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Topics - UmaSama

Pages: [1] 2
Media and Inspiration / Hey.
« on: September 28, 2007, 01:30:52 AM »
Just wanted to say hello given that I haven't posted in 3 months, nor have I played anything in this time. :(

Media and Inspiration / Stan Lee+Disney=New Supers Franchise?
« on: June 07, 2007, 02:50:19 PM »
Even though this seems interesting I think these new supers are going to be more in the like of the incredibles than Marvel type.

Stan Lee signs deal with Disney
Comic book legend inks deal to develop new superhero franchises, including games.
By Emma Boyes, GameSpot UK
Posted Jun 7, 2007 12:40 pm GMT -3

Superhero movies are popular these days--Spider-Man 3 broke box office opening weekend records, X-Men: The Last Stand grossed $45.5 million on its opening day, and animated films like The Incredibles have also fared, well, incredibly. On the back of this success, Disney has decided that more superhero franchises would be a good idea, and is reported to have signed up Stan Lee to create new characters for the company, according to the BBC.

Lee will be bringing about 20 new characters into the world initially, including El Lobo, Chameleon, Thunder Rider, Whirlwind, Doubleman, Nightbird, and Blaze, all of whom are "in the active stages of development." On top of the first 20, Lee also has ideas for another 40 further down the pipeline.

His new characters will be the basis of new games, films, books, comics, and more. Lee said, "I've got millions of them [ideas]. I have file cabinets filled with ideas for movies and television shows and all sorts of things."

The 84-year-old Lee had a hand in the creation of many famous Marvel comic book superheroes including Spider-Man, the Fantastic Four, the X-Men, the Incredible Hulk, and Daredevil.

I'm asking this because I have yet to meet someone who likes it, everyone I ask tells me he doesn't and yet WotC keeps releasing new supplements for it, so that should mean it is succesful, but is it?

« on: May 19, 2007, 11:08:59 AM »
It took a decade, but this could be the gaming world anouncement of the year.

Starcraft II warps into Seoul
Blizzard Entertainment unveils long-awaited sequel to PC real-time strategy game at worldwide invitational event.
By Andrew Park, GameSpot
Posted May 19, 2007 4:02 am GMT -3

See it »
Screenshot Index »

SEOUL--Crowds of fans and press file continuously into the Olympic Gymnastic Stadium in the Gangnam province of Seoul, South Korea to await the announcement of Blizzard's new game title. The big-screen monitors onstage, which previously showed looped footage of tournaments held at last year's Blizzard Worldwide Invitational, now show only the logo for this year's event, which takes place today and tomorrow. The anticipation and excitement in the air from the crowds of fans and international press are palpable.

The announcement session is underway, and the lights are up. The Korean emcees are making announcements about the tournaments and music concerts that will also be held at the event. Blizzard Korea managing director Jungwan Han has taken the stage to deliver the opening remarks, greeting and thanking Blizzard fans worldwide for their support. He takes his seat, and the emcees briefly introduce Blizzard's top brass, including Mike Morhaime, Rob Pardo, and Chris Metzen.

Next up are the introductions for the professional gamers, who are greeted with great fanfare by the audience as they're announced individually and step onstage. First are the Starcraft players, introduced by their name, faction played (protoss, zerg, or terran), and country of origin. These are followed by the Warcraft III professional players, also introduced by their name, played faction (humans, orcs, undead, or night elves), and country of origin. After the players are brought onstage, they are brought forward individually to take an "oath" of fair play.

Press from around the world arrives at the Blizzard Worldwide Invitational event.

Once the players are ushered away, Blizzard president Mike Morhaime takes the stage to make the big announcement, noting first that this year's event will host more tournaments than any previous event (including competitions for Starcraft, Warcraft III, and World of Warcraft), then introducing a video montage with footage from Blizzard's previous games (such as the original Warcraft, Diablo, and Starcraft) and previous tournament events. Morhaime is finally getting closer to the announcement...the crowd cheers in anticipation. Says Morhaime, "When it came time to make this announcement, it was easy to decide where it should take place." The president praises the enthusiasm and support of Korean game players, then introduces a video trailer for the new game.

The pro gamers took the stage to tremendous fanfare.

The trailer begins with a spaceship, lowering a coffinlike object. The camera cuts to a chamber, then to a gigantic metal gate that cranks open, and finally cuts to a man with a cigar in his mouth, wearing shackles on his ankles. The man steps into mechanical restraints that lock around his ankles and the platform around him rises. The cofflinlike object sprouts metal pincers that brace his wrists while the champers reveal whirring turbines that sprout metallic drills and rivets which fit metallic armor on his body. The figure is a Terran soldier, and the camera pans up his body, cutting to scenes of Protoss and Zerg warriors rushing to battle. The new game, as rumored, is Starcraft II.

Morhaime then introduces the lead designer of the project to discuss it--none other than former EALA designer Dustin Browder (who worked previously on The Battle for Middle-earth and Command & Conquer series). The video screen cuts to a demonstration that shows a fleet of Protoss ships that disembark several zealot infantry units, then cuts to a scene showing Terran transports touching down and becoming base structures, spouting infantry and vehicle units. Browder points out that this demonstration is in a very early stage of code. As we see in the demonstration, the new game will add abilities to existing units--the Protoss zealot, for instance, will now be able to charge into battle to quickly close the distance against Terran gunners. The Terrans retaliate by bringing in siege tanks to shell the Protoss from a distance. The Protoss respond by commissioning "Immortals"--heavy-duty tanks with powerful energy shields.

Blizzard's Mike Morhaime can't help but grin as Starcraft II is revealed.

The Terrans then commission reapers, medium infantry with jetpacks that can jump barriers to raid enemy bases more effectively. The reapers leap into action against the Protoss base to attack the pylons, but have a new series of structures that help the Protoss be much more resilient when attacked at their base, such as phase prisms, which let you quickly move units from place to place. The Protoss stalker unit has a "blink" ability that lets them jump anywhere they can see, and makes them excellent pursuers.

The Zerg have arrived, sending Zerglings to overwhelm the Protoss stalkers--a huge swarm of them charges the Protoss. Browder points out that Starcraft II will still be a game about large armies against large armies. The Zerg then run into a few Protoss colossus--gigantic walkers with cutting lasers that specialize in liquifying Zerglings. The Zerg have mutated into a new kind of suicide unit that explodes in a burst of acid. The colossus also uses inverse kinematic animation to walk up and down cliffs. The colossus unit is vulnerable to air attacks, such as mutalisks, which slaughter it. In response, the Protoss have a new unit, the phoenix, which can "overload" to eliminate squads of nearby airborne enemies but leave them helpless and immobile briefly afterwards. The new game will also have new texture work and deep space background environments. The phoenix can't hold its own against Terran battlecruisers, which crush them--in response, the Protoss commission the "warpray," a laser-firing ship that deals more damage the longer it focuses its fire on an enemy.

Browder caps the demonstration with one last new unit, the Protoss mothership, the ultimate weapon in the Protoss army. It's an incredibly expensive unit with a "time bomb" ability that distorts time within an energy field, making enemy fire too slow to actually reach and hit the mothership. Once the time field collapses, enemy shells clatter uselessly to the ground. The mothership also possesses the "planet cracker," a stream of multiple lasers that devastate anything beneath it. Finally, the mothership can create a black hole--an extremely damaging ability that wrecks flying enemies. The glowing black hole simply sucks in the Terran warships, which warp in appearance before disappearing utterly into oblivion.

Blizzard's presentation literally turned heads.
The demonstration ends with a battle between the Protoss and the Terrans, who wail on each other mercilessly. As you might expect from the successor to Starcraft, it seems clear that the key to success in the sequel will be combined force of arms, as both armies pummel each other to a standstill, racking up casualties on each side as they grind away at each other. The battle ends with an orbital strike that wipes out both sides utterly, so that both sides are left with only one infantry unit. Both get mobbed by Zerg units that crawl out of the ground and butcher them, then mutate into their new form and crawl into formation to spell out the letters "GG" (an abbreviation many online players use to say "good game").

After the Starcraft II demonsration, another video montage is shown, this time featuring a series of concept art drawings that gives way to another gameplay demo that highlights various units new and old, such s the Protoss colossus, the Zergling, and others, ending with two portraits that appear to be Jim Raynor and Kerrigan.

That's it for the presentation. Be sure to check back soon for more coverage of Starcraft II.

Other Games / My prayers may have been answered.
« on: May 18, 2007, 01:16:26 PM »
Eidos resurrecting Deus Ex?

Source: A French-language interview on MusiquePlus, Quebec's answer to MTV and sibling to MuchMusic, English-speaking Canada's answer to MTV.

What we heard: Besides Tomb Raider and Hitman, one of Eidos Interactive's better-known franchises is Deus Ex. The original installment in the series, which blended role-playing and action elements in a conspiratorial near-future dystopia, was a critical and commercial success in 2000. (It was ported to the PlayStation 2 two years later.)

When it was released in 2004 for the PC and Xbox, Deus Ex Invisible War received decent reviews and saw solid US sales of more than 300,000 units, according to NPD. However, that wasn't good enough to stop pre-SCi-buyout Eidos from closing series developer Ion Storm in 2005 following the departure of its founder Warren Spector. And when the shooter spin-off Deus Ex: Clan Wars was renamed Project: Snowblind to distance itself from the brand, the Deus Ex franchise went missing, and was presumed dead.

This week, though, came word that the Deus Ex series is being revived. In an video interview with MusiquePlus, Eidos France director general Patrick Melichor revealed that a new game in the series was in the works at the British publisher's recently formed Montreal, Canada, studio. "The first mission for the team will be to bring back to life an extraordinary title called Deus Ex," said the well-groomed Melichor. The executive also revealed that some 40 developers would be committed to the project.

The official story: US Eidos reps wouldn't comment on the Melichor interview. However, he himself gave the Deus Ex project revelation a major caveat. "We're still waiting for final confirmation [on the new Deus Ex], which should happen in the next few months," said Melichor.

Bogus or not bogus?: Bogus that a new Deus Ex has been officially been announced. Not bogus that it's looking very likely.

A man can dream.:deflated:

I must first say that I did not came up with this, I just saw it on another forum and I thought it would be good to see what the rpgsiters think about it.

Is there any hope for most debates becoming intelligent and fair?

Or are we doomed to forever face things like intellectual dishonesty, information twisting to fit preconceived notions, ad hominems, etc?

It seems as if divisive demagoguery rules the day; hyperbole replaces real arguments.

Other Games / Neeson voicing Fallout 3, setting revealed?
« on: May 09, 2007, 06:46:18 AM »
Schindler's List and Batman Begins star will play father of protagonist in forthcoming postapocalyptic RPG; new concept art shows bombed-out ruins of Washington, D.C.
By Tor Thorsen, GameSpot
Posted May 8, 2007 5:06 pm GMT -3

See it »
Screenshot Index »

The credits of the first two Fallout games boast an impressive array of grade-A B-list actors. The 1997 original postapocalyptic role-playing game featured Keith David (They Live), Clancy Brown (Highlander), Ron Perlman (Hellboy), Richard Dean Anderson (MacGyver), Brad Garrett (Everybody Loves Raymond), Tony Shalhoub (Monk), David Warner (Tron), and CCH Pounder (The Shield). Its 1999 sequel, Fallout 2, saw Perlman return and be joined by Jeffrey Jones (Deadwood), Dwight Schultz (The A-Team), and Michael Dorn (Star Trek: The Next Generation).

Now, with the first glimpse of Fallout 3 just 28 days away, developer-publisher Bethesda Softworks has revealed the game's first voice actor. Today, the company announced that Irish-born Liam Neeson has joined the game's cast in a "lead role." Neeson has appeared in dozens of films and was nominated for a best actor Oscar for his portrayal of a flawed humanitarian in Schindler's List. Gamers will also recognize him from roles in Batman Begins and Star Wars: Episode I - The Phantom Menace.

Fallout 3 marks Neeson's second appearance in a game, after 2005's Batman Begins. In the forthcoming RPG, he will voice the father of the protagonist--a role written specifically with the actor in mind, according to Bethesda. No other details were made available.

Though Bethesda is still keeping a tight lid on all non-Neeson-related details, it did drop a hint today about Fallout 3's setting. The publisher released a new concept-art shot for the game, which shows the bombed-out ruins of Washington, D.C. (pictured). When asked if the game would be set in the nation's capital, a rep's only reply was, "I'll let you draw your own conclusions." A D.C .setting would be a major departure from the locales of previous Fallouts, which were set in California and Nevada.

I've been looking for a system that suits my needs for a Saint Seiya campaign in which I've been working for a while now, I tought about BESM, also I though about using True 20 with modifications.
But I'm still searching for the right system, so what can you tell me about OVA?

Other Games / Shadowrun, the new video game coming next month.
« on: April 05, 2007, 10:28:58 PM »
Shadowrun Updated Q&A - Final Thoughts


FASA studio manager Mitch Gitelman looks back at the Shadowrun project and talks about the challenges encountered along the way.
By Staff, GameSpot
Posted Apr 5, 2007 9:49 pm GMT -3

It was almost a year ago that Microsoft and its internal FASA studio revealed Shadowrun, a multiplayer action shooter with the tantalizing promise of cross-platform gameplay. In Shadowrun, Xbox 360 and Windows Vista players can participate in online matches together. The world of Shadowrun blends magic and technology to create a wild and dynamic gameplay experience. In the game, players blast away at one another, teleport through solid objects, resurrect the dead, and more. Now with the game almost complete and set to ship later this spring, FASA studio manager Mitch Gitelman shares his thoughts on the project.

Sure, you've seen trolls and elves before, but have you seen them armed with assault rifles and katana swords?

GameSpot: Shadowrun is finally nearing completion, so what's life been like at FASA the past few weeks? We imagine it's been pretty hectic to get the game out the door.

Mitch Gitelman: It's like birthing a baby in a way. A few weeks ago, we gave our last big, grunting push, and now we're cleaning her up before we let the rest of the family see her and take baby pictures.

It's no longer hectic. It's about carefully making sure the game is ready for the public and fixing issues without creating more. The tension is still there because you need good judgment to determine what should be fixed versus what could be fixed or what you want to have fixed.

GS: We're looking for some history on the project. What was the initial impetus for the game? How did it come to be? And how long has it been in development?

MG: A few years back, we developed a very polished prototype for a game we decided not to pursue. At that point, we stepped back and said, "What now?" We owned the Shadowrun license and many people in the studio were Shadowrun fans. We scrapped a Shadowrun game in 1998 when we were acquired by Microsoft, and some of us were itching for another shot at it.

We did some rapid prototyping, and the results were disturbingly fun. We had never prototyped a game that was that fun that quickly before. We thought that our judgment might be impaired in some way, so we had a full-studio play test, and it was clear that everyone was having fun with it--the Crimson Skies team, the MechAssault team--everyone. That was three years ago, and here we are today.

GS: What was the most difficult aspect of the game to make? Why was it the most difficult aspect? Was it the cross-platform gameplay? Was it trying to balance everything in the game? Or was it something else?

Trolls can wield the heavy chaingun without slowing down, unlike the other races.

MG: Those things were challenges but not extremely difficult--just time consuming. The hardest part of making Shadowrun was the blend of gameplay, art, and performance. We develop our gameplay first since it's incredibly difficult to make a truly fun and highly replayable game. The unique gameplay and movement options in Shadowrun made map design an interesting challenge. With the ability to glide and teleport in combination, you can see large expanses of the gameplay environment at the same time. When you couple that with the ability to move instantly through walls, floors, and ceilings, you've just created a daunting challenge for artists and programmers. Next-generation art requires multiple texture passes. That's very expensive from a performance perspective. When you take away one of the little-understood tools that first-person hallway shooters have--the ability to only show you a small amount of the environment at any one time--you have set up a scenario where making the game look great and consistently run at 30 frames per second is more than a big challenge.

Add to all that the combination of 16 human and artificial intelligence players. Then add the ability to summon creatures and objects into the world, the ability to see enemies through walls, and art, programming, and design teams that would not allow their area of the game to be anything less than outstanding. It could have killed us, but it didn't. The game looks, plays, and runs great.
Games for Toasters
GS: Do you think that Shadowrun's cross-platform gameplay represents the future of gaming? Do you expect cross-platform games to become more and more prevalent during the next few years?

Glider wings let you soar over the map, as well as make you an easy target.

MG: Yes. We're moving into an era of connected entertainment where everything will interoperate with everything else. More and more, groups, such as FASA, will find ways to allow people to interact with their games regardless of device. For example, imagine someone waiting for a bus and using his PDA to play a puzzle game that unlocks a door in Shadowrun; doing so would open that door for players in a first-person shooter console game. Or someone on Windows will find his next mercenary job in a console role-playing game. Eventually, you will use your toaster to play Gears of War IV.

GS: Is there a feature, weapon, power, or ability that was dropped in development that you wish you could bring back? If so, what was it?

MG: Oh sure, plenty of them. The one I loved the most was the ability to climb walls like Spider-Man. You could still use your weapon while wallcrawling, so we got plenty of spider snipers in places you'd never expect. When combined with glider and teleport, it was insane.

GS: If the game does well, could we expect to see more Shadowrun-related products down the road? For instance, the longtime fans of the franchise would really love to see a Shadowrun role-playing game.

MG: Yeah, I heard somewhere on the Web that longtime fans might want an RPG. We'll look into that.

GS: With Shadowrun wrapping up soon, what's next for the FASA team? Could we see a return to the MechAssault franchise? Crimson Skies? Or is it time for something new?

MG: There's nothing I can share right now about future projects. The studio's focus is on putting the finishing touches on Shadowrun and getting it out the door.

GS: Finally, what are your closing thoughts on the game and the project? Is it a bit sad to come to the end? Or are you happy to get it done?

If you're outnumbered, resurrecting a fallen teammate can quickly even the odds.

MG: This has been the single hardest thing we've ever done. The challenges were huge and the pitfalls were deep. We walked through fire and ice to make this game, and it's the best thing we've ever done. The only thing that kept one foot moving in front of the other was our firm belief that our gameplay was awesome and that if people would put aside their biases and try it, they would agree. I am personally relieved that it's almost done, but I can't say I'm happy to get it done. I have never been satisfied with any game I've made, and I doubt I ever will be. There's always something more you could do to make it rock even harder. But I'll tell you one thing: I've never been prouder of anything we've made or of the team that made it. I am honored to work with such a talented and dedicated group of people.

GS: Thank you, Mitch.

Given that you have a succesfull carrer in the video gaming bussines, I was thinking if you could give me some advice as how to get into the industry.
I'm currently studying software developing and support on a technichal school, and planning to go into college to become a software engineer.
Thanks in advance.

Other Games / Fable creator named Knight.
« on: April 04, 2007, 07:20:26 PM »
If you think Video Games are NOT art, EAT THIS:

Molyneux bestowed French honor
Fable developer named as a knight in the country's Order of Arts and Letters for cultural contributions.
By Brendan Sinclair, GameSpot
Posted Apr 4, 2007 6:30 pm GMT -3

Lionhead Studios founder Peter Molyneux has yet another laurel, even if he never intends to rest on it. The studio today announced that Molyneux, the creator of Populous, Syndicate, Fable, and more, has received The Knighthood in the Order of Arts of Letters by the French government.

Created to recognize contributions to the arts and literature, the Order does not require its members to be French. Mario creator Shigeru Miyamoto was bestowed the title last year, alongside Frederick Raynal (Alone in the Dark, Fade to Black) and Michel Ancel (Rayman, Beyond Good & Evil).

Molyneux is also an officer in the Order of the British Empire, a title he was awarded in late 2004 for his contributions to the game industry. He is currently working on Fable 2.

Other Games / My first article.
« on: February 02, 2007, 11:24:14 AM »
Read it here

Other Games / Crazy Italians OC a Pentium4@8000MHz
« on: January 25, 2007, 12:13:24 AM »
OC Team Italy sets a new world record at 8GHz!
Written by Andreas G 22 January 2007 17:02

We reported a while back about how OC Team Italy had unpacked it golden Pentium 4 631 to throw some liquid nitrogen on it. With a non-modified ASUS P5B motherboard they managed to reach a whopping 7520MHz, but pointed out that the motherboard made it impossible to go any further. Now that they have once again mounted the copper pipe and made the necessary voltage modifications, the liquid nitrogen once again did its thing and made it possible for them to finally reach 8000MHz! We bow and congratulate them for this historical achievement and we're eager to see if this will remain the record or if more will bring out their Pentium 4s

Other Games / Recruited
« on: January 15, 2007, 12:06:29 AM »
As of January 13th 2007 I officialy joined the ranks of  as a writer, so before this month ends you should be reading my articles about pc games and hardware there.
Wish me luck.
Over and out.

Media and Inspiration / Saving Your Laptop after a Spill
« on: December 30, 2006, 10:12:15 AM »
Good advice, especially for those like myself who likes to have a cup of coffee near by.

Here's the link

Water, coffee, and soda are among your laptop's worst enemies. Just a little bit of such a liquid on your laptop keyboard can damage or destroy your machine or cause you to lose data.

Some laptops are more vulnerable to damage from a spill on the keyboard than others, and it doesn't always have anything to do with the price tag. Some keyboards have a thin rubber membrane beneath the keys with electrical contacts molded right into little domes under each letter; that design may feel squishy and cheap to some users, but it stands up better to a splash or a flood than a more traditional design with springs and exposed contacts. How do you know which type of design you have? Take a look for yourself by prying off a keytop; if you're shopping, you may be able to get the information from the manufacturer or a dealer.

The best way to prevent damage from a mix of liquid and electronics is to keep them as far apart as possible. Keep your laptop far away from cups of coffee, glasses of water, and cans of soda.

But in the real world, stuff happens. If you have a choice of poisons, take the water spill. A hot cup of coffee, a cold glass of soda, or a glass of wine are each bad news; all of them are slightly acidic. Acidic liquids are nastier than nearly neutral water because the acid can corrode metal contacts. And both coffee and soda can become gummy and sticky as they dry.

Here's the drill for an emergency recovery from a spill:

1. If you have your machine plugged into wall current, turn off the power at the circuit breaker in your home or office.

You don't want to touch a wet wire carrying 110 volts or so.

If you're running the machine on battery power, it's still operating, and you don't see sparks, hear odd noises, or smell burnt electrical components, shut your laptop down through the normal Windows process.

If something is obviously wrong with the machine, turn it off immediately by depressing the Off switch or by removing the battery.

2. Ground yourself by touching the center screw on the faceplate of a dry electrical outlet or by touching some other metal object that reaches to ground.

3. If you haven't done so in emergency mode, remove the AC adapter and the battery, and set them aside.

4. Disconnect any external devices (such as a mouse) attached to the USB, FireWire, serial, or other ports.

5. If you find any liquid on the battery or AC adapter, wipe them carefully and set them aside.

If your spill has thoroughly soaked the AC adapter or the battery, you probably need to consider it a loss. You can get replacement AC adapters and batteries from various sources, including the original equipment manufacturer, laptop accessory companies, and the used market.

6. Remove any cards installed in the PC Card slot.

If they're wet, carefully dry them off. If any water has gotten into the narrow slot, dry out the area with a cotton swab, taking care not to leave any threads of cotton in the internal connector.

7. Wipe off any liquid on the display.

Use a clean cloth dampened with water to remove any sticky residue.

8. Remove the hard drive and the CD/DVD drives if you have them installed in plug-in bays.

Dry them off if they're wet. Set them aside.

9. Open the memory module container; remove and dry the memory modules.

Make notes on the placement of the modules. Set them aside.

10. Hand-dry the keyboard surface with a lint-free cloth.

If you spill soda or coffee, consult the instruction manual for your computer and learn how to carefully remove each of the keycaps for the affected area. If the instruction manual includes a picture of the keyboard, make sure that you can see the names of all the keys and their locations; otherwise, make a drawing of the board, paying special attention to the location of some of the specialized keys, including cursor keys, Page Up, Page Down, Scroll Lock, and the like. Or you can use a digital camera to take a picture of the keyboard.

11. Clean the exposed membrane or switch cover and the keys themselves.

Leave the keys to dry before replacing them.

12. Leaving the display open, place the computer on a sturdy surface supported by two books or small boxes.

This setup lets air circulate all around the computer. Leave the computer and all of its separate parts to air dry for at least 24 hours. Don't use a fan or (horrors) a hair dryer to attempt to fast-forward the drying process.

13. Reassemble the pieces that you removed.

Do this step a day or more after doing Step 1 through Step 12, and make sure that everything is dry and that you don't have any dried puddles of sticky acid left anywhere on the machine. Remember to ground yourself before touching any circuitry or modules, and begin the power-up process with the battery first and the AC adapter second.

If in doubt about the safety of any part, you should go ahead and replace it instead of using it. Replacing a battery, an AC adapter, or even a hard disk drive always costs a lot less than replacing a motherboard.

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