whom have played a part in shaping who

22:57 they are now and who they will be one day.

23:00 Or from seeing people rally together, like those in Minneapolis who have engaged

23:04 not just in protest and fundraising but also

23:06 in a level of dedicated local mutual aid

23:08 unlike anything I’ve seen before in my life,

23:11 or even from playing as a bug who discovers that despite there

23:15 being no quick and clean way to undo the rot of corruption,

23:18 the best path forward is and will always be helping those who

23:22 need it and be willing to accept help from them too.

23:25 There are many reasons to want to despair,

23:27 and so it has been important for me to do

23:30 everything I can to find even more reasons to not.

23:34 It doesn’t matter where they come from—it just matters that they do.

23:37 That instead of feeling paralyzed by the inability to fix everything,

23:41 I have the clarity to focus on the ways I can do something.

23:45 I needed games in 2025 in a way that I

23:48 don’t think I have in a long time—maybe ever.

23:51 And what surprised me is that they met the moment.

23:56 Frankly, I probably willed them to meet the moment.

23:59 Playing them and talking about them made me feel human.

24:03 What’s more is that instead of simply distracting me from the pervasive

24:07 sense of existential dread that is just a part of my life now,

24:11 they helped me refocus; they made tackling everything else feel easier.

24:15 I get the sense 2026 will be the same way.

24:19 Like, always, I do not know what this next year will bring.

24:22 I have my hopes and I have my fears, but neither truly matter that much.

24:27 What does matter is that it isn’t over.

24:31 It’s never over.

24:32 So here’s to the new year, and remembering that Hollow Knight:

24:38 Silksong actually came out, so anything is possible.

24:43 Reflecting on my year in gaming is

24:45 something I look forward to every single year,

24:47 and I also look forward to hearing other people’s thoughts

24:50 on the stuff they’ve played and what it means to them.

24:53 With that in mind, I thought it’d be fun to have a recorded

24:56 conversation with two of the people I talk about games with the most,

24:59 Iron Pineapple and Yakkocmn, where we discuss our thoughts on gaming in 2025.

25:03 We talked about our games of the year, our not so obvious games of the year,

25:08 more granular stuff like favorite mechanics

25:09 and moments from games we played last year, and even our hater take of the year.

25:13 If you’re interested in the conversation,

25:15 you can watch it right now over on Nebula.

25:17 I’ve talked about it before and will again,

25:20 but Nebula is a big part of why I get to do the things I do.

25:24 It supports the work of tons of incredible creators,

25:26 many of whom are in the gaming space like Jacob Geller,

25:29 Game Maker’s Toolkit, Eurothug4000 among many others,

25:31 and provides various opportunities for those people to create great stuff.

25:36 For instance, KingK’s series Masterful Mimicry where he delves

25:39 into the artistic and historical influences of various games.

25:44 He’s covered Okami, Silksong, and most recently Cuphead.

25:48 In general, there is a ton of exclusive content over on Nebula,

25:52 and even a fair bit made by me.

25:54 Along with the conversation I had with Pine and Yakko,

25:57 I’ve put out a dozen or so videos you can only watch over there,

26:00 so if you’d like to check them out,

26:02 you can go to nebula.tv/razbuten or click the link

26:05 in the description to get 50% off for the year,

26:07 coming out to 2 and a half bucks a month.

26:09 If you really love the idea of Nebula,

26:11 right now you can get a lifetime subscription which is

26:14 normally a one-time payment of $500 for just $300 dollars.

26:17 You even can gift monthly, yearly, or lifetime memberships.

26:21 Nebula is a massive pillar of support

26:23 for myself and all of the creators on there

26:26 so I appreciate you all for listening to my yap about it for a bit.

26:29 Anyway, go check out my conversation with Pine and Yakko,

26:32 as well as Masterful Mimicry and everything else the site has to offer.

26:36 Thanks to Nebula for sponsoring this video.

26:38 For all of you still here, hi.

26:40 Hello.

26:40 Thanks to my patrons for making this possible.

26:43 It makes all this easier.

26:44 It makes all this better.

26:46 I appreciate you.

26:46 And yeah, I don't know.

26:47 Have a good day and or night.

26:49 I hope you're well.

26:49 I hope your New Year is going okay.

26:53 Take care of yourself, okay?

26:55 Bye.

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