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Projekt begins an intense phase in the production of Witcher 4","\u003Cp data-path-to-node=\"1\">The long-term commercial strategy devised by the Polish board outlines an aggressive pace for upcoming years, supporting the public pledge to introduce three new titles set in the witcher universe over a span of six seasons, with the upcoming \u003Cstrong>The Witcher 4\u003C\u002Fstrong> as the starting point of this new journey. The leadership highlighted a dramatic shift in the post-launch philosophy for this future trilogy. Unlike the model followed by the acclaimed \u003Cstrong>The Witcher 3: Wild Hunt\u003C\u002Fstrong>, the current trend suggests that future productions will be limited to base games, omitting the development of traditional expansion packs after their initial server release. Subtly, it is observed how major producers employ narratives focused on the main game to disguise cost-cutting measures concerning additional story content, preferring to direct team efforts towards releasing complete sequels at full price as quickly as possible to boost seasonal sales.\u003C\u002Fp>\u003Cp data-path-to-node=\"2\">The brand's accounting wheels got a significant breather thanks to the commercial performance of its classic products. In the balance sheet for the first quarter of 2026, the holding company reported a 6% increase in overall revenue, totaling 191 million zlotys, equivalent to 52.5 million dollars. The driving force behind this result was the witcher brand ecosystem, which saw its isolated revenue jump 36% to hit 44.7 million zlotys, fueled by the fact that the original 2015 game broke past the historical milestone of 65 million copies distributed worldwide.\u003C\u002Fp>\u003Cblockquote data-path-to-node=\"3\">\u003Cp data-path-to-node=\"3,0\">“First and foremost, we really want to deliver a great experience for the fans; a really cool expansion that will make people happy to return to the \u003Cstrong>The Witcher 3\u003C\u002Fstrong> setting. Indirectly, it is somewhat like a reminder, a prologue—not literally, but a prologue to \u003Cstrong>The Witcher 4\u003C\u002Fstrong> itself, and you can see it as a way to keep some buzz around \u003Cstrong>The Witcher 3\u003C\u002Fstrong>. But all these are side effects, while the central thing, from our point of view, is delivering a high-quality experience for existing fans.” — argued the company’s co-executive president, \u003Cstrong>Michał Nowakowski\u003C\u002Fstrong>, during a Q&amp;A session with stakeholders.\u003C\u002Fp>\u003C\u002Fblockquote>\u003Cp data-path-to-node=\"4\">\u003Cbr>The developer's internal labs underwent a structural rearrangement to handle the workload demanded by the new generation. The company confirmed it has already pulled the triggers to begin the most aggressive and intensive development phase of the franchise's next main game, allocating a robust force composed of 513 professionals solely dedicated to the programming lines of this large-scale project.\u003C\u002Fp>\u003Cp data-path-to-node=\"5\">The timetable for parallel releases, however, encountered alterations that delayed the original plans of the community. The third official expansion for \u003Cstrong>The Witcher 3\u003C\u002Fstrong>, named \u003Ci>Songs of the Past\u003C\u002Fi> and created in collaboration with the external studio \u003Cstrong>Fool's Theory\u003C\u002Fstrong>, saw its release postponed to next year, abandoning the initial window that anticipated a debut still within 2026. Management justified the maneuver stating the need to seek the best possible outcome from the consumer's perspective, further confirming that the supplementary material will be restricted to next-generation consoles, leaving out past generation devices. Subtly, a clear contradiction in management's stance is noted as they push additional content to 2027 under the excuse of polishing. Using a game over a decade old as a sort of transitional marketing piece to keep the brand in the spotlight reveals the studio's desperation to fill the current release gap, recycling old code with outsourced teams while the main game remains without a concrete date.\u003C\u002Fp>\u003Cp data-path-to-node=\"6\">The new story content aims to recapture the vigor of the witcher's past adventures, which historically received significant expansions like \u003Ci>Hearts of Stone\u003C\u002Fi> and \u003Ci>Blood and Wine\u003C\u002Fi>.\u003C\u002Fp>\u003Cblockquote data-path-to-node=\"7\">\u003Cp data-path-to-node=\"7,0\">“I’d say it’s closer to \u003Ci>Blood and Wine\u003C\u002Fi>, but that’s super subjective; it depends on your play style. 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500 developers accelerate Polaris production","\u003Cp data-path-to-node=\"1\">CD Projekt RED has decided to open the vault of technical information and the numbers of The Witcher 4 — affectionately called Polaris behind the scenes — show that the company means business. According to the most recent fiscal report from the Polish giant, the team dedicated to the new witcher saga already has 499 professionals. It is a considerable leap considering that, at the end of 2025, the team was close to 450 developers. This mass mobilization suggests that the pre-production phase, started in May 2025, is behind us, giving way to a large-scale development that consumes most of the studio's human resources. It is the maximum bet of a company that needs to erase the stains of troubled past releases with flawless technical delivery.\u003C\u002Fp>\u003Cp data-path-to-node=\"2\">While the world of Geralt (or whoever takes the lead this time) drains almost all the oxygen from the house, other projects move at a slower but steady pace. The sequel to Cyberpunk 2077, known as Orion, recently received a modest reinforcement of only 14 new members. CD Projekt RED plans for this team to surpass 450 people only in 2027, which makes clear where the immediate priority of the board lies. This strategy of focusing almost 500 minds on a single point is ambitious, but it always carries the risk of creating an environment of extreme pressure, something that the industry has already observed cautiously in previous productions of the brand.\u003C\u002Fp>\u003Cblockquote data-path-to-node=\"3\">\u003Cp data-path-to-node=\"3,0\">\"The expectation is that large-scale production will advance even further over the next few months. The game entered pre-production in May 2025.\" — details the official document from the producer about the internal schedule.\u003C\u002Fp>\u003C\u002Fblockquote>\u003Cp data-path-to-node=\"4\">\u003Cbr>Although the volume of hands-on work is impressive, the horizon for the average player is still very cloudy. Market analysts point out that the title may only make an appearance at the end of 2027, and, for now, the only platform officially confirmed is the PC. This temporary exclusivity or initial focus on computers is a double-edged sword; while it allows for extracting the most from Unreal Engine 5, it also leaves console owners in an agonizing and uncertain wait.\u003C\u002Fp>\u003Cp data-path-to-node=\"5\">CD Projekt RED's movement reflects an attempt to rebuild its reputation as the elite of the global RPG world. Having 499 people focused on a single universe is a luxury that few studios possess, but the number of developers is not always a guarantee of a coherent narrative or innovative gameplay systems. The company's recent history has taught us that the final polish is what truly defines success, and with a team of this size, the demand for a bug-free release will be relentless.\u003C\u002Fp>","almost-500-developers-accelerate-polaris-production",{"id":323,"uuid":329,"name":330,"nickname":330,"avatar_url":331,"short_bio":332,"long_bio":13,"country":333,"permalink":334,"invite_qr_code":335,"follow_hash":336,"user_is_following":18,"followers_count":337,"following_count":13,"report_hash":338,"is_publishing_blocked":18,"creator_capabilities":339,"mgc_balance":99,"subscription":344,"is_premium":21},"9fb1cde2-3dc6-53ec-a8db-684a2554449f","MGN","https:\u002F\u002Fstorage.mundogamer.network\u002Fmg-public\u002Fusers\u002F9fb1cde2-3dc6-53ec-a8db-684a2554449f\u002FkzAts7QjAwM5cNXM_thumb.jpg?t=1598036199","Ich bin Mundo 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of The Witcher criticizes game schools as \"harmful mistake\"","\u003Cp>\u003Cstrong>Andrzej Sapkowski\u003C\u002Fstrong>, the author of the books that inspired \u003Cstrong>video games\u003C\u002Fstrong>, a \u003Cstrong>series\u003C\u002Fstrong>, and \u003Cstrong>The Witcher\u003C\u002Fstrong> \u003Cstrong>movies\u003C\u002Fstrong>, revealed that one of the central narrative pillars established by \u003Cstrong>CD Projekt RED\u003C\u002Fstrong> games is actually a writing \u003Cstrong>error\u003C\u002Fstrong> that he wished he had discarded. The original creator's criticism raises a debate about the canonicity and direction of the franchise's \u003Ci>lore\u003C\u002Fi>, especially in the context of the \u003Ci>teaser\u003C\u002Fi> for \u003Cstrong>The Witcher 4\u003C\u002Fstrong>.\u003C\u002Fp>\u003Cp>In a recent \u003Cstrong>question and answer session on Reddit\u003C\u002Fstrong>, \u003Cstrong>Sapkowski\u003C\u002Fstrong> addressed the concept of the various \u003Cstrong>Witcher Schools\u003C\u002Fstrong>, widely popularized by the games, classifying it as fundamentally flawed. His harshest criticism attacks the essence of creating \u003Ci>lore\u003C\u002Fi> in the games, as the concept of the \u003Cstrong>Schools\u003C\u002Fstrong> has become one of the main themes of the \u003Ci>teaser\u003C\u002Fi> for \u003Cstrong>The Witcher 4\u003C\u002Fstrong>.\u003C\u002Fp>\u003Cblockquote>\u003Cp>\u003Cstrong>Sapkowski\u003C\u002Fstrong> said that \u003Cstrong>\"A single sentence about a 'wolf school' mysteriously appeared in The Last Wish. Later, I considered it unworthy of development and narratively incorrect, even harmful to the plot. Therefore, I did not include or mention any Witcher Gruffindors or Slytherins again. Never.\"\u003C\u002Fstrong>\u003C\u002Fp>\u003C\u002Fblockquote>\u003Cp>\u003Cbr>The literary \u003Cstrong>error\u003C\u002Fstrong> that \u003Cstrong>Sapkowski\u003C\u002Fstrong> laments was turned by \u003Cstrong>CD Projekt RED\u003C\u002Fstrong> into a richly detailed \u003Ci>lore\u003C\u002Fi> element, essential for the narrative structure, character progression, and \u003Ci>gear\u003C\u002Fi> design in the games. The \u003Cstrong>Wolf School\u003C\u002Fstrong>, the \u003Cstrong>Cat School\u003C\u002Fstrong>, the \u003Cstrong>Bear School\u003C\u002Fstrong>, and others have become crucial for the characters' identity and the depth of the world. \u003Cstrong>CD Projekt RED\u003C\u002Fstrong> managed to rescue an idea that the author considered \u003Cstrong>harmful\u003C\u002Fstrong> and turned it into a beloved element by the \u003Cstrong>fans\u003C\u002Fstrong> and essential for the continuity of the saga in \u003Ci>gaming\u003C\u002Fi>.\u003C\u002Fp>\u003Cp>\u003Cstrong>Sapkowski\u003C\u002Fstrong> himself acknowledged, not flatteringly, the dedication of game developers in perpetuating the idea, even against his original literary intention.\u003C\u002Fp>\u003Cblockquote>\u003Cp>\u003Cstrong>\"However, only that sentence was enough. Whoever adapted it, especially the video game staff, clung to the idea with surprising tenacity and wonderfully multiplied those witcher choices. Completely unnecessary.\"\u003C\u002Fstrong>\u003C\u002Fp>\u003C\u002Fblockquote>\u003Cp>\u003Cbr>This \"\u003Cstrong>surprising tenacity\u003C\u002Fstrong>\" of \u003Cstrong>CD Projekt RED\u003C\u002Fstrong> is what keeps the concept alive in the minds of the \u003Cstrong>fans\u003C\u002Fstrong> and ensures its inclusion in the next title, \u003Cstrong>The Witcher 4\u003C\u002Fstrong>.\u003C\u002Fp>\u003Cp>The fact that the concept of the various \u003Cstrong>Witcher schools\u003C\u002Fstrong> is the backbone of the \u003Ci>teaser\u003C\u002Fi> for \u003Cstrong>The Witcher 4\u003C\u002Fstrong> reinforces that the game's canon prevailed over the author's vision of the books. The public now inherently associates the \u003Cstrong>Witcher\u003C\u002Fstrong> universe with the existence of various \u003Cstrong>Schools\u003C\u002Fstrong> and their respective masters, techniques, and equipment. This popularization through the \u003Cstrong>video games\u003C\u002Fstrong> has established the narrative reality that \u003Cstrong>CD Projekt RED\u003C\u002Fstrong> will continue to explore, ensuring that \u003Cstrong>Sapkowski's\u003C\u002Fstrong> \u003Cstrong>error\u003C\u002Fstrong> remains a pillar of the franchise in the years to come.\u003C\u002Fp>\u003Cp>Despite his strong and public opinion, \u003Cstrong>Sapkowski\u003C\u002Fstrong> did not indicate a definitive action regarding his own books. He mentioned that he could \u003Cstrong>remove the \"errant sentence\"\u003C\u002Fstrong> from future editions of \u003Cstrong>The Last Wish\u003C\u002Fstrong> or, alternatively, could \"\u003Cstrong>expand and clarify\u003C\u002Fstrong>\" the topic. However, the author did not say what he intends to do, indicating that, for now, he does not intend to \"\u003Cstrong>tire of fighting it\u003C\u002Fstrong>\" in the public domain, tacitly accepting the version popularized by the games.\u003C\u002Fp>\u003Cp>\u003Cstrong>CD Projekt RED\u003C\u002Fstrong> has demonstrated the power of adaptation by turning a single and \"\u003Cstrong>harmful\u003C\u002Fstrong>\" sentence from \u003Cstrong>Andrzej Sapkowski\u003C\u002Fstrong> into a central element of \u003Ci>lore\u003C\u002Fi> in \u003Cstrong>The Witcher\u003C\u002Fstrong>, which will be maintained in \u003Cstrong>The Witcher 4\u003C\u002Fstrong>. The author's comment underscores the tension between the original literary canon and the \u003Cstrong>video game\u003C\u002Fstrong> industry canon, in which the \u003Cstrong>Wolf School\u003C\u002Fstrong> and its counterparts have established themselves with \u003Cstrong>surprising tenacity\u003C\u002Fstrong> in the minds of the \u003Cstrong>fans\u003C\u002Fstrong>.\u003C\u002Fp>","author-of-the-witcher-criticizes-game-schools-as-harmful-mistake",{"id":323,"uuid":329,"name":330,"nickname":330,"avatar_url":331,"short_bio":332,"long_bio":13,"country":412,"permalink":334,"invite_qr_code":335,"follow_hash":413,"user_is_following":18,"followers_count":337,"following_count":13,"report_hash":414,"is_publishing_blocked":18,"creator_capabilities":415,"mgc_balance":99,"subscription":420,"is_premium":21},{"id":218,"name":219,"localized_name":219,"language_id":99,"isocode":220,"code2":221,"code3":222,"flag_url":223},"eyJpdiI6Ii9OcGJFMXdZVzU4MHlkTjlidkljQlE9PSIsInZhbHVlIjoiUnFJSGNLK1M1K1FCTy9lWTZwZU0yc0wzS05GTDgyQTJEc1BvWHpQYndDRUtkRTJEbWRlRVJ5OXFVSENvb3F4RCIsIm1hYyI6IjIyNWZiMjQ3ZGEyMTkxY2Q5MmRlNmZmMmI3OTZlOTJjZDY1NDk2YmRlZDBiOTYyMzZjYWJjNTBjZGM2M2I2OWYiLCJ0YWciOiIifQ==","eyJpdiI6IlFuK25mQWFUbEV2UVNEdlc0MmgvWUE9PSIsInZhbHVlIjoiN2htWXFIcElrZ3N6blFKTGpYSkh0OEFxSzUyTVdkK0l1Q2NNWGZGb21MeGhiZGxOak1JdCtJbDRYVUs3MURUUiIsIm1hYyI6IjljYzcxOGIxNzJhMzY1ZTAxNzM3ZmI4YTFkOTg5YTlhNGZkNTAzZmI4MjQ1YjM1MmE0ZjQ0YWI2Nzc1M2NjYWMiLCJ0YWciOiIifQ==",{"can_access_publications":21,"can_access_editorial":21,"can_access_creator_hub":21,"editorial_types":416,"has_elevated_editorial_access":21,"acl_sources":417},{"article":21,"review":21,"video":21},{"roles":418,"permissions":419},[232,233,234,235,236],[238,239,240,241],{"is_subscriber":21,"plan_slug":244,"plan_name":245,"tier":246,"trial_ends_at":13,"is_trialing":18,"feature_limits":421},{"max_published_materials":422,"creator_mode":423,"posts":424,"comments":425,"likes":426,"follow":427,"advanced_creator_tools":428,"analytics":429,"monetization":430,"priority_listing":431},{"enabled":21,"limit_value":6,"tier_label":249},{"enabled":21,"limit_value":13,"tier_label":13},{"enabled":21,"limit_value":13,"tier_label":13},{"enabled":21,"limit_value":13,"tier_label":13},{"enabled":21,"limit_value":13,"tier_label":13},{"enabled":21,"limit_value":13,"tier_label":13},{"enabled":18,"limit_value":13,"tier_label":13},{"enabled":18,"limit_value":13,"tier_label":13},{"enabled":18,"limit_value":13,"tier_label":13},{"enabled":18,"limit_value":13,"tier_label":13},"https:\u002F\u002Fstorage.mundogamer.network\u002Fmg-public\u002Fcommunity\u002Fpulses\u002F331596\u002F563cd87fa55423053d61e1065ac45e25.jpg","2025-10-01 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Projekt Red Prioritizes Consoles for The Witcher 4 with Unreal Engine 5","\u003Cp data-sourcepos=\"3:1-3:484\">CD Projekt Red is adopting a \"more console-focused development strategy\" for The Witcher 4, as revealed in an interview by Digital Foundry with the company and Epic Games. The technical demonstration of the game, which caught attention for the visual complexity of elements such as trees (Nanite Foliage), was shown running on a PlayStation 5, not on a PC. This approach marks a change from the developer's previous practices.\u003C\u002Fp>\u003Cp data-sourcepos=\"5:1-5:511\">\u003Cstrong>Charles Tremblay\u003C\u002Fstrong>, VP of technology at CD Projekt Red, explained the motivation behind this decision:&nbsp;\u003C\u002Fp>\u003Cblockquote>\u003Cp data-sourcepos=\"5:1-5:511\">\"We always do PC and push and then try to scale it down. But we had so many issues in the past that we tried to see, okay, this time we really want a more console-focused development, right? And then we worked with Unreal, with our partner, and we saw the challenge - achieving the ambition of doing what we want at 60 fps on the PS5 would, you know, there would be work.\"\u003C\u002Fp>\u003C\u002Fblockquote>\u003Cp data-sourcepos=\"7:1-7:522\">\u003Cbr>The reference to \"issues in the past\" directly refers to the troubled launch of Cyberpunk 2077 on PlayStation, which led Sony to remove the game from its digital store for a period. Additionally, The Witcher 3 also required a significant volume of patches after its release in 2015 to fix performance issues and bugs. CD Projekt Red seems determined to avoid a repetition of these scenarios, seeking to ensure a more solid launch experience on all platforms.\u003C\u002Fp>\u003Cp data-sourcepos=\"9:1-9:766\">\u003Cstrong>Jakub Knapik\u003C\u002Fstrong>, VP of art and global art director at CD Projekt Red, complemented the discussion, arguing that it is \"easier to scale up than to scale down.\" He highlighted the effectiveness of Unreal Engine 5 technologies, such as Lumen, in maintaining a consistent visual representation at different scales. \"Because we know that both Lumen and all these technologies provide us with a fairly consistent representation across the scale, we knew that once we establish certain foundations both visually and technically, there is room to scale,\" said Knapik. This suggests that by optimizing the game for performance on the PlayStation 5, the team is establishing a robust foundation that can be enhanced for more powerful platforms.\u003C\u002Fp>\u003Cp data-sourcepos=\"11:1-11:661\">Despite the initial focus on consoles, CD Projekt Red reaffirmed its commitment to the PC experience. \"Because we are CDPR, we always like to push PCs to the limit. It's just a creative process of how to really use it. We know we have a really great base now on the console that we still need to boost, but we will continue to discover what that means - we will definitely expand all ray tracing features forward,\" said Knapik. This statement indicates that PC players can expect advanced graphical options, such as enhancements in ray tracing, that will make the most of cutting-edge hardware.\u003C\u002Fp>\u003Cp data-sourcepos=\"13:1-13:273\">\u003Cstrong>Tremblay\u003C\u002Fstrong> reinforced the company's loyalty to its origin: \"The company started as a PC company and we definitely want to have the best experience for PC players for sure. But it's too early to say what this will mean for The Witcher 4.\"\u003C\u002Fp>\u003Cp data-sourcepos=\"15:1-15:658\">CD Projekt Red's strategy for The Witcher 4 appears to be a calculated attempt to balance technical ambition with stability at launch. By prioritizing development for consoles, the company seeks to ensure a solid performance base, while planning to offer a visually rich and optimized experience for PC users. The use of Unreal Engine 5.6, which has as its \"main goal\" more performance on the PS5, also suggests benefits for gaming on more accessible PCs. The Witcher community awaits more details on what this approach will mean for the next chapter of the 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of The Witcher 4 does not represent actual game on PS5","\u003Cp data-start=\"59\" data-end=\"444\">CD Projekt RED has once again sparked technical discussions this week after releasing an impressive tech demo of The Witcher 4, shown running at 60fps with ray tracing on a standard PlayStation 5. The demonstration drew attention for the level of visual presented, but quickly raised doubts about its fidelity compared to what will be delivered in the final version of the game.\u003C\u002Fp>\u003Cp data-start=\"446\" data-end=\"865\">The Polish studio needed to clarify that the video released does not correspond to the actual game. In an official statement, a spokesperson stated:\u003C\u002Fp>\u003Cblockquote>\u003Cp data-start=\"446\" data-end=\"865\">\u003Cbr>“This is [...] a preview of the cutting-edge technology that powers The Witcher 4 – but it is not The Witcher 4 itself.”\u003C\u002Fp>\u003C\u002Fblockquote>\u003Cp data-start=\"446\" data-end=\"865\">\u003Cbr>According to the company, the goal of the demo is to showcase the technical advancements being developed using Unreal Engine 5, in collaboration with Epic Games.\u003C\u002Fp>\u003Cp data-start=\"867\" data-end=\"1175\">\u003Cbr>In the same note, CD Projekt RED detailed the systems that were included in this technical demonstration:\u003C\u002Fp>\u003Cblockquote>\u003Cp data-start=\"867\" data-end=\"1175\">\u003Cbr>“We are proud of this initial milestone and excited to present technologies like UAF, Nanite Foliage, Smart Objects, ML Deformer and FastGeo Streaming, which are shaping the future of The Witcher.”\u003C\u002Fp>\u003C\u002Fblockquote>\u003Cp data-start=\"1177\" data-end=\"1745\">\u003Cbr>In other words, what was shown is a sample tailored to highlight specific elements of graphic engineering and does not represent a playable or realistic snippet of the final product. This practice is not new for the studio — it's worth noting that The Witcher 3: Wild Hunt, despite being excellent, underwent significant downgrades before arriving on the PlayStation 4. The situation of Cyberpunk 2077, released in 2020, also remains a notorious example of how technical promises can diverge from actual delivery, especially on console versions.\u003C\u002Fp>\u003Cp data-start=\"1747\" data-end=\"2169\">The doubt now falls on the expectations for the actual performance of The Witcher 4 on the base PS5. Complex AAA games, like open-world RPGs, rarely manage to combine ray tracing and high frame rates without technical compromises. Even cutting-edge titles like Gran Turismo 7 and Horizon Forbidden West do not deliver this level of performance with all visual features activated simultaneously.\u003C\u002Fp>\u003Cp data-start=\"2171\" data-end=\"2630\" data-is-last-node=\"\" data-is-only-node=\"\">Although the potential of the PlayStation 5, released in 2020, has not yet been fully explored by many studios, promising ray tracing and 60fps simultaneously in a game of The Witcher's magnitude sounds, at the very least, unrealistic. With a history marked by aggressive technical marketing and not always faithful deliveries, CD Projekt RED will have to work with more clarity and moderation in the upcoming presentations if they want to maintain the public's trust.\u003Cbr>&nbsp;\u003C\u002Fp>\u003Cfigure class=\"media\">\u003Cdiv data-oembed-url=\"https:\u002F\u002Fyoutu.be\u002FNthv4xF_zHU?si=GsGiHNBcsh8Y2MN8\">\u003Cdiv style=\"position: relative; padding-bottom: 100%; height: 0; padding-bottom: 56.2493%;\">\u003Ciframe src=\"https:\u002F\u002Fwww.youtube.com\u002Fembed\u002FNthv4xF_zHU\" style=\"position: absolute; width: 100%; height: 100%; top: 0; left: 0;\" frameborder=\"0\" allow=\"autoplay; encrypted-media\" 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