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Pathway - turn-based strategy adventure from the developers of Halfway

mastroego

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Hmm, pixel art looking worse than Halfway's, or is my mind playing tricks?
 

LESS T_T

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Maybe because this game is showing more natural and bright environments than Halfway (which is set in a spaceship)?
 

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https://www.pcgamer.com/pathway-is-an-indiana-jones-style-pulp-adventure-with-turn-based-combat/

Pathway is an Indiana Jones-style pulp adventure with turn-based combat

Chucklefish have been on a roll. The indie devs who made Starbound and are working on Wargroove have, as publishers, brought us Stardew Valley and Risk of Rain. Now they're adding to their stable of quality pixel-art indie games with magic school RPG Witchbrook and "Dwarf Fortress on a space station" game Starmancer, both on the way. Recently joining that list is Pathway, which sounds like Indiana Jones if it was a turned-based tactics RPG. That's a pretty good sell right there.

The setting is 1936 and the Nazis are out there digging up occult artifacts and generally being the bad variety of tomb raiders. After your pal Morten gets in their way and then gets captured you put together a squad of heroes and go after him, and that's when Pathway turns into Jagged Alliance with a whip and fedora.

German studio Robotality, the developers of Pathway, have form in this genre—they previously made sci-fi strategy game Halfway, which Chucklefish also published in 2014. Since then, they've quietly been hard at work on Pathway. I spoke to Robotality's Simon and Stefan Bachmann, brothers and designers who are responsible for art and code respectively, about what they've got planned.

PC Gamer: What's the elevator pitch for Pathway?

Simon Bachmann: "Choose your own adventure" events with squad-based tactical combat all nicely presented in a '30s pulp story scenario.

What were some of Pathway's inspirations? Apart from the fedora-wearing elephant in the room?

Stefan Bachmann: Well, surprisingly enough Indiana Jones really wasn't what initially sparked the idea for the game.

Simon: Yes, exactly. One of the main inspiration when we started were the comic books by Hergé, The Adventures of Tintin. We grew up with these books and they had a big influence on us back then. Other notable influences were The Phantom by Lee Falk and Corto Maltese by Hugo Pratt. Besides these comics we got a lot of inspiration from all the '30s pulp stories. Movies like the The Mummy (1999 edition) and Sky Captain and the World of Tomorrow certainly served as inspiration as well. But if I had to pick one I would definitely say The Adventures of Tintin was the primary source of inspiration!

This is your second game with Chucklefish. What attracted you to working with them again?

Simon: The way Chucklefish works with us the developers is quite unique. Being developers themselves, there's just an immediate connection we really appreciate. Besides, they are super nice and smart people!

Stefan: Absolutely. I'd also add that if you look at their line-up of games, there's a theme that goes through most of them: a clear love for retro games, but also a desire to bring new and modern aspects to them. This has always really rung true for ourselves. Which is why we spent a lot time developing a visual technology that allows us to do some pretty interesting things with pixel art!

Are there lessons you learnt from Halfway that you're applying to this new game?

Stefan: Oh, there's a lot of them. One big takeaway from Halfway was that randomness needs to be presented in favor of the player. We kind of naively thought that we're doing the right thing by creating a game that's true to the dice roll. But in reality it led to a pretty frustrating experience for a lot of people. Lots of strategy games tweak their numbers in the background to make it feel right for the player even though it isn't. This is certainly something we've spent a lot of time trying to get right in Pathway.

Simon: Yeah, the whole RNG part was super important and took us some time to figure out a good way forward. Another one was variation and replayability. We received a lot of feedback that Halfway looks and plays well but gets repetitive after a while—which is a problem a lot of linear story-driven games share. We took on board several concerns there and are addressing them in Pathway. So for example we're making enemies more distinct and varied in their behavior. We're also giving the player more freedom of choice in what strategies he can apply to an encounter. The playable characters are more distinct and give opportunity to try out different play styles. All this will hopefully create a package the player will want to revisit time and time again.

Stefan: And then there's a lot of lessons learnt when it comes to working as a team. I don't see this being talked about a lot, but being able to communicate and work well as a team is hard and doesn't always come naturally. Even (or especially) when you're working with your brother, ha!

Simon: Hehe, I do agree. We had a lot to learn as a team and Halfway was perfect for this. You could call Halfway a beta test for the team. Having worked out many of the kinks in our team dynamics has helped in delivering an overall more polished and in my opinion way better game then Halfway ever could have been.

How much randomness is there in Pathway's combat?

Stefan: We've gone through a lot of iterations in the combat system. As mentioned before, randomness in combat was something we really wanted to get right. We started out with an extremely deterministic system, where there was basically no randomness at all. You knew exactly what your move will do before you did it. There were a lot of problems though. Yes, we had successfully removed the randomness, but through that we had also lost a lot of action and speed that we really liked in Halfway. The game's combat became all about positioning your team correctly, and very little else mattered. We tried for months to make it work, but eventually decided to approach it from a new angle.

Where we ultimately ended up is a sort of hybrid between the deterministic system and Halfway's approach. It removes a lot of the frustrating bits, like shooting at an enemy directly next to you and missing, whilst still keeping the combat dynamic and surprising. We believe people are going to like this a lot.

Why did you decide to come back to turn-based tactics as a genre?

Stefan: Mostly because we love the genre. But there's certainly also a part of me that just wanted to have an opportunity to try and make a turn-based game that's much better than Halfway.

Simon: Yeah, it was a natural process that lead to it. When we started talking about our next project after Halfway, we were all at first a bit fed up with TBS games. They are pretty tough games to make. So we started to prototype several different game ideas whilst working on our new voxel/pixel engine. But after two or three months of trying different ideas we started working on a turn-based prototype and it just felt right. All of us here on the team have a deep passion for the genre and so looking back at it, it should have been the obvious choice to start with but it was not. And yeah, as Stefan said, having a second go at our idea of a what makes a great turn-based game is really cool.

Is the Morten of this game an ancestor of the Morten in Halfway? Are there connections between the two?

Simon: No, not really. Halfway and Pathway are not connected in a direct sense. There will be some fun little nods to fans of our first game, but they are not interlocked story wise.

What's the German indie dev scene like at the moment? Is it possible to generalize?

Simon: The German indie scene is well and alive, but it is somewhat focused around the bigger cities like Berlin and Hamburg. There are some really cool projects coming out of Germany lately like The Curious Expedition by Maschinen-Mensch a Berlin-based two man studio. We're also a part of a loose collaboration between many indies called IndieArena. They help organize booths for game conventions and have a big online community.

Do you have a rough idea when you'll be ready to release Pathway?

Stefan: When it's ready... But more seriously, we want the game to be as good as it can be. The gameplay and lots of content is already in place. But we want to take our time getting it right.

Simon: Yes, this is another lesson learnt from the release of Halfway. It could have used another month or two of polish to make it an overall better experience.

Finally, what's your favorite Indiana Jones movie?

Stefan: If I had to pick one, I'd say Raiders of the Lost Ark.

Simon: The Last Crusade.

You can learn more about Pathway and keep up with developments at its website, or Steam page.
 

Taka-Haradin puolipeikko

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Pathway Devlog #2 - Soundtrack Preview
13 June - bach
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Come gather around! We have a nice little treat for your ears in this Devlog! We (virtually) sat down with Pathway's brilliant music composer and sound designer Gavin Harrison and asked him a bunch questions about his approach to composing. We're also really excited to share some tracks from the game for the first time!

So ... put on your headphones, click play on this video, grab a coffee and read on:

https://youtu.be/ezZdm69UaE0

How did you end up making music for Games?
The starting point for my interest in composing for games reaches right back to the start of the 90’s. I’d been gaming on a ZX Spectrum for as long as I could remember but it was around this point I was introduced to the world of the demo scene. I loved that all these incredibly talented programmers were creating software purely for fun to see just how far they could push the ZX. Of course alongside this were the musicians providing music that was both technically brilliant from the perspective of squeezing the most from the AY chip (or sometimes the 48k beeper) as well brilliant to actually listen to! One month on the Your Sinclair cover tape was a copy of Soundtracker and I guess I never looked back from there. Not only did I start writing for various demo groups but I also ended up building my own MIDI lead and connecting my Spectrum 128K to my first ‘proper’ synth, a Roland D10.

Thankfully these beginnings stood me in good stead when it came to composing for games later in life. I’d always maintained an interest in music and continued to compose into my early 20’s. After taking a break for a few years (though never quite stopping completely!) I came into contact with the Dutch indie developer OrangePixel. At the time he was in the process of developing ‘Inc’ so I put myself forward to compose the music, with the idea of using Soundtracker on the original ZX Spectrum to create it all.

I’ve been extremely fortunate from this point on to have continued making contacts and finding fantastic projects to work on!

What music inspires you? Any particular inspirations for Pathway?
I have to say I don’t listen to enough music. I know that may sound odd but after composing all day sometimes you just want some silence! However, listening to music is incredibly important - we all have influences and draw our own ideas from the inspirations of others, so I find I have to put aside time for actual listening. Telefon Tel Aviv have been a massive influence on me, they were one of the reasons I starting writing again after the break in my 20’s, I was so inspired by what they were doing with sounds and synths that I had to be a part of that sound. Generally any song that can spark a feeling or a sense of a moment in time is what I’m drawn to.

I think when it comes to the Pathway soundtrack most people will be able to come to an accurate conclusion as to the inspirations behind the music. Given the setting for the game though I tried to draw something from the large orchestral soundtracks of the 50’s and 60’s where budget was no constraint and it was all about the dynamics of a piece as opposed to everything being full volume in your face all the time.

What makes a good game soundtrack in your opinion?
That’s a hard one - it’s so particular to each person what they enjoy from the music. For me a good soundtrack is one that compliments, you’re not trying to outdo or overshadow the game. So as a composer I see my role to be another piece of the puzzle that makes for an all round complete experience. If you can achieve this, the soundtrack will be memorable for all the right reasons. Music can be enjoyable but doesn't always have to be at the forefront, indeed I’ve had experiences when composing before where after a lot of ideas / development I’ve gone down the route of stripping all the music back and having little to none - give the game what it needs.

Can you tell us a bit about your process for composing the Soundtrack for Pathway?
It’s been a process of intense composing then a break, followed by more intense composing. Fortunately I’m also responsible for the sound effects so there’s always been work to do but it’s been useful to be able to step back for awhile before approaching things again. I’ve tried to go back to a very simple way of composing, as would have been the case on a lot of the soundtracks I’m drawing influence from. Ideas have all started from me sitting down at a piano and working out harmonies and melodies, thinking in my head how things will work dynamically. Once the main ideas have been formed I’ll start to actually orchestrate the piece and usually at this point I’ll start to think of extra ideas, or perhaps move repeating melodies across the orchestra. I’ve also been fortunate enough to be able to draw upon the talent of Rob Northcott who has helped with some of the orchestration. This is actually a good point, as a musician it’s important to know your own skills and to not be afraid if / where possible to bring in the help of others who may have more expertise in certain areas. Outside opinions are very rarely a bad thing, even if they just reinforce your own view point it’s important to listen.

What are you trying to achieve with the Soundtrack?
I’m trying to give the landscape it’s own sense of life and story. When you see the desert I want players to know that they are in their version of events but that this is a setting full of history and adventures that have happened previously. I also hope to give a sense of scale, events can happen quickly when playing however this is a vast area that would in reality take a long time to explore.

What's been your biggest challenge thus far working on Pathway?
Am I allowed to say writing the music?! As always it’s the ideas. Sometimes it’s possible to write 2 minutes of complete music in a day, other times it can be a matter of seconds and even those can get scrapped the following day. The battle music have been the toughest pieces to write, indeed I still have ideas to finish here. It’s a tough balance between creating a good atmosphere and making sure the music is not repetitive.

For me, as is the case on most projects, the greatest challenge is always my own self doubt.

What tools do you use for making the music?
Anyone who knows me will tell you I’m a massive synth head, I sit in a studio everyday when composing surrounded by several (11 at last count) vintage synths from the 70’s and early 80’s. Well, very little of these have been used here! After the initial ideas have been drafted out via a piano everything goes into Logic. I then use a lot of sound libraries to create the full orchestra sound as well as creating a rough mix, finally once I’m generally happy with all the parts and arrangement I bounce everything out into audio and import into Pro Tools. From here I’ll fine tune the mix as well as occasionally adding an extra part where needed, or sometimes taking parts out. I know some people may find it an odd process to move from one DAW (Digital Audio Workstation) to another but having a separate mix process like this really brings a lot to the table. If I need to do any actual sound shaping then I’m a massive fan of UAD plug-ins.

Where possible I’m currently in the process of adding some live players into the mix as well. Sound libraries these days are fantastic and can wield extremely impressive results but a live musician will really just add something to the table that a computer can’t. I appreciate it’s not always possible but it’s definitely worth it if you have the option to.

Will the Soundtrack be available for purchase once the game is out?
Yes - I just need to finish it! It’ll be on my Bandcamp page when ready (https://gavinharrisonsounds.bandcamp.com/) and I’m hoping to push it out to iTunes and Spotify.

And lastly, where can interested people find more about you and your work?
Twitter: https://twitter.com/GHarrisonSounds
Bandcamp: https://gavinharrisonsounds.bandcamp.com/
Soundcloud: https://soundcloud.com/gavinharrison
Website: http://www.gavinharrisonsounds.com/

And that's it for today's Devlog. We hope you enjoyed this little peek behind the scenes!

 

Taka-Haradin puolipeikko

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Pathway Devlog #3 - Characters
25 July - Leth
With every great adventure, you are bound to come across a few interesting characters. Whether you are closely following the story arc of the protagonist, or butting heads with some mysterious and sinister menace, memorable characters are an essential part of any story. We’d like to take an opportunity today to fill you in on how Characters are an important part of your experience in Pathway, and explain our level advancement system in some more detail.

Assemble Your Troupe!
At the start of your adventure, you’ll be given an opportunity to select a couple of characters to begin your journey. One character I find myself using fairly often is Jackson...

4decee205a27a71240c0d622a03fb745235fd021.gif


Jackson Sheffield
Vitals: 32 year old male
Nationality: British-American, born in Boston, MA, United States of America

The “American Globetrotter”. Jackson is a carefree daredevil with a dry sense of humour. His boyish awkwardness strikes a chord with the ladies and chronically fools male adversaries into underestimating him. Behind his harmless facade lurks a true fighter, tough to the bone. Not classically good-looking, but handsome in a negligent sort of way. A distinctive, unique face upon which life has already left its marks.

“See, Fraulein Sturmbannfuhrer, it's not at all what it looks like... Say, has anyone ever told you that you have really beautiful hair? I mean, really beautif- Hey, watch it!”


Learning As You Go…
Pathway boasts a simple-to-use, yet diverse character-leveling system; every character advances in the same way (through Events and Encounters, but more on this later), however, each character has their own unique set of Skill Perks to choose from as they advance.

For example, Jackson begins the game with the following, unique Skill Perks:
  • Nazi Hunter: +25% dmg vs Nazis
  • Animal Lover: -25% dmg vs Animals (usually cute German Shepherds… until they bite!)

After obtaining Level 2, we can open up Jackson’s Skill Perk table and select from either:
  1. Trickster: Enables his team to select actions that require deception.
  2. Daredevil: Enables his team to select actions that are high risk yet high reward.
  3. Occultist: Enables his team to select actions related to occult knowledge.

5088925c267a456d83f61babf60a7754f5d7de3f.png


Beyond the various tactical choices you’ll be presented throughout your game, Pathway’s leveling system presents you with a choice on how your characters will evolve. This gives them new and exciting ways to tackle the various encounters you will face...

Normally your team would be wise to sneak past the fortified Nazi encampment, but Jackson, feeling a bit like a Daredevil, thinks he can rig the fuel depot to explode… What do you do?

steamhappy


Oh and whilst we have your attention: What would you like to hear more about? Any aspect of the game you are curious about?
 

Roqua

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Looks good. I wonder if their game after this will be Threeway, or Hallway, or Throughway, or something similar.
 

Cael

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"In Search of the Lost Element" sounds like a Monty Python skit waiting to happen...
 

Siveon

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Good setting, good graphics, good music, seems good so far! I didn't meet Halfway halfway but I hope Pathway provides a pathway to its game.
 
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Pathway Devlog #4 - Events

When venturing across the desert plains or through long-abandoned temples in search of forgotten artifacts, you may sometimes find yourself in tough situations - and tough situations often require tough choices to be made. We call these situations, Events. In this devlog, we’re going to dive into Events, and expand on how your characters abilities might influence the outcomes…

The Old Sewer
de8ea7d9931383668a42a721553293100cc3907e.png

Here we’ve discovered an old sewer, and the group has decided to dig deeper after hearing some shouting and gunfire. When we reached the bottom, this is what we found; a gruesome display of soldiers’ bodies among strange plantlife. When presented with the choice of examining the soldiers’ corpses, searching the side corridors, or leaving the scene, we decided to search the side corridors…

af7fafa2bb95c49fcbd0a6ae5c5b546b322435b2.png

Well then, it turns out the plants were carnivorous and deadly to humans! Fortunately, we made it out safely and apparently we were rewarded with some loot for our troubles.


Lone Temple
The Lone Temple Event is a more intricately designed Encounter, which has many different outcomes depending on the path you choose to take.
d0ea56afb3660982a975a964d72d8a910bb86701.png

Let's enter!
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Notice, we have an option to use a Raw Strength Perk to try and “Stop the stone” - that seems a bit risky so instead we’ll just jump to the next fork...
a8eaf2510cd74d0b0811dff947b3d1fc92bd9b46.png

After escaping the boulder trap, we make our way to the center of the Temple, where we are able to find some items to take with us before moving on...
f6e505149fbd4a91541b83d498cedf540d3d4f08.png


Now, let’s go back to the start of this event and see how it could have played out differently. This time, we’ll use our Language Perk to “Read inscription” rather than simply entering the Temple...

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This action enabled us to bypass the boulder trap and find the throne room more quickly.

However…
c4e3c9165efee32980af7b4429c8c8c938743dbc.png

We run into some German Officers this time, and are forced to engage in a shootout!

Events Wrap-up
What would have happened differently if we had investigated the front of the temple? What if we had failed to dodge the boulder trap, or had chosen to back up? All of these considerations come together to generate a new, adventurous narrative each time you replay a scenario in Pathway.

  • Often times, your Event choices will have a ‘chance of success or failure’ being calculated in the background, so keep that in mind when making your decisions.
  • Your Event choices may play a brief animation sequence in the left panel of the Event window. This helps immerse you into the action!
  • There are over 300 Events in Pathway (so far), and there are also many different types of events: Combat, Trading, Resting, Recruiting, Encounters… which sometimes result in Experience Gain or Loot (or both).


That’s all for now - until next time, adventurers!

https://steamcommunity.com/games/546430/announcements/detail/1701684086669798899
 

Zombra

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Events sound arbitrary in true CYOA fashion.

"Ignore bodies, explore tunnels" = "You almost get bit by a plant but find a pack of supplies!"
"Read inscription" = "You are ambushed by Nazis in a throne room!"

I guess this will be good for replay to see what other branches do, but up front this isn't that exciting. Pressing buttons with completely unpredictable outcomes doesn't really engage the imagination.

Game still looks good.
 

Zombra

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Is this preferable to FTL-style blue text options or Darkest Dungeon consumable-or-roll?
My preference would be to see sensible consequences, either good or bad but related to the decision.

There's not much daylight left, do you search for treasure or try to translate the inscriptions?
a) Search for treasure in the camp
a1) Success: you find some treasure
a2) Failure: you find no treasure and instead fight wolves that were eating supplies in the camp
b) Translate the inscriptions
b1) Success: your map is updated with location of main quest goal
b2) Failure: inscriptions are evil magic runes, take sanity damage

This is more like
a) Search for treasure in the camp
a1) Success: sunbeams hit you and heal 3 hit points
a2) Failure: that night you have bad dreams about snakes
b) Translate the inscriptions
b1) Success: clowns appear and give you candy
b2) Failure: your backpack has a hole in it now
 

lightbane

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"Ignore bodies, explore tunnels" = "You almost get bit by a plant but find a pack of supplies!"
"Read inscription" = "You are ambushed by Nazis in a throne room!"

This. These nasty quantum teleporting Nazis!
 

Taka-Haradin puolipeikko

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Quam vulputate dignissim suspendisse in est. Est ullamcorper eget nulla facilisi etiam dignissim diam quis enim. Faucibus vitae aliquet nec ullamcorper sit amet risus nullam. Nunc scelerisque viverra mauris in aliquam sem fringilla. Convallis aenean et tortor at risus viverra adipiscing at. Suscipit adipiscing bibendum est ultricies integer quis auctor elit. Sed id semper risus in hendrerit gravida. Diam ut venenatis tellus in metus vulputate. Augue mauris augue neque gravida. Et ultrices neque ornare aenean euismod. At erat pellentesque adipiscing commodo.

Varius quam quisque id diam vel quam elementum. Nulla at volutpat diam ut venenatis tellus in. Purus ut faucibus pulvinar elementum integer enim neque. Sagittis nisl rhoncus mattis rhoncus urna. Dignissim cras tincidunt lobortis feugiat vivamus at augue. Maecenas pharetra convallis posuere morbi leo urna molestie at elementum. Auctor urna nunc id cursus metus aliquam eleifend mi in. Adipiscing bibendum est ultricies integer quis auctor elit sed vulputate. Congue mauris rhoncus aenean vel. Nunc congue nisi vitae suscipit tellus mauris. Id consectetur purus ut faucibus pulvinar. Non consectetur a erat nam at lectus urna. Lacinia quis vel eros donec ac odio.

Ut tellus elementum sagittis vitae et. Sodales neque sodales ut etiam sit. Et magnis dis parturient montes nascetur ridiculus mus mauris vitae. Pharetra massa massa ultricies mi quis hendrerit dolor magna. Quisque egestas diam in arcu cursus euismod quis viverra nibh. Quisque non tellus orci ac auctor augue mauris augue neque. Eleifend mi in nulla posuere. Tristique risus nec feugiat in fermentum posuere. Sit amet consectetur adipiscing elit. Volutpat ac tincidunt vitae semper quis lectus nulla. Dolor sit amet consectetur adipiscing elit duis tristique. Placerat in egestas erat imperdiet sed euismod nisi. Mus mauris vitae ultricies leo integer. Porttitor eget dolor morbi non arcu. Porttitor eget dolor morbi non arcu risus quis. Morbi non arcu risus quis varius quam quisque id. Elit duis tristique sollicitudin nibh sit amet commodo nulla facilisi. Porttitor rhoncus dolor purus non enim praesent elementum. Imperdiet massa tincidunt nunc pulvinar sapien.

Viverra maecenas accumsan lacus vel facilisis volutpat est velit egestas. Aenean euismod elementum nisi quis eleifend quam. Mauris augue neque gravida in fermentum. Faucibus vitae aliquet nec ullamcorper sit amet risus nullam. Nulla malesuada pellentesque elit eget. Ut sem nulla pharetra diam sit amet nisl suscipit. Sodales neque sodales ut etiam sit amet nisl purus. Scelerisque viverra mauris in aliquam. Sed nisi lacus sed viverra. A diam sollicitudin tempor id eu nisl nunc. Condimentum mattis pellentesque id nibh tortor id aliquet lectus. Velit euismod in pellentesque massa placerat duis ultricies lacus. Eu nisl nunc mi ipsum. Adipiscing elit pellentesque habitant morbi tristique senectus et.
Funny, that you would say that.
 

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