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Child of Light

Child of Light is a developed by and published by . Released on April 29, 2014, for Microsoft Windows, PlayStation 3, Wii U, Xbox 360, and Xbox One, with subsequent ports to PlayStation 4, , , and , the game blends platforming, puzzle-solving, and turn-based combat in a side-scrolling format. It follows the protagonist , a young girl from 1895 who awakens in the kingdom of after falling ill, and must ally with magical creatures to defeat the tyrannical , who has stolen the , , and stars, plunging the land into darkness. The narrative, presented as a "playable poem" with rhyming , draws inspiration from classic and , emphasizing themes of loss, growth, and heroism. The game's world is rendered in a hand-drawn, watercolor using Ubisoft's engine, creating a dreamlike atmosphere that evokes illuminated manuscripts and early 20th-century illustrations. Gameplay centers on of Lemuria's interconnected regions, where players control and her companion Igniculus—a floating firefly-like who aids in , puzzle-solving, and co-operative play by highlighting enemies, healing allies, or illuminating dark areas. is active turn-based, allowing real-time actions like dodging or positioning during opponents' turns, and features an elemental with affinities for fire, water, earth, and light. Additional content includes quests like "The Golem's Plight," introducing new allies and story branches. Upon release, Child of Light received widespread critical acclaim for its artistic design, emotional storytelling, and orchestral soundtrack composed by , earning generally positive reviews, with aggregate scores ranging from 74 to 89 on across platforms. It won awards including Best Visual Art at the 2014 Canadian Video Game Awards and the NAVGTR Award for Original Light Mix Score, while also being nominated for Handheld Game of the Year at the D.I.C.E. Awards. The title's has led to discussions of a , teased by the developers in 2021, though no sequel has materialized as of 2025.

Gameplay

Combat system

The combat system in Child of Light is a turn-based RPG mechanic infused with active time battle elements, drawing inspiration from systems like that in Grandia but modified for greater player agency. Battles occur when the protagonist Aurora encounters dark creatures in the game world, initiating encounters with up to two active party members facing off against one to three enemies. A central timeline bar dictates turn order, with characters and foes advancing toward an action point at speeds determined by their agility stats; upon reaching it, time pauses, allowing players to select commands such as attacks, spells, items, defense, or swapping allies. This pause system enables deliberate strategy, but the real-time progression of the timeline adds tension, as faster enemies can act sooner. Party management supports up to nine members (including ), with only two active in combat at a time and the rest available for swapping; recruitable allies include the young , the , and her brother Tristis, among others who join through story progression and quests. Only two characters fight actively at a time, but players can freely swap inactive members mid-battle without consuming turns, ensuring all gain experience post-fight regardless of participation. Each ally brings distinct roles: wields light-based melee and magic attacks for direct damage and interruptions; specializes in spells (, , ) and swift physical strikes to disrupt foes; focuses on support with healing and buffs; and Tristis offers similar utility, including area-wide haste and evasion boosts like Tumble All. This composition encourages tactical swaps to counter enemy types, such as using 's magic against physically resistant dark creatures. Abilities are upgraded via skill trees unlocked with level-up points, branching into offense, defense, or support paths that enhance base attacks or unlock advanced versions with added effects like status ailments. Complementing this, the oculi system involves collectible gemstones—such as sapphires for magic boosts or for light damage—that players craft and equip in armor or weapon slots to augment stats and skills; for instance, equipping oculi can imbue Aurora's strikes with extra damage or improve Igniculus's efficiency. These upgrades prioritize elemental affinities and interruptions over raw power, with representative examples including Aurora's spells gaining area effects or Finn's lightning attacks chaining to multiple targets. A unique element is the companion Igniculus, a controllable who operates in during battles alongside the paused turns. Players can direct Igniculus to heal allies by shining light on them (restoring gradual health via a rechargeable meter), stun or enemies to slow their progress and reveal vulnerabilities, or manipulate the , such as dispelling to expose weak points on foes. This interactivity allows proactive disruption, like blinding a charging enemy to prevent interruptions or collecting floating power-ups for temporary buffs, adding a layer of multitasking to the otherwise deliberate combat flow. Strategic depth arises from interruption mechanics, where landing an attack on an enemy during their casting animation stuns them and resets their timeline position, potentially chaining into free turns for the party. Enemies, primarily dark creatures, counter this with curse-like abilities that inflict status effects to interrupt player actions, such as slowing allies or forcing defensive stances; many also charge up powerful moves, resist specific damage types (e.g., physical or magical), or apply debuffs that demand timely Igniculus intervention or type-matched counters. Defending reduces incoming damage to one-fifth, making it a viable option against boss-level threats, while ailments like poison or sleep prove more reliable than buffs due to the small party size. Overall, success hinges on timeline manipulation and ally synergy rather than overwhelming force.

Exploration and progression

Child of Light employs side-scrolling exploration within the hand-drawn fantasy world of , allowing players to traverse lush, painterly landscapes filled with verticality and hidden nooks. As the , players engage in platforming mechanics, including precise jumping across platforms and gliding through the air using her ethereal wings to reach elevated areas or cross gaps. This navigation encourages thorough scouting of environments, where environmental hazards like thorny vines or collapsing ledges require timed movements to progress safely. A key element of exploration is the companion Igniculus, a controllable firefly-like whose light beam reveals concealed paths, uncovers secret items, and dispels darkness in shadowy regions of . Igniculus facilitates puzzle-solving by interacting with light-sensitive elements, such as activating floating platforms or diverting enemy projectiles in non-combat scenarios, thereby opening access to otherwise unreachable sections of the map. collect a variety of items during these traversals, notably floating confessions (poems and letters that deepen the and unlock an when all are gathered), stardust for permanent enhancements like boosted health or magic capacity, and oculi from enemies or hidden spots. Quest-specific items, gathered through optional interactions, tie into side activities that enrich the world's lore without propelling the core storyline. Character progression occurs primarily through experience points accumulated from activities in the world, enabling level-ups that unlock skill trees for each party member. These trees, divided into three branches per character, are activated and expanded by oculi—color-coded gemstones (red for physical prowess, green for magical affinity, and blue for utilities) that players into to amplify stats or grant new abilities like enhanced gliding distance or improved item detection. itself is customizable via upgrades and oculi combinations, allowing tailored builds that complement demands, such as gear that extends Igniculus's range for deeper delves into caverns. Throughout , side quests emerge from dialogues with diverse NPCs, such as displaced villagers or mystical creatures, offering branching vignettes that deliver rewards like rare oculi or exclusive accessories while maintaining separation from the primary adventure. These quests often involve fetch tasks or minor platforming challenges, fostering a sense of community and discovery in the game's interconnected regions.

Synopsis

Setting and characters

The world of Child of Light is set in , a dreamlike, fantastical continent depicted in a , featuring floating islands, enchanted forests, and crystalline landscapes shrouded in perpetual twilight due to a curse cast by the Queen of the Night, who has stolen , , and . This lost realm draws from , evoking the ethereal and mythical qualities of classic tales through its luminous, hand-painted environments and themes of versus . The protagonist, , is a young girl from 1895 , the daughter of a , who awakens in after succumbing to a mysterious illness in what appears to be a dreamlike between . Upon arrival, she acquires iridescent wings, enabling flight, and embarks on a quest to restore light to the darkened world while seeking a way home. Her design reflects innocence and determination, with flowing and a simple gown, symbolizing her transition from childhood vulnerability to heroic resolve. Aurora is accompanied by a host of allies who join her journey, each contributing unique abilities in exploration and turn-based combat. Igniculus, a glowing wisp, serves as her loyal companion, capable of illuminating hidden paths, healing wounds, and disrupting enemies with bursts of light. , a cheerful from the Kingdom of Bolmus Populi, wields a and provides through her optimistic demeanor. , a scholarly from the mountains, specializes in magic (fire, water, and lightning) and represents intellectual curiosity. Tristis, Rubella's melancholic brother and a skilled archer, grapples with personal sorrow but offers ranged support. Genovefa, an ancient dragon and guardian of knowledge, imparts wisdom and fire-based attacks. Other companions include , a brave mouse archer; Óengus, a Kategida providing strong physical support; and visions of the , Aurora's father, who embodies paternal protection. The primary antagonists are the dark forces led by the Queen of the Night (Umbra), including her children: and Crepusculum, shadowy daughters who command nocturnal minions and have plunged into gloom. These villains contrast the protagonists' light and hope, with designs evoking gothic archetypes like malevolent witches and cursed monarchs. Character backstories and designs weave in themes of , personal growth, and , mirroring 's fractured harmony; for instance, Aurora's separation from her family underscores grief and maturation, while allies like Tristis confront their emotional burdens to find purpose. This narrative echoes the moral and transformative arcs of traditional , such as those in collections, emphasizing resilience amid adversity without relying on passive heroism.

Plot

Aurora, the young daughter of an Austrian set in , succumbs to a mysterious illness shortly after her mother's death and her father's remarriage to a harsh . She awakens in the ethereal world of , a fairy-tale realm shrouded in perpetual twilight, where she is protected by Igniculus, a glowing spirit. In , discovers that the tyrannical has stolen the sun, moon, and stars, casting the land into darkness and unleashing shadowy creatures upon its inhabitants. To restore light and find her way home, embarks on a quest to retrieve these celestial fragments, navigating a world filled with whimsical yet perilous locales such as the of Nibel. Along the journey, she forges alliances with quirky companions, including the scholarly Finn and other eccentric beings like talking mice and sea serpents, who join her in confronting the dark forces and family-themed antagonists that embody loss and conflict. The narrative unfolds through major acts of exploration and trials, where Aurora's personal growth is intertwined with the collection of light sources and the gathering of —ethereal wishes from Lemuria's people that Igniculus collects to aid in healing and progression. These elements highlight themes of , , and the power of wishes in overcoming despair, as Aurora evolves from a vulnerable into a determined . The story's poetic structure, delivered entirely in rhyming via character dialogues and Aurora's introspective soliloquies, lends it a lyrical, fairy-tale quality reminiscent of classic literature. Climaxing in a restoration of balance to , the plot resolves with motifs of returning home and emotional reconciliation, emphasizing closure amid familial strife. A post-credits sequence teases potential further tales in the world, leaving room for expansion on Lemuria's lore.

Development

Narrative

The narrative of Child of Light was crafted as a modern , emphasizing a structured arc with a clear beginning, middle, and end to evoke the immersive feel of a storybook. Lead writer , in collaboration with creative director Patrick Plourde, approached the script by incorporating rhyme and poetry into all dialogues, transforming the game into what Yohalem described as a "playable poem." This poetic structure drew inspiration from literary works like Samuel Taylor Coleridge's The Rime of the Ancient Mariner, using and a ballad-style (where the end of the second line rhymes with the fourth) to create a lyrical, book-like atmosphere that unified the with interactive elements. Central themes of childhood innocence, , and were deeply personal to Plourde, who infused the story with his experiences of loss following the death of his mother to cancer, portraying Aurora's journey as a for and emotional growth. Yohalem focused on emotional truth over complexity, blending with a coming-of-age quest that highlights Aurora's transition from isolation to in the fantastical world of . To enhance player engagement, the team developed branching side stories through NPC confessions and wishes, allowing minor emotional choices that provide without altering the core plot, thereby deepening interactions and thematic resonance. Literary influences shaped the narrative's adaptation of traditional forms into an interactive format, drawing from JRPGs such as the Final Fantasy series for its epic quests and ensemble dynamics, while incorporating the dark wonder of Western fairy tales like those collected by the for motifs of peril and moral growth. These elements were reimagined as a tale of , with Aurora's arc echoing classic stories of children entering hidden realms, such as in C.S. Lewis's Narnia or Philip Pullman's . Challenges arose in integrating this poetic language with gameplay, particularly in , where performers required extensive takes to deliver rhymes with natural rhythm and emotional depth, ensuring the dialogue enhanced rather than hindered immersion.

Presentation

Child of Light features a distinctive hand-painted watercolor art style crafted by artists at , evoking the ethereal quality of classic fairy tales through layered, translucent washes and intricate detailing. This aesthetic draws inspiration from the works of Golden Age illustrators such as , John Bauer, and Kay Nielsen, as well as the animated films of , including and Nausicaä of the Valley of the Wind, to create an immersive, dreamlike world reminiscent of 19th-century European illuminated manuscripts. The game's animation utilizes techniques powered by Ubisoft's , blending 2D hand-drawn elements with 3D skeletal animations for fluid character movements and interactions. Environmental adds depth to the side-scrolling exploration, with multiple background layers shifting at varying speeds to simulate a , while dynamic effects—such as soft glows from magical elements and shifting —enhance the atmospheric without overwhelming the artistic focus. The user interface embodies a storybook aesthetic, incorporating ornate borders inspired by illuminated manuscripts around menus and dialogue boxes, paired with minimalistic designs that use watercolor textures and a muted color palette to maintain narrative flow. Technical presentation supports resolution and targets 60 frames per second on next-generation consoles and PC, ensuring smooth performance across platforms like , , and . Post-release patches resolved visual bugs such as graphical glitches in foreground scenery and loading issues, improving stability and visual fidelity. Accessibility features include customizable subtitle options to accommodate the game's poetic rhyming , allowing adjustments for size and positioning, though dedicated color-blind modes are not explicitly implemented. The orchestral soundtrack subtly complements these visuals, reinforcing the fairy-tale ambiance through synchronized swells during key scenic transitions.

Music

The orchestral score for Child of Light was composed by Canadian Béatrice Martin, professionally known as . Drawing from early game illustrations provided by , Martin spent over a year developing the music, starting with piano and sketches before expanding into full arrangements. She composed battle themes, boss fights, jingles, victory fanfares, and world-specific motifs, all built around a central theme inspired by her newborn daughter, whom she envisioned as the protagonist . The soundtrack blends piano-driven melodies with orchestral strings, flute, percussion, , and , evoking a melancholic yet hopeful atmosphere that suits the game's fairy-tale fantasy setting. Influenced by RPG series like Final Fantasy and Pokémon, as well as the adventurous scores of The Legend of Zelda, Danny Elfman's compositions, and orchestral works from films like , the music features soft, sombre exploration tracks that transition into dramatic intensity. Key pieces include the title screen's "Aurora's Theme," a poignant and strings arrangement conveying uplift amid sadness, and region-specific motifs for Lemuria's areas, such as the serene, -accented "Pilgrims on a Long Journey" for open-world traversal. Boss encounters incorporate ethereal choir elements, as in the vocalized rendition of "Metal Gleaming in the Twilight," heightening tension with layered vocals over swelling strings. A dynamic music system integrates the score seamlessly with gameplay, shifting from gentle, atmospheric layers during exploration and emotional narrative moments to fast-paced, percussion-driven arrangements in combat sequences. Rearrangements by composer Anthony Rosancovic amplified the battle music's urgency, ensuring variations like swirling strings in "Jupiter's Lightning" align with turn-based fights. Select vocal tracks, such as the ending song "Off to Sleep," include rhyming English lyrics—e.g., "Off to sleep, my child, off to sleep / In your dreams, the stars will keep"—adding poetic depth to poignant scenes. The recording process occurred in a studio, where oversaw rough mixes with full creative control, receiving Ubisoft's approval before final integration. Collaborations with audio designer Hugo Bastien ensured sound effects complemented the score without overpowering it, such as subtle chimes syncing with magical elements in exploration. No post-release or updates introduced additional musical elements to the game.

Release

Platforms and dates

Child of Light was initially released on April 29, 2014, in for Windows, , , , , and , with European releases following on April 30, 2014. A port for launched on July 1, 2014, in and July 2, 2014, in , adapting the game's controls to the handheld's touch screen for managing the companion character Igniculus while using buttons for protagonist . The game received a port as the Ultimate Edition on October 11, 2018, which includes all prior and adds local co-op support using controllers for controlling and Igniculus separately. Later releases included in August 2021, and on October 19, 2021, both supporting controller inputs without additional adaptations beyond standard streaming compatibility. No mobile ports for or have been released as of November 2025. The game features platform-specific control adaptations, with PC versions using and mouse for precise aiming and movement of and Igniculus, while console and handheld versions rely on analog sticks and buttons for similar functionality, optimized for controllers. Distribution is primarily digital through , for PC, and respective console eShops, with physical editions available for the initial 2014 console launches in select regions, the in March 2015, and the in February 2019.
PlatformRelease Date (North America)Notes
Microsoft WindowsApril 29, 2014Digital via and
April 29, 2014Digital and physical
April 29, 2014Digital and physical
April 29, 2014Digital and physical
April 29, 2014Digital and physical
April 29, 2014Digital and physical
July 1, 2014Digital, touch controls for co-op
October 11, 2018Ultimate Edition, co-op
August 2021Cloud streaming
October 19, 2021Cloud streaming

Marketing and promotion

Ubisoft first revealed Child of Light during its Digital Day event on September 10, 2013, with an announcement trailer that emphasized the game's hand-painted watercolor and rhyming inspired by tales. The trailer introduced the protagonist Aurora's quest in the fantastical world of , highlighting turn-based combat and poetic telling to generate early buzz among RPG enthusiasts. Subsequent trailers, such as the trailer released in 2014, further showcased the immersive exploration and emotional depth, positioning the game as a "playable poem" distinct from 's typical action-oriented titles. To build player interest ahead of launch, Ubisoft released demos on select platforms including , allowing users to sample the core mechanics like real-time movement in a turn-based battle system and puzzle-solving elements. On PC, promotional free weekends via Uplay and encouraged trial playthroughs, enabling potential buyers to engage with the early chapters and share experiences on . These initiatives aimed to highlight the game's accessible yet strategic without requiring a full purchase commitment. Ubisoft cross-promoted Child of Light alongside Valiant Hearts: The Great War, another title, to underscore their shared emphasis on artistic, narrative-driven experiences that evoked an sensibility within a major publisher's portfolio. This synergy was evident in bundled offerings, particularly for the port, where the two games were packaged together to appeal to fans of emotional, hand-drawn adventures. The marketing campaign framed Child of Light as a "fairy tale ," targeting aficionados and family audiences with its whimsical yet poignant of and , complemented by accessible controls suitable for broader demographics. Pre-order incentives included digital downloads of the original soundtrack composed by , featuring ethereal tracks like "Pilgrims on a Long Journey," and access to an exclusive art book showcasing concept artwork and development insights into Lemuria's design. These tie-ins reinforced the game's poetic and visual allure, encouraging early adoption through collector-friendly extras. Following its initial release on platforms including PC, PlayStation 3, , , , and , post-launch promotions featured deep discounts during sales events, such as a 75% reduction to $3.74 in June 2015, to sustain visibility and attract new players. In 2018, teased the port with an announcement trailer on , building anticipation for the October 11 release of the Ultimate Edition, which included all and co-op features tailored for portable play. This port promotion also subtly hinted at potential sequels, reigniting interest in the franchise.

Reception

Critical reception

Child of Light received generally favorable reviews upon release, with aggregating scores of 89/100 for the version based on 18 critic reviews, 85/100 for the PC version based on 32 reviews, and 84/100 for the port based on 12 reviews. Critics consistently praised the innovative turn-based combat system, which blended real-time elements with strategic depth, and the game's stunning visuals powered by Ubisoft's engine. Reviewers lauded the poetic narrative and emotional depth of the story, often drawing comparisons to classic JRPGs like Final Fantasy for its fairy tale-like charm and watercolor art style. awarded the game a 9.3 out of 10, highlighting its "gorgeous art, exemplary combat, and hand-crafted aesthetic" as reasons no fan should miss it. gave it an 8 out of 10, commending the "somber tone" and "beautiful score" that complemented the action, while scored it 9 out of 10, calling it a "beautiful adventure-platformer that is as much of a delight to play as it is to behold." Despite the acclaim, some criticisms emerged regarding repetitive combat encounters that could feel drawn out over time, the game's relatively short length of 8-10 hours, and occasional frustrations with imprecise platforming mechanics. The Nintendo Switch port, released on October 11, 2018, as part of the Ultimate Edition, saw evolving reception that emphasized its improved accessibility for newcomers through portable play and added content like DLC quests, maintaining strong praise for its artistic merits on the hybrid console.

Commercial performance

Child of Light achieved commercial success as a mid-tier project for , turning a profit within seven months of its April launch. Producer Patrick Plourde stated at the GameON: Finance conference in November that the game had recouped its costs, estimated at a couple of million euros—primarily salaries for its core team of 40 developers—making it viable without relying on AAA-scale marketing or sales targets. This positioned the title as a profitable niche experiment for the publisher, distinct from its blockbuster franchises, and sufficient to sequel development plans at the time. Digital sales drove much of its performance, particularly on PC, where it peaked at the top of Steam's charts upon release and sustained interest through ongoing availability. Estimates indicate approximately 722,000 units sold on Steam, generating around $6.8 million in gross revenue as of 2025 data. Console versions saw more modest uptake initially, with physical and digital sales lagging behind PC but contributing to overall viability. The game experienced long-tail success via frequent discounts—reaching up to 75% off on since 2015—and inclusion in bundles, extending its reach beyond launch. The 2018 Ultimate Edition release further bolstered sales by tapping into the platform's portable audience, aligning with a period of heightened visibility for indie-style RPGs on the system. Regional metrics highlight stronger performance in and , where it benefited from critical buzz and digital ecosystems, compared to limited traction elsewhere. VGChartz estimates and data through 2025 reflect steady digital accumulation, underscoring its enduring appeal as a favorite without volumes.

Legacy

Awards and nominations

Child of Light garnered significant recognition from various awards bodies, particularly for its artistic style, animation, audio design, and elements, reflecting its innovative blend of turn-based mechanics with hand-painted visuals and poetic narrative. The game received 7 nominations at the in 2015, including Best Animated , Outstanding in in a (Alex Drouin), Outstanding for Character Design in a , Outstanding for Storyboarding in a , Outstanding for Writing in a , Outstanding for in a (Caroline Lavergne as ), and Outstanding for Music in an Animated Production (Béatrice Martin). It did not secure any wins in these categories. At the 18th Annual in 2015, Child of Light was nominated for Handheld Game of the Year. The game also earned nominations at for Best Score and Music (Béatrice Martin). In audio-focused accolades, it was nominated for in Use of Sound, New IP at the 2015 NAVGTR Awards, though it won the categories for Original Light Mix Score, New IP and Game, Original Role Playing. Additional recognition included a win for Excellence in Art at the 2015 and a nomination for Artistic at the 2015 BAFTA Games Awards.
Award CeremonyYearWinsNominations
Canadian Video Game Awards2014Best Visual Arts
Best Animation
Best Handheld Game
Best Downloadable Game of the Year
Best PC Game (5 total wins)
Best Audio
Best Game Direction
Best Writing
Game of the Year
NAVGTR Awards2015Original Light Mix Score, New IP
Game, Original
Use of Sound, New IP
2015Excellence in Art-
BAFTA Games Awards2015NoneArtistic Achievement
2015None7 (as listed above)
2015NoneHandheld Game of the Year
The Game Awards2014NoneBest Score and Music
These accolades, particularly those celebrating its visual arts and soundtrack, underscored Child of Light's strengths in artistic innovation and emotional depth, inspiring to pursue similar creative, smaller-scale projects like Valiant Hearts: The Great War. As of 2025, no additional awards have been bestowed, but the game's influence persists through retrospective praise in discussions of standout indie-style RPGs from the . In addition to the core game, Child of Light has inspired several official publications and media releases. A 24-page physical art book was included in the 2014 Deluxe Edition for , , and PC, featuring , development sketches, and illustrations by artist that highlight the game's fairy tale-inspired aesthetic. In 2015, to mark the game's first anniversary, released a free digital art book titled Child of Light: Reginald the Great, which expands on the world of through additional artwork and a about a character from the game's lore. The game's original soundtrack, composed by Béatrice Martin under her stage name , was released as a standalone on , 2014, and remains available for streaming and purchase on platforms including and . The features 20 tracks that blend orchestral elements with influences, including bonus content such as extended versions of key themes like "Aurora's Theme" not present in the in-game audio. Official merchandise for Child of Light has been limited, primarily consisting of promotional posters designed by bundled with certain retail editions and digital downloads from the Store. No large-scale lines of figurines or apparel have been produced by , though third-party collectibles featuring characters like and Igniculus have appeared sporadically through licensed partners. While Child of Light has not featured in major crossovers, such as Ubisoft's series or extensive comic/novel adaptations, its characters have made brief appearances in promotional events, including Ubisoft's PAX East 2014 demo showcase alongside other titles. The franchise has no official expanded universe in other media formats beyond these. Fan-driven content, particularly mods for the PC version, has extended the game's replayability, with community creations available on platforms like that alter visuals, add new quests, or enhance mechanics. Ubisoft's general policy on states that modifications are not officially supported unless explicitly authorized, and players should deactivate them if technical issues arise during play. A was briefly teased by in 2018 during the port announcement, though no further developments have been confirmed.

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