<?xml version="1.0" encoding="UTF-8" ?>
<?xml-stylesheet href="https://rss.buzzsprout.com/styles.xsl" type="text/xsl"?>
<rss version="2.0" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:podcast="https://podcastindex.org/namespace/1.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:psc="http://podlove.org/simple-chapters" xmlns:atom="http://www.w3.org/2005/Atom">
<channel>
  <atom:link href="https://rss.buzzsprout.com/2596612.rss" rel="self" type="application/rss+xml" />
  <atom:link href="https://pubsubhubbub.appspot.com/" rel="hub" xmlns="http://www.w3.org/2005/Atom" />
  <title>The Examined Game</title>

  <lastBuildDate>Tue, 07 Apr 2026 10:52:36 -0400</lastBuildDate>
  <link>http://www.theexaminedgame.com</link>
  <language>en-gb</language>
  <copyright>© 2026 The Examined Game</copyright>
  <podcast:locked>yes</podcast:locked>
    <podcast:guid>f466df8a-bbb6-5ab8-9f12-cc5a5315712f</podcast:guid>
  <podcast:txt purpose="verify">steven@brassmillmedia.com</podcast:txt>
  <itunes:author>Steven Lake</itunes:author>
  <itunes:type>episodic</itunes:type>
  <itunes:explicit>false</itunes:explicit>
  <description><![CDATA[<p>Visit theexaminedgame.com for all episodes.<br><br>What do video games reveal about us? In The Examined Game Podcast, peabody-nominated documentary producer Steven Lake speaks with the creators of the world’s most celebrated video games about how they were made and the personal and professional impact games have had on their lives.<br><br>Steven is a Peabody-nominated producer whose work has appeared on Netflix, BBC Storyville, PBS, and The Guardian.<br><br></p><p><b>About Steven Lake<br></b><br></p><p>Steven Lake is the host of The Examined Game Podcast and a Peabody-nominated documentary producer. His work has appeared on Netflix, BBC Storyville, PBS, Al Jazeera, and The Guardian.</p><p><br>His films include <em>Roll Red Roll</em>, described by The New York Times as “an essential watch,” as well as <em>Phantom Parrot</em>, rated 4 stars by Peter Bradshaw in The Guardian, and <em>Dungeon Masterhood</em>, a coming-of-age documentary with dragons.</p>]]></description>
  <generator>Buzzsprout (https://www.buzzsprout.com)</generator>
  <itunes:keywords>video game, video game podcast, game design, gaming, interviews, developers</itunes:keywords>
  <itunes:owner>
    <itunes:name>Steven Lake</itunes:name>
    <itunes:email>steven@brassmillmedia.com</itunes:email>
  </itunes:owner>
  <image>
     <url>https://storage.buzzsprout.com/ln5yj3f95t3zzss7l150f72iwuq5?.jpg</url>
     <title>The Examined Game</title>
     <link>http://www.theexaminedgame.com</link>
  </image>
  <itunes:image href="https://storage.buzzsprout.com/ln5yj3f95t3zzss7l150f72iwuq5?.jpg" />
  <itunes:category text="Leisure">
    <itunes:category text="Video Games" />
  </itunes:category>
  <itunes:category text="Leisure">
    <itunes:category text="Video Games" />
  </itunes:category>
  <itunes:category text="Society &amp; Culture">
    <itunes:category text="Documentary" />
  </itunes:category>
  <item>
    <itunes:title>Scope, testing, and Finishing Games | Nina Freeman: Cibele, Lost Records: Bloom &amp; Rage</itunes:title>
    <title>Scope, testing, and Finishing Games | Nina Freeman: Cibele, Lost Records: Bloom &amp; Rage</title>
    <itunes:summary><![CDATA[In today’s episode I speak with Nina Freeman about how one learns from their mistakes, and how one learns to learn from them. Nina is a video game developer who finishes every game she starts. She is known for her autobiographical approach, incorporating her own personal life experiences into her work. I’m a huge fan of Nina’s personal projects, including Cibele, as well as her contributions to Tacoma and, more recently, Dont Nod’s Lost Records: Bloom &amp; Rage. ]]></itunes:summary>
    <description><![CDATA[<p>In today’s episode I speak with Nina Freeman about how one learns from their mistakes, and how one learns to learn from them.</p><p>Nina is a video game developer who finishes every game she starts. She is known for her autobiographical approach, incorporating her own personal life experiences into her work.</p><p>I’m a huge fan of Nina’s personal projects, including Cibele, as well as her contributions to Tacoma and, more recently, Dont Nod’s Lost Records: Bloom &amp; Rage.</p>]]></description>
    <content:encoded><![CDATA[<p>In today’s episode I speak with Nina Freeman about how one learns from their mistakes, and how one learns to learn from them.</p><p>Nina is a video game developer who finishes every game she starts. She is known for her autobiographical approach, incorporating her own personal life experiences into her work.</p><p>I’m a huge fan of Nina’s personal projects, including Cibele, as well as her contributions to Tacoma and, more recently, Dont Nod’s Lost Records: Bloom &amp; Rage.</p>]]></content:encoded>
    <enclosure url="https://www.buzzsprout.com/2596612/episodes/18725317-scope-testing-and-finishing-games-nina-freeman-cibele-lost-records-bloom-rage.mp3" length="57149600" type="audio/mpeg" />
    <itunes:image href="https://storage.buzzsprout.com/7kcq01kmpdgfjblzh3c8s2pn6scl?.jpg" />
    <itunes:author></itunes:author>
    <guid isPermaLink="false">Buzzsprout-18725317</guid>
    <pubDate>Mon, 06 Apr 2026 11:00:00 +0100</pubDate>
    <podcast:transcript url="https://www.buzzsprout.com/2596612/18725317/transcript" type="text/html" />
    <podcast:transcript url="https://www.buzzsprout.com/2596612/18725317/transcript.json" type="application/json" />
    <podcast:transcript url="https://www.buzzsprout.com/2596612/18725317/transcript.srt" type="application/x-subrip" />
    <podcast:transcript url="https://www.buzzsprout.com/2596612/18725317/transcript.vtt" type="text/vtt" />
    <itunes:duration>4758</itunes:duration>
    <itunes:keywords></itunes:keywords>
    <itunes:season>1</itunes:season>
    <itunes:episode>7</itunes:episode>
    <itunes:episodeType>full</itunes:episodeType>
    <itunes:explicit>false</itunes:explicit>
  </item>
  <item>
    <itunes:title>Why Platformers need to evolve | Chris Wade, Big Hops</itunes:title>
    <title>Why Platformers need to evolve | Chris Wade, Big Hops</title>
    <itunes:summary><![CDATA[Today i'm speaking with Chris Wade, game director at Luckshot Games and creator of Big Hops. Big Hops really caught my attention as a platformer that bought in emergency gameplay mechanics to create a truly unique experience. Kotaku said Nintendo could stand to learn a thing or two from Big Hops, and I have to agree. I believe the platforming genre needs to evolve or else it will be left behind.  We dig into what it takes to make a stand out platformer in 2026, and how Chris built out hi...]]></itunes:summary>
    <description><![CDATA[<p>Today i&apos;m speaking with Chris Wade, game director at Luckshot Games and creator of Big Hops. Big Hops really caught my attention as a platformer that bought in emergency gameplay mechanics to create a truly unique experience. Kotaku said Nintendo could stand to learn a thing or two from Big Hops, and I have to agree. I believe the platforming genre needs to evolve or else it will be left behind. </p><p>We dig into what it takes to make a stand out platformer in 2026, and how Chris built out his own niche with the game, taking influence not only from the likes of classic RARE games and Mario Odyssey, but also games like Dishonoured and Breath of The Wild.</p><p><br/></p><p><br/></p>]]></description>
    <content:encoded><![CDATA[<p>Today i&apos;m speaking with Chris Wade, game director at Luckshot Games and creator of Big Hops. Big Hops really caught my attention as a platformer that bought in emergency gameplay mechanics to create a truly unique experience. Kotaku said Nintendo could stand to learn a thing or two from Big Hops, and I have to agree. I believe the platforming genre needs to evolve or else it will be left behind. </p><p>We dig into what it takes to make a stand out platformer in 2026, and how Chris built out his own niche with the game, taking influence not only from the likes of classic RARE games and Mario Odyssey, but also games like Dishonoured and Breath of The Wild.</p><p><br/></p><p><br/></p>]]></content:encoded>
    <enclosure url="https://www.buzzsprout.com/2596612/episodes/18928804-why-platformers-need-to-evolve-chris-wade-big-hops.mp3" length="48159003" type="audio/mpeg" />
    <itunes:image href="https://storage.buzzsprout.com/asda8hkq7bxksnr0fsdwhcx6c34q?.jpg" />
    <itunes:author></itunes:author>
    <guid isPermaLink="false">Buzzsprout-18928804</guid>
    <pubDate>Mon, 30 Mar 2026 08:00:00 +0100</pubDate>
    <podcast:transcript url="https://www.buzzsprout.com/2596612/18928804/transcript" type="text/html" />
    <podcast:transcript url="https://www.buzzsprout.com/2596612/18928804/transcript.json" type="application/json" />
    <podcast:transcript url="https://www.buzzsprout.com/2596612/18928804/transcript.srt" type="application/x-subrip" />
    <podcast:transcript url="https://www.buzzsprout.com/2596612/18928804/transcript.vtt" type="text/vtt" />
    <itunes:duration>4009</itunes:duration>
    <itunes:keywords>video games, gaming, platformers, video game design, podcast</itunes:keywords>
    <itunes:season>1</itunes:season>
    <itunes:episode>6</itunes:episode>
    <itunes:episodeType>full</itunes:episodeType>
    <itunes:explicit>false</itunes:explicit>
  </item>
  <item>
    <itunes:title>Why Great Games still Fail | Mario R. Kroll, Video PR &amp; Marketing expert</itunes:title>
    <title>Why Great Games still Fail | Mario R. Kroll, Video PR &amp; Marketing expert</title>
    <itunes:summary><![CDATA[Today I'm speaking with Mario R. Kroll, founder of UberStrategist. Mario has over 30 years of industry experience in PR and marketing within video games. This was a fun and candid conversation about what it takes not only to get a game noticed in a crowded marketplace, but also how to get yourself noticed. I value open, honest, and engaging conversations, and that’s exactly what I got from Mario. We covered everything from what it takes to get a game noticed today through to how to cope with ...]]></itunes:summary>
    <description><![CDATA[<p>Today I&apos;m speaking with Mario R. Kroll, founder of UberStrategist. Mario has over 30 years of industry experience in PR and marketing within video games.</p><p>This was a fun and candid conversation about what it takes not only to get a game noticed in a crowded marketplace, but also how to get yourself noticed. I value open, honest, and engaging conversations, and that’s exactly what I got from Mario. We covered everything from what it takes to get a game noticed today through to how to cope with imposter syndrome.</p><p>Mario entered the video game industry over 30 years ago by teaching himself web development to build and run Wargamer.com, a fan-made matchmaking and community site for strategy gamers that grew into a full-time operation and led to his first professional opportunities. This eventually led to him moving into publishing, PR, and marketing before founding UberStrategist, where he now helps game studios launch and position their games.</p>]]></description>
    <content:encoded><![CDATA[<p>Today I&apos;m speaking with Mario R. Kroll, founder of UberStrategist. Mario has over 30 years of industry experience in PR and marketing within video games.</p><p>This was a fun and candid conversation about what it takes not only to get a game noticed in a crowded marketplace, but also how to get yourself noticed. I value open, honest, and engaging conversations, and that’s exactly what I got from Mario. We covered everything from what it takes to get a game noticed today through to how to cope with imposter syndrome.</p><p>Mario entered the video game industry over 30 years ago by teaching himself web development to build and run Wargamer.com, a fan-made matchmaking and community site for strategy gamers that grew into a full-time operation and led to his first professional opportunities. This eventually led to him moving into publishing, PR, and marketing before founding UberStrategist, where he now helps game studios launch and position their games.</p>]]></content:encoded>
    <enclosure url="https://www.buzzsprout.com/2596612/episodes/18891483-why-great-games-still-fail-mario-r-kroll-video-pr-marketing-expert.mp3" length="54093995" type="audio/mpeg" />
    <itunes:image href="https://storage.buzzsprout.com/eetfi6kq0jqrzr4fmt3im4sz4smo?.jpg" />
    <itunes:author></itunes:author>
    <guid isPermaLink="false">Buzzsprout-18891483</guid>
    <pubDate>Mon, 23 Mar 2026 11:00:00 +0000</pubDate>
    <podcast:transcript url="https://www.buzzsprout.com/2596612/18891483/transcript" type="text/html" />
    <podcast:transcript url="https://www.buzzsprout.com/2596612/18891483/transcript.json" type="application/json" />
    <podcast:transcript url="https://www.buzzsprout.com/2596612/18891483/transcript.srt" type="application/x-subrip" />
    <podcast:transcript url="https://www.buzzsprout.com/2596612/18891483/transcript.vtt" type="text/vtt" />
    <itunes:duration>4504</itunes:duration>
    <itunes:keywords></itunes:keywords>
    <itunes:season>1</itunes:season>
    <itunes:episode>5</itunes:episode>
    <itunes:episodeType>full</itunes:episodeType>
    <itunes:explicit>false</itunes:explicit>
  </item>
  <item>
    <itunes:title>How Portal Was Written | Erik Wolpaw (Portal) — The Examined Game</itunes:title>
    <title>How Portal Was Written | Erik Wolpaw (Portal) — The Examined Game</title>
    <itunes:summary><![CDATA[The Examined Game #4 In this episode of The Examined Game I speak with veteran Valve writer Erik Wolpaw on the power of great writing in video games.  I am such a huge fan of Erik's work, particularly across the Portal series and the Half Life Episodes.  We talk about how you can truly elevate a game's impact with good writing, and the balancing of not letting the story detract from the forward moment of the game.  Above all else you must remember, the cake is a lie.   #ha...]]></itunes:summary>
    <description><![CDATA[<p>The Examined Game #4</p><p>In this episode of The Examined Game I speak with veteran Valve writer Erik Wolpaw on the power of great writing in video games. </p><p>I am such a huge fan of Erik&apos;s work, particularly across the Portal series and the Half Life Episodes. </p><p>We talk about how you can truly elevate a game&apos;s impact with good writing, and the balancing of not letting the story detract from the forward moment of the game. </p><p>Above all else you must remember, the cake is a lie. <br/><br/>#halflife #portal #valve #podcast #videogames #gaming #gamingpodcast #left4dead2 </p>]]></description>
    <content:encoded><![CDATA[<p>The Examined Game #4</p><p>In this episode of The Examined Game I speak with veteran Valve writer Erik Wolpaw on the power of great writing in video games. </p><p>I am such a huge fan of Erik&apos;s work, particularly across the Portal series and the Half Life Episodes. </p><p>We talk about how you can truly elevate a game&apos;s impact with good writing, and the balancing of not letting the story detract from the forward moment of the game. </p><p>Above all else you must remember, the cake is a lie. <br/><br/>#halflife #portal #valve #podcast #videogames #gaming #gamingpodcast #left4dead2 </p>]]></content:encoded>
    <enclosure url="https://www.buzzsprout.com/2596612/episodes/18725349-how-portal-was-written-erik-wolpaw-portal-the-examined-game.mp3" length="51440932" type="audio/mpeg" />
    <itunes:image href="https://storage.buzzsprout.com/oiogincpau070jyha68nt1wcqxc6?.jpg" />
    <itunes:author></itunes:author>
    <guid isPermaLink="false">Buzzsprout-18725349</guid>
    <pubDate>Tue, 17 Mar 2026 13:00:00 +0000</pubDate>
    <podcast:transcript url="https://www.buzzsprout.com/2596612/18725349/transcript" type="text/html" />
    <podcast:transcript url="https://www.buzzsprout.com/2596612/18725349/transcript.json" type="application/json" />
    <podcast:transcript url="https://www.buzzsprout.com/2596612/18725349/transcript.srt" type="application/x-subrip" />
    <podcast:transcript url="https://www.buzzsprout.com/2596612/18725349/transcript.vtt" type="text/vtt" />
    <itunes:duration>4283</itunes:duration>
    <itunes:keywords></itunes:keywords>
    <itunes:season>1</itunes:season>
    <itunes:episode>4</itunes:episode>
    <itunes:episodeType>full</itunes:episodeType>
    <itunes:explicit>false</itunes:explicit>
  </item>
  <item>
    <itunes:title>Why Play Matters | Julia Minamata (The Crimson Diamond)</itunes:title>
    <title>Why Play Matters | Julia Minamata (The Crimson Diamond)</title>
    <itunes:summary><![CDATA[The Examined Game #3  Julia Minamata is the solo developer of the text parser adventure game The Crimson Diamond, a love letter to the classic Sierra On-Line adventures. I adored playing The Crimson Diamond and wanted to talk with Julia about the power of play in video games. We discuss her inspiration for the game and the idea of building a game like a doll’s house, with many different points of interactivity for the player to lose themselves in. We also talk about the pressures of being a s...]]></itunes:summary>
    <description><![CDATA[<p>The Examined Game #3<br/><br/>Julia Minamata is the solo developer of the text parser adventure game <b>The Crimson Diamond</b>, a love letter to the classic Sierra On-Line adventures. I adored playing The Crimson Diamond and wanted to talk with Julia about the power of play in video games. We discuss her inspiration for the game and the idea of building a game like a doll’s house, with many different points of interactivity for the player to lose themselves in.</p><p>We also talk about the pressures of being a solo developer and how making the game became its own escape for Julia when her work as an illustrator was stalling.</p><p>https://store.steampowered.com/app/1098770/The_Crimson_Diamond/</p><p>https://www.thecrimsondiamond.com/</p>]]></description>
    <content:encoded><![CDATA[<p>The Examined Game #3<br/><br/>Julia Minamata is the solo developer of the text parser adventure game <b>The Crimson Diamond</b>, a love letter to the classic Sierra On-Line adventures. I adored playing The Crimson Diamond and wanted to talk with Julia about the power of play in video games. We discuss her inspiration for the game and the idea of building a game like a doll’s house, with many different points of interactivity for the player to lose themselves in.</p><p>We also talk about the pressures of being a solo developer and how making the game became its own escape for Julia when her work as an illustrator was stalling.</p><p>https://store.steampowered.com/app/1098770/The_Crimson_Diamond/</p><p>https://www.thecrimsondiamond.com/</p>]]></content:encoded>
    <enclosure url="https://www.buzzsprout.com/2596612/episodes/18796553-why-play-matters-julia-minamata-the-crimson-diamond.mp3" length="46482986" type="audio/mpeg" />
    <itunes:image href="https://storage.buzzsprout.com/hhq7qudie8lx02ehynfp1u3owez6?.jpg" />
    <itunes:author>Steven Lake</itunes:author>
    <guid isPermaLink="false">Buzzsprout-18796553</guid>
    <pubDate>Thu, 05 Mar 2026 17:00:00 +0000</pubDate>
    <itunes:duration>3869</itunes:duration>
    <itunes:keywords>sierra, adventure game, point and click, video games, gaming, the crimson diamond</itunes:keywords>
    <itunes:season>1</itunes:season>
    <itunes:episode>3</itunes:episode>
    <itunes:episodeType>full</itunes:episodeType>
    <itunes:explicit>false</itunes:explicit>
  </item>
  <item>
    <itunes:title>Restoring the Mona Lisas of video games  | Larry Kuperman (Nightdive Studios)</itunes:title>
    <title>Restoring the Mona Lisas of video games  | Larry Kuperman (Nightdive Studios)</title>
    <itunes:summary><![CDATA[The Examined Game #2  In today's episode I speak with Larry Kuperman, Vice President of Business Development at Nightdive Studios. Nightdive Studios have made a well-deserved name for themselves with their near-flawless remakes and remasters of classic games, including System Shock, System Shock 2, Blade Runner (a personal favourite of mine), Star Wars: Dark Forces, The Thing, and many others. I sat down with Larry to discuss the ups and downs of remastering and remaking, covering everything ...]]></itunes:summary>
    <description><![CDATA[<p>The Examined Game #2<br/><br/>In today&apos;s episode I speak with Larry Kuperman, Vice President of Business Development at Nightdive Studios. Nightdive Studios have made a well-deserved name for themselves with their near-flawless remakes and remasters of classic games, including System Shock, System Shock 2, Blade Runner (a personal favourite of mine), Star Wars: Dark Forces, The Thing, and many others.</p><p>I sat down with Larry to discuss the ups and downs of remastering and remaking, covering everything from player expectations through to the legal maze one has to navigate when resurrecting games from the past.</p>]]></description>
    <content:encoded><![CDATA[<p>The Examined Game #2<br/><br/>In today&apos;s episode I speak with Larry Kuperman, Vice President of Business Development at Nightdive Studios. Nightdive Studios have made a well-deserved name for themselves with their near-flawless remakes and remasters of classic games, including System Shock, System Shock 2, Blade Runner (a personal favourite of mine), Star Wars: Dark Forces, The Thing, and many others.</p><p>I sat down with Larry to discuss the ups and downs of remastering and remaking, covering everything from player expectations through to the legal maze one has to navigate when resurrecting games from the past.</p>]]></content:encoded>
    <enclosure url="https://www.buzzsprout.com/2596612/episodes/18765311-restoring-the-mona-lisas-of-video-games-larry-kuperman-nightdive-studios.mp3" length="45714947" type="audio/mpeg" />
    <itunes:image href="https://storage.buzzsprout.com/5fh5l1l5u6dmsygol28dhf5uaf7m?.jpg" />
    <itunes:author></itunes:author>
    <guid isPermaLink="false">Buzzsprout-18765311</guid>
    <pubDate>Mon, 02 Mar 2026 09:00:00 +0000</pubDate>
    <itunes:duration>3805</itunes:duration>
    <itunes:keywords>nightdive studios, video games, gaming, system shock, system shock 2, larry kuperman</itunes:keywords>
    <itunes:season>1</itunes:season>
    <itunes:episode>2</itunes:episode>
    <itunes:episodeType>full</itunes:episodeType>
    <itunes:explicit>false</itunes:explicit>
  </item>
  <item>
    <itunes:title>Taking risks in AAA Games | Richard Lemarchand (Uncharted, Naughty Dog) </itunes:title>
    <title>Taking risks in AAA Games | Richard Lemarchand (Uncharted, Naughty Dog) </title>
    <itunes:summary><![CDATA[The Examined Game #1  In today's episode I pose to Richard Lemarchand, the co-lead game designer for the original Uncharted trilogy, the question: “How do you learn to take risks in AAA games?” I have wanted to speak with Richard on this topic ever since I heard an interview where he described taking inspiration from the art game The Graveyard by Belgian developers Tale of Tales when designing the Nepalese village in Uncharted 2: Among Thieves. I speak with Richard about the interactive art f...]]></itunes:summary>
    <description><![CDATA[<p>The Examined Game #1<br/><br/>In today&apos;s episode I pose to Richard Lemarchand, the co-lead game designer for the original Uncharted trilogy, the question: “How do you learn to take risks in AAA games?”</p><p>I have wanted to speak with Richard on this topic ever since I heard an interview where he described taking inspiration from the art game The Graveyard by Belgian developers Tale of Tales when designing the Nepalese village in Uncharted 2: Among Thieves. I speak with Richard about the interactive art form that is gaming and what games owe players in terms of engagement and interactivity. </p><p>Richard is a British game designer and Professor of Cinematic Arts in the USC Games program at the University of Southern California. </p><p>He has been a part of the Gex, Pandemonium and Soul Reaver series. </p>]]></description>
    <content:encoded><![CDATA[<p>The Examined Game #1<br/><br/>In today&apos;s episode I pose to Richard Lemarchand, the co-lead game designer for the original Uncharted trilogy, the question: “How do you learn to take risks in AAA games?”</p><p>I have wanted to speak with Richard on this topic ever since I heard an interview where he described taking inspiration from the art game The Graveyard by Belgian developers Tale of Tales when designing the Nepalese village in Uncharted 2: Among Thieves. I speak with Richard about the interactive art form that is gaming and what games owe players in terms of engagement and interactivity. </p><p>Richard is a British game designer and Professor of Cinematic Arts in the USC Games program at the University of Southern California. </p><p>He has been a part of the Gex, Pandemonium and Soul Reaver series. </p>]]></content:encoded>
    <enclosure url="https://www.buzzsprout.com/2596612/episodes/18725713-taking-risks-in-aaa-games-richard-lemarchand-uncharted-naughty-dog.mp3" length="47601148" type="audio/mpeg" />
    <itunes:image href="https://storage.buzzsprout.com/rvkdjd5yrimwodmuluterbutkmrv?.jpg" />
    <itunes:author>Steven Lake</itunes:author>
    <guid isPermaLink="false">Buzzsprout-18725713</guid>
    <pubDate>Mon, 23 Feb 2026 10:00:00 +0000</pubDate>
    <itunes:duration>3960</itunes:duration>
    <itunes:keywords></itunes:keywords>
    <itunes:season>1</itunes:season>
    <itunes:episode>1</itunes:episode>
    <itunes:episodeType>full</itunes:episodeType>
    <itunes:explicit>false</itunes:explicit>
  </item>
</channel>
</rss>
