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Post by Pure Miriam on May 7, 2019 16:42:07 GMT -6
Original article: kotaku.com/so-that-bloodstained-trailer-was-weird-right-1834583764Transcription
Bloodstained: Ritual of the Night, Koji Igarashi’s partially Kickstarted successor to the Castlevania series, hasn’t had the smoothest ride down the road to release. After making headlines in 2015 for garnering a million dollars in a single day, the forthcoming action-adventure game missed its original 2017 release window, then got delayed once again in 2018 before settling on its new, presumably final, release date of June 18, 2019. A trailer published at the end of last week announcing the release date provides a possible explanation for why Bloodstained sailed past two big release windows: The art style has been entirely overhauled. Here is where things get weird, and in order to grasp why, it helps to actually watch the trailer.
The trailer starts with some unremarkable gameplay footage of the player character, Miriam, moving through a level. This footage gets slowly grayed out as internet comments and forum posts begin to appear on-screen.
“Bad character animation, bad textures for the cristals [sic] on Miriam skin, no animation for Miriam’s hair, there’s time to solve these problems, iga” one user wrote, addressing Igarashi by his fan-preferred nickname. “Looks awful aesthetically, should have hired a competent art director. Here’s hoping the gameplay is good,” wrote another.
On and on the comments appear until they fill the screen: comments about how the work-in-progress looks “ugly,” “like a cheap mobile game,” or “like poop.”
And then we cut to live-action footage of Igarashi himself, drinking wine in a grand, gothic dining room. He tosses his glass to the side with resolve, shouting in Japanese that he will “prove them wrong!” as we cut to side-by-side footage of the game’s new, vibrant reworked art compared to the older art fans complained about.
On one hand, it’s a good bit. Taking criticism in stride with good humor and using it to build what genuinely seems to be a better-looking game is admirable, especially when you consider the default stance of a lot of that criticism is downright hostile. On the other hand...the situation as a whole is pretty messed up.
One of the perks of crowdfunding is the way that it allows fans to participate in a part of the process that they were previously outside of. Developer updates and backer forums allow the people who are ostensibly already sold on a game to give real-time feedback for something they’re already excited about and invested in. Who better to give helpful criticism than the folks already happily in the tank, spending money because they believe they’re helping a game they want to play get made? But there’s a downside: Sometimes fans don’t actually know what they want, or what a game needs, or what a team can pull off.
This is normal and totally fine. Most fans aren’t game designers, nor do they need to be in order to have an opinion about games. People who know very little about how games are made often have very good, fun ideas about them. The trouble comes, as it often does, when you add the internet.
The truncated, blunt nature of most internet communication isn’t conducive to allowing developers to understand what, specifically, made the art style “poop” and how or why the lighting, textures, or color palette could be improved. It’s easy to lose perspective on power dynamics and basic human boundaries online, as ease of access to developers and creators allows for a level of communication that’s now become normal but not really codified. In public real-world interactions, we have manners and etiquette and just the general prospect of another living human in front of us who may react to something that we do in any number of ways—ways we take into account before we engage with them. You can be a jerk offline, but you are then subject to however the person in front of you decides to deal with your chicanery.
Online, you don’t really have that, unless your community is aggressively moderated by other people—something that few have the resources or time to do when confronted with the unending stream of people interacting online. Crowdfunding, it seems, can make the bad parts of online interaction worse, even as it upends the established dynamic.
Part of the appeal of crowdfunding is the inversion of the relationship between developers and players. It used to feel like developers held all the power but said little, and the people who played their games had little input into the process. Maybe fans’ biggest qualms would be addressed in a sequel; maybe not. It’s easy to see crowdfunding as a way to shift that power, where fans now have a way to see things early, voice their concerns, and collectively steer a game in the direction they would like to see it go. But how democratic is that process? How well do the loudest, angriest backers represent the whole? How do developers decide who gets listened to and who doesn’t? Because in situations like this one, being toxic seems like a good way to get results.
It shouldn’t be that way. You could argue that developers’ choice to crowdfund a game is to trade in a few bosses for many, but the cold math of capital doesn’t really translate here. You’re not buying shares; you’re enabling a creative vision. Should the voice of the backer that donates $1000 be more important than the one that donates $1? Maybe, and some Kickstarters do offer such a perk. Not Bloodstained, though—the most that backers can get from the highest tiers is input on a special room or an enemy design. The lowest backer has about as much input as the highest, and based on the trailer, which seems to draw from a mix of Kickstarter comments and responses on other outlets, backer input is indistinguishable from any run-of-the-mill fan comment.
Since fan input is, in essence, free market data, it makes sense that developers look both to backers and elsewhere to gauge the response to their games. But we also know from other games that developers are sometimes frustrated by their games’ communities, which often quickly turn toxic in a way that makes it impossible to foster good dialogue, creating an environment where developers’ only real options are silence or acquiescence—lest they make a bad situation worse by being frank about setbacks, or making art decisions that may not seem wise at the time. This cuts both ways—maybe a developer like Igarashi actually appreciates this level of challenge. Maybe they do not. Either way, the default relationship between fans and developers is one of appeasement, not understanding. Crowdfunding takes that often-toxic dynamic and accelerates it with money, which translates to power.
And this is what it leads to: a tired man sipping wine alone in a cavernous room, the weight of his fans disdain heavy on his brow. It’d be a great joke, if only we could figure out the punchline.
That's all folks!
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Post by Sindra on May 7, 2019 17:38:04 GMT -6
Ahh Kotaku; still putting zero research into the articles they post, all for the sake of taking another pot-shot at gamers who want a better game.
Seriously, this writer clearly has not only not been following the Bloodstained development the past 4 years, but seems like they don't even get references from Symphony of the Night. And yet the editors thought this was a good piece to let fly? What a joke.
No, it wasn't weird. The trailer showcased exactly what it set out to; that IGA and the rest of the team were actively listening to fans input and doing their best to implement what the biggest requests/ideas were. No shit they listened to ALL the backers, big and small. We all threw in to make this game regardless of how much we individually could throw at it. Nobody was being "aggressive" and we all love that the devs are taking criticism seriously. It's a breath of fresh air.
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Post by Deleted on May 7, 2019 19:38:07 GMT -6
This is some pretty biting stuff. It does make me think about the whole situation we have here.
While a few members of the forum are pretty knowledgeable about the game development process (and as such, tend to write some pretty thoughtful and informative feedback), most of us aren't. A lot of us don't have the perspective of what games generally look like at certain points in development, how often release dates shift behind the scenes, how often features get dropped, how and when scope creep happens, etc. It's a lot like the article says; a lot of us don't really have the vocabulary to usefully communicate why things are poop. Of course, this is just talking about the forum, which I think has been relatively civil barring a few glaring exceptions. I've heard horror stories of what the Kickstarter comments section is like, and there are certainly countless other platforms on the Internet I'm not accounting for.
Although, there are a few things I'm afraid I don't have a lot of perspective on, and might ask for clarification. The article sort of paints a picture like we're all in direct communication with Igarashi, but isn't it the job of the community manager to curate the feedback so the developers don't have to deal with crap that leans closer to the useless, toxic end of the scale? That's not to say I think the community manager should have to put up with too much (there comes a certain point where I wouldn't wish that kind of emotional labor on my worst enemy), but it's a question I feel worth asking regardless, as someone with very little forum experience.
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Post by Galamoth on May 7, 2019 19:55:47 GMT -6
I'm not sure what stance on crowdfunded games that the article writer is really taking.
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Post by JeffCross on May 8, 2019 3:42:40 GMT -6
this writer seemed like they just wanted a "pop" piece about angry gamer-children... in truth, it's about how the developers take constructive criticism and making a better game. a few people got it right... like GoNintendo... (video provided below)
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Post by Cale on May 8, 2019 6:39:42 GMT -6
Yeah, I don't know about that chief. Most of this piece I disagree with, then the rest seems to be off point or just incorrect. And I agree with Galamoth, what side are they taking?
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Pure Miriam
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Post by Pure Miriam on May 8, 2019 7:21:49 GMT -6
It isn't because i posted it, but let me be devil's advocate here. I think some of you misunderstood the point of the article.
Bloodstained trailer IS WEIRD, no doubt about it. It falls into weirdness when a developer uses cursing and offensive language against himself as a way to prove a point. Very few did that. But when the article says that crowdfunding is not what most people expect it is, they are right. Crowdfunding doesn't give you absolutely any right over anything, it is nothing but promises that can be fullfiled or not. Kickstarter itself claims that the creator must try to reach what he/she promised in the best way possible, and if that can't happen, in any way he/she can. Doesn't necessarily means to do everything fans wanted.
Gamer community IS toxic, no doubt about that either. You have a ton of sexism, hatred, racism, homophobia and xenophobia, among other types of hate inside gaming community and the internet itself, thanks to how it is structure, let anyone say anything and walk away with little to no consequences.
People dislike hearing that, hearing that their communities, or a place they feel they belong too, is toxic and problematic, but it is. I am part of two absurdly toxic communities myself (gamers and anime fans) and that's why i barely participate in them, i just read stuff, never post anything. To be fair, this is the FIRST community / forum i EVER participate, due to how highly offfensive and unfriendly these people are.
So, when IGA decided to listen to THESE PEOPLE to base his reaction towards criticism, that is a bold move, for sure, but it is alsy very risky, because it is basically who screams louder was heard. People who donated more, and got to create content, you barely heard about them, on comments or anything else. Most backers you can't really find. But you easily find a vocal minority of haters and loud-screamers. Criticism didn't came only from them, but they were the MAIN voice that IGA listened to change.
I'm not saying IGA's move was bad or what they did to the game was bad, because it looks and feels much better. I'm pointing to something I BELIEVE to be a fact: The dev team listened, mostly, to haters and gaming toxic community to change. That's the point of this article and as it says itself, maybe IGA enjoys this kind of challenge. And that makes us think of something even more sinister: maybe that toxicity was good? Because it was mostly to it that the game improved...And that conclusion would be even weirder.
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Post by purifyweirdshard on May 8, 2019 9:02:40 GMT -6
While a few members of the forum are pretty knowledgeable about the game development process (and as such, tend to write some pretty thoughtful and informative feedback), most of us aren't. A lot of us don't have the perspective of what games generally look like at certain points in development, how often release dates shift behind the scenes, how often features get dropped, how and when scope creep happens, etc. It's a lot like the article says; a lot of us don't really have the vocabulary to usefully communicate why things are poop. Of course, this is just talking about the forum, which I think has been relatively civil barring a few glaring exceptions. I've heard horror stories of what the Kickstarter comments section is like, and there are certainly countless other platforms on the Internet I'm not accounting for. This isn't something to worry about, because what this writer doesn't know (among numerous other things) is from the start the development team has been clear that they do not move forward with any feedback that they don't personally agree with. If you've seen any interviews where Iga is asked any questions about feedback, that's what he will reply with. Him and the others are experienced and smart enough to know that your customers don't always (or even usually) know what they want. That isn't to say we did not influence the direction of the game at all, because clearly we did, but only within the scope of what the team already was thinking of doing. Even the most prominent example of a "fan change" that comes to mind quickly is Vepar, which as stated when they introduced that change "we were thinking this too, so we went ahead and made it look better". I'm pointing to something I BELIEVE to be a fact: The dev team listened, mostly, to haters and gaming toxic community to change. That's the point of this article and as it says itself, maybe IGA enjoys this kind of challenge. I'm sorry PM, but that just isn't true. The dev team listened to and responded to our feedback. Surely you remember the feedback process for (both) betas, where everything was officially sorted and collected here and other places (which didn't include Youtube comments). It was an arduous but necessary task, and even back when I was added as a moderator in 2016 for that demo's feedback it was intense here. The "Demo Graphics Downgrade" thread is very specific and critical of the games' graphics, wherein almost everything mentioned has been improved, and a thread that Angel was watching very closely and reported very specifically to Mana/Iga about, adding his own screenshots and examples to what he gave them. There was an advocacy for the actual fans who care about what the game looks like as a direct line to the development team, and I can guarantee that no "poop" landed on Igarashi's desk. That "poop" deal likely, if anywhere, sat in Angel's meme folder, and maybe not even there (see below about how we got these comments at the end) Gamer culture might be toxic, or rather just it's big enough/certain games are big enough to where the loud mean/angry/depressed people within them seem that way, but the truth of the matter is that our community is not. That's the people this article is talking about, whether it knows or not, and paints us as whiny children that didn't like an earlier build of a game and put up short, nasty youtube comments about it that made them change it. What actually happened, as above, is that the earlier build was a "beta backer demo", as you know and this person doesn't, that was created specifically for its fans to give feedback on which could be implemented for the betterment of the game that the team agreed with and that's what happened. The article's main objective beyond doing something meaningful is exposure. I'm thankful in that respect, as I'm seeing new fans in the comments section, but it's still negative attention and reporting on something they did little research on. I really respect your stance as always that game developers should be left alone to make their art and not worry about how people might want to change their vision - but how the game has developed and changed isn't black and white like that. The things that have improved/changed are even within the realm of possibility that they came up with every bit of it, and what lines up with what we said could be coincidental. We can't prove that in most cases one way or the other, and funny thing is, Mike was generally disappointed with the forum's old feedback process because he didn't think it was doing anything. If you're still unsure - as for the direction, creation process and point of the trailer itself using those comments - those are not examples that the team used for the improvement of the game or what they showed ArtPlay. Those comments were screenshots that Angel and myself cut (and I think castledan did some, or his own lol) from around the net in one night when he told us he needed things like it for a trailer. Specifically, April 12. I know he didn't already have these things from showing the team before because it took us a long time to actually find these things lol; in our minds it seemed like there were more of them than there really are. I was worried about what he might do with that stuff at first, but what ended up happening was executed very well and put my fears at ease. Until, at least I guess a week later when Kotaku decides to be Kotaku about the whole thing. edit: Oh, lastly, I commented on this article when I saw it, but I really wish I hadn't. Here's the text of it: Is this being serious? Anyway: “Because in situations like this one, being toxic seems like a good way to get results.” This is not the case at all, and as you can see from everywhere else and the votes on the video itself, the reception to the trailer was universally very positive. Neither the community nor the developers are toxic, they just listen and improve things, and I don’t know why someone would try to tear that down or villainize it in some way. I am a community leader as a fan, and all of us, and including the people quoted in these comments, are happy and satisfied. The video itself shows self-awareness of their criticism by calling the first comparison on the left “poop”, besides. Regardless, thanks at least for the alarmist marketing.
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Post by kamuiarikado on May 8, 2019 9:57:09 GMT -6
"Kotaku, the tabloid style video games blog for excellence; a cesspool of extremism, double standards, neo-puritanism, lies, and the worst writing on the Internet". Into the trash it goes. If you don't want to give any clicks to Kotaku, Here is the archive org link to the Bloodstained article."But Kotaku journalists have wrote great articles, reviews, opinion pieces and research in the past, like the ANTHEM investigation and the hilarious Tim Rogers articles and videos!". ... Tim Rogers is a gentleman and a national treasure, though.
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Post by Pure Miriam on May 8, 2019 10:29:31 GMT -6
purifyweirdshard To be fair, i remember that i was part of that feedback myself. I may be wrong, and i don't want to sound pretentious at all, but i remember thart the 2016 demo feedback thread wa something i made (and they made it official on the kickstarter page) and the procedural generation discussion was something i made too (and they made a whole update to talk about it, due to that), so, i do know that they listened to us. What i wrote up there didn't sound good enough, I DO KNOW they listened to us and to constructive criticism, I understand your reasoning, and to be fair, i said "mostly", not "everyone". I think you are right and i refrain from what i said, BUT, that trailer itself does give the vibe that they listened to "whinning" instead of constructive criticism. Also, i usually dislike a bit when IT SOUNDS LIKE people are generically attacking gaming journalism (i'm not saying this is the case). I am graduated on journalism myself (although i don't work with it, but with soemthing completely different, long story) and gaming journalism is indeed a very hard job. Neutrality doesn't actually exist (yes, we learn that on journalism college, at the first year), EVERYTHING has a point of view. What gaming journalists do, and what any journalist SHOULD do, is try to present a point of view based on facts and evidence that can support their claims. I didn't said that article is good, it actually fails to do the deeper research to say what it said, but that article had a good point in pointing out that the "louder wins", based on that video, they didn't followed all the four years of Bloodstained development, and, to be fair, no one would do such a huge and time-consuming research just to write an article on Kotaku, so, from this point of view, the article itself didn't fail completely. It is based on evidence at hand: Bloodstained trailers and interviews. Also, gaming journalism is like any other kind of journalism: you have X articles / news / texts to produce with a certain deadline and good luck researching, interviewing and digging up evidence and facts to support everything you are typing. Deep research is part of the job, but who would do such a research just to talk about one game in a sea of articles and texts inside Kotaku anyways... But i was wrong on some parts of what i said, so i accept that and take back what i said.
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Post by Starsmith on May 8, 2019 12:04:58 GMT -6
Yea, if IGA had listened to the whiniest, the loudest, and most toxic feedback, the game would be 100% hand drawn and 2D. It’s very clear the devs listened to the constructive feedback they solicited—they, rightly, knew they had a good base made, but our feedback told them that they weren’t finished building on that foundation. I respect this process, knowing how it feels to be an artist and get critical feedback on something I wish was done but just isn’t quite. That last line in the article though was good for a laugh
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Post by Foffy on May 8, 2019 13:46:39 GMT -6
Finding it a bit humorous to read how it missed a 2017 deadline which was stated during 2016 that it was a date they had to put because Kickstarter mandated a release date so they chose a SotN reference. The feedback seeming to be "vague" shows all the person who wrote this article went on was the video; as if a video in less than five minutes is going to highlight the complaints about lighting and depth in the image, something backers on the Discord constantly brought up, and why IGA and co brought in a studio to literally do cleanup in this respect.
This was written by a person who seemingly doesn't understand Castlevania, Koji Igarashi, and the history of Bloodstained other than a Google search. Screams like an article that's all about faking knowledge to come off as knowledgable.
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Post by Brainiac on May 8, 2019 13:53:58 GMT -6
Yea, if IGA had listened to the whiniest, the loudest, and most toxic feedback, the game would be 100% hand drawn and 2D.
Don't forget ballooning up Vepar even more.
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Post by Hertzila on May 8, 2019 14:10:11 GMT -6
Nothing to see here folks, just Kotaku things. The article is pretty much a glorified blog post that does its best to overtly imply that gamers are bad meanies that bully the innocent developers into making worse games. In other words, a hitpiece that completely twists what is actually happening. I wouldn't even really complain but this guy is getting paid for this aggressive lack of journalism (maybe, see Persona 5). Kotaku must be one of the most bewildering outlets there are. On most days, they're desperately trying to make mountains out of the tiniest molehills they find, then see if they can be warped to fit the idea of "gaming crowd is bad and they should feel bad", whether the facts or the context agree with that. Hell, considering the Persona 5 lyrics thing, this article might not have been anything more than "Bloodstained trailer is weird but IGA seems to be handling it well. Kudos to the man." when the original writer wrote it. But then it was handed over to the editors and the end result is this mess, completely twisting both what actually happened and the original intent of the writer. But then once in a blue moon Jason Schreier does some actual journalistic work and posts some stellar stuff onto Kotaku. The duality is very odd.
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Post by kamuiarikado on May 8, 2019 22:28:28 GMT -6
Nothing to see here folks, just Kotaku things. The article is pretty much a glorified blog post that does its best to overtly imply that gamers are bad meanies that bully the innocent developers into making worse games. In other words, a hitpiece that completely twists what is actually happening. I wouldn't even really complain but this guy is getting paid for this aggressive lack of journalism (maybe, see Persona 5). Kotaku must be one of the most bewildering outlets there are. On most days, they're desperately trying to make mountains out of the tiniest molehills they find, then see if they can be warped to fit the idea of "gaming crowd is bad and they should feel bad", whether the facts or the context agree with that. Hell, considering the Persona 5 lyrics thing, this article might not have been anything more than "Bloodstained trailer is weird but IGA seems to be handling it well. Kudos to the man." when the original writer wrote it. But then it was handed over to the editors and the end result is this mess, completely twisting both what actually happened and the original intent of the writer. But then once in a blue moon Jason Schreier does some actual journalistic work and posts some stellar stuff onto Kotaku. The duality is very odd. I agree with your opinion, Kotaku being Kotaku, I remember the dumb Dragons Crown "controversy" (thanks for the memes, Schreier). Kotaku really don't care about videogames anymore, they just want your clicks, and Resetera is even worst. Variety is unironically a better videogames website than Kotaku.
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Post by Sindra on May 9, 2019 13:55:59 GMT -6
I agree with your opinion, Kotaku being Kotaku, I remember the dumb Dragons Crown "controversy" (thanks for the memes, Schreier). Kotaku really don't care about videogames anymore, they just want your clicks, and Resetera is even worst. Variety is unironically a better videogames website than Kotaku.
Kotaku has become more and more hostile towards the very demographic they built their outlet on as the years have gone by, and they've made no qualms about it. (Also agree, ResetEra is a cesspit of an even greater caliber) They battle "toxicity" with lip service only and instead end up stirring the shit pot and riling people up, so then they can go "See! We told you! They're aggressive!"
Fortunately in this case, only their true believers fall fell for it and everyone else was like "Uh, no. That's not what's going on." Kotaku expects this to be another Mighty No.9 fiasco and doesn't realize IGA and Bloodstained have been doing the exact opposite of the foible of that project. Will it still not meet everyone's expectations and will there be some harsh criticism from certain people? Sure, but that's all games and there's always going to be differing opinions. IGA's just doing the best job he can and hopefully not burning himself out in the process. I think the majority can appreciate everything he and the team has been doing.
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Post by hyugakojiro on May 9, 2019 16:42:00 GMT -6
Looks like the slogan of don't let facts get in the way of a good story is still alive and well. I haven't followed Kotaku very closely (get most of my gaming news from Gematsu) but from what I have read it seems like it's a den of SJWs firmly committed to out virtue signaling other publications in today's victim culture / oppression Olympics. Definitely preferred the GoNintendo trailer over the Kotaku spin piece.
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Post by dareka on May 13, 2019 0:08:01 GMT -6
1. Developer / Publisher release demo for backers and specifically ask for feedback. 2. Community response is overwhelmingly positive towards the gameplay but lukewarm towards the graphics, for which they provide detailed, constructive feedback, producing comparison videos, screenshots and highly detailed critiques. Countless other QOL-related suggestions are also made. 3. Brand Manager and Co. note all these critiques, convene with developer and conclude that yes, the critiques are valid and the game will do better critically and financially if the issues noted by backers are addressed. They accordingly delay the game and let the backers know that, when next they show it, it shall kick ass. 4. Game is shown and, surprise! It kicks ass! 5. Kotaku calls backers whinny little bitches. 6. Bloodstained community utters a collective sigh, as members get on with their lives, looking forward to playing bloodstained about a month from now.
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Galamoth
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Post by Galamoth on May 13, 2019 4:39:03 GMT -6
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Post by purifyweirdshard on May 13, 2019 8:51:52 GMT -6
That about covers it, yes.
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