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Messages - NWR_pap64

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1226
TalkBack / Re: Red Steel 2 Sales Projections Halved
« on: January 18, 2010, 04:14:38 PM »
Of course, I'm not disregarding the possibility that the game sucks, either.  This is an Ubisoft Wii title, after all.

In all fairness, when Ubi puts all of their talent behind a title they can make an amazing title. Rabbids Go Home was an excellent adventure title with some incredible creativity put into it. It looks like Ubi may be putting the same kind of creativity into Red Steel 2. Not saying that it WILL be fantastic, but considering its been in development for a long time and use MotionPlus I doubt it will be terrible or even mediocre like the first one...

1227
TalkBack / Re: Ubisoft Announces Raving Rabbids 4
« on: January 18, 2010, 04:12:03 PM »
I am deeply saddened that no one bought the excellent Rabbids Go Home, a title that for once didn't rely on the tired mini-game collection train of thought, forcing Ubi to likely make Rabbids 4 yet another mini-game collection.

1228
TalkBack / Ubisoft Announces Raving Rabbids 4
« on: January 18, 2010, 01:30:40 PM »
Outside of that, the company will focus on Xbox 360 and PlayStation 3 in the next fiscal year.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=20792

 Ubisoft has announced that, for the next fiscal year, they will focus on more traditional, core titles, due to their casual portfolio shrinking by 50 percent, according to Gamasutra.    


These titles include a new Assassin's Creed title, The Prince of Persia: The Forgotten Sands, and a fourth Raving Rabbids game.    


"The fiscal year 2010-11 line-up will be more focused on the Xbox 360 and Playstation, the consoles which are expected to experience sustained sales growth in games for gamers in calendar 2010," Ubisoft said in a statement.    


Despite Ubisoft's focus on more traditional titles, they also promise that "other new franchises and innovations will also be announced throughout the year."


1229
TalkBack / Re: Over 100 Million Miis Created So Far
« on: January 18, 2010, 10:48:51 AM »
Or ass faces....

Wanna bet those come from the US? XD

1230
TalkBack / Re: Ubisoft Comments on Avatar's Disappointing Sales
« on: January 18, 2010, 10:47:30 AM »
I just remembered another licensed game that was pretty damn good despite being made to coincide with the release of a movie: Peter Jackson's King Kong. Funny enough, that too was made by Ubisoft and launched right beside the movie IN DECEMBER NO LESS!

The game may have been a limited FPS/Adventure game, but I thought it was really good. It used the franchise very well, the graphics were pretty good and it felt like playing the movie.

I think Ubi took the development of that game more seriously than Avatar. While King Kong didn't get stellar reviews they were far better than Avatar's current reception. It was directed by Michel Ancel (who did Rayman and Beyond Good and Evil), and that benefitted the game greatly.

I don't know how well that game sold across all platforms (I recall it was also an Xbox 360 launch game), since it was released in December, but I think it must have done better than Avatar.

1231
TalkBack / Re: Ubisoft Comments on Avatar's Disappointing Sales
« on: January 18, 2010, 12:33:23 AM »
Wasn't there some Star Wars game on the N64 that was really awesome?

There were several if I am not mistaken...

Shadows of the Empire was a midquel of some sort, taking place between Empire Strikes Back and Return of the Jedi. It was an N64 launch game, so it was very rough, but people liked it. Then there was the Rogue Squadron games by Factor 5 which were awesome and very popular. Then when Episode 1 was released there was Star Wars Racer, based on the Pod Racing sequence. I believe one of the last N64 Star Wars games was Battle for Naboo, also made by Factor 5.

1232
TalkBack / Re: Ubisoft Comments on Avatar's Disappointing Sales
« on: January 17, 2010, 11:50:07 PM »
I've yet to see a licensed game do well, or at least break half a million.


Easycure: The CEO was talking in general. None of the versions of the game broke the top 20. So the game is a failure overall.

outside goldeneye right?

Right. It seems this generation has truly lacked solid licensed games. Not to mention that Goldeneye was released years after the movie was released in theaters, so the extra time helped it become a great title.

1233
TalkBack / Over 100 Million Miis Created So Far
« on: January 17, 2010, 03:20:43 PM »
Mii makers in Japan and North America have been busy.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=20790

 In a games seminar held in Japan on December 4, 2009, Nintendo president Satoru Iwata confirmed that over 100 million Miis have been created since the Wii launched in Japan and North America.    


20 million Miis have been made in Japan, while players in North America have created 80 million.  These numbers don't include Australia, Europe, or South Korea, or the Miis created over the Holiday season that saw over 3.8 million Wii consoles sold in the U.S. alone.


1234
TalkBack / Re: Amazon Bundles Endless Ocean: Blue World with Wii Speak
« on: January 17, 2010, 07:51:56 PM »
Actually, Conduit.  (a whole new bag of beans compared to AC...)

I haven't played that so I can't comment on that. I do know that with Animal Crossing I didn't have any issues. The worse I've ever gotten is with a player that has bad lag or has the microphone near something that creates feedback. But for the time I've played the game I really loved what Wii Speak could do.

1235
TalkBack / Hudson Director Comments on Mature Games on Wii
« on: January 17, 2010, 11:46:05 AM »
Calling director believes that high quality mature titles can find an audience on Wii.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=20787

 High on the heels of Capcom and Sega commenting on how mature rated titles perform poorly on Wii, Calling director Kazufumi Shimizu has expressed his concerns on the topic. He believes that while the Wii audience is hard to appeal to, quality is key in attracting an audience to mature titles.    


"When we started developing Calling, it was with the knowledge that the Wii marketplace might be a tough one to crack.  However, when it comes to the controls and the experience, the Wii is really the platform that's best suited for it."    


He goes on to elaborate, "The Wii has a pretty family-friendly image, of course, and everyone knew from the start that it'd be tough for this game in the marketplace, but we wanted it on the Wii; we wanted to take [the remote] and use it like a phone."    


According to Shimizu, as a  developer, it is hard to predict the sales of a Wii title.  He explained that the uncertainty of a game's sales is no reason to hold back on development. "If you aren't passionate about the game you're making, then it's not going to have a chance in the first place," he says.    


When talking about the Hudson executives, Shimizu acknowledges that they are well aware of the situation of mature titles on Wii, stating that "It all comes down to the game. If the game is interesting, then it'll attract both kids and adults on the Wii. It's hard for the Wii at present, but no matter what the platform, if it's good, people will come to it."


1236
TalkBack / Re: Ubisoft Comments on Avatar's Disappointing Sales
« on: January 17, 2010, 07:45:41 PM »
I've yet to see a licensed game do well, or at least break half a million.

Batman: Arkham Asylum, unless you were specifically referring to movie-based games.

I was referring to movie based games. Even though they are made to ride off the hype and success of a movie I've yet to see the game versions do just as well as the movie.

As an example, Ice Age 3 is currently the biggest animated movie of the year. You would think that with that kind of success people would pick up the game in the same manner as Enter the Matrix. Yet not a peep. Same with Up, same with Monster vs. Aliens, and note that these are games based on family movies, which should have a big following.

1237
TalkBack / Re: Amazon Bundles Endless Ocean: Blue World with Wii Speak
« on: January 17, 2010, 07:36:52 PM »
I guess the crap voice quality is good for something.

I don't know what you are talking about. While I've only used it for Animal Crossing Wii Speak has surpassed my expectations. Hell, some of the cable has been destroyed and the unit still works fine.

Unless you are comparing it to some highly advanced microphone...

1238
TalkBack / Re: Ubisoft Comments on Avatar's Disappointing Sales
« on: January 17, 2010, 07:35:10 PM »
I've yet to see a licensed game do well, or at least break half a million.
If it counts, some Disney games on the Super Nintendo managed to break a million: Aladdin, The Lion King, and Magical Quest, to name a few.

Funny you should mention that...

Both Lion King and Aladdin were made to create hype and awareness of each film, yet you wouldn't know that if you played them. They may not have been stellar but the graphics actually managed to capture the look of the films, as well as the sound and music.

If Ubisoft had been able to truly replicate Avatar with great gameplay would it have been a bigger success?

1239
TalkBack / Re: Ubisoft Comments on Avatar's Disappointing Sales
« on: January 17, 2010, 07:21:59 PM »
I've yet to see a licensed game do well, or at least break half a million.


Easycure: The CEO was talking in general. None of the versions of the game broke the top 20. So the game is a failure overall.

1240
TalkBack / Ubisoft Comments on Avatar's Disappointing Sales
« on: January 17, 2010, 10:56:42 AM »
Ubisoft CEO blames the film's release date on the game's failure.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=20786

 In a recent conference call, Ubisoft CEO Yves Guillemot has expressed his concerns over Avatar's failure across all consoles. Despite the movie being a box office success the videogame game adaptation has been both a critical and commercial failure, not appearing on the NPD's top 20 best sellers list. According to the CEO, the film's late December release date affected the game's overall performance.    


"We knew we were taking [some risk]," Guillemot stated. "The fact that the movie was coming in December was a potential problem, and it did result in a problem."    


Guillemot expresses further that buying the rights to a film about to be released in December will be harder in the future. "It will be difficult in the future to buy rights to a movie that comes in December, because it's too risky, and it cannot [capture] Christmas season [sales]. It doesn't work as well for a video game company."    


The Ubisoft CEO has also expressed that the limited development time also affected the game's overall quality, stating that "We want to make sure with those kinds of games, we have time to polish as much as we want. The pressure of the release of the movie is always difficult in our industry, so I would say our goal in the future is to make sure we can have those games ready a long time in advance."    


CFO Alain Martinez, however, still believes that the game could become a profitable success in the long run, explaining that "Avatar is not a loss-making project. When we lose 1 million sales [from our projections], that's about 30 million euros in sales and 65 or 70 percent of gross margin that has been lost."


1241
TalkBack / Amazon Bundles Endless Ocean: Blue World with Wii Speak
« on: January 17, 2010, 10:41:36 AM »
The online retailer will offer the Wii Speak microphone with the purchase of Endless Ocean: Blue World.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=20784

 Amazon is offering players who pre-order Endless Ocean: Blue World the chance to receive a Wii Speak microphone bundled with the game for no additional cost.    


It is a limited time offer currently available on Amazon. The Endless Ocean: Blue World/Wii Speak has yet to appear on any retailer listing.    


Endless Ocean: Blue World, retailing for $29.99, offers an expanded online mode where players can speak to each other using the peripheral while exploring the seas. The title will be available on February 22.


1242
TalkBack / REVIEWS: JumpStart: Escape from Adventure Island
« on: January 16, 2010, 08:40:22 AM »
The intentions are good, but the execution is extremely disappointing.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=20783

 As a licensed educator, one of the things I've been taught is that anything can be used as a learning tool, from the latest high tech computer to a traditional piece of paper and pencil. While computer software has reached new heights when it comes to education via technology, video gaming has typically been seen as a medium meant strictly for entertainment purposes. That hasn't stopped some companies from trying to release educational software on various gaming consoles, but they usually feel rushed and sloppy. Unfortunately, Jump Start: Escape from Adventure Island is one of these games.    


When you load the game and create your in-game character you a treated to a quick (and I mean really quick) cut scene detailing the storyline. The game's characters are traveling on their balloon when they crash land on Adventure Island (NOT Hudson Soft's Adventure Island, mind you). When you recover you are greeted by a blue cheetah explaining that you must recover the pieces of your ship before you can take off and get away from the island. In order to do so, you must buy said pieces by collecting white and gold sand dollars. You earn these dollars by participating in various educational mini-games.    


Note that this is a game aimed at the elementary school set, with the activities based around the cognitive skills commonly seen in elementary school, such as logic and critical thinking, word recognition and mathematics. In this respect the game does a pretty good job of bringing various skills and topics to the table. The game's biggest problem, however, is in how these activities are presented. The island acts as the game's main hub, with each section of the island hosting a different activity or mini-game. Successful completion of these mini-games nets you white and gold sand dollars, useable for the purchase of airship parts.    


There are various mini-games. The first is a pushing mini-game in which you push an egg or a pearl towards its nest or shell, respectively. This is an incredibly boring and tedious mini-game that has very little educational value. Next up is a Dance Dance Revolution-like mini-game that has you flicking the Wii Remote in the direction indicated by  scrolling arrows, making it another mini-game with dubious educational value. The next game is a platforming mini-game in which you collect the items indicated by the narrator at the end of the level.    


The first of the what could be considered educational mini-games is a rolling ball maze game inspired by the likes of Marble Saga Kororinpa. Before you start the mini-game you are given the option of choosing what skill to tackle, as well as an opportunity to alter the game's difficulty. Each segment contains 10 levels. When you start the level you are told which banner to guide the ball through; when you select the correct banner you are then told to reach the goal at the end of the level while avoiding the bad guys.  This mini-game only has one level. While the banners may change, you still roll on the same maze every single time. It quickly becomes grating and tedious, no matter how you alter the difficulty before each game.    


The other two mini-games are basically the same game, but with different themes and cognitive skills. The manta ray/rocket pack mini-games have you gliding around the stage, flying through the correct answers and shooting the incorrect ones. Like the rolling maze game, you can change the topic and difficulty before the game begins. This is yet another monotonous mini-game where you'll find little to no enjoyment in gliding around finding the right answers.    


And that's why Jump Start Escape from Adventure Island fails as a learning tool. The topics are present, and they are quite varied, but the mini-games based around them lack the engaging gameplay needed to keep students interested. The same games are also shamelessly re-used over and over again, with the learning topics changing.    


Jump Start's controls are underwhelming, with the third-person platforming segments featuring unnatural and floaty controls for your character.  Controlling the camera also becomes a bothersome chore.    


Adventure Island does offer some motion controls for the mini-games. For the rhythm mini-game you flick the Wii Remote in four directions (up, down, left and right) in time to the song. For the marble maze mini-game you hold the controller on its side and tilt it left and right. Tilt controls are also use for the jet pack and manta ray games. It's what you expect in a Wii game when it comes to motion controls, but they work well enough that young children should understand them. Controlling your character during the Adventure Island scenes, however, feels unnatural due to how slow the character moves and a troublesome camera system.    


The presentation nails downs the color needed for an appealing educational tool, but the 3D graphics are awful, with abundant slowdown, pop-in, and other graphical issues. The characters look fine in their 2D artwork, but their 3D modeling is sloppy and downright ugly. The voice acting and music, luckily, fare a bit better. In every mini-game a female narrator will constantly explain the rules and remind the player of what he or she needs to do. Adults will find this annoying, but since this game is aimed at children, repetition is important in order for them to remember the commands and successfully follow them. The music is bright and poppy, fitting for the fun and adventure of the theme and storyline.    


In the end, Jump Start: Escape from Adventure Island has good intentions and a noble goal: to teach via the fun and accessibility of the Wii. But its gameplay feels rushed, and its less-than-inspired presentation put a very disappointing damper on things. There is much better educational software on the market that is not only more effective, but also the product of  much better effort.

Pros:
       

  • Lots of topics to choose from
  •  
  • You can change the difficulty of the topics
  •  
  • Instructions and goals are constantly repeated, so they're crystal-clear


  •        Cons:
           
  • Mini-games are re-used again and again
  •  
  • Mini-games that lack polish
  •  
  • Poor visual presentation
  •  
  • Floaty controls in some mini-games


  •                Graphics:  4.0
           Adventure Island looks sloppy and rushed. Character models are very low quality, lacking the charm seen in the 2D artwork.

                   Sound:  6.0
           The repetitive voice acting may annoy adults, but as an educational tool it is important for repetition to be there. The music is very bouncy and appropriate for the elementary-level themes.

                   Control:  5.0
           Controlling your character on Adventure Island feels very odd and floaty, but it usually gets the job done. The motion controls employed here work well enough.

                          Gameplay:  5.0
           This game succeeds in bringing as many topics to the table as possible, and they are appropriate for the school level that it aims to teach. Its biggest downfall is that its mini-games are not engaging enough, to the point that they get boring. They also get re-used constantly throughout the game.

     


           Lastability:  5.0
           There's a lot to do in Adventure Island and plenty of things to learn. Unfortunately, the mini-games don't prove engaging enough to warrant continued play time.

     


           Final:  5.0
           Jump Start: Escape from Adventure Island is a title that has its heart in the right place. But its overall poor quality virtually negates any value it has as an educational tool. If you are a parent looking for a fun and educational title, there are better ones out there; titles that are both well-presented, and inclusive of everything you could ever need in a learning game.      


    1243
    TalkBack / Nintendo Dominates December Sales, 2009 Overall
    « on: January 15, 2010, 11:52:03 AM »
    The Wii and DS reigned triumphant in December, and the rest of the year as well.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=20780

     December numbers from the NPD Group reveal that Nintendo was the winner in hardware sales, with the Wii and DS respectively taking the number one and two spot. The Wii exceeded 3.81 million in sales, while the DS was not far behind with 3.31 million units sold.    


    Software sales were lead by Nintendo's New Super Mario Bros. Wii, which sold 2.82 million copies in December. Following it was Wii Fit Plus at 2.41 million copies. The top three closed with Wii Sports Resort at 1.79 million copies. Only one DS title appeared in the top ten for December, with Mario and Luigi: Bowser's Inside Story selling 656,700 copies for the month.    


    The full December NPD information is as follows:    


    Hardware:
     Wii: 3.81 million
     Nintendo DS: 3.31 million
     PlayStation 3: 1.36 million
     Xbox 360: 1.31 million
     PSP: 654,700
     PlayStation 2: 333,200
       


    Software:
     1. New Super Mario Bros. Wii (Nintendo), Wii - 2.82 million
     2. Wii Fit Plus (Nintendo), Wii - 2.41 million
     3. Wii Sports Resort (Nintendo), Wii - 1.79 million
     4. Call of Duty: Modern Warfare 2 (Infinity Ward, Activision), Xbox 360 - 1.63 million
     5. Call of Duty: Modern Warfare 2 (Infinity Ward, Activision), PS3 - 1.12 million
     6. Wii Play (Nintendo), Wii - 1.01 million
     7. Mario Kart Wii (Nintendo), Wii - 936,100
     8. Assassin's Creed II (Ubisoft Montreal), Xbox 360 - 783,100
     9. Left 4 Dead 2 (Valve, Electronic Arts), Xbox 360 - 728,500
     10. Mario & Luigi: Bowser's Inside Story (Alphadream, Nintendo) - 656,700
       


    Nintendo also dominated the overall 2009 year-end software sales list, with six Wii titles and one DS title in the top ten.  Wii Sports Resort was the second-best-selling game for 2009 overall, followed by New Super Mario Bros. Wii in third.    


    The only challengers were both console mega-franchises.  Activision's Call of Duty: Modern Warfare 2 took the overall sales crown for the year, with its Xbox 360 version and PS3 version placing first and eigth, respectively.  Microsoft's Halo 3: ODST came in at ninth for the year.    


    2009 Year-End Software:
     1. Call of Duty: Modern Warfare 2 (Infinity Ward, Activision), Xbox 360
     2. Wii Sports Resort (Nintendo), Wii
     3. New Super Mario Bros. Wii (Nintendo), Wii
     4. Wii Fit (Nintendo), Wii
     5. Wii Fit Plus (Nintendo), Wii
     6. Mario Kart Wii (Nintendo), Wii
     7. Wii Play (Nintendo), Wii
     8. Call of Duty: Modern Warfare 2 (Infinity Ward, Activision), PlayStation 3
     9. Halo 3: ODST (Bungie, Microsoft), Xbox 360
     10. Pokemon Platinum Version (Nintendo), NDS


    1244
    TalkBack / Re: Bloober Executive Says
    « on: January 14, 2010, 11:07:03 PM »
    Not a word from Nibris about Sadness... I already declared it dead in the water years ago.

    1245
    TalkBack / Medaverse Announces Gravitronix Tournament at PAX East
    « on: January 14, 2010, 10:48:12 AM »
    Expo attendees could win $1,000 if they beat the lead designer at his own game.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=20779

     Medaverse Studios has announced that they will be holding a Gravitronix tournament at their booth at the upcoming Penny Arcade Expo East in Boston, Massachusetts. Players willing to participate will be able to take on Gravitronix's lead designer Jesse Lowther in the tournament's final round for a chance to win $1,000. If the player loses to the Lowtherator, they will receive $250 as a consolation prize.    


    Jesse claims, "I never found a player who could beat me at Gravitronix. I've decided that I'm going to find that player, and I'm going to make the search interesting."    


    The Penny Arcade Expo East in Boston will begin on March 26, 2010, and will run through March 28. Gravitronix is available now on WiiWare for 500 Wii Points.    


    Medaverse Studios is pleased to announce the "Beat Us At Our Own Game" tournament, with a $1,000 grand prize!    


    Where: The Medaverse booth at the Penny-Arcade Expo East, Boston, MA.    


    When: March 26th-28th, signups for the tournament will begin March 26th when the show opens.    


    The Game: Gravitronix™ (available now on WiiWare™ for 500 Wii Points™). Best 2 of 3 rounds, 1v1, 180° territories, default settings.    


    Final Round: Winner of the tournament will play against lead designer Jesse Lowther for $1,000. Best 2 of 3 rounds, 180° territories, default settings. $1,000 for winning, $250 for losing.    


    Entry Fee: $5 per entry to finance 2nd, 3rd and 4th place prizes.    


    Visit http://www.medaverse.com/ for more information.


    1246
    TalkBack / Bloober Executive Says "Don't Blame Wii" For Poor Sales
    « on: January 14, 2010, 09:48:00 AM »
    Developer refutes recent comments regarding core games not doing well on Wii.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=20778

     Bloober Team Executive Marcin Kawa refutes Capcom's recent comments about core titles not being strong performers on the Wii, stating in a candid manner that "Only bad Wii games sell badly". He elaborates further by saying that "With such a strong install base it's hard to believe that there's not enough people to appreciate mature, core content".    


    Kawa's theory is that quality is what determines a title's overall financial success. "It's all about games and quality. I'm not surprised that another shooter on rails doesn't sell well. You don't need to be a rocket scientist to figure out that people expect something more than that."    


    He expects titles like No More Heroes 2, Monster Hunter 3 and Metroid: Other M to be successful because of their quality. Kawa concludes this statement by saying that "Instead of bitching we'd rather create something that has value and doesn't feel like a third-rate port put together to make a quick buck."    


    Bloober Team's first WiiWare title is Last Flight, a horror action game that takes place inside of a plane. When asked about the game's success with the Wii's audience, Kawa simply comments that "Our logic is far simpler: if the game doesn't sell, we did something wrong."    


    Kawa believes that there is indeed an audience for mature rated titles on Wii.


    1247
    TalkBack / Re: MadWorld Director Interested in Sequel
    « on: January 13, 2010, 10:02:06 PM »
    I say the same for Muramasa.

    Muramasa's on the same boat as well...

    1248
    TalkBack / Re: MadWorld Director Interested in Sequel
    « on: January 13, 2010, 02:31:21 AM »
    I played MadWorld for exactly one hour. I haven't come back to it in months. I intend on going back, but the drive has never been there.

    1249
    TalkBack / Re: Metroid Prime Trilogy No Longer Being Distributed
    « on: January 13, 2010, 02:23:59 AM »
    Am I a bad person in that I am now interested in getting a copy just because of its value?

    I personally never liked the Metroid Prime games. I played the first one and got tired of it very quickly. It didn't matter that my friends were going crazy over it, the great reviews, and the warm reception. I thought it sucked. And I avoided Metroid Prime 2 like the dark plague combined with sars, swine flu and AIDS.

    I confess, however, that I was curious about Metroid Prime 3 because the Wii controls looked like it added to the experience. But I was very unsure about it because it was Metroid Prime. Also, I aim to have the most complete Wii collection, and MP 3 is essential. Metroid Prime Trilogy looks like a great opportunity to re-experience them all with Wii controls.

    I am going to have to hunt for this one...

    1250
    I find this hard to be believed, to be honest. We had the original story translated by our Japanese guys and Iwata DOES confirm that the DS's successor is in the works. I seriously doubt that the Japanese source would misquote Iwata.

    The way I see it, this is likely damage control. Iwata perhaps said too much and Nintendo is known to keep everything quiet until the right time to talk shows up. They are now covering everything related to that because they want to keep things secret.

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