First Trailer and Details Revealed for 'Need for Speed No Limits' Posted: 20 Nov 2014 01:00 PM PST EA Mobile has just put out the first details and footage of the upcoming Need for Speed No Limits. We first heard about the game in conjunction with promotion for Ken Block's "Gymkhana Seven" which came out recently. Well, today we have the first concrete details on the game. The game is centered around street racing, with cops to avoid along the way. A trailer was released today, and it shows off a snippet of game footage – it could be lane-based like Asphalt Overdrive [Free], but that's unclear. Check the teaser below:
Firemonkeys is developing the game – the studio is of course a combination of Firemint and IronMonkey Studios. Firemint founded the Real Racing series, and the combined Firemonkeys made Real Racing 3 [Free], but IronMonkey worked on the mobile Need for Speed games, so this isn't necessarily anything new for Firemonkeys to take on. As well, the studio did a great job with the previous Need for Speed games, and there's a lot to be excited about with them tackling a new one. The game promises to be visually stunning at the least. We'll be sure to keep an eye on this one in the coming weeks, as it's promised to release soon. |
Telltale and HBO Reveal First 'Game of Thrones' Trailer Posted: 20 Nov 2014 12:04 PM PST I've just been increasingly impressed by the quality of the games that Telltale has been putting out lately. Walking Dead [Free] was a major turning point it felt like, as it was a definite departure from the good but distinctly janky games like Jurassic Park [$2.99 (HD)]. Walking Dead Season Two [Free] was fabulous, and The Wolf Among Us [Free] proved that Telltale could duplicate these incredible experiences with non-Walking Dead IP. So, that brings us to the Game of Thrones trailer:
The video description sets the scene:
As a huge fan of the Game of Throne books *tips fedora*, I'm super interested in seeing where this falls in with the Game of Thrones universe. The show isn't very deep compared to the books, and it seems like there's a unique opportunity here to do something really cool since they're not limited to 60 minute episodes on HBO. No word yet on when this is coming other than "soon," but Telltale doesn't typically spool up their PR machines to this extent without there being some payoff in the near future. I'd place some large bets we see this game this holiday season, and potentially way earlier. (Although I guess anything after Halloween counts as "holiday season" now, so, whatever.) |
Incinerate with Friends: Secret Crush's 'Sunburn!' Hits the App Store Posted: 20 Nov 2014 11:01 AM PST As one of my favorite bands Iron Chic points out in the song "Whatever Happened To The Man Of Tomorrow?", we're all on a giant blue rock that's spinning through space, falling in circles forever into the sun. It's a pretty morbid way to view human existence, and kind of depressing, but the one lyric that makes me feel better is "This once we all fall together." Hey, we're hurtling towards a giant fireball in space, but at least we're in it together, right? That's similar to the premise behind Sunburn! [$2.99], the debut title from developer Secret Crush that just hit the App Store this morning. You're the captain of a spaceship, but unfortunately a comet destroys your ship and strands you and your crew in space. The realization hits you: There's no way out of this one, this is how you're going to die. As horrible a fate as that is, you decide that the only thing more horrible would be if any of your crew would have to face death alone in the vastness of space. So your job is to round up all of your crew, using tried and true gravity-based physics puzzling, so that once everyone is reunited you can all burn up into the sun in the company of friends. Such a dark, twisted idea… wrapped up in such an adorable package! Check out the trailer.
Sunburn! has been very high on my list of most anticipated new games since we first covered it back in August. I was a bit worried when it didn't launch alongside all the week's new releases last night, but was overjoyed to wake up today to see people talking about it in our forums. I'm pretty sure this is how I'll be spending all my free time today, so if you like physics puzzlers or simply just like the thought of flinging a chain of astronauts into the sun, then you'll definitely want to look into Sunburn! |
Widget Mania Hits Its Peak With Inevitable '2048' Widget Posted: 20 Nov 2014 09:57 AM PST The release of iOS 8 allows for 3rd party widgets to live a happy life right on your today screen. Some of these widgets do useful things like adding detailed weather information via Weather Underground [Free], send quick notes to Evernote in Neato [$0.99] or add a calculator with PCCalc [$9.99]. Others do silly things like checking up on your character in Godville [Free], fiddle around playing the Flappy-like Overglide [$0.99]... And now, of course, play the ultra-popular Threes! [$1.99] clone 2048 with the just-released 2048 in Widget! [$0.99]. If you're still somehow in the heat of 2048 mania, which I thought had passed by now, and are so into the game that you need the instant access of playing it straight from your Today screen, your prayers have been answered. For everyone else, this news will probably just make you say, "...Really?" Regardless, it'll be interesting to see what happens with iOS 8 widgets. Judging by existing App Store approval drama and removal threats from Apple, it's not entirely clear what Apple wants out of widgets. Personally, I think developers should be able to make whatever dumb widgets they want, and leave it up to the App Store customer base to vote with their dollars and downloads. I guess we'll just have to wait and see how this all shakes out. |
'Five Nights at Freddy's 2' Launches on App Store, with More Creepy Animatronics Trying to Kill You Posted: 20 Nov 2014 09:16 AM PST Get ready to return to the night shift at Freddy Fazbear's Pizza, as the indie horror sensation Five Nights at Freddy's [$2.99], which is still number one on the iPhone paid charts, has just had its sequel released to the App Store, Five Nights at Freddy's 2 [$2.99]. The sequel promises more of the same paranoia-driven gameplay, where hte goal is to monitor security cameras and to use the few protective tools at your disposal to survive the night and keep the walking animatronic characters out of your office, all without running out of power. There's a new flashlight, music box, and mask to use to deal with the new and upgraded animatronic characters. The original game has been one of those unexpected smash hits, thanks in part to the gameplay being perfect for YouTubers to make frightened videos to. It also plays on a theme of animatronic characters being frightening. The gmae plays off of the paranoia of not knowing what will happen next, requiring quick reactions. And there's a randomness that keeps things challenging. Its themes might not click with everyone, but it's hit enough buttons that the game has been wildly successful everywhere it goes, even though it's come from an unexpected source, an indie developer in Scott Cawthon who has a lot of random games on the App Store, like Fart Hotel [Free]. But for those who mastered night 7 at 20/20/20/20, the time has come for new surprises. |
'Vainglory' Review - Portable MOBA Magic Posted: 20 Nov 2014 08:00 AM PST While soft-launched for nearly half a year, it really wasn't until we saw Vainglory [Free / Free (HD)] during Apple's September event that we've been keeping a close eye on it. Super Evil Megacorp's keynote presentation was more than just a cool demonstration of Metal — it was also a pretty damn cool looking MOBA in its own right. With its recent end of its lengthy soft launch period and subsequent debut in the US Apple Store, we thought we'd take it for a spin and see how it compares to other iOS MOBAs. Suffice to say, I think Vainglory is one of the best genre offerings available and sets the bar in terms of visuals, balance and controls. For those that haven't been exposed to MOBAs before, here's a quick tutorial. Multiplayer Online Battle Arenas have been around on the PC for quite awhile, with DOTA (now DOTA 2) and League of Legends being the most popular of the genre. Players choose from a variety of heroes, each with their own special abilities, and participate in 3v3 team battles with the goal being to slowly make your way to the enemy stronghold and take out their base (or, in the case of Vainglory, taking out the Vain).
MOBAs typically feature creeps, which are automated allies (and opponents) that blindly charge towards the opposing base, attacking anything in sight. A lot of the action in MOBAs takes place in lanes, which feature towers that must be attacked (or defended) and are the paths that creeps run down. In essence, MOBAs charge you with using your hero to destroy the opposing creeps, attack/defend against heroes, gain experience and gold, improve your character and eventually make your way to enemy base to win. Vainglory includes each of the major MOBA elements but modifies them to fit its own playstyle. For example, the game includes creeps (called Minions), but its map only one lane, simplifying lane management. However, the game has a pretty robust jungle area with plenty of over brush that can hide your heroes. The jungle also has plenty of neutral creeps and a shop in the middle for item purchasing needs. Vainglory's jungles also include three important keys to victory: Minion Mines, a Gold Mine, and the Kraken. Minion Mines are initially controlled by a strong neutral Minion Miner. Take him out, and your minions last longer and deal more damage, increasing their likelihood of taking on opposing minions, heroes and towers.
The Gold Mine is another important feature. A powerful Gold Miner constantly mines gold in the middle of the jungle. Kill him and your team earns all the gold he has collected and will continue to earn gold as the game plays on. Both types of mines can also be stolen by the enemy, making for a pretty good back-and-forth battle that takes place in the jungle at the same time as lane battles. The Kraken is the final piece of the puzzle: a powerful enemy replaces the gold miner at the 16 minute mark and requires the entire team to take him out. However, if you do so, you recruit the Kraken to your side and he'll slowly make his way to the enemy base, taking down opposing turrets, heroes and eventually the Vain itself. He can be stopped, but for most teams, having the Kraken launched against you is a death sentence. As you can imagine, Vainglory has what it takes to be an incredibly deep game simply from the setup. Its heroes take that depth even further. Heroes are generally classified into the MOBA archetypes, which some designed for laning, others for jungling and others still for utility roles. Heroes are well balanced and while some require more timing and game awareness to play, I found each to be immensely enjoyable in their own way. Vainglory's shop system also complements its heroes well, with a plethora of items to purchase that improve stats or offer consumables.
Visually, Vainglory is absolutely beautiful and takes full advantage of Metal (one of the main reasons it was featured in Apple's keynote). On my iPhone 6, I was met with cool visual effects, highly detailed heroes and backdrops, and no slowdown at all. Admittedly, visuals are probably not on the short list of what makes a great MOBA, but it's still cool to play a game that looks this great on your iOS device. Relatedly, I never had an issue with latency or freezes in the dozens of matches I've played online. Controls are another important facet for mobile MOBAs and Vainglory executes them near flawlessly. Everything is controlled via taps and menus, power selection, and targeting are all implemented in such a way that I hardly ever had issues with mis-tapping. In fact, I was pretty impressed with how every facet of Vainglory felt tailored to touch controls. Even the in-game 'Help' menus, which offer a wealth of information at a glance for your heroes, are implemented well. Speaking of help menus, Vainglory has some of the best tutorial videos I've seen yet on an iOS MOBA.
Hero selection itself is where the game's freemium elements come into play. Heroes are rotated but can be purchased permanently via Glory (the game's in-game currency which is earned with every battle) or ICE (the premium currency). It's important to note that I considered no aspect of Vainglory's freemium facets to be considered pay-to-win. Instead, its monetization favors the more established free-to-play MOBAs and is very fair. So Vainglory's parts are all excellent, how well does it play as a whole? Quite awesomely. Battles are relatively lengthy (15-30 minutes) but are a bit less complicated than most desktop MOBAs. However, the great balance of all the heroes, combined with the decent amount of activities to do within the game's map means there are a variety of ways to aid your team. In fact, the only issue I've had so far is with players going AFK during battles. However, Vainglory includes a 'Karma' system that rewards players that stick around to the end of the match. The hope is players that don't leave matches early will eventually only be paired with similar players, minimizing matchmaking with dropouts.
I absolutely love everything that Vainglory has to offer. It's a full MOBA experience that offers all the strategy and excitement that the genre is known for while modifying and tailoring the core concepts to mobile. Streamlining some facets (like lanes) while retaining hero and power/upgrade depth makes for battles that never feel boring. Vainglory also retains that awesome MOBA feeling of domination when all three team members are in sync. It's an important aspect which should encourage players to develop a robust friend system for party gameplay. Seeing how Vainglory is free, there's really no reason not to check it out. However, I'd go even further and say that it's probably the best MOBA on iOS and offers both an awesome experience for MOBA veterans while also providing an approachable avenue for novices. Simply put, you owe it to yourself to check out Super Evil Megacorp's latest masterpiece. |
'Random Heroes 3' Review - Starting To Push The Meaning Of That Word Posted: 20 Nov 2014 07:00 AM PST Coming into iOS gaming from a background in consoles, dedicated handhelds, and old computers, my first steps into the already-massive catalog were cautious ones. I stuck to familiar brands and the odd breakthrough that had made waves in the traditional media, such as Game Dev Story [$4.99]. One of the first real iOS originals that I fell absolutely in love with was League Of Evil [$1.99], from Ravenous Games. The game will always hold a special place in my heart for hammering it into me that, yes, virtual controls could work marvelously for an action game if they're handled correctly. These guys had their stuff together, I decided, and I began to follow them closely, anxiously awaiting their next big title. By all accounts, that game looked to be Random Heroes [Free], and I bought it pretty much the second it became available. Well, it was a big game for Ravenous, and it certainly seemed to perform quite well market-wise. Like many others, though, I felt that the game was missing a certain something. It was a bit too grindy, a bit too safe. There were lots of items and characters to unlock, and that was very cool, but it just wasn't quite as fun as League Of Evil. The promise of the game was delivered on in slightly better fashion in the follow-up, Random Heroes 2 [Free]. The controls were refined and expanded, a new upgrade system was implemented, and there were more collectibles to find in each level. The game felt like it had better balance and, overall, it felt like it wasn't quite so unsure of itself and what it was trying to do. It's a good way for a sequel to go, and having checked off that box, Ravenous is following it up with a time-honored gaming tradition. Random Heroes 3 [$0.99] offers very little of substance over the last game, instead contenting itself with serving up a fresh helping of levels along with some new characters and weapons. It's a very safe sequel, perhaps a good call after the cold reception of spin-off Random Runners [$0.99].
There are a few changes, of course. First of all, the means of getting three stars in each level have been changed. Instead of seeking three stars in addition to a skull in each level, there's just one hidden star, with the other two stars handed out for defeating all the enemies in a stage and finishing within a certain time. You don't have to get them all in one run, so it's pretty easy to get all of the stars if you're willing to play a stage more than once. Let's be honest, you'd better be willing to play a stage more than once, this is Random Heroes, after all. I think this is an all-around win, because it relieves the level designers from having to create cubby holes for so many collectibles while simultaneously adding extra goals for the player. Level design has always been a bit of an issue for this series, with the maps frequently being large and sprawling with no compelling reason to explore them fully. At the very least, now, you can chalk it up to hunting down all of the enemies. The other change ends up being kind of pointless at best, and annoying at worst. Your health now carries over from stage to stage, but the penalty for death is still the same as before: being put back at the beginning of the stage. You now have the option to continue on the spot at the price of one skull, which is a terrible deal you should never take the game up on unless you've already bought all of the other things skulls can get you. The persistent health meter feels like an attempt to weave the stages together a little more tightly, but in reality, if you start the next stage with one or two hit points, the wise thing to do is to run into the nearest hazard so that you can start with a fresh life meter. You can try to play it the honest way, I suppose, but there's no real reason to do so. The end result is basically a little chore you have to do at the beginning of each stage, provided you ended the last one in rough shape.
Other than these relatively minor changes, this is essentially a level pack for Random Heroes 2. It still uses the skull system for upgrades, and those are still fairly scarce, with just one per level until you unlock a certain character. You can change regular coins for skulls at a pretty crazy exchange rate, but you'll probably be hoarding those coins even more than the skulls thanks to the fairly weak rate you'll earn them compared to the prices on unlockables. There are 75 new levels to play, spanning three different worlds, and each world caps off with a boss fight. The levels are designed similarly to before, so they're somewhat bigger than they need to be, and largely indistinct. The assortment of enemies are generally similar in behavior to those found in previous games, even if they don't look exactly the same. The second installment added a couple of important moves to your arsenal, allow you to angle your gun upwards and hold the button to continue firing while moving backwards. While this game keeps those crucial additions, there aren't any such revolutions to be found in Random Heroes 3's controls. That said, it's hard to imagine what more needs to be added. The controls are tight, responsive, and are still among the best virtual button controls out there. The UI has been carried over, even keeping some of its quirks such as having to quit out to the main menu to change stages. There are a few changes to accommodate the new star system, with a visible timer and an enemy counter displayed at the top of the screen. It's pretty easy to guess how much of a stage is left based on that enemy counter, which can be quite handy.
The long and short of it is that this is a very conservative sequel, something that is probably of little surprise to followers of Ravenous Games. Its strengths and flaws are nearly identical to its predecessors, and if there's ever a Random Heroes 4, I fully expect we'll be having a similar chat then. Grinding out coins and unlocking the crazy cast and cool arsenal is an okay way to pass the time, but there's still a certain bland taste to the whole affair that keeps Random Heroes 3 from being anything more exciting than that. |
Posted: 19 Nov 2014 08:15 PM PST Alright folks, strap in for a pretty epic night of new iOS game releases. Well, I guess one man's epic night is another's "weak week", but personally there are a ton of games I'm excited for tonight. New Kingdom Rush, new Earn to Die, Checkpoint Champion, Crossy Road, One More Line… the list goes on for games that are total insta-downloads for me. I even threw Vainglory in on this list even though it came out a few days ago, just in case anybody missed it. What are you excited for? Let us know in the comments which games you'll be going for tonight. Ancient Battle: Successors iTunes Description
Forum Thread: Ancient Battle: Successors (by Hunted Cow Studios Ltd.) BattleMage
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Forum Thread: BattleMage (by Nick Joyner) Berry Hill
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Forum Thread: Berry Hill - A unique puzzle game Blitz Racer iTunes Description
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Forum Thread: Checkpoint Champion (by Protostar) Crossy Road - Endless Arcade Hopper
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Forum Thread: Crossy Road - Endless Arcade Hopper (by HIPSTER WHALE) Earn to Die 2
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Forum Thread: Earn to Die 2 - (by Not Doppler) Food Battle: The Game
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Forum Thread: The_Hunted (by F5 Games) Impossible Draw
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Forum Thread: Impossible Draw (by Istom Games Kft.) Kingdom Rush Origins
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Forum Thread: Knituma - The a Crazy Knitting Game (by Paprika Games) The Last Door: Collector's Edition
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Forum Thread: Monster Feeder (by Istom Games Kft.) Ms. Kong
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Forum Thread: Ms. Kong (by Headup Games GmbH & Co KG) Offroad Legends 2
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Forum Thread: Offroad Legends 2 (by Dogbyte Games Kft.) One More Line
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Forum Thread: One More Line (by SMG Studio) Pair Solitaire
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Forum Thread: Smash Jungle (By David Scatliffe) Super Bunny World
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Forum Thread: Swing Tale (by FDG Entertainment) Vainglory
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Forum Thread: Vainglory/Vainglory for iPhone - (by Super Evil Megacorp) Wars and Battles
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Gobble Up These Pre-Thanksgiving Game Sales Posted: 19 Nov 2014 04:00 PM PST We're nearing Thanksgiving, and pretty much any significant US holiday means that it's time for paid apps to go on sale. And now, about a week ahead of the day where Americans eat turkey, watch football, and maybe give thanks for stuff, like turkey and football, apps are going on sale. We've posted about some of the more notable sales throughout the day, but here's a grand list of the games on sale:
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Upcoming Hack 'n Slash 'Taichi Panda' Gets a New Trailer, Release Set for December Posted: 19 Nov 2014 03:21 PM PST You may remember when we were at E3 back in June we briefly checked out a new hack 'n slash game from Snail Games called Taichi Panda. Even with our short hands-on time with Taichi Panda, we found it to be a lot of fun, with three unique playable characters and fast, satisfying combat. Snail Games has been using our forums for beta testers for the game, with a planned release date sometime before the end of the year. Today they've sent along a sort of more specific release date, which will be sometime in December, along with a brand new trailer.
Based on our time with the game back in June, Taichi Panda has all the necessary components that make up a great hack 'n slash action game. It's got great visuals, cool characters with awesome special moves and all sorts of upgrade options, and the combat itself is fast-paced and fun. The big question will be how much the pay model interferes with all that good stuff, being that Taichi Panda is going to be a free to play game. I'm anxious to find out because I really like what I've seen so far, so keep Taichi Panda on your radar and we'll let you know when it's available sometime next month. |
The Artsy 'Duet' and 'Blek' on Sale for $0.99 Each Posted: 19 Nov 2014 02:49 PM PST Want a couple of minimalist, artsy, and enjoyable games on the cheap? Well, here's a couple to check out: Blek [$0.99] and Duet [$0.99] are both on sale for $0.99 right now. Both are great games well worth playing. Duet is a challenging survival game from Kumobius that Pivvot [$2.99] fans might enjoy, as both are about spinning around a fixed point, but both games go in different directions from there. Duet has been frequently updated since release, adding in narration, and new level packs including the most recent "Epilogue" level pack.
Blek, meanwhile, is a bit more of a cerebral game. It's got minimalist art as well, but is a puzzle game where the goal is to collect dots by drawing lines that travel along a path to collect them. However, the lines can only go so far, so it becomes about drawing the right path as it goes around the level in order to avoid obstacles and get those dots. The game is inordinately clever and has a gorgeous calligraphy-inspired visual style. It, like Duet, is temporarily $0.99, down from a $2.99 regular price, and both games are solid pickups.
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'Monument Valley' is Free For Android Users on the Amazon App Store Posted: 19 Nov 2014 01:39 PM PST Yes, believe me, I am fully aware this is an iOS games site, so before you read the headline and race to the comments, I know. With that being said, there's a lot of people out there, including a few real life friends of mine who might have an Android phone but an Apple tablet... Or the other way around. Regardless, there's people reading TouchArcade who this news is useful for. I promise you. Anyway, ustwo's fantastic Monument Valley is currently free on the Amazon App Store. It requires Android 2.3.3 or later, but otherwise anyone who owns any kind of 'droid should be ready to rock downloading it as long as you've got the Amazon App Store app installed. It sort of goes without saying that you should download it, the game is fantastic.
With that being said, it does seem like a weird move. Given the recent drama surrounding the release of the $1.99 expansion and ustwo wanting to retain some kind of premium value in the game by not giving away the content for free... to give the whole game away for free seems confusing. I reached out to Mills at ustwo who explained that Amazon has been very committed to supporting the studio, and it's the original game free for today only as part of an Amazon exclusive. Tomorrow it'll be updated to include the Forgotten Shores expansion at which point it'll return to $3.99 and the expansion will be the same as iOS at $1.99. On Monday the game will be available on Google Play. |
The Gorgeous and Feature-Laden 'Badland' is $0.99 Right Now Posted: 19 Nov 2014 01:11 PM PST Badland [$0.99] was one of 2013's best games, and it's currently dirt cheap: on sale for $0.99, down from its regular $3.99 price, with only one in-app purchase for $0.99, for the ten-level Doomsday Level Pack. Our opinion on paying for DLC was well established last week. The game goes on sale occasionally, but $0.99 is as good a price as any to pick up this gorgeous, critically-acclaimed platformer, which features both a singleplayer campaign along with same-device multiplayer for up to four people. Lots of people loved the game at its release, and the game has been frequently featured by Apple. It's easy to see why, as the game is gorgeous, is easy enough for anyone to play with the one-touch controls, supports iCloud, has MFi gamepad support, and more. The game has also been frequently updated since its release, with 21 in total, the latest updates adding full support for the new iPhone 6 and 6 Plus resolutions, though it also supports devices as far back as iOS 5.1.1, so those of you with older devices can still enjoy this. It also won a 2013 Apple Design Award, so what I'm trying to say is, if you haven't bought this yet, why not now? |
Thursday, 20 November 2014
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