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If you didn’t watch last night’s Game Awards, you may have missed it. But Xbox Series X is the company’s next-generation console, and will be arriving in late 2020. Thankfully, Microsoft has kindly cataloged all of the images, media and even a little information online. Oh, and we’ll almost certainly be hearing a LOT more about the Xbox Series X before it arrives for the holidays in 2020.
Xbox head Phil Spencer has a pretty long breakdown over on the the official blog. But let’s start with the obvious here. The Series X looks…different. Surely the meme makers are already working overtime on this one, but to my mind, it looks like a more traditional PC or maybe even a router.
It’s tall (around three times as tall as its predecessor), it’s rectangular, it’s black. It’s fairly minimalist. A lot of people seem to be comparing it to a refrigerator, which is fine. Honestly, I think it’s got that working for it. Surely plenty of people are looking for something that more seamlessly blends in with its surroundings.
The last few generations have found consoles transforming from specialty items into catch-all media players, and there’s something to be said for a product that can sit on your shelf, largely undetected. Notably, the blocky design means that the console can be oriented either vertically or horizontally, depending on your spacing needs.
The latest version of the Xbox Wireless Controller arrives alongside the new system, because, well, you’re going to need something to control it with. It’s a bit smaller than the previous version, “refined to accommodate an even wider range of people,” per Spencer.
The buttons are largely intact, with the addition of a Share button for taking screenshots and game clips. The new controllers ship with the system and will be compatible with both the Xbox One and Windows 10 systems.
Speaking of older systems, the Series X is set up to support backward compatibility for all older systems, along with Xbox One accessories. Per Spencer:
Building on our compatibility promise, with Xbox Series X we’re also investing in consumer-friendly pathways to game ownership across generations.
Leading the way with our first-party titles including Halo Infinite in 2020, we’re committed to ensuring that games from Xbox Game Studios support cross-generation entitlements and that your Achievements and game saves are shared across devices.
Spec information is still pretty light for this first pass, but Spencer promises 4K playback at 60FPS (with potentially up to 120FPS) and support for both Variable Refresh Rate (VRR) and 8K capability:
Powered by our custom-designed processor leveraging the latest Zen 2 and next generation RDNA architecture from our partners at AMD, Xbox Series X will deliver hardware accelerated ray tracing and a new level of performance never before seen in a console. Additionally, our patented Variable Rate Shading (VRS) technology will allow developers to get even more out of the Xbox Series X GPU and our next-generation SSD will virtually eliminate load times and bring players into their gaming worlds faster than ever before.
The Series X will also, naturally, have an eye on cloud gaming, in addition to native hardware. Tonight’s unveil also featured a sneak preview of the upcoming Ninja Theory title, Senua’s Saga: Hellblade II.
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Microsoft’s Xbox Adaptive Controller was a breath of fresh air in a gaming world that has largely failed to consider the needs of people with disabilities. Now Logitech has joined the effort to empower this diverse population with an expanded set of XAC-compatible buttons and triggers.
Logitech’s $100 Adaptive Gaming Kit comes with a dozen buttons in a variety of sizes, two large analog levers to control the triggers, and a Velcro-style pad to which they can all be securely attached. It’s hopefully the start of a hardware ecosystem that will be at least a significant fraction of the diversity available to the able population.
The visibility of gamers with disabilities has grown both as the communities have organized and communicated their needs, and as gaming itself has moved towards the mainstream. Turns out there are millions of people who, for one reason or another, can’t use a controller or mouse and keyboard the way others can — and they want to play games too.
Always one of the more reliably considerate companies when it comes to accessibility issues, Microsoft began developing the XAC a couple years back — though admittedly after years of, like the rest of the gaming hardware community, failing to accommodate disabled gamers.
Logitech was an unwitting partner, having provided joysticks for the project without being told what they were for. But when the XAC was unveiled, Logitech was stunned and chagrined.
“This is something that, shame on us, we didn’t think about,” said Mark Starrett, Logitech G’s senior global product manager. “We’ve been trying to diversify gaming, like getting more girls to play, but we totally did not think about this. But you see the videos Microsoft put out, how excited the kids are — it’s so motivating to see that, it makes you want to continue that work.”
And to their credit, the team got in contact with Microsoft soon after and said they’d like to collaborate on some accessories for the system.

In some ways this wouldn’t be particularly difficult: The XAC uses 3.5mm headphone jacks as its main input, so it can accept signals from a wide range of devices, from its own buttons and sticks to things like blow tubes, so there’s no worries about proprietary connections, for instance. But when it comes to accessible devices and systems like this, there are often other rigorous standards in place that need to be upheld throughout, so it’s necessary to work closely with both the platform provider (Microsoft) and, naturally, the people who will actually be using them.
“This community, you can’t make anything for them without doing it with them,” said Starrett. “When we design a gaming keyboard or mouse, we engage pros, players, all that stuff, right? So with this, it’s absolutely critical to watch them with every piece.”
“The biggest takeaway is that everybody is so different: every challenge, every setup, everyone we talked to,” he continued. “We had a 70, 80 year old guy who plays Destiny and has arthritis — all we really needed to do was put a block on the back of his controller, because he couldn’t pull the trigger. Then we worked with a girl who has a quadstick, she was playing Madden like a pro with something you just puff and blow on. Another guy played everything with his feet. So we spent a lot of time on the site just watching.”
The final set of buttons they arrived at includes three very large ones, four smaller ones (though still big compared with ordinary controller buttons), four “light touch” buttons that can be easily activated by any contact, and two big triggers. Because they knew different gamers would use the sets differently, there’s a set of labels in the box that can be applied however they like.

Then there are two hook and loop (i.e. Velcro) mats to which the buttons can be attached, one rigid and the other flexible, so it can be draped over a leg, the arm of a couch, etc.
Even the packaging the buttons come in is accessible: A single strip of tape pulls out and causes the whole box to unfold, and then everything is in non-sealed reusable bags. The guide is wordless so it can be used in any country, by any player.
It’s nice to see such consideration at work, and no doubt the players who will benefit from these products will be happy to have a variety of options to choose from. I was starting to think I could use a couple of these buttons myself.
Starrett seemed very happy with the results, and also proud that the work had started something new at Logitech.
“The groups we talked to brought a lot of different things to mind for us,” he said. “We’re always updating things, but now we’re updating everything with an eye to accessibility. It’s helped Logitech as a company to learn about this stuff.”
You can pick up Logitech’s Adaptive Gaming kit here for $100.
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Microsoft has announced a vague intention to launch its xCloud game streaming service sometime in 2020, and dropped a double handful of new titles that will arrive on it and the existing Game Pass subscription. It seems that next year will indeed be the opening battle in the streaming wars to come.
The announcements came at XO19, the company’s Xbox-focused event, which is taking place in London. They seem calculated to take the wind out of Google’s sails; the opening lineup of Stadia, Google’s entry in the game streaming world, was finalized earlier this week and is rather bare bones. Microsoft is hoping Google’s first-mover advantage will be nullified by the expected confusion around payments, features, titles and other issues Stadia is still working out.
Game Pass is currently in a preview period on PC. Although Microsoft did not supply a hard release date, saying only that 2020 is the plan. That year will also bring Windows 10 support, PC game streaming and potentially an expansion beyond Android for mobile streaming.
The price, too, is TBA — Google’s proposition is remarkably complicated, and it will take time for consumers to figure out what they’re willing to pay for, what the real costs are, and so on. So Microsoft is probably going to wait and see here.
But what is known about xCloud is that gamers will get access to all the games currently available on Microsoft’s Game Pass subscription — well over a hundred PC and console titles right now, with more being added regularly. That makes it easier to commit to for a lot of gamers.
New controllers will be supported soon, including Sony’s DualShock 4, which comes with the PlayStation 4; that’s a real olive branch to Microsoft’s arch-rival. And new countries will be brought into the fold soon, as well: Canada, India, Japan and “Western Europe.”
Game Pass will also be receiving dozens of titles old and new throughout 2020, including Final Fantasy 7 through 15, Darksiders 3, Flight Simulator and a bunch of newly announced games such as Obsidian’s new “Honey, I Shrunk the Survival Game” title, “Grounded.”
Several brand new properties and gameplay for known but unreleased games were also teased at XO19. Check them out below:
Everwild is a new IP from Rare that appears to involve a lot of sneaking around a lush forest and either avoiding or interacting with fantastical animals. It’s still early days, but the team wants to create “new ways to play in a natural and magical world.” I’m just here for the solar-powered dino-deer.
Tell Me Why is a new one from Dontnod, makers of Life Is Strange starring a pair of twins with some kind of paranormal connection. Notably one of the twins is transgender, not common among game protagonists, and the company worked with GLAAD to make sure the representation of the character is genuine.
Age of Empires IV got an only slightly satisfying gameplay reveal. Real-time strategy buffs will want more than this, but no doubt they’re excited to see this venerable franchise getting a modern sequel.
You can catch up on the rest over at the Xbox official blog post.
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Microsoft’s original Xbox Elite controller was a major step up for gamers, with customizable buttons, changeable physical controls and adjustable sensitivity for serious personalization. The new Xbox Elite Controller Series 2 has just landed, and it offers similar features, but with new and improved features that add even more customization options, along with key hardware improvements that take what was one of the best gaming controllers available and make it that much better.
This might seem like a weird place to start, but the fact that the new Xbox Elite 2 comes with USB-C for charging and wired connections is actually a big deal, especially given that just about every other gadget in our lives has moved on to adapting this standard. Micro USB is looking decidedly long in the tooth, and if you’re like me, one of the only reasons you still have those cables around at all is to charge your game controllers.
In the box, you get a braided USB-A to USB-C charging cable, which at nine feet is plenty long enough to reach from your console to your couch. Of course, you also can use your phone, tablet, MacBook or any other USB-C charger and cable combo to power up the Elite 2, which is why it’s such a nice upgrade.
This is big for one other key reason: Apple recently added Xbox controller compatibility to its iPad lineup, which also charges via USB-C. That’s what makes this the perfect controller for anyone looking to turn their tablets into a portable gaming powerhouse, as it reduces the amount of kit you need to pack when you want to grab the controller and have a good option for digging into some iPad gaming.
Probably the main reason to own the Elite 2 is that it offers amazing customization options. New to this generation, you can even adjust the resistance of the thumbsticks, which is immensely useful if you’re a frequent player of first-person shooter (FPS) games, for instance. This lets you tune the sensitivity of the sticks to help ensure you’re able to find the right balance of sensitivity versus resistance for accurate aiming, and it should help pros and enthusiasts make the most of their own individual play style.
The shoulder triggers also now have even shorter hair-trigger locks, which means you can fire quicker with shorter squeezes in-game. And in the case, you’ll find other thumbsticks that you can swap out for the ones that are pre-installed, as well as a D-pad you can use to replace the multi-directional pad.
On top of the hardware customization, you also can tweak everything about the controller in software on Windows 10 and Xbox One, using Microsoft’s Accessories app. You can even assign a button to act as a “Shift” key to provide even more custom options, so that you can set up key combos to run even more inputs. Once you find a configuration you like, you can save it as a profile to the controller and switch quickly between them using a physical button on the controller’s front face.
Even if you’re not a hardcore multiplayer competitive gamer, these customization options can come in handy. I often use profiles that assign thumbstick clicks to the rear paddle buttons, for instance, which makes playing a lot of single-player games much more comfortable, especially during long sessions.
The Xbox Elite 2 includes a travel case, just like the first generation, but this iteration is improved, too. It has a removable charging dock, which is a quality accessory in its own right. The dock offers pass-through charging even while the controller is inside the case, too, thanks to a USB-C cut-through that you can seal with a rubberized flap when it’s not in use.
In addition to housing the charger and controller, the case can hold the additional sticks and D-pad, as well as the paddles when those aren’t in use. It’s got a mesh pocket for holding charging cables and other small accessories, and the exterior is a molded hard plastic wrapped in fabric that feels super durable, and yet doesn’t take up much more room than the controller itself when packed in a bag.
The case is actually a huge help in justifying that $179.99 price tag, as all of this would be a significant premium as an after-market add-on accessory for a standard controller.
Microsoft took its time with a successor to the original Xbox Elite Wireless Controller, and while at first glance you might think that not much has changed, there are actually a lot of significant improvements here. The controller’s look and feel also feel better, with more satisfying button, pad and the stick response, and a better grip thanks to the new semi-textured finish on the front of the controller.
USB-C and more customization options might be good enough reason even for existing Elite Controller owners to upgrade, but anyone on the fence about getting an Elite to begin with should definitely find this a very worthwhile upgrade over a standard Xbox One controller.
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Microsoft is following Apple and Google’s lead with today’s launch of per-app and per-game time limits in its parental control software. Already, the company allows parents to limit screen time across Windows 10, Xbox One and Android via the Microsoft Launcher. However, it hadn’t yet allowed parents to limit the amount of time a child could spend in a specific app or game, as its competitors do.
Instead, its existing controls allowed parents only to dole out a set amount of hours of screen time. Parents could choose to either leave the time up to the kids to manage, or limit it at the device level — like, only allowing one hour of Xbox time but permitting more screen time on the PC, for example.
However, the current trend in screen time management is not to approach all screen time as unproductive and unhealthy. Instead, it’s about configuring limits on the more addictive apps and games that eat up increasing amounts of children’s time, while permitting educational tools to have fewer limits.
For older kids and teens, social media apps like TikTok or Instagram could be the culprit, while younger kids may just be spending too much time “hanging out” in virtual worlds like Roblox and Fortnite. Problems on this front have gotten pretty bad. Mobile games are under fire for using gambling tactics like loot boxes to engage children. And Fortnite is now the subject of a lawsuit that claims that, in part, the game’s addictive nature is due to its use slot machine-like mechanics and variable reward systems, which manipulate children’s brains.
Without being able to limit these apps directly, kids may end up using all of their allotted screen time on just the one app or game they’re obsessed with at the moment.
Apple had already allowed per-app time limits with the launch of its screen time controls in iOS 12. And Google more recently updated its own Family Link software, now preinstalled on new Android devices, to include a similar feature.
With today’s update, Microsoft is now on board, too.

The new app and game limits parents set will apply across Windows 10, Xbox and Android devices running Microsoft Launcher. In other words, kids can’t get more game time just by switching devices.
The controls also allow parents to offer more screen time on certain days — like weekends, for instance — than others.
To use this feature, parents will need to create a family group and make Microsoft accounts for all the kids.
Once enabled, kids will get a warning about their screen time 15 minutes before the limit is reached, and then again at five minutes. Because kids will often beg for a few more minutes, Microsoft made it easy for parents to grant or deny more time via email or via a Microsoft Launcher notification on their own Android phone.
The per-app time limits are launching today in preview within Microsoft’s existing family settings.
“Ultimately, our goal is for the app and game limits feature to provide flexible and customizable tools to meet each family’s unique needs,” the company explains in an announcement. “You as parents know what’s best for your children — no technology can ever replace that — but we’re hoping these tools can help you to strike the right balance,” it says.
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It wasn’t so long ago that Microsoft was betting heavily on its Cortana digital assistant. That’s a bet that didn’t pay off. But because this is the new Microsoft, the company is instead betting on integrating its products with those services that its users do actually use. Today, the company announced that you will now be able to control your Xbox One from the Google Assistant. For now, this feature is in beta, but you can expect a full launch later this fall.
To be clear, this doesn’t mean the Google Assistant is now available on your Xbox One and you can’t ask it for the weather. What it does mean is that you’ll be able to ask the Assistant to launch games on the Xbox, pause them, turn up the volume, etc. (“Hey Google, turn off Xbox.”).
You can find a full list of supported commands here.
This will work with virtually every Assistant-enabled device, including your iOS and Android phones. To get started, set up the Xbox like any other third-party Assistant device in the Google Home app on Android or iOS — and that’s essentially what the Xbox One then becomes in the Assistant ecosystem: just another device you can control with it.
It’s worth noting that Microsoft, which has basically given up on Cortana for the consumer market, is also working with Amazon to bring Alexa to your PC. Microsoft doesn’t really care what you use to control your Microsoft devices, as long as you use a Microsoft or Windows 10 device. Now it’s probably just a matter of time before you can control your PC with the Assistant — or even get full Assistant support in Windows 10.
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If you were trying to sneak in a quick game on Xbox Live during your Friday afternoon lunch break and found that you can’t get online: don’t worry, you’re not alone.
While Microsoft’s Xbox Live Status page still says all things are good to go (Update: Microsoft’s status page has now caught up with the outage, and says that it’s impacting sign-ins, account creations and searches), reports are pouring in of an outage keeping many users from logging in.
Microsoft acknowledged the problem on Twitter, saying that they’re “looking into it now.”
Update, 2:30 PM: It’s back up! The status page shows all lights as green again, and a Microsoft spokesperson says that services have been fully restored.
We’re aware that some users are unable to sign in currently & our teams are looking into it now. We’ll update when we have more info to share. Thanks for all the reports!
— Xbox Support (@XboxSupport) August 30, 2019
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Microsoft’s Sunday E3 pressure was all about the games. In fact, while the company did offer some information about hardware and services, the information all arrived fast and furious at the end of the conference. While it’s probably unsurprising that the company had very little to offer in the way of information about its upcoming 8K console, Project Scarlett, most of us expected Project xCloud to get a lot more face time on stage.
The company powered through a whole lot of information about its upcoming streaming offering like it was going out of style (or, perhaps, like the lights were going out at its own theater). The speed and brevity of it all left a number of audience members confused on the specifics — and caused some to speculate that the service night not be as far along as Microsoft had hoped.
We caught up with a few Microsoft reps on our final day at the show to answer some questions. The company is unsurprisingly still mum on a number of key details around the offering. A couple of key things are worth clarifying, though. For starters console stream is not considered a part of Project xCloud. Rather, the ability to play games on one’s own Xbox One remotely is a separate feature that will be coming to users via a software update.
Asked what advantages console streaming has over the parallel xCloud offering, Microsoft’s answer was simple: it’s free. Fair enough. This serves a two-fold purpose. First, it helps differentiate Microsoft’s streaming offerings from Stadia and second, it provides another value proposition for the console itself. As to how performance is expected to differ between console streaming and XCloud, it wouldn’t comment.
As I wrote earlier today, the company does see the potential of a large scale move to the cloud, but anticipates that such a shift is a long ways off. After all, if it didn’t, it likely wouldn’t have announced a new console this week at E3.
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The future of gaming is streaming. If that wasn’t painfully obvious to you a week ago, it certainly ought to be now. Google got ahead of E3 late last week by finally shedding light on Stadia, a streaming service that promises a hardware agnostic gaming future.
It’s still very early days, of course. We got a demo of the platform right around the time of its original announcement. But it was a controlled one — about all we can hope for at the moment. There are still plenty of moving parts to contend with here, including, perhaps most consequentially, broadband caps.
But this much is certainly clear: Google’s not the only company committed to the idea of remote game streaming. Microsoft didn’t devote a lot of time to Project xCloud on stage the other day — on fact, the pass with which the company blew threw that announcement was almost news in and of itself.
It did, however, promise an October arrival for the service — beating out Stadia by a full month. The other big piece of the announcement was the ability for Xbox One owners to use their console as a streaming source for their own remote game play. Though how that works and what, precisely, the advantage remains to be seen. What is clear, however, is that Microsoft is hanging its hat on the Xbox as a point of distinction from Google’s offering.
It’s clear too, of course, that Microsoft is still invested in console hardware as a key driver of its gaming future. Just after rushing through all of that Project xCloud noise, it took the wraps off of Project Scarlett, its next-gen console. We know it will feature 8K content, some crazy fast frame rates and a new Halo title. Oh, and there’s an optical drive, too, because Microsoft’s not quite ready to give up on physical media just yet.
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Cloud gaming is one of the big topics of excitement ahead of E3. The market is very niche but the technology feels exciting, allowing users to play graphically-complex titles on a bunch of low-powered devices thanks to server farms and fast internet connections.
We had a chance to go hands-on with Google’s Stadia platform at GDC and I/O, now at E3, Microsoft is letting the media test out their previously-announced service xCloud. I’ve spent a bit of time with both, so how do they compare?
The biggest difference is that we still know bizarrely little about xCloud, while many expected the service to be the main topic of discussion at the Xbox E3 event, the service was mentioned for mere seconds as execs focused their energies on Xbox Game Pass and the upcoming Project Scarlett hardware.
Pricing, exact release dates, device support and internet requirements of xCloud are all up in air. We know it’s coming later this year for public use just as Stadia is. There are a lot of question marks, but here’s what we were working with in our demo of server-based gaming on xCloud.
Much like Stadia, xCloud is a streaming service that abides by the laws of nature, like speed of light, so latency is a thing. On the topic of lag — which is one of the big viability questions with these platforms — it seems like Microsoft’s solution is in lockstep with Google Stadia. The naked eye can only detect so much especially in a demo environment where the environment is set up to be perfect, but streaming in LA from servers based in the Bay Area didn’t cause any major problems as I demoed a couple titles briefly.
The easiest way to showcase the latency on these systems seems to be picking up an in-game gun and finding the length of time that passes between trigger press and the muzzle flash. It was perceptible and more so than when I’m playing at home but likely only because I was directing all of my attention to that metric. When it came to frame rates flowing and resolution streaming, the brief demos held up, though again this is a tech platform that’s all about having network perfection in place and demo environments are pretty unreliable representations of standard scenarios.
I saw some hiccups in my Stadia demo, though a system restart rectified them. I didn’t have any issues on xCloud though the demo environments were different in each demo.
One big question mark is whether Xbox is going to release a specialized controller that connects to the Cloud directly to cut down on latency. Stadia has already done this, but this won’t make as big a difference to a lot of Xbox One users who likely won’t bother with buying a new controller to shave off a few milliseconds. That said, as you can see, there was some xCloud-specific branding on the Xbox controllers we used, so there could be some developments here.
Stadia requires a 35 Mbps download connection in order to play 4K games, we don’t know anything about the xCloud standards there, but I’d imagine expectations should be kept fairly similar though you might have to worry about both ends of the equation if you’re streaming from your personal Xbox on a home network to a mobile device elsewhere.

What’s a bit fascinating is how both Microsoft and Google chose to showcase the advances in their streaming technology. While Google showcased Stadia as a console replacement, xCloud’s demo reframed the service as a way to bring console gaming on-the-go.
This isn’t entirely revolutionary as services like Sony’s Remote Play offered some of this functionality, but the scope of support could be larger here. Our demo was on a Samsung Galaxy device attached to an Xbox One controller. We haven’t heard details on the scope of supported mobile devices but given that Stadia is only launching on the Pixel 3 and Pixel 3a, even with the latest Samsung Galaxy devices, Microsoft could already have Google beaten there out-of-the-gate.
I will say it felt different playing a console-level title with a phone screen. You have wildly different expectations of what your phone can handle because you’ve spent years with limited mobile games while open-world RPGs have been out of reach. Mobile processors have gotten more beefy, but pushing graphics that have teraflops of power behind them is a very cool experience though it does make me wish that Microsoft had a mobile system or a controller that was a bit more phone-friendly because the current solution feels more than a little hack-y.
On the topic of value, we know that console streaming for existing console owners will be free, we similarly know that 1080p streaming on Stadia will be free once you buy games on the platform, though if you want 4K resolution, you’ll have to pony up $9.99 per month. We don’t know if xCloud is going to have any limitations on console streaming users.

If xCloud boasts support for the full Xbox library, that’s going to be something that keeps Stadia from competing. The network effects of buying single-player titles might be limited but if cross-play for multi-player is something a title doesn’t boast than chances are gamers will want to stay where their friends are. Building an entire player network from scratch won’t be easy for Google and Xbox has one hell of a head-start.
The biggest unanswered question is how Microsoft prices xCloud for gamers without a console and whether there is some too-good-to-refuse combo deal with Xbox Game Pass. The entire market still feels a little niche and I think it’s a bit unrealistic to think we’re already approaching a post-console world, but Microsoft being aggressive here could prevent Stadia from gaining any sort of a foothold.
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