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Xbox 360 | Ghost Recon mini-movie being made by directors of Oscar-winning short

Ubisoft taps two of three Logorama filmmakers to make $8-$10 million, 20-minute prequel for this holiday season's Future Soldier.

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"Xbox 360 | Ghost Recon mini-movie being made by directors of Oscar-winning short" was posted by Brendan Sinclair on Wed, 10 Mar 2010 14:53:33 -0800

Xbox 360 | Resonance of Fate - Ebel City Gameplay Movie

It's wandering streets on the tower of Basel.

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"Xbox 360 | Resonance of Fate - Ebel City Gameplay Movie" was posted by sampsona on Wed, 10 Mar 2010 14:36:52 -0800

Xbox 360 | Resonance of Fate - Massive Attack Gameplay Movie

It's less of a battle and more of an "assisted suicide."

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"Xbox 360 | Resonance of Fate - Massive Attack Gameplay Movie" was posted by sampsona on Wed, 10 Mar 2010 14:36:39 -0800


Xbox 360 | Playfish cofounder on the power of "free" - Keynote

GDC 2010: EA's Kristian Segerstrale's Social & Online Games Summit presentation advocates the unparalleled growth potential in creating connected experiences for players.


Who was there: EA augmented its casual portfolio in late 2009 by acquiring social games maker Playfish in a deal valued in excess of $275 million. As part of the Social & Online Games Summit at the 2010 Game Developers Conference today, Playfish cofounder Kristian Segerstrale delivered the track's keynote address, a talk titled "The Relentless March Toward 'Free.'"




What he talked about: Segerstrale began his business-focused session with the claim that the games industry is in the midst of a fundamental change, moving away from physical media and toward fully digital content. The most immediate implication of this shift, he said, is that game makers can no longer approach their product in a fire-and-forget fashion. Instead, the industry is becoming more service-oriented, where game makers continue to support their product postlaunch with patches and updated content.


The transition to a fully digital play experience also has the repercussion of affording game makers more flexibility in how they monetize their content. Namely, instead of the pay upfront model, game makers now have options such as subscription fees or free-to-play, microtransaction-supported revenue streams. As indicated by the title of his session, Segerstrale is particularly interested in the free-to-play business model.


The word "free," he continued, has traditionally been a maligned word within the gaming industry, due to reasons that range from piracy to an assault on the viability of console software. Segerstrale sees "free" differently, of course, and he argued that the concept represents the biggest growth opportunity for the industry over the next five years. Namely, free is useful for the industry due to its unquestionable ability to attract new audiences by lowering the barrier to entry.


Segerstrale then took a look at how gaming has grown in popularity over the past 15 years, pointing out that as new consoles launch, audiences grow. The Playfish executive argued that the reason for these spurts is that each successive console generation progressively brings down the barrier to entry, by lowering costs, including more social elements, making the experience more immediate, or having the games better tie in to people's real lives.


He then drew a parallel to the rapid growth in Internet usage, saying that online-enabled persons grew from 16 million in 1995 to 1.8 billion in 2010. The reason for this, he said, was that the Internet had become infinitely more accessible, going from the archaic BBS systems to hyper-streamlined services such as Google. Likewise, online video has exploded in the past three years, rising to 150 million in the US alone, thanks to YouTube's ease of use.




What YouTube did for the popularity of online video, Facebook has done for online social games, Segerstrale continued. More than 200 million people play games on Facebook, and Segerstrale believes this number will only continue to grow. However, he went on to note that it isn't just the concept of "free" that's driving this growth, as people had been giving away games online for some time.


The true source of the growth, he believes, is that Facebook provides developers and publishers access to people's friends. Therefore, they are able to create gaming experiences where the primary reason to play is to engage in social interaction with friends. This concept, he said, provides a far more compelling reason to play than just the solitary hero's journey through a quest.


More importantly, he said, Facebook offers an online social platform that lets friends tell each other what they are doing with a game, while outside said game. People spread word about a game they are playing to everyone--not just their gamer friends. In turn, those who wouldn't normally play a game are more inclined to try it out, if for no other reason than to have something to talk about with their friends.


Segerstrale also addressed the misnomer that a "free" game implies that no money is being made off of it. He noted that social gaming as an industry is expected to bring in $1 billion in 2010, a figure made all the more impressive considering that everyone is still trying to figure out how best to monetize content. He believes that even if the user base doesn't increase, there's still plenty of room to grow revenue.


Before turning his eyes to the future, Segerstrale noted that many of the concerns related to social gaming didn't come to pass. Namely, blockbuster releases remained stronger than ever (he cited the success of Activision's Call of Duty: Modern Warfare 2, in particular). He also noted that destination sites such as Yahoo Games or Pogo.com remained popular and that there is a good deal of profitability in the business.


Looking ahead, Segerstrale said that the industry will increasingly move away from the business model dictated by price multiplied by units sold. Instead, the more popular option will be what he called the lifetime value approach, where a game earns money through postrelease content.


To truly take advantage of the lifetime value model, he said that game makers can no longer ship shoddy products that are marketed well. (In fact, on any platform, he argued, publishers will no longer be able to deliver poor quality, due to increased communication between gamers. Second, developers must make their wares multiplatform so that they can be consumed on as many devices as possible.


Third, game makers need to understand how to iterate on their products after they are released based on usage data and other metrics. Lastly, he believes there will be a growth in owned franchises in social gaming. Currently, this isn't the case, he said, before noting that consumers simply prefer the security of products they recognize and liked previously.


As for likely industry trends, Segerstrale believes that social networks will be more defined by established brands and franchises. He also believes there will be a good deal of consolidation within the social games sector, as creators are gobbled up by console game publishers or combine with one another. Thirdly, he said the term "social games" will likely become outmoded, because social features are becoming such an integral part of all interactive software experiences. Lastly, he thinks that there will be a boom of innovation and growth, as social gamers begin demanding deeper, more-immersive gameplay experiences.


Quote: "Saying I develop a social game will be like saying I have an electronic television at home."--Kristian Segerstrale on how the industry will view social gaming in the next three to five years.


Takeaway: Segerstrale believes that social gaming is an inevitable evolution for the gaming industry. This development is profoundly positive for the gaming industry because of the ways in which it lowers the barrier to entry for new gamers, who may eventually go on to support the gaming industry. Also, more than just giving games away for free, it's creating an environment conducive to fostering social experiences that will fuel growth.

Read and Post Comments | Get the full article at GameSpot





"Xbox 360 | Playfish cofounder on the power of "free" - Keynote" was posted by Tom Magrino on Wed, 10 Mar 2010 14:33:38 -0800



PC | Need for Speed: Shift Screens

50 new shots posted.

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"PC | Need for Speed: Shift Screens" was posted on Wed, 10 Mar 2010 14:24:01 -0800

PlayStation 3 | Yakuza 3 Screens

8 new shots posted.

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"PlayStation 3 | Yakuza 3 Screens" was posted on Wed, 10 Mar 2010 14:12:01 -0800


DS | Easy Piano Hands-On

We tickle the plastic keys to Canada's national anthem in Easy Piano.


Nothing in life is easy, especially when it comes to learning a musical instrument. In place of weekly lessons in the home of your neighborhood piano teacher, Easy Piano on the Nintendo DS teaches you the basics of sight-reading music and comes bundled with a few games to keep your attention. Your chances of becoming a virtuoso after completing the game's 10 lessons are slim, but repetition and the desire to expand to a full-sized keyboard after you're through with Easy Piano could lead to a longer-lasting musical career.




Easy Piano comes with a small keyboard attachment that plugs into the Game Boy Advance slot on the DS. Even though you have only one octave to work with in the base clef or treble clef, you can still play tunes like "Happy Birthday" and "The Star-Spangled Banner"--as well as Canada's national anthem. You can use the touch screen as well, but because the screen can't detect more than one input, it'll be easier to use the attachment. The lessons are broken up into segments that go over things like notes, timing, rests, and other basics so that you can learn to read music. Once you're done, there are 15 activities, or minigames, that reinforce what you've just learned.


Activities range from simple games like filling in the gap on the clef so that the sliding notes don't fall off, to clapping or blowing into the microphone to the beat. The more interactive games have you moving the right notes into a corresponding basket or pressing the right key on the keyboard to zap the notes as they fly across the upper screen. When you're through with all of that, you can play any of the game's 40 pieces, from Madonna's "Material Girl" to Pachelbel's "Canon," to show off your skills. There's a female avatar onscreen that you can dress up and put on a virtual stage as you tickle the plastic keys. Two difficulty settings, beginner and virtuoso, are available, and the game plays like every other rhythm game, where it's about timing and how long you hold the key.


To make musical masterpieces on your own, the game comes with a composition mode that lets you drag and drop notes onto the staff or add notes by using the virtual keyboard. It will play back what you've created, and you can switch instruments as well to change up the tune. You can save up to three compositions that are 36 bars in length. The layout isn't always intuitive, because there's a lot to fit on such a small screen, but tutorials are available for every aspect of the game, so you can always review them if need be. It doesn't look like Easy Piano will replace traditional music and theory lessons, but it sure beats long practice sessions at the piano.


Easy Piano is available only on the Nintendo DS and DS Lite and is set to be released on March 30 for $39.99.

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"DS | Easy Piano Hands-On" was posted by Sophia Tong on Wed, 10 Mar 2010 13:53:23 -0800

PC | EA COO weighs in on Infinity Ward firings, retail's fate

GDC 2010: COO John Schappert says digital revenue will still be tied to shiny discs for years to come, expresses regret that Modern Warfare 2 developers will be spending time making court cases instead of games.


Who was there: John Schappert, chief operating officer of Electronic Arts, took part in a half-hour "Mythbusting Fireside Chat" with Los Angeles Times writer Alex Pham. The executive was expected to talk about the industry's migration to digital distribution, the ultimate fate of retail game sales, and how social media and other recent trends will influence that evolution.


What they talked about: Alex Pham began the talk by recapping a bit of Schappert's history, back when he was a lead programmer for Visual Concepts working on an EA Madden game and FIFA Soccer. Things quickly turned toward the future, as Pham asked if there were any prospects at all for disc-based games with the advent of digital distribution.


Schappert called it a misnomer that retail discs would be done away with in the short term. He acknowledged that there's a huge opportunity in digital distribution but pointed out that no matter how successful the current wave of add-ons and downloadable content may be, those business transactions still start with a retail sale of a physical disc. Even when most of the industry's revenue is drawn from digital distribution, Schappert said he still expects the majority of that money to have been spent on extending and adapting a standard retail game.


Schappert said EA has seen consumers buying fewer games of late. Sales of the top 10 games are representing an increasing amount of the industry's total take. He added that if a publisher doesn't have a game in the top 30--and arguably, the top 20--then that company isn't making money. Hit games are bigger than ever, he said, and they're selling for longer thanks to downloadable map packs and other add-ons. While Schappert stood by the "shiny disc business," he emphasized that the model has changed, saying the days of "ship it and forget it" are behind the industry.


EA's faith in retail games doesn't mean the company is shying away from downloadable titles. Beyond its own efforts, the company has begun teaming with independent developers on digitally distributed titles through its EA Partners program. "It's easier than ever to be your own self-publisher," Schappert said, before adding, "It's harder than ever to stand out."


Schappert also touted another EA development, the recent acquisition of Playfish. When asked if the company aimed to use the company to further EA's existing brands or launch new ones, the executive said gamers would likely see the developer produce both. Pham asked if classic arcade titles were among those being considered, and while Schappert evaded the question, he did say it was an area EA was looking at.


When pressed about whether social gaming is a bubble waiting to pop, Schappert explained that any bubble perception was due to a combination of the space being the "hot" thing right now and having low barriers to entry. As a result, he expects some social entities to emerge healthy, but he won't be surprised to see others go under.


"It's the place to be right now, but we'll see what happens tomorrow," Schappert said of social gaming.


When asked about innovation and whether or not it's the place for big publishers to be, Schappert pointed to Dragon Age: Origins, Mass Effect, and Battlefield: Bad Company. Dead Space and Mirror's Edge were also name-dropped as Schappert touted the publisher's track record with its own original products and ran down some of EA Partners' success stories.


Pham brought up the recent Infinity Ward-Activision flap and asked if EA is a good publisher ("mothership" was the word she used, referencing a Bobby Kotick presentation from last month's DICE Summit) for developers to team with.


"Maybe you don't pick motherships that like to litigate that much, or have a legal team that is a revenue-generating team," Schappert said, drawing a wave of laughter from the crowd.


Joking aside, Schappert said he was disappointed with the situation, calling former Infinity Ward heads Jason West and Vince Zampella two of the best creative people in the industry. He also singled out Modern Warfare 2 as a great game.


"To think that they're going to be spending their time dealing with lawyers instead of making games is a loss," Schappert said.


Quote/Takeaway: "At the end of the day, online is great. It's a nice evolution of our space. But it does all start with a shiny disc."

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"PC | EA COO weighs in on Infinity Ward firings, retail's fate" was posted by Brendan Sinclair on Wed, 10 Mar 2010 13:51:22 -0800

Wii | Free Running Screens

4 new shots posted.

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"Wii | Free Running Screens" was posted on Wed, 10 Mar 2010 13:48:00 -0800

PlayStation 3 | Sony GDC 2010 press briefing--live video and blog start at 4 p.m. PST

GDC 2010: GameSpot will be on hand as Sony briefs the media on it latest gaming wares; PS3 motion control expected to be on hand.




SAN FRANCISCO--With the 2010 Game Developers Conference starting to ramp up with the announcement of the OnLive launch, all eyes are now on Sony Computer Entertainment. The PlayStation 3-maker will hold a press conference from San Francisco's SoMa district at 4 p.m. today in which it is expected to lay out its latest gaming wares and tools for game developers.


Given that SCEA is holding a programming presentation on Thursday called "Introducing the PlayStation 3 Motion Controller," it is widely expected that the company will use its Wednesday conference to show off the device, due out sometime this fall.


First revealed at 2009 Electronic Entertainment Expo, the system will use the PlayStation Eye Camera and controllers with multicolor, light-emitting diodes to provide real-time, three-dimensional tracking. Currently, only the Wii MotionPlus accessory offers anything similar, although Microsoft is readying a controller-less, camera-based system--code-named Project Natal--for a holiday launch.




Though
recent trademark filings and
executive statements indicate the motion controller may be called the "PlayStation Arc," little else is known about it. (Although the latest rumor has the device being called the "PlayStation Move.") Last September, Sony used the
Tokyo Game Show to reveal a
slate of games for the controller, including Echochrome 2 and a new Ape Escape title. Other games, such as Pain, Flower, and EyePet, will be made compatible via downloadable updates. Yesterday, EA Sports announced Tiger Woods PGA Tour 11 would support the technology.


GameSpot was on hand at the Sony press briefing, which began shortly before 4 p.m. PST. Full liveblog transcript below.




[3:59] Sony has gathered the international press and various industry luminaries in a cavernous yet narrow venue in San Francisco's market district. The event is reminiscent of 2007's unveiling of PlayStation Home, with pumping music, an open bar, and waiters circling with platters of nibbles.



[4:00] "Ladies and gentlemen, we will be starting in a few minutes. Please take your seats. This would be an ideal time to silence your cell phones," booms a voice. However, given the average journalist's wage, the bar and food areas are still jammed.



[4:04] Reluctantly the last stragglers begin to wander over to the narrow seats, which are zip-tied together. Given the average frame of a game journalist, the result is many fierce competitors being forced into intimate proximity.







[4:04] Here comes the A/V crew for final checks. They swarm over teleprompters and wires as security looks on impassively. The seats are filling up now.



[4:04] And the lights go down.



[4:04] SCEA vice president Shu Yoshida takes the stage.



[4:05] "Today is a special day for fans of PlayStation players around the world, as we officially unveil the PlayStation Motion Controller."



[4:05] "We are giving consumers exactly what they are asking for--more responsive control for more realistic game experiences."



[4:05] "The types of games we can create with them are amazingly diverse."



[4:06] Apparently the audience will be able to play the new controller games.



[4:06] "May I introduce to you PlayStation Move." Applause.



[4:06] A slide shows the controller in various colors.



[4:07] Enter Peter Dille, SVP of marketing for SCEA.



[4:08] He jokes about how he needed a security badge to get in.



[4:08] Apparently several hundred people are outside who couldn't even get into the event.



[4:08] "PlayStation Move will allow us to innovate and build on our momentum."



[4:08] Now, to talk about that momentum.



[4:09] He references the E3 2005 trailer.



[4:09] "It made people ask 'could games look that good?' We proved it."



[4:09] Dille is talking very fast--it sounds like he's on a clock.



[4:10] Obligatory reference to recession, but the PS3 saw 50% software growth despite the economic downturn.



[4:10] "We're having problems keeping [PS3] hardware in stock."



[4:10] Dille touts MAG and its 256-player capability and the "unbelievably original experience" that is Heavy Rain.



[4:11] Other 2010 highlights so far, White Knight Chronicles and Final Fantasy XIII (natch).



[4:12] Oh yeah, "A little product called God of War III…this will be a platform driver." The game takes up a whopping 35GB of data, meaning it could only happen on a Blu-Ray disc.



[4:12] ModNation Racers gets a shout-out, with the create and share mechanic.



[4:12] He promises "Gran Turismo 5 will ship this year," eliciting chuckles from the crowd.



[4:13] SOCOM 4 will deliver a "cinematic" experience.



[4:14] "We always save some surprises for E3," teases Dille.



[4:14] Now back to PlayStation Move, which Dille says is "fast, precise, and accurate" and is the "next generation of motion gaming."



[4:14] Says the PS2's EyeToy was the first real motion controller.



[4:15] He says that motion sensing is now accepted, thanks to the Wii. "However, these people will soon be upgrading to HDTVs, so we see these Wii households gravitating to the PS3."




[4:15] Slides now show that the Move will have two components--one controller with an LED on the end, the other without one.



[4:16] Dille references' Sony's "dual audience," which will include social gaming and core gamers. The Move's precision will allow for motion-based games for those who "look down their noses at the Wii."



[4:17] There will be a variety of configurations, including a bundle with a PS3 console, PlayStation Eye, controllers.



[4:18] Starter bundles will have a game, the PS Eye, and a Move controller will be available for under $100.



[4:18] Sony is treating this like a console launch, with massive TV advertising support.



[4:18] Cue montage.



[4:18] Boxing games being shown off now, unnamed boxing title with high precision.



[4:19] Archery game now, with two LED controllers.



[4:19] Multiplayer table tennis game with two women. This all looks VERY familiar.



[4:19] Golf game now.



[4:20] Gladiator game now with shields and swords in an arena.



[4:20] Kids' painting games and some kind of shooter game--oh snap, Little Big Planet support confirmed.



[4:20] The leaked PlayStation Move logo is authentic.



[4:21] Those looked like real games, not tech demos.



[4:22] Scott Rohde from Sony Worldwide Studios now on stage.



[4:22] Latency is the same as the DualShock 3 controller--virtually no lag.



[4:22] True 3D tracking will combine with the controller's buttons.



[4:22] First title is called Sports Champions, and it has a Gladiator Duel mode, which is what we saw before.



[4:24] He takes it to an opponent in a medieval arena, blocking her attacks with a shield and smashing her with a warhammer. No waggle play here, it's very clear the on-screen action is in 3D and VERY responsive.



[4:25] Next minigame is from this Sports Champions compilation, which is basically Sony's answer to Wii Sports. $10 will get you $20 that's the game in the starter bundle.



[4:26] The Table Tennis game looks like a lower-res Rockstar Presents Table Tennis. He can put various spins and powers on it.



[4:27] Now it's time for Move Party! which uses the PlayStation Eye camera to snap your photo and put it on the game's character.



[4:28] The game will actually show live video of players onscreen via the PS Eye. The demonstrator plays a painting game in which she has to paint inside the lines.




[4:30] In the next minigame, she has to shave a cartoon head of hair. The controller turns into an actual razor. In the next one, the controller turns into a fan with which she must help flightless bird chicks fly from nest to nest.



[4:30] Demo ends, and Rodhe's back, and he introduces a demonstration of Move-compatible Little Big Planet.



[4:31] The Move controller lets players manipulate objects on screen. Rotate the controller, the object rotates on screen.



[4:32] Demoers use the controller to bounce on a trampoline, sending Sack Boy to a flaming death.



[4:33] One demonstrator is using the Move controller to clear a path for Sack Boy, while the other used the DualShock 3 to control Sack Boy.



[4:33] Demo ends, cue Eye Pet video.



[4:34] They pet the EyePet on screen using the PS Eye, then wash it with a PS Move controller which turns into a shower head.



[4:34] "Coming Holiday 2010"



[4:35] Now for a new title, the boxing game shown before. It's called Motion Fighters.




[4:36] Demonstrator gets in a fighting stance and shows off some boxing moves. There was a little lag there.



[4:36] Demonstrator gets in a fighting stance and shows off some boxing moves. There was a little lag there.



[4:36] But since this is a street-fighting game--as evidenced by the burly tattooed figures on the screen--he starts fighting dirty.



[4:36] Rodhe back to show off the PS Move sub-controller.



[4:37] Will have a thumb stick, which you can use to play hardcore shooters---like SOCOM 4, which will let players move all the way through with the Wii Nunchuck-like sub-controller and a PS Move controller.



[4:38] Demo shows the demoer controlling a targeting reticule with very clean precision, with movement being controller via the sub-controller's thumbstick.



[4:38] The build is a bit jerky though.



[4:39] "The Zipper team was able to integrate the technology very quickly," says Rodhe, giving the obligatory GDC developer pitch.



[4:40] Dille back now, emphasizing that the game builds were pre-alpha. He also emphasizes the fact that there will be a very wide range of games.





[4:40] He says "virtually every major developer" is making PlayStation Move games right now.



[4:41] Activision, Ubisoft, EA, Disney, Sega, Konami, Namco Bandai, and more.



[4:42] Now back to the PS3 tag line "It only does everything," which he says reflects the console being future-proof.



[4:42] 3D gaming coming to PS3 "later this summer."



[4:43] Dille is wrapping up now.



[4:43] They have an arcade next door with over 30 games for the press to play.



[4:43] And that's it! GameSpot will be at the PS Move arcade in the next few minutes, broadcasting LIVE demos of the games shown today. See the GameSpot Live GDC page for more details.




Read and Post Comments | Get the full article at GameSpot





"PlayStation 3 | Sony GDC 2010 press briefing--live video and blog start at 4 p.m. PST" was posted by Tor Thorsen on Wed, 10 Mar 2010 13:27:52 -0800

PlayStation 3 | EA Sports Season Opener Recap

EA Sports lifted the veil on several of its upcoming 2010 games and GameSpot was there.

Get the full article at GameSpot





"PlayStation 3 | EA Sports Season Opener Recap" was posted by Brian Ekberg on Wed, 10 Mar 2010 12:52:43 -0800

PlayStation 3 | GDC 2010: Final Fantasy XIII Launch Event

Sophia Tong takes you through the official Final Fantasy XIII launch party.

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"PlayStation 3 | GDC 2010: Final Fantasy XIII Launch Event" was posted by Homer on Wed, 10 Mar 2010 12:48:49 -0800

iPhone/iPod | Street Fighter IV On Location

Join Randolph Ramsay as he checks out Street Fighter IV on the iPhone!

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"iPhone/iPod | Street Fighter IV On Location" was posted by Tyler on Wed, 10 Mar 2010 12:45:53 -0800



Wii | 2010 FIFA World Cup South Africa Celebration Gameplay Movie

South Africa comes back with a goal of its own as it demonstrates the celebration mechanic in this gameplay clip from 2010 FIFA World Cup South Africa on the Wii straight from GDC 2010.

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"Wii | 2010 FIFA World Cup South Africa Celebration Gameplay Movie" was posted by takeshi on Wed, 10 Mar 2010 12:19:04 -0800

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