Sincerely Disappointed (SPOILERS GALORE)

Post » Tue Oct 19, 2010 1:52 pm

True Enclave members would have left to go East before the fall of Navarro hence them sending ED-E back to Navarro. I would think they had to have left more then just a garrison to look after Navarro. Its a well established base and they seem to think it would still be there after 30 years or so. I do agree with you that FO3 saved the Enclave (not happy about it) but it did. I just hope not to see them as a large super faction again. Smaller remnants that we can deal with and join would be awesome.


I'm personally more inclinded to think that they classified it's loss, after all the communicate via PoseidoNet (oh wait Poseidon didn't supply DC :banghead:) and satilites, so they would know something happened. Just like the early Advanced Power Armour, it's all about moral...

Still the numbers don't add up. FO2 there were not that many Enclave. A couple vertibirds, One mainland base and the Oil rig. Oil rig blows up kill most of the Enclave in one shot. Ones at Navarro are ordered to the East as we learned in FO3 but not all of them went seeing as DC Enclave sent ED-E back to Navarro. New Vegas supports that much of the Enclave did die on the rig and many others gave up and tried to blend into NCR. BoS and NCR hunted many down. So how did the Enclave in DC end up with thounsands of troops and seemingly endless amounts of vertibirds to throw at Optimus prime in just 30 years?


Exactly, unless there was some sort of Kaminoan cloning chamber (and with the same four character models maybe :tongue:), everyone you fight is young with the exception of Autumn and the scripted Enclave officer who comes out of the first Vertibird when your in the pipe (which of course had lights!). All the officers and troops are young serving age. I gave up trying to figure out a reason long ago and seeing what would have been planned for the Enclave... no, what am I thinking, it is better this way right? The Enclave lives! In Chicago... with the Tactics BoS... :swear:
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Sara Johanna Scenariste
 
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Post » Tue Oct 19, 2010 10:33 am

I think there is no denying that the game had a couple of flaws in terms of world design etc... The atmosphere didn't pull me in as much as Fallout 3 did. What the game needed was:


  • Better World Design-Bethesda knew exactly where to put most things and some of the locations in New Vegas were just Shacks

  • Stronger Themes- Even with the lighter sky there wasn't really anything all that troubling. Look at all the clean water and food! Not to mention the fact the game rested too much of that DAMN DAM

  • Better Music- If I hear the death siren of Johnny Guitar one last time I'm going to mutilate ALL the bodies and not just some...F3 had a running theme through the music that made the game extra special


  • More stuff to do-This was also an issue to a lesser extent in Fallout 3: I can't gamble anymore and there aren't any other games or anything sadly



I'm NOT a game designer but I still feel the concept of Vegas and Rebuilding could have been explored more.
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Kahli St Dennis
 
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Post » Tue Oct 19, 2010 10:19 am

It lacks the urgency factor, the metaphorical ticking bomb. "Find the man who shot you" is nice but not as powerful as "find the man who shot you and stop him before he does a terrible thing".


It does, yes, and man am I happy about it!
Quite a lot of games like FO3, Oblivion, etc. create some kind of paradox by making the MQ seem urgent.
While the writers often try to create some feeling of urgency, it never factors into the game. The progression is still determined by the player alone:
The enclave will not attack before you free your dad and help him bring project purity back online.
They will endlessly sit at the Purifier with the GECK, unable to crack a simple 3 digit numerical code until you finaly tell the brotherhood to start the attack.
Just the same, Oblivion portals will not start appearing until you travel to Kvatch for the first time.

Whatever they try to make it seem urgent, it never really is, because the game won't progress as long as you don't progress in the MQ (only example I can think of right now where it is differnt is the time limit to find the water chip in FO1).
This of course is necessary because otherwise you wouldn't have time to do all the side-quests, which are usually completely unrelated to the MQ.

Still, from a roleplaying point-of-view it feels wrong to me: Ok, the big bad evil is just an inch away from destroying everything we hold dear, but still, I have a couple other things to do first, see you later!
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Claudz
 
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Post » Tue Oct 19, 2010 8:59 pm

It looks like lot of people think the ability to side with a faction in NV makes it a better Rpg than FO3, but I disagree on the basis that you still had choices in the actions you could take in FO3 making it perfectly a RPG title as well. I just think NV trys to do too much on some aspects and not enough on others. I for one thought the way reputation & karma was handled in the game was lacking in reality & rather superficial.

A lot of choices were in the side-quests for Fallout 3. When looking at both main-quests I'd say NV did a lot better because of the choices. The fact is that the railroading of your character in Fallout 3 svcked the role-playing right out of it, despite the choices in the side-quests.

Reputation works reasonably well, though a shift from indifference to say respect or suspicion depending your reputation. There's room for improvement but I prefer it over Fallout 3's karma system.

No that part I disliked, your only impact came at the endgame. Don't get me wrong I wasn't expecting a rapidly changing world with every step I took but a few things here and there would have been nice, especially regarding Helios One which felt like a powerful moment, you decide who gets all this power. For that to be immediately forgotten makes me sad :(

Agreed. There were quite a few places and quests, which would have had an immediate effect.
Helios One is one, but Nelson is another one. I'd expect the NCR to set some guards on that town, but all that happens is your invasion force standing around like they got no clue what to do now.
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JLG
 
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Post » Wed Oct 20, 2010 1:23 am

Haven't played FO3 but I do agree about the final battle, even if the game mechanics makes it hard to have massive Total War armies, at least there could have been a cut scene showing some sort of epic encounter and the players part could have been much harder with no simple negotiation option at the end.

The main quest is fairly shallow and straight forward but it's all the side quests and mini-stories that make the game so good, several of which are intriguing and even moving. That and after an embarrassing amount of time playing, I'm still finding and seeing new things.

It's definitely one of my top ten, perhaps top five, games.
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D IV
 
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Post » Tue Oct 19, 2010 2:38 pm

What i really liked about f3 is when things change. Like tenpenny tower quest. I did and i would like simply hear in the end"And with time ghouls took over". I liked that i came back and saw all the ghouls and bodies adn so on. Same with Broken steel in one of my playthroughs i injected FEV and i saw how most of the places got all those sick people.
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Naazhe Perezz
 
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Post » Tue Oct 19, 2010 9:34 pm

Agreed. There were quite a few places and quests, which would have had an immediate effect.
Helios One is one, but Nelson is another one. I'd expect the NCR to set some guards on that town, but all that happens is your invasion force standing around like they got no clue what to do now.


It's stuff like that that makes NV sometimes feel a bit half-assed. Fallout 3 was full-assed, but the ass wasn't as well rounded as the NV ass...

That anology just went horribly wrong... :blink:
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Hilm Music
 
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Post » Tue Oct 19, 2010 8:40 pm

What i really liked about f3 is when things change.


Yes, those things were quite nice, but FONV got some, too:

Goodsprings - You get to choose whether there will be powder gangers or not.
Primm - after driving out the powder gangers, the casino reopens.
Nelson/Fort Hope - depending on what faction you support the occupying soldiers change.
etc.
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An Lor
 
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Post » Tue Oct 19, 2010 11:23 am

It's stuff like that that makes NV sometimes feel a bit half-assed. Fallout 3 was full-assed, but the ass wasn't as well rounded as the NV ass...

That anology just went horribly wrong... :blink:

New Vegas is like a fairly attractive girl who's had a bad day, she could do with a shower and some nice clothes (or not). FO3 is like a skank who's been dressed up to look all pretty...

right?


Also yeah Nelson and indeed Nipton. Hell, anything with the NCR. I know they're meant to be slow moving because of the bureaucracy and general lack of things (people, ammo, guns, money) but come on, you just took a freakin town back, I dunno, do something about it...
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DAVId Bryant
 
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Post » Tue Oct 19, 2010 6:13 pm

It's stuff like that that makes NV sometimes feel a bit half-assed. Fallout 3 was full-assed, but the ass wasn't as well rounded as the NV ass...

That anology just went horribly wrong... :blink:

Yeah. I admit some things made me say "what the hell". They mentioned what heppened to the misfits, but nothing on Helios, sharecropper, the whitewash or there stands the grass. Those should have had huge impact, worth more of a mention than the damn misfits.
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Nitol Ahmed
 
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Post » Tue Oct 19, 2010 11:59 pm

I was utterly disappointed in New Vegas, I didn't care who the checkered guy was since a post apocalyptic wasteland is full of ***** who will shoot you on sight, so the main quest felt I shouldn't even be involved. Maybe the fallout series just isn't for me, I keep expecting something like the movie 'The Road' or 'S.T.A.L.K.E.R'. The good/evil karma system keeping track of you're ruthlessness in a desperate fight for you're own survival against raiders, slavers and general horrific mutants. But it didn't take itself seriously IMO and walking down that Vegas strip was just plain dumb, and was there actually a somewhat hard moral choice in this one? I cant remember.
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Brooks Hardison
 
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Post » Tue Oct 19, 2010 7:49 pm

I was utterly disappointed in New Vegas, I didn't care who the checkered guy was since a post apocalyptic wasteland is full of ***** who will shoot you on sight, so the main quest felt I shouldn't even be involved. Maybe the fallout series just isn't for me, I keep expecting something like the movie 'The Road' or 'S.T.A.L.K.E.R'. The good/evil karma system keeping track of you're ruthlessness in a desperate fight for you're own survival against raiders, slavers and general horrific mutants. But it didn't take itself seriously IMO and walking down that Vegas strip was just plain dumb, and was there actually a somewhat hard moral choice in this one? I cant remember.

Yeah, the Fallout series really isn't about that. The first one was 80 years after the war, as much about surviving as about the new societies that arise in the wake of the war.
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Sarah Bishop
 
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Post » Tue Oct 19, 2010 9:51 pm

and was there actually a somewhat hard moral choice in this one? I cant remember.


Tons. You must not have been paying much attention. The biggest example is picking between Mr. House, Yes Man, and the NCR. How you deal with Chief Hanlon. How you deal with the ghoul situation in the Repconn Test Site. How you diffuse the situation with the Kings.
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Tiff Clark
 
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Post » Tue Oct 19, 2010 9:17 pm

Realistically, for the streetlights to still be working after 200 years, a great number of variables have to be taken into account. The circuit has to be intact, from the point the electricity originates, all the way to the load, or the light on the street. Most utility power originates at a power generator station, like Hoover Dam which essentially changes mechanical power (moving water) into electrical power. High voltage (usually 100,000 to 200,000 volts) lines distribute the power from the generator station to various substations out in the land.

The reason they use high voltage is that wires can only take so much heat before they degrade. I would have to explain Ohm's Law to really get into it, but in a nutshell, using higher voltage will lower the amperage, and amps cause heat. This allows them to use smaller gauge wires to transmit power over large distances. Copper is expensive, so it makes it cheaper for them. Those substations use transformers to lower the high voltage to say 13,500, or 4160 volts, and then distribute the power to yet more substations which lower the voltage again to a manageable level, until it reaches the streets, and buildings, and businesses (usually at 120/240 volts). Some large businesses have their own substations.

All along this line, the copper wire needs to be intact. The circuit needs to be complete. And were talking about 3 phase power here too, so that means there are 3 wires all along that line, so all 3 need to be intact. If there is a problem any where along this circuit, the power will cease to flow. They require full time maintenance to keep them running, because one bad electrical connection anywhere along the circuit could cause the entire grid to fail, and whole cities, or neighborhoods would go dark. A loose screw on a connection will generate heat (the electricity will arc, and amperage will rise) and ultimately, even if it takes years, will fail. Sometimes violently. In 200 years, you could expect to find maintenance problems all over the place. Everywhere, really.

If the main power grid goes down, you would have to find a generator to create electrical power, and then you're talking having power in very localized areas, like a building, or a factory.

So, the Great War happens, and nuclear warheads rain from the sky. The odds of the power grid surviving that alone are astronomically bad. The lines only need to be cut in one place, and everything on the load side of that goes dark. Probably forever. How would you fix a high voltage line 50 feet in the air without the proper equipment, and knowledge? How would you even know where the circuit went down? The problem could be hundreds of miles away. The power lines I've seen in Fallout would require wholesale replacement, over miles.

When I look at electricity in Fallout, I have to suspend my disbelief, and remember it's a game. I just have to assume there's some atompunk "Tesla" science at work that they never explain, because it just doesn't make sense to me otherwise. Who is going around replacing all those lightbulbs?

Realistically, all those little fusion generators they have hooked up to the streetlights in the game would be incredibly valuable. They wouldn't be sitting there powering some lonely streetlight. People would be killing each other to get them. Everything would be dark, save for a few places, where some very talented and almost unbelievably resourceful people existed.

-great post.
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Alexandra walker
 
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Post » Tue Oct 19, 2010 5:32 pm

I was utterly disappointed in New Vegas, I didn't care who the checkered guy was since a post apocalyptic wasteland is full of ***** who will shoot you on sight, so the main quest felt I shouldn't even be involved
Pretty much sums it up.
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Genocidal Cry
 
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Post » Tue Oct 19, 2010 6:26 pm

You are in the world of Fallout now, prepare to be amazed.

Very true. :P
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Esther Fernandez
 
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Post » Tue Oct 19, 2010 11:28 pm

Same with Broken steel in one of my playthroughs i injected FEV and i saw how most of the places got all those sick people.


No they didn't? I don't recall any major changes from injecting the FEV. One of the problems with Broken Steel was, after the events at the purifier, essentially nothing changed. No sick people, no dying people, and no communities in ruins.
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Nichola Haynes
 
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Post » Tue Oct 19, 2010 11:48 pm

The Enclave lives! In Chicago... with the Tactics BoS


Only we have better looking armor ;p

But I disagree with the point about motivation to some extent.

Mostly because; in each game your motivation was either do this or people will die.

Fallout 1 got you as errand boy to a one man army fighting a anti-hero scientist who wanted to purge the old world and create a new world for Super Mutants.

Fallout 2 you were once again an errand boy and then having to fight off the remenats of the United States to ultimately to save your village after they sent you off alone with little supplies. (What...one Healing powder and a spear? A spear, which you must obtain by side quests.)

Fallout 3..not going to go there.

Fallout Tactics you are a solider for the Mid-Western BoS to fighting a full scale war against robots.


And New Vegas? Well someone shot you twice in the head. So timez for revengez!

Mostly motivation in the Fallout series has been that of simple things. From errand boyship to war to revenge.
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Tracy Byworth
 
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Post » Tue Oct 19, 2010 6:53 pm

God, I wouldn't be surprised if this were to be locked soon. It seems like this is just going to turn into another F3 vs F:NV fan fight thread.
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victoria johnstone
 
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Post » Tue Oct 19, 2010 4:32 pm

Only we have better looking armor ;p

But I disagree with the point about motivation to some extent.

Mostly because; in each game your motivation was either do this or people will die.

Fallout 1 got you as errand boy to a one man army fighting a anti-hero scientist who wanted to purge the old world and create a new world for Super Mutants.

Fallout 2 you were once again an errand boy and then having to fight off the remenats of the United States to ultimately to save your village after they sent you off alone with little supplies. (What...one Healing powder and a spear? A spear, which you must obtain by side quests.)

Fallout 3..not going to go there.

Fallout Tactics you are a solider for the Mid-Western BoS to fighting a full scale war against robots.


And New Vegas? Well someone shot you twice in the head. So timez for revengez!

Mostly motivation in the Fallout series has been that of simple things. From errand boyship to war to revenge.


Did you get the point of this thread? It was only addressing New Vegas. :/ I'm aware that the motivation in the others were better.
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Tikarma Vodicka-McPherson
 
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Post » Tue Oct 19, 2010 4:14 pm

Did you get the point of this thread? It was only addressing New Vegas. :/ I'm aware that the motivation in the others were better.

You didn't get his, though.

If I'm reading it right, he's saying you always start of doing something quite different focused and graduate to wasteland fate decider.
I'd say the motivations of the first two were of a more urgent and personally involving matter.

To me the initial motivation for the main quest in NV and F3 was the same. I wanted to know why the initial events happened to me. Being forced to escape the vault was a better motivation than my 'dad' up and leaving.
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Killah Bee
 
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Post » Wed Oct 20, 2010 1:49 am

Actually, if you read the note Doc Mitchell found on you there is motivation for tracking down Benny.

INSTRUCTIONS

Deliver the package to at the north entrance of the New Vegas Strip, by way of Freeside. An agent of the recipient will meet you at the checkpoint, take possession of the package, and pay for the delivery. Bring the payment to Johnson Nash at the Mojave Express agency in Primm.

Bonus on completion: 250 caps.

MANIFEST

This package contains:

One (1) Oversized Poker Chip, composed of Platinum

CONTRACT PENALTIES

You are an authorized agent of the Mojave Express Package until delivery is complete and payment has been processed, contractually obligated to complete this transaction and materially responsible for any malfeasance or loss. Failure to deliver the proper recipient may result in forfeiture of your advance and bonus, criminal charges, and/or pursuit by mercenary reclamation teams. The Mojave Express is not responsible for any injury or loss of life you experience as a result of said reclamation efforts.


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GLOW...
 
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Post » Wed Oct 20, 2010 4:03 am

I had read that, but really worst case scenario I use vats and pump the rest of my ammo into a guy. You can never be 'scared' in a game, you can however be motivated and that just doesn't do it.
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Romy Welsch
 
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Post » Tue Oct 19, 2010 2:06 pm

I had read that, but really worst case scenario I use vats and pump the rest of my ammo into a guy. You can never be 'scared' in a game, you can however be motivated and that just doesn't do it.


Unless you want to spend the rest of your life as a wanted criminal it most certainly can be a motivation. And if you were the type who wanted to spend the rest of their life as a wanted criminal, you'd probably pursue Benny for the sake of revenge anyway.
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Casey
 
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Post » Tue Oct 19, 2010 4:53 pm

I haven't taken the time to read all of the replies here, but wanted to chime in with my own thoughts solely based on the OP. To put it bluntly, I think you are spot on in many ways, and finally, some one feels like I do about Fallout 3!

I've grown so damn tired of so many people around here saying that Fallout 3 was, “laughable, an embarrassment, ridiculous” and so on. When I start to see those kind of statements, I just think :facepalm: and keep on scrolling and mentally ignore them.

For me, I was able to emotionally connect to “the Kid from Vault 101” on so many levels its amazing! I mean, think of the turmoil this kid must have gone through that morning he was exiled from the Vault. He goes to bed the night before expecting tomorrow to be just another day. And he is startled and woke up by Amata only to find out his entire world has changed! He has to leave the only home he has ever known and head out into an unknown world he has always been led to believe is harsh and inhospitable. His father has abandoned him without even saying goodbye, he has no clue how he is going to survive or even where to go. Imagine the sense of loss and confusion he/she must have felt. On top of that, I always imagined the Kid and Amata were secretly in love with one another, or at a minimum very, very close platonic friends who loved one another on that level. Their lives were very similar in that both lost their mothers, and were raised by fathers preoccupied with other matters. So their common bonds would have been very, very deep in my opinion. I mean, she had been there for him/her since they were babies. This adds another dimension to his loss as well. I just connected with The Kid in so many ways. And unfortunately, I feel no connection to “The Courier” at all.

Part of that might be because of no back-story whatsoever, but I just can't dream up a role for him that I can connect to. People said the story for Fallout 3 was lame or whatnot, and I just say, whatever. I just know I felt a heartfelt connection to that character. Perhaps because some of my own life's experiences relate to his, I don’t know. I just know it's not there in New Vegas for me.

The other aspect that I REALLY miss in NV is that there just aren't any areas to explore just for the sake of exploring. I LOVED that in Fallout 3 you could just go where the breeze took you and you would always find a subway, metro tunnels, some old DC ruins full of Mutants or whatever. I could always just go explore and see what I might run into. NV basically has very few exciting places to go.

Now, I don't mean to imply that Obsidian didn’t get some things right either. Their dialog and depth of characters was awesome. I love the fact that you have to make some tough decisions and that your actions have consequences. I like all the different factions. I think they did a pretty good job with the reputation system too.

So, what would be perfect? If there were a hybrid of what was compelling (and emotional) in Fallout 3 combined with a GREAT and compelling story with lots of open world exploration, dungeons, random encounters and surprises, combined with Obsidian's reputation system, depth of characters and multiple choices for the path you choose, that would be almost the perfect game to me!

Thanks for the thread!
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kirsty williams
 
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