You've also got Orison, our last major landing zone for Stanton, and unlike any other landing zone, no walls. Talk to us about Orison.
TL;DROrison is a challenging open-vista landing zone needing more shops, shipping and storage; the team wanted release this year but chose not to sacrifice quality, giving only a preliminary window.
So we've been very eager to work on Orison for quite some time. It's always had a little special place in my heart. But it comes with its own unique challenges. So as we've been working our way through Stanton, we've had to adapt and overcome whichever visual challenge that location demanded. And I like to think that when we released New Babbage, we improved in many different areas. And what I want to do is keep that momentum and apply it to Orison and take it further. So obviously Orison is a very open landing zone. It's all about that vista. So there's kind of nowhere to hide. And what we want to do is really think about the restrictions we add to the player, to the point where those restrictions are very minimal. So literally we have a massive open vista landing zone where we want the player to explore. So lots of challenges, lots of creative challenges for us to solve. Also, as we've said previously, our idea of what a landing zone needs is a little bit different from when we originally thought about Orison. So as you saw in somewhere like New Babbage, we introduced new elements like food stores and more complexity with bars, things like this. And with Orison it's the same, but there's going to be more: there's going to be shipping locations, there's going to be personal storage locations. So what that landing zone needs is more intensive than before. So with all of these things considered, plus the work that we're already doing in Stanton, this is what's given us our preliminary release window. And we wanted more than anything for it to be this year. We tried really hard, but ultimately it came to the point where we looked at it and thought there would be too much of a sacrifice to quality. The sacrifice would be on the player. And for me and Todd, that's not really the route we want to go down. There's always a player-first approach that we should take. So then when we do release it, it's not a disappointment.
Todd, you got anything you want to add?
I think Ian's covered most of it. It's just taking what we've learned and really just expanding on it and trying to go through and fix a lot of the issues. We've been going through ArcCorp, we've been going through Levski and Lorville and looking at it from a player standpoint, a new player standpoint, and saying, okay, how are we visually leading the player around this? And these are all things that are going through Ian's and my and the team's minds, of how do we fix these things? And so when we're looking at Orison, we're trying to make sure that we're taking all of these things that we've learned and doing those adjustments now while it's easier to get it, versus going back and having to sweep through it again and make those changes there.