Song of Farca Interview

<p>Song of Farca is a narrative driven detective game that was recently showcased at Fellow Traveller&&num;8217&semi;s annual indie narrative digital event&comma; <a href&equals;"https&colon;&sol;&sol;www&period;ludonarracon&period;com&sol;" target&equals;"&lowbar;blank" rel&equals;"noopener">LudaNarraCon<&sol;a>&comma; alongside over 40 released and upcoming indie games&period; It takes a lot to try and separate oneself from the sea of increasingly <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;bpm-bullets-per-minute-coming-to-consoles-this-year&sol;" target&equals;"&lowbar;blank" rel&equals;"noopener">creative<&sol;a> indie games that are coming out near daily now&comma; but Song of Farca may be able to steal the show with a cool look of blending 3d and 2d with simple mechanics that leaves players able to focus on characters and the story&period;<&sol;p>&NewLine;<p id&equals;"yui&lowbar;3&lowbar;17&lowbar;2&lowbar;1&lowbar;1619895498425&lowbar;1732" class&equals;"">Song of Farca puts players in the&comma; metaphorical&comma; shoes of Isabella Song – a hacker PI&period; Players will have to hack cameras&comma; phones&comma; and computers&comma; as well as question suspects&comma; analyze evidence and draw conclusions to solve a case&period; Not everything plays out as expected&comma; as even some of the criminals can end up becoming victims&period;<&sol;p>&NewLine;<p>I got a chance to speak with Oleg and Yuliya&comma; the producer and associate producer respectively&comma; for the futuristic case solving snooper&period;<&sol;p>&NewLine;<p><strong>BagoGames&colon; <&sol;strong>First off&comma; thank you both for taking the time from your busy schedule to speak with me&period;<&sol;p>&NewLine;<p><strong>Oleg&colon; <&sol;strong>Likewise&comma; thank you for the opportunity&excl;<&sol;p>&NewLine;<p><strong>BG&colon; <&sol;strong>I hope you both found success during LudoNarraCon&comma; there so many interesting games to see and try&period;<&sol;p>&NewLine;<p><strong>OL&colon; <&sol;strong>Definitely one of the main events for narrative games that we are looking forward to every year<br &sol;>&NewLine;hopefully LudoNarraCon won&&num;8217&semi;t ever stop&period;<&sol;p>&NewLine;<p><strong>Yuliya&colon; <&sol;strong>Yeah&comma; sure&comma; It&&num;8217&semi;s a great opportunity for narrative indie games to gain a well-deserved attention&period;<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> Do either of you have a personal favorite from the event&quest;<&sol;p>&NewLine;<p><strong>YU&colon;<&sol;strong> For me it&&num;8217&semi;s Unpacking and Cozy Grove&period; I have been playing Cozy Grove a lot recently&period; It&&num;8217&semi;s a nice bit of peace and quiet&period;<&sol;p>&NewLine;<p><strong>OL&colon;<&sol;strong> Does Song of Farca count&quest; I&&num;8217&semi;ve been enjoying Cozy Grove quite a bit lately&comma; although it&&num;8217&semi;s not like it was some sort of a hidden gem until LudoNarraCon&period; As for the upcoming games&comma; I wanted to mention Unpacking as well&comma; but since Yulia beat me to it&comma; I&&num;8217&semi;d say Mind Scanners looks interesting from the demo I&&num;8217&semi;ve played&comma; but yeah&comma; hard to pick a favorite&comma; a lot of great games this year&comma; as usual&period;<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> Unpacking was a surprise for me&comma; I really enjoyed it&comma; Song of Fraca also has my attention&comma; I’m a sucker for detective&sol;mystery games&period;<&sol;p>&NewLine;<p><strong>OL&colon;<&sol;strong> Glad you liked it&excl; I hope that the full game will pull you as well&comma; we tried to intertwine the case-by-case episodic nature of a detective procedural with the overarching story of the main character as well as the world around her&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2021&sol;05&sol;01173647&sol;Screenshot&lowbar;01&period;jpg"><img class&equals;"alignnone size-full wp-image-170122" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2021&sol;05&sol;01173647&sol;Screenshot&lowbar;01&period;jpg" alt&equals;"" width&equals;"1920" height&equals;"1080" &sol;><&sol;a><&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> So before we get too deep into our love for indie stuff&comma; please&comma; introduce yourself and tell us your role&period;<&sol;p>&NewLine;<p><strong>OL&colon;<&sol;strong> My name&&num;8217&semi;s Oleg&comma; I am producer here at <a href&equals;"https&colon;&sol;&sol;company&period;alawar&period;com&sol;en&sol;games&sol;song-of-farca&sol;" target&equals;"&lowbar;blank" rel&equals;"noopener">Alawar<&sol;a>&comma; publisher of Song of Farca<&sol;p>&NewLine;<p><strong>YU&colon;<&sol;strong> My name is Yuliya&comma; I am an associate producer of Song of Farca at Alawar&period;<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> Right off the bat&comma; why a prologue for a demo&quest;<&sol;p>&NewLine;<p><strong>YU&colon;<&sol;strong> It was an experiment for us as we&&num;8217&semi;ve never released prologues before&period; It&&num;8217&semi;s a great decision if you want to receive a feedback from the players right to the Steam page before the full game&&num;8217&semi;s release&period;<&sol;p>&NewLine;<p><strong>OL&colon;<&sol;strong> We felt that the episodic nature of the game allows us to give players a sneak peek into the game not by some arbitrary amount of time&comma; but at an exactly one detective case and since that has it&&num;8217&semi;s own story and a satisfying end&comma; it felt natural to release it is as an separate free title&comma; giving the players an ability to share their thoughts directly in Steam<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> So the prologue is just for a demo and won’t be present in the full release&quest;<&sol;p>&NewLine;<p><strong>OL&colon;<&sol;strong> It is the very first detective case which will be included in the full game &lpar;after a short tutorial case&rpar;<br &sol;>&NewLine;but since the Prologue was released 4 months before the planned full game release&comma; it allowed us to gather players feedback and implement some changes accordingly as a part of the full game&comma; it will also obviously be more polished in terms of art&comma; narration and gameplay mechanics&period; As I mentioned earlier&comma; the game is split into detective cases&comma; each of which has it&&num;8217&semi;s own story and conclusion&comma; but there&&num;8217&semi;s also an overarching story that makes the events of each case very important&period;<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> There are some cool little details in the demo&comma; such as the ankle monitor on the main character&period; Not much was said about that in the demo&comma; besides an email from a friend&comma; it looks like the game will be filled with small details that tell a bigger story&period;<&sol;p>&NewLine;<p><strong>OL&colon;<&sol;strong> Absolutely&comma; as you&&num;8217&semi;ve noticed by seeing an ankle monitor on the main character&comma; an upper part of the screen will be used to show and tell you the story as well&comma; not just dialogues&period;<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> The top screen definitely had a lot going on&comma; although I couldn’t personally stop looking at the sleeping pup&comma; although there’s nothing for the player to interact with&comma; or was that just because of this being a demo&quest; Will there be anytime when the player will need to focus on the top screen&comma; gameplay wise&quest;<&sol;p>&NewLine;<p><strong>OL&colon;<&sol;strong> It is intended to be mainly non-interactive&comma; with the lower part of the screen being the main gameplay hub&comma; and the upper part showing you the story between the cases and adding variety while you are playing&comma; with the pup doing its thing&comma; drones showing ads by projecting it on your window&comma; and the changing weather as well as day&sol;night cycle adding to the atmosphere&comma; As you correctly assessed&comma; there was not much going on in the demo simply because this varied functionality was still in development at the time of Prologue release<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> I can’t wait to see what the team has planned&period; SoF is a point and click detective game with a focus on characters&period; Players have multiple ways of getting clues and info&comma; from searching with facial recognition to even seeing a character’s heart rate&comma; every piece of information has a purpose&period; What inspired so many different mechanics&quest;<&sol;p>&NewLine;<p><strong>OL&colon;<&sol;strong> We wanted to try and experiment with the familiar point-n-click mechanics by making them feel original and fitting in this cyberpunk&sol;hacking atmosphere of the future&comma; given that &lbrack;the&rsqb; full game will take anywhere from 6 to 10 hours to complete without rushing through&comma; one of our priorities was making these mechanics varied so the player is not tired of completing the same puzzle over and over again&period; If we are talking about inspiration references&comma; there are quite a lot of games that we enjoy and love&comma; as well as movies&sol;series&sol;books<br &sol;>&NewLine;incomplete list of what we&&num;8217&semi;ve been inspired by would probably be&colon; the technological advances and the way it changes our lives in the real world&semi; Black Mirror&comma; Love Death &plus; Robots&comma; the Red Strings Club&comma; Orwell&comma; Ace Attorney&comma; Sherlock games&comma; the Girl with the Dragon Tattoo&comma; True Detective&comma; Devs&comma; Upload&&num;8230&semi;and many others&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2021&sol;05&sol;01180532&sol;Screenshot&lowbar;03&period;jpg"><img class&equals;"alignnone size-full wp-image-170125" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2021&sol;05&sol;01180532&sol;Screenshot&lowbar;03&period;jpg" alt&equals;"" width&equals;"1920" height&equals;"1080" &sol;><&sol;a><&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> I was hoping Ace Attorney was an inspiration&comma; it’s one of my favorite game series&comma; the puzzles are a huge part of the game&period; Finding drones and cameras to look around an area and find the next clue was fun&period; How do you balance narrative pacing with a game like this&comma; players can get stuck and become frustrated when questioning suspects but they’re missing a single clue&period;<&sol;p>&NewLine;<p><strong>OL&colon;<&sol;strong> It&&num;8217&semi;s definitely been a challenge&comma; as we wanted to avoid both linear clicking through the dialogues&comma; as well as the player being overwhelmed by the amount of useless clues and red herrings&comma; so we tried our best to experiment with the pace throughout the cases&period; With some of them being more narrative-heavy&comma; and others having focus on mini-games and interactive puzzles&comma; as well as trying to maintain balance between the game feeling interesting and not too overwhelming at the same time&period;<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> Is that why players can’t typically fail a mission&quest; The game allows players to mess up questions and go back to correct themselves&comma; is it actually possible to get a game over in SoF&quest;<&sol;p>&NewLine;<p><strong>OL&colon;<&sol;strong> While perhaps not feeling too real-worldy&comma; we didn&&num;8217&semi;t feel that game-over mechanic fits our gameplay mechanics and narrative&comma; instead we opted for different routes being open to players in each of the cases with different results and consequences depending on the player&&num;8217&semi;s choices throughout the game&comma; as well as different endings for the whole game&period;<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> You mentioned that the game has an episodic narrative&comma; does the game have one plot told over multiple missions&comma; or are they all standalone stories&quest;<&sol;p>&NewLine;<p><strong>OL&colon;<&sol;strong> It&&num;8217&semi;s a mix of both really&comma; you are presented with new characters with each new cases and have a conclusion within each of the cases&comma; but all the events and player&&num;8217&semi;s choices within a single case affects the whole story&period;<&sol;p>&NewLine;<p><strong>YU&colon;<&sol;strong> Yeah&comma; the main theme of the game runs through all the episodes&period; But each episode has its own set and characters&period;<&sol;p>&NewLine;<p><strong>OL&colon;<&sol;strong> So you could say that these episodes&comma; while having their own stories to tell&comma; are used as an instrument to tell the bigger story&period;<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> Does it all revolve around our house arrest&quest;<&sol;p>&NewLine;<p><strong>OL&colon;<&sol;strong> I wouldn&&num;8217&semi;t say so&comma; house arrest is one of the main narrative tools that forces us to solve cases without leaving the house&comma; but it&&num;8217&semi;s not at the center of the story&period; The main point is of a much bigger scale than one person&&num;8217&semi;s inability to leave her apartment&period;<&sol;p>&NewLine;<p><strong>YU&colon;<&sol;strong> House arrest is intended to convey the character of Izy and her ability to solve cases&comma; even without being able to be present physically at crime scenes&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2021&sol;05&sol;01180646&sol;Screenshot&lowbar;04&period;jpg"><img class&equals;"alignnone size-full wp-image-170126" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2021&sol;05&sol;01180646&sol;Screenshot&lowbar;04&period;jpg" alt&equals;"" width&equals;"1920" height&equals;"1080" &sol;><&sol;a><&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> The player has an AI &OpenCurlyQuote;helper’ they can call in the game&comma; what in the world is that thing all about&quest;<&sol;p>&NewLine;<p><strong>OL&colon;<&sol;strong> From the narrative side of things&comma; it&&num;8217&semi;s an AI sidekick that our character developed by herself<br &sol;>&NewLine;since our character is at her home&comma; the choice was to either have a Dr&period; Watson type of character running around town between crime scenes and morgues or to come up with something interesting&comma; like a powerful AI capable of tracking people down&comma; analyzing internet history in one second and being able to diagnose the method of killing by looking at the picture of a corpse&period; So it helped us with both filling this need of a sidekick but doing so in an interesting way&comma; as well as using it as a sort of deus ex machina when needed&period;<&sol;p>&NewLine;<p><strong>YU&colon;<&sol;strong> Maurice is an AI that Izy created herself&period; It can track down people and vehicles&comma; help her find clues&comma; and much more&period; It&&num;8217&semi;s learning how to make jokes and interact with humans and has its own role in the narrative of the game&period;<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> So Maurice is a character in their own unique rights&period;<&sol;p>&NewLine;<p><strong>OL&colon;<&sol;strong> Absolutely&comma; since it&&num;8217&semi;s not human&comma; it was quite a challenge to write its dialogue we experimented a lot and hope that players will love the way it evolves as a computer-person trying to understand humans and act like one&period;<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> The art style is pretty funky&comma; in a good way&comma; there are three different art styles going on&comma; the top screen is 3D&comma; with the bottom being 2D and limited animation&period;<&sol;p>&NewLine;<p><strong>OL&colon;<&sol;strong> We are in love with the work of Alberto Mielgo&comma; with the main source of inspiration being his work on &&num;8216&semi;The Witness&&num;8217&semi;&comma; an episode of Love Death &plus; Robots&period; So we tried to come up with the art inspired by his work&comma; while having our own style&comma; we were experimenting with the 2D-animation of the top screen a lot&comma; but in the end we were always coming back to 3D&comma; as it just worked better for our needs&period; I also feel that this contrast helps players differentiate two parts of the screen even more&period;<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> What kind of experiments were being tested&quest;<&sol;p>&NewLine;<p><strong>OL&colon;<&sol;strong> We were trying to go for the 2D-look at the top&comma; but since we have quite a bit of stuff going on there&comma; it just didn&&num;8217&semi;t work out the way we wanted &&num;8211&semi; it either blended with the bottom&comma; or simply failed on all levels<br &sol;>&NewLine;so we went back to 3D and are quite happy with the way it turned out&period;<&sol;p>&NewLine;<p><strong>YU&colon;<&sol;strong> This is what the game looked like as a prototype&period; As you can see we&&num;8217&semi;ve reworked all the art-style since then&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;170120" aria-describedby&equals;"caption-attachment-170120" style&equals;"width&colon; 1919px" class&equals;"wp-caption alignnone"><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2021&sol;05&sol;01154909&sol;SS2&period;jpg"><img class&equals;"wp-image-170120 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2021&sol;05&sol;01154909&sol;SS2&period;jpg" alt&equals;"" width&equals;"1919" height&equals;"1079" &sol;><&sol;a><figcaption id&equals;"caption-attachment-170120" class&equals;"wp-caption-text">Prototype art and UI<&sol;figcaption><&sol;figure>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;170121" aria-describedby&equals;"caption-attachment-170121" style&equals;"width&colon; 1920px" class&equals;"wp-caption alignnone"><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2021&sol;05&sol;01155350&sol;Screenshot&lowbar;02&period;jpg"><img class&equals;"wp-image-170121 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2021&sol;05&sol;01155350&sol;Screenshot&lowbar;02&period;jpg" alt&equals;"" width&equals;"1920" height&equals;"1080" &sol;><&sol;a><figcaption id&equals;"caption-attachment-170121" class&equals;"wp-caption-text">Current art and UI &lpar;As of April 2021&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p><strong>BG&colon;<&sol;strong> Oh my&comma; that’s a big difference between the prototype and the public demo&comma; what made the team go with 3D in the end&quest;<&sol;p>&NewLine;<p><strong>OL&colon;<&sol;strong> I&&num;8217&semi;d say it was both the ability to portray what we needed there storywise&comma; as well as the way it added contrast between the upper and bottom parts of the screen&comma; solving the issue of the player mixing up what&&num;8217&semi;s interactive and what&&num;8217&semi;s not&period;<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> So what’s the story with our pup&quest; They do nothing in the demo but it’s also the loading icon&comma; what role do they play in the story&quest;<&sol;p>&NewLine;<p><strong>OL&colon;<&sol;strong> Well&comma; it&&num;8217&semi;s just Izy&&num;8217&semi;s pet&comma; made to showcase that she has someone to care about&comma; as well as being another medium of showing technological advances of the time&period;<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> Now the biggest question&comma; can we pet the electronic doggy&quest;<&sol;p>&NewLine;<p><strong>YU&colon;<&sol;strong> Sometimes Izy will interact with the dog&comma; yes&period; But players cannot interact with the dog directly as the upper part of the flat isn&&num;8217&semi;t interactive&comma; as we&&num;8217&semi;ve mentioned earlier&period;<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> The internet may let that pass&comma; but there are going to be a lot of sad detectives now&period; What exactly does Song of Farca mean&quest;<&sol;p>&NewLine;<p><strong>YU<&sol;strong>&colon; The name of the main character is Isabella Song&comma; and Farca is the city in which the game takes place&period;<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> And here I was searching for a hidden plot secret&period;<&sol;p>&NewLine;<p><strong>OL<&sol;strong>&colon; Well I&&num;8217&semi;d argue that there is a double meaning there&comma; with the main character named Song being located in city of Farca and one of the plot points being the story of said city&period;<&sol;p>&NewLine;<p><strong>BG<&sol;strong>&colon; Intriguing&period; When can players expect to play Song of Farca&quest;<&sol;p>&NewLine;<p><strong>OL<&sol;strong>&colon; We plan to release the game in June 2021&period;<&sol;p>&NewLine;<p><strong>BG<&sol;strong>&colon; Which means there’s still time to wishlist the game&period; Before we end our talk&comma; let’s do a fun question&comma; what game inspired you to get into the industry&quest;<&sol;p>&NewLine;<p><strong>YU<&sol;strong>&colon; It may sound weird&comma; but for me it was Toonstruck by Burst studios&comma; and also Escape from Monkey Island by LucasArts&period;<&sol;p>&NewLine;<p><strong>BG<&sol;strong>&colon; Now that’s obscure&comma; I never heard of Toonstruck&comma; but I can definitely see the inspiration&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2021&sol;05&sol;01180753&sol;Screenshot&lowbar;05&period;jpg"><img class&equals;"alignnone size-full wp-image-170127" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2021&sol;05&sol;01180753&sol;Screenshot&lowbar;05&period;jpg" alt&equals;"" width&equals;"1920" height&equals;"1080" &sol;><&sol;a><&sol;p>&NewLine;<p><strong>OL<&sol;strong>&colon; Wow&comma; that&&num;8217&semi;s hard to narrow it down to just one game&period; When I was a kid&comma; it was definitely Nintendo classics &lbrack;and&rsqb; LucasArts games of the 90s &lpar;Full Throttle is probably my favorite of the bunch&rpar;&comma; but if I had to pick my favorite game of all time it would probably be Half-Life&period;<&sol;p>&NewLine;<p><strong>BG<&sol;strong>&colon; The FPS that raised the bar for shooters in gameplay and story telling&period;<&sol;p>&NewLine;<p><strong>OL<&sol;strong>&colon; Absolutely groundbreaking for its time&comma; Black Mesa &lpar;2020&rpar; managed to let me relive the feelings&comma; highly recommend this remake&period;<&sol;p>&NewLine;<p><strong>BG<&sol;strong>&colon; Last question&comma; if you could develop a remake&sol;remaster&sol;reboot to any past game&sol;franchise&comma; what would it be&quest;<&sol;p>&NewLine;<p><strong>OL<&sol;strong>&colon; I&&num;8217&semi;d love to work on Portal 3 in a parallel universe where it&&num;8217&semi;s being developed<&sol;p>&NewLine;<p><strong>BG<&sol;strong>&colon; Not Half-Life 3&quest;<&sol;p>&NewLine;<p><strong>OL<&sol;strong>&colon; Even though it was a hypothetical question let&&num;8217&semi;s be real here&period;<&sol;p>&NewLine;<p><strong>BG<&sol;strong>&colon; Haha&comma; fair&period; Thank you both for your time and I look forward to seeing more Song of Farca soon&period;<&sol;p>&NewLine;<p><strong>YU<&sol;strong>&colon; Michael&comma; thanks for your questions&comma; it was fun&excl;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p style&equals;"text-align&colon; center&semi;"><strong>Check out the teaser trailer for Song of Farca below&comma; players can <a href&equals;"https&colon;&sol;&sol;store&period;steampowered&period;com&sol;app&sol;1435670&sol;Song&lowbar;of&lowbar;Farca&sol;" target&equals;"&lowbar;blank" rel&equals;"noopener">wishlist<&sol;a> the game and download and play the prologue via steam now&period;<&sol;strong><&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p><iframe title&equals;"YouTube video player" src&equals;"https&colon;&sol;&sol;www&period;youtube&period;com&sol;embed&sol;EnRaB9XVzjY" width&equals;"560" height&equals;"315" frameborder&equals;"0" allowfullscreen&equals;"allowfullscreen"><&sol;iframe><&sol;p>&NewLine;

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