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Mario Kart World Review - A Worthy Marquee Launch Game
Game Reviews

Mario Kart World Review – A Worthy Marquee Launch Game

by admin June 9, 2025



Nintendo seemed slow to react to the evergreen status of Mario Kart 8 Deluxe, a humble Switch port of a Wii U game that surpassed all expectations by becoming the top-selling game on one of its most successful platforms. Mario Kart World, the banner game for the launch of the Switch 2, carries with it the expectation that of course this will be one of the games most associated with the system for its entire lifespan. The challenge was crafting a new game that felt sufficiently suited to carry those expectations. Due to its blend of skillful mechanical tweaks, lovely aesthetics, and a general design philosophy built around delightful surprises, this one will go the distance.

The biggest standout feature of Mario Kart World–the one that its name, identity, and many of its mechanics revolve around–is the world itself. For the first time in the series history the races aren’t built as standalone tracks, but rather as part of a large contiguous map. Iconic locations like Bowser’s Castle or Moo Moo Meadows are physical locations connected to each other through a series of highways and byways. The Grand Prix cups, the ostensible story campaign of a Mario Kart game, are just routes through this world the same way a real street race will block off a specific route.

Within that context, though, the races themselves are more dynamic than ever. Nintendo has started licensing its properties out for theme park attractions since the release of the last Mario Kart, and it’s hard not to notice the roller coaster-like approach to these tracks. Like a well-designed ride, you’re consistently confronted with surprises and obstacles that keep things visually interesting and mechanically exciting. A race along the savannah will feature adorably plump animals like a herd of zebra, while a desert area surprises you with the Easter Island-like Tokotoko enemies from Super Mario Land, and another track may fling you into the air or have you navigate choppy waters. It’s a treat for longtime Nintendo fans, especially, as the wealth of references goes much deeper than it has before.

Mario Kart World mixes new and old MK playable characters

Gallery

That goes doubly for the character selection. After venturing outside of the Mushroom Kingdom with inclusions like Link and Isabella in Mario Kart 8, Mario Kart World sticks strictly inside the confines of Mario–and then expands its scope exponentially. You have series regulars like Mario, Bowser, and Toad alongside such random pulls as Swoop the bat, Para-Biddybud the insect, and the frog-like Coin Coffer. And of course there’s Cow, already a breakout star of the game’s promotion, who seems to tickle players with her very presence.

Then on top of that, the core Mario characters all have a variety of costume changes to unlock. Grab a sacked “Dash Snack” lunch as Toad and he may don a racing helmet modeled after his iconic mushroom head, or presto-chango into a train engineer. Alongside the variety of surprises on the tracks and the massively expanded roster, the impressive volume of costumes is just another way that Mario Kart World aims to constantly surprise you.

The methods of unlocking characters and costumes can be a little patchwork, and Mario Kart World seems intentionally opaque about exactly how it works. You might pick up the same costume several times in a row through Dash Snacks, and then find a new character or costume unlocked when someone uses a Magikoopa item. I’m sure completionists rushing to get a full roster complete with all of the associated costumes may find this frustrating or work to unlock the exact rhyme and reason, but I’m rather enjoying taking the game on its own terms. It’s aimed at long-term play, wishing to dole these out seemingly randomly and slowly, and I’m happy to let it do so. The less-engaging collectibles are stickers, which you receive for completing various in-game challenges. Those serve as the kart customization for Mario Kart World, which is less robust than the mix-and-match kart creation of Mario Kart 8 Deluxe, especially since you can only equip one at a time.

An outfit change for Peach in Mario Kart World

I am mildly disappointed that much of the expanded roster doesn’t get its own costume changes. It makes the creature characters feel like they’re B-tier, and actually dissuades me from playing as them when I know there are more costumes to unlock if I pick someone from the core cast. I would love to be racing as Para-Biddybud more, but it just feels like I’m missing out if I do. By that same token, though, this unlock system does encourage me to play as characters I ordinarily wouldn’t. I’ve never been a fan of heavier characters, but I’m actually taking the time to play more as Wario or Bowser because I want to unlock all of their fashionable duds.

All of this is especially appealing because Mario Kart World looks gorgeous and serves as a nice showpiece for the increased power of the Switch 2. Nintendo excels at art direction, to the point that even older games like Mario Kart 8 Deluxe have a playful animated look that still doesn’t feel dated. But Mario Kart World shows what Nintendo can do with both its knack for visual flair and increased horsepower, and the result is stunning. It’s a living cartoon, complete with lovely little touches like facial expressions that you’ll never even see unless you venture into Photo Mode.

The entire world being connected means that courses bleed into each other, which I find mostly amusing and only occasionally distracting. Sometimes when you’re racing from one track to another in the middle of a Grand Prix, a stage will start with a completely different visual style than it finishes with. It’s a neat way to see the transition, but I do sometimes miss when a course would have its very own visual language and identity that’s distinct from anything else.

Rainbow Road, the ultimate conclusion of the Grand Prix campaign, is the sole example of a standalone course that’s disconnected from the world, and it stands apart from the rest due to it. Mario Kart has offered lots of different Rainbow Roads, but this one may be my new favorite of all time. It’s a sprawling triumph–a visual feast, a playful celebration of the sights and sounds of the game up to that point, and an incredibly diverse and lengthy marathon of a race on its own.

Mario Kart World’s new hammer

Naturally, it wouldn’t be a new Mario Kart without giving you new tools and skills to master. The series has always excelled at having a low skill floor and a high skill ceiling. Anyone can pick up a game of Mario Kart World, but real karting pros can show off like never before. There are new items to master like the Feather and Hammer alongside old favorites. MKW makes a subtle change by automatically dragging certain items like Green Shells behind you, rather than letting you drag them on command, which both gives newer players one less thing to track, and increases the risk of losing an item if you’re targeted by a Blue Shell or Lightning Bolt.

The biggest new skill to master, though, is the Charge Jump. It essentially gives veterans a new tool to use on straightaways, charging up like they would with a power-slide on a turn. The jump is smaller than a ramp or Feather, but big enough to dodge an attack or hop over an obstacle if you time it just right. It also pairs well with the new stunting system, which lets you grind on rails and cruise off walls, which also gives you a speed boost. The off-road aspect also sometimes means you go into the water, where it transitions automatically to an aquatic vehicle and handles with choppy wave mechanics that give me fond memories of Wave Race.

And crucially, Nintendo has taken this new suite of mechanics and level of polish and applied it to a blend of modes and methods of play that offer more ways to kart than in the series’ long history. You can still take on Grand Prix, VS, and time trials like always, and the newly revised Battle Mode no longer feels like an afterthought. The arenas for Battle are familiar locales from the map like always, but roped off as closed loops to force confrontations. It’s a much more aggressive style of play, and little stunts like a quick-180 reward high-level play.

Then there’s the highlight of the new additions–Knockout Tour. The presence of a single contiguous world means that you can draw long routes throughout it, serving as the basis of Knockout Tour. The new mode takes full advantage of the larger 24-player count by slowly winnowing down the players across each checkpoint, which creates some naturally tense moments as you continuously fight to qualify for the next round. It feels like the ideal middle-ground for a session–not so insubstantial as a quick VS race, but not the time commitment of a Grand Prix.

Mario Kart World’s Cow

Knockout Tour is an especially great showcase for the increased player count in online multiplayer. While I found the 24-player aspect a bit insubstantial in single-player–the last dozen or so racers trailed far enough behind that they didn’t really matter–playing with a full horde of players online is a totally different experience. It makes the classic kart racer into a raucously chaotic party game. Even with track sizes and item distribution seemingly tuned to fit the greater player count, against other humans you’re bound to bump shoulders with them often, and that seems by design.

The increased player count for online does mean you can sit waiting for a full match for quite a while. It’s nice that the game lets you free roam while you wait for the matchmaking to complete, but the wait times have been inconsistent. Sometimes it’s snappy and quick; other times I’m roaming for several minutes waiting for a full lobby. So far it seems as if searching for a regular race takes significantly longer than a Knockout Tour, but your mileage may vary. It is nice, though, that once matched with other players for a race you remain grouped with them voting for the next race, rather than needing to search all over again.

Speaking of free roaming, you can do it at any time through the main menu, not just as a lobby waiting room. Nintendo seems to have envisioned this mostly as a way to meet up with friends and cruise around, but the open-world aspect feels sparse. There are things to do exclusive to the free roaming mode, like driving into an 18-wheeler and taking over it for a short time. There are also P-Switch challenges that give you a quick task to complete, like reaching a high vantage point or avoiding falling boulders to reach a goal line. These are nice little diversions, but the prizes for completing them–even more stickers–ultimately feel pretty insubstantial.

Nearly nothing else does, though. Mario Kart World is a massive, sprawling sequel that playfully expands and iterates on the qualities that made Mario Kart 8 Deluxe such an enduring success. It’s an incredibly fun and rewarding kart racing experience that’s easy to understand, with enough mechanical nuance to reward veteran kart racers, all presented beautifully as a Switch 2 showpiece. It will be shocking if this game doesn’t enjoy the same long-term success of its predecessor, because it’s among the best in the series and a worthy marquee title for the launch of a new Nintendo console.



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June 9, 2025 0 comments
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Keanu Reeves as John Wick
Esports

Ballerina review: A violent, worthy entry to the John Wick universe

by admin June 4, 2025



No one asked for a John Wick movie (mostly) without John Wick. And yet, Ballerina makes a strong case for why this universe might just survive without Keanu Reeves’ terse, suit-clad poster boy. 

Spinoffs are tricky, especially when they orbit a character as singular as John Wick. Since 2014, the franchise has built an entire mythology around Reeves’ grief-stricken Baba Yaga, a man of few words and many, many weapons. 

But with Chapter 5 potentially closing the book on his blood-soaked journey, the focus has shifted to expanding the world he’ll leave behind – a world where violence is art and vengeance is ritual.

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Enter Eve, Ana de Armas’ ballerina assassin raised by the same Ruska Roma syndicate that molded Wick himself. While the new movie doesn’t quite match the story of its predecessors, when the blades are flying and the bullets are dancing, it delivers exactly what it promises: beautiful, balletic carnage.

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What is Ballerina about?

Set between the events of John Wick: Chapter 3 – Parabellum and Chapter 4, Ballerina follows Eve (Armas), a graduate of the Ruska Roma’s brutal ballerina-assassin training program, on a revenge mission tied to her tragic past. 

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When she recognizes a mark on a target’s wrist – the same one seen on those who murdered her father – she spirals into a bloody pursuit involving cults, bounty hunters, and a whole town full of killers. 

While Eve is the main star here, the OG gang make an appearance in one way or another; Reeves’ Baba Yaga, Ian McShane’s Winston, and even Lance Reddick’s Charon in a posthumous appearance. 

But the action is the star here – and it’s tremendous. Epic flamethrower showdowns, wince-inducing ice skate blows, and more stabs and shots than you can shake a bloodied fist at, the kills are as creative as they are absurd. 

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From the John Wick school of violence

Lionsgate

With its prolific, elaborate fight sequences, Ballerina fits squarely into the John Wick universe, and in some instances, it takes things even further – one notable death is so violent, it edges into Quentin Tarantino territory (you’ll know it when you see it). 

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Although Chad Stahelski steps back from the director’s chair, serving as producer this time around, his influence is undeniable. The fluid action that defines the franchise is alive and well, sharpened further by director Len Wiseman’s flair for high-concept spectacle. 

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The choreography is where it all comes together. Together with the 87Eleven team – long-time architects of the franchise’s most memorable fights – they craft set-pieces that are both vicious and graceful, with Armas not missing one beat. 

This isn’t the only way Ballerina lets you know it’s a John Wick film. Visually, it mirrors the stylized aesthetic of its predecessors. The camera moves with kinetic purpose, while stark, contrasting lighting and a purple-pink palette nods to the criminal underworld in which it’s set. 

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The story loses its balance

Lionsgate

What Ballerina lacks, however, is a story that can keep up with its choreography. Despite the film’s non-stop momentum, the plot feels both too busy and too boring, with a lot of moving parts that never quite click.

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The John Wick films are outlandish, yes, but they’re grounded in simple, effective motivations – John’s dog, his grief, his rules. Ballerina tries to echo this with Eve’s vendetta, but races through exposition and side characters too quickly to build real connections.

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John Wick: Chapter 3’s Continental siege, for instance, worked not just for its action, but because it carried the weight of three films’ worth of alliances and lore. Ballerina doesn’t have that foundation – its fights look great, but without deeper context, even the most outrageous moments can start to blur together.

This hurts the characters, too. Catalina Sandino Moreno’s Lena and Norman Reedus’ Pine are intriguing but underdeveloped. Gabriel Byrne’s Chancellor is a strong villain, but again, his presence is more of an idea than a fully fleshed-out threat.

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Then you’ve got all the others to think about: Winston, the Director (Anjelica Huston), Charon, and, of course, John Wick himself. There are simply too many characters jostling for screen time.

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One Wick, many strong performances

Lionsgate

As for Reeves’ brief appearance as Wick, here’s the kicker: it essentially highlights what’s missing from the film. Not every assassin can command the screen like the Boogeyman. There are countless Eves, but there’s only one John Wick.

That’s not to totally discredit the character. It’s refreshing to see a female assassin written with such complexity. Eve isn’t hyper-sexualised or glibly “strong” – she’s broken yet resilient.

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Armas sells every moment, both in combat and in quieter, emotional beats. She’s an action star through and through, slicing through stunt sequences with complete conviction.

Byrne brings the same simmering menace he had in End of Days and The Usual Suspects, Reedus does well with what he’s given, and while McShane can play Winston in his sleep at this point, his dry charm is always welcome.

Finally, a heartfelt nod to Reddick, whose posthumous appearance as Charon is handled with real care. Fans disappointed by his abrupt exit in John Wick 4 will be pleased to know he gets a far more fitting send-off here.

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These performances elevate the movie, alongside its killer fight sequences and visual style. If what you’re after is action – and lots of it – Ballerina delivers. It may stumble when it comes to story, but damn if it isn’t fun to watch.

Ballerina review score: 3/5 – Good

There’s no mistaking Ballerina for anything but a John Wick movie. From the neon-drenched lighting to the bone-crunching, blood-splattered fight sequences, this spinoff makes itself at home in the franchise.

It’s slick, violent, and stylish – sometimes excessively so. The narrative may lack focus, and the ensemble might be overstuffed, but there’s no denying the film’s technical craft. The action scenes are many, and they’re masterfully choreographed.

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Ballerina may not have the soul of the John Wick saga, but it sure knows how to pirouette through chaos.

Ballerina arrives in cinemas on June 6, 2025. You can also read everything we know about John Wick 5, why Baby Yaga isn’t actually dead, and other new movies to watch this month.

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For more information on how we score TV shows and movies, check out our scoring guidelines here.



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June 4, 2025 0 comments
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F1 25
Product Reviews

F1 25 review: a worthy, but safe entry

by admin May 28, 2025



Why you can trust TechRadar


We spend hours testing every product or service we review, so you can be sure you’re buying the best. Find out more about how we test.

F1 25 is the latest instalment in the officially licensed EA Sports and Codemasters-developed racing series. And while there are certainly some welcome additions to this year’s game, it gives off the feeling of a more iterative upgrade than we’ve seen for the past few titles.

Review information

Platform reviewed: PS5
Available on: PS5, Xbox Series X|S, PC
Release date: May 30, 2025

I still very much enjoy these games as a Formula 1 head, and fans of the sport will find plenty to like about this year’s release. The return of the Braking Point campaign mode is a highlight, once again offering a surprisingly compelling story with a roster of charismatic characters.

Changes to the My Team career option are also very welcome. While it’s not quite the major overhaul I was hoping for (and falls short in some regards), it’s absolutely much less of an afterthought now and well worth playing alongside a single driver career.


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On top of that, the new decal editor is a lovely addition, giving you even more freedom to customize your car liveries. All welcome features for a series that’s routinely found itself in our best racing games guide.

The game also benefits from current-generation exclusivity, as some tracks have been fully redone via LIDAR scanning. While it’s only a handful of circuits at this time, they undoubtedly appear much more detailed and lifelike than in last year’s game.

But even with these new additions, F1 25 can’t avoid being strikingly similar to the last few games in the series, most notably F1 24 of course. That is the nature of annual releases, sure, especially those in the EA Sports stable. But it leaves F1 25 feeling a little like it’s going through the motions once you’ve experienced the handful of new additions. I’m really hoping that, alongside the sport’s real-world regulation changes in 2026, Codemasters’ next entry can provide a more noteworthy shakeup to the long-running franchise.

A Butler’s life

(Image credit: EA)

I think it’s fair to say that F1 25 has plenty of content to enjoy for those who prefer to play solo. And if this is your first time with a Codemasters F1 game, I highly recommend checking out the new Braking Point campaign.

Braking Point follows the trials and tribulations of the fictional Konnersport racing team, which assumes the role of the eleventh outfit on the grid. This latest entry follows the team through the 2024 and 2025 seasons, as they rise from midfield giants to genuine title contenders.

The highlight of Braking Point is its story and cutscenes, which are brought to life by a roster of very talented actors. This third entry is also the most compelling yet, and I found myself consistently rooting for Konnersport as it’s repeatedly hammered by all manner of setbacks and controversies.

Braking Point also doubles as a pretty excellent tutorial. Each chapter focuses on a specific track and introduces concepts like mechanical failures, red flags, pit stops, and team orders in an accessible manner.

There’s some replay value to go around this time, too, as certain story beats will allow you to choose one of Konnersport’s two drivers – Aiden Jackson and Callie Mayer – for certain chapters. Such decisions will have an impact on your team’s reputation, performance, optional objectives and how the team is viewed in the news and on social media.

At around 5-6 hours, it’s a well-paced, compact story mode and does well to get new players up to speed with the game, all while providing a compelling narrative. For me, it’s the best thing about F1 25, and I hope Codemasters explores more story mode opportunities like Braking Point for future games.

Wheel knowledge

(Image credit: EA)

It’s also worth hopping into the My Team career mode this year, as F1 25 has provided it with a much-needed upgrade. It’s not quite the overhaul that you might’ve hoped for, but it does at least make the mode worth playing alongside the Driver Career mode, which had its upgrade in last year’s game.

A somewhat in-depth setup process will have you pick your team principal from a variety of preset avatars. There’s a greater selection of these in F1 25 (for both your principal and player-created drivers, which is great), even if you won’t see them much during the career mode itself.

You’ll then get to pick your starting budget, managerial style, and car development progress, each with three presets. From there, you’ll pick a title sponsor, your engine provider, and your two starting drivers.

Said drivers are where this My Team overhaul shows its first fumble. No matter your starting budget, you’ll only be able to choose two of six F2 drivers, which are seemingly picked at random. If you wanted Victor Martins or Franco Colapinto, but didn’t get them in your list, then you’ll need to back out and start a fresh save. You can’t even poach any F1 talent, instead having to initiate driver talks with them, which take place throughout your first season.

The actual managerial side of things does fare better. Research and development have now been split into two, meaning you actually have to build new upgrade parts after they’ve been researched. You’ll often find yourself having to choose which of your drivers receives these upgrades on their cars, too. Especially if, say, you only have the budget to build one part, or you choose to build two, and one of them gets delayed.

Best bit

(Image credit: Electronic Arts / Codemasters)

I’ve always been a fan of Codemasters’ Braking Point campaign series, and it’s back with a third outing in F1 25. It feels like the end of the trilogy here, and it once again impresses with excellent cutscenes, acting, and a compelling raising of the stakes. There’s even some replay value incentivized this time, as you’re able to choose which of Konnersport’s drivers you control at certain points in the campaign.

Much like Frontier’s excellent F1 Manager 24, you’ll also need to spend money on upgrades that benefit the wider team. These come in personnel, engineering, and financial upgrades and can greatly benefit you in the long run. I personally prioritized getting engineering up to speed, with perks that allowed me to research and develop multiple parts at once. This was crucial in my first year with a backmarking car that was in desperate need of performance upgrades at the tail end of this set of regulations.

The most compelling thing about My Team 2.0 is that the whole thing feels like a balancing act. Even something as simple as deciding which of your two drivers to control for a race weekend has some strategy to it. For example, if one of your drivers has been stuck at the back for a few weeks, it could have a seriously negative impact on their morale. So, taking manual control of them for a better chance at scoring points can do wonders for their mentality and future prospects.

I ended up liking My Team 2.0 even more than the Driver Career overhaul of last year. Especially so in F1 25, where Driver Career remains pretty much exactly the same – even with the same (frustratingly unskippable) introductory cutscene.

Thankfully, racing solo in general feels overall better in F1 25. That’s largely thanks to some AI improvements I’ve noticed in my time with the game. Computer-controlled drivers now seem to get much better launches off the starting grid, meaning you’re less likely to immediately overtake a whole bunch of them before turn one. They also defend their positions better at higher difficulty levels, and aren’t averse to risky overtakes when DRS is enabled down a straight.

Something on the scanners

(Image credit: EA)

F1 25 also benefits from the introduction of LIDAR scanning for a handful of circuits. This is a process that involves the team taking laser scans of some real-world tracks for a heightened level of detail and realism.

Five tracks have been given the LIDAR treatment in F1 25: Albert Park, Suzuka, Bahrain, Miami, and Imola. There is a noticeable bump in visual fidelity on these circuits. Grass, curbs, and road surfaces all appear much less flat. On top of that, there’s a ton more in terms of trackside detail.

There have been more visual improvements with the drivers, too, who now look more like their real-world counterparts than ever before. Smart upgrades like this ensure that the series is well-positioned to improve its graphics over the next few years, and I’m hoping Codemasters keeps the momentum going.

Now, this does mean there is an obvious discrepancy between LIDAR scanned tracks and those that are yet to receive it. Furthermore, I did spot some very distracting visual bugs on some circuits where objects would sporadically flicker in and out of existence. It’s not every track, but it made racing at Circuit of the Americas, Mexico City, and Zandvoort, among a couple of others, more painful than it needed to be.

Should I play F1 25?

(Image credit: EA)

Play it if…

Don’t play it if…

Accessibility

F1 25 once again has plenty of accessibility and assist options for players of all stripes.

As always, you can set the intensity of steering and brake assists, as well as traction control and whether you want elements like safety cars and pit stops to be automated or not. There are some handy subtitling options here, too, letting you adjust their size and background opacity. Multiple languages are also supported for team radio messages.

Racing wheel players aren’t being left out, either. F1 25’s control settings support many of the best racing wheels. That also includes PS5 racing wheels and PC racing wheels, with options to adjust overall steering sensitivity, force feedback integration and more.

How I reviewed F1 25

I clocked in 25 hours of F1 25 on PS5. That included several hours dedicated to the Braking Point campaign, seasons with My Team and Driver Career, and some time in the challenge-based F1 World mode, which remains largely unchanged in this year’s entry.

I primarily played with a DualSense controller on an LG CX OLED TV, occasionally hooking up my RIG 900 Max HS gaming headset to experience more immersive audio while driving.

First reviewed May 2025



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