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PC Gamer
title="Permanent Link to Civilization: Beyond Earth gameplay video takes a detailed look at building an effective colony">Civilization Beyond Earth 1

Odds are you've already made up your mind about whether Sid Meier's Civilization: Beyond Earth is something you want to sink hundreds of hours of your life into. But if you're on the fence, this lengthy gameplay video recorded during the August 21 Firaxis livestream might prove helpful.

Listening to Pete Murray and David McDonough of Firaxis discuss the value of the tectonic scanner isn't the most action-packed experience ever, but it is informative, particularly with regard to the early stages of the game. That's the focus this time around, as Murray explained in a recent forum post. "We'll go over how you build your colony to settle on the planet, going over the abilities of the sponsors, colonists, cargo and spacecraft," he wrote. "In detail. Hypothetical builds will be put together."

It's 55 minutes in length, and even though the first half-hour is little more than conversation laid over selection screens, it's a great place to start for anyone looking to get a leg up. This is actually the second such livestream the first, a look at the differences between Civilization V's barbarians and Beyond Earth's aliens, is available here and a third stream is scheduled for August 28 at 11 am EDT on Twitch.

PC Gamer
title="Permanent Link to Next Hearthstone expansion to include around 100 cards, bought via booster packs">Naxxramas_Header

Still trying to make your mind up about which of the new cards is most OP? (It's Mad Scientist, obviously.) The next Hearthstone expansion will feature more than three times the number of cards released in the recent Curse Of Naxxramas adventure mode for you to bitch about. Speaking on Value Town yesterday, Hearthstone's senior game designer Mike Donais confirmed that the next expansion will offer a much bigger injection of cards, and these will be available from packs.

"It's not adventure mode, it's a lot of cards," said Donais. "It's not exactly 100, it's a lot of cards though It'll be booster pack format." He also said that the new cards would be available in different packs to the current set, to avoid unnecessary duplication. Unsurprisingly, he was unable to reveal how long it will be before the expansion arrives. "We are working super hard Sweat, tears, really hard But we don't have a date for it yet."

Elsewhere in the interview, Donais confirmed that Blizzard are not working on new Hero classes. Sorry, Monk and Death Knight fans. You can check out the show below. Sadly it marks the end of the series, as host Chris 'ChanmanV' Chan has decided to put all his shows on hiatus to focus on his home life. To which I say all the best Chris, your excellent content will be sorely missed from the scene. Hopefully we can plug the gap with some forthcoming Hearthstone videos we have planned. Meanwhile, ever wondered if pro coaching could improve your game? Find out how I got on here.

PC Gamer
title="Permanent Link to Titanfall returns to Game Time for another free 48 hours">Titanfall

If you haven't yet strapped on a 30-foot-tall suit of futuristic armor and used it to flatten some poor schmuck into a gooey pancake, now might be a good time to rectify that oversight. The weekend is here, and Titanfall is once again free.

Game Time is a pretty cool deal. If you've missed our previous coverage, it works like this: Download a selected game Battlefield 4, Plants vs. Zombies: Garden Warfare, now Titanfall and then play as much as you can stomach for 48 hours. It's an improvement on the conventional "free weekend" idea because the timer doesn't actually start until the first time the game is launched, so you still get the full 48 even if you can't start playing until, say, Wednesday next week.

That's really all there is to it. Titanfall hit Game Time back in June, as you may recall, and if you missed it then, this is your chance to set things right. And why not? It's free, and going by our review it's pretty good, too. Snag it while you can from Origin.

PC Gamer
title="Permanent Link to Civilization studio Firaxis Games annouces the first-ever Firaxicon convention">10391383_10154572251835171_5472212096466129152_n

Firaxicon is coming! But while it may sound like Firkraag's big brother has finally launched his quest for vengeance against the child of Gorion, it is in fact the first-ever videogame convention devoted solely to Firaxis Games, the studio behind the Sid Meier's Civilization series. And yes, it is official.

The question of its legitimacy is a fair one in light of the recent situation with Mineorama, but given that it's being promoted on the Firaxis Facebook page, this one appears to be on the up-and-up. It offers some pretty good reasons to attend, too, including a tour of the Firaxis offices, early hands-on time with Sid Meier's Civilization: Beyond Earth, panels, presentations, a meet-and-greet with various members of the team and "An Evening With Sid Meier," featuring an "exclusive presentation" by the man himself.

Firaxicon runs September 27-28 at the Embassy Suites Baltimore in Cockeysville, MD. Tickets are $40 each, which includes access to all events, dinner and drinks at the Saturday night "Firaxis Feast," and some swag, and are only being sold in advance; if you show up at the door without one, you're not getting in. Order links and other details are available now at Eventbrite.

PC Gamer
title="Permanent Link to The week’s highs and lows in PC gaming">Witcher_High

Each week PC Gamer s writers meld minds until the most significant events of the previous seven days have been chosen. It s honestly amazing anything gets done around here.

Tim Clark: Bewitching footage

A couple of weeks ago, in this very column, I extolled the virtues of Dragon Age: Inquisition using actual gameplay footage for its promotional videos. ( Let them watch the actual game we want them to buy? I dunno, it sounds crazy ) It appears the team at CD Projekt RED took this as a direct challenge to their honour.

The only response? To release more than half an hour s worth of in-game The Witcher 3 witchery. Watch it here. Things I particularly liked in the video. 1) Johnny the Godling child having a West Country accent when his voice returned. 2) One the Welsh crones using the word bollocks . 3) The combat. 4) Everything else. A splurge like this, arriving a long way out from the February 2015 release date, only comes from a developer supremely confident that what it s making is going to be very good. I can t wait to find out if they re right..

Ben Griffin: Oculus Rift DK2

Oh my God. I ve just tried the new Oculus Rift and now my mind is full of fabulous swears. I was on a fairground ride, a sort of whirling, spinning big dipper that tumbled me arse over tit repeatedly while my legs dangled over some brilliant city skyline. I honestly think it s the most fun I ve ever had in a videogame. Just sitting there, howling with laughter. I love Mass Effect 2, but it never once made me happy.

You don t need to hear yet another overenthusiastic report of the Rift s brilliance, but between me and you, I wasn t sold on the first one. The picture was never quite in focus, and stepping into its screen door world for more than a few minutes made me queasy. Not DK2 though. DK2 is amazing, an across-the-board upgrade boasting higher-resolution, lower-latency, optical head tracking, and greater comfort. Where the first model felt every inch the specialist prototype it was, this feels official. The One. As I write this, our production editor Tony is now wearing the Rift, and he s staring at his crotch and giggling like a maniac. Videogames: they re amazing.

Samuel Roberts: Play Dishonored for free, now!

This might rank as the best free Steam weekend ever. You can absolutely get through Arkane s brilliant Dishonored by Sunday (if not definitively, given the detail of the environments in Dunwall and potential for replay value) and I would consider that a damn good use of a weekend. The massive Borderlands 2 is also free on Steam this weekend, but here s a game you can actually beat in a reasonable amount of hours for nothing a very generous move on Bethesda s part if you ve never played it before. Hopefully this bit of profile-raising precedes an announcement of the long-awaited follow-up project from Arkane. Even if it doesn t, free game!

Cory Banks: WoW memorializes Robin Williams

Robin Williams passed away on August 11, and the comedic actor left a long legacy of films to enjoy. But Williams was also, like us, a gamer he even named his daughter Zelda. One of his favorite games, reportedly, was World of Warcraft, so it s fitting that developer Blizzard has plans to pay tribute to Williams in Warlords of Draenor, the MMO s upcoming expansion.

Code from the newest build of the expansion shows three NPCs based on Williams characters: my favorite is Robin the Entertainer, a genie reminiscent of William s role in Aladdin. They re small touches, of course, but for fans of the actor who are also fans of WoW, it s a nice touch. Good job, Blizzard.

Phil Savage: All of the indies

I'm one month away from officially being old (ie. 30), so my memory isn't what it used to be. To pick each week's winning high and/or low, I need to browse through the past seven days of news, opening a new tab for each potential contender. This week, I was left with multiple tabs of cool upcoming indie games.

There's Binding of Isaac: Rebirth, which is a known quantity given that I played 125 hours of the original; Super Time Force Ultra, an excellent looking action-platformer; Fistful of Gun, an exciting remake of a cool, free Western shooter; Enemy Starfighter, a space combat sim with an outstanding trailer; and Due Process, the tactical FPS with an emphasis on planning. As I look towards the end of the year, I see a lot of RPGs vying for my attention. It's heartening to know that my time in those deep, complex worlds can be interspersed with plenty of quick-fire, skill-based action.

Tom Marks: Gang Beasts is now twice as fine

I ve had a major crush on Gang Beasts ever since the I first laid hands on its early preview build, so to hear it has been picked by Double Fine as part of its Double Fine Presents series has got me grinning from ear to ear. The game is quirky, nostalgic, and already extremely fun which leaves me hard pressed to think of a better fit for it than under Double Fine s wing. The game will be arriving to steam early access on Aug. 29th with a big ole update, and I can t wait to see what else the developers can add now that they ll have the support of a veteran studio.


Phil Savage: On the clock

Time. Time is my low. I'm really not a fan of it at the moment.

There are 168 hours in a week, and from that, you've got to subtract sleep, work, dicking about on Twitter, and having pointlessly heated internet arguments with friends. Then, with what's left, you can squeeze in time for gaming.

Right now, in preparation for Dragon Age: Inquisition, I'm replaying Dragon Age: Origins, and will follow it with my first playthrough of Dragon Age 2. (What can I say, I'm interested. I hear it reviewed pretty well.) There's also Divinity: Original Sin, which I'm barely even started; Risen 3, which I'm mildly curious about; and Wasteland 2, which, from the few Early Access hours I've played, could be very good indeed. Then, at some point before next February, I'm going to have to do The Witcher 2, too.

So thanks a lot, time. You jerk.

Samuel Roberts: Pigeon romance has to wait

I ve enjoyed every single showing of pigeon-based romance adventure Hatoful Boyfriend, mainly because unlike most of mankind, I think pigeons are quite entertaining and not just flying vermin. How can you not appreciate creatures that make themselves temporarily fat to woo a mate, or eat absolutely any filthy carbohydrate you drop for them on the floor? With that in mind, I ll have to wait another week before beginning my first semester at the well-regarded St. PigeoNation's school for birds.

Tim Clark: Left cold by the Mountain

I very much enjoyed Tyler s piece looking at why critics seem to love Mountain but the players don t. However, in this instance I have to come down on the side of the paying public. Having shelled out my own hard-earned, I was left pretty cold by the glorified spinning snow globe. And I say that as someone who considers himself a giant pseud who likes all manner of artsy interactive nonsense.

I dunno, if I wanted ambient gaming, I'd stand around outside the building in Hotline Miami. Maybe I m getting old. Or my diet of AAA megabusters has rotted my brain. But basically I was bored after about two seconds and didn t see that changing anytime soon. Still, if nothing else Mountain can surely lay claim to having some of the most entertaining reviews on Steam.

Tom Marks: Indie before it was cool

I don t think anyone has told Activision what the term indie means. It s true that indie game is a concept not everyone agrees on the definition of, but I m pretty sure most people would agree that resurrecting a studio with the intent of them being your ticket on to the indie bandwagon does not fall under that definition. ...I think it would be a miss if we didn t look at the indie movement as well, said Sierra s MacLean Marshall, as he looked at the indie movement the way a cheetah looks at a gazelle.

Ben Griffin: The Witcher 3 s gameplay demo

Not to be contrarian or anything, but the new half-hour gameplay demo meant to make me excited for The Witcher 3 actually did the opposite. I don t see a vast world brimming with possibility, but a job to do. A mountain to climb. It s the biggest one yet, they say. See that thing in the distance? You can walk to it you can. I don t know if I want to. Have I grown out of these epic, sweeping, lose-yourself RPGs?

Don t get me wrong. Obviously it s a tremendous feat - just one I want to appreciate from afar. When I think back to the 50 hours I sunk into the last one, how much do I really remember? How much fun did I really have compared to, say, Towerfall: Ascension, a game I played for 30 amazing minutes? A game I could pick up in five year s time and play for another amazing 30 minutes? When I ve got access to dozens of games ready and waiting to give me the insta-jollies, I m not sure there s room in my life for an experience defined by letting me walk to the horizon.

Cory Banks: Sacred 3 dev slags his own game

Okay, say you re a developer at a company hired to make a game. It s probably not your dream game, but you do your work and move on. No need to reopen the experience, right? Now imagine that game is Sacred 3, which has not been well received by Sacred fans because, well, it s apparently not really Sacred. Rather than move on, former Keen Games developer Sascha Wagentrotz decided to apologize to fans on Steam s forums for the final product and then blame the publisher s marketing department.

I don t know if Sacred 3 is good or bad, since I haven t played it. But I don t think Wagentrotz helped matters with his post. Not that I don t appreciate his transparency we need more of that in gaming. But it s the fingerpointing that worries me most. Games are complex products, and are rarely the sole creation of one person, or even one department at a company. There were likely some mistakes made during Sacred 3 s development process, but I sincerely doubt that it s as simple of a problem as, Marketing wanted our game to be a brawler. Transparency in the development process works best when we have enough information to tell what s happening, and we don t have that here, even with the follow up information in the post.

On the plus side, Wagentrotz says that the new company he s working for is great, and he s excited about his next game. Hopefully he feels like he has more of a say in its direction than he did with Sacred.
PC Gamer
title="Permanent Link to The PC Gamer Show episode 4: SOE Live, Alien Isolation, Velvet Sundown">pcgamershow4-teaser

It's The PC Gamer Show! In episode four, Cory travels to SOE Live to interview Sony Online President John Smedley and talk Everquest Next and H1Z1. Meanwhile, back at the office, we take a cruise on the Velvet Sundown and Tim chats with UK editor Chris Thursten about their hands-on time with Alien Isolation.

In this episode...

Act I: Cory braves the seedy gambling dens and wild streets of Vegas to talk to Sony Online Entertainment s John Smedley about zombie survival MMO H1Z1, how it compares to DayZ, and the future of Everquest Next.

Act II: Both PC Gamer US and UK are buzzing about Creative Assembly s Alien Isolation. Tim and Chris both got hands-on time with the game, and they talk about the potential for emergent (and horrifying) moments.

Act III: The US team gets vodka happy in a Velvet Sundown booze cruise.

The PC Gamer Show is a new and evolving project for us, and we want your feedback to help make it better. What kind of segments do you want to see? What games should we play and talk about? Who should we have on as guests? What's coming up next?

Shout at us in the comments below, or shoot us an email directly at letters@pcgamer.com. We're listening. And we'll see you in two weeks.
PC Gamer
title="Permanent Link to We have five thousand The Crew beta keys to give away">The Crew

You've read about Andy's coast-to-coast journey, now maybe you'd like to strap in and set off on your own. Or perhaps you'd prefer to cruise the streets of US cities, picking up challenges and proving your skill. Soon you'll be able to do both, as we're giving away 5,000 keys to next week's The Crew beta.

Update: It's all over. That was quick. If you successfully claimed a key, it should be emailed to you in the next few hours.

The beta starts on Monday, 25 August at 11am BST. (Click here to see when that is in other timezones.) Please note: the keys won't be redeemable until the starting day of the beta.

To redeem your key which you can only do when the beta begins open up Uplay, click the cog in the top-right corner and select "Activate Product". Copy you code into the box, and you'll be good to go.

For a sample of what there is to do across The Crew's giant map, check out Ubisoft's new "On The Road" trailer.

PC Gamer
title="Permanent Link to The Crew hands-on: from New York to LA in Ubisoft’s massive open world racer">The Crew Intro

The Crew s recreation of North America isn t to scale, obviously, but scrolling around the map, it still looks really, really big. However, to determine exactly how big, I ll have to drive across the thing, coast to coast. My car of choice is a Ford Mustang GT, which I spend some time customising. I paint it red, because red means fast, and stick a spoiler on it. Perfect. There s a story in The Crew, complete with cutscenes and missions, but I won t be paying attention to any of that. The focus of this preview is the enormous world map. Is it actually any fun to drive across? Let s find out.

I start in New York City. It s a decent approximation of the Big Apple, but a fraction of the size. It takes me just a few minutes to drive the entire length of Manhattan. But the detail is already impressive, considering this is just one of a number of cities in the game. I see the Statue of Liberty and the Brooklyn Bridge. Yep, this is New York alright. In real life it would take about 40 hours to drive from here to Los Angeles, so it ll be interesting to see how The Crew compares. I set off, leaving the city behind and heading south towards my next stop, New Orleans. Rather than drive in a straight line, I ve decided to stop off at a few cities and landmarks along the way.

I notice the scenery change as I head south. The trees change to reflect the swampy climes of Louisiana, which is a nice touch. I m following a path set by the in-game GPS, which seems to be leading me down a lot of pretty boring, mostly straight freeways. There should be an avoid freeways option, like on a real GPS. I reach New Orleans, and it s tiny, feeling more like a medium-sized town than one of America s biggest cities. But it looks like New Orleans at least, and I drive through the famous French Quarter on my way west towards Texas. Dallas will be my next stop.

Honestly, I m disappointed by the handling. It feels weightless and flabby, and I don t really get the sensation that I m roaring across America in a powerful, gas-guzzling muscle car. When I hit other cars, I bounce off them like a bumper car. Sometimes there s a cutaway to a slow-mo crash cam, but it s hardly Burnout Paradise. This is an underwhelming driving experience; a fuzzy halfway between a snappy arcade racer and a realistic sim.

But I power on, cutting through Dallas and then heading further west towards the Grand Canyon. I get there just as the sun is rising, and I get my first wow moment. I can see Dallas way in the distance behind me, and the rolling, red rocks of the Grand Canyon ahead of me. This is the first time I really get a sense of the scale of the map, and I forget briefly about the soggy handling. The close-up visual details aren t particularly good (at least in the beta I m playing), but it has some great lighting and sweeping vistas. There are nice incidental details too, like deer bolting across the road, and fighter jets streaking loudly overhead as I go through Nevada, near Area 51.

Next stop, Las Vegas. This is the best-looking city I ve seen so far, with all those gaudy casinos and statues looking fantastic in the glinting sun. I ve been driving for about an hour and a half now, which is a long time in game-hours. My hands are sweaty and my eyes are burning, but I m almost there. The variety of scenery I ve sped by, and distinct lack of loading breaks, is impressive. I drive out of Las Vegas and into a vast, flat desert, before reaching the Pacific Northwest, where the dry sands turn to green forests of fir trees. The segue between landscapes isn t particularly subtle, but it just about works. I do feel like I m crossing a large country, albeit at supersonic speeds.

Seattle is my next city. I think about what a mammoth task designing this map must have been. Everywhere you look there are bespoke assets, from natural landmarks like the great mesas of Monument Valley, to iconic buildings like the Empire State. I m pretty much at the west coast now, and Los Angeles is just down the road. I set a GPS marker and drive south through California s beautiful wine country, across the Golden Gate to San Francisco, and then I finally hit the beaches of LA. It s taken me just over two hours of non-stop driving to get here. Our road trip is over.

Looking at my map, which shows you the areas you ve driven and the ones you haven t, I notice I still have about 70% of the map left unexplored. This is a really impressive open world, but I wonder if the game has anything to offer beyond that. The handling left me cold, although it could just be the car I chose, and the roads were too realistic to make for an especially fun or memorable drive but I did enjoy watching the scenery shift around me. I ll be intrigued to see what the story mode has to offer, but until then I can at least confirm that, yes, the map is indeed really, really big.
PC Gamer
title="Permanent Link to Minecraft’s bountiful 1.8 update pre-released, brings performance improvements and rabbits">Minecraft

"Doors and fences now come in all wood type variants," reads one of the patch notes for Minecraft's 1.8: The Bountiful Update, proving that this release is a pretty big deal. Other, less game-changing improvements include new enemies, new blocks, client-side optimisation and other 'under-the-hood' changes. And rabbits. The patch, which officially goes live on Tuesday, 2 September, can now be downloaded in pre-release form by enabling development versions in the Minecraft launcher.

"These changes consist of both new features, and large game structure changes," writes Mojang's Jens Bergensten, "such as replacing the hard-coded block renderer with a system that is able to read block shapes from data files, or performance enhancements such as multi-threading the client-side chunk rendering."

You can find Mojang's patch notes below.

Added Granite, Andesite, and Diorite stone blocks, with smooth versions

Added Slime Block

Added Iron Trapdoor

Added Prismarine and Sea Lantern blocks

Added the Ocean Monument

Added Red Sandstone

Added Banners

Added Armor Stands

Added Coarse Dirt (dirt where grass won t grow)

Added Guardian mobs, with item drops

Added Endermite mob

Added Rabbits, with item drops

Added Mutton and Cooked Mutton

Villagers will harvest crops and plant new ones

Mossy Cobblestone and Mossy Stone Bricks are now craftable

Chiseled Stone Bricks are now craftable

Doors and fences now come in all wood type variants

Sponge block has regained its water-absorbing ability and becomes wet

Added a spectator game mode (game mode 3)

Added one new achievement

Added Customized world type

Added hidden Debug Mode world type

Worlds can now have a world barrier

Added @e target selector for Command Blocks

Added /blockdata command

Added /clone command

Added /execute command

Added /fill command

Added /particle command

Added /testforblocks command

Added /title command

Added /trigger command

Added /worldborder command

Added /stats command

Containers can be locked in custom maps by using the Lock data tag

Added logAdminCommands, showDeathMessages, reducedDebugInfo, sendCommandFeedback, and randomTickSpeed game rules

Added three new statistics

Player skins can now have double layers across the whole model, and left/right arms/legs can be edited independently

Added a new player model with smaller arms, and a new player skin called Alex?

Added options for configuring what pieces of the skin that are visible

Blocks can now have custom visual variations in the resource packs

Minecraft Realms now has an activity chart, so you can see who has been online

Minecraft Realms now lets you upload your maps

Difficulty setting is saved per world, and can be locked if wanted

Enchanting has been redone, now costs lapis lazuli in addition to enchantment levels

Villager trading has been rebalanced

Anvil repairing has been rebalanced

Considerable faster client-side performance

Max render distance has been increased to 32 chunks (512 blocks)

Adventure mode now prevents you from destroying blocks, unless your items have the CanDestroy data tag

Resource packs can now also define the shape of blocks and items, and not just their textures

Scoreboards have been given a lot of new features

Tweaked the F3 debug screen

Block ID numbers (such as 1 for stone), are being replaced by ID names (such as minecraft:stone)

Server list has been improved

A few minor changes to village and temple generation

Mob heads for players now show both skin layers

Buttons can now be placed on the ceiling

Lots and lots of other changes

LOTS AND LOTS of other changes

Removed Herobrine

PC Gamer
title="Permanent Link to Logitech G402 Hyperion Fury review">G402_4 (Large)

However disgruntled I m becoming about the amount of gaming hardware being named after classical Greek characters, I have to admit to being seriously impressed by the latest Logitech mouse.

It s being marketed as the world s fastest gaming mouse and to be fair Logitech have got a point. It s not trading on the sort of crazy-high DPI settings it s bigger sibling, the G502 Proteus Core, can manage, but it s capable of tracking your movements however quickly you hurl your rodent around the desktop.

The G502 is able to hit a maximum DPI of some 12,000, while the G402 is seemingly lagging behind at a leisurely 4,000 DPI. That doesn t sound quick, but sensitivity does not equate to tracking speed.

And that s where the G402 can claim dominion over pretty much anything else out there. The Hyperion Fury can track movements up to around 500 inches-per-second (ips) while the quickest you ll generally find in high-spec mice like the G502 is something in the region of 300ips.

A little extra width would be nice for a more comfortable claw grip

How is it doing such voodoo? Well, it s all down to the Fusion Engine hybrid sensor Logitech has placed at the heart of the G402. Normal gaming mice use optical sensors to keep track of their movement across a given surface, but if you make sudden movements the sensor can lose track of where it is and you lose accuracy and consistency in-game.

Logitech s way around this is to add an accelerometer and gyroscope into the Fusion Engine, all plugged into a 32-bit ARM core. That means even if the optical laser sensor loses its bearings the accelerometer and gyroscope are able to predict, impressively precisely, where the mouse is moving.

All this means the G402 offers one of the most consistently accurate FPS gaming experiences you ll find.

Name aside, what I m not massively sold on are the more cosmetic features of the G402. The long thin grip would be fine if it shared the G502 s thumb rest, allowing us claw-grip gamers a more comfortable hold. I d also like to see the geared scroll wheel of its big brother.

Inevitably when I m talking about a Logitech mouse, though, I m going to give a shout out to the beautiful G9, and beg them to see if they can stick a Fusion Engine into their old chassis.

I know I d buy it.

But personal issues aside, the G402 is an excellent FPS gaming mouse. It will consistently keep track of any speedy movement up to, and possibly including, hurling it across the room in a fit of gaming pique.

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