Fallout 3

It's been a long time since I've played either Fallout or Fallout 2, so Bethesda had mostly a clean slate from which to work as far as I was concerned. That may be good, bad, or whatever, but what little I still remember from the old games shouldn't be too much of a problem. For those somehow not familiar with Fallout, the series deals with the remnants of human civilization in the United States following a devastating nuclear war. A series of underground vaults were built to house and protect a select few to continue the species after a set amount of time. Each game in the series deals with you needing to leave the safety of your Vault and venture out into the wasteland. Fallout 1 took place mostly in Southern California, ranging as far east as Phoenix and as far north as Las Vegas. I forget exactly where Fallout 2 took place, might be because I was bitterly disappointed with it. Fallout 3 takes place on the east coast, in and around the ruins of Washington DC, also known as the Capital Wasteland.

The game is built around an updated version of the Gamebryo engine which also powered Morrowind and Oblivion. Bethesda has made some improvements, clearly inspired in part by fan mods for Oblivion. Distant land display seems to have been largely fixed up. Graphics in general appear to be significantly improved, though very much stylized to fit in with the apocalyptic theme. They've incorporated a number of small touches like containers that animate slightly when you open them, traveling merchants, birds that circle over populated areas, and other things like that. They chose to abandon any use of weather such as rain, quite possibly they've yet to figure out how to do it right and figured it wasn't important to the story to have it anyway. There are still changes in the cloud cover though. Lighting appears to have been vastly improved. What looked at first like static graphics with no actual light halo turned out to be more or less highly focused spot lighting. This only really becomes apparent if you stand under one, or near one on a wall or something. The use of ambient background light hasn't been completely removed though. I suspect it would have become tedious in the extreme to play given the large number of underground and interior locations you need to visit. Probably the best and by far the most welcome tweak is the ability to adjust your companion's tactics and inventory when/if you happen to pick one up. Yes, it seems you can only have one companion at any given moment. The game will force your hand in this. Or at least it did for me. On the plus side, companions can carry a hell of a lot of junk and they don't require constant ammo replenishment. Apparently the game lets them be endlessly supplied.

Perhaps the most unique thing about the way they handled combat was the addition of VATS. It's entirely optional, but if you want to use a sort-of turn based approach to combat that works vaguely like the first two games, VATS is it. This is where the locational damage system really shines, and you even get some really nice slow motion camera shots of it. I'm told that the entire experience is exactly like the Deadly Reflex mod for Oblivion, but I'm sort of doubting any user mod could be this good. VATS is also good for getting yourself out of some tight jams, provided you can hit the activation key fast enough to freeze the moment. Spend some time with VATS, and just for shits and giggles, take the "Mysterious Stranger" perk when it's offered. I did, and later in the game when there was a hell of a lot of shit happening, seeing him pop in from time to time and help finish off a nasty was worth one hell of a laugh.

There's no shortage of places to visit and people to talk to and thank God Bethesda was able to make background conversations less monotonous. At least they fit the locations you were in and weren't a universal expression of disgust for radscorpions or mole rats. There are also plenty of interesting little side quests to keep you busy. Any location of even minor significance has something going on, sometimes quite funny just to observe for as long as the game will let you do so. If you're like me and love to explore, then you'll probably get absorbed in the act of doing just that. In locations that offer up potential companions for travel, even they are varied and interesting, though they do tend to revert to the drone role pretty quickly once they're following along.

Background atmosphere is pretty good too. Play around with the radio in the Pip Boy. Not only is some of it amusing as hell to listen to, it's occasionally important to the story, though not required. Right from the get go you'll be able to pick up the broadcasts of The Enclave. Now, supposedly Fallout fans know who these guys are already. But I don't recall them. Maybe they were part of Fallout 2? In any case the propaganda material they use for the broadcasts is amusing. You can also listen to the musical interludes in between assuming you like patriotic tunes. The other major station is Galaxy News Radio - and without giving too much away - as you play through the game, take the time to stop and listen to the DJ. He'll sometimes tell everyone about your exploits. He also sometimes gives some hints about things you can do to pass the time.

See a random car sitting around somewhere? Wonder why sometimes you hear explosions but can't find the reason? Go shoot a car. Stand back, I mean way back at first, and wait. If you hit it, it'll burst into flames. Wait long enough and it'll explode in a very huge way. Nice huh? The bigger the vehicle, the bigger the boom. Use wisely and don't do what I did for the first few levels and stand on cars for a better view. Guess I got lucky there. I'd have been really happy with the ability to level a building. But I'm sure there's technical reasons for why this couldn't be done.

The opening tutorial is tied in very nicely with the main quest. It's not as rigidly forced as the one in Oblivion. As you progress through it, you can make decisions during it that will have impact later. Should I end up playing through again in a different style, I'll try out one such alternative to see how it works out. The main quest itself is fairly well done and engaging. For the unfortunately brief length of time you get to be involved in it. I find this aspect of the game to actually be quite disappointing. I'd already heard rumors of how short it might be, but... damn. I wasn't expecting it to be over this soon. What's probably worse than that is the fact that once you're done, that's it. The game ends and you are no longer able to continue. There are supposed to be several ways you can end the game, so perhaps the path I ended up on had no outcome that allowed for continuation? I have my doubts about that considering the rigidness of events. There's a lot of stuff I haven't done yet that I wanted to check out but am now unable to do. If all of the end-game paths lead to the same result of being unable to free-form afterward, this game is going to have a very short life span. I have my doubts about how good the replay value will be other than to try playing as a ruthless evil bastard instead of the mostly goodie two shoes I ended up with. It's also eluding me right now how there could be any expansion packs or even intermediate DLCs made available. You'd have to deliberately halt progress on the main quest in order to have much hope of seeing any expansion content.

The game also has some serious issues that need to be addressed. Left on the default difficulty level, I found myself continuously low on health, often with a crippled limb or two to show for my efforts. A challenge is one thing, but come on. I *DIED* so often I got fed up and lowered the difficulty setting to easy. Yeah, thanks for penalizing me on the XP gains. Really people. I just want to explore and kill stuff I need to kill. I don't want every last battle to feel like it'll be my demise!

Given you start with very little and you pretty much suck at everything you do, including VATS combat, honing your initial skill set quickly is very important. I quickly realized that survival meant rapidly advancing the small guns skill. It's truly the only vital skill there is. Everything else is secondary to being able to shoot things dead. However, you're going to be forced to take on lockpicking and science as well. A vast amount of game content is locked away behind doors, in containers, or behind various computer terminals. Without being able to pop them open, you may as well just swim the radiated Potomac River. And the lockpicking mini-game is more or less a must do since the force lock option usually results in a permanently broken lock. Same with hacking into computer terminals. Pretty much a must do since failing your final attempt results in a permanent lockout.

Don't bother with repair skill early on. For some seriously dumbass reason, Bethesda made it so you can only repair stuff if you have more than one of the same thing. So if your favorite pistol or rifle is damaged, tough luck. Sure hope you have the caps to pay for it. You'll be spending an obscene amount of time looking for safe havens to have your stuff repaired by various NPCs. Who apparently don't obey the restriction on needing multiple pieces of the same thing to fix yours. User mods already exists to fix this problem. Some simply reduce the use damage to manageable levels. I instead chose one that eliminated it all together. Yep. Repairing your shit is that much of a hassle to me.

Ammo is scarce until later in the game, at which point you become flooded with it. But by then who cares since your time in the Wasteland is short. I wound up with so much ammo in my inventory I ended up randomly shooting up cars just to watch them explode. While that is still cool to see and never got old everywhere I went, it just underscores the problem. Too little early on, too much later.

The DC Ruins are very very tedious. Sure, it's cool and all to be able to see things like the National Archives, the Capitol Building, the Lincoln Memorial, the Washington Monument, and all that stuff blasted into ruins ( or mostly anyway ) but what's not cool is having to navigate a labyrinth of underground subway tunnels to get from section to section of the city.

They've not quite solved the issues with companions getting in your line of fire. Not long after acquiring everyone's middle game favorite, the combat shotgun, I spent more time reloading from bad kills than making progress. Damn companion kept stepping in front of my shot as I was taking it. Which usually resulted in their deaths. The enemy never managed to kill any of the companions I traveled with. That was my honor alone. They also haven't gotten any better with path finding. There were several instances where the companion following me simply refused to tag along and instead made a long journey around half the area I was in. Often drawing out mutants while exploring the DC Ruins. They also spend a hell of a lot of time pursuing their victims, even when they can't actually see or shoot at them. Which means I ended up having to run after them to provide support to keep them alive, while wasting time in the process. Oh, and a big word of warning. Don't ever give your companions grenades! They have a nasty tendency to chunk them right under your feet instead of under the enemy's feet. Similar warnings on the use of missile launchers or the Fatman weapon. Especially in the DC Ruins where there are lots of cars.

Damn you Bethesda. Damn you for implementing a level advancement cap. I don't care if it spoils anything or not. Upon reaching level 20 I wondered why the hell I wasn't getting any more XP. Even for doing the little things like picking locks, but most especially for killing high level baddies. Turns out after a trip to the official forum that there's a cap at level 20. Mods exist to break the cap, but due to an ill conceived game script, the game will crash if you attempt to advance to level 21 as an evil character, and reset your karma to 0 as a good character. Neither outcome is worth the hassle. And for all the mod community has managed to accomplish, fixing this one requires access to a script compiler. Which means we need a CS.

But the worst problem has nothing much to do with any of the mechanics or level scaling or bad combat AI. It's the graphical glitches. You don't need to be terribly observant to spot what I'm talking about here. Getting walls that look like they have hairline seams in them? They do. Dark places with light leaking through where it doesn't belong? Yep. Bad tileset placements. Worse still is the staggering number of objects which have been placed into the game that are floating above where they should be sitting. Cups on tables. Parts on benches. You name it, it's probably floating. Even corpses over the ground after you kill things. The problem is so bad in some places it becomes a serious distraction. The only good news here is that in the great outdoors, I spotted very few examples of floating rocks or trees. So perhaps they perfected their procedural landscaping. But the wall seams and floating objects reek of people who know the CS, but never tested their shit in play.

Over all, I'm somewhat disappointed. I didn't like being locked out of the game upon finishing it. The story arc was good and despite the large number of flaws, it was enjoyable while I was actually able to play. Though tedious at times ( DC Ruins! GACK! ) there's plenty of interesting content to explore. Most of which can be just as much fun as following the main quest. Many of the smaller flaws such as the repair issues and scarcity of supplies early on can be solved by user mods which already exist. The most annoying flaw that needs fixing though is the level cap. That's got to go, or at the very least be extended safely. I hate to say it, but Bethesda appears to have fallen short on this one. It doesn't live up to their reputation, despite some shining moments.
"It is pointless to resist, my son." -- Darth Vader
"Resistance is futile." -- The Borg
"Mother's coming for me in the dragon ships. I don't like these itchy clothes, but I have to wear them or it frightens the fish." -- Thurindil

Well. I guess that's that then.

« The Marxist Revolution
Fire Season 2008 »

Posted on Nov 11, 2008 4:01 am by Samson in: | 73 comment(s) [Closed]
Hi. I'm Whir. I'm here to disagree with you again.

Well, obviously we agree on a lot, the game was definitely too damn short.

Some things differ between our experiences though it seems. For instance, I kept the gameplay at normal. I think I may have died four times the entire way through. I credit my affinity for selling everything in my inventory to buy stimpacks. Stimpacks are life. You can kill bad guys without bullets, but you cannot heal in combat without a stimpack. Well, you can probably eat, but that's just dumb.

I didn't notice the placement problem you mention, nor the wall seams. Everything seems fit and tidy for me. In fact, I was pretty impressed by the way the physics actually work a little better than Oblivion's at times.

I did actually firmly believe that you could not succeed at this game without a high small arms skill. I have, however, upon getting on with my second game, found this to be very and unrealistically untrue. I am doing so much better with the baseball bat than I ever did with guns it's ridiculous. Pretty much what happens is you run up to the bad guy, go into VATS, put them in, and go. You'd think "if I run up to a guy with a shotgun, I'm going to get my face owned," right? Nope. You are too close for them to actually hit you with you guns. I get shot with pistols occasionally, but almost never with longarms unless they tag me as I'm running in.

Also, mines. God damn. Seriously. Mines are so completely made of win it's almost ridiculous. Especially when paired with the typical stupid "follow me as I back up a lot" AI. There's a quest where you kill these mutant fire ants... All I did was mine them all to death. Though I did actually end up getting a gun somewhere and using it for the last part of the quest.

I also thought the VATS system made the game too easy at the end. Supermutant? Walk up, VATS, two headshots. Enclave power armor? Walk up, VATS, two headshots. Difficult isn't even on the radar.

I will say one thing, though:
The robot escort at the end? Best thing in a video game ever.
Also, Moira is one of the most entertaining NPCs in an RPG I've ever played.

As a side note, I never took any cohorts except for big dude at the end and he never got in my way or ran too far off. Maybe just different play styles on our parts saved me there.

Indeed, stimpacks are life. I also took to selling every last little thing I could find. Eventually I ran the merchants out of caps and stimpacks. I didn't run across our Outcast bunch until a lot later in the game or I'd have certainly used them and the mountain of laser pistols as barter for stims. Laser pistols which sucked ass clear to the end of the game. Absolutely useless.

Maybe the wall seams aren't always noticeable? They were for me though and it grew to irritation levels. I suspect I've simply spent too much time modding Oblivion to let stuff like that go. It's a simple matter of setting the ambient light color to black even if you have an ambient light level. Unless they changed how that works with FO3.

Interesting about in-your-face bashing tactics. I dismissed melee entirely as foolishness. I'm surprised those kinds of tactics continued to work well for you for so long given some of the overwhelming numbers you face at times. Also noted on the mines, as I used similar tactics in the same fire ant quest, but found them otherwise too dangerous in most situations. About as dangerous as giving companions grenades.

VATS can indeed make the game too easy, but consider. Two headshots on anything is one headshot too many to be believable at all. Mutant, Enclave, or otherwise. If I tag something with a shotgun shell that fires 12 bullets and all 12 tag the target in the head, I expect instant and gory death to be the result. Toward the end, as I managed to get my energy weapon skills up, I achieved the glory of single shot kills on practically any body part. But that was a long and bloody journey that should not have been.

Yes, that whole end-game sequence leading back to the Memorial was one of the best things I'd ever seen. Except I wasn't planning for the whole thing to just abruptly end 5 minutes later. I was hoping to break off at some point so I could go looking for some of the other interesting things I'd heard mentioned. But that's just wrong on so many levels coming from Bethesda. I realize lots of games have defined endings, and you can tell as you play when you're dealing with such a thing. Bethesda made a name for themselves with open-ended gaming and they dropped the ball badly on this one. Even if they manage to churn out some DLC the size of Knights of the Nine, I doubt they'll get it released quickly enough for me to give a shit. I can very clearly see that even if I choose to become the scum of the wasteland that I'll still be forced to follow the main quest the way they want it done. Of course, one can ignore it entirely, but then one does miss out on a pretty decent plot line. Hopefully this won't be too much of a spoiler for others, but a word of warning. Once you've been given the go ahead to enter Vault 87, that's it. After that it's more or less a done deal. So if you don't want to bring the game to a screeching halt 20 minutes later, halt the quest there and go explore or something. Apparently there's a great deal out there I never found because I chose to take care of the main quest.

Moira was definitely cool. The whole Guide to the Wasteland was a pretty clever way to get in a tutorial about how to handle various creatures, and to illustrate to the player that they can indeed "play hurt" without much trouble. Maybe if I start a new guy I'll be able to finish her stuff.

Well, you and I clearly have much different styles of play and such. Companions saved my ass so many times it's not even funny. Without them I doubt I'd have had the patience to put up with a lot of things. Just don't ever give one a grenade. I can't stress that enough :)

BTW, I wrapped a small portion of your comment in spoiler tags. Try to use them. They exist for a reason :)

I didn't think that was too much of a spoiler. Hehe.

OTOH, did you know that at character creation, you can drop SPECIALs from five to pick up more extra points? I made a new character and found out by accident. Then I had a character with agility and luck of 10 and I pretty much never miss, even with the junk pistol or 10% durability hunting rifle. It's kind of ludicrous. I actually started metagaming and at level three my energy weapons is already 60 something. I know where to find a laser pistol early on, so I'll see how that goes.

I guess all I can recommend is that if you want to spend time doing stuff in the game, simply flat out ignore the main quest after you get out of the vault. There are like 8 quests you can do right from Megaton and they all lead to or show you (as long as you explore well) to other side quests in other places. Still, with only about 50 quests total in the game, it won't take long to do them all.

Only 50 quests in the entire game? That seems like a small number considering the large number of locations on the map. I sure hope Bethesda didn't overload the map with locations just to provide excuses to release add-ons. Especially since once you pass the point of no return on the main quest it would do little good for that particular character to bother with expansion material.

Pete Hines has also already confirmed they're not going to raise the level cap, so that's going to once again fall to modders to resolve if/when there is a CS available to the public. Right now, current cap removers will just crash the game. I reached level 20 with really no special effort and haven't even seen half of the locations the full map has on it.

As I understand it, the only aspect of the game that has issues when you use a mod to raise that max level cap is the allocation of skill points and only because the game doesn't know what to do with skills that exceed 100 and once you've maxed all the skills you can't leave the menu with points remaining, thus there is another mod that lets you allocate the extra points as you wish (up to 225 or 255, whichever it was) and there is the option of using a console (~) command to simply close that menu and proceed regardless. Having not reached that point in the game myself, I can only speculate and go off what's listed on the site I got my mods from though.

It's a widely known problem on the Bethesda forums, and on the Fallout Nexus site where the level cap removal mod is located. Or at least the one I saw. They've confirmed the script for leveling up can't handle going over 20. Evil characters crash upon reaching level 21, good characters loose all their karma. As I said, neither solution is viable. Access to the CS will be required to fix it. But by the time the CS comes out, I suspect not many people will be playing anymore. I won't be unless I decide to go evil with my next play. If there is a next play.

Hmm, so if I use the mod I got from the Fallout Nexus site for it, I will either crash the game or lose my Karma when I hit level 21? Regardless of the skill points thing? Hmm..while the initial reaction would be that that really sucks, I have to wonder how much impact would the karma lose actually have (obviously the evil character crash is far worse). And this is something Bethesda has already acknowledged as being a serious bug that they have no intention of fixing? :(

That's like Sacred 2's issues with DRM & Securom. :(

No, this is a bug users discovered after breaking the cap that Bethesda is not going to fix because it's not how they designed the game to work. Pete Hines has already said they have no intentions of raising the cap. So you can't pin the bug on them for it.

So, you're saying that it's not really a bug then since it's acting that way only when players alter the game via mods to essentially break the game?

Exactly. Bethesda designed the game with a 20 level cap. Their scripts are properly programmed to handle a level 20 cap. The game only breaks after people hack up mods to remove the cap, thus resulting in behavior Bethesda did not design for. So yes, it's most definitely a player generated bug. It'll be fixable with a CS too, but the longer we go without one, the less likely we are to get it.

Well here's another kick in the face to game fans: http://www.videogamer.com/news/13-11-2008-9918.html

Seems the Fallout 3 DLC will only be available if you subject yourself to the DRM laden bug ridden Games for Windows Live system. I can only wonder what it is the PC fanbase did to piss Bethesda off so much.

Well, given that "Games for Windows Live" is free, I had to wonder why my copy of Fallout 3 included a "LIVE Access Key", gues now I know.. now I just have to wonder if it's worth visiting to get the DLC.

Ok. Bethesda seriously needs to fire Pete Hines. He sucks as a marketing guy. He doesn't even know WTF he's talking about apparently. Bethesda just put out a press release re: FO3 stating that the CS is coming next month and announced 3 official DLC mods. One of which will allow play past the end of the game. Their press people have been throwing around that junk "Games for Windows" thing lately and Hines previously kept tagging the "LIVE" part on to the end of it when he'd respond to interview questions. Well, apparently "Games for Windows" is some kind of gay new Microsoft thing that's just a fancy gimmick for "PC User with Vista" and the "Live" part has nothing to do with it. And no, it doesn't mean you need Vista to play it. Thankfully.

So what's this mean? Full scale user mods are on the horizon sometime before the end of the year. So for those of us who despised the level cap system, we don't have to wait long to have that glaring issue fixed properly. And if DLC can circumvent the ending, I'll lay odds users will beat Bethesda to the punch the day the CS is out.

So did anybody, in the first part of the game, flip the switch that
sets off the nuke in the center of Megaton
instead of
disarming it?
And what happened!?! :D

Very cool, Samson!

No, Zenn, hadn't tried playing that way, maybe with another character.. ;)

Happy Thanksgiving everyone! :)

Kata-kun [Anon] said:
Comment #16 Dec 4, 2008 7:11 pm
I see all of you talking about not being able to get to level 21. in actuallity there is a way to reach level 21 on the 360 version (idk if this works on the ps3 but assuming it does) without the game crashing. ever try to go through a door just after it says level up on the bottom right? well if you haven't I'll fill you in on what happens. it temporarily stops the level up screen from popping up (for how long i'm not sure but found it only showed the level up text after i killed someone or something). now there is a glitch here. I won't tell you exactly how it's done but i will give you a hint. you have to do it at level 19 going on level 20. you have to go through a door at this point before the level screen pops-up...that's all i'm going to say. good luck with finding the glitch.

Good luck, indeed, given that we were all talking about playing this game on PC rather than PS3 or 360. ;)

On PC, I think someone has already got a mod to safely remove the level cap. Apparently one of the pre-CS mod utilities that's out there has recently gotten the ability to compile scripts. So those of us who want our caps removed without having to pull silly bug exploits can do so. I'd much rather go that route than rely on some cheesy trick that may only work for level 21, and only if you're fast enough to open a door just as you level up.

Sounds like good news to me, especially when you consider he was saying he thought that trick might only work on the 360 version of the game with a possibility ofthe PS3 version as well, but he didn't even imply that he realized there was a PC version, let alone that his trick might or might not work on it.

Kata-kun [Anon] said:
Comment #20 Dec 6, 2008 11:14 pm
ok let me clarefy the trick "does" work on the 360 I never said it didn't. seciond this trick by passes the whole cap itself you can get to any level you want. the reason I said I was unsure if it worked on the ps3 was because I only have the 360 version. unless the versions between the two and the pc one as well (thanks for telling me that btw I just found this forum when I was searching for fallout 3 stuff so yeah) are different then there is no reason why it shouldn't work. though if you got any kind of patch for the game then there is a chance it won't work.

the main idea of this glitch was to see if people where smart enough to figure out what to do. Now a-days we rely on mods and so on too much to use our brains. not saying that anyone here is dumb. just saying now adays we hardly use our brain power at all to figure things out and instead rely on others and guides to help us. which there is nothing wrong with that just that it would be nice if we used our brains more. oh and one more thing before people start flaming me I know modding requires alot of skill I'm not refering to them when I say this.

Kata-kun [Anon] said:
Comment #21 Dec 6, 2008 11:21 pm
oh and one last thing I did know there was a pc version just didn't know this forum was only about that.

This isn't a forum :)

And the post was about the game, not necessarily the PC version of it. Though of course that's what I played and so I'll use a mod. I'm sorry, but using my brain power isn't an issue. When you have to know that opening a door between level 19 and 20 just before the leveling screen comes up is the solution to a problem, that's blind luck. Not puzzle solving. The game gives you no clues whatsoever that doing so will work, so you can't have any way of knowing to try it without someone stumbling over it by accident first.

Kata-kun said:

ok let me clarefy the trick "does" work on the 360 I never said it didn't. seciond this trick by passes the whole cap itself you can get to any level you want. the reason I said I was unsure if it worked on the ps3 was because I only have the 360 version. unless the versions between the two and the pc one as well (thanks for telling me that btw I just found this forum when I was searching for fallout 3 stuff so yeah) are different then there is no reason why it shouldn't work. though if you got any kind of patch for the game then there is a chance it won't work.

Sorry if you misunderstood what I was saying, but it's not that you'd left any doubt that this might work on a 360 but rather that none of us are using a 360 (which is the only place you said that you knew it did work) or even a PS3 here and reading the previous post comments would've revealed that. I also apologize if you took offense at my saying "but he didn't even imply that he realized there was a PC version", it happened to be a true statement rather than any sort of snide remark. Finally, as Samson already pointed out, this isn't a forum, even if it's got many of the features of one including somewhat lengthy (and oft heated) discussions, but as Samson didn't (and probably shouldn't have to) point out, it is rather his personal blog. On the other hand, however you might have found this little niche of the Internet, I'm sure we'd all happily greet a new member to the site should you decide to remain on for our other discourses as well.

Kata-kun [Anon] said:
Comment #24 Dec 8, 2008 2:32 pm
well thank you and btw it's more then just opening the door there is more too it. I just was giving a hint at it so people would have to use their brains that is all. I will think about it not sure if I will stay but there is a good chance of it.

Sounds fair enough, on all counts, to me. :)

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