As the popularity of the Katamari series continued, the series later ventured back into the handheld space, this time with a launch title for the PS Vita in 2012 (2011 in Japan) called Touch My Katamari. Unfortunately, the game was a failure, resulting in the series going all but dormant for 14 years until the announcement of Once Upon a Katamari, at least partially attributed to the PS Vita itself failing as a system. The formal return of the franchise led me to dig out my copy of Touch My Katamari, which I last played in 2013 according to my save data, to reevaluate my opinions. Looking back on it, although I noticed more flaws in the game this time, I still found it an ultimately entertaining experience, even if not the best.
Friday, October 24, 2025
Second Look - Touch My Katamari
Wednesday, June 8, 2022
Resistance: Burning Skies
Note: This review contains spoilers for Resistance: Burning Skies and other Resistance games.
When the PlayStation 3 and Vita digital storefront closures were announced, one Vita game that went on my radar was Resistance: Burning Skies, developed by Nihilistic Software and the final game in the Resistance franchise. I was originally going to buy the game digitally due to the higher aftermarket price on physical copies, however the later announced backpedaling on the store closures took some pressure off me. I would eventually buy a physical copy of the game anyway, however I was motivated to do so after finding a sealed copy in the wild, in part because I previously bought a physical copy of Resistance: Retribution, knowing I’d be paying a little over the MSRP of a digital version. While I did find the game worth playing, I’m not completely sure if the price was worth it.
Wednesday, August 4, 2021
Phineas and Ferb: Day of Doofenshmirtz
Earlier this year, Sony announced the intent to shut down the PlayStation 3 and PlayStation Vita digital storefronts, leaving countless digital games forever lost, only to reverse this decision later. It was during this brief period where we panic-bought a number of PS3 and PS Vita titles, during which we discovered that a game based on Phineas and Ferb had been released for the Vita, Phineas and Ferb: Day of Doofenshmirtz, which we did not know about previously. Since the game only received a digital release in the US, I opted to purchase a European physical copy to take advantage of the system being region-free. Some time after the PS Vita store was announced to not be shut down, I decided to play the game to see what it was like. While it is generally decent, my feeling are mixed on how well it works as a Phineas and Ferb game.
Monday, April 1, 2019
Sly Cooper and the King of Thieves
Wednesday, July 30, 2014
Report from the Front: SDCC 2014 Video Game Demos

Kingdom Hearts HD 2.5 Remix (PlayStation 3)
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| I'm still getting used to my new Smartphone. |
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| Aw yeah! |
Dead Rising 3 (PC)
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| Pictured: A hope spot. |
Project Cars (PlayStation 4)
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| Pictured: A metaphor. |
Pac-Man and the Ghostly Adventures 2 (PlayStation 3/Nintendo 3DS)
Sword Art Online: Hollow Fragment (PlayStation Vita)
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| Their words, not mine. |
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| It's hard to get a clear photo of a handheld game. |
Sunday, June 1, 2014
Lumines: Electronic Symphony
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| A sample of gameplay. |
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| Different tracks offer different Skins. |
Wednesday, April 9, 2014
Thomas Was Alone (Vita)
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| Thomas' story is also self-referential. |
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| One of the game's more complex puzzles (it's a little harder than it looks). |
Sunday, March 23, 2014
Batman: Arkham Origins Blackgate
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| Also, more obscure guys like Bronze Tiger show up. |
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| Now imagine that before actually throwing the Batarang, you had to first scan the chandeliers. |
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| Joker certainly looks better here than in the actual game. |
Monday, December 23, 2013
Flow (Vita)

Tuesday, June 4, 2013
Uncharted: Golden Abyss - Golden Abysmal

When the PlayStation Vita was released in February of last year, one of the launch titles was Uncharted: Golden Abyss, the subject of this review. As a PlayStation Plus member, I was able to get a few Vita games for free, which happened to include this one and Gravity Rush. While the release of this game wasn't exactly confidential, I decided to download it, figuring it had potential since I had played the other Uncharted games. Having finally gotten around to playing it (after moving my Gravity Rush save to make room on my ridiculously small memory card), I now think that Golden Abyss is great...as a tech demo.
Some time before the events of Drake's Fortune, Nathan Drake is following a man named Jason Dante to a dig site in Panama. During the trip it is shown that Dante's ropes have been cut, which causes Drake to suspect that the land owner, Roberto Guerro, doesn't want them there. Dante ignores this and presses forward until they get to the site, run by Dante's partner, Marisa Chase. When Dante leaves to discuss matters with Guerro, Chase reveals to Drake that she doesn't trust her "partner" and ends up discovering something significant about the site. The joy of discovery doesn't last long however as it quickly goes sour when Dante reveals that he's not exactly the most trustworthy person on the planet.
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| Now that looks like a guy you can trust. |
Compared with the other Uncharted games, Golden Abyss is a bit lacking in the story department. While there is something interesting in the ultimate search for a Quiviran myth, the pacing is sometimes at odds, with a couple of time skips among some sections that last quite a few chapters (there are 34 in the game overall), all so the game can meet the two weeks present in the in medias res opening. That said, the characters are also a little underdeveloped. Guerro is fueled by a lust for power and Dante is a total asshat who is only concerned with monetary matters, specifically of the gaining kind. Nathan and Victor Sullivan are the only ones who comes off as complete, though that's more likely due to their established relationship in the game's console brethren. Marisa Chase, as the new female lead, is also a little worse for wear. She does have some rather interesting character moments, I'll give her that, but she's more consistently the damsel in distress compared with Elena Fisher and Chloe Frazer. When she's actually at your side however, she's actually a bit useless, having terrible aim (possibly excused by her lack of experience with a gun, but you'd still expect an AI partner to be at least helpful) and otherwise being a dead weight. In the end, the writing is overall pretty weak.
Of course I also need to discuss the gameplay, in which I found quite a few flaws. Since the control layout doesn't have the L2 or R2 buttons, they of course needed to adapt the familiar scheme to work on the handheld and they managed to do that pretty well. It's more akin to Drake's Fortune in that there isn't a whole lot of complexity, but this does allow the design to get pretty much everything in minus the "Look Mode" and change grenade throwing to a system involving the touchscreen wherein a tap of the icon will throw it toward the center of the screen but dragging the icon allows for more precise throws. In this sense, Golden Abyss works very well and makes it easy to get into the game.
Where it fails however is in the alternate control scheme, which actually runs simultaneously with the one I described. Confused? Allow me to explain. The alternate scheme includes the use of the touch screen, gyroscope and rear touch pad to navigate and aim. Touching a ledge while climbing or swiping (described as "painting") the ledges will make Drake automatically make his way there, which is actually pretty useful and I'd mix it up with real skill at times, but it still comes across as something introduced for the smartphone crowd. Then there's using the rear touchpad for zooming with a camera or sniper rifle, the latter of which was most annoying since not only are there times when you're pretty much required to use the gun, but the way my hands grip the Vita naturally puts my fingers on the pad, so my aim keeps changing unless I hold the system by the edges; not exactly convenient. Sometimes a sidebar also pops up on screen when there is an action you can perform, which works well until you need to use a turret. Until I knew exactly how to have my thumb on the right stick (admittedly the grip would be better of the sticks were concave but I do manage to make it work in the end), my thumb would keep pressing the exact part of the screen with the turret icon, exiting me from the turret and forcing me to work out how to keep my thumb down properly.
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| This is not natural! |
The other great annoyance was the use of the gyroscope to aim, which I saw described on a forum as basically fine-tuning your aim after you use the right analog stick. My issue with this? I already know how to aim pretty well and I'm pretty sure that I know where I want my shot to be. The extra "fine-tuning" that the gyroscope may provide actually threw me off, causing me to turn off the feature to prevent further annoyance down the road. Because aiming was also pretty slow (especially when using the camera), I also had to increase the sensitivity to maximum just so it would be more expedient to aim before shooting. This is significant for me, since I never turn off or adjust options before doing a review, with the exception of turning on subtitles so I can better understand what someone is saying and better remember what's going on (as a result I'm annoyed when a modern game doesn't have a subtitle option, but I never address this for fear of coming off as nitpicking).
Melee is also pretty bad, since it's always three hits with the Square button, or alternatively three taps of the punch icon, and then one or two swipes on the screen. I didn't exactly enjoy this, since it made it rather monotonous and it was sometimes easy for the game to fail at recognizing my strokes. This is greatly disappointing, since the melee in Drake's Deception was absolutely amazing to the point where I actually made it part of my combat repertoire, and considering that this game came out after Drake's Deception, they could have altered the controls to better match this (then again I'm not exactly an expert on game development aside form the fact that maybe they were already too far gone in their decisions, so you can probably take that with a grain of salt).
When the extra features of the Vita aren't used in combat however, they are used elsewhere. For one, you cannot navigate menus except by touch, mirroring the Vita's main menu, which I think is a bad call considering my first instinct with any game is to navigate menus with the d-pad and make selections with the action buttons, not figuring out how to touch things and getting annoyed when I didn't make the exact motion needed in the exact spot (you can probably tell by this point that I'm not the kind of guy who plays a whole lot of smartphone games, though this is justified by me having an outdated "dumb phone" if you will). Touching the screen is also required for picking up treasures by using the sidebar, though I would have preferred the more expedient use of an action button. The sidebar also has other opportunities for more collectibles, including charcoal rubbing that requires you to rub the screen, which I actually thought was a pretty fun thing. Sadly, the screen/pad combo is used for rubbing an object clean, though this isn't for collectibles so much as it is for something that would advance the story; it's also used for observing objects for certain details, but I have no real way of determining how I get 100% at that stuff.
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| Not that bad, all things considered. |
Then we have the design of the puzzles, which does everything in its power to make sure you use that touchscreen, because all of them do in some fashion. This includes opening locks by turning a dial (and having the characters explain how to do it every single time), moving items on a board (and making me wonder how Drake can do these amazing feats of strength) and reforming an image with torn pieces of paper through such an orientation that I had to turn my Vita on its side...like a smartphone. On top of this there is one puzzle that requires a light source hitting the camera, but since my house isn't the brightest, my brother had to a hold a flashlight under the system to prevent me from accidentally blinding myself on a super-bright bulb while still letting me see the end result. In the end I'd consider the puzzles, for lack of better words, uninspired.
Equally uninspired is the level design. It feels pretty safe without some of the complexities of the console games. Uncharted is also known for its action set pieces, and while there are a couple of great ones here, there weren't enough to keep me interested throughout the campaign. It also doesn't help that there aren't as many environments, though they are impressively detailed, and some might defend this by saying that the system has limitations, but I believe that if God of War: Ghost of Sparta could have amazing and more varied environments, and that was a PSP game for crying out loud, then SCE Bend Studio could have done better.
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| Actually pretty impressive. |
One thing I can still praise this game for would be its voice acting, which is actually pretty good and shows how good the actors, especially Nolan North, can be, no matter how flat their characters are. The sounds were also on par with the console games and the music is actually pretty decent, if not exactly on par.
As a side note, you can also now, thanks to a patch, collect and power up cards for another Uncharted game called Fight for Fortune, a card game which I have no interest in playing, but I still felt was worth mentioning.
In the end, Uncharted: Golden Abyss is a game that's just okay. It's definitely not as good as the ones on PS3 thanks to not only an uninteresting narrative, but also some poorly executed features that manage to negate a portion of the good features present. I'd recommend this to fans of Uncharted, but only on the grounds that they really want to drop money on something this average. If you're not an Uncharted fan or willing to drop however much it costs, then you're much better off downloading it for free with a PlayStation Plus account. Even then, I can't guarantee that you'll enjoy the adventure.
Sunday, June 2, 2013
[OLD] Ratchet & Clank: Full Frontal Assault (Vita)

I'll admit I haven't checked out the multiplayer at all, partly because I don't know another person with a copy of the game to help me test it out, but from my experience with the single player, I would say that it's a decent port. All comments that are not about controls and graphics can be found in my original review of the PS3 version of the game, so let's take a look at what's different. The graphics, while not as impressive due to system limitations, look pretty decent for the platform; nothing stands out as being ugly-looking or anything, but you can tell there's some attempt at helping the game look close to its console counterpart. At times there isn't as much detail and some textures look a little pixelated, but you can tell the dev team was at least trying. There's some slight lag when too many things are on the screen at once, but it's not unbearable and it goes away rather quickly.
The controls are pretty much the same as the PS3 version, though slightly different. It doesn't make any attempt to take advantage of the Vita's touch features, which isn't necessarily a bad thing, since those features are not required for a game to work. One of the main differences is that, to make up for there being no L2 or R2, the way you use the Hoverboots is moving forward and pressing O at the same time. This change isn't awkward and actually works for the limitations the system has in terms of button layout.
Overall, the release of the Vita version of Ratchet & Clank: Full Frontal Assault is well worth the wait. It's not as visually impressive as the PS3 version due to hardware limitations, but it still looks pretty close to it. The Vita version's controls are easy to handle and aren't very awkward, making it easier to handle. If you have any interest in picking up Full Frontal Assault, make sure to pick up the PS3 version, since you get two more games (including the Vita port) for free. Having this version of the game is also a better investment than Size Matters or Secret Agent Clank.
Tuesday, February 26, 2013
Sly Cooper: Thieves in Time - Time Is On Sly's Side

It's been about 8 years since the last one, but finally, after all this time, a brand new entry in the Sly Cooper franchise has been released. To celebrate this, this blog has gone over as many of the entries in what has been referred to as Sony's "platforming trio" (Sly Cooper, Jak and Daxter, Ratchet & Clank up to All 4 One) as possible before the release of this game. However, it should be noted that, rather than Sly creator Sucker Punch Productions (who seems to be busy with their Infamous IP), it is developer Sanzaru Games, the ones who ported the original Sly trilogy to PS3, that is responsible for this game, as they are actually fans of the Sly Cooper franchise. Though the game was theoretically made by fans, it's clear that Sanzaru had a real passion for the franchise, said passion helping to keep this game feeling like a true and welcome entry in the series.
An undisclosed amount of time has passed since the end of Sly 3: Honor Among Thieves, Sly Cooper himself having faked amnesia so he could be closer to Inspector Carmelita Fox. Bentley has been conducting scientific research with his girlfriend Penelope; one day, Penelope mysteriously disappears, along with, as Bentley discovers, the information written in the Thievius Raccoonus, the book belonging to the Cooper Clan. As generations of Cooper history literally vanish from the book, Bentley shows this to Sly and Murray, along with his advances in the field of time travel. With the Cooper Gang's van fitted with Bentley's time machine, they perform a museum heist so they can get the machine working (in order to travel through time, you need an object from the same era) and save Cooper history from being permanently extinguished.
The plot of Thieves in Time is, I must say, pretty well executed. It does its job by jumping off from the end of Sly 3, taking its premise from Bentley telling the player at the end that he has been working on a time machine while also expanding upon Sly's false amnesia. There is also some focus on the relationship between Sly and Carmelita, exploring on their feelings for one another as they see it from each other's perspectives. The main plot is rather interesting, as the Cooper Gang has to rescue Cooper history as they face equally interesting adversaries along the way. There's plenty of intriguing plot twists to keep the story interesting, though one in particular doesn't feel entirely justified despite its shock value. That aside, it feels very much like a real Sly Cooper plot and a true expansion on the third game's ending.
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| The Cooper Gang (from left): Sly, Murray, and Bentley. |
The story of the game is told through cut scenes of course, both animated with in-game graphics and through special animations. The animated cut scenes are narrated much like the previous games, but what sets them apart from the others is that they are in full motion, rather than like a motion comic, and the animation is simply amazing. The fluid animation helps the characters seem more alive, and the variety of expression helps create some interesting scenes while the full motion enables easier insertion of humor. A few of these scenes also use a variety of art styles to help illustrate a character's backstory, which helps them feel more unique. (A particular cut scene I like is the one describing a boss named The Grizz, where as Sly is explaining his origins, The Grizz only stands in one spot while everything changes around him accordingly.) This effort, combined with the promotional short released prior to the game, make Sly 4 the closest you will ever get to a full-fledged Sly Cooper animated series, which this franchise seems like it would be able to pull off in reality. Fortunately, as with previous games, you can go back and watch earlier cut scenes in all their animated glory.
| If you've played Sly Cooper before, you should be able to recognize this scene. |
On that note, the in-game graphics are equally spectacular, updating the designs of each character while still retaining the cartoonish elements in a way that looks visually appealing. Character designs such as Murray's are more closely modeled after their real-world counterparts, though they are thankfully still stylized to fit more in line with a Sly Cooper game. There is a lot more detail to be found here, mainly due to the game being designed for HD, especially when it comes to the more furry characters such as Sly and his ancestors, among others like Carmelita and another boss named El Jefe. The characters also move very fluidly and characters with long tails have equally fluid and realistic tail animations, which is something I (admittedly) have always enjoyed about the Sly cooper series' idle animations.
Then there is the voice acting. Aside from the returning actors of the main trio (Sly, Bentley, and Murray), the game also has the talents of Steve Blum and Nolan North, voicing Sly's ancestor Rioichi Cooper and Sly's enemy El Jefe respectively. These voice actors, along with the likes of Yuri Lowenthal and Grey DeLisle and many others, help make each performance worthwhile and give each character their unique personality. Though it's been years since the returning cast has been involved with Sly Cooper, save for the recent PlayStation All-Stars Battle Royale, their performances in this game prove that they've still got it in them. Grey DeLisle's performance as Inspector Carmelita Fox works really well for the character, though how any of her other voices compare is up to you, much like another video game character who can't seem to keep his voice straight.
Gameplay is similar to previous entries in the series, making it familiar for returning players, but with some new twists. First off is that the Cooper ancestors each have their own unique abilities in addition to Sly's own, such as Rioichi Cooper having an extended version of the Ninja Spire Jump and Tennessee "Kid" Cooper being able to shoot multiple targets at once with the gun in his cane (with one in particular showing a nice bit of attention to detail regarding his abilities). The ancestors also each have their own stealth take-down animations and special attacks, making each one feel different enough to not feel like a rehash of Sly's move set. There's also some challenge to be found in the boss fights (except for the last one, since it's just a series of Quick-Time Events), each one bringing something new to the table in such a way as to make them memorable (for example, The Grizz's boss fight involves ice-skating of all things).
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| Sly facing off against El Jefe. |
Another addition to the game is a set of costumes Sly can wear, each of which also give him special abilities (in some cases in exchange for being unable to use his regular thieving moves) rather than just providing a disguise for sneaking around in. For instance, a set of Japanese armor allows Sly to be fireproof and reflect fireballs while an archery costume allows Sly to interact with a bucket of arrows to fire at a distant target, creating a tightrope to walk on. These costumes can be switched out through a special menu by holding down a button, then selecting your outfit while holding the button (otherwise it defaults to the last one you used). Some areas require multiple costumes, while others are made to show off what your new clothes can do, and the game does what it can to make sure you use every costume. Carmelita and Bentley have similar menus for their weapons, but you'll probably be less likely to explore those options, as I was.
There's also some points where you have to complete a rhythm-based mini game, much like in Sly 3, only this time you must hit them in time as they pass by on the bottom of the screen, similarly to Guitar Hero (or Secret Agent Clank if its rhythm sections had any actual semblance of a beat). There's also one near the end that provides a small workout as it requires you to shake your controller, though I won't tell you the context here.
Bentley once again does his hacking thing in this game, but with some improvements. The twin-stick hacking you've come to expect is there, but with some major graphical improvements that make it gorgeous to look at. Thanks to the graphical power of the PS3, there's plenty of detail to behold here, the end result being something that wouldn't feel out of place in Tron. There's also some variety in the hacking this time around, with a side-scroller of sorts where Bentley's avatar looks like a Ninja Turtle with guns (though not exactly), and one where you use the SIXAXIS controls to move a ball of energy through a pinball-like set-up with a timer and pitfalls. This level of variety in the hacking helps the game feel like a fresh installment and not a simple rehash of Sucker Punch's existing work on the franchise. Of course ThiefNet is back in full swing, taking its more convenient money-making system from Sly 3, though I should point out that you will never be short on coins in this game, since they are rather easy to come by (though I'm not complaining, since it alleviates excessive grinding).
There's also plenty of collectibles scattered around each level, which are actually required to unlock more things in the game. Collecting hidden treasures scattered throughout each (hub) map unlocks arcade cabinets in each hideout, while collecting hidden masks in every area unlocks hidden items, such as character and Para-Glider skins (I have yet to collect all of them). Clue Bottles also make a return in this game, which provides a perfect incentive to explore every new territory to unlock a safe containing a useful item, a few of which make call backs to the first Sly game. But if collecting items tires you out, you can always play a round of virtual ping pong with Bentley back at the hideout.
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| For when repairing the time-space continuum gets boring. |
Finding these treasures is made infinitely easier thanks to the power of the PlayStation Vita, which you can get a free copy of this game for if you purchase the PS3 version via Cross-Buy. In the PS3 version, if you turn the AR Server on, then you can activate the AR Treasures feature in the Vita version of the game to scan your TV screen for hidden treasures and Sly masks in applicable areas. If you tap the Vita screen while in this mode, a helpful cross hair will show up on the TV in the PS3 version to help you find each item. However, this feature is best implemented when you have a second player, since using it by yourself is rather awkward and unwieldy. With another person at the controls, it makes finding collectibles infinitely easier.
This game also supports Cross-Play, where you can Cross-Save your data from one version onto a cloud server and then continue playing on the other. This is a very useful feature, since I was able to keep playing when the PS3 was being used or I was on the move (I even transferred my save to another PS3, using my Vita as a sort of vessel to transfer data between consoles). Gameplay is very similar to the PS3 version of Sly 4, with clever use of touch screen and touch pad controls to make up for the lack of shoulder buttons, while also taking advantage of the Vita's gyroscope for certain tasks, mostly anything that would normally involve the SIXAXIS. Of course, everything in this version is sort of a visual downgrade of its bigger sibling, but the experience is nonetheless similar to what you can find on the PS3 version and is perfect for when you want to continue playing outside of your own home.
As I was playing this game after beating the campaign, I gained knowledge that there is a secret ending to the game, which is obtained by getting the Platinum trophy and then (re)watching the credits. I have yet to complete all the objectives necessary to see this ending for myself and, while a YouTube upload is tempting to watch, I would much rather earn this ending on my own time so I feel more satisfied with all my hard work.
In short, Sly Cooper: Thieves in Time is an excellent return to the Sly Cooper franchise after such a lengthy absence. Sanzaru really did their homework on this one, pulling out all the stops to make sure you get the full Sly cooper experience and more. While the opening does try to explain the happenings of the series to newcomers (for those who choose the option at the beginning to watch it), I would actually recommend playing the original Sly trilogy first, if only for the sake of the plot and to gain a better understanding of Sly's world and history. For both new and existing fans of the series, I would tell you to get both versions of this installment, if only because both versions actually go hand-in-hand with each other. Sanzaru clearly knew what they were doing when they were allowed to to make their own Sly Cooper game, and I can't wait to play Sly 5 when it comes out (hopefully we won't have to wait 8 years for that one).












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