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Killzone 2

Killzone 2 is a video game developed by and published by exclusively for the console. It serves as the third main installment in the series, depicting an interstellar war between the human Interplanetary Strategic Alliance () and the fascist Helghast empire, with players assuming the role of battle-hardened sergeant Tomas "Sev" Sevchenko during an invasion of the hostile planet Helghan. The game's single-player campaign emphasizes linear, squad-based combat across 10 chapters, where Sev leads a team through intense firefights, vehicular sections, and environmental hazards on Helghan's toxic, war-torn landscapes, aiming to assassinate the Helghast leader, Autarch Scolar Visari, and dismantle their military infrastructure. Multiplayer modes support up to 16 players in class-based objective scenarios like and Capture & Hold, featuring 10 maps, customizable loadouts, and offline bot support, with additional content released via downloadable packs such as Steel & and & Thunder. The title was built using Guerrilla's proprietary engine, showcasing advanced deferred rendering, dynamic lighting, and detailed character models that pushed the PS3's capabilities at launch. Upon its release on February 27, 2009, in North America and Europe, Killzone 2 received universal acclaim for its stunning visuals, immersive atmosphere, challenging AI, and robust online features, earning a Metacritic score of 91/100 based on 94 critic reviews. It sold over 1 million units worldwide within months, becoming a commercial success and a flagship PS3 exclusive that helped bolster the platform's library during its early years. The game garnered several nominations at the 13th Annual Interactive Achievement Awards, including for Outstanding Achievement in Visual Engineering, and won the Ivor Novello Award for Best Original Videogame Soundtrack for composer Joris de Man's score.

Gameplay

Single-player campaign

The single-player campaign of Killzone 2 centers on a tactical experience, where players control Tomas "Sev" Sevchenko leading Alpha Squad in the invasion of the Helghast homeworld Helghan. The core gameplay loop revolves around methodical combat, with players relying on a system activated by the button to attach to walls, crates, and other structures for protection during firefights. This system incorporates "lean and peek" mechanics for safe aiming and shooting from , promoting strategic positioning against aggressive Helghast enemies. Aiming utilizes via the R3 button (right click) for precise targeting, emphasizing controlled bursts over indiscriminate spraying to conserve and maximize . Environments feature destructible elements, such as breakable that chips away under sustained fire, adding dynamism to defensive play and forcing adaptation mid-battle. Accompanying Sev are AI-controlled squadmates Rico, Garza, and Natko, who engage enemies autonomously but can be directed with basic commands via the , such as ordering them to advance, suppress fire, or hold position to support objectives. These companions provide flanking fire and revive opportunities in some scenarios, enhancing the squad-based feel without full co-op functionality. The health system eschews automatic regeneration, instead requiring players to scavenge ISA armor pickups scattered throughout levels to replenish vitality, which encourages careful resource management and avoidance of prolonged exposure. The campaign unfolds across 10 chapters, progressing linearly from the initial beach landing to the climactic on a , with environments shifting from urban riversides and industrial alleys to rural villages, interiors, and arid barrens. Objectives emphasize varied , including stealthy infiltrations through enemy lines, defensive holds against waves of attackers, and vehicular segments like piloting across bridges or defending a moving train in the Tharsis Refinery chapter. Weapon handling is straightforward, limited to carrying two firearms at a time—switched via the triangle button—with no on-the-fly or attachments, though players can pick up enemy weapons or man fixed emplacements like turrets and exosuits for temporary power boosts. Cinematic set pieces punctuate the action, such as the high-speed train defense sequence that integrates shooting with dynamic movement, heightening immersion in the ISA-Helghast war. A standard playthrough on normal difficulty spans about 8-10 hours, with pacing that maintains tension through escalating enemy numbers and smarter behaviors on higher difficulties like or , where aim assist is reduced and elements are disabled. This structure contrasts with the game's multiplayer by prioritizing narrative-driven progression over open-ended competition.

Multiplayer

The multiplayer component of Killzone 2 features online competitive play exclusive to the PlayStation Network (PSN), pitting the Interplanetary Strategic Alliance (ISA) against the Helghast forces in player-versus-player matches. Supporting up to 16 players in 8v8 battles, it emphasizes tactical squad-based combat with class-based progression and persistent factions, fostering long-term engagement through ranked matches and community features. A PlayStation Eye camera integration enables voice chat for coordinated team play, while PSN connectivity is mandatory for all online sessions. The game offers five core modes, each with specific objectives and team structures to promote varied strategies. In Bodycount, a standard team deathmatch variant, two teams of eight compete to reach 100 kills first, focusing on direct firefights across open arenas. Capture and Hold requires teams to seize and defend multiple control points on the map, rewarding sustained occupation with points until one side achieves victory, often leading to intense defensive stands. Assassination mode centers on eliminating or protecting a designated commander unit, with teams of eight tasked to hunt the enemy leader while safeguarding their own, introducing stealth and escort elements. Search and Retrieve involves one team retrieving a dropped ISA or Helghast package from the map and returning it to base, while the opposing eight-player team defends or intercepts, emphasizing mobility and objective runs. Finally, Guerrilla pits a small squad of four against a larger force of 12 in asymmetric warfare, where the outnumbered team must complete timed objectives like planting charges before being overrun. At launch, the multiplayer includes 10 diverse maps set on the war-torn planet Helghan, drawing from campaign-inspired environments but adapted for competitive play with dynamic features such as shifting weather patterns and destructible cover to alter sightlines and tactics mid-match. Examples include Corinth Strait, a coastal cliffside with crashing waves and eroding barriers that expose players to flanking routes; and Tharsis Depot, an industrial outpost featuring dust storms that reduce visibility and collapsible walkways for ambush opportunities. Other maps like Blood Gracht (a flooded canal with rising water levels), Pyrrhus Rise (a ruined hillside with risks), and Radec (an indoor training facility with breakable walls) incorporate environmental hazards to encourage adaptive positioning and usage, such as ISA dropships or Helghast walkers in larger arenas. These elements, combined with varied scales from close-quarters brawls to expansive battlefields, support all modes and replayability. Progression is driven by an experience points (XP) system earned through match performance, unlocking weapons, abilities, and classes across 12 ranks from to , with higher tiers granting elite loadouts like advanced rifles or tactical gear. Players begin with basic or Helghast starter arsenals from the campaign but advance to specialized badges such as (healing-focused with support tools), (repair and turret deployment), or Saboteur ( gadgets), each with customizable perks unlocked via XP milestones. The clan system allows groups to form persistent squads for shared XP bonuses and leaderboards, enabling coordinated play and custom match invites to build community rivalries.

Plot

Setting

Killzone 2 is set in the 24th century within the Killzone universe, where humanity has expanded beyond Earth to colonize distant planets, leading to an ongoing interstellar conflict between the Interplanetary Strategic Alliance (ISA) and the Helghast Empire. The war originates from colonial disputes dating back to the 21st century, when resource shortages on Earth prompted the formation of the United Colonial Nations (UCN), which sponsored migrations to the Alpha Centauri system. One group of colonists, exiled after a failed rebellion against the UCN, was forced to settle on the inhospitable planet Helghan, where they evolved into the Helghast, a resilient but embittered society driven by revenge against their former oppressors. The represents a democratic federation of human colonies, headquartered on the verdant, Earth-like planet Vekta, and is equipped with advanced, high-tech weaponry and vehicles designed for defensive and offensive operations across planetary environments. In contrast, the Helghast Empire embodies a militaristic, authoritarian with fascist undertones, its citizens adapted to Helghan's harsh conditions through mutations that grant enhanced physical attributes, and their forces are characterized by distinctive red-eyed gas masks necessary for survival in the planet's toxic, irradiated atmosphere. Helghan itself is a volcanic wasteland with perpetual storms and scarce resources, fostering the Helghast's aggressive warfare style, while Vekta's lush landscapes and stable climate support the ISA's more conventional . The historical context leading into Killzone 2 stems from the events of the original game in 2357, during the Second Extrasolar War, when the Helghast launched a surprise of Vekta to reclaim what they viewed as stolen territory. The successfully repelled the assault after intense urban and orbital battles, but the conflict escalated with internal Helghast turmoil, with Colonel Mael Radec assuming command of the Helghast military under the continued leadership of Autarch Scolar Visari. Two years later, in 2359, the mounts a retaliatory of Helghan to neutralize the threat at its source, shifting the war to the Helghast's homeworld and highlighting the stark environmental contrasts that shape both factions' technologies and strategies.

Synopsis

Killzone 2's single-player campaign follows the retaliatory invasion of the Helghast homeworld, Helghan, two years after the Helghast launched a devastating on the ISA of Vekta. The narrative centers on Sergeant Tomas "Sev" Sevchenko, a and battle-hardened leader of the elite Alpha Squad within the ISA's , who spearheads the mission to capture Autarch Scolar Visari and cripple the Helghast war machine. Sev is supported by his squad, including the brash and aggressive Sergeant Velasquez, who delivers heavy support fire and embodies raw combat fervor, as well as other operatives like the tactical Garza. On the opposing side, Colonel Mael Radec acts as Visari's merciless enforcer, orchestrating fierce defenses and personal vendettas against the ISA intruders, driven by unyielding loyalty to Helghast ideals. Visari, the charismatic Helghast ruler, fuels his forces through propagandistic speeches that portray the conflict as a righteous struggle for survival and dominance. Key events trace Alpha Squad's grueling advance across Helghan's unforgiving terrain, starting with a brutal amphibious assault on the shores of , where ISA troops endure relentless enemy fire and toxic dust storms to establish a beachhead. The squad then disrupts critical Helghast operations, including sabotaging petrusite refineries and arc towers that power defenses, before escalating to intense in Pyrrhus Crater, the heart of Helghast resistance. These battles highlight escalating confrontations with Radec's elite units and culminate in a direct push toward Visari's stronghold, testing the limits of Sev and Rico's resolve amid mounting casualties. Throughout, the story delves into the savagery of , the manipulative power of in rallying divided factions, and the ethical gray areas of the ISA's aggressive campaign, which mirrors the Helghast's own fanaticism. Visari's arc portrays him as a visionary whose death—executed in a moment of unchecked rage—serves as a catalyst for broader repercussions, while Radec's pursuit underscores tactical ruthlessness on both sides. The campaign builds to a provocative twist ending that exposes the invasion's unintended fallout, leaving the ISA-Helghast conflict far from resolved and hinting at deeper moral costs.

Development

Concept and production

The concept for Killzone 2 originated as a direct sequel to the 2004 title , building on its ending where the repels a Helghast invasion of the planet Vekta, prompting a retaliatory assault on the Helghast homeworld of Helghan. aimed to create a more cinematic , emphasizing realism, large-scale battles, and immersive storytelling inspired by real-world military conflicts, with initial internal pitches dating back to 2004 during the studio's transition to next-generation hardware planning. The project began as an internal vision video for a next-gen , originally conceptualized for before shifting to the upon the console's reveal, with the first public trailer unveiled at E3 2005 to showcase ambitious graphical fidelity—though it was pre-rendered footage rather than . Full production ramped up in 2006 after the release of Killzone: Liberation on PSP, continuing through 2008 under the leadership of art director Roy Postma, who oversaw visual design and concept art, with the team expanding to over 120 members by the project's peak. Guerrilla Games, then a first-party Sony studio, focused on leveraging the PS3's Cell processor, with technical director Michiel van der Leeuw guiding engine enhancements. Development faced significant technical challenges in optimizing the proprietary Killzone engine for the PS3's unique , particularly utilizing the Synergistic Processing Units (SPUs) to handle complex simulations without compromising . The team implemented deferred rendering to manage advanced lighting and shadowing in expansive environments, alongside physics-based destruction and particle effects, all while targeting a stable amid the console's early development kits limitations. was extensively used for character animations to achieve realistic soldier movements, supplemented by hand-keyed sequences for weapon handling. Key innovations included the introduction of a lean-and-peek cover system, allowing players to dynamically shift positions behind obstacles for tactical advantage, which was prototyped early to enhance realism in urban combat scenarios. Destructible environments were also pioneered, enabling interactive destruction of and structures during battles, tested through iterative prototypes to balance gameplay fluidity with hardware constraints.

Audio and soundtrack

The sound design in Killzone 2 prioritizes and to evoke the chaos of warfare, with audio crafted to deliver visceral feedback through sharp, layered impacts and echoes that distinguish each firearm's report. Environmental effects capture the desolate Helghan , incorporating dynamic ambient sounds like howling winds and industrial hums that respond to player actions and weather conditions, heightening the sense of an alien world's hostility. Audio mixing employs dynamic DTS , enabling precise spatial positioning of effects during to intensify tactical awareness and tension. Voice acting features a talented ensemble, including as the stoic Sergeant Tomas "Sev" Sevchenko, Charles Everett as the boisterous Sergeant Rico Velasquez, and as the charismatic yet tyrannical Autarch Scolar Visari. Performances were enhanced through integration with technology, allowing synchronized facial expressions and body language to align closely with dialogue delivery for more lifelike character interactions. The soundtrack, composed by Joris de Man, fuses orchestral grandeur with electronic elements to underscore the game's themes of invasion and resistance, comprising approximately 60 minutes of in-game cues and 30 minutes of live-recorded pieces. Notable tracks include "Helghan Forever," a militaristic march serving as the Helghast anthem, and invasion motifs that build suspense during key assaults. Recorded at by the Session Orchestra, the score incorporates adaptive music systems that dynamically shift in response to gameplay events, such as escalating during intense firefights to amplify emotional stakes.

Release

Marketing

Killzone 2 was first announced at the in 2005 as a potential launch title for the , with showcasing a cinematic trailer that emphasized the console's graphical capabilities through a dramatic depiction of an interstellar assault. The trailer, presented as in-game footage running in real-time on PS3 hardware, generated significant hype but later drew controversy when it was revealed to be pre-rendered , leading to accusations of misleading marketing. Despite the backlash, the reveal positioned the game as a flagship exclusive to demonstrate the PS3's power, targeting hardcore enthusiasts with its gritty, cinematic war narrative. Following a quiet period with no appearance at E3 2006, Killzone 2 received its full reveal at E3 2007, where and presented actual in-game footage running on PS3 hardware, including a playable that highlighted improved visuals and mechanics compared to the 2005 trailer. The event also announced a release window for early 2009, building anticipation through developer interviews and behind-the-scenes insights into the production process. Trailers at the show focused on the Helghast invasion storyline, showcasing intense combat sequences and the alien landscapes of the planet Helghan to underscore the game's immersive, high-fidelity experience exclusive to PS3. Sony's marketing campaigns emphasized the game's technical prowess and narrative depth, including a series of cinematic teasers and developer diaries released online that explored the Helghast threat without revealing plot spoilers. A notable effort was the "Behind the Bullet" , which aired in and depicted a bullet's journey through the game's environments, mimicking to highlight PS3's rendering capabilities; an interactive version of this ad was later made available on the for players to control. Additional promotions included an innovative browser-based web game that simulated multiplayer shootouts across multiple websites, aiming to virally engage fans ahead of launch. These strategies, centered on PS3 exclusivity, sought to attract dedicated players by positioning Killzone 2 as a visually groundbreaking title in the genre. A public demo featuring the game's opening mission was released on the PlayStation Network in February 2009, allowing broader access shortly before the full launch and further amplifying pre-release buzz through hands-on gameplay.

Downloadable content and integrations

Following its launch, Killzone 2 received three paid downloadable content packs that expanded the multiplayer component with new maps and associated trophies. The first, Steel & Titanium, launched on April 30, 2009, and introduced two maps—Vekta Cruiser, a close-quarters cruiser interior emphasizing verticality and ambushes, and Wasteland Bullet, an open desert battlefield with vehicle elements—along with strategic gameplay tweaks to enhance tactical depth. The second pack, Flash & Thunder, arrived on June 11, 2009, adding two additional maps: Beach Head, a coastal assault map with landing zones and water elements, and Southern Hills, an urban environment focused on close-quarters combat, both remastered from the original Killzone for broader variety. The third and final pack, Napalm & Cordite, released on July 23, 2009, included two more maps—Suljeva Cliffside, featuring elevated sniper positions and flamethrower pickups, and Arctower Landing, a frozen platform with dynamic weather effects—bringing the total to six new multiplayer arenas. Each pack also unlocked 12 unique trophies tied to map-specific challenges, such as achieving high kill counts or objective completions, encouraging replayability. A bundle containing all three packs became available later for $14.99, making the expansions more accessible. Guerrilla Games supported Killzone 2 with several free updates and patches throughout and into the early 2010s, focusing on multiplayer balance and stability. Patch 1.27, released in May , introduced manual faction switching to address team imbalances in matches and refined weapon handling for smoother controls. Subsequent updates, such as 1.28 in July , fixed scoring discrepancies across clients and improved clan challenge reporting to prevent erroneous draws. These patches also expanded search filters for 17-24 player lobbies and enhanced HUD elements like range, based on community feedback. No additional free maps were released, but the updates ensured ongoing server stability and compatibility until the official multiplayer servers shut down on March 29, 2018. Since 2021, unofficial private servers have restored online multiplayer functionality. Killzone 2 integrated deeply with , Sony's virtual social platform, to foster community engagement through themed content. A dedicated personal space, the Visari Throne Room lounge, launched on August 27, 2009, recreating Scolar Visari's opulent from the game's as a customizable hub for up to eight players to gather and discuss strategies. Accompanying virtual items included the Helghan Defense Painting for decoration, alongside avatar costumes such as the Helghast uniform and Colonel Radec outfit, allowing users to embody or Helghast soldiers in Home's social environments. An early promotional event in February 2009 simulated a Helghast invasion of Home's central plaza, tying into the game's narrative to build hype. These features extended the game's universe beyond core play, though no dedicated mini-games like shooting galleries were included in the official integration. The game's features emphasized community building with robust clan support and competitive tracking. Clans could hold up to 64 members, enabling in-game challenges, tournaments, and a dedicated leaderboard ranking top groups by wins and performance metrics. Individual and friends leaderboards tracked stats like kill-death ratios and mission completions, integrated directly via PSN for cross-session persistence. A "Join Clan Member" tab in the multiplayer menu facilitated quick , while broader PSN tools allowed clans to span multiple titles for unified progression. These elements sustained player retention by promoting organized play and rivalry.

Reception

Critical response

Killzone 2 received universal acclaim upon release, garnering a aggregate score of 91 out of 100 based on 94 critic reviews. Reviewers frequently highlighted the game's technical achievements, particularly its stunning visuals and immersive atmosphere, which many described as setting a new benchmark for titles. awarded it a 9.4 out of 10, praising the "inspiring awe" of its detailed scenes and environments that contributed to a sense of scale and realism in combat. Similarly, gave it a 9 out of 10, lauding the visuals as "amazing" and the intense, large-scale battles that evoked a gritty war experience. The sound design and audio presentation were also major points of praise, with critics noting how the orchestral score and environmental effects enhanced the atmospheric tension and chaos of firefights. Intense combat mechanics, including cover-based shooting and tactical squad maneuvers, drew comparisons to as a strong counterpart in the console shooter genre. 1UP.com assigned an A grade, emphasizing the depth of the multiplayer mode with its robust class system and strategic gameplay that encouraged replayability. Despite the acclaim, some criticisms emerged regarding gameplay pacing and technical elements. A number of reviewers pointed to repetitive mission structures, where objectives often followed linear corridors with similar enemy encounters, potentially diminishing long-term engagement. Weaknesses in enemy AI were noted in spots, with foes occasionally exhibiting predictable or unresponsive behavior during larger skirmishes. The campaign's length, clocking in at around 7-8 hours for a standard playthrough, was seen as short by some, limiting narrative depth. Controls were occasionally described as feeling clunky or sluggish initially, though many adapted to the deliberate movement style over time. Edge magazine scored it 7 out of 10, acknowledging the strong art direction and unparalleled graphics but critiquing the overall execution for not fully innovating beyond established shooter conventions.

Sales and awards

Killzone 2 achieved significant commercial success as a exclusive, selling more than 1.5 million units worldwide within its first few months of release. The game debuted at number one on the all-format sales charts in late 2009, marking it as the fourth fastest-selling Sony-published title in that market and the second fastest on the PS3 platform behind . In , it sold 323,000 units within the first 48 hours of launch and became Sony's fastest-selling first-party PS3 title to reach 500,000 units. By early May 2009, U.S. sales had accumulated to 677,000 units, while global sales surpassed 1 million units by mid-April 2009. The title's performance bolstered the PS3's market position during a competitive console generation, with over 1.1 million pre-orders in alone contributing to a strong attach rate for the hardware. As a exclusive, it helped drive console adoption by showcasing the system's graphical capabilities and multiplayer features, with 70% of buyers engaging in online play shortly after purchase. Killzone 2 garnered several notable awards recognizing its technical and artistic achievements. At the Game Critics Awards for E3 2007, it won Best of PlayStation 3. IGN named it the winner for Technical Excellence in their Greatest Graphics of All Time list, praising its lighting, physics, and visual fidelity. It received nominations at the 13th Annual Interactive Achievement Awards for Outstanding Achievement in Visual Engineering and Outstanding Achievement in Online Gameplay. The game's soundtrack, composed by Joris de Man, received the inaugural Best Original Video Game Score at the 2010 Ivor Novello Awards, marking the first such recognition for a video game in the ceremony's history.

Legacy

Series impact

Killzone 2's narrative conclusion, depicting the Interplanetary Strategic Alliance's invasion of Helghan and the assassination of Autarch Scolar Visari, directly paved the way for (2011), where surviving Helghast forces launch a desperate counteroffensive against the ISA forces stranded on their homeworld. The game introduced key characters such as Sergeant Tomas "Sev" Sevchenko and Rico Velasquez, whose arcs of vengeance and survival carried over into the sequel, emphasizing themes of retaliation and the cycle of war. Additionally, technical advancements from Killzone 2's custom engine, including deferred rendering techniques, were refined and shared in to enhance visual fidelity and performance on the hardware. The title marked a pivotal milestone in the Killzone franchise by escalating narrative scope from planetary skirmishes to full-scale interstellar conflict, influencing later entries to explore broader geopolitical tensions. Its commercial success, building on prior installments, contributed to the series surpassing over 11 million units sold cumulatively across the as of 2024. This momentum elevated Killzone 2 as a high point in for the series, with its grounded storytelling and atmospheric design setting expectations for more ambitious sequels. Killzone 2 played a crucial role in ' evolution, providing the studio with the resources and expertise to pivot toward open-world development in (2017), where mechanics informed dynamic combat and enemy systems. The success of the game enabled studio expansion and creative diversification, allowing Guerrilla to apply lessons in immersive world-building from the universe to craft expansive, narrative-driven experiences. In 2024, confirmed that the studio was "done" with the series as a team, fully committing to the Horizon franchise. On the narrative front, Killzone 2 deepened the Helghast lore by humanizing their militaristic society through Visari's propagandistic broadcasts and glimpses of civilian life amid the invasion, contributing to the series' exploration of moral ambiguity in later titles such as (2013). Shadow Fall delved further into Helghast culture, featuring stealth-focused gameplay and ethical dilemmas where players navigate between coexisting Vektan and Helghast enclaves on New Ark, blurring lines between aggressor and victim in a fragile .

Technical legacy

Killzone 2 made significant contributions to console graphics technology through its implementation of deferred rendering, a technique that separated the rendering of geometry from lighting calculations to handle complex scenes with multiple dynamic lights more efficiently on the PlayStation 3's hardware. This approach utilized a G-buffer to store surface properties like depth, normals, albedo, and specular data, enabling the game to support numerous dynamic lights per scene while maintaining performance at 720p resolution with 2x MSAA quincunx anti-aliasing. The system's optimization for the PS3's Cell processor, including SPU utilization for lighting and post-processing, set a benchmark for PS3-era titles and influenced subsequent implementations, such as the deferred shading in Battlefield 3, which adapted similar SPU-based techniques for efficient lighting on consoles. The game's visuals remain striking in modern contexts, particularly when upscaled to through , where enhanced resolutions highlight the detailed environments, dynamic shadows, and filmic post-processing effects like and that contributed to its atmospheric . In terms of design, Killzone 2 advanced -based mechanics by integrating a seamless first-person system with realistic physics simulation for effects and destructible elements, encouraging tactical gameplay over run-and-gun styles and emphasizing cinematic set pieces that blended narrative delivery with intense firefights. Preservation of Killzone 2 relies heavily on efforts due to the absence of an PC or enhanced re-release, with the open-source PS3 emulator enabling playable performance at and unlocked s up to 60 FPS via fan patches and configuration tweaks. This emulation addresses original limitations like input lag and frame rate dips, allowing modern hardware to showcase the game's technical prowess without native on newer consoles. Retrospective analyses in the 2020s continue to praise Killzone 2 as a pinnacle of PS3 technical achievement, with its custom engine laying foundational advancements that evolved into ' Decima engine, powering later titles like through refined open-world rendering and lighting systems.

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