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#127
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Never played it, and wasn't particularly interested, but the graphics caught my eye. Didn't finish it due to technical issues, but I played it for a considerable amount of time. Beautiful, charming, vibrant, enjoyable, a bit monotonous if you get stuck on side quests, but otherwise excellent.



The first "Farcry" game, starting with the third installment, that I didn't like, and initially it was okay, but over time it turned out that the weapons and shooting were subpar, and what initially seemed like a pleasant and evocative setting for a great country turned out to be dull for that kind of gameplay. A 5 or 6 out of 10, nothing more.



A "Civilization" game about forty thousand years in the past, surprisingly well-made in terms of being enjoyable to play, and I didn't even delete it right away. But I did delete it eventually, because I'm tired of "Civilization." Otherwise, it's okay.



A pretty cool tactical roguelike, with a rich atmosphere and many interesting details and mechanics. A 7.5-8 out of 10, I expected worse.



Another tactical game, and also unexpectedly good. Unfortunately, it has the tired old turn-based combat from "XCOM/Shadowrun" for iPad users, but the way it's presented here is something I haven't seen in modern games yet. You can relatively freely explore a world divided into many not-so-small locations, collecting loot, upgrading characters, and improving weapons in the process, with the ability to stealthily weaken enemies before engaging in a full-scale battle, or just walk past them. Overall, the atmosphere and presentation are reminiscent of "Gothic 1-7," which is very good.



Garbage for autists who like to entertain themselves by being clowns. I used to say that "Elder Scrolls" was a dead level editor, but "Kenshi" made me rethink that statement, because the "Elder Scrolls" games, in comparison, have surprisingly deep level design and direction. Everything is terrible, the graphics (and design) are like in "Morrowind," you don't have to do anything because, well, it's a sandbox, so... well, I don't know, you can walk around the desert, cut down NPCs. You can build a house, and palace soldiers will attack. If they cut off your leg, you can put on a prosthetic. Explore and grind in this raw, buggy mess, but not even for the sake of some plot or setting, but just so you can tell your classmates that you succeeded in this buggy mess. The quintessence of a loser's vomit, 0/10.

Actually, this whole post exists solely for the sake of the last title, which I tried and deleted in a single day a couple of months ago, but a couple of weeks ago it reminded me of its existence, and a few days ago too.
My sword, my trusted ally, unphased by my aspect.
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#128
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Some people actually liked it a lot... (haven't played it yet).

Be strong. Believe
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#129
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Well, you just need to have a special mindset here (be the next stage of evolution, if you understand what I mean).
Where do we go?
Where do we end up when we save the world?
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#130
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We understand, of course.
My sword, my trusted ally, unphased by my aspect.
In reply to Happy Life
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#131
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Morning


I've never played any of these games before and wasn't particularly interested, but I was drawn in by the graphics. I didn't finish it due to technical issues, but I did play it for quite a while. It's beautiful, heartwarming, vibrant, enjoyable, and slightly monotonous if you spend too much time on side quests; otherwise, it's excellent.
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#132
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Absolutely true, because I spent more than a few hours in that place, just engaging in completely useless fishing. The most interesting fishing I've ever seen in a Japanese game. Let's continue. An arcade-style, roguelike platformer with a pleasant aesthetic, polished and responsive mechanics, and engaging gameplay. I didn't finish it (it's difficult), but I really enjoyed it. 8/10. At first, it seemed a bit empty, lifeless, and simplistic, but it soon revealed its soul, and then they added a plot. Excellent direction, engaging beat 'em up combat, captivating side content, and a great soundtrack. Some moments are a bit drawn out, which isn't great, but overall, it's good. The fishing, however, is nothing special. As much as I disliked the original fifth installment, I enjoyed this add-on to it. Perhaps the best way to express my opinion is with this random comment from Steam: My favorite Far Cry so far, the story was short and generic but I really enjoyed the map, the weapons, the side kicks, the art style, and the abilities/perks. If you like far cry 3, blood dragon, 4, or 5 and are not tired of it you will like this one also. I'll add that the post-apocalyptic setting here doesn't look typically post-apocalyptic; instead, it looks beautiful and vibrant, and is full of life. I've heard about this title many times, and now, finally, PC gamers are getting a taste after twenty years. I want to call it garbage and typical Japanese crap, but I suspect it's just not my type of content. The gameplay involves moving blocks. Incredibly interesting. In between the blocks, you engage in autistic activities in the hub for zoomer fans of storytelling adventures, such as talking to lowlifes, playing arcade games, or washing your hands. It's probably good when the story and characters are interesting, but they don't interest me. Awful-looking faces of friends and acquaintances in a repulsive stylized 3D rendering tell very fascinating stories from their lives, explaining why they are losers, and the biggest jerk is the main character. Many people on the internet don't like weak, spineless protagonists in anime titles; this type doesn't bother me if the content is good, but here, the entire story and concept revolves around and shows how pathetic and infantile the hero is, how afraid he is to live in a matriarchal gulag, and how he wavers between two jerks in constant fear, tension, shame, and an attempt to sit on two chairs. All of this is so boring, disgusting, irrelevant, shallow, and sprinkled with such primitive, banal Freudian symbolism that there is absolutely no motivation to play it. First and foremost, it's boring. In conclusion: the gameplay is garbage, the story is garbage, the characters are garbage, the atmosphere in the context of all this didn't appeal to me, and the presentation is garbage (walking between puzzles in a bar for fragmented lines from NPCs about how they pooped is a super-cringe). There are no intrigues, and therefore no desire to find out what happens next. A fair verdict: garbage. But I can't deny that this garbage is made very conceptually – as if a Western (Eastern?) student were doing a course project on gender studies in the format of a Japanese wank simulator – so if anyone is genuinely impressed by these original settings and the depressing plot about dealing with social problems for a pathetic loser, then it's probably their kind of content. I dropped it, even though it's short, because I didn't want to spend any more time on it after a certain point. And the port itself is also garbage.
Felt like a beta the entire game, recommend if ur a cuck
My sword, my trusted ally, unphased by my aspect.
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#133
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8/10. At first, it seemed a bit empty, lifeless, and primitive, but quite soon it revealed its soul, and then they added a plot. Excellent direction, engaging bitmap combat, fascinating side content, and a great soundtrack. Some moments are a bit too drawn out, which isn't great, but overall it's good. The fishing, however, is just pointless.
I also really enjoyed it, and I just finished Kiwami 1 a few minutes ago... after almost a month-long break. The first game, although not bad in itself, seemed worse than the second in every way. The story isn't as engaging, the characters aren't as interesting, and many moments are either too drawn out or just not very well done. I'd also like to highlight the second-to-last boss in the game - without going into details, I'll say that it's just bullsh*t, not good design. It's as if they took all the memes about the evil GM Revan, multiplied them several times, and put the result in charge of the project. And the ending was disappointing.

And since we're talking about this series, I'll post one of the most memorable moments (although without voice acting) and tracks here. It contains a slight spoiler.

Just music that motivates you to grind that sh*t dungeon.

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#134
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At first, it seemed a bit boring, bland, and one-dimensional, but after playing a bit further, figuring out the mechanics, and getting used to them, and realizing that the map consists of pieces of a whole, rather than just a random collection of areas, it became much more engaging. The combat is definitely the best of all the Souls-like games I've tried. You can jump, block, deflect, sidestep, counterattack, and simply move away from enemy attacks, because there's no annoying 360-degree dodge rolling like in DS3. The progression system is unobtrusive but interesting. Most consumables, items, and skills have their own uses.
What could have been done better: maybe I just needed to get better, but I didn't find any good uses for the combat arts. Compared to regular attacks, their damage isn't much higher, and it's easy to expose yourself to enemy attacks by using them.
I also think they could have delved deeper into Japanese folklore; many of the monsters looked quite generic, but I'm just being picky. The protagonist is good, and the story and NPCs are much better than in the Dark Souls games. In terms of atmosphere and the interestingness of the locations, it probably still loses out to DS1 (but maybe my memories are just playing tricks on me).
I'd also like to highlight that the port is excellent. No performance issues or bugs, and there are tooltips for keyboard and mouse controls.
Overall, I would rank the Souls-like games as follows:
Sekiro ≥ DS1 > DS2 >>> Nio >>>>> DS3.
The boss I liked the most was the father. It's a pretty challenging fight, but very interesting and without any cheap tricks.

Oh yeah, this game (and this boss in particular) once again made me realize that I need to stop relying on localized versions for casual players and finally start playing everything in the original language.
>Mairu
basically, the character "invites" the opponent to start a fight (lol).
translation - ENOUGH TALK)))
>Omigoto
translation - LET'S FIGHT
In general, considering the context, both phrases convey the meaning ~correctly, but these kinds of things still make me cringe.

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#135
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I've been trying to play this for over a year, but I just couldn't get into it. The content is clearly not for 2020, or maybe it's just not for me.

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#136
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Are there any old-timers here?



I stumbled upon this title randomly, and I liked it. A "retro" shooter with Quake-like mechanics, in a style reminiscent of Blood. Pretty standard weapons, but the combat is very enjoyable and fair – enemies only have projectiles or melee attacks, and none have hitscan.
What I really liked was the level design. The levels are initially very simple, almost not labyrinthine, like in shooters from the nineties, and stylistically they are very well done. This non-labyrinthine aspect initially bored me a bit, as I was used to complex maps from old shooters, but by the second half of the first episode, the maps became more interesting in this regard and much more interesting in terms of external design and atmosphere.
And then I played episodes 2 and 3 and was surprised by how different they are from the first one, and from each other. There are creepy, claustrophobic maps in abandoned factories, with separate locations in complete darkness, where you can barely make out the outlines of the rooms with a flashlight, and wide, bright maps, and all sorts of futuristic complexes, and gravity-based gameplay, and references to the first "Thief" in the style of a mad aristocrat's mansion (which won't mean anything to anyone, because no one played it), in general, there's everything. And all of this is within perfectly balanced limits, not too long, not causing irritation, fatigue, or disorientation. And all this set of levels, spread across three episodes, fits into a kind of complete plot-storytelling canvas – simple, but good and atmospheric, an order of magnitude more tangible than in some shooters from the nineties.
Juicy shooting, decent weapon balance, pleasant movement, atmospheric soundtrack, and beautiful maps.
9/10 – one or two more episodes would be very welcome, but as it is, it's very short, I finished it in a couple of evenings.

Then I tried amid evil from the same company. It's like Heretic/Hexen, but I absolutely didn't like it. Very boring maps, boring enemies – a knight riding a knight, boring weapons, boring items, in general, a total mess. I played a couple of maps and dropped it – it wasn't even close to Hexen or Heretic.

This failure left my revived desire to play retro shooters unfulfilled, so I played through the classic Shadow Warrior, which I had never played before, and "replayed" the first Quake, which I had played a lot but didn't finish. Now, after that, I finally finished all the main shooters from the nineties and can calmly make a tier list of them:

Blood >>> Doom 2 > Doom 1 >> Hexen > Heretic >> Duke Nukem 3d > Shadow Warrior >> Quake.

Some boomer might notice that I didn't add Redneck Rampage (it's total garbage) and no sequels except for Doom. This is because I was highlighting the first, most iconic iterations of these shooters, and besides, the sequels are too different from the originals and came out closer to the end of the nineties. I don't think I ever finished Hexen II, there's too much emphasis on sneaking around – you can see the transition into the 2000s, into a terrible 3D with a focus not on mechanics and not on a labyrinthine design, but on quest-like level design, I didn't like it. I haven't played Heretic II and Blood II at all, but they are supposedly garbage. Quake II is not bad, but again, it has already deviated too much from the old design.
Why exactly in this order? Very simple:
- Blood is the best, and there's no arguing with that, it's the best in everything – level design, atmosphere, style, cool and diverse weapons, the best main character, in general, it's all top-notch, and it came out a bit late, and it took into account the experience of all its peers;
- I might be called a Doom fanboy, because I explored them thoroughly both as a child and as an adult, but I think they objectively deserve this place for their style (futuristic bases, hell and demons, biomechanics, normal modern weapons), for their juicy graphics, for their most interesting and intricate levels, for the overall feeling of the game. For me personally, in the entire series, including Doom 3 and Doom 2016, there wasn't a single part that I didn't like;
- Hexen walks a fine line in that they split one large arsenal of weapons into three fantasy classes, and you play the same maps for each character, but nevertheless – I enjoyed playing through them all, it's just very well done;
- Heretic could probably be higher, because it's close to Doom in mechanics and to Hexen in setting, but... I don't remember much about it, even though I played it from cover to cover less than ten years ago. Well, it's just Doom in a fantasy setting, nothing more, nothing less, and it's hard to compete with Doom's setting and atmosphere when you're fantasy;
- I played Duke Nukem after Blood, so it didn't fare very well on this tier list. Being a pioneer on this engine, it's just worse in everything – both in mechanics and in setting, and it gave me less aesthetic pleasure than the titles before it, although objectively it's good – the level design is a seven, the weapons and enemies are decent;
- Shadow Warrior is a step down from Blood and Duke on their engine, and objectively worse than both of them for many reasons. First, you can count the types of enemies on the fingers of both hands, and one hand will be occupied by the same ninja, but in pants of different colors (like with different weapons and health). Secondly, the weapon set is boring – out of all the weapons, I used 3.5 in 90% of the time. There is something interesting and unique, but why do you need it when it's easier to throw a grenade around the corner or out the window, and in melee, shoot with an automatic shotgun, the cartridges for which lie in all corners. Thirdly, the maps of the first, longest episode are very boring, more than half of the maps are just plain gray-brown temples, it only becomes more interesting in the second half of the game. Fourthly, the items are boring – bomb-bomb-bomb, half of them are useless. In general, I didn't like it very much. They should have made all the levels like in the second half. Stylistically and in terms of setting, it's probably more amusing than Duke, but that's all. By the way – sometimes I didn't know where to go and walked kilometers around the map, which is very surprising for me in 2019;
- Quake I is just garbage. Castle-castle-castle-sewer-sewer-sewer. Few weapons and they are boring, again, few enemies and they are boring, really few, and closer to the end, the developers just put the biggest ones in front of you one after another. Not particularly challenging, rather tedious and slows down the gameplay. The level design is labyrinthine, but in a bad way – just a pile of the same corridors-halls without anything, but with tons of water, and swimming is completely uninteresting. I can't remember a single interesting moment in any of the levels, even though I just replayed it. Also, the double-barreled shotgun is garbage. In general, it's a dumpster tier.

Very important post, 2019
My sword, my trusted ally, unphased by my aspect.
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#137
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I played Heretic a long time ago, and it seemed pretty cool. I also played some other games. And Blood is available on GOG, both parts, haha. What a naughty game.

Be strong. Believe
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#138
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Drop. Ran through the first two or three courts; it's playable and readable, the process is generally engaging, but far too boring and outdated conservative — the complexity and interest of the cases are on par with the first Mafia games with clues. I kept wanting to push myself and reach something interesting, if there even is any, but I just couldn't. Although the art, dialogues, everything is more or less in place. But it didn't click.



Masterpiece 9.5/10. To put it simply — Hotline Miami about a samurai from a side-view. Process, story and its delivery (though some might not like that), atmosphere, attention to the smallest details, graphics, music, characters — everything is there. There are dialogues and an illusion of choice in them and a couple of other places, but 90% of it is still an illusion (which can be explained through the plot if desired).
The only serious complaint is that there could have been more missions; it's far too short, which might not be bad for aquarium fish with ADHD like me. But on the other hand — the maps themselves are designed quite uniquely, with immersiveness at the forefront rather than typical video game laws and conventions. The second complaint, stemming from the first, is that the fragmented plot is unfinished, leaving room either for a sequel or some kind of DLC pack with maps. But there's nothing to be done about it, and everything else is executed at such a high quality level that the player can only endure it and speculate on their own for the time being. In this case, I didn't find it to be something bad; there are projects with ambiguous interpretations that are interesting to puzzle over yourself.
And even here, one could dodge the issue and casually admit that the shortness, illusion of choice, and specific story delivery combined with pleasant Gameplay add replayability. Usually, I view this very negatively, but in this piece of work, it's implemented in such a way that it provides motivation and pushes you toward it. #onlywon
If I don't forget, I'll follow the title and the company from now on.

Plays great with keyboard and mouse, but on a controller, you truly flow like a wave.
My sword, my trusted ally, unphased by my aspect.
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#139
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I just finished Kiwami 1 a few minutes ago... After almost a month-long break. While the first game is decent on its own, it seemed worse than the second in every way. The story isn't as engaging, the characters aren't as interesting, and many moments are either drawn out or just not very well done.
I also started playing it after finishing the second game, and eventually dropped it halfway through for about six months. At first, almost nothing appealed to me - the plot was bland, the combat was old, and the music was awful. The final straw was when I equipped the Trouble Finder and saw how many side quests I had to clear on the map - and that was after just finishing the second game, which looked exactly the same and took me dozens of hours. I just got tired of it and couldn't continue, I burned out.
But after half a year, I started it again and finished it in one go. The plot still wasn't any better - a couple of decent characters somehow manage to carry it, but the overall narrative doesn't evoke any interest or emotional response. I don't know if this plot was good when it was released on the PlayStation 2, fifteen years ago, but today it feels quite cliché and doesn't compare at all to the divine direction of the second game from 2015. Nevertheless, after half a year, I missed the gameplay a little, so it was interesting to finish it just for the mechanics. I also started to appreciate the music.




Right after that, the port of the next installment suddenly arrived, and it turned out to be significantly better, like several levels up.
First, the plot is much better. It's better directed, you do more meaningful things, and some familiar characters are no longer nobodies, and you feel the continuity. Towards the end, it does start to lean a bit towards one direction, but still - it's a huge leap forward. Second, the engine has been significantly updated with changed combat and progression, excellent graphics and physics, and finally a completely seamless city - it's a pleasure to explore, fight, and even play optional mini-games. Third, there are a huge number of quality-of-life improvements. Fourth, there are unique remakes and pleasant nods to Yakuza 0 as a bonus.
It falters in two areas - there's not much good and memorable music, plus the quality of the port is terrible. The latter is evident in many ways - not the best optimization, various artifacts with graphics and physics, occasional bugs that never existed in Yakuza 0-1, and I could even fry an egg on my video card during the game. All these problems are due to Sega's simple greed, which rushed to release the ports as soon as possible, even without the simplest testing. I don't think I encountered any game-breaking bugs, and overall it's playable about ninety-five percent of the time, but these things can't be ignored.
I rated the first game an 8, so let's say this one is ~7.5/10. Although, considering the relative scale of other titles with these ratings, I could add half a point to both of them.
But would I be able to play another installment right now, with the same combat, progression, and engine, and not drop it just like I dropped Kiwami 1? That's the question.
My sword, my trusted ally, unphased by my aspect.
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#140
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I tried playing it back when the port was first released, but for a rather silly reason, I decided to postpone it and only picked it up again five years later.

It's really good. The gameplay is just right – not too simple, so you can't just breeze through everything, but not so complex that you have to replay it over and over. There's no grinding, and the implementation of the mechanics is quite interesting; if I were to develop a game again, I would almost certainly borrow some of its ideas. The variety of classes, weapons, and skills provides a wide range of tools for tactically solving the problems that the game presents to the player.
I liked the plot, and the setting is also quite good, although it may seem a bit unusual at first glance. The factions are portrayed well and are not strictly divided into black and white. The protagonist is surprisingly good. Moreover, he is not only well-developed from a narrative perspective but is also excellently implemented in terms of gameplay – the character's unique usefulness is explained by the fact that he is a commander, rides in a tank, and gives orders, which is both authentic and quite original. In addition, I had a strong emotional connection with one of the characters, which is also a huge plus. It's just a shame that there isn't much content with her.
If I have any complaints, it's about the quality of the translation; I would tear the hands off the localizers so that they would never touch good things again. But that's not really a flaw of the game itself. And I would also like more content for the less significant members of the squad, something in the spirit of the missions from the expansion, but in the main story, although that's just a minor detail.

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#141
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The academy format in the second game appealed to me a bit more than the linear storyline of the first one. It was possible to progress at a comfortable pace and in an order that suited me, while also experiencing interesting events. Special mention should be made of the fact that secondary characters received due attention, and each classmate had their own short story with their own mission and even an artifact. References and appearances of characters from the first part were well-received, especially considering the modest size and population of Gallia. Here everyone is like neighbors and knows each other :cool:.
Due to the PSP graphics, the maps didn't look as interesting as in the first game, but I really liked the artwork, animated scenes, and skillful use of sprites/portraits. Speaking of the PSP version, it was quite easy to play on an emulator (keyboard only). The only bug I noticed during my playthrough was the disappearance of enemy models when using a sniper scope, but I hardly used that class anyway, so no big deal.

Perhaps the biggest drawback of this installment compared to its predecessor was the absence of Selvaria in the main plot, but perhaps this was compensated for by the fact that she could be played as one of the additional characters. I would have liked them to have their own events, either non-canonical or some episodes from the past, but unfortunately, there are none.
Seriously though, by October-November, I started to get a little tired of the monotonous missions on the same maps, but this was due to the fact that at that point I had run out of content for the classmates, and new events appeared rarely if at all, plus the fact that I was playing from morning till night for an entire week. In general, I initially tried to complete everything with an A rank, but at that point I decided to finish the story.

After completing the game, a lot of new content became available + there were still uncompleted/unperfected missions from those that were unlocked earlier, but I will leave all this for another time. VC2 reminded me that it's better to grind a good game than to do the same thing in some boring gacha. But while I still have the desire to play from morning till night, I want to try other games in the series.


Speaking of characters, I really liked Marion in this installment. She is a secondary character, and there isn't much content with her, but she has a very nice appearance, personality, and voice. Eli-chan comes next:smile23:. The protagonist pleased me again. Completely different in character, but also very good. Of the secondary male characters, I probably liked Helmut the most. Among the disappointments was Ingrid; I expected some kind of development (and that she would take off her hat at least on a story artifact), but it didn't happen.
And about the rebels:
Father: funny
Son: idiot
Daughter: good (I got a slight shock when she did *that* with the tank, for some reason I wasn't expecting that at all).

In general, my rating:
/10
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