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Musical

Annapurna's next three games are a turn-based musical, a Zelda-like adventure, and a puzzle game exploring a utopian society
Game Reviews

Annapurna’s next three games are a turn-based musical, a Zelda-like adventure, and a puzzle game exploring a utopian society

by admin September 24, 2025


Publisher Annapurna Interactive has revealed three new games in its latest digital showcase, all of which are playable at this week’s Tokyo Game Show.

Annapurna is known for publishing well-loved games like Outer Wilds, Stray, the most recent To a T, and Eurogamer’s 2023 Game of the Year Cocoon. There are always high expectations, then, as to what it’s supporting next.

The first of these three games is D-topia, a puzzle-adventure game from Marumittu Games that features a minimalist sci-fi aesthetic as a young boy seeks to question how to find happiness if life is a utopia?

Expect choice-based gameplay and a very cute grumpy cat. It’s set for release next year across PS5, Xbox Series X/S, Switch 1 and 2, and PC (Steam, Epic).

D-topia reveal trailerWatch on YouTube

Next up is People of Note, described as “a full fledged musical, condensed into a video game” – specifically, a turn-based RPG. The trailer shows a young female star in a singing contest, a colourful futuristic world, and musical battles against strange creatures.

Of course, any music game like this lives and breathes by its songs – thankfully, this sounds like it could have some Kpop Demon Hunters-esque bangers. It’s coming from Iridium Studios and will be out next year on PS5, Xbox Series X/S, and PC (Steam, Epic).

People of Note reveal trailerWatch on YouTube

Lastly, there’s the Zelda-like adventure Demi and the Fractured Dream from developer Yarn Owl. A “tribute to classic action-adventure games”, it features hack and slash combat with puzzle solving and platforming, plus ethereal visuals.

Once again, it’s due out next year across PS5, Xbox Series X/S, Switch 1 and 2, and PC (Steam, Epic).

Demi and the Fractured Dream reveal trailerWatch on YouTube

“Annapurna Interactive is making its debut at this year’s Tokyo Game Show and we couldn’t imagine a better way to participate in this iconic event than by showcasing three great new titles from amazing indie studios,” said Leanne Loombe, head of games at Annapurna Interactive.

“From the wonderful puzzle adventure D-topia, to the catchy, innovative turn-based musical RPG People of Note, and a beautiful love letter to the classic action-adventure genre with Demi and the Fractured Dream, these games embody our vision of supporting world-class developers who are pushing the boundaries of artist story telling.”

Last year, the majority of Annapurna’s staff quit in a mass exodus following a dispute with the company’s owner.

Today’s showcase was the second since then, with February’s showcase featuring a number of games now available.



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September 24, 2025 0 comments
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The Govee Table Lamp 2 Pro x Sound by JBL is lit up in green, pink, blue, and orange.
Product Reviews

Govee Table Lamp 2 Pro x Sound by JBL review: a vividly colorful smart light with musical talent

by admin September 15, 2025



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Govee Table Lamp 2 Pro x Sound by JBL review

The Govee Table Lamp 2 Pro x Sound by JBL is a smart lamp and Bluetooth speaker combo that enables you to switch up the vibe in moments.

Available to purchase directly from the Govee website or at Amazon, the Govee Table Lamp 2 Pro x Sound by JBL has a list price of $179.99 / £169.99. While the price is certainly on the steep side, if you’re already a big Govee fan and want to save space by incorporating a speaker into your smart light setup, this would be a good way to go about it.

Having said that, the Govee Table Lamp 2 Pro x Sound by JBL already been subject to a $20 / £20 discount in the Govee Fall sale, which sweetens the deal a little. That’s despite the fact that it has only been available in the US for around 11 weeks, and less than a week in the UK, at the time of writing.

(Image credit: Future)

Being so used to the Govee Table Lamp 2, which I happen to have two of, the Govee Table Lamp 2 Pro x Sound by JBL looks a little on the chonky side. This is understandable, considering it’s packing a speaker and a 5,200mAh rechargeable battery, which can provide up to four and a half hours of playback if the volume and brightness are set to fifty percent.

  • Govee Table Lamp 2 Pro x Sound by JBL at Amazon for $179.99

There’s a notable difference between the US and UK models when it comes to the power cable. The connector is set at a 90-degree angle in both cases, as the power port is located on the bottom of the lamp, but the US uses a small DC connector, and the UK uses USB-C.

More importantly, the cable for the US model is moulded to a US plug, so you can just plug and play; but in the UK, a USB-C cable is all that’s included, so I needed to source an adapter with a minimum of 35W for it to run efficiently. The first adapter I had to hand turned out to be too low-powered, and the lamp was clearly unimpressed.

(Image credit: Future)

Getting the Govee Table Lamp 2 Pro x Sound by JBL synced with the app and with the WiFi networks in the office and at home was a quick and simple process. There are two separate Bluetooth connections, one for the lamp itself and one for the speaker. I found this a little inconvenient at times, as it seemed I needed to reconnect the speaker in my phone’s Bluetooth settings whenever I’d been out of the room. But overall, it makes sense that it’s set up this way, as one may want to listen to music on their headphones while still enjoying the features of the lamp.

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(Image credit: Future)

There are two elements of the Govee Table Lamp 2 Pro x Sound by JBL’s design that provide eye-catching lighting effects. These are the main body of the lamp, as you’d expect, but also the base, thanks to its clever reflective design. Both elements can be used independently or together, so you can have your lighting effects as stand-out or as subtle as you’d like.

The control panel on the top of the Govee Table Lamp 2 Pro x Sound by JBL was simple to use, with a push power button and four touch buttons for the speakers’ volume controls, playing and pausing, and a button for cycling through nine customizable presets.

(Image credit: Future)

My favorite way to control the Govee Table Lamp 2 Pro x Sound by JBL – and all the Govee products I’ve tested, actually – is by taking advantage of the voice control via my Echo Dot (5th Gen) or hopping onto the feature-packed Govee Home app.

If you’ve already read some of my other product reviews, such as the highly rated Govee Neon Rope Light 2, you’ll already have some idea of how fond I am of the Govee Home app.

Along with the run-of-the-mill power, brightness, and volume controls, it also boasts over 100 preset scenes, with themes ranging from the ocean to the universe. The Govee Home app offers opportunities to get creative with lighting effects, too, with a finger sketch feature that allows you to decorate the canvas with random colors or drawings before choosing a motion setting and speed, as well as an AI effect generator.

Image 1 of 4

(Image credit: Future)(Image credit: Future)(Image credit: Future)(Image credit: Future)

One small niggle I have stems from the preset audio that plays by default when some of the scenes are selected. I found some of them to be somewhat irritating, especially if they caught me by surprise when cycling through the default presets using the onboard controls. Fortunately, they can be disabled in the app, but only one at a time, so I had to go through and turn them off for all of my favorite scenes that were afflicted.

(Image credit: Future)

The audio quality was as I expected from a JBL speaker, by which I mean it was a solid performer. The treble sounds clean, and I could hear a good level of definition in the high-pitched percussion in the background of Sunny Days by Kolter. The bass lacks some impact, but it still has a good weight to it and isn’t bad going, considering the price. Unless you happen to be an audiophile, you’ll probably be perfectly happy with the audio quality on offer here.

The Dynamic Music feature added some fun when listening to music, especially the Gridding and Ripple effects, and was enjoyed by everyone in my office. I did notice they can struggle to hit the right notes if the track has a lot of different elements, but it’s nonetheless a fun dynamic effect, especially when paired with bass-heavy tracks.

(Image credit: Future)

Overall, the Govee Table Lamp 2 Pro x Sound by JBL offers eye-catching and day-brightening lighting effects and a satisfying-sounding speaker for the price. So, if you love the look of the Govee Table Lamp 2 and want a solid speaker to listen to tunes, podcasts, or audiobooks, then you’ll be happy wth the Govee Table Lamp 2 Pro x Sound by JBL.

If you’re in the mood to check out more ambience-altering lighting, then why not take a look at our pick of the best smart lights?

Govee Table Lamp 2 Pro x Sound by JBL review: Price and specs

Swipe to scroll horizontally

Price

$179.99 / £169.99

Model

H6020

Colors

Lamp Body: RGBICWW, Base: RGBIC

Lumens

600

Dimensions

6.1 x 6.1 x 10.1 inches / 18.9 x 18.9 x 34cm

Connectivity

2.4GHz Wi-Fi, Bluetooth

App

Yes

Control methods

Alexa, Google Home, Matter, IFTTT, Apple Watch, Razer

Speaker

Sound by JBL 2.5-inch 500cc full-range speaker

Additional features

Rechargeable battery

Should I buy the Govee Table Lamp 2 Pro x Sound by JBL?

Buy it if…

Don’t buy it if…

Govee Table Lamp 2 Pro x Sound by JBL review: Also consider

How I tested the Govee Table Lamp 2 Pro x Sound by JBL

  • I tested the Govee Table Lamp 2 Pro x Sound by JBL for a couple of weeks
  • I tested the different features and customizable settings
  • I observed its performance as a smart light and as a speaker

I used the Govee Table Lamp 2 Pro x Sound by JBL on my desk and next to my bed for a couple of weeks.

I followed the setup process on the Govee Home app and explored its features, testing how different scenes looked, and used the creative features to create my own.

I tested the audio quality by listening to different genres of music and bumping up the volume to assess the output at higher levels.

Govee Table Lamp 2 Pro x Sound by JBL: Price Comparison



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September 15, 2025 0 comments
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A scientist experimenting on a man
Product Reviews

Dishonored ‘sounded a little bit ridiculous’ in the beginning, but came together with the help of the Sweeney Todd musical

by admin September 7, 2025



If you were to walk down Lackrow Boulevard in Dunwall—taking care not to linger outside The Black Friar, the dilapidated hotel where the Hatters Gang conduct their business in the legal district—you might stop at number 131. These are the premises of the company who build audiograph players: the rudimentary recording devices which capture the voices spoken into them, and offer scratchy, echoey playback via punchcards. All over the city, audiographs hold the private thoughts of lords and admirals, the final words of gangsters and royal caretakers. The inner life that elevates NPCs to characters who haunt their levels long after they’re ragdolled.

The name above the door of that business? AudioLog.

It’s only fitting, since the inventor of the audiolog was a writer on both Dishonored and its 2016 sequel. During the development of System Shock, Austin Grossman had helped figure out the fundamentals of the genre we now call the immersive sim. As a writer on Deus Ex, he’d contributed to its indelible influence as a smart, funny, and above all malleable story game. And later, he wrote You—one of the definitive videogame novels, and in many ways a fictionalised account of what it was like to work at Looking Glass Studios in the ’90s.


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It’s hard to imagine anyone more qualified to join the Dishonored writing team. Yet when he did, Grossman didn’t quite get it. “When I came in, it sounded a little bit ridiculous,” he says. “They were still hammering out some of the details of the world. There were the whales, there was the Outsider, there was magic. Everything was super dark. It sounded kind of like a mess. I was like, ‘How is any of this gonna cohere into a world that anybody believes in?'”

When I came in, it sounded a little bit ridiculous.

Austin Grossman

Much of Dishonored’s writing and world-building originated with Harvey Smith, the game’s co-creative director, who had a “really, really strong idea creatively of what he wanted to do”.

“My job was just to channel that,” Grossman says. “Nothing I wrote in Dishonored remotely resembles anything I write in my own creative work. But that was the fun of it. It was like, ‘What if I were Cormac McCarthy? What if I just wanted to write everything as dark as possible?'”

(Image credit: Bethesda)

Alongside Smith and Grossman, the team brought in Terri Brosius. Most famous for her chilling voice role as SHODAN in System Shock, Brosius was also a seasoned writer who had shaped the Lynchian tone of the Thief games. She’s still working with Grossman today, on the multiplayer imsim Thick as Thieves. “She’s immensely fun,” Grossman says. “Immensely talented.”

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There was some resistance on the Arkane team to the idea that Dishonored’s setting could be categorised alongside existing genre fiction. “There was this whole funny business where they were like, ‘It’s not steampunk. Shut up, don’t say steampunk. We’re not doing steampunk,'” Grossman says. “And it’s like, ‘OK, but look at your world. It kind of is steampunk.’ Sometimes in game development, you just get hung up on a matter of principle. And then a year later, you realise, ‘Why am I drawing that line when it’s obvious?'”

Grossman found his own tonal lodestar in an unlikely spot. “I’ll tell you the truth, which I don’t think I ever told Harvey,” he says. “My personal style guide was Sweeney Todd, the Stephen Sondheim musical. I ripped off a couple phrases from it that any Sweeney Todd fan will have recognised. It was super dark, Victorian, with this black humour to it. It just absolutely fit right in. It’s perfect.”

(Image credit: Bethesda)

So much of Dishonored seemed to match the model established by Sondheim. Take the wicked vices of its villains, who Corvo tore down in a mission of revenge. “Then he finds out at the end that the world is different than he thought it was,” Grossman says. “It all works. But I felt like discussing that in public might disrupt the perception of Dishonored.”

Little by little, by means secret and out in the open, the world of Dunwall began to not only cohere but become one of gaming’s great settings—a densely atmospheric place that would live on in players’ minds long after the credits rolled. Grossman had a great experience, and enjoyed writing for the Outsider, the figure from the Void who grants Corvo his reality-bending abilities.

“Although it was maddening how slowly the actor reads those speeches,” Grossman says. “I wish we could just crank it to 1.5 speed, because I can’t sit through them, even though I like a bunch of the stuff I wrote really a lot.”

Even a switch in the Outsider’s actor for the sequel didn’t end Grossman’s dissatisfaction. “I was never a fan of how those were delivered and staged,” he says. “But they were certainly cool to write.”

Brosius and Grossman came up with the Heart. A strange and supernatural totem, this human organ was carried around by protagonist Corvo throughout the game. “It was so fun to write for that thing,” Grossman says. “And that’s why we had it.” When squeezed, the Heart offered up mournful reflections on the state of Dunwall—and when pointed at a person, revealed sometimes terrible secrets. “Unless he dies tonight,” the Heart might say of a city guard, “he will kill twice more before ending his own life.”

Since Dishonored offered both lethal and avoidant means of handling threats, many players consulted the Heart to decide how to deal with the NPCs in front of them. Those decisions fed into a larger, unseen calculation that determined whether the plague-and-tyranny-ridden city would ultimately claw back toward the light or slide sideways into anarchy.

(Image credit: Arkane Studios)

“The whole high chaos, low chaos thing,” Grossman says. “I think everybody liked that and was never fully satisfied. Because obviously, you don’t get enough feedback as you’re going through, as to where you are on that scale, right? You crossed a chaos line, but you don’t really get told.”

Of course, if Dishonored had let players see that scale as they navigated Dunwall, they were much more likely to try and optimise it—engaging in a metagame rather than embracing the story.

If you work in narrative design, it is one of the unanswerables.

Austin Grossman

“If you work in narrative design, it is one of the unanswerables,” Grossman says. “Whether you expose the numbers for that kind of thing, and then it’s a game, or you don’t expose the numbers, and players feel like they don’t understand the consequences of their actions until too late. There’s two ways of doing that, neither of which really works. It’s interesting about narrative design, it’s still an immature field.”

Nevertheless, Dishonored struck a chord with millions, and Grossman got to work on both a brilliant DLC campaign—which starred Corvo’s onetime enemy, the assassin Daud—and Dishonored 2, which PC Gamer gave a coveted 93%.

“I think it was really smart,” he says of the sequel, which gave players the choice of starring as Corvo or Dunwall’s empress, Emily Kaldwin. “Letting you play as either person really worked.” The decision to decamp from Dunwall to another island in the empire, the sunbaked Serkonos, was another change Grossman was happy about. “The fact that we went to Karnaca is really cool,” he says. “Dunwall is great, but it’s super claustrophobic. Getting out of there was great.”

Grossman wanted to visit every island in Arkane’s universe—which canonically includes snowy, glacial Tyvia in the north, and the jungly Pandyssian Continent, which defies colonisation. “I really wanted Dishonored 3 to happen. I wonder if someday it will. Because the whole world that they built is fascinating,” Grossman says. “I did want to experiment with a Dishonored game that had a slightly different tone.”

If there’s a weakness to the Dishonored games, in Grossman’s opinion, it’s that they’re always steering toward an ultra-dark mood. “And I thought, someone somewhere in the Dishonored world must have had a good day at some point in their lives,” he says. “I wanted to see a little of that. Because it was always trying to top itself and say, ‘OK, what’s even darker.’ At some point you run out of that. And I think a varied tone in a Dishonored game would have been really fun to do.”

(Image credit: Arkane Studios)

There’s got to be a climate somewhere in the Isles that hosts neither rats nor bloodflies, surely? “You know, let’s not go crazy,” Grossman deadpans. “There’s always going to be some vicious, murderous pest in any city, because otherwise, how would you even know you’re in a Dishonored game?”

Since Grossman worked on the series, Arkane has confirmed that the time-warped island where Deathloop takes place belongs to the Dishonored universe—only, in its far-future. “So I guess that’s Dishonored 3,” Grossman says. “The fact that Dishonored and Deathloop are a shared world, that is so freaking awesome. I’m combing through that game to find any kind of clear reference on that, but they’ve said that it’s true.”

In some senses, Deathloop feels like an answer to the narrative design problem Grossman identifies in Dishonored. By trapping players in a resetting timeloop, Arkane frees us from the responsibility of deciding who ultimately lives or dies.

(Image credit: Arkane Lyon)

“But it also borrows the idea that there’s this pantheon of personalities, right, that are each screwed up in their own way, that you have to murder,” Grossman says. “Those characters are a little more rounded, a little more deeply drawn, I think, than the Dishonored villains.”

The revenge and murder motif that Dishonored and Deathloop share is a powerful motivator—one that Grossman considers lacking in Arkane Austin’s space station adventure, Prey. “I think the reason you never hear about Prey is that the story doesn’t have the same emotional weight,” he says. “It’s just not driven the same way. Because it’s a great immersive open world. It’s one of those games where story is the missing piece, I think.”

Today, Grossman says that writing for the Dishonored games was a privilege. “But like I said, I would never have made the call that it was the most successful game I ever worked on,” he says. “There was no indication of that, so there’s a good lesson there somewhere.”



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September 7, 2025 0 comments
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Phantom Blade Zero
Esports

Ratatan carries the musical torch for Patapon fans

by admin August 25, 2025



Pata-Pata-Pata-Pon? Nope. Not anymore. It’s 2025, we’re doing Rata-Tata-Tata-Tan now. Got it? Good. We spoke with the developers behind Patapon’s spiritual successor, Ratatan, to learn plenty more about the new rhythm game 14 years on from the last iteration.

For those of us who grew up on the right side of history, the PSP was the ultimate escape. Anywhere you went, Kratos, Daxter, Snake, and of course, your legion of Patapons were always there by your side. But now, well, it’s been a while since we’ve Pata’d any Pons.

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The last Patapon game landed on the PSP all the way back in 2011, and since then, there’s been little movement in the rhythm-action game landscape. That is, until now, as those responsible for the adorably murderous little guys couldn’t hold out any longer. It’s finally time for a return to form.

Ratatan may be different in name, but it shares plenty in common with the classics that kept us entertained for hours on end, even when we weren’t playing. I still hear their voices in my head!

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With an Early Access build now out, we’ve been hands-on and have spoken to Producer Saisu Sakijiri Kazuto in order to learn all about it.

What is Ratatan?

If you’re unfamiliar with Patapan, it may all look a bit…strange, on the surface here in Ratatan. Who are all these odd little creatures, and why are they so hungry for blood? Well, you see, the answer is rather simple.

As the reveal trailer explained all too well, “rhythm fuels your fight.”

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Music underpins everything you do in Ratatan. By listening to the soundtrack and timing your button presses to the beat, your army of critters, known as Cobuns, will then be compelled to fight on your behalf.

By tapping a sequence of buttons to the rhythm, your Cobuns may lunge forward and attack, or perhaps they’ll enter a defensive position. The choice is yours as you effectively layer notes down on a track and create a musically-driven battle sequence in the moment.

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When you lose yourself in the flow state, it’s utterly sublime, and no gaming experience has ever really tried to replicate it since Patapon.

Ratata Arts / Tokyo Virtual TheoryPicking the right commands in the right moments is the key to victory in Ratatan.

Think of it like how so many millions committed Helldivers 2’s Strategems to memory. Up, Right, Down, Down, Down. If you know, you know. Here in Ratatan, it’s the same thing in many respects. As you upgrade your arsenal and acquire new skills, you’re learning the cadence of new input chains and watching as they destroy dozens of enemies at a time.

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But what makes this new iteration different after all these years? As we learned not just in playing the game, but in speaking to the Producer, the dev team couldn’t just re-record their greatest hits again. Instead, they’re eyeing a new genre, something with a bit more chaotic energy.

Ratata Arts / Tokyo Virtual TheoryCobuns look charming, but we advise staying out of biting distance.

This go around, gameplay systems have been remixed. With roguelike qualities, every time you load into a level, you can expect something different. Whether it’s unique attacks like dealing explosive damage or a game-changing upgrade, you’re always kept on your toes.

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But that’s just the start of it. From top to bottom, the experience has been given a fresh coat of paint with richer RPG systems allowing for weapons to be unlocked and upgraded, stats to be boosted, and plenty more.

With classic boss fights thrown in as well, it perfectly recaptures the essence of the original series while bringing it forward in interesting ways.

What the devs say about it

(The following interview was conducted by Dexerto’s Virginia Glaze over Summer Game Fest 2025)

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Honoring Patapon with a modern remix

“We’re very pleased there is still enthusiasm for [the series]. We want players to feel that legacy of Patapon, but also experience something new with Ratatan.

“I’m good friends with the original creator [Hiroyuki Kotani]. One day we were just hanging out, having some drinks. We thought ‘Hey, what if we revisit this type of game? That’s how it started.

“We’re just really happy to come back together and make a new game.”

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Finding a new flow

“Things have changed over the last 14 years. We wanted to go with a more modern approach.

“Roguelike has become a very popular genre. So we wanted to keep it true to the original but have that modern angle.

“Patapon had a lot of RPG elements involved. With Ratatan, we wanted to head more towards an action style. Transitioning into action created a lot of challenges.

“We respect titles such as Hollow Knight. We wanted to combine elements from games like that with the flavor of Patapon.”

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Multiple artists

“The development team for Ratatan is made up of two teams. One of the teams, Ratata Arts, their contribution is to the multiplayer aspect. One of the reasons for making multiplayer was that we wanted to bring players together through music and have it be global.”

Early Access playlist

“Early Access is available from September 19 on Steam. It has five stages and all eight characters.

“We plan to release across PC and consoles in future, but we have two major Early Access updates planned before the final release.”

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Currently, there’s no clear indication when Ratatan may launch in full, but we’ll certainly be listening in throughout Early Access which you can check out here.



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August 25, 2025 0 comments
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