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free games

xirdalium Posted on Friday, 1st July 2011 by zephyrin_xirdalFriday, 1st July 2011

The ‘free’ in ↵my last entry was meant as in speech, now it is meant as in beer. Just for clarification—the following links do not lead to illegal hacks or cons, but to sites and services maintained by the respective licence holders. The reason why I post those here is that it is economically interesting that top-notch game titles are made available for free in order to try out new business models. Especially for the anthropology-of-economy buffs there’s a ton of interesting issues to be discovered.
    That settled, here’s what I have to say: ↑TF2 is F2P :-) Meaning, as of 23 June 2011 ‘↑Team Fortress 2‘ is free to play via Steam. There will be no advertising they say, and no premium subscription model. But how the hell do they make money? Well, there is a system for microtransactions implemented, via which you can buy in-game items—but it won’t be ‘pay to win,’ they say.
    But there’s even more: Since 29 June 2011 the time-burner #1 for so many people, ‘↑World of Warcraft‘ (WoW), is F2P, too (↑EU / ↑US)—at least up to level 20 and with several more limitations. In a nutshell from the ↑FAQ (go there for full information on terms, limitations and how-to):

The World of Warcraft Starter Edition allows players to access World of Warcraft for free—all you need is a Battle.net account and an Internet connection. Starter Edition players can play up to a maximum character level of 20 and are able to upgrade to a full, paid account at any time, allowing them to continue their adventures where they left off. The Starter Kit gives gamers who are interested in trying out World of Warcraft a chance to experience the game before purchasing a copy.

Nice. But if you want to be a real gamer, an über-pro, and want to play THE real thing for free, then ↑come here … ;-)

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free game

xirdalium Posted on Thursday, 30th June 2011 by zephyrin_xirdalSunday, 14th October 2012

Justice

Like movies or novels, computer games are media. In accordance to the intentions of its authors, designers, and developers, a computer game mediates experiences to the players. The malleability and potential of the medium allows the mediation of a vast range of experiences. In the case of Max Payne [Remedy 2001] it is the experience of living through a crime story, rather than the experience of some kind of contest. Besides being a medium, a computer game first of all is a piece of software, a complex piece of program code […]

While I was writing these sentences—their German equivalents, that is—for an upcoming anthology-article of mine, the news came in. The U.S. Supreme Court has decided the case Brown v. Entertainment Merchants Association [EMA] in favor of the EMA. Hereby a California law, enacted in 2005, is struck down which banned the sale of certain (which exactly?) computer games with violent content to minors without parental supervision. It is a bit ironic that of all Californian administrations it was Governor Schwarzenegger’s—who since long is, and for ever will be identified with the ‘Terminator’ (Cameron 1984, 1991, Mostow 2003, McG 2009)—which deviced and tried to implement the law in question. The core argument of the decision is that computer games qualify for ↑First Amendment protection. The issue of computer games and free speech is a complex one—for an in-depth discussion I recommend ↓Rousse 2011, and of course the ↓Supreme Court’s decision itself. For those with limited time, the ↑according entry at Wikipedia has it in a nutshell. But if you’ve got some time at hand: the court’s decision really is worthwhile reading, especially the opinions of the two dissenting judges. I very much agree with a lot of what the latter two had to say. But for the moment I only focus on the free-speech issue. Here’s a quote from said decision, which I wholeheartedly embrace:

Like the protected books, plays, and movies that preceded them, video games communicate ideas—and even social messages—through many familiar literary devices (such as characters, dialogue, plot, and music) and through features distinctive to the medium (such as the player’s interaction with the virtual world). That suffices to confer First Amendment protection. Under our Constitution, “esthetic and moral judgments about art and literature . . . are for the individual to make, not for the Government to decree, even with the mandate or approval of a majority.” […] And whatever the challenges of applying the Constitution to ever-advancing technology, “the basic principles of freedom of speech and the press, like the First Amendment’s command, do not vary” when a new and different medium for communication appears. (↓Brown v. Entertainment Merchants Association (2011))

CAMERON, JAMES. 1984. The Terminator [motion picture]. Los Angeles: Orion Pictures.
CAMERON, JAMES. 1991. Terminator 2: Judgment day [motion picture]. Culver City: Tri-Star Pictures.
MCG [aka MCGINTY NICHOL, JOSEPH]. 2009. Terminator salvation [motion picture]. Burbank, Los Angeles: Warner Bros., Columbia Pictures.
MOSTOW, JONATHAN. 2003. Terminator 3: Rise of the machines [motion picture]. Burbank, Los Angeles: Warner Bros., Columbia Pictures.
REMEDY. 2001. Max Payne [computer game]. New York et al.: TakeTwo Interactive, 3D Realms, Gathering of Developers.
ROUSSE, THOMAS HENRY. 2011. ↓Electronic games and the first amendment: Free speech protection for new media in the 21st century. Northwestern Interdisciplinary Law Review 4(1): 173-233.
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consuming androids

xirdalium Posted on Wednesday, 22nd June 2011 by zephyrin_xirdalThursday, 14th July 2011

Brigitte Helm on the set of 'Metropolis'
At ↑Best of Behind-the-Scenes I just stumbled over the above still of German actress Brigitte Helm (1906/08-1996) on the set of ‘Metropolis’ (Lang 1927). Obviously it was quite hot inside the costume of the Maschinenmensch, which rendered the actress more or less helpless. Half a century later British actor Anthony Daniels suffered similar hardships as ↑C3P-O on the set of ‘Star Wars’ (Lucas 1977), as the following stills show, which I collected from somewhere on the Net ages ago:
 
Anthony Daniels on the set of 'Star Wars'
It may or may not be that the designs of Lord Vader and C3P-O were inspired by ↵vintage firefighters’ equipment, but the golden droid for sure was inspired by ‘Metropolis’. Here is a detail from an early production sketch of C3P-O by Ralph McQuarrie:
 
Early production sketch of C3P-O by Ralph McQuarrie

LANG, FRITZ. 1927. Metropolis [motion picture]. Berlin: Ufa.
LUCAS, GEORGE WALTON. 1977. Star Wars [motion picture]. Century City: 20th Century Fox.
best of bts via entry at mosaikum
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Posted in artwork, associations, cinema | Tagged aesthetics, androids, design, robots, sci-fi, star wars | 3 Replies

guy headroom

xirdalium Posted on Sunday, 19th June 2011 by zephyrin_xirdalSunday, 14th October 2012

Guy Fawkes as Max Headroom
The screenshot above I grabbed from ‘↑A Message from Anonymous—12/16/2010‘ on YouTube. No, I won’t really comment on ↑Anonymous for now—my esteemed colleague ↑Biella Coleman already covers it nicely from an anthropological vantage point: ‘↑Anonymous: From the Lulz to Collective Action.’ What I am driving at are the remix-æsthetics of the video, and the sources it draws on, which stem from 1980s British cyberpunk.
    The ↑Guy Fawkes mask is part of Anonymous’ corporate identity from the beginning on. Of course they had the idea from a motion picture produced by the ↑Wachowski brothers of ↑Matrix-fame: ‘V for Vendetta’ (McTeigue 2006), which in turn is based on the ↑comic book limited series of the same name (Moore & Lloyd 1982-1989), written by ↑Alan Moore and pencilled mainly by ↑David Lloyd. One of the elements Moore devised in order to depict an Orwellian totalitarian Great Britain are ubiquitous surveillance cameras. In a tongue-in-cheek remark Moore later said that someone in the British government must have read ‘V for Vendetta’ and seems to have found his dystopian vision to be a good idea, as today London indeed is littered with CCTV-systems. (Moore in Vylenz 2005) Sometimes you really have a hard time to fight the suspicion that cyberpunk-material in numerous ways serves as blueprints for empirical reality.
    Here is a detail from the cover of the first issue of ‘V for Vendetta’, featuring a view of V’s dressing table. We can see the mask and wig he uses. Reflected in the mirror are the mask and V himself as a shadowy figure without face and identity—anonymous:
 
Detail of the cover of 'V for Vendetta' #1
The background and editing style of ‘A Message from Anonymous—12/16/2010’ are inspired by the 1980s cyberpunk-Kultgestalt Max Headroom, played by Matt Frewer. Max first appeared in 1985 as the computer-generated host of his own television show, broadcast by British Channel 4. In ‘↑The Max Headroom Show‘ music videos were played and most of the times Max talked to a guest in the studio—in a lounge bar setting, with him appearing to the guest on a television set placed on the bar. Max’s guest in the studio in season 2, episode 5 is actor Rutger Hauer. Naturally the two are talking about Hauer’s depiction of the replicant Roy Batty in ‘↑Blade Runner‘ (Scott 1982).
    Also in 1985 the television special ‘Max Headroom: 20 Minutes into the Future’ (Morton & Jankel 1985) aired, which subsequently was made into an US-produced TV-series (Jankel, Morton & Stone 1987-1988). In the special, set in a dystopian close future, we get to know how Max came into existence. His empirical-world alter ego, investigative television journalist Edison Carter (Matt Frewer), has to make an escape from some evil-corporation goons. In his car he speeds through an underground parking garage and up the ramp where he crashes into a barrier. Before dropping into coma, the last thing he sees is the low-clearance warning sign on the barrier, which reads: ‘MAX HEADROOM 2.3m’. A computer wiz-kid working for the evil corporation, Carter’s employer Network 23, uploads the comatose patient’s mind into a computer construct. The plan is to replace Carter on air by the computer construct, so nobody will notice the disappearance of Edison Carter. But the construct gets sentient, adopts the name Max Headroom, and escapes from the system where he was created into the Net.
    Here is a screengrab of Max as he for the first time appeared to us in full glory in the special:
 
Max Headroom
Like TV-stars do it, Max became an advertisement figure, working for e.g. Coca-Cola, was covered by an article in the Playboy, even got ↑interviewed by David Letterman on his Late Night show, and on 20th April 1987 made it to the cover of Newsweek.
    When, back in 2004, I worked as a mapper for a Matrix-themed total conversion of the computergame ‘Max Payne’, called ‘The Real World’, ↑I couldn’t resist. In one room of the map I created I not only put Max on the screen of a TV-set, but also placed a copy of the according issue of Newsweek on a table. Just for the lulz.
    But long before that, and long before Anonymous came into existence, others were inspired by Max Headroom and his quality as a let-loose artificial intelligence able to infiltrate electronic information systems. From Wikipedia:

The ↑Max Headroom broadcast signal intrusion was a television signal hijacking in Chicago, Illinois, on the evening of November 22, 1987. It is an example of what is known in the television business as broadcast signal intrusion. The intruder was successful in interrupting two television stations within three hours. Neither the hijacker nor the accomplices have ever been found or identified.
    The first occurrence of the signal intrusion took place during WGN-TV (channel 9)’s live telecast of its primetime newscast, The Nine O’Clock News. During Chicago Bears highlights in the sports report, the station’s signal was interrupted for about half a minute by a video of a person wearing a Max Headroom mask, standing in front of a swaying sheet of corrugated metal, which imitated the background effect in the Max Headroom TV and movie appearances. There was no audio, only a buzzing noise. The hijack was stopped after engineers at WGN switched the modulation of their studio link to the John Hancock Center transmitter.
    The incident left sports anchor Dan Roan flustered, saying, ‘Well, if you’re wondering what happened, so am I.’
    Later that night, around 11:15 p.m., during a broadcast of the Doctor Who serial Horror of Fang Rock, PBS station WTTW (channel 11)’s signal was hijacked using the same video that was broadcast during the WGN-TV hijack, this time with distorted audio. The person in the Max Headroom mask appeared, as before, this time saying, ‘That does it. He’s a freakin’ nerd,’ before laughing and jeering, ‘Yeah, I think I’m better than Chuck Swirsky. Freakin’ liberal.’

JANKEL, ANNABEL, ROCKY MORTON AND GEORGE STONE. 1987-1988. Max Headroom [TV series]. 14 episodes. Burbank: Warner Brothers.
MCTEIGUE, JAMES. 2006. V for Vendetta [motion picture]. Burbank: Warner Brothers.
MOORE, ALAN AND DAVID LLOYD. 1982-1989. V for Vendetta [comic book]. Ten issues. New York: DC.
MORTON, ROCKY AND ANNABEL JANKEL. 1985. Max Headroom: 20 minutes into the future [TV motion picture]. London: Virgin.
SCOTT, RIDLEY. 1982. Blade Runner [motion picture]. Burbank: Warner Brothers.
VYLENZ, DEZ. 2005. ↑The mindscape of Alan Moore [documentary film]. London, Amsterdam, Wien: Shadowsnake Films, Tale Filmproduktion.
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Posted in artwork, associations, cyberanthropology, fieldnotes | Tagged aesthetics, ai, cgi, cyberpunk, max payne, modding | Leave a reply

wells & welles

xirdalium Posted on Saturday, 18th June 2011 by zephyrin_xirdalSaturday, 18th June 2011

H. G. Wells and Orson Welles
↑Awesome people hanging out together collects photographies of … well, awesome people hanging out together. In the picture above you can see ↑H. G. Wells and ↑Orson Welles together—to be honest, until today I was not aware that the two of them ever met. Presumably the picture was taken in San Antonio in 1940, when the two gave a ↑radio interview together.

via entry at mosaikum
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Posted in associations | Tagged history, sci-fi, vintage | 1 Reply

neuromancer tattoo

xirdalium Posted on Tuesday, 29th March 2011 by zephyrin_xirdalTuesday, 29th March 2011

Portions of text from Gibson's 'Neuromancer' tattooed
In a way this is a kind of follow-up to ↵moore’s magic. Somewhen [yes, that’s a word—still] during 2007 and 2008 ↑Nigel Palmer of Brighton has tattooed portions of text from William Gibson’s ‘Neuromancer’ (1984) on ↑the_dan’s arms. The association with Peter Greenaway’s ‘The pillow book’ (1996) is obvious.

GREENAWAY, PETER. 1996. The pillow book [motion picture]. Rotterdam: Kasander & Wigman Productions.
GIBSON, WILLIAM FORD. 1984. Neuromancer. New York: Penguin.
via email from CT—tnx!
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Posted in artwork, associations, fiction | Tagged aesthetics, body, cyberpunk, design | 5 Replies

moore’s magic

xirdalium Posted on Tuesday, 22nd March 2011 by zephyrin_xirdalTuesday, 22nd March 2011

Alan Moore
On Wikipedia I found the following quote from the ↑Philip K. Dick of our times, ↑Alan Moore, author of e.g. ‘↑Watchmen,’ ‘↑V for Vendetta,’ ‘↑From Hell,’ and ‘↑The League of Extraordinary Gentlemen,’ illustrating his quite secular vision of magic—the vision of a real magician:

I believe that magic is art, and that art, whether that be music, writing, sculpture, or any other form, is literally magic. Art is, like magic, the science of manipulating symbols, words or images, to achieve changes in consciousness … Indeed to cast a spell is simply to spell, to manipulate words, to change people’s consciousness, and this is why I believe that an artist or writer is the closest thing in the contemporary world to a shaman. (Alan Moore in Vylenz 2005)

Compare that to ↑David Abram‘s (magician, anthropologist, and author of ‘The spell of the sensuous,’ 1996) notion of magic:

You know, we open up the newspaper in the morning and we focus our eyes on these little inert bits of ink on the page, and we immediately hear voices and we see visions and we experience conversations happening in other places and times. That is magic! (David Abram in Abram & London 1999)

ABRAM, DAVID. 1996. The spell of the sensuous: Perception and language in a more-than-human world. New York: Vintage Books.
ABRAM, DAVID AND SCOTT LONDON. 1999. ↑The ecology of magic: An Interview with David Abram. Electronic document. Available online: http://www.scottlondon.com/interviews/abram.html
VYLENZ, DEZ. 2005. ↑The mindscape of Alan Moore [documentary film]. London, Amsterdam, Wien: Shadowsnake Films, Tale Filmproduktion.
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larry cuba

xirdalium Posted on Sunday, 20th March 2011 by zephyrin_xirdalThursday, 14th July 2011

Just dug that one up from my bookmarks—back in the 1970s ↑Larry Cuba, then at the ↑Electronic Visualization Laboratory (EVL), made the computer graphics seen during the endbattle against the Deathstar in the original ‘Star Wars’ (Lucas 1977).
    When I first saw those animated 3D line-graphics in the cinema in ’77 I was fascinated.
    Three years later, at the first computer-christmas, I got a ↑Commodore 64 (C64).
    With a freely programmable computer at my hands I set out to recreate those graphics. For a start I was content with the idea of an anmation simulating the flight down a duct represented by rectangles. I remember cooking up an algorithm with pen and paper. The idea was to have the computer fill the screen with ever smaller rectangles, nested into each other. Then the machine should erase those rectangles and replace them with rectangles one pixel larger. That way the illusion of travelling down a corridor would be created. Letting my mind’s eye travel through my jotted down algorithm I saw that it would really achieve the desired effect. So I proceeded to code it into the machine … writing the program in the ↑BASIC language that came with the C64! Oh, yes, you coding geeks, I can hear you laughing :-)
    For those who can’t yet anticipate what happened: Once the program was finished, I typed ‘RUN.’ The screen went black. The writing disappeared, that is, ’cause the screen on the C64 was already black by default anyway. Then a white dot appeared at the upper left corner of the screen. After a while another dot joined the first one, together already forming a tiny line. And so on. The term ‘slow motion’ can’t grasp what happened. I stared in complete disbelief. At that speed it would take a day and a night until the screen would be filled with the first set of nested rectangles. You can’t imagine my frustration and disappointment.
    Thus ended my promising career as a 3D-game-engine developer, was stopped cold at the age of twelve.
    I still have my C64 and all the 5 1/4” floppy disks, although it is not sure if they’re still readable. Once I will fire up the machine again and try to resurrect my old program—for the lulz.
    On the other hand … if I run the program not on the C64, but within a C64-emulator on a contemporary machine, clocking the emulator up to some GHz, maybe I finally will fly down that duct!

LUCAS, GEORGE WALTON. 1977. Star Wars [motion picture]. Century City: 20th Century Fox.
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pop replicant

xirdalium Posted on Wednesday, 16th March 2011 by zephyrin_xirdalThursday, 17th March 2011

Is Justin Bieber a cyborg?
In the ‘Süddeutsche Zeitung,’ one of Germany’s biggest transregional daily newspapers, I just read a wonderful review of the 3D-documentary ‘Never say never’ (Chu 2011) on Justin Bieber. Jan Füchtjohann begins ↑his review thus:

Does the teenie-popstar Justin Bieber dream of electrical sheep? Just like in Philip K. Dick’s science-fiction novel and blueprint of ‘Blade Runner,’ ‘Do androids dream of electrical sheep?’ there indeed is a growing number of people who try to find out if Justin Bieber is a regular boy, or a replicant who should be phased out. [my translation—put the blame on me]

‘Never say never’ does a good job in rendering Bieber human, Füchtjohann says, ‘but then again we know from Blade Runner, that even family-histories can be simulations made up from scratch.’ [my translation] Later he quotes US-American cultural critic ↑Steven Shaviro on the ‘post-cinematic celebrity:’

They circulate endlessly among multiple media platforms (film, television talk shows and reality shows, music videos and musical recordings and performances, charity events, advertisements and sponsorships, web- and print-based gossip columns, etc.), so that they seem to be everywhere and nowhere at once affectively charged and iconically distant. (Shaviro 2010: 7-8)

This is nicely put and in turn reminds me of Gibson’s ‘Idoru’ (1996).

CHU, JON M. 2011. Justin Bieber: Never say never [motion picture]. Hollywood: Paramount Pictures.
DICK, PHILIP KINDRED. 2005 [1968]. Do androids dream of electric sheep? London: Orion.
FÜCHTJOHANN, JAN. 2011. Beunruhigendes Wesen: Die 3-D-Doku “Never Say Never” soll den Popstar Justin Bieber menschlich machen. Süddeutsche Zeitung 60/2011: 12.
GIBSON, WILLIAM FORD. 1996. Idoru. New York: G.P. Putnam’s Sons.
SCOTT, RIDLEY. 1982. Blade Runner [motion picture]. Burbank: Warner Brothers.
SHAVIRO, STEVEN. 2010. ↑Post cinematic affect. Alresford: Zero Books.
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modern times

xirdalium Posted on Tuesday, 15th March 2011 by zephyrin_xirdalTuesday, 29th March 2011

A still from Charlie Chaplin's 'Modern Times' (1936)
It must have been four, five, or more years ago, when I had a conversation on the anthropology of work with one of my three teachers, ↑Kurt Beck. Somewhere into our talk Kurt mentioned Chaplin’s ‘↑Modern Times‘ (1936), associating the famous scenes of Chaplin at the assembly line with instances of workers ‘fighting against the conveyor belt,’ described in ethnographies of work. The gist was that workers at assembly lines by their practices not necessarily do fight metaphorically against their bosses, or even commit sabotage. Happens, of course, but isn’t always the case. Rather they actively ↵appropriate the technological artefact called assembly line by developing adequate strategies and tactics, or even stage contests with or against the machine—which introduces the elements of game and play.
    Now to something completely different.
    Swiss historian of technology ↑David Gugerli has written a fabulous paper called ‘Kybernetisierung der Hochschule: Zur Genese des universitären Managements’ (Higher-Ed’s cybernetification: On the genesis of university managements [my translation, put the blame on me]), which is more than enlightening, especially for everybody working at a university. In the end Gugerli hints (2008: 439) at the so-called ↑Bologna process, Europe’s effort to convert every course of studies found on the continent into a BA/MA-system. I am a witness (Knorr 2008), that the implementation of the Bologna process, as it really happened, and still happens, not as it was planned at the green table, indeed is the culmination of a bureaucratic steering- and regulation-craze—cybernetics’ heritage.
    Way more enjoyable is Gugerli’s article and the way he begins it … by referring to ‘Modern Times.’ In Chaplins satirical caricature of modernity, Gugerli writes, the appearance of a ‘manager’ was an absolute necessity. After all the academic work on ‘scientific management,’ ‘time-motion,’ and ‘rationalisation’ from the 1910s, the manager had become the embodiment of modernity’s culture of governing and controlling. The manager depicted in ‘Modern Times’ demonstrates his obtrusive technocratic orientation, enhances his productive efficiency by medication, drugs, that is, and his space of interaction is augmented by technical media. He is the omnipotent and omnipresent surveillant and decision-maker. (Gugerli 2008: 414)
    … in a nutshell: Chaplin’s ‘Modern Times’ is a cyberpunk flick.
    The workers can’t even go to the lavatory and have a cigarette there, without being followed by the larger-than-life projection of the manager, shooing them back into the production process. (Gugerli 2008: 414) See the screenshot above: Orwellian imagery at its best—more than a decade before Orwell’s ‘Nineteen eighty-four’ (1949) saw the printing press.

CHAPLIN, Sir CHARLES SPENCER. 1936. Modern times [motion picture]. Century City: United Artists.
GUGERLI, DAVID. 2008. “Kybernetisierung der Hochschule: Zur Genese des universitären Managements,” in Die Transformation des Humanen: Beiträge zur Kulturgeschichte der Kybernetik edited by Michael Hagner and Erich Hörl, pp. 414-439. Frankfurt am Main: Suhrkamp.
KNORR, ALEXANDER. 2008. Bologna bavariae. EASA-Newsletter 45: 9.
ORWELL, GEORGE [aka BLAIR, ERIC ARTHUR]. 1949. Nineteen eighty-four. London: Secker and Warburg.

P.S.: ↵By the way, the estimated budget of ‘Modern Times’ was US$ 1.5 millions, ↑equalling US$ 23.8 millions today.

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Posted in associations, cinema | Tagged academia, cybernetics, cyberpunk, economics, history | 5 Replies

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Cover of 'Cyberanthropology' (Knorr 2011)

You still can find copies of my 2011 book [in German] ↑at amazon. And here are some ↵reviews.


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