Earlier this week, we got a proper trailer for the upcoming Black Panther movie, and it showcases the MCU version of Namor in his full glory (among other things). Today's weekly read in anticipation for Wakanda Forever has nothing to do with that, but don't worry; once we're much closer to the movie's release, I have something prepared that will tie into that reveal. BACKGROUND:
I've only read the first issue of this run, and even back then, the concept was wild to me. I was interested in reading more from that moment on. SUMMARY: T'Challa finds himself with no memory of his past in deep space, and he's been taken as a slave by a powerful empire. What's strange is that this empire appears to be one started by a group of spacefaring Wakandans long ago and has since expanded to span five star systems. There's a lot to unpack there, but we'll get into that later. Although he doesn't remember anything (save for a vision of his love Storm), T'Challa's fighting instincts and heroic spirit endure, and he manages to liberate himself from his captors. He is then recruited by the Maroons, a rebel group taking the fight to their oppressors. The rest of the comic is T'Challa fighting alongside the Maroons, but during the latter portion of the volume, a tragic loss forces the rebellion to go into hiding. After a healthy dose of self-doubt, T'Challa steps up to become the hero he's destined to be, setting up nicely for the next volume. I was so intrigued by how the Intergalactic Empire of Wakanda could exist at all but also have aspects of it reference present-day Wakanda. Everything about it seems completely anachronistic, as despite the empire having seemingly existed for millennia, figures in the empire (who I assume are completely separate from their more familiar counterparts) share names with established characters (this includes, but isn't limited to: Nakia, M'Baku, and N'Jadaka), locations within the empire are named after relatively recent Wakandan historical figures, and even T'Challa's name and exploits (which are known adventures like his battles with Klaw) are treated like legend. I wanted to keep reading the series just so I can get to the explanation as to how all this could exist without it being some sort of alternate universe. Another fascinating aspect of the Intergalactic Empire of Wakanda is how different it is from the Wakanda we know on Earth in terms of overall philosophy. Whereas the familiar Wakanda (which is known as Wakanda Prime in this comic) serves as the massive what if of an African nation that thrived outside the ills of imperialism, its cosmic counterpart ends up being the oppressors themselves. These Wakandans believed conquest was the best course of action to defend themselves from invasion and they ravaged and enslaved entire alien civilizations in service of that mindset. That is far removed from the Wakanda that has existed for decades in stories, who never instigated wars and fought against the oppression that was rampant in their home continent wherever they could. How could these supposed group of Wakandans go on quite the 180-degree turn on their values? Again, I wanted to read more to find out why. T'Challa isn't explicitly the Black Panther in this comic, but the panther motif is still alive and well across the empire. The Maroons wear outfits reminiscent of the classic panther cowl, and the emperor himself N'Jadaka (as far as I can tell, no connection to the main Killmonger) wears a different version of the suit. And speaking of N'Jadaka, he's empowered himself with a very familiar source of power in the Marvel Universe, and I thought that was super cool. This comic series seems to address dangling plot threads I encountered throughout my months-long journey of reading Black Panther comics every week. First, this comic seems to explain where T'Challa went when he disappeared into space (which happened in the Shuri solo comic; more on that here). The more fascinating bit to me is how this might end up being the explanation as to why the gods of Wakanda disappeared completely during Vol. 2 of the 2016 series (I talked about that here). It's awesome to see such loose ends resolved, even if it's in a completely separate series. There aren't many references to other corners of the Marvel Universe apart from what I've already mentioned, but one of the few that I found really cool was the tie-in to the character Manifold. I wasn't expecting it at all, so it was a really pleasant surprise (and yet another mystery I want answers to). What I noticed a lot with the art is the prominence of texturing or detailing that looks like it was done with crayon, and that really made elements like smoke or T'Challa's hair stand out to me. I also found the variance in shading (which can go from super subtle/almost nonexistent to high contrast) and linework to be notable. Overall, the level of detail can vary from panel to panel, but the style leans more towards realistic on average. VERDICT: While the main story itself is nothing I haven't seen before (where else might you have heard of an apparent chosen one becoming a prominent member of a rebellion against an oppressive space regime?), the fact that the empire T'Challa fights against is none other than an offshoot of his own home makes everything fascinating to me. I wanted to know how the Intergalactic Empire of Wakanda came to be despite the seeming logical inconsistencies of its very existence, and I found its unrelenting imperialism a hell of a contrast to the Wakanda we are more familiar with. With the addition of other plot threads I find intriguing (from the involvement of the Wakandan gods, the mystery of Manifold, the inevitable showdown with N'Jadaka, how T'Challa may react once his memories are restored), I am absolutely hooked. I'm very glad to have planned to read more of this arc throughout the month of October. If anything about this completely different take of Wakanda is remotely interesting to you, I think the first volume of this storyline may hook you as well as it did me. So far, its story doesn't hinge on any prerequisite knowledge of other story arcs (apart from the broad strokes of who T'Challa is and what Wakanda is all about, of course), and thus I think even people who've only seen the movies can get into this one no problem. However, you may run into my same dilemma where the first volume doesn't answer nearly enough questions, and you find yourself itching to read more to get to the bottom of things. - end -
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This is one of my personal biggest games of the year. Very excited to talk about it. BACKGROUND:
This game caught my eye at one of Nintendo's presentations due to its unique gimmick. That was honestly enough to sell me on it. Then much later, a demo for it came out on Steam, and my god, did I have so much fun with it. I enjoyed that demo so much, I completed it 100%. In short, the more I saw of the game, the more I knew I had to play it. PLOT: Neon White is set in a version of the afterlife where the Believers of Heaven employ sinners (called "Neons") to help deal with the demon infestation. This takes place annually during the Ten Days of Judgment, which frames the act as a competition amongst Neons. The Neon who performs the best and kills the most demons is rewarded with a year's stay in Heaven, and any Neons who disobey orders are executed via special masks they're made to wear during the competition. The player character is none other than the eponymous Neon White, who is one of the souls taken from Hell to participate in the competition. He awakes with virtually no recollection of his past life, and shortly after being given the rundown of why he's in Heaven, he meets Neon Red, Yellow, and Violet. The three appear to have known White in life, and over time, their interactions with White help piece together the puzzle. As the story progresses, White comes into conflict with Neon Green, who has been the top Neon for several years running. Without disclosing too much, the rivalry becomes a blood feud, and in the process, many truths are revealed about White's past and what's really going on in Heaven. Overall, I thought the premise was neat with its alternative take on the afterlife. The main story takes time to explore how different it is from our usual idea of heaven, and it builds the central conflict around that. Interestingly, the conflict also gets quite personal for White, though to elaborate any more is approaching spoiler territory. The world-building is solid (many of my questions about certain elements were sufficiently answered), and most of the exposition (of which there's a lot, unfortunately) actually factors into the story later on. I feel like it goes off the rails once the endgame is revealed, though, and I would have preferred if the story sticked to the more personal stakes. Most of the main characters have strong personalities, to the point that they feel like tropes a lot of the time. Their banter is fun off the bat, it gets interesting when their backstories are revealed over time. Admittedly, the way the main story goes about revealing things is a bit slow, and the reveals themselves aren't all that surprising (I figured out what was the backstory was before the game actually got around to telling me). Their respective motivations are either pretty straightforward or seemingly don't have any rhyme or reason to them, though I didn't really mind it that much. I can also see some of the character being insufferable to some players, because when I say "strong" personalities, some of them lay it on way too thick sometimes. I think what I appreciated the most out of the characters and their backstories are the emotional and thematic elements involved. The idea of forgiveness is one of the game's central themes, and through the characters, feelings like guilt, resentment, and all-consuming revenge are explored. A lot of the situations that led to the characters feeling these emotions aren't that complex, but the way they resolve these emotions nevertheless resonated with me in some way. Though the story and the world seem serious, and the themes and violence can get intense, this game has a ton of humor. This is primarily seen with the banter between the main characters, and while not all the jokes land, I was amused by the overall silliness (like how the angels in heaven have desk jobs). This mix of comedy and serious, intense story makes the game feel like an anime to me. The game has two different endings, though you can only access one of them by fulfilling certain conditions in the game. Both endings are interesting, but I found the "secret" one more satisfying in a thematic sense. PRESENTATION: My anime comparisons extend to the game's visuals. The 2D character portraits definitely look like something out of a manga, with the Neons having cool and edgy designs (badass masks and sharp outfits), and characters like angels looking super cartoony. There are no moving cutscenes with the 2D art, so the way the game depicts strong emotions visually with classic anime/manga iconography superimposed on the portraits (e.g. sweat droplets for confusion, eye sparkles, popping veins, and more). This method of conveying emotion was charming to me. The visuals of the actual game are in 3D, and the overall aesthetic leans more towards the simple than it does highly realistic. You're not going to get intricate detail or complex shapes, but the style is enough to make this version of heaven feel like an idyllic paradise. Speaking of heaven, the locales are more than just ornate palaces in a sea of clouds, as you get beautiful port cities, massive skyscrapers, ancient-looking castles and temples, and lovely gardens. The character models are equally simple in terms of detail and appear cel-shaded, though the majority of what you'll encounter in-game are the demons. Some of them kind of look like Rorschach inkblots come to life with added freaky features (like unsettling eyes), which I thought was interesting. The soundtrack leans heavily towards electronic in terms of genre, and quite appropriately, most of the level music is upbeat and gets your heart pumping. The overall vibe is perfect for the fast-paced nature of the game, and I never got sick of any track even when replaying levels. A few of the tracks even reminded me vaguely of Mick Gordon's soundtrack for Doom, which was intense heavy metal to go along with high-octane action. I thought the voice acting was really well done, and pretty much everybody conveyed their respective character's emotions and overall personalities quite effectively. It absolutely felt like the character's design and demeanor match perfectly with their respective voice (White sounds like an edgy badass, Red has a sultry quality to her voice, Violet sounds like the perfect mix of cutesy and unhinged... the list goes on). Speaking of anime, the game's intro cinematic is straight up an anime opening with an exciting rock song and action-packed animation. I liked it a lot. GAMEPLAY: At first glance, Neon White looks like a first person shooter. While you do shoot down demons in this game, that's not quite the core gameplay. Neon White, to me, leans heavier into the 3D platformer genre, and while the guns are important, the main experience of each level is all about speedrunning. The main game has close to a hundred levels, and the main objective of most of them is to eliminate all the demons and get to the end. Doing all this quickly matters quite a bit, as each level awards medals based on your time, and you need a certain number of Gold Medals to progress the story. I found it quite interesting how going fast is the most important aspect of the game, as one usually thinks of speedrunning/time trials as a completely optional challenge. I also enjoyed the added wrinkle of having to kill every demon first before the end of the level unlocks, as you have to balance moving quickly and killing everything efficiently. I thought that was a cool challenge, and you get to utilize the shooter aspect to its fullest here. In this game, your guns and your platforming abilities are intertwined. As you move around the level or kill certain demons, you'll pick up Soul Cards, which each correspond to a weapon type. You can naturally shoot these guns until they run out of ammo, and the variety is standard fare for what you'd expect from an FPS (you have pistols, shotguns, snipers, rocket launchers, SMGs, assault rifles, and shotguns). What makes these cards special, however, is you can discard them, and doing so grants you a special ability. Each weapon has a unique effect when you discard them. For example, the pistol gives you a double jump, the sniper gives you a horizontal dash that can break red barriers or kill enemies instantly, the rocket launcher becomes a grappling hook, and more. These abilities are the key to moving around in each level, and they are so fun to use. Chaining these discard abilities in quick succession to blaze through a level feels utterly satisfying, and I loved the challenge of balancing whether to use the gun as a gun to take out demons or to go all in and discard it to move forward. Managing ammo is also quite important, as if you deplete a card's ammo, it disappears, meaning you can't discard it. You can only carry two different Soul Cards at once, and only three stacks of each, which means you can't really hoard cards to save for later. Judicious use of your discard abilities is key, but at the very least, you'll stockpile ammo for the gun when you pick up more of the same Soul Card (even if you already have three of a kind). No matter what, you'll always have access to your katana Soul Card, which is not counted in the maximum two you can hold. This is a straightforward but weak melee attack, and while it's more of a last-ditch weapon, it's enough to trigger things like explosive barrels, and you can deflect enemy bullets with it. Oddly enough, the katana has ammo, and something funny happens when you run out. The level design is absolutely phenomenal to me. Each one has an obvious route that you can get a gold medal in with more or less perfect execution (which is what many people might believe is the key to speedrunning), but the layouts also have shortcuts you can take advantage of to shave precious seconds off your time. These shortcuts encourage you to really pay attention to the level route, and more impressively, they encourage you to think outside the box and use the Soul Cards in different ways. While raw execution of the platforming is already quite satisfying in this game, I felt like a goddamn genius whenever I spot a level's shortcut and figure out alternate routes (like killing enemies from afar or taking advantage of platforms) to save Soul Cards to use on that shortcut. There are also plenty of mechanics outside of the Soul Cards, like the various enemies (some of which have gimmicks, like the bouncy ones), launchpads that send you flying, red barriers that can only be broken with specific weapons/abilities, forcefields you have to enter and exit to break, and more. It's awesome to see how all these mix and match with the Soul Card abilities, and it really felt like they could design an infinite number of levels with all these elements put together. Some of the weapons even have special properties, like how you can use the rocket launcher to blast yourself upwards if you fire directly on the ground or on an adjacent wall. You can even use the assault rifle's discard ability (which drops a powerful bomb) to bomb jump Metroid-style. These feel like cool but obscure tech only genius speedrunners would know about, but the game teaches you all this and gives you levels designed around these mechanics, which is amazing to me. Very few levels last longer than a minute, making restarts barely a hassle. Replaying (and completing) levels also increases your Insight on that particular level. Leveling up Insight gives you rewards, like unlocking the hidden collectible (you can't find it on the first go, likely so you can focus on just beating the level), giving you a helpful ghost replay of your fastest time (so you can use that as a reference), revealing a level hint (which tells you where one major shortcut is), and unlocking the global leaderboards (a cool reward for getting an Ace Medal, which is the highest reward). It's a great way to incentivize repeating a level, and as you do, you're likely getting better at executing the level over time. Speaking of the hidden collectible, many of them are in devious spots that are either hard to find or hard to reach. Getting to them is a puzzle in itself and requires creative use of Soul Card abilities, taking advantage of the level's terrain (like hopping on pots or pillars to get up seemingly unreachable roofs), or using level mechanics/enemies in unconventional ways. Though some of the collectibles are insanely well-hidden (to the point that I was losing my mind scouring the level for them), the challenge of figuring out how to get there is as satisfying to me as getting an Ace Medal in any level. And thankfully, you don't also have to beat the level for the collectible to count. The hidden collectibles are useful in between levels, as they're actually gifts you give to the other characters. Doing so levels up your relationship level with the NPCs, and as you do, you unlock fun dialogue (which I liken to Fire Emblem's support conversations), and even memories of White's past life (helping flesh out his relationship with the specific character before death). Some characters also unlock sidequests as you deepen your relationship with them. These are special levels with a specific gimmick: Red's levels are designed around one Soul Card ability, Yellow's block discard abilities and have you traverse the level through other means, and Violet's push the need for perfect execution and put a lot of insta-death hazards in your path. I loved all these levels and how they use the mechanics you learn to craft unique challenges, and in the case of Violet's sidequests, I found the sadistic nature of the level design hilarious. You don't have to get Gold Medals for every level and max out everyone's relationships to complete the main story, but I'd say they're well worth doing since they unlock all sorts of things. Getting the collectibles already nets you special sidequests as I mentioned, but you get more by maxing out your relationship with a character. Doing so also unlocks their respective Level Rush, which has you try and beat all the sidequests in one run. Getting all Gold Medals also unlocks a special Level Rush, which subjects you to a gauntlet of every main story level. Lastly, giving all the gifts is tied to unlocking the game's true ending. Ace Medals, on the other hand, don't really reward you with anything more than an achievement you can be proud of. I'm fine with that, because the satisfaction of figuring out an optimal route to get the best time I can was a more than fulfilling reward to me. It's completely optional to get Ace Medals on every level, but I went out of my way to do so, and I enjoyed the entire journey. That is how much I loved the platforming in this game. The Level Rushes are also completely optional, and they're great for people who want to further challenge themselves with the game's levels. There's a whole separate leaderboard for each Level Rush if you want to go the extra mile and challenge yourself to do them quickly, but there are no explicit medal rewards or anything like that. VERDICT: Neon White is easily the most satisfying game I've played this entire year (so far) by a wide margin. I thought the shooter-platformer hybrid (with a hint of card game) was a unique blend of genres, the Soul Card mechanic was super engaging, I adored speedrunning being the main focus of the game (because not many games do that), and the level designs come together to make both speedrunning them and finding the collectible the most fun I've had all year. There's even an addictive quality to it, where I start to see where I can improve, then I end up repeating levels over and over just to save fractions of a second. The fact that I went the extra distance not only to 100% the game (excluding Level Rush achievements), but to also get Ace Medals on every single level should speak to how much I enjoyed playing this stylish speedrun game. I highly recommend this game if you find anything about it interesting (whether it's the story, the character designs, or the gameplay I described), but to me, the most notable reason why I want as many people as possible to try this game (regardless of genre preferences) is because it makes speedrunning accessible. Although the hobby itself isn't as niche as it used to be (largely thanks to Games Done Quick), people actually trying it still is. Not only is speedrunning the levels the main thing you'll be doing in the game, the things you'd assume are complicated tricks only the skilled can execute are also taught to you (and are easy to do to boot). Plus, the game encourages you to keep improving while also being lenient enough to not make you ace every level just so you can see all of the story. I think this is the perfect game to understand the appeal of speedrunning, and thus I urge people to give it a try. Pick up the game on Steam (please): Neon White on Steam (steampowered.com) Here's Vol. 1 of the game's awesome soundtrack: Neon White Soundtrack Part 1 "The Wicked Heart" - Album by Machine Girl | Spotify And here's Vol. 2: Spotify – Neon White Soundtrack Part 2 "The Burn That Cures" - end - Overwatch 2 releases today, and it's free-to-play! I have just the thing to mark the occasion. BACKGROUND:
I've already discussed my time with the first Overwatch (here), as well as my consumption of their comics (like when I talked about Tracer: London Calling here). I quite enjoy exploring Overwatch's world and characters, and a new limited series doing just that is right up my alley. SUMMARY: Each of the five issues focuses on a different hero, but it's all connected with one plotline. Cole Cassidy (the cowboy who was renamed because Blizzard shits out problematic nonsense like people breathe oxygen) is called on by Ana Amari to recruit members for the new incarnation of Overwatch. To recap, the hero team was outlawed by the UN after the Omnic War, but the uptick in crises all around the world causes former members to rise back up and answer the call once again. Cassidy is hesitant at first (wanting to just walk away from it all after spending some time as a mercenary), but after a long talk with Ana, he takes on the role as recruiter. First, Cassidy approaches Pharah, who is content serving under Helix (Egypt's defense group) and has no real interest in joining Overwatch. Cassidy takes the opportunity to bring his mother Ana and have the two talk it out after so long, at which point it's made clear that Ana was a distant mother who disapproved of Pharah's childhood dream to be a hero. After fending off a Talon attack, Ana and Pharah manage to reconcile, and Pharah agrees to join Overwatch. The next encounter is a bit strange, as it's Cassidy figuring out he's being followed by someone. He gets the drop on this someone, who is none other than Baptiste. Cassidy has intentions to take out Baptiste, as he was a Talon recruit, but the latter explains that he defected after learning of their terrorist activities. The two have a chance to build some trust as they work together to escape a Talon ambush, and in the aftermath, Cassidy extends an offer to Baptiste (noting that he, too, was given a second chance). Cassidy's next stop takes him to Russia to meet Zarya, who is helping fend off Omnics as a soldier. Here, we see Zarya's dedication to defending her home and her loved ones, as she goes alone to her home village to distract the enemy long enough so civilians can evacuate. Cassidy tags along to help, and after the action, Zarya needed little convincing to take up the recruitment offer. In the last issue, D. Va gets the spotlight as she and her fellow Meka Squad teammates try to fend off a full-scale attack in South Korea. Just when the odds seemed stacked against her team, the Overwatch team assembled by Cassidy swoops in to provide some much-needed assistance. D. Va is then asked to join Overwatch, and she is permitted to do so by her superior officer. Earlier on in this story, D. Va discussed the tactical merits of sharing intel/extending support to Overwatch as the worldwide crises escalate, and she was met with disagreement. The attack on Korea (which mirrored a similar incident in Paris) put things into perspective, and thus D. Va is assigned to be a liaison between Meka Squad and Overwatch. As always, it's cool to see these characters fleshed out, and their heroic natures really shine through in each story. I think I enjoyed Baptiste the most in this story, as even back during his Talon days, he was a combat medic and only wanted to help. Zarya is a close second, as her going one-woman army to save an entire village is simply badass. You're not going to get big storylines, encounters with the more villainous Overwatch characters, or deep lore on stuff like the Omnic War, but throughout the comic, they point out that former or prospective Overwatch agents are being targeted, and these attacks actually happen multiple times here. The fact that there are groups out there trying to prevent Overwatch from reassembling is ominous, and I'd love to read more of how that story plays out. The art style is akin to some anime I've seen, and that is most apparent to me in the way the characters' faces are drawn (especially the eyes). The specific elements that stood out to me were the thin outlining, neat flourishes in the more detailed panels, and the lovely color palette. VERDICT: Overwatch: New Blood is a fun little series that puts the spotlight on a few of the game's colorful characters. I liked seeing each of them do good in their respective corners of the globe, and the prospect of them putting their talents together for the good of all humanity sounds exciting. Give it a read if you like the game and its characters. - end - The second title update for Sunbreak has just come out, which means a new reason for me to get back into Monster Hunter. BACKGROUND:
During the first title update, the release window for this next one was revealed, and I was surprised at how relatively soon it was. I wasn't really chomping at the bit to get to the new stuff since I was preoccupied with other things over the past month, but I was interested in some of the additions shown off in Capcom's Tokyo Game Show presentation. WHAT'S NEW: New Monsters (sort of) We get three new variations of existing monsters this time around. I'll talk about them one by one.
As usual, new monsters (or in this case, new variations) bring with them new weapons and armor. Both Flaming Espinas and Violet Mizutsune bring a new set of fire weapons, which I wasn't really interested in since there were already plenty of fire weapons from the last update. Their respective armor sets, however, each have a new skill. While they aren't as wild as the skills from the first title update, I found them interesting since they both focused more on defense. Risen Chameleos doesn't have any associated new weapons, but there is an armor set for it. In contrast to the other new armor pieces, the new skill in this one is offense-based, and it seems like a really fun skill to build around. Anomaly Investigations The endgame loop has been expanded once again, with Anomaly Investigations adding a whole new tier of Afflicted monsters. We now have Afflicted Rajang, Bazelgeuse, Espinas, Gore Magala, and Pyre Rakna-Kadaki. They were all formidable fights before, and now they hurt even more. All these new Afflicted monsters drop new materials, which can be used for Qurious Crafting. The only update here is on the weapon side of things, as some augments now have additional levels, and there's also now an additional augment slot. Should be great for minmaxers, but it's not something I'll be too worried about. Layered Weapons Here's a long-awaited feature. Your weapons can now be layered like your armor, which means you can now choose which designs you rock without affecting your stats. Making these is pretty much the same as layered armor, so there's now an extra grind for more Outfit Tickets and monster materials. While I'm still baffled that this wasn't a feature in the base release to begin with, I'm glad that it's here. It lets me appreciate the wide variety of weapon designs that exist in the game, and now I can fight with specific ones that I love (like the origami Switch Axe) or find funny (like the bowgun that's just a giant koi). New Decorations The influx of new materials from both the new additions and the Afflicted monsters means more new decorations can be crafted. Some high-value skills introduced in Sunbreak can now be slotted in as decorations (like Foray and Chain Crit/Burst), and a number of existing skills now have Lv 4 decorations (like the ammo boost skills, Handicraft, and element up). The most notable new decoration to me is by far the one that lets you slot in Chameleos Blessing. What used to be a skill unique to the Chameleos armor can now be added to pretty much any build, which opens up a world of possibilities. Now that begs the questions: once other Elder Dragons get Risen versions, will their respective unique skills follow suit? VERDICT: Sunbreak's Title Update 2 is about what I expected: a couple new challenging fights, new armor sets and decorations to experiment with, and more stuff to work towards. I enjoyed the new monster variants overall, and I'm particularly excited for the future of Risen monsters (both for their remixed fights and the implications of having their signature armor skills available outside their armor sets). I'm also looking forward to reworking my builds with the new decorations and armor pieces, and I love the addition of layered weapons. I am content with what was added here, but I must admit that I'm starting to crave actual new monsters (i.e. not variants) over what we've gotten thus far. Though given that the next update (coming two months from now) only indicates more variants, I don't think I'll get my wish anytime soon. Maybe next year? - end - |
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