I Am Setsuna Locked Chests
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Introduction:‘I am Setsuna’, or ‘いけにえと雪のセツナ’ (Ikenie to Yuki no Setsuna, lit. Setsuna’s snowy sacrifice) is a JRPG (Japanese Role-Playing Game) released this year with the aim to revive and pay homage to the turn-based RPGs of the 90s, most notably ‘Chrono Trigger’. However, ‘I am Setsuna’ is unique despite playing very similarly to these classic RPGs. As I see it, this is one of the underrated game released this year and it brings me real shame to see critics and the general public berate several aspects of this game that should be praised; the developers made specific design choices to breathe fresh air in the genre and give this game its own identity amongst the many games of its kind that came before it. Yet, despite this, it has been heavily criticised for not innovating in gameplay aspects and differentiating itself too far from the design norm of 90s JRPGS.Let me give some background information on how this game came about. In 1987, a man called Hironobu Sakaguchi who worked for video game company Square was on the verge of quitting his job due to previous failures.
His final project was an ultimatum: if it didn’t sell well, he would quit. The game that eventually came out was named ‘Final Fantasy’ and was a smash hit: the deep and epic story, the robust class system and the simple yet tactically engaging turn-based system revolutionised the RPG genre and subsequently the genre was quickly absorbed into the mainstream.
Due to its success Hironobu Sakaguchi decided to remain to work on more RPG games. In 1995 Square released ‘Chrono Trigger’, A JRPG for the Super Nintendo Entertainment System (SNES) with Sakaguchi at the helm of its development. Needless to say, ‘Chrono Trigger’ quickly became a bestseller worldwide and is considered today as one of the greatest video games of all time for its epic plot of time travel, innovative battle mechanics, fantastic music and lastly its artwork, which was done by ‘Dragon Ball’ creator Akira Toriyama. Fast forward to 2014 and Tokyo RPG Factory, A studio under Square Enix, came up with a concept to create a turn-based RPG just like ‘Final Fantasy’ and ‘Chrono Trigger’; the genre had become stagnant since its Golden Age in the mid-90s.
And so ‘I am Setsuna’ was developed and was eventually released in Japan in February 2016 and worldwide in July 2016. It received decent reception from major media outlets and mixed reviews from other critics and the general public.With that said, let’s get into this analysis and see just why I like ‘I am Setsuna’ so much shall we? Worldbuilding:As previously mentioned, ‘I am Setsuna’ has a very different creative direction than the games it drew inspiration from.The ‘Final Fantasy’series was renowned for its epic adventures across mountains, deserts, lush taigas, huge kingdoms and abandoned wastelands to name a few; ‘Chrono Trigger’ had time-travelling and focused on saving the world from an impending apocalypse. ‘I am Setsuna’ is neither of these, and hence strays away from several cliches presented in the ‘Final Fantasy’ series. Instead, ‘I am Setsuna’ presents itself as a bleak, dystopian world perpetually locked in Winter trying to forget the grave errors of the civilisations that once were.
It is quiet and minimalistic: there are no massive kingdoms, only small villages scattered across the few and far between habitable lands, monsters run rampant and terrorise these villages.Because Tokyo RPG Factory chose to create this type of world, several limitations arise when it comes to atmospheric diversity. However, I personally prefer this creative direction over the former; it shows that Tokyo RPG Factory was really comitted to fulfilling their vision instead of trying to tick as many boxes on a critics checklist; a decision that is becoming increasingly uncommon among developers. Furthermore, the central theme of the game is melancholy so setting it in an epic, diverse world would feel out of place; the game’s fantasy would be at odds with itself and as a result the design elements (such as music, artwork, plot) that support the central theme become redundant.(Watch: ).Despite the limitations imposed on Tokyo RPG Factory for their design choice, they managed to create a wintery universe as diverse as can be. At no point during gameplay did I ever feel that the world was empty, that it needed more than what was already there. However, I did feel that the world was desolate, which is not equivalent to it being lacking.
The world contains forests, swamps, caves, canyons, ice floes, ruins of a destroyed civilisation, mountains and valleys so it’s definitely got environmental diversity covered. Regarding the populus, every single unnamed Non-Player Character (NPC) has a unique tagline such as’Fair-Skinned Girl’, ‘Deep-Voiced Lumberjack’ or ‘Smiling Aide’.
This not only gives each NPC some personality as opposed to just being soulless text dispensers but it makes the world feel alive, believable, real et cetera. It’s actually refreshing to listen to the stories that NPCs have to tell just because they have that little bit of personality: people have hardships, quirky anecdotes, rumours about other NPCs, stories/recollections of the pre-apocalyptic world and so much more. Not only that, but NPC monologues are always relevant to the status quo in someway or another so useful information on how to advance the game can almost always be found amidst their stories. Graphic Design:The artwork for ‘I am Setsuna’ is mesmeric, worthy of being a painting in some incidents. However, there are a few places where the design falls just short of the standard that ‘I am Setsuna’ upholds throughout the game. The character models are doll-like which is something I mostly don’t have a problem with as it’s minimal; minimalism is one of the key design elements of this game. What bothers me is how out of proportion the hands are in comparison to the rest of the body and the lack of feet.Moreover, all of the ‘Ruins’ dungeons look exactly the same with the exception of one, which even then is just a recoloration of the others.
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The reasons why I have an issue with this is that other dungeons have distinct geographical features that set them apart from others in the same category such as: winding paths, ice bridges, stalactites, waterfalls. Secondly, there is a lack of background details: there are no manuscripts of the Ancient Civilisation, no relics, nothing that show evidence of their technological superiority. Although, the lack of stuff does contribute to the ominous and eerie atmosphere that is omnipresent in these dungeons. Lastly, several enemy designs are just too cutesy to make me believe that people actually have a hard time defending against them. All in all, these are just minor nitpicks I personally have.Nevertheless, the amount of graphical detail for a game where minimalism is a central concept is plentiful. Snow and leaves of different colours are suspended in the breeze, trees sway and leaves fall, there is an absence of snow where people often walk and buildings are thoroughly furnished with all manners of different little things. Many games are large enough in scope such that lack of graphical detail becomes excusable; ‘I am Setsuna’ however, despite being fairly large in scope mostly does not compromise.Be that as it may, what really caught my eye (quite literally) was the style of the artwork.
The natural environments and meticulously detailed character portraits give off a strong watercolour vibe; it fits in well with all the snow. Also, buildings and artificial structures are very evenly drawn, such as the rectangular mosaic patterns seen in walls and floors of ‘Ruins’ dungeons; natural environments are more geometrically and colours gradate, giving the aforementioned watercolour effect.Honestly, I don’t think I’m doing the graphic design enough justice by trying to describe and explain it. Not to mention that most of my analysis on the graphic design has been purely subjective, so have a look for yourself and make your own judgement.(Note: This is all gameplay.)This slideshow requires JavaScript. Music:The juxtaposition of graphics and sound is what generates atmosphere in ‘I am Setsuna’; the graphics are very effective in supporting the central design themes as previously elaborated upon. However, the score for ‘I am Setsuna’ is what really provokes emotive reactions from the player.
The music was all composed by one man called Tomoki Miyoshi, an up-and-coming composer in the industry. It’s safe to say that he has, beyond a shadow of a doubt completely outdone himself on this score; the entire soundtrack for this game is centered around just one piano, with minimal to no backing.Piano. By choosing to create a piano-centric score Tomoki Miyoshi has to find ways to make a piano sound adequate in situations which call for a denser texture, yet he has shown that with some creativity and a lot of effort, a piano and a few occasional backing instruments is all you need. The most prominent atmosphere in this game is a bleak, sorrowful one and to complement it a solo piano playing softly in the background, constantly reminding you of the circumstances you find yourself in. Enter a village, and suddenly you feel warm and fuzzy as the soft timbre of the solo piano fully envelopes you into a peaceful respite.
Trundle through a cave, and the heavily played chords motivate you to keep going. I could go on and on and on on how Tomoki Miyoshi creatively works around his limitations; analysing how each musical technique is used and simultaneously bamboozle you with my knowledge of musical terms but really, it just needs to be experienced.(Fun fact: One of Miyoshi’s biggest inspirations was Joe Hisaishi, the composer behind Studio Ghibli’s masterpieces.)But what about when the situation calls for more than just one (or 2) piano(s)? When no matter what you do, just piano doesn’t make the cut? What about a tense battle with a giant monster, surely you need more texture than just some pianos? Fret not, because not only does Miyoshi come with an army of arpeggios, glissandos and quick melodies to get you into combat mode, but he brings along some fast-paced percussion, a low-key bass track and occasionally a marimba to complement the melody. But the piano remains the centre focus and the loudest instrument playing, the drums/bass are unobtrusive and ultimately the end result is something that really gets you pumped without straying away from the paradigm that the rest of the score follows.If you have a look at critically acclaimed film and video game scores over the years you’ll notice that in some of them most of the soundtrack is comprised of just a few leitmotifs.
The most notable recent example of this was the 2015 indie smash hit ‘ Undertale’. The issue with having multiple recurring motifs is it either works fantastically or flops; the motifs have to sound right in different keys (major/minor) and they have to be able to evoke several different ambiences but only evoke a specific one in a specific context. ‘I am Setsuna’ attempts this technique, with several leitmotifs that pop up in many tracks and whilst they are played differently in different tracks (i.e. Slower, faster, more/less articulated), the actual motif remains the same. This further shows just how much effort Miyoshi stuck into composing as engineering a motif that can appear simultaneously in a march, a requiem and a battle theme without sounding out of place in any of them is not only difficult but time-consuming. That was only one leitmotif and all of the situations I remember it being played in, there are many others like it.Even if you can’t appreciate the music for whatever reason (we all have our tastes), you have to admit what Tomoki Miyoshi has achieved is impressive from an objective standpoint and that the soundtrack is unique, like no other. Gameplay:“Solid, but unrefined”, that’s how I would describe the gameplay in one phrase.
This is probably the biggest weakness that ‘I am Setsuna’; it is by no means bad or unenjoyable, but some of the finer details need more attention.(The following 3 paragraphs will cover how the combat and everything surrounding it works. If you are familiar with turn-based RPGs then skip the first one, the second paragraph covers elements taken from Chrono Trigger and the third one covers mechanics unique to this game. If you can’t be bothered to read any of it then extrapolate from the screenshot gallery at the end of the section)This game takes the combat system straight out of ‘Chrono Trigger’ and makes several subtle changes to modernise the system whilst keeping it aunthetic.
Monsters are encountered in dungeons on the playing field and once you enter within a certain radius of them a battle commences: the camera is locked in position and your party (of 3) and the monsters are placed on opposing ends of the screen. Party members have a gauge that fills up over timd and when full that member can act, whereas monsters follow a certain unique time-based algorithm e.g “Attack using Slap every X seconds, when HP is under 35% use Cure instead of Slap”.When a battle is won, all participants gain experience points and the party members that didn’t participate receive a percentage of the exp. When the exp gained by a character reaches a certain threshold, they level up. 4 stats increase on level up: Strength, Intelligence, Hit Points (HP) and Magic Points (MP). Strength and Intelligence along with any equipped weapon affect the 4 battle stats: Physical Attack/Defence and Magical Attack/Defence.When a player character can act they can: Attack, use a Tech (short for technique) or use an item.Techs consume MP and can range from elemental attacks, Area of Effect moves, multiple-hit attacks, heals, buffs and debuffs.
Multiple characters can use Techs in tandem to create double and triple techs.Damage is calculated using a certain equation that takes Attack/Defense into account with a random element, there is also a small chance that an attack will do double damage (Note: this chance varies and several variables affect it). Many Techs and Enemy Attacks can change your position and/or the position of the enemy on the battlefield which opens up opportunities to use tactics.There is a secondary gauge that fills if you wait instead of perform ing an action, once it is filled you gain a Setsuna Point (SP) and the gauge resets, you can hold a maximum of 3 SP and they can be used by pressing a button just before an Attack/Tech is used to give it an added effect dubbed ‘Momentum Mode’. Each character also has 6 elemental stats that affect elemental attacks/defences: Fire, Water, Light, Shadow, Time and Wind; they are at set values for each character and can never be changed by any means. By killing monsters in certain manners (i.e. With an element or a debuff) you acquire unusable materials, these materials are also found in shiny spots around the world. These ingredients can then be sold (this is the only method of acquiring money) and once a certain set of ingredients have been sold you can acquire something called Spritnite. There are two types of Spritnite: Command, which gives the character access to a Tech and Support, which provides you with a passive buff in battle.
Spritnite can be equipped on Talismans. Talismans provide the aforementioned along with a bonus effect in battle (depending on the talisman) and another thing called Flux; when using Momentum Mode on a Tech there is a small chance that it will Flux and permanently gain an extra effect, the extra effect depends on the talisman. There’s also a secondary type of material listed in green text that are solely used for cooking dishes which requires recipes that can be found by talking to NPCs when possessing the right ingredients. A cooked dish gives a whole team buff for one battle.This slideshow requires JavaScript. ‘I am Setsuna”s battle system is simple, yet endlessly bureaucratic (much like the EU). I’ve never gone out of my way to acquire certain materials and certain Techs and even then I spent ages selling materials and acquiring Spritnite and figuring out which talismans to use and which Spritnites to equip et cetera.
But when you actually get into battle you only have 3 commands and you can just focus on tactics. It truly emulates a 90s JRPG in that sense; several JRPGs had ultra-convoluted systems such as Final Fantasy 7’s Materia system. Nevertheless, it really is far too convoluted in my opinion and for those who don’t feel nostalgia from playing ‘I am Setsuna’ the whole process of acquiring stuff you can use in battle can be incredibly boring.
On the other hand, the opportunity to grind for items and spending large amounts of time constructing powerful combinations has a niche appeal.Unfortunately, the actual battling isn’t too impressive either. 80% of normal battles take no thought to win, simply click the Attack button until the bad guys drop dead. It’s only near the end of the game where normal battles get interesting, when monsters start acquiring very powerful abilities such that you actually have to use tactics and plan your turns. When it comes to boss battles a few are tactically engaging and all others are quasi-impossible to beat without using cheap tactics. All, except the last few bosses are completely vulnerable to debuffs, these include paralysis which effectively renders the enemy uselss and hence trivialises any boss fight. Balancing is really out of whack for most of the game which is a shame because it’s really enjoyable to have a good, tense battle. Thankfully, at the end of nearly every dungeon there is a challenge battle involving extremely strong monsters which provide always provide a good, fun and fair challenge.When you’re not in a settlement talking to NPCs or progressing the story or managing your resources you’re in a dungeon fighting monsters.
Dungeon layouts are fairly commonplace: you take a path from Point A to Point B with several branches that leads to a dead end or a treasure chest; occasionally there’s a simple puzzle or two and once you get to the end there’s usually a boss fight waiting for you. ‘I am Setsuna’ switches things up at times by having the boss in a village or at the entrance of a dungeon but in the end it doesn’t truly innovate. Despite that, the dungeons aren’t bad per se they’re just not very noteworthy.
Story (Spoiler-Free):The premise is this: A small village on a secluded island has an ancient custom. Once every decade, A person who possesses a great amount of magical energy is chosen to make a pilgrimage to a place called the Last Lands where he/she offers their life to appease a fiend and hence remove the threat of the monsters (or so it is believed).
These sacrificial rites are of paramount importance to the people and thus they aid the sacrifice as much as possible. The sacrifice is accompanied by a guard throughout his/her pilgrimage however they never reach the Last Lands as great magical energy is required to enter it and thus no one has ever witnessed the sacrificial rite in action. Recently, the monsters have become more violent so the time between sacrifices has been shortened.
You start as a masked mercenary named Endir, and you are contracted to assassinate the next sacrifice: Setsuna.I can’t give any examples so you’ll just have to bear with me. Each main character is memorable and has a valid reason for joining Setsuna’s guard. All characters develop, interact and form bonds with each other as the story progresses; they develop naturally and it isn’t rushed. The sorrowful plotline is always overshadowed by a greater conspiracy with elements of grey morality right from the get-go and it’ll keep you guessing right until the end.Endir is the only character whose speech you control, when prompted to speak Endir has two dialogue options and whether you pick one or the other doesn’t matter a single bit; there is no effect on the plotline or character relationships whatsoever (except for one).
This has me divided because on one hand, I don’t mind, because having multiple story branches/endings would undermine the plot it currently has and over the course of the story, the dialogue options reflect Endir’s development as a character. But on the other hand, the complete absence of consequence for my actions is irritating; there should be ways that I can affect the story without altering the plot, for example instead of climbing a mountain to get to a village, I traverse through a cavern and then walk through a forest. In both cases I always get to the village and the plot event in the village remains the same regardless of path chosen. Story (Spoilers):Synopsis:Endir eventually doesn’t assassinate Setsuna and is arrested on the spot by her one bodyguard: Aeterna, a mysterious woman with incredible magic power who just seemed to pop up one day. After helping Aeterna and Setsuna fend off invading monsters Setsuna offers Endir a place as her guard to which he accepts however Aeterna remains extremely skeptical as the completion of the pilgrimage is of utmost importance to her.
Endir questions the effectiveness of the rituals as Setsuna selflessly accepts her role and is sent off by her father. They eventually meet a man named Nidr who fends off monsters in a ransacked village.
Turns out Nidr was part of a sacrificial guard whose sacrificed died of illness and fights off monsters to maintain peace and keep people believing that the pilgrimage was seen to completion. Eventually, Setsuna catches on to this and tries to convince him to join her guard so he can atone for his failure and see a pilgrimage to completion. Suddenly, an enigmatic man named The Reaper attacks Setsuna but is blocked by Nidr, The Reaper then vows to assassinate Setsuna. The group fight The Reaper, defeat him and Nidr pledges his allegiance to Setsuna. Much later on Nidr and Endir collapse and have a shared dream where it is revealed that the sacrifice Nidr protected was Setsuna’s aunt, Nanase. Nanase loved Nidr however Nidr was in love with Setsuna’s mother, Mana. She bottled up her feelings, jealousy and the fact that she was ill and died confessing to Nidr that she loved him.
Nidr travels back, devastated but learns that Mana bore a child, Setsuna. Overcome with guilt, Nidr left to redeem himself. Before that though, the group find a strange man and a half-human half-monster (called rarebloods) named Kir who also is travelling to the Last Lands. Setsuna falls extremely ill and is brought to the rareblood village. As thanks for everything Setsuna had done for Kir throughout Kir’s sotry arc (omitted) Kir takes a chunk out of his lifespan and converts it into magic to cure Setsuna. The strange man is the ghost of Kir’s brother and is destroyed by Kir as he promises to fulfill his quest (Rarebloods have an extremely short lifespan but extremely powerful magic so they remove most of their magical power at birth to gain a longer lifespan. Kir’s brother was travelling to the Last Lands to find a cure to this).
Eventually the man who contracted Endir finds him and lays off the contract. The party land in a village full of knights but their leader, Julienne, has something off about her.
She has apparently gone insane due to a freak accident where she was forced to drink monster blood to survive. Julienne collapses at some point so the party arrange medicine for her and temporarily cure her; she joins the party as she is a descendant of the rulers of the Ancient Civilisation and wants to discover their downfall. The party then travel towards the Last mountain.
At the summit the party finds that the Last Lands is unreachable by land: Aeterna dissappears and the monster blood in Julienne takes over. Aeterna comes back soon and Julienne is found fighting herself in a valley. Setsuna goes through a trial where she must perservere light attacks without fighting back to acquire a Spritnite powerful enough to fully heal Julienne. Julienne is healed and opens the gate to some ruins from the Ancient Civilisation. Inside, she is tested to see if she is truly a descendant by the spirit of the old king.
Julienne eventually prevails and the party acquire an airship. The party travel through the Last Lands and meet the Reaper who they defeat one final time however suddenly a surge of monster energy is given to him (akin to what happened to Julienne) and transforms into a gargantuan monster who is eventually defeated also.
Dying, the Reaper reveals that he was created as a conduit to his master and shares all his emotions and motives, he reveals that all he wanted to do was to see the world for himself and live his own life and then he disintegrates. The party press on and pressure Aeterna into releasing information; she had been acting extremely suspiciously since her reappearance. She gives in and tells them of the Dark Samsara, a creature created by humans who is the source of all monsters and wreaks havoc across the land. One guardian sealed the Dark Samsara away and is the last remaining human survivor from the Ancient Civilisation. The sacrifices transfer their magical energy and life force to the guardian so that she remains alive and can keep sealing away the Dark Samsara. The guardian is a woman known as the Time Judge, and Aeterna is a clone of her, she is pinned to one spot and thus created Aeterna to travel the world for her much like how the Dark Samsara created The Reaper. The Time Judge reveals that Setsuna is special, that she can choose to sacrifice herself or end the Dark Samsara once and for all.
Setsuna chooses the latter and the Time Judge tells her that the world is stuck in a time loop; for countless times, Setsuna has chosen to sacrifice herself instead of fighting and everytime the Dark Samsara would grow so strong and overpower the Time Judge. But this time, Endir, who was in any previous encounter was present then (which explains why Aeterna was so skeptical of Endir). Alongside Endir, Setsuna is steadfast in her choice to eliminate he Dark Samsara and so the Time Judge fights the party to see if they are truly ready. Defeated, The Time Judge reveals her name, Eutess. With the last remainders of her life force she transfers all her magic to Aeterna and brings back The Reaper to fight for the party.
The Reaper is given the name Fides and the party sets off to pass through the barrier sealing the Dark Samsara. Endir then decides whether to take on the Dark Samsara straight away or take out components of its body before tackling the core.
Either way, the Dark Samsara is eventually destroyed but just before that, it freezes time and escapes to the past. Aeterna finally spills all the beans on the Ancient Civilisation: Humans used to possess humoungous magical energy but this started to wane so they set up research and laboratories to stop this phenomenon from continuing.
One day, a young boy was taken to be experimented on due to his status as a prodigy and the experimentation got so out of hand that the boy became a mass of ever-expanding magical energy. His sadness, fear and hatred of what was done to him manifested itself in pure energy and he became the Dark Samsara, creating all monsters in the process and destroying the Ancient Civilisation in the process. Setsuna and Endir spot a warp pad where the Dark Samsara was, however no one else can see it as they do not have enough magical energy. Endir and Setsuna chase after the Dark Samsara and end up in the home village of Setsuna during sunset many years ago.
They get to the Falling Snow Monument, the place where Setsuna was first found by Endir and find the Dark Samsara, now in the form of a young boy. Setsuna tries to console with him but gets attacked and Endir squares off against the Dark Samsara. The Dark Samsara talks about the horrendous atrocities he lived through and is eventually defeated. Setsuna approaches the dying boy and absorbs his life force to prevent him from escaping back to the past and to comfort him, giving him the opportunity to experience relief and happiness for the very first time. Setsuna, now with ever-growing magical energy inside her requests that Endir kill her to prevent the Dark Samsara from growing. Endir takes up the same stance as he did when was about to assassinate Setsuna, Setsuna sits down in front of the monument just like when Endir found her, the camera pans towards the sunset horizon and Endir swings his sword. Setsuna has fulfilled her role as sacrifice and Endir reatins his status as the mercenary who sees every contract to completion.
Aeterna fades away and dies, Kir goes back to his village and searches for a cure, Julienne starts rebuilding the civilisation, Fides travels the world helping strangers along the way and Nidr meets up with Raishin (Setsuna’s adoptive father) and mourns her death. Endir walks towards one lone tree in the middle of a field of snow, then walks away. Setsuna’s spirit appears at the tree and runs after Endir. The End.The story is beautifully written, and if instead of being in a game they would release this story as a novel I have no doubts that it would sell well.
Some say that the whole ‘Sacrificial Maiden’ plot is a cliche and that ‘I am Setsuna’ rips off other works. ‘I am Setsuna’ is unique, it doesn’t have a happy ending; it has a tragic, bittersweet one yet the world is at peace and people can start rebuilding their lives. Endir is a bundle of mysteries, how he had never before travelled on Setsuna’s pilgrimage in the time loop and how he somehow has extremely powerful magic energy are questions that we’ll never see answers to. He wasn’t fated to meet Setsuna and he isn’t some sort of archetypal hero who was the ‘chosen one’ to break the cycle. He stumbled into Setsuna’s life and supported her, giving her confidence so that she could fight the Dark Samsara.Don’t let the ending fool you, Setsuna had to die; her final sacrifice may seem unnecessary at first, but it makes sense if you pay close attention. Verdict:‘I am Setsuna’ is a creative masterpiece, and whilst the game itself doesn’t quite match up with the standard of everything else it’s an incredible experience nonetheless. It’s $40 on PC and PS4 and is digital download only.
Its only about 20 hours long with 5-10 more hours of endgame sidequests. It’s not for everyone and it might not be for you, but if you feel like buying it do so; it’s worth every second of your time.
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