Edge Magazine's Scores

  • Games
For 2,860 reviews, this publication has graded:
  • 15% higher than the average critic
  • 3% same as the average critic
  • 82% lower than the average critic
On average, this publication grades 8.7 points lower than other critics. (0-100 point scale)
Average Game review score: 65
Highest review score: 100 Bayonetta 2
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
2860 game reviews
    • 84 Metascore
    • 60 Critic Score
    Creatively, New Vegas gets almost everything right. Mechanically and technically, it's a tragedy. So, it's a simultaneously rewarding and frustrating game, the gulf between what it is and what it could be a sizeable stretch indeed.
    • 84 Metascore
    • 80 Critic Score
    Seasoned with tragedy and humour, it’s a poignant tale that courts cliché but which, thanks to its charm and creative twists on well-worn themes, represents one of the narrative high points of the series. [Apr 2009, p.123]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    X is a triumph of art over design, the wonder of the world enough to make periods of drudgery worthwhile. [Jan 2016, p.116]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    The Unsung War doesn’t break any boundaries, but it perfectly fulfils expectations. What might look unambitious is in actuality an adventure that whisks you through brilliantly rendered backdrops with a touch more polish than previous iterations, always flying hard and successfully conveying the buzz of aerial combat. [Jan 2005, p.90]
    • 84 Metascore
    • 80 Critic Score
    It’s gorgeous; Resogun draws on its host hardware’s graphical capabilities to make you feel like the most powerful entity in the room.
    • 84 Metascore
    • 80 Critic Score
    This focus on creativity over flowcharts perfectly suits the most charismatic, expressive construction and management sim yet. [Jan 2017, p.116]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    Consistently astonishing. [Dec 2015, p.110]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    The developer’s cleverest trick here, beyond creating a game that’s worth it for the presentation alone, has been to throw open so many of its rules to player customisation. [Nov 2006, p.90]
    • Edge Magazine
    • 84 Metascore
    • 50 Critic Score
    It's perhaps because the title benefits from such a high production spend … that the average design and execution becomes more pronounced. [Mar 2004, p.101]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    But this is a production that feels increasingly aged in the face of modern game design. The creeping and eventually overriding feeling is that this meticulously precise simulation, and its lovingly constructed catalogue of automotive history, deserved a little more game to come along for the ride.
    • 84 Metascore
    • 60 Critic Score
    Although inadequacies prove more memorable than the game's positive features, dig deep enough and there's and enjoyable game. It's just that finding it sometimes proves unnecessarily arduous. [Nov 2003, p.102]
    • Edge Magazine
    • 84 Metascore
    • 60 Critic Score
    It's when the game is at its most GTA-like that it comes alive, conjuring up scenarios that take in whole city boroughs and throwing at you groups of adversaries and challenges you have to juggle on the fly… and then you get to a tediously engineered boss encounter and it all begins to get tiresome again. [Christmas 2005, p.109]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    Black Box’s sequel ultimately struggles to offer any single compelling justification for its own existence. [Feb 2009, p.93]
    • 84 Metascore
    • 80 Critic Score
    Earned In Blood might not seem like a radical departure from the original but the gloriously cascading AI and open maps have effectively transformed it into a very special WWII experience. The fact that there's nothing quite like it in such a crowded genre speaks volumes. [Dec 2005, p.103]
    • Edge Magazine
    • 84 Metascore
    • 60 Critic Score
    As the more intimate title suggests, this may be as much about Croft's brand awareness in the face of unprecedented (and Uncharted) competition. [Oct 2010, p.96]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    With its pulsing, ever-changing playing fields and foppish rhythm-action audio elements, one of the main reasons to play Fractal is simply to enjoy its wonderful aesthetics.
    • 84 Metascore
    • 60 Critic Score
    Alluringly lurid, but ultimately disposable. [Dec 2009, p.92]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    It's almost shocking how seamless, engrossing and accessible Fahrenheit is. It's sad, then, that it shows weakness in the one area where it needed to be stronger than any other game: the script. [Oct 2005, p.84]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    It's certainly fun, but at times it's more than that: around the parody of leveling orbits a whole universe of bigger and better systems to lose yourself within. [Feb 2010, p.92]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    The control system deserves special mention, as it could so easily have been crude or overwhelming. Instead, it's sophisticated and sensitive, catering solidly enough for corridor-cleaning run'n'guns while allowing ambitious flights of TK fancy. [Aug 2004, p.100]
    • Edge Magazine
    • 84 Metascore
    • 90 Critic Score
    Statik's greatest trick, among many, is to make the DualShock the star of this darkly comic puzzle game. [July 2017, p.118]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    An efficient and well thought out expansion. Short, tight and intense, it's a considerably different experience from Medieval proper and well worth experiencing. [June 2003, p.105]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    Vietnam is not about skill or proving your worth. It's about taking part in recreations of famous battles, crawling on your belly, loving every minute. And when it works, nothing can touch it. [Apr 2004, p.103]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    It refines the core shooting and user interface, but otherwise adds only a clutch of enjoyable yet nonessential extras, such as settlements and armour pieces. [Jan 2016, p.106]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    Fortunately, it has a reliable stream of Gilbert gags, puns, and musical numbers to fall back on, ensuring that just as the challenge eases off, the charm comfortably picks up the slack.
    • 84 Metascore
    • 70 Critic Score
    It's a whole that still offers an intricate series of diversions - some old, some new - but one that has lost some sparkle, despite its sharper, more colourful looks. Most players will get sick of Disgaea 2 long before Disgaea 2 gets sick of them. [Sept 2006, p.80]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    No other combat game has maps this lavish, or ambitiously designed. [Nov 2007, p.88]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    Warhawk's manic pace makes for an instantly gratifying experience, and its brilliantly implemented notion of flight and considered balance among combat options more than compensate for the slenderness of its offering. [Oct 2007, p.90]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    Funny and miserable, disgusting and endearing, the end result is a game that's smart enough to have things both ways, offering an often brutal critique of certain religious sacraments, while wallowing comfortably inside the rituals of one of gaming's oldest genres.
    • 84 Metascore
    • 70 Critic Score
    The steadily dwindling friend tallies on our post-run leaderboards are convincing proof that Runner’s sharpest edges remain intact.
    • 84 Metascore
    • 80 Critic Score
    Waking Mars is ultimately a game about ecological balance, but it's the balance of a different kind – of art, narrative, and puzzle mechanics - that makes it so very satisfying to play.
    • 84 Metascore
    • 80 Critic Score
    Beyond the obvious aesthetic appeal of the jump to HD, New Super Mario Bros U doesn't make a particularly convincing case for Nintendo's new console, and there's very little here that couldn't have been done on Wii. But if it isn't a great showpiece for the console, it may have to settle for being a very good Mario game, perhaps the finest of the plumber's side-scrolling adventures since his 16bit heyday.
    • 84 Metascore
    • 80 Critic Score
    If you take away the window dressing, the epic sounds and the preordained surprises this is a derivative, one-note and sometimes flawed game, but see it as a spectacular amusement ride and you can play and it's a distinguished achievement. [Christmas 2003, p.110]
    • Edge Magazine
    • 84 Metascore
    • 90 Critic Score
    It feels, in other words, an awful lot like classic Street Fighter, and praise doesn’t come much higher than that.
    • 84 Metascore
    • 70 Critic Score
    One of the most artistically accomplished games to have emerged from an independent studio, Trine 2 has enough minor tweaks and new things to see to draw you back into its playground. It's a short, sweet, occasionally imperfect little treat.
    • 84 Metascore
    • 80 Critic Score
    It’s perhaps easier to admire than to enjoy, but those who are prepared to meet its bracing challenge may find themselves hooked by one of the smartest iOS games in some time.
    • 84 Metascore
    • 70 Critic Score
    Where 999 gave you a more passive role in proceedings, Virtue's Last Reward makes you a key participant in its twisted tale – and that serves to make its mysteries that much more invigorating to unravel.
    • 84 Metascore
    • 80 Critic Score
    Far more than just a quirky and adept multiplayer romp, then, Swords & Soldiers has found a deeply satisfying sweet-spot where chaos and control are almost perfectly balanced, and the result is a game that towers above everything else WiiWare currently has to offer.
    • 84 Metascore
    • 80 Critic Score
    A convincing example of how 
motion control can breathe new life into a niche genre. 
More than that, it's a masterclass in audio design and the emotive power of CG imagery.
    • 84 Metascore
    • 90 Critic Score
    It's the game's flexibility that drives its enduring appeal, complemented by its granular UI and difficulty settings that enable you to make it as easy or as hard as you like - whether through developer-prescribed challenges or personal rules imposed as a matter of pride - without ever adjusting a slider. [Jan 2016, p.114]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    Whatever you conclude about the bigger picture, this is special stuff. The claustrophobic buzz of flies, the distant muezzin drone, the desperation as you crouch uncertain in the dust whilst your men call frantically for orders will lodge in your mind long after you've walked away from the game. [July 2004, p.98]
    • 84 Metascore
    • 80 Critic Score
    A fine win. [July 2016, p.121]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    Finally, Sega can dust off that classic marketing line, because once you've played Vanquish, everything else seems a little bit slow. [Dec 2010, p.86]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    Where most games are built out of wood, bullets and money, Darwinia has an unapologetically spiritual vision, its geeky god presiding over a world which dares to make an imagined religion into a ruleset. That in some places it falls short of its ambitions is not what makes this game important. [March 2005, p.82]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    F1 2010 remains a game to be uttered in the same breath as Crammond's Formula One Grand Prix, Bizarre Creations' Formula 1 '97, and Ayrton Senna's Super Monaco GP II.
    • 84 Metascore
    • 50 Critic Score
    It's perhaps because the title benefits from such a high production spend, in fact, that the average design and execution becomes more pronounced. [Mar 2004]
    • Edge Magazine
    • 84 Metascore
    • 60 Critic Score
    Jak 3 too often feels like you're merely going through the motions. As the series' conclusion, then, it's a mild disappointment. [Christmas 2004, p.89]
    • 84 Metascore
    • 80 Critic Score
    It reinvents a gaming classic, and proves that the nuts-and-bolts mechanics of yesteryear can still captivate. It’s engrossing, a stiff challenge and a fine addition to a venerable history. [Apr 2008, p.97]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    The control system deserves special mention, as it could so easily have been crude or overwhelming. Instead, it's sophisticated and sensitive, catering solidly enough for corridor-cleaning run'n'guns while allowing ambitious flights of TK fancy. [Aug 2004, p.100]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    Ubisoft has taken a flawed game of boundless promise, destroyed some (but not all) of its appeal, fixed some (but not enough) of its problems, and jeopardised the whole endeavour by making the same mistake twice and rushing it to market before it was steady on its feet. Prince of Persia is strong and supple enough to survive this with many of its immense virtues intact. But it deserved so much better. [Christmas 2004, p.80]
    • Edge Magazine
    • 83 Metascore
    • 90 Critic Score
    A perfectly sized, expertly-crafted romp, Pacific gives other download games their marching orders. [Aug 2009, p.97]
    • 83 Metascore
    • 80 Critic Score
    Sakurai's prints are all over Uprising, providing a comeback that balances depth and accessibility with little compromise. [Apr 2012, p.122]
    • 83 Metascore
    • 80 Critic Score
    Even in its current form, there’s a wealth of ideas and a set of powers that few games twice this length manage to pack in.
    • 83 Metascore
    • 80 Critic Score
    Its ideas cohere into a blaze of brilliant white heat while it burns itself out. [Feb 2017, p.121]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    It's a game that feels like bits of lots of other games you've played before, but not in this order, rarely with such a sure-footed framework and never presented with such a crisp gloss of cartoon-quality presentation; and it's all bunched up together more tightly and enjoyably than in Sly 2. [Dec 2005, p.105]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    It's an 'experience' as much as a game, meaning that it will leave as many people cold as it grabs by the right half of the brain. Beyond good, then, but not quite excellent. [Christmas 2003, p.104]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    There’s little doubt that Sony has pulled out a plum – and given the PSP its first real mascot in the process. [Aug 2006, p.82]
    • Edge Magazine
    • 83 Metascore
    • 90 Critic Score
    To have been worth the wait for PC gamers it would have needed to considerably improve on the Xbox original. Put simply, it doesn't. [Dec 2003, p.109]
    • Edge Magazine
    • 83 Metascore
    • 60 Critic Score
    There's a sizable adventure here but the repetition of basic tasks makes it seem padded rather than epic – too many dungeons send you on fetch quests for plot devices wherein the rule of three is doggedly applied.
    • 83 Metascore
    • 90 Critic Score
    It can be a little basic in places, and it isn’t a ‘paradigm shift’ in any sense, but it is proof that games can love their roots and use the quality of being a ‘game’ to give form to their stories – and excel at it. [Feb 2008, p.90]
    • 83 Metascore
    • 80 Critic Score
    Plagued by imbalance, the Round 3 career can serve up over 50 bouts before one goes the distance. The new stun punch – a thunderclap of a haymaker – helps to ensure first to third round knockouts for the vast majority of fights. [Apr 2006, p.82]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    Relic has spent four years honing a distracting interface, revitalising a less-than-perfect control system and, above all, recreating anew the sense of majesty and scale that originally distinguished this deep-space strategy title. [Nov 2003, p.103]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    Beautifully detailed with impressive lighting, accurately modelled protagonists and a terrific sense of speed. A refreshing and captivating direction for the series. [Christmas 2003, p.115]
    • Edge Magazine
    • 83 Metascore
    • 90 Critic Score
    Stealth games are only as good as the flexibility of their encounters, and in that regard Black Flag is the most generous Assassin’s Creed game to date.
    • 83 Metascore
    • 90 Critic Score
    ODST doesn’t quite take Halo into unfamiliar territory, but it does show how robust and adaptable the core of the game is – and, more importantly, stands on its own two feet as a spin-off that’s better than the vast majority of original games.
    • 83 Metascore
    • 80 Critic Score
    How apt that interactivity and fiction should finally merge in a fiction about interactions. The dead are restored, and the genre with them. [Feb 2011, p.103]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    The pleasure of launching into a panoramic, dolly-zoomed abyss and triggering an implausible series of aerial gymnastics is as primal a thrill as it ever was. [Nov 2008, p.102]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    Having moved up an entire notch from inaugural title "Racers," the PixelJunk brand is becoming one of PSN's most promising and confident niches. [Mar 2008, p.101]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    THUG2’s biggest step forward – it’s stripped-down Classic mode – is one it takes back. It’s as refreshing as it is nostalgic, taking on old-school Tony Hawk’s levels and goals with THUG’s improved trick set, and proves to be a necessary antidote to the mouthy fluster of the career mode, offering up pure, disciplined high-score play against the clock. [Dec 2005, p.117]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    As a game of corners, conditions and the times in which you master them, DIRT is an outstanding engine of online competition, powered by an outstanding engine of sight, sound and physics. [July 2007, p.88]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    The Sexy Brutale's world is a delightful place in which to immerse yourself...This assured adventure will draw you into its world, and keep you there. [June 2017, p.100]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    Bolstered by solid voice work and elegantly stylised art, this has an uncommon level of polish for a iOS title, while its ten-hour runtime justifies the premium price tag.
    • 83 Metascore
    • 60 Critic Score
    Once fluent in Hulk’s explosive vocabulary of lamppost-javelins, boulder-bowling balls and tank football, it becomes apparent how much there is to praise in this game. It’s hard to think of a superhero title that has come so close in delivering the spirit of the hero’s super-ness. [Sept 2005, p.95]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    It’s not even surprising,? ?despite all? ?this,? ?that Resident Evil? ?5? ?is a good game.? The surprising,? ?and sad,? ?thing about? ?Resident Evil? ?5? ?is that it feels old.
    • 83 Metascore
    • 80 Critic Score
    Rovio's latest is an evolution that feels considerably more ambitious than previous updates.
    • 83 Metascore
    • 70 Critic Score
    This is no true sequel, nor is there the intent or transformative change to suggest that it could've been. The result, however, is no less appreciated – lavish, generous and a step to the left of the standard follow-up. [March 2005, p.88]
    • Edge Magazine
    • 83 Metascore
    • 90 Critic Score
    SFXT successfully combines the best of the most popular 2D and 3D fighting games in the world, proves Capcom's most newcomer-friendly fighter, and boasts a combat system of bewildering depth. If any company was going to move the genre forward, it seems fitting that it's the one that invented it.
    • 83 Metascore
    • 90 Critic Score
    This confident refinement of Human Revolution's potent, though flawed, proof of concept, has resulted in one of the most elaborate videogame sandboxes in which we've ever had the pleasure of getting lost. [Oct 2016, p.104]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    Backed by Activision's fantastic investment and support, Treyarch has succeeded, and made a sort of ultimate current-gen Call Of Duty. Not a reinvention – that, hopefully, comes next year, on box-fresh hardware and a new engine – but a refinement of the most successful series of its generation. Black Ops II is an excellent Call Of Duty game, then, but it's only a Call Of Duty game, with all that implies.
    • 83 Metascore
    • 80 Critic Score
    The series' daily challenges return, and the team's flair for simple, yet interesting, map design remains undiminished. Refinement's never quite as exciting as reinvention, of course, but with so little to fix, Rodeo's clearly spent its development time rather wisely.
    • 83 Metascore
    • 80 Critic Score
    Irrespective of talent, taste, spare time or even online connectivity, it has something for anyone with even a tingle in their trigger finger. [Jan 2008, p.78]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    Movement is smooth and fast, recalling the fluidity of seminal arena shooters such as Quake 3 and Unreal Tournament 2004. [May 2016, p.122]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    It's another shining example of a European developer handling Japanese IP with care, remixing and refreshing the genres Japan's native developers often struggle to enhance and honour.
    • 83 Metascore
    • 80 Critic Score
    For a game that covers everything from drift events to time trials and eliminators, not to mention bumper-to-bumper tuning options, a top-tier physics model and authentic handling, Shift has enough precision and purpose to give anyone pause. [Nov 2009, p.98]
    • Edge Magazine
    • 83 Metascore
    • 60 Critic Score
    The fifth in the Colin McRae series is still a fine game if - and here's the major caveat - you didn't play last year's update. Those who did will get more fun out of playing spot the difference. [Nov 2004, p.107]
    • Edge Magazine
    • 83 Metascore
    • 90 Critic Score
    For a game with a premise as simple as kill the aliens before they kill you, Ziggurat's stylishly retro visuals, gleeful arcade precision and deeply interlocking mechanics trigger a chain reaction that kicks off like some interstellar combustion. Not the sound of a world ending. But the sort of bang that would make Richard Dawkins lean back, fold his arms and grin like a chimp.
    • 83 Metascore
    • 90 Critic Score
    While certainly being Treasure's most fragmented game, there’s a sense that the lack of narrative, character and even proper framework makes this its most raw, pure and delightful. [June 2008, p.95]
    • Edge Magazine
    • 83 Metascore
    • 60 Critic Score
    There’s a lot of charm to Fetch, and this is as charmingly produced as anything on iOS, but there’s little adventure or arcade substance beneath its surface.
    • 83 Metascore
    • 50 Critic Score
    FFXIII takes brave risks with the series’ foundations, but they ultimately create trembling fractures throughout the entire edifice, that robust battle system unable to support the weight of an entire world. Final Fantasy games are always an investment. This time, the returns are questionable.
    • 83 Metascore
    • 60 Critic Score
    Sadly, the early learning curve is far too shallow, while creative freedom is often illusory, with a single solution to many stages. Rovio does eventually loosen the reins, but the combination of rickety vehicles and unforgiving level design only heightens the frustration.
    • 83 Metascore
    • 80 Critic Score
    As forgettable as the story mode is, this is a game that should be judged by the pleasure it can bring to a room full of gamers eager for furious arena combat and a splendid variety of team games. And judged by those criteria, it has few peers. [Apr 2005, p.94]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    This is a game that lives well within your comfort zone no matter how many bullets are flying, and how many enemies are kiting along behind you. It's a game about games, in other words – and a very good one, at that.
    • 83 Metascore
    • 70 Critic Score
    The game is full of charm, from the easily-distinguishable block types and hero in dressing gown, to the sequences that detail the game’s story and a delicate hint mode. [July 2007, p.93]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    Beautifully detailed with impressive lighting, accurately modelled protagonists and a terrific sense of speed. A refreshing and captivating direction for the series. [Christmas 2003, p.115]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    When it comes to multiplayer options, Bleach kills 99 per cent of known beat ‘em up stars – even the excellent Jump Superstars – dead. [JPN Import; Apr 2006, p.94]
    • Edge Magazine
    • 83 Metascore
    • 90 Critic Score
    This is a remarkably assured game for such a young studio, the work of a small team that knows exactly what it wants to do and executes it almost without error.
    • 83 Metascore
    • 80 Critic Score
    But with Tetsuya Mizuguchi's often bland musical experimentation replaced with some of electronica's finest moments, Electronic Symphony breathes new life into a series that had previously appeared stagnant.
    • 83 Metascore
    • 70 Critic Score
    Ubisoft has taken a flawed game of boundless promise, destroyed some (but not all) of its appeal, fixed some (but not enough) of its problems, and jeopardised the whole endeavour by making the same mistake twice and rushing it to market before it was steady on its feet. Prince of Persia is strong and supple enough to survive this with many of its immense virtues intact. But it deserved so much better. [Christmas 2004, p.80]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    A personal and affecting play experience. [Mar 2008, p.103]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    Compared to so many free-roaming games to date, it so rarely stumbles. It’s the very skeleton of the genre, those bones strengthened to the point where they alone can stand as a game, rather than serving as hangers for threadbare ideas to be dangled from. [Mar 2007, p.76]
    • Edge Magazine

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