Metaphor Refantazio Metaphor Refantazio

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Metaphor: ReFantazio Review

Persona but make it high fantasy

Screenshots c/o SEGA x Atlus

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Persona 5 was the game that got me back into gaming outside of the NBA 2K franchise. It felt like a modern take of the late 90s and early 2000s JRPGs that I grew attached to. When I learned that Metaphor: ReFantazio was being developed largely by the same team responsible for the game that brought us the Phantom Thieves, I knew I had to play it. 

After spending time with the game, I can say with absolute certainty that it definitely hit that JRPG sweet spot. However, it took a while to get there. 

Getting through the early hours

Metaphor: ReFantazio

Unlike Persona 5, I wasn’t immediately taken by Metaphor: ReFantazio. That can be attributed to many factors both in-game and in real life.

When the former came out, I was at a very different place in my life. I was certainly yearning for a game and actually had some time and mental space to really immerse myself. Fast forward to seven years later and Metaphor came at a time when I’m more jaded and saddled with more things cluttering my head. 

At first, I thought it was just my general disposition that’s preventing me from being completely taken by the game’s early hours. Turns out, it wasn’t just me.

I’d say the first three hours, which are available on the demo, are a bit of a slog. It’s a lengthy tutorial that, while integrated into the story, still took a while to take off.

Even the intense moments revealing a big turning point at the start of the story, while grand, still felt predictable.

However, it only gets better from here. As of writing, the game currently has a Metacritic score of 94 and has had glowing reviews. I’m happy to report that if you can power through the early hours, you’re in for an epic tale, a grand adventure, and a journey that will make you feel nostalgic about JRPGs from a couple of decades ago and beyond. 

Euchronia and its fractured people 

Metaphor: ReFantazio

It’s hard to discuss any bits of the story without touching even minor spoiler territory, so there’s your warning. 

Metaphor: ReFantazio is set in the United Kingdom of Euchronia. It’s a kingdom filled with various tribes or clans easily distinguishable through many of their physical features. The ruling class has horns, there are tribes that wear masks all the time, there are those with beast-like ears, and more. 

The protagonist belongs to the tribe most looked down upon. So much so that the ruling class deems your mere presence to bring some form of misfortune. 

The game begins with the Kingdom being shaken up following the death of their king. What does the protagonist have to do with this? Well, after a string of events, you end up becoming a candidate, among many others, to take the throne by virtue of the king’s magic. 

That’s the abridged version and there’s plenty of story that takes place in between. However, it’s that situation that forms the many mechanics of the game. 

To say it’s an uphill climb is an understatement. Especially since the majority of the people of Euchronia are extremely racist. Nope, I’m not going to dance around it since the game flat out shows you that anyway. 

Persona-like

Metaphor: ReFantazio

With Persona 5 being the last Atlus game I played all the way to completion and enjoyed thoroughly; I was immediately familiar with some mechanics of the Metaphor: ReFantazio. 

The two games share a Calendar progression. This means you have to plan your activities well in order to level-up the many other aspects of the game all while keeping in mind the next big event that’s marked on the calendar. 

Many of the activities include increasing your Virtues, Bonds with characters, and more. Virtues are ideal traits that a king possesses. There’s also a parallel mechanic in Persona called Social Stats. Leveling these up allows you to unlock conversations and quests that otherwise you would have no access to. Some of these conversations lead to increasing Bonds with other characters. 

Bonds are like the Social Links in Persona. Increasing Bonds means gaining skills and abilities that will be useful in battle. You increase bonds by spending time with members of your party and other close confidantes. 

The beautiful thing about the game is how all of these mechanics play into each other. So, even though it feels like you have limited time until the next big event in the calendar, there’s literally no wasted actions as every single one contributes to leveling up in one aspect or another. 

That doesn’t mean you shouldn’t be strategic with your time. You definitely still need to pick and choose wisely to fully optimize your playthrough. But for the most part, just doing any of the activities will yield mostly good results. 

Melee and turn-based combat

Other than being a game from the Persona team, the thing that got me curious the most about Metaphor: ReFantazio is its combat. The first time it appeared on my radar, it was said to have a good mix of action and turn-based combat. I wasn’t sure what to expect but what we’re getting, I suppose, is generally an okay mix. 

In the overworld as you’re exploring a stage or dungeon, you encounter enemies on the prowl. Before approaching, you can hit the Left shoulder button to assess how strong they are in relation to your current level. 

Anyone below your level can be eliminated in melee combat. Meanwhile, enemies at your level or stronger than you can be stunned. You then press a button to enter into turn-based combat. 

If you were able to deal damage to an enemy stronger or at your level, you enter turn-based combat with an advantage. It can be anything from the enemies being stunned, taking the first turns, or one of your party members launching an attack before your official turn starts to deal extra damage. 

Hit’em with your best shot

Metaphor: ReFantazio

To keep turn-based combat at a high pace, players are encouraged to end the combat as swiftly as possible. This can be done by exploiting your enemy’s weakness. One way of doing this is by experimenting with different attacks first to log the enemy’s stats and weaknesses, and then pressing L3 or the left thumbstick to start the fight over and deal with your opponent expeditiously. 

In this manner, it shares much in common with Persona 5, and from what I hear, other modern Atlus games. This helps you keep the game moving and not feel slowed down by turn-based combat which I believe is the reason why most people are not exactly enthusiastic about it. 

I loved this approach in Persona 5 and I love it even more here in Metaphor: ReFantazio. There are more nuances to combat but I’ll leave it to you to learn them as you play along. 

Archetypes

Metaphor Re: Fantazzio

Combat is even more elevated through Archetypes. If we’re choosing parallels, you can say the Archetypes are the Personas in this game. Although, not quite the exact same. 

Archetypes function more like job classes which you can shuffle between party members. I say job classes because the Archetypes do share those names. Some of these that you can unlock are Warrior, Knight, Mage, Healer, and more. Anyone familiar with JRPGs or even just RPGs in general will be familiar with those terms and what they bring to the table. 

Each character has their own Archetype. But through the mysterious figure named More, your characters are able to learn multiple Archetypes as soon as they are unlocked. You do need a resource called Magla (MAG) to do any of these.


You gain Magla (MAG) only through battle at first but more options unlock later on in the game. With MAG you can play around with characters and the Archetypes. You can have an Archetype learn a skill from another archetype, and Synthesize Archetypes.

A lot of these mechanics are similar to how you’d handle personas. But here, you’re able to have different characters carry different personas to be most effective depending on the enemies you’re about to face. 

Each Archetype has abilities of their own, but in battle they can also pair with other characters’ Archetypes for Synergy attacks that consume more MP or HP but also usually deal more damage or have stronger effects. 

Figuring out which Archetypes work best with which character along with making sure you’re equipped with the right ones for a dungeon crawl is part of the whole fun in strategizing for combat. 

Audiovisual spectacle 

As expected from Atlus, the Metaphor: ReFantazio is an Audiovisual spectacle. Sticking to a cel-shaded, anime-like art style means the developers can also spend a lot of time adding plenty of pizzazz to other parts of the game.

The menu screen, for instance, is dripping with style. Sure, it can seem a lot to take in at first glance. But you’ll soon get used to it and appreciate the art style more as you play along. 

In place of the jazzy tracks of Persona 5 are epic orchestral tunes that completely match the vibe of Metaphor’s fantasy world. They’re perfect during high-tension story moments as well as during battle. Although, I did find them out of place in certain parts of the game. 

Overall though, Metaphor: ReFantazio is a feast for both the eyes and ears. 

Is Metaphor: ReFantazio your GameMatch?

Metaphor: ReFantazio  is a must-play for any JPRG fan. It features a refinement of many mechanics that Atlus has implemented over the years in their games in a brand new fantasy world. 

The upwards of 60 hours you’ll need to complete the game might turn-off some. But we strongly believe its gameplay loop and overall presentation offer more than enough to keep you engaged until the credits roll.


Metaphor: ReFantazio  is out now on PlayStation 5, PC via Steam, and Xbox Series X | S. This game was reviewed on a PS5 with a code provided by the publisher.

Gaming

Xbox saves Kojima’s PHYSINT after PlayStation drops support

PlayStation says the separation was mutual, but Kojima hints otherwise.

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Things aren’t going well in the PlayStation camp. After two months of frankly questionable decisions, the company adds another to the pile by dropping support for Hideo Kojima’s PHYSINT.

For a while now, Kojima and PlayStation were in a very productive relationship with the Death Stranding duology, a critically acclaimed collection of titles for the platform. When things looked like they were going well, Kojima announced PHYSINT, an espionage-themed game which reminded fans way too much of Metal Gear Solid.

If you were investing in a PlayStation 5 to play Kojima’s latest thriller, you might want to move your chips elsewhere now. PlayStation has just dropped support for the espionage game, meaning PHYSINT will no longer be a first-party title for the platform.

Though PlayStation claims that the decision came after “careful consideration,” Kojima himself has said that the move was “unexpected,” going against PlayStation’s assurance of a mutual separation.

Very quickly, Xbox has announced that their platform will support PHYSINT instead. It’s a big get for the competing brand because Xbox Game Studios is already supporting OD, Kojima’s other upcoming horror project starring Sophia Lillis.

Unfortunately, it’s difficult to say more. As is tradition, Kojima will not explain much more about his upcoming titles. In fact, OD’s trailer barely says anything. One thing’s for sure, though: we’re all in for quite a ride.

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Marvel’s Wolverine review: When the claws come out

A brutal, cinematic superhero adventure

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Mravel's Wolverine

There’s a very specific thought that came to mind the moment I finished Marvel’s Wolverine.

“Damn, we finally have a pretty darn good Wolverine that’s not Hugh Jackman.”

I have nothing but respect for what Hugh Jackman has done with the character over the past two decades. His portrayal has shaped how a lot of people see Wolverine. But after all that time, it’s refreshing to see another actor take a proper swing at James Logan Howlett.

Liam McIntyre is fantastic here.

This isn’t exactly a live-action adaptation, but it’s about as close as you can get to having an actor perform Logan and Wolverine without putting a camera in front of him. And my god, does he perform.

McIntyre gives Logan a range of emotions that I wanted to see from the character. He isn’t just a dude acting all tough. He’s a man piecing together broken memories, balancing found-family relationships, and trying to be kind and helpful without ever becoming sappy.

For a story-driven action game like this, that’s important. Your lead can’t be insufferable when you’re going to spend more than 20 hours with him.

Thankfully, Logan is someone you can root for while he’s being a total badass.

That’s really what Marvel’s Wolverine is: a blockbuster you get to play.

A formula that works

Marvel's Wolverine

When I first started playing Marvel’s Wolverine, I wasn’t convinced it was particularly great.

It felt familiar. Formulaic, even.

But then, after a while, I couldn’t put the controller down. That changed my mind pretty quickly.

I’m a binge watcher. If a narrative is engaging, I’m hooked. This is why I gravitate toward story-driven games, especially the kind of games that have become the money-makers for PlayStation.

Marvel’s Wolverine scratches that exact itch.

The story pulled me forward. The characters kept me invested. The combat was fun. And the set pieces are absolutely bat-shit insane.

It’s a perfect blend of all of those things.

The 21-hour campaign didn’t feel like a 21-hour campaign. It felt like I was binging an interactive, movie-quality TV series with hour-long episodes. I kept telling myself I would stop after a chapter, only to find myself wanting to see what happens next.

There were nights when I stayed up longer than I normally would just to make sure I reached a natural break point.

That’s a pretty good sign.

The funny thing is that I could still see the formula while playing it.

There are story beats you can probably figure out ahead of time. If you’ve played Insomniac’s Marvel’s Spider-Man, you might even recognize some of the ways the studio likes to structure its stories. As someone who’s been exposed to plenty of superhero stories, there isn’t much here that I would call life-changing or groundbreaking.

But it doesn’t really need to be. The execution is what makes it work.

Insomniac understands how to make these games feel like movies that you play. It understands compelling storytelling, character work, proper pacing, and dynamic gameplay.

More importantly, it understands when to let you breathe.

Knowing when to slow down

Logan and Raven (Mystique) at a bar in Madripoor

The rhythm of Marvel’s Wolverine is one of its biggest strengths.

You’ll go through a quiet character moment. Then you explore a little. There’s some dialogue. The action picks up. A fight escalates. And suddenly you’re in one of the game’s massive set pieces.

Then it lets you breathe again.

That sounds simple because it is. But getting that rhythm right is harder than it looks.

There were moments when I thought a fight was going to go on forever. Then it would stop right when I started thinking that.

The game knows when you’ve had enough.

That matters because Wolverine’s combat can get pretty intense.

But because the combat sections are spaced out properly, I was almost always looking forward to the next group of enemies I could mow down.

The quiet moments are just as important. I absolutely loved them.

They give you a breather from the violence, but they also help steady you on where the story is going. The action, violence, character work, and jaw-dropping set pieces all serve each other.

It’s a balance Insomniac executed fantastically.

This is Wolverine as a combat fantasy

If there’s one thing I think Insomniac absolutely nailed, it’s the feeling of unleashing Wolverine in combat.

Playing as Spider-Man in Insomniac’s games gives you an especially strong connection to the character because his traversal is so unique. Swinging through New York is such a huge part of what makes you feel like Spider-Man.

Wolverine doesn’t quite have that.

He’s more ground-bound, and that means some of the experience feels closer to playing a traditional hack-and-slash character.

But when the fighting starts, it’s a different story.

I felt like a savage force of nature wailing on enemies.

Rage

The game gets the important parts of Logan’s physicality right. His aggression. His durability. His healing factor. His claws.

Even the Rage system makes sense.

I particularly love how Rage feeds into his healing factor. That gameplay loop feels like a fantastic implementation of his mutant abilities. You’re building Rage, using it to stay in the fight, and generally making Wolverine feel like the nearly unstoppable force he’s supposed to be.

I do wish Rage felt a little more feral, though.

Wolverine is still pretty much in control when Rage kicks in. You deal more damage, but I was hoping for something that made it feel like Logan was losing control a little bit.

Maybe that’s asking for too much. I’m no game developer.

But it would have been an interesting way to express what Rage means for Wolverine beyond simply making him stronger.

Getting better feels good

The combat has enough going on to support a campaign that stretches beyond 20 hours.

Techniques become instrumental in making you feel like you’re getting better at combat. Adaptations let you build Logan around how you actually play.

I’m not particularly good at dodging and parrying, so I leaned into a tankier build. I equipped Adaptations that helped me absorb hits and extended the parry window because parrying is an important combat mechanic.

And whenever I successfully pulled off a parry, I felt like a complete badass.

That’s a good feeling to have several hours into a game.

The combat loop itself can naturally become repetitive. You’re fighting enemies, building Rage, using Techniques, and mixing up your combos.

But I never really got tired of it.

The one exception was a wave-based challenge that asks you to fight through a ridiculous number of enemies. Getting to the highest rank takes around 45 waves, and I could already feel my hands hurting around Wave 30.

That’s the kind of challenge you need to prepare for. Take it on, then take a break.

Thankfully, that was the only part of the combat that felt genuinely tiring to me.

And yes, if you’re here for the blood and gore, you will not be disappointed.

I’m not even that big a fan of excessive violence, but it works here.

There’s a famous Wolverine line about being the best at what he does, even if what he does isn’t very nice. The violence in this game supports that idea to a tee.

Marvel’s Wolverine earns its M for Mature rating.

Logan’s story is more personal than it looks

Marvel's Wolverine

Wolverine being a superhero is the draw.

But underneath all the claws and mutant powers, this is really a story about a man trying to figure himself out.

It’s important to know going in that this is a pre-X-Men story. The game doesn’t immediately throw you into the familiar X-Men setup you might expect.

Instead, Logan is piecing together who he was, who he’s been, who he is, and ultimately who he wants to be.

It just happens to take place in a world where mutants exist.

I was never the biggest Wolverine fan. In fact, I hated how the live-action Fox movies treated him as the X-Man when the X-Men have always been an ensemble to me.

I say this as a Cyclops fan.

God bless Hugh Jackman and everything he has done for Wolverine, but his portrayal inevitably shaped the character’s place in popular culture.

Insomniac’s Logan feels a little different  — and maybe the fact that he’s canonically a “short king” here makes him seem more appropriate.

He’s a man trying to do right by the people around him while also trying to figure out how to do right by himself.

He’s broken. His memories are fragmented. He has people around him that he cares about. And underneath the rough exterior is someone who is simply trying his best to make sense of his present reality.

That made him surprisingly easy to root for.

Jean Grey is having a moment

Marvel's Wolverine

Best Jean Grey in modern media?

And then there’s Jean Grey.

I did not expect Jean to become one of my favorite parts of Marvel’s Wolverine.

But here we are.

I think a lot of people primarily know Jean through a few familiar ideas. The love triangle between Scott and Logan. The Phoenix. Getting overwhelmed by her powers.

The 1990s animated series had plenty of moments where Jean felt weak, while the live-action movies eventually speed-ran toward the Phoenix side of the character.

Marvel’s Wolverine gives her room to simply be Jean.

She’s headstrong. She can take care of herself and the people around her. She has her own motivations and a steadfast desire to protect her found family of mutants.

She can hold her own in a verbal spat just as easily as she can throw down with her mutant abilities.

She could just as easily have been marketed as the second lead of this game.

She’s fantastic.

Easily one of my favorite versions of Jean Grey.

And I think she’s about to get a lot more fans.

Between Sadie Sink’s Jean in Spider-Man: Brand New Day and this version from Insomniac, Jean Grey is suddenly having a moment.

I just don’t think we’ve gotten enough versions of Jean where she gets to be her own person.

Here, she is.

And she’s also incredibly charming.

A world that doesn’t need to be open

One thing I appreciate about Marvel’s Wolverine is that it doesn’t feel like Insomniac looked at its previous games and decided everything had to become bigger.

This isn’t an open-world game and that’s perfectly fine.

Not everything needs to be openworld.

The structure actually reminds me more of Ratchet & Clank: Rift Apart than Marvel’s Spider-Man. You move through contained environments, but they don’t feel like one long tunnel.

The locations are distinct. There’s room to explore. There are things to find. And the optional activities are tied to gameplay mechanics, which makes them feel more useful than simple checklist items.

Madripoor was especially memorable to me.

Part of that is because it’s a Southeast Asian-adjacent location, and that’s where I’m from. I’d love to see a more fully explorable version of Madripoor someday.

The game’s global structure also reminded me a little of how Captain America: Civil War handled its different locations.

The game also has plenty of little X-Men winks that made me go, “I understood that reference.”

The Mission Replay screen also recreates that famous meme of Logan lying on his bed and staring at a framed photo. 


These touches never feel like they’re there just for the sake of checking a box. They add personality to the world and make it feel like Insomniac understands the character and the people who have grown up with him.

It makes the adventure feel bigger without forcing the game to become a massive open-world playground.

That’s the right choice for this particular story.

The blockbuster moments

The set pieces are where Marvel’s Wolverine really goes for it.

There are plenty of moments where you might just stop and think, “Woah.”

The action is high-octane. The spectacle is ridiculous. And there are sequences that genuinely made me want to shout at the screen.

The motorcycle sections are probably what I’ll remember most.

I sucked at them but they were fun as hell.

They should make the motorcycle sections playable separately.

That’s a pretty good description of a lot of the game’s biggest moments. They’re designed to make you feel like you’re inside a giant action movie, and they succeed.

What’s important is that the spectacle never felt disconnected from the rest of the game.

The quieter scenes prepare you for the big moments. The story gives them context. The combat gets you there.

Everything serves everything else.

And after 21 hours, I wasn’t thinking about which individual feature was the most innovative.

I was thinking about the experience as a whole.

A complete package

Another thing Insomniac gets right here is what happens after the credits.

Marvel’s Wolverine feels complete.

You can replay missions and go back for objectives you missed. There’s Photo Mode. There’s New Game Plus available right away. There’s optional content waiting for you.

You have plenty to do even after the credits roll.

That’s especially notable because the lack of New Game Plus and limited post-game content were among the major criticisms of Marvel’s Spider-Man 2. Wolverine addresses those concerns from day one.

Personally, I want to go back through the other missions before jumping into another full playthrough. And when I do replay the game, it won’t necessarily be because I want to discover some completely different combat experience.

I just want to experience the story again.

That’s something I tend to do with Insomniac’s games.

Not groundbreaking. Just really, really good.

Omega Red

If I had to point to the biggest weakness of Marvel’s Wolverine, it’s predictability.

Nothing here feels particularly groundbreaking or new.

The story doesn’t have a lot of twists that genuinely surprised me. There are plenty of story breadcrumbs that make it possible to figure out where certain things are heading.

But by the time I reached the end, I didn’t really care.

The execution was good enough that I was hooked regardless.

And the game leaves plenty of room for what Insomniac could potentially do next.

I can’t say much more without getting into spoiler territory.

Let’s just say I’m a thousand percent excited.

The one character I genuinely wish had gotten more to work with is Lady Deathstrike.

Her hatred for Logan makes sense within the story, but she felt too one-note to me. Her background suggested there could have been more there, and I don’t think the character quite got the material she deserved.

That’s about as far as my major complaints go.

Combat can be repetitive because combat is naturally going to be repetitive. The game isn’t reinventing the genre.

But nothing became egregious enough for me to point at and say, “This is a problem.”

That’s because Marvel’s Wolverine is remarkably consistent.

Wolverine knows what it wants to be

Marvel's Wolverine

Marvel’s Wolverine isn’t the game that will fundamentally change how we think about superhero games.

It doesn’t need to be.

It’s a pretty darn awesome action game that feels like a movie.

More importantly, it’s a game that understands the character it’s trying to portray.

When you’re watching Logan piece together his memories, trying to understand the people around him, or figuring out what kind of person he wants to be, the game gives you room to care about him.

When the claws come out, it lets you become a savage force of nature.

Then, when you’ve had enough, it gives you a quiet moment to breathe.

That’s the formula. It’s familiar. It’s predictable. And it works. Really, really well.

I started Marvel’s Wolverine thinking it was simply another polished PlayStation blockbuster.

By the time the credits rolled, I had spent 21 hours completely hooked.

I sat for about two hours afterward just taking the whole thing in and sorting through my thoughts.

Whew.

What an experience.

Marvel’s Wolverine reminded me why I keep coming back to story-driven action games in the first place. It doesn’t need to reinvent the formula. It just needs to execute it well enough that you forget you’re playing a game and get completely swept up in the experience.

That’s exactly what it did to me.

Marvel’s Wolverine isn’t groundbreaking. It doesn’t need to be. It’s just damn good at being the kind of game I want to play.

GadgetMatch verdict: Swipe Right.

Marvel’s Wolverine is one of the very best at what it does. And what it does is pretty astonishing.  It delivers a polished, cinematic, character-driven experience that makes it very easy to lose 20-plus hours to it.

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Kirby and the World Beyond is Kirby’s first open-world game

Kirby and the World Beyond launches in the spring of 2027.

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Apple isn’t the only company doing a “One More Thing” today. In today’s Nintendo Direct, Nintendo unveiled its next major project, Kirby and the World Beyond. To celebrate Kirby’s 35th anniversary next year, the lovable pink blob is getting an open-world game.

In the latest effort to make all of its franchises into open-world games, Nintendo is plopping Kirby into a much larger map. Now, if you’ve seen the trailer, you might have had a pesky thought: “Wow, for an open world game, this one seems… sparse.” After all, Kirby looks like he’s trapped in one small map with King Dedede as the sole boss.

Well, that’s because he is trapped. After an attack sends Kirby cannonballing into the clouds, his squishy exterior busts a literal hole in the sky itself.

Yes, Kirby is in The Truman Show. (Not really, but you get the idea.)

A mystical being appears and gives Kirby a magical sword, which he uses to completely dismantle the fake sky and discover the world beyond. The trailer conveniently cuts off as Kirby begins to explore this whole new world, but we’re beyond excited.

After the hero entered the 3D space in Forgotten Land, Kirby and the World Beyond takes the next step and gives the protagonist a much more massive playground to eat and fight. If Breath of the Wild, Mario Odyssey, and Donkey Kong Bananza are any indication, this should be a worthy addition to your Switch collection.

Kirby and the World Beyond drops on the Switch 2 sometime in the spring of 2027.

SEE ALSO: Metroid finally returns to its 2D roots in new Metroid Ravenous

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