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Too Human
Too Human.jpg
Developer(s) Silicon Knights
Publisher(s) Microsoft Game Studios
Designer(s) Denis Dyack
Composer(s) Steve Henifin
Engine Silicon Knights Engine(modified Unreal Engine 3) with Havok Physics[1]
Native resolution 720p
Platform(s) Xbox 360
Release date(s) NA August 19, 2008[2]
EU August 29, 2008[2]
Genre(s) Action RPG
Mode(s) Single-player, Online Multiplayer, Online co-op
Rating(s) ESRB: T
PEGI: 16+
Media DVD-DL
Input methods Gamepad

Too Human is an action-RPG video game developed by Canadian developer Silicon Knights and published by Microsoft Game Studios for the Xbox 360 console. The game was released in North America on August 19, 2008 and later in Europe on August 29, 2008.

The game is noted for remaining in development hell for almost ten years, originally planned as a four-disc action-adventure game for the PlayStation in 1999. Development later went into the Nintendo GameCube in 2000 before eventually selling the rights to Microsoft in 2005. It was scheduled for release for the Xbox 360 where it eventually became a finished product. Too Human had a massive development budget of 80 million dollars that was funded by Microsoft.[3]

As part of a planned game trilogy, the story is a science-fictional futuristic retelling of Norse Mythology where the Æsir, Norse gods who are actually cybernetic-enhanced humans, protect mankind from the onslaught of Loki’s army of machines, with the player taking the role of the Norse God Baldur, who is less cybernetic than the other Gods, thus being “too human”. The game incorporates elements of hack and slash and action-adventure with heavy emphasis on role-playing gameplay elements such as gathering items, upgrading equipment and choosing character classes and alignments.



Baldur "juggling" a foe in the air with a laser cannon.

Too Human is an action/adventure role playing game, incorporating various gameplay elements from both genres, along with aspects of dungeon crawler and third-person shooters. The player takes control of the lead character Baldur in a third-person perspective with the camera distance being adjustable, even controllable during some in-game cinematics to involve the player in the story further.[4] Camera control is limited to player, with the choice to readjust the camera back to its default third-person view being the primary following the player and swinging when the player does the same, similar to an auto targeting system.[4] This is because the right analog stick is used for melee combat, instead of traditional camera control, with certain attacks and combos being executed by pushing the stick in the direction of the target with follow up stick movements applying further attacks with projectile attacks only using an auto lock-on system.[4] Attacks can be combined to execute attacks such as performing combos on enemies in mid-air, attack slides and juggling foes in the air with projectile weapon attacks.[5] Another aspect of combat are "Ruiner" attacks, powerful abilities that can indirectly affect surrounding enemies and can be mixed with other attacks to perform finishing strikes.[6]

The RPG elements of the game come in the form of advanced character customization. At the beginning of the game, the player is given the choice between five different classes; Berserker, Champion, Defender, Commando and Bio Engineer, with each having an advantage over another. The Berserker is focused on melee combat while the Commando is oriented on ranged combat. The Bio Engineer has advanced healing abilities and the Defender has a strong armor defense. Finally the Champion is a balanced all rounder with multiple air strike attacks.[7] During the game, players can collect various items that they can equip and use. There are fifteen variations of weapon classes such as pistols, heavy lasers, dual and two-handed combat weapons, armor for different body parts, and "charms" that allow players to use powerful Ruiner abilities.[8] Many items can also be bought and customized by color and effectiveness — using collectable runes — in-between levels back at the Æsir’s base of Asgard.[8]

As players progress through the game, they can level up by slaying foes and achieving high combos, allowing access to more efficient items and skills; these items and skills can be used in the game’s Skill Tree mechanic, where points earned with every level up are applied to improve stats and unlock new abilities unique to each different character class.[9] In the early stages of the game, the player can choose between two alignments; Cybernetic and Human, both of which are. The Cybernetic alignment allows use of certain weapons like heavy lasers and further cybernetic upgrades, while the Human alignment emphasizes quick movement and improved combos.[9]

Online and multiplayer

Along with the single player campaign, Too Human features a cooperative multiplayer component that can be played over Xbox Live. Hosts can support only a second player with a “drop-in, drop out” system. This allows players to join games hosted in levels they have yet to complete, as long as the host has, allowing high and low level players to join games suited for either.[10] Players can also use characters from their single player games and earn experience, levels, and items online that can later be used offline. Cooperative multiplayer also features the option to trade items with other human players regardless of their level.[10]


In Too Human, the player takes on the role of Baldur (voiced by Crispin Freeman), one of the Æsir. The Norse gods are cybernetically enhanced humans. Baldur, son of Odin, is one of these gods, and it is his duty to protect the human race from an onslaught of an advancing machine presence determined to eradicate all human life.

The story chronicles the ongoing struggle between cybernetic Norse gods, the invading machine presence, and mortal men. The story features many Norse gods and characters from Norse mythology including Thor, Loki, Odin, Tyr, Heimdall (Michael Gough), Hodr, Freyr, Freya, Idunn, Hel, and Mimir. Yggdrasil, the Tree of Life, acts as a gateway to an alternate world known as Cyberspace that is accessed through the advanced technology of the human gods. The gods use cybernetic implants to supplement their own abilities, thus becoming more machine like. Conversely, the advancing machine army harvests human blood and limbs in order to become more human. The player learns that he is really deceased and was brought back from Hellheim in order to live up to his "true potential". Loki, the god of mischief and the antagonist, has gone insane and has arranged for the attack on the Aesir city as well as the death of Baldur. The Norse gods view Baldur as being insufficiently enhanced, thus "too human".[11]

Development history

Too Human was first announced in 1999 to be released on the original PlayStation with a first teaser showings during E3 that same year.[12] Unlike its eventual format on the Xbox 360 as a single disc, the game was to be released across four CD-ROMs bundled together (a similar format to that of Final Fantasy VIII released in 1999). Also, unlike the finished product, the plot, while involving the theme of human cybernetic enhancements, was to be set in the distant future of 2450 AD instead of the alternate science fiction take on Norse Mythology.[12]

Development halted when Nintendo announced an exclusive partnership with Silicon Knights, and the game was moved to the Nintendo GameCube in 2000. Prototyping for the game took place on the GameCube, but the staff at Silicon Knights soon devoted their efforts towards two other releases, Eternal Darkness: Sanity's Requiem and Metal Gear Solid: The Twin Snakes, with further news of Too Human becoming mute, without any indication of future development being announced until five years later in 2005.[13]

Xbox 360 development

Development once again shifted to the Xbox 360 when Silicon Knights announced a partnership with Microsoft in May 2005, which included plans to develop Too Human into a trilogy.[14] Despite initial development on the console, the game did not meet its original planned release date for “a 2006 holiday,” with development continuing for an additional two years.[14]

As well as releasing many other promotional videos[15] Silicon Knights was also involved in the making of a fictional documentary titled, The Goblin Man of Norway.[16] The film was reported to be produced by the "Norwegian Film Committee," and is in three parts, with each part being released sequentially. The first part—Excavation—relates the discovery of a high technology mechanical man possibly tens of thousands of years old found encased in a glacier. The second part, titled Examination, contains pictures of the discovery as well as a stone found nearby with a message of doom or 'curse' runically inscribed. The third part, Exhibition, shows the release of the find to the public and includes reactions from various people as to the impact the technology could have on society.[17]

The demo was released on Xbox Live on July 14, 2008 as part of the Microsoft "Bringing it Home" E3 Marketplace content. The demo includes the Champion class, and gameplay is restricted to part of a single level with cutscenes included, which is only playable in single player. The demo also featured an easter egg where the Commando and Berserker classes become playable by setting the console date to 2009. Later, as of July 25, 2008 the Beserker became available for the demo without any clock modification, as did the Commando class later on August 11, 2008. On July 31, 2008 Microsoft announced that the Too Human demo exceeded 900,000 downloads. It said the demo has "been downloaded more than any other action demo on Xbox LIVE Marketplace in its first week of availability and [had] been one of the top played titles on Xbox LIVE overall."[18]

Unreal Engine dispute

In May of 2005, Silicon Knights and Epic Games announced that Silicon Knights would be exclusively using Epic's Unreal Engine 3 for all of their next-gen projects[citation needed]. Early development of the Xbox 360 incarnation of Too Human began on various incomplete versions of the engine, and their contract stated that Silicon Knights would receive a functional version of the engine no later than six months after the Xbox 360's development kits were finalized. In May of 2006, two months after that deadline had passed, Too Human was presented by Denis Dyack at the Electronic Entertainment Expo, and was widely mocked by game journalists. In that same month, undoubtedly influenced by the show's response, which Dyack blamed on technical issues, Silicon Knights concluded that many aspects of the game engine were inadequate and/or unexplained, and therefore the engine was not functional. Pressed to continue the game's development or lose funding from Microsoft, and no longer willing to use Unreal Engine 3, but contractually prohibited from using anything else, Dyack made the decision to start rewriting portions of the engine's code so it would behave and deliver results in ways that Silicon Knights was more familiar with and expected. Eventually, Dyack came to the idea that if they were to alter the last remaining portions of unmodified code, it would become an entirely new game engine, which he called the Silicon Knights Engine. Since the contract with Epic stated that Silicon Knights would keep and own the rights to any changes or "improvements" they made to the engine, Dyack felt that he would not be prohibited from using an engine that was composed entirely of improvements, and he also felt that he wasn't obligated to pay for an engine he considered non-functional. On July 19, 2007, Silicon Knights sued Epic Games due to "breach of contract", including "inadequacies" of Epic’s support, service, and cooperation with Silicon Knights concerning Unreal Engine 3.[19][20] On August 9, 2007, Epic Games counter-sued Silicon Knights, claiming that it was using its engine as it pleased without any cost. If Epic wins the case, Silicon Knights will be forced to pay in excess of $650,000.[21]


Aggregate scores
Aggregator Score
GameRankings 68.24%[22]
Metacritic 65/100[23]
Review scores
Publication Score C-[24]
Computer and Video Games 6.8/10[25]
Edge 6/10[26]
Eurogamer 6/10[27]
Game Informer 6.75/10[28]
GamePro 4/5 stars[29]
GameSpot 5.5/10[30]
GameSpy 2.5/5 stars[31]
GameTrailers 6.5/10[32]
IGN 7.8/10[33]
Official Xbox Magazine 6.5/10[34]
X-Play 4/5 stars[35]

Upon the game's release, Too Human received a mediocre to fair reception from critics with an average review score of 68.24% at Game Rankings,[36] and 65 out of 100 at Metacritic.[37]

The game's concept of mixing science fiction with Norse mythology was praised by critics with X-Play saying while it "sounds like a stretch", "on the whole, it works" where "the art direction manages to seamlessly blend the grandeur we think of with this mythology and make it come alive again with a healthy dose of futurism."[35] GamerNode called it "a highly captivating beginning to an epic and meaningful tale about the ills of transhumanism."[38] IGN found it to do "a great job of keeping you engrossed in the game". It found the game's audio to be its stronger part, calling the music and voice acting "top-notch".[33] Graphically, GameSpot was most impressed with the environments that "feature excellent detail and lighting, with towering statues lording over the proceedings and shafts of light spilling onto mounds of snow." However it did note "each setting seems much like the last", with "stiff combat and facial animations [that] become more and more noticeable",[30] a point Game Revolution echoed by stating "the game begins strongly with some stunning art design throughout the first level" before becoming too familiar.[39] GamerNode noted, "Too Human's graphical presentation is not jaw-dropping in a technical sense, but the cinematography, artistic direction, and environment design work together to present players with awe-inspiring scenes, conveying a sense of magnitude that ties directly into the game's plot."[38]

Response to the game's unconventional use of the right analog stick for combat was mixed, with some critics like GamePro finding it to make the game more "slick",[29] while Game Trailers called it "broken", linking it to button mashing.[40] While Game Informer liked the idea, the change, it felt, made other aspects of the game worse, notably the camera control and lock-on system for projectile weaponry.[28]

A common criticism was directed at the death sequence where a Valkyrie collects the player's body as being too long. Official Xbox Magazine called it a “sheer annoyance”,[41] with other critics like TeamXbox jokingly wondering the game's total play time if the sequence was skippable.[42] Official Xbox Magazine UK however, while finding it "frustrating" felt that it prevented players from abusing the respawn system as result.[43] Eurogamer however felt the game's biggest problem was its relatively short length for its genre.[27] As with other critics,[43][39][41] 1UP found the addition of cooperative multiplayer made the game more entertaining.[24] While agreeing, Edge Magazine concluded "The irony is that many of Too Human's problems wouldn't exist if another pair of human players were allowed to enter the fold (as was originally intended)", referencing the previous feature of four player multiplayer being absent in the finished product. GameDaily called Too Human the "Underperformer of the Year" saying, "we expected the years of development time to turn out something better than this."[44]

NPD Group reports that the game sold approximately 168,200 copies during the month of August 2008 in North America; it was the 8th best-selling game in the region during that time.[45]


  1. ^ "Too Human powered by Havok:". Havok. Retrieved 2008-06-30. 
  2. ^ a b "Too Human finally given a date". Retrieved 2008-08-25. 
  3. ^ "SpaceWorks Corporate Profile 2008". 2008-11-01. Retrieved 2009-01-08. 
  4. ^ a b c Silicon Knights, ed (2008). Too Human instruction manual (Xbox 360). Microsoft Corporation. pp. 10–11. 
  5. ^ Silicon Knights, ed (2008). Too Human instruction manual (Xbox 360). Microsoft Corporation. p. 14. 
  6. ^ Silicon Knights, ed (2008). Too Human instruction manual (Xbox 360). Microsoft Corporation. p. 15. 
  7. ^ Silicon Knights, ed (2008). Too Human instruction manual (Xbox 360). Microsoft Corporation. p. 8. 
  8. ^ a b Silicon Knights, ed (2008). Too Human instruction manual (Xbox 360). Microsoft Corporation. pp. 16–17. 
  9. ^ a b Silicon Knights, ed (2008). Too Human instruction manual (Xbox 360). Microsoft Corporation. p. 9. 
  10. ^ a b Silicon Knights, ed (2008). Too Human instruction manual (Xbox 360). Microsoft Corporation. p. 18. 
  11. ^ "As the game deepens, the hero is pressured to add mechanical parts to survive since he is "too human" to prevail."
  12. ^ a b Sam Kennedy (May 5, 1999). "New Too Human Screens and Info". Retrieved April 20, 2007. 
  13. ^ Kohler, Chris (July 26, 2005). "Silicon Knights' Denis Dyack Goes 360". Retrieved 2008-09-02. 
  14. ^ a b Tor Thorsen, Tim Surette, Ricardo Torres (October 4, 2005). "New 360 games unveiled at X05". Retrieved November 24, 2008. 
  15. ^ GameTrailers: Too Human
  16. ^ Too Human Development Diary, Silicon Knights Officially Goes Crazy Edition
  17. ^ NFC ,Media
  18. ^ "Too Human Passes 900,000 Demo Downloads :: Gaming to the Next Level! :: GamePlasma Live BETA". 
  19. ^ "Video Game Features, PC Game Features". 
  20. ^ "Gamasutra - Breaking: Silicon Knights Files Lawsuit Against Epic". 
  21. ^ "Gamespot: Epic Games countersues Silicon Knights". 
  22. ^ "Too Human rankings". GameRankings. Retrieved 2009-09-03. 
  23. ^ "Too Human rankings". Metacritic. Retrieved 2009-06-07. 
  24. ^ a b Giancarlo Varanini (2008-08-18). "1UP Too Human Review (Xbox 360)". Retrieved 2008-11-23. 
  25. ^ "CVG review". Computerandvideogames. Retrieved 2009-06-07. 
  26. ^ "Edge review". Edge-Online. Retrieved 2009-06-07. 
  27. ^ a b Dan Whitehead (2008-08-19). "Eurogamer Too Human Review (Xbox 360)". Eurogamer. Retrieved 2008-11-23. 
  28. ^ a b Andrew Reiner (September 2008). "Game Informer Too Human Review (Xbox 360): WHAT COULD HAVE BEEN". Game Informer. Retrieved 2008-11-23. 
  29. ^ a b Cameron Lewis (2008-09-04). "GamePro Too Human Review (Xbox 360): All you haters take note: Too Human is a blast!". GamePro. Retrieved 2008-11-23. 
  30. ^ a b Kevin VanOrd (2008-08-19). "Too Human Review (Xbox 360): This action/role-playing hybrid is too unbalanced and too frustrating to recommend.". Gamespot. Retrieved 2008-011-23. 
  31. ^ Graziani, Gabe. "GameSpy review". GameSpy. Retrieved 2009-06-07. 
  32. ^ "Gametrailers review". GameTrailers. Retrieved 2009-06-07. 
  33. ^ a b Erik Brudvig (2008-08-18). "IGN Too Human Review (Xbox 360): Amidst impossible expectations, a decent experience.". IGN. Retrieved 2008-11-23. 
  34. ^ {{Cite web | url = Andrew Hayward (2008-08-19). "OXM Too Human Review (Xbox 360)". Official Xbox Magazine. Retrieved 2008-11-23. 
  35. ^ a b Adam Sessler (2008-08-24). "X-Play Too Human Review (Xbox 360)". G4. Retrieved 2008-11-23. 
  36. ^ "Too Human Reviews". GameRankings. 2008-08-25. Retrieved 2008-08-25. 
  37. ^ "Too Human". Metacritic. 2008-08-25. Retrieved 2008-08-25. 
  38. ^ a b "GamerNode: Reviews — Too Human". Eddie Inzauto, GamerNode. 2008-09-02. Retrieved 2009-03-06. 
  39. ^ a b "Game Revolution Too Human Review (Xbox 360): Hack-n-Slash-n-Loot-n-Hack-n-Slash-n-Loot...". Game Revolution. 2008-09-03. Retrieved 2008-11-23. 
  40. ^ "Game Trailers Too Human Review (Xbox 360)". Game Trailers. 2008-08-21. Retrieved 2008-11-23. 
  41. ^ a b Andrew Hayward (2008-08-19). "OXM Too Human Review (Xbox 360)". Official Xbox Magazine. Retrieved 2008-11-23. 
  42. ^ Tom Price (2008-08-19). "TeamXbox Too Human Review (Xbox 360)". TeamXbox. Retrieved 2008-11-23. 
  43. ^ a b "OXM UK Too Human Review (Xbox 360): To err is human. To forgive divine. Sadly, a God wasn't available for the review.". Official Xbox Magazine UK. 2008-08-19. Retrieved 2008-11-23. 
  44. ^ Radd, David (2009-01-07). "Chart Toppers: Year in Review 2008". GameDaily. Retrieved 2009-01-08. 
  45. ^ Remo, Chris (September 12, 2008). "NPD: Industry Growth Slows As Madden Dominates Charts". Retrieved 2009-07-28. 

External links


Up to date as of February 01, 2010

From Wikia Gaming, your source for walkthroughs, games, guides, and more!

Too Human

Developer(s) Silicon Knights
Publisher(s) Microsoft Game Studios
Engine Unreal Engine 3
Release date August 19, 2008
Genre Adventure games
Mode(s) Single player
Age rating(s) ESRB: RP
Platform(s) Xbox 360
Media DVD
Input Controller
Credits | Soundtrack | Codes | Walkthrough



The player takes on the role of Baldur, one of the Aesir. In the ancient past, the Norse gods truly existed in the form of cybernetically enhanced humans. Baldur, son of Odin, is one of these gods and it is his duty to protect the human race from an onslaught of an advancing machine presence determined to eradicate all human life.

In Too Human, the story chronicles the ongoing struggle between cybernetic Norse gods, the invading machine presence and mortal men. The story features many Norse gods and characters from Norse mythology including Thor, Loki, Odin, Heimdall, Freyja, and Mimir. The story features Yggdrasil, the tree of life, as a gateway to an alternate world known as Cyberspace that is accessed through the advanced technology of the Norse gods.

The machine presence in Too Human has a sinister purpose that is ironic when considered against the actions of the Norse gods. The human gods are using cybernetic implants to supplement their own abilities, thus becoming more machine. Conversely, the advancing machine army is harvesting human blood and limbs in an attempt to become more human.

The game's developer, Silicon Knights, is reluctant to reveal the story details due to the game's high budget and story driven gameplay. Despite this, a message is contained in the runes on the officially released box art for the game, reading 'Machine Of God Of Man Of Machine'.

One of the major themes of Too Human is the extent of cybernetic upgrades that the gods use. In their battles against the approaching mechanical armies, the gods must continually enhance themselves through upgrading their cybernetics to keep up with their opponents, thus they become increasingly similar to their machine adversaries. Baldur, the title character is viewed by the other Norse gods as being insufficiently enhanced, thus "too human".


In addition to Norse Mythology, Too Human is also influenced by Friedrich Nietzsche, who wrote a book by the name of Human, All Too Human. A Nietzsche quotation, "Whoever fights monsters should see to it that in the process he doesn't become one himself," is shown in the beginning of a teaser trailer for the game. The same quote was also used in the introduction movie of the PC roleplaying game Baldur's Gate.


Too Human is a third-person action adventure role-playing game mixing elements of games like Devil May Cry and Diablo. It features twitch gameplay in the form of fast paced melee and ranged combat while also maintaining RPG elements including skill tree progression and dungeon crawling.

As a third-person action adventure game, Too Human features two notable features which are melee combat being controlled dynamically off the right analogue stick (much like Capcom's Monster Hunter series) and a camera system that is controlled by AI. The right analogue stick controlled combat removes the issues of three dimensional depth perception during combat while the AI controlled camera system allows for a cinematic experience while also being an aid to the story telling.

The RPG elements of Too Human include its story, different selectable classes, customizable weapons, armor and cybernetics, skill tree progression and item hunting. Too Human has 15 weapon classes, including two-handed swords, hammers, polearms, pistols, rifles, lasers, dual wielded one-handed swords and staves. The character is able to customize their armor in terms of color and its effectiveness against certain forms of attacks while also being able to swap armor sets. This game features skill trees unique to all the various classes that can be customized to the player's liking, this combined with the fact that it also includes item hunting like Diablo greatly increases the replayability of Too Human. As part of a planned trilogy this game features a leveling system which allows the player to progress from level 1 to 50 in the first game, then continue on to the second game with the same character and level up from level 50-100, and in the third the character levels from 100-150.

In Too Human, Baldur and all the other so called "gods" use cybernetics to make them more than human. These cybernetics can increase the strength, speed and abilities of the characters using them. One of these upgrades includes the ability to have a spider as part of your armor that can separate from you and fight for you. A major theme of the game is Baldur's reluctance to use the cybernetic implants to their full extent and as such is "Too Human".

Too Human will feature online play similar to Phantasy Star Online which will allow two players to connect over Xbox Live for cooperative play. This includes a drop in/out system so people can join you no matter where you or they are up to in the game. It is expected that co-op players will be able to take advantage of class combinations to defeat difficult enemies and gather rare items. The media releases of gameplay footage have shown an increasing emphasis on teamwork and cooperative gameplay.


The story and length of Too Human's development is as rich as the game itself, orignally set to be released as a four disk set on the PlayStation in the summer of 1998, the Too Human title was pushed back many times. Silicon Knights never officially confirmed it's cancellation on the PlayStation, but after the exclusive publishing agreement signed with Nintendo in 1999, the title was presumed to be 'on-hold' until further notice. At Nintendo's. Spaceworld 2000, a FMV sequence of Too Human was on display along with demo cinematic screenshots. Fans of Silicon Knights quickly jumped to the conclusion that the Too Human project was moved to the GameCube platform, however, both Nintendo and Silicon Knights have refused to acknowledge it as a GameCube title with a launch date. When Silicon Knights ended it's exclusive publishing agreement with Nintendo, the fate of Too Human was once again in question.

In 2005, Silicon Knights announced that the Too Human project has expanded into a full trilogy and will be published exclusively on the Xbox 360 under the Microsoft Game Studio title. The title will use the upcoming Unreal Engine 3. The first game of the trilogy was expected to ship Winter 2006, with the second and third installment in the following year but the release was postponed indefinitely.

In an interview on MTV, Peter Moore promised a release by the end of June, 2008[1] but fears are that the release may be pushed back yet again. Those fears were realised as June passed but the game was officially announced for release on August 19th 2008 and also showed well in a demo release on Xbox Live announced during E3.


Having dark and moody cinematic action with a heavy focus on a immersive, plot-driven story. The main character is john Franks and take place in the year 2450AD. Centering around a dark futuristic world where the lines between man and machine through genetics and prosthetics are being put to the test. The player willl be allowed to enhance their body through mechanical implants much like Deus Ex.



  • Zero Punctuation


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This article uses material from the "Too Human" article on the Gaming wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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