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Hermen Hulst, managing director and co-founder of Guerrilla Games, speaks during a Sony Corp. event ahead of the E3 Electronic Entertainment Expo in Los Angeles, California, U.S., on Monday, June 15, 2015.
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After cancelling 8 of the 12 live service games Sony promised to release by 2025, PlayStation studios boss says the number doesn’t really matter: ‘What is important to me is having a diverse set of player experiences’

by admin August 25, 2025



By the time Sony started printing money releasing its exclusives onto PC, the company had made a name for itself delivering the biggest and best singleplayer games on the market. Its run of solo PS4 exclusives from Bloodborne to The Last of Us Part 2 was so strong that it blew Microsoft’s console strategy out of the water, in a way that the Xbox has arguably never recovered from. Even we PC heads with our vast Steam libraries had to acknowledge those games were pretty great.

Yet for the PlayStation 5, Sony decided it would almost completely ignore that legacy, and instead be all about live service. In 2022, former CEO Jim Ryan promised Sony would make and release 12 live-service games by 2025. As of 2025, only one of these—Helldivers 2—has enjoyed a successful launch. Seven were cancelled before release. Three are supposedly still in development (including the deeply troubled Marathon) and one of them was Concord.

It’s a strategy that has, so far, proven catastrophic, leaving the PS5 largely bereft of quality first-party exclusives. But if you thought gazing upon this virtual graveyard might cause Sony to reconsider its priorities, think again.


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Concord – Gameplay Trailer | PS5 Games – YouTube

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Sony Interactive Entertainment’s Studio Business Group CEO Herman Hulst was recently asked about Sony’s live-service strategy by the Financial Times (via GamesRadar), as part of an in-depth article about the company’s broader business strategy. “The number [of live-service releases] is not so important,” Hulst told the FT. “What is important to me is having a diverse set of player experiences and a set of communities.”

Instead of changing strategy to avoid massive live-service failures like Concord, or cancellations like The Last of Us Online, Hulst says he basically wants Sony to fail better. “I don’t want teams to always play it safe, but I would like for us, when we fail, to fail early and cheaply.”

To change these massive failures into, er, smaller failures, Hulst says PlayStation has implemented several new safeguards, such as “more rigorous and more frequent testing in many different ways.” According to the FT, this includes a higher priority on group testing, more cross pollination of ideas within Sony, and “closer relationships” between top executives. “The advantage of every failure…is that people now understand how necessary that [oversight] is.”

I would be more convinced by what Hulst says if Sony had demonstrated its PS4-era strategy no longer worked before going all in on chasing the theoretical live-service money train. Those glossy singleplayer titles were often enormously expensive to make, and selling games in general has become significantly harder over the last five years. But while Marvel’s Spider-Man 2 seems to have been a commercial disappointment, God of War: Ragnarok was the fastest-selling PlayStation title ever on launch in 2022, and had sold 15 million copies a full year before it came to PC in September last year.

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August 25, 2025 0 comments
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FFXIV's Most Important Mod Is Shutting Down With No Warning
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FFXIV’s Most Important Mod Is Shutting Down With No Warning

by admin August 22, 2025


A very important and extremely popular mod for roleplayers in MMORPG Final Fantasy XIV, Mare Synchronos, is shutting down with less than 48 hours notice. The news has caught many off guard, and the FFXIV community isn’t happy that such a vital mod for many will no longer be usable in the MMO.

Mare Synchronos is a free third-party plugin for FFXIV that, along with some other tools and software, allows players to synchronize their cosmetic mods and custom animations. While thousands of players used the plugin, it was primarily popular with roleplayers and others who enjoy the more social aspects of FFXIV. With Mare, as it is often referred to online, friends could see each other’s characters as they appear on their own PC, complete with all their mods and extra animations that normally are’t seen by other players due to mod restrictions. For many who find FFXIV’s customization features to be lacking and who rely on mods to tweak their looks to create their perfect character, Mare was vital in letting other players see how they “really” look. It was also popular in in-game nightclubs and other areas to allow players to sync up custom dance animations and other…activities. And now all the fun is ending.

On August 21, one of the lead devs behind Mare Synchronos reportedly posted on the mod’s Discord server that they had received a “legal inquiry” about the mod, likely from publisher Square Enix, and were shutting down Mare completely.

“With a heavy heart, I have to announce the end of Mare Synchronos as you know it,” said Her Royal Floofness on Discord, in a message shared on Reddit. “I’ve received a legal inquiry concerning the project. After reviewing my options with counsel, I’m winding it down.”

Royal Floofness confirmed that Mare will continue to work until August 22 at 6:00 AM. After that point, the server will shut down and the plugin will be removed. “Enjoy your last doomsday party,” said the modder. “Thank you for the past 3 years of Mare, I hope you enjoyed the ride.” Kotaku has contacted Square Enix about the mod being shut down.

Many players online were shocked by the news and speculated that Mare being killed might lead to fewer people playing the game.

“Holy fuck getting rid of this is MASSIVE,” posted one user on Reddit. “This game has a huge RP player base. Does [Square Enix] think people keep subbed to this game to raid log?”

“If you entire reason for playing was the modded glam game then you probably have less of a reason to play now,” said another Reddit user.

“Genuinely worried about what this means for the RP community (and I mean the actual RP community, not nightclub/Balmung QS.) I’ve been actively RPing in the Mateus Quicksands for the past two years or so, and whenever Mare has even had as much of a hiccup the Quicksands clears out. There’s definitely been an over-reliance on Mare, but now it’s been taken away, I worry a lot of my fellow RPers will just struggle to adapt and bail,” said a roleplayer on Reddit in response to the news.

Others are hopeful that someone else will fork the mod and that a similar tool will be created in the future. For now, the nightclubs of Final Fantasy XIV will be a bit less raucous in the coming days.



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August 22, 2025 0 comments
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EA's upcoming Skate understands that the soundtrack is just as important as the gameplay, confirms over 100 songs
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EA’s upcoming Skate understands that the soundtrack is just as important as the gameplay, confirms over 100 songs

by admin August 18, 2025


When you think of skateboarding games, what is the first thing you think of? For me, it’s the music – whether it was being introduced to the impeccable drum work of Josh Freese in The Vandals’ Euro-Barge on Tony Hawk’s Pro Skater 1, trying to get my voice as high as 3 Inches of Blood’s singer in Deadly Sinners in Tony Hawk’s Underground 2, or learning how to play Jack White’s part in Girl, You Have No Faith in Medicine after hearing it in Skate, music is an integral part of these games.

The recent THPS 1+2 and 3+4 remasters understand this, and bring a nice mix of classic and modern music to the re-releases that (I think) represents what skate culture should always be about: honouring legacy and trying new stuff. EA’s upcoming Skate reboot seems to have got this brief, too, as today the publisher has announced that the game will have “over 100 songs” featured on the in-game soundtrack.

Back to the grind. | Image credit: EA

Pleasantly, these will vary from the likes of upcoming acts like Denzel Curry and Turnstile – yes, I know they’re four albums in, but they’re also only just breaking through to the mainstream – and more classic acts like MF Doom and Earth, Wind & Fire.

“[Skate will have] over 100 songs, with hits from emerging artists and deep cuts to help players discover new music as they skate through San Vansterdam,” reads a press release. “Each session stays fresh and high energy, and like San Vansterdam itself, the soundtrack will evolve with every season.”

Music licensing is a real pain for game developers; we’ve previously seen entire titles delisted from digital storefronts due to music licensing issues. By keeping the in-game track list fresh and changing it with the seasons, the publisher can better control what goes in and out of the game, and simply remove a track from rotation if the license expires. I think that’s also a better example of skate culture, to be honest: in my misspend adolescence in skate parks, I learned so much new, interesting music from listening to what the other skaters were blasting out of their crappy, battery-powered speakers hooked up to their iPods (I was just a bit too old for the boombox era, sadly).

So far, Little Simz and Skeggs are also mentioned for the soundtrack, but not a lot of other bands are confirmed yet. So that’s six out of – assumedly – 100 artists we’ve locked in. There’s plenty of scope for some really cool stuff to get in here. Just do me a favour, EA, and don’t include Lupe Fiasco’s Kick, Push. It’s been done to death at this point. If you want mellow, go for something like Brave Baby’s Plastic Skateboard, instead: it’s far better for those late night sessions on the concrete with your pals.



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August 18, 2025 0 comments
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The four most important leaks you need to know about Battlefield 6 as we edge closer to the game's reveal
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The four most important leaks you need to know about Battlefield 6 as we edge closer to the game’s reveal

by admin June 24, 2025


If you’re eager to devour any piece of Battlefield 6 news you can get your hands on, you’re likely feeling down now that Summer Game Fest season has come and gone without a single mention of the highly-anticipated shooter.

Following the conclusion of a fairly controversial Battlefield Labs playtest that look place at the end of May, players had theorised that we’re close to getting some sort of major news, initially suspecting 17th June as a significant date.

We’re a week past that, now, and developer DICE showed nothing to whet our appetites. All we’ve had are leaks.


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Players invited to previous Battlefield Labs playtests were recently surprised to see more tests scheduled, when most players keeping up with the in-development title believed tests would be suspended until a major update had been released.

These June playtests introduced an updated version of the Domination game mode, which had some very Call of Duty-like ideas, such as the ability to respawn immediately without having to wait for a revive. This is unusual for a Battlefield game.

Beyond that, there are some pretty big changes to the Battlefield norm afoot in the Labs playtests, to date. Here are some of the most interesting changes and ideas we’ve seen in Battlefield 6 so far, based on what we know from the in-development tests.

Weapons

One of the most celebrated aspects of these fresh leaks relates to the number of weapons dug up in the playtest’s files. Respected dataminer, temporyal, recently posted a collection of all weapons referenced in the game’s files – a total of 52, split across eight categories.

Only a handful of those weapons were included in past Labs playtests, so there’s a chance we may not end up seeing everything on that list in the launch build of Battlefield 6, but considering Battlefield 2042’s anemic arsenal at launch, things are looking much better for the next game so far.

Just how different is Battlefield 6 going to be compared to 2042? We shouldn’t have too much longer to wait to find out. | Image credit: EA

Battle Royale

Battle royale findings have been persistent across all recent builds – and reports suggesting there’ll be a BR mode in the game have certainly helped – even if hard information is rare at this time. We do know that some of the studios behind Battlefield 6 are each working on separate modes, one of which is strongly believed to be a modern iteration of Firestorm: Battlefield’s forgotten battle royale mode.

Firestorm debuted with Battlefield 5, but a big reason it never caught onis because it was locked behind a purchase of the full game, and not free-to-play like Call of Duty: Warzone or, indeed, most battle royale games. Rectifying this is something EA is supposedly keen to correct with Battlefield 6’s take on the mode, and recent leaks appear to suggest the mode will operate separately from the core game, and that it won’t require a copy of the full release to access. Meaning, one can assume, it will be free-to-play.

A Battlefield Labs June patch included some new art and various bits of text that reference Firestorm, which supposedly takes place following an explosion in a place called Fort Lyndon (likely the map’s name, in the same way Warzone has become synonymous with Verdansk). The size of the recent patch might also indicate that DICE is keen on testing the BR mode soon, so we’ll have to see if that ends up happening with the next few Labs playtests.

How different will BF6’s implementation of the battle royale Firestorm mode be? | Image credit: EA

Campaign

One of the next game’s much less-discussed aspects is its narrative campaign, which we know practically nothing about. The recent patch, however, included a video from one of the game’s campaign missions, which supposedly shows the end of a narrative segment in which a squad of soldiers destroy a dam in Tajikistan.

The video has multiple unfinished assets, and is very much work-in-progress. But it’s something, at least, offering hope to the players that want a return to classic Battlefield campaigns.

Many are hoping for a different approach to the campaign, this time around.

The official title of Battlefield 6

Most of the discoveries we covered so far are part of the fairly large updates BF Labs has recently received. One of the most interesting, however, points to the official title of the game – and that does appear to be, simply, Battlefield 6.

It’s worth noting that EA Play and all official/player-facing areas of the Battlefield Labs tests do not show Battlefield 6 as the title, but the June updates have added strings of code across several areas of the game that all use that moniker when referring to the game, strongly indicating that DICE and EA have finally settled on an official name for the first-person shooter.

Those updates also coincided with tweaks to some of the Labs language to indicate that the game had moved from pre-alpha into alpha, which players believe paves the road for a more public test soon – though that’s not a new theory.

At least it’s not going to be called just ‘Battlefield’ (…in theory). | Image credit: EA

It’s clear we’re inching closer to the game’s proper reveal. EA confirmed in May that the next Battlefield will be unveiled in the summer. Seeing as June is almost over, a July reveal is the next best bet, (unless the game’s reveal party is instead planned for gamescom in August).

Until then, more Battlefield playtests will only result in more datamining and more leaks, so we’ll have to use those for sustenance while we wait for official channels to start waking up.



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June 24, 2025 0 comments
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Dragon Age Veilguard Is One Of BioWare’s Most Important Games
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Dragon Age Veilguard Is One Of BioWare’s Most Important Games

by admin June 14, 2025


With every new report about Dragon Age: The Veilguard’s troubled development, it feels like a miracle that the game came out at all. A new story from Bloomberg outlines how the Dragon Age team was jerked around by publisher Electronic Arts and forced to make pivots with limited resources and time, making it impossible for the RPG to complete the sort of holistic retooling it would have received under more reasonable circumstances. Reading this and seeing how, after all that strife, the team was still demolished and subsequently thrown under the bus, it feels like BioWare was set up to fail, and it bore the consequences of its publisher’s poor decisions.

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In January, BioWare scattered some of its most foundational veteran talent to the winds. The quickness with which EA gutted the storied RPG studio and masked it with talk of being more “agile” and “focused” shortly after it was revealed that The Veilguard underperformed in the eyes of the powers that be makes me wonder if BioWare was also unsure it would get to return to Thedas a fifth time. Now that we know more about just how fraught Dragon Age: The Veilguard’s development was, the RPG sure reads like something made by people who saw the writing on the wall. The Veilguard ends on a small cliffhanger that could launch players into a fifth game, but I’m skeptical that we’ll ever get it.

Looking back, I’m pretty convinced the team was working as if Rook’s adventure through the northern regions of this beloved fantasy world might be the last time anyone, BioWare or fan, stepped foot in it. But viewing it through that lens has somehow made me appreciate a game that made me a believer after a decade of disillusionment even more.

Screenshot: BioWare / Kotaku

Yeah, I might be doomsaying, but there are plenty of reasons to do so right now. The loss of talented people – like lead writer Trick Weekes, who has been a staple in modern BioWare since the beginning of Mass Effect, or Mary Kirby, who wrote characters like Varric, whose story is the biggest throughline through the Dragon Age series – doesn’t inspire confidence that EA understands the lifeblood of the studio it acquired in 2007. The Veilguard has been a divisive game for both entirely legitimate reasons and the most bad-faith ones you could imagine, but my hope is that history will be kinder to it as time goes on.

A Kotaku reader reached out to me after the news of BioWare’s layoffs broke to ask if they should still play The Veilguard after everything that happened. My answer was that we may now be in a better position to appreciate it for what it was: a (potentially) final word.

Given the conditions under which it was made, and how its creators themselves seemed uncertain of its future, The Veilguard is just as much a send-off for a long-running story as it is a stepping stone for what might come. Its secret ending implies a new threat is lurking somewhere off in the distance, but by and large, The Veilguard is about the end of an era. BioWare created an entire quest line that essentially writes Thedas’ history in stone, removing any ambiguity that gave life to over a decade of theory-crafting. As a long-time player, I’m glad The Veilguard solidifies the connective tissue between what sometimes felt like a world of isolated cultures, lacking throughlines that’d otherwise make it feel more whole. But sitting your cast of weirdos down for a series of group therapy sessions unpacking the ramifications of some of the biggest lore dumps the studio has ever put to a Blu-ray disc isn’t the kind of narrative choice you make if you’re confident there’s still a future for the franchise.

Screenshot: BioWare / Kotaku

Unanswered questions are the foundation of sequels, and The Veilguard has an almost anxious need to stamp those out. Perhaps BioWare learned a hard lesson by leaving Dragon Age: Inquisition on a cliffhanger and didn’t want to repeat the same restriction. But The Veilguard doesn’t just wrap up its own story; it concludes several major threads dating back to Origins, which feels calculated and deliberate. If BioWare’s goal with The Veilguard was to bring almost everything to a definitive end, the thematic note on which it leaves this world acts as a closing graf concluding the series’ overarching thesis.

Ignoring the bigotry that has followed The Veilguard like a starving rat digging through trash, one of the most common criticisms I heard directed toward the game was that it lacked a certain thorny disposition that was prevalent in the first three games. Everyone in the titular party generally seems to like each other, there aren’t real ethical and philosophical conflicts between the group, and the spats that do arise are more akin to the arguments you probably get into with your best friends. It’s a new dynamic for the series. The Veilguard doesn’t feel like coworkers as the Inquisition did, nor the disparate group who barely tolerated each other that we followed in Dragon Age II. They’re friends who, despite coming from different backgrounds, factions, and places, are pretty much on the same page about what the world should be. They’re united by a common goal, sure, but at the core of each of their lived experiences is a desire for the world to be better.

Screenshot: BioWare / Kotaku

This rose-colored view of leftism doesn’t work for everyone. At its worst, The Veilguard can be so saccharine it’d cause a cavity, which is far from what people have come to expect from a series in which the mage-hating elf Fenris and pro-mage radical Anders didn’t care if the other lived or died. It also bleeds into a perceived softening of the universe. Factions like the Antivan Crows have essentially become the Bat Family from DC Comics, with no mention of the whole child slavery thing that was our first introduction to them back in Origins. The Lords of Fortune, a new pirate faction, go to great lengths to make sure you know that they’re not like the other pirates who steal from other cultures, among other things. I joked to a friend once that The Veilguard is a game terrified of getting canceled, and as such, a lot of the grit and grime has been washed off for something shiny and polished.

That is the more critical lens through which to view the way The Veilguard’s sanitation of Thedas. To an extent, I agree. We learned so much about how the enigmatic country of the Tevinter Imperium was a place built upon slavery and blood sacrifice, only for us to conveniently hang out in the common poverty-stricken areas that are affected by the corrupt politics we only hear about in sidequests and codex entries. But decisions like setting The Veilguard’s Tevinter stories in the slums of Dogtown give the game and its writers a place to make a more definitive statement, rather than existing in the often frustrating centrism Dragon Age loved to tout for three games.

I have a lot of pain points I can shout out in the Dragon Age series, but I don’t think anything has stuck in my craw more than the way the end of Anders’ antagonistic “Rivalry” relationship goes down in Dragon Age II if you don’t support his crusade to emancipate the mages from their captivity in the Circle of Magi. This is a tortured radical mage who is willing to give his life to fight for the freedom of those who have been born into a corrupt system led by the policing Templars. And yet, if you’ve followed his rivalry path, Anders will turn against the mages he, not five minutes ago, did some light terrorism trying to free. In Inquisition, this conflict of ideals and traditions comes to a head, but you’re able to essentially sweep it all under the rug as you absorb one faction or the other into your forces. So often, Dragon Age treats its conflicts and worldviews as toys for the player to slam against one another, shaping the world as they see fit, and bending even the most fiercely devoted radical to their whims. And yes, there are some notable exceptions to this rule, but when it came to world-shifting moments of change, Dragon Age always seemed scared to assert that the player might be wrong. Mages and Templars, oppressed and oppressors, were the same in the eyes of the game, each worthy of the same level of scrutiny.

Screenshot: BioWare / Kotaku

Before The Veilguard, I often felt Dragon Age didn’t actually believe in anything. Its characters did, but as a text, Dragon Age often felt so preoccupied with empowering the player’s decisions that it felt like Thedas would never actually get better, no matter how much you fought for it. While it may lack the same prickly dynamics and the grey morality that became synonymous with the series, The Veilguard doesn’t just believe that the world is full of greys and let you pick which shade you’re more comfortable with. Of the entire series, it’s the most whole-hearted, full-throated declaration that the world of Thedas can be better than it was before.

Essentially retconning the Antivan Crows to a family of superheroes is taking a hammer to the problem, whereas characters like Neve Gallus, a mage private eye with a duty-bound love for her city and its people, are the scalpel with which BioWare carves its vision of how the world of Thedas can change. Taash explores their identity through the lens of Dragon Age’s longstanding Qunari culture, known for its rigidness in the face of an ever-changing world, and comes out the other end a new person, defined entirely by their own views and defying others. Harding discovers the truth behind how the dwarves were severed from magic, and still remembers that she believes in the good in people. The heroes of The Veilguard have seen the corruption win out, and yet never stop believing that something greater is possible. It’s not even an option in The Veilguard’s eyes. The downtrodden will be protected, the oppressed will live proudly, and those who have been wronged will find new life.

That belief is what makes The Veilguard a frustrating RPG, to some. It’s so unyielding in its belief that Thedas and everyone who inhabits it can be better that it doesn’t entertain your choices complicating the narrative. Depending on how you play, Rook can come from plenty of different backgrounds, make decisions that will affect thousands of people, but they can never really be an evil bastard. If they did, it would fundamentally undermine one of the game’s most pivotal moments. In the eleventh hour, Dragon Age mainstay Varric Tethras is revealed to have died in the opening hour, and essentially leaves all his hopes and dreams on the shoulders of Rook. After our hero is banished to the Fade and forced to confront their regrets in a mission gone south, Varric’s spirit sends Rook on their way to save the day one last time. He does so with a hearty chuckle, saying he doesn’t need to wish you good luck because “you already have everything you need.” He is, of course, referring to the friends you have calling to you from beyond the Fade.

Screenshot: BioWare / Kotaku

Varric, the narrator of Dragon Age, uses his final word to declare a belief that things will be okay. This isn’t because Rook is the chosen one, destined to save the world, but because they have found people who are unified by one thing: a need to fight for a better world. That declaration concluding what’s possibly Dragon Age’s final game is what makes it compelling. Reaching the end of a universe’s arc and being wholly uninterested in leaving it desecrated by hubris or prejudice is a bold claim on BioWare’s part. It takes some authorship away from the player, but in return, it leaves the world of Thedas in a better place than we found it.

The Veilguard is an idealistic game, but it’s one that BioWare has earned the right to make. Dragon Age’s legacy has been one of constantly shifting identity, at least two counts of development hell, and a desire to give players a sandbox to roleplay in. Perhaps, as Dragon Age likely comes to a close, it’s better to leave the series with a game as optimistic as the people who made it. I can’t think of a more appropriate finale than one that represents the world its creators hope to see, even as the world we live in now gives us every reason to fall into despair.

In my review of The Veilguard, I signed off expressing hope for BioWare’s future that feels a bit naive in retrospect. Would a divisive but undeniably polished RPG that felt true to the studio’s history be enough when, after 10 years of development, c-suite suits were probably looking for a decisive cultural moment? That optimism was just about a video game. Having lived through the past 32 years, looking back, most of the optimism I’ve ever held feels naive. I think I’m losing hope that the world will get any better. But even if we haven’t reached The Veilguard’s idealized vision, I’ll take some comfort in knowing someone previously at BioWare still believes it’s possible.

 



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June 14, 2025 0 comments
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