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Tag: Alan

  • The ‘Traitors’ Host Alan Cumming!

    The ‘Traitors’ Host Alan Cumming!

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    Johnny sits down with icon of the stage, screen, and now reality television Alan Cumming to talk about his illustrious career, what it’s like to host The Traitors, his fabulous fashion, filming Season 2, and much more.

    Host: Johnny Bananas
    Guest: Alan Cumming
    Producer: Sasha Ashall

    Subscribe: Spotify

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    Johnny Bananas

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  • Alan Cumming plays a character on Traitors, but season 2’s surprises snapped him back to reality

    Alan Cumming plays a character on Traitors, but season 2’s surprises snapped him back to reality

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    If you think Alan Cumming, host of the U.S. version of The Traitors, gives off “guy who killed someone” vibes, he’ll laugh — you’re picking up what he’s putting down. It’s why, in episode 8 of season 2, when he sent the contestants off on their mission, he gleefully turned to the camera and said, “And they were never seen again.”

    “I said that many times, on every task,” Cumming admits. “I wanted that to be my new catchphrase, but they only used it a couple times.”

    This is exactly why the team behind Peacock’s hit reality game show wanted Cummings in the first place, even if he didn’t understand it at first. He met with producers, initially, out of confusion and curiosity.

    “I couldn’t understand why they would want me to do it. Then I realized they wanted a sort of character. And I said, ‘Do you mean you want it to be sort of like a James Bond villain?’”

    The answer was an enthusiastic yes. And suddenly Cumming could see the whole persona: “He’s the sort of Scottish Laird, and he’s kind of Machiavellian, [and] brings all these people here,” Cumming says. The look would be a sort of “dandy” Scottish tartan. Cumming’s dog could even come with, so the actor could menacingly pet her while staring down contestants.

    “I really love this character. And it’s funny, life just flings these things at you that you never would have seen coming. I never thought I would be hosting a big, successful competition reality show in Scotland and a castle with a bunch of reality stars. I mean — you couldn’t make it up. But I obviously go out going through life open to certain things. I’ve always been quite eclectic. And these things come to me and actually, this one I really, really enjoy.”

    And it’s a role he takes really seriously. As he gets ready in the morning he listens in on the players’ breakfast discussion, watching on a big screen so he can “really feel a part of it” as he gets ready to make his big entrance. “It’s good for me to understand, when I walk into the room, the mood of the room and the atmosphere,” Cumming says.

    Cumming is often around the castle, but not with the contestants — after his breakfast entrance he usually has a little break when he can look over scripts for the next day, then he and the players go to film the mission. After that, the contestants hang out and Cumming has another break (he says he’s usually eating or walking Lala the dog), but stays briefed on what’s happening. “When the roundtable comes it really does feel like this big theatrical moment because they all go in and they play this scary music in real life,” Cumming says. “It’s like these little performative spurts. And in between I’m trying to keep an eye on what’s happening and trying to get an understanding of how the wind is blowing.”

    Even still, he’s just as on the edge of his seat as the rest of us. He likes to maintain a distance between himself and the cast (he feels his character should always have “quite a stern, daddy demeanor” that leaves the contestants scared), and Cumming has been surprised by how things went once he got into the room. “That’s what’s great about the games — there was a person I thought was doing really well, a faithful, and was going to help tear the whole thing apart. And people turned on them. It was like hyenas going for a baby elephant, it really was. I was gobsmacked.”

    While he wouldn’t say who that was about, he would say some of the contestants he’s most surprised by: Bergie (when he became the MVP of the graveyard challenge), Phaedra (he appreciates her showmanship and the way it provides her cover), and Parvati (he hadn’t watched Survivor, and she seemed like a “sweet little thing with a hairband”).

    But even with a closer view, he’s just as eager to let it all play out as the rest of us. Well, sort of — at least the rest of us don’t live in fear about bumping the wrong shoulder when selecting traitors at the roundtable.

    The Traitors season 2 (the U.S. version) airs new episodes on Peacock every Thursday at 6 p.m. PST/9 p.m. EST.

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    Zosha Millman

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  • “The Best Chrismukkah Ever” From ‘The O.C.’ With Alan Sepinwall | Guilty Pleasures

    “The Best Chrismukkah Ever” From ‘The O.C.’ With Alan Sepinwall | Guilty Pleasures

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    Jo is joined by Rolling Stone TV critic and coauthor of Welcome to the O.C.: The Oral History Alan Sepinwall to talk about one of the greatest television holiday specials ever, “The Best Chrismukkah Ever,” from the first season of the legendary series The O.C.

    Host: Joanna Robinson
    Guest: Alan Sepinwall
    Producer: Sasha Ashall

    Subscribe: Spotify / Apple Podcasts / Stitcher

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    Joanna Robinson

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  • Cult Stash locations and puzzle solutions in Alan Wake 2

    Cult Stash locations and puzzle solutions in Alan Wake 2

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    Every Cult Stash you open in Alan Wake 2 will grant you helpful rewards. Like Lunch Boxes and Nursery Rhymes, finding Cult Stashes is an optional pursuit while you’re in control of Saga around Bright Falls and the surrounding areas as she investigates the Cult of the Tree.

    In this Alan Wake 2 guide, we’ll show you where you can find Cult Stash locations, how to solve every Cult Stash you find, and what rewards you’ll get from every Cult Stash you open.

    Note: This guide is in progress. We’ll add more Cult Stashes as we find them.


    Cult Stash locations in Cauldron Lake

    There are a total of five Cult Stash locations in the Cauldron Lake area, but you’ll only be able to get four of them during your first adventure in the area. These Cult Stashes come with a variety of supplies, but one of them in the Cauldron Lake area comes with an inventory expansion, which is definitely something you’ll want to have sooner rather than later.

    If you miss any of these stashes on your first trip, you will be able to grab them later on in the game.

    Cauldron Lake Cult Stash #1 (“Confused? Follow the Steps”)

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    The first cult stash is just south of the Murder Site and general store (where you get the shotgun) on the map. In front of the long, rectangular trailer, you’ll find a heavy box with a lock on it.

    A Cult Stash sitting in the woods of Cauldron Lake in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    On top of the box, you’ll find a taped piece of paper, which reads: “Confused? Follow the steps! Wash hands, take chicken out of fridge, take a nap.”

    The note is directing you toward the trailer. If you go inside the trailer and look at the bathroom sink, the fridge, and then the bed in the bedroom, you’ll see three symbols in order:

    1. Two triangles with their points touching at an angle
    2. Two triangles with their points touching that are vertical
    3. Horizontal elevator “open door” buttons

    (These symbols don’t have names, so if our descriptions are tough to follow, run through the house in the order we listed above to check for yourself.)

    Head to the lock on the chest and input the three symbols we’ve listed above. Once in the right order, the chest will pop open and you’ll be rewarded with some handgun ammo and a trauma pad.


    Cauldron Lake Cult Stash #2

    A map of Cauldron Lake showing the location of a Cult Stash

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    You won’t be able to access this Cult Stash until after you’ve defeated Nightingale — the game’s first boss — and woken up on the shore with a mysterious companion.

    Once you’re headed back toward the Witch’s Sign and the Overlap, hang to your right and you’ll find a ton of gnarly tree limbs scattered along a shore area. It doesn’t really look like you can adventure any further, but if you walk up to the biggest tree blocking your way, Saga will climb under it.

    A Cult Stash sitting in the woods of Cauldron Lake in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    Once on the other side of the big tree, make your way through the narrow path until you reach another Cult Stash. This lock is the simplest to open by far. Activate it and some lights will flash in an order. Hit the buttons in the same order that the lock just showed you — like Simon Says — and it’ll pop open.

    This is a pretty great stash to find, as it includes some shotgun ammo, a propane tank, a hand flare, and most importantly, an inventory expansion.


    Cauldron Lake Cult Stash #3 (“Rock Rock Tree”)

    A map of Cauldron Lake showing the location of a Cult Stash

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    Once you’ve removed the flooding from Cauldron Lake and you’re able to get down by the river, you’ll find another Cult Stash just south of the Private Cabin, in a little ravine that leads out to the lake itself.

    The Cult Stash is on a shelf next to the cabin, and simply says “Rock, Rock, Tree. Are you bright enough?

    A Cult Stash sitting in the woods of Cauldron Lake in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    This one is a little tricky, as you’ll need to do some minor math and hunt around for the code. If you’re just looking for the code, here you go: 658.

    The gist is that there are two numbers written on a rock down by the river (to the south) that say 7 and -2. Then there’s a tree to the left of the box with a 6 and a +2 on it. And then there’s another rock to the right of the box with 3 and +3. If you do the math on this, that means you’re dealing with 5, 6, and 8.

    The cache doesn’t specify which rock is first, so we just had to try both to figure out the order.

    You’ll get a propane tank and a first aid kit for your trouble.


    Cauldron Lake Cult Stash #4

    A map of Cauldron Lake showing the location of a Cult Stash

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    Just west of the Witch Sign, next to the tent icon in the Crow’s Foot Hills on the map, you’ll find another stash. Depending on how you approach it, you’ll likely see the golden arrows before you see the box itself.

    A Cult Stash sitting in the woods of Cauldron Lake in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    The box just has a picture of a lightbulb on it. If you look at the trees from the west (looking east, toward where your car and the parking lot is) with your flashlight, you’ll see a bunch of arrows leading you to the right (or south, on the map). Follow these arrows and you’ll eventually find some keys on a mound of dirt.

    Pick up the Streamside Stash Key and bring it back to the stash to unlock it and earn a hand flare, some shotgun ammo, and a trauma pad.


    Cult Stash locations in Watery

    There are a total of eight Cult Stash locations in Watery, which you’ll be able to head to as Saga once you complete the first Alan gameplay section. These Cult Stashes come with a variety of supplies — as usual — but one of them in Watery is how you’ll unlock the Crossbow, which is a powerful long-range weapon for Saga.

    If you miss any of these stashes on your first trip to Watery, you will be able to grab them later on in the game.

    Watery Cult Stash #1

    A map of Watery showing the location of a Cult Stash in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    North of downtown Watery, just after you meet the Taken Throwers for the first time, you’ll find yourself on a winding trail up into the woods. Keep going until you’re able to turn right and head back the way you came along a small ridge — if you make it to the rest shack with the generator, you’ve gone too far, and if you find a nursery rhyme, you didn’t go far enough.

    A cult stash case sitting on the ground in Watery in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    After passing by some foliage you’ll find yourself on a ridge overlooking the area you just walked through. On the lip of the ridge is a Cult Stash. This has the same Simon Says-style lock as the second Cauldron Lake Cult Stash. Copy the inputs and it’ll pop open, netting you a propane tank and some shotgun ammo.


    Watery Cult Stash #2

    A map of Watery showing the location of a Cult Stash in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    North of downtown Watery you’ll find a safe room shack with a generator outside. Once you turn it on and save your game, walk outside the safe room and you’ll see another Cult Stash sitting under and awning by the shooting range. If you read the note you’ll see that this Cult Stash is where you can get a Crossbow — if only you could figure out the code…

    A cult stash case sitting on the ground in Watery in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    The code here is 527, and the way you figure it out is actually pretty cute.

    If you look at the crossbow training area to the right of the stash, you’ll see a bunch of targets with numbers on them. The five has one bolt sticking out of it (indicating it’s the first number), the two has two bolts, and the seven has three bolts.

    Input the code and steal the Crossbow for yourself. You can grab all of the bolts out of the aforementioned numbers to get some extra ammo.


    Watery Cult Stash #3 (“Only striped cups”)

    A map of Watery showing the location of a Cult Stash in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    Once you make it inside Coffee World, you’ll find another Cult Stash at the foot of the Slow Roaster, the creaky death-trap of a Ferris Wheel.

    A cult stash case sitting on the ground in Watery in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    The code here is 147, and the clue says “only striped cups.”

    If you look up at the Slow Roaster you’ll see that all the Ferris Wheel carriages are numbered and some are striped. You just need to pick the three striped ones and put in their corresponding numbers. You’ll get some shotgun and handgun ammo for your trouble.


    Watery Cult Stash #4 (“What hides behind the smile?”)

    A map of Watery showing the location of a Cult Stash in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    In Coffee World, in the section of the map sandwiched between the “Coffee World” area (the one south of the Slow Roaster, not the big red sign on the map) and Kalevala Knights Workshop, you’ll find the Huotari Well. And behind the Huotari Well, against the back wall of the area, is another Cult Stash.

    A key sitting on the ground in Watery in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    The clue shows a picture of Drippy — the giant coffee pot mascot for Coffee World — and says “what hides behind the smile.” This sounds cryptic, but it’s actually quite literal. Head back toward the Coffee World area and the main entrance to the park (remember, you entered from the back) and you’ll see the giant, painted Drippy made out of concrete, sitting on a wall. Walk up behind the mascot and weasel your way though a little gate to what looks almost like a tiny garden. You’ll find a key sitting on the ground.

    Grab the Coffee World Stash Key and take it back to the Cult Stash to get some handgun, shotgun, and crossbow ammo.


    Watery Cult Stash #5

    A map of Watery in Alan Wake 2 showing the location of the Cult Stash

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    West of the Watery Lighthouse and its nearby safe room, you’ll find a ledge you can grab up on. Climb up to find a Cult Stash sitting against a rock. Here, you’ll need to shine your flashlight around looking for cult symbols in a particular order. But there are way more symbols here than codes to place into the lock, so you’ll need to narrow it down.

    Saga attempts to open a Cult Stash in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    The code to the box is:

    1. Two triangles facing down on top of each other
    2. Two triangles facing up on top of each other
    3. Two triangles next to each other facing down

    You can find this pattern for yourself by looking around for the roman numerals above each symbol. These symbols are marked with an I, II, and III respectively.

    You’ll get a propane tank, an arrow, and some pistol ammo for your trouble.


    Watery Cult Stash #6

    A map of Watery in Alan Wake 2 showing the location of the Cult Stash

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    Once you’ve conquered the Overlap in Watery and made the flooding subside, head back to Saga’s trailer (marked “‘My’ Trailer” on the map) and go to the trailer one just south of it. Head toward the front door, which faces the dock, and you’ll see the Cult Stash hanging out under an awning near the front door.

    Saga find a key for a Cult Stash in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    There is no hint on this stash at all, and while you could go into the house and read some emails to figure out where to find the key, we’ll just tell you where it is.

    Facing the stash, walk right and you’ll see a ramp that leads up to a pole. Walk up the ramp and look to your left. Grab the Trailer Park Stash Key off of the electrical box and use it to open the stash.

    You’ll get an arrow, a propane tank, and a trauma pad for your trouble.


    Watery Cult Stash #7 (“Battery 1600 Amps math problem”)

    A map of Watery in Alan Wake 2 showing the location of the Cult Stash

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    Once the flooding has gone down in Watery, head back into downtown and go down the dock facing to the east, on the farthest edge of town. You’ll find the Cult Stash box sitting next to some other boxes and it’ll have a bit of a math problem for you to solve. Let’s take a look:

    There are 3 batteries (B1, B2, B3) which have a combined charge of 1600 Amps. B2 has 128 Amps more than B3. B1 has two times as much charge as B3. How many Amps does B2 have?

    Saga attempts to open a Cult Stash in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    The correct answer and code is 496.

    Show our work? Sure! Subtract 128 from 1600, which gives you 1472. Divide that number by four (three different batteries, but we know one of them is double the other, so it counts for two), to get the value of our lowest battery, B3: 368. Multiple B3 by two and you’ll get B1: 736. And add that 128 back to B3 and you get the code and answer to B2: 496. Check your work by adding 368, 736, and 496 back together and you get 1600 Amps exactly. Math!

    You’ll get an arrow, a trauma pad, and shotgun shells for flexing your math skills.


    More Cult Stash locations coming soon!

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    Ryan Gilliam

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  • What if Super Mario Bros. Wonder’s talking flowers were in Alan Wake 2?

    What if Super Mario Bros. Wonder’s talking flowers were in Alan Wake 2?

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    Alan Wake 2 is bleak stuff. Sure, your flashlight makes the darkness a little less scary, and the full-motion video commercials are a lighthearted wink to players who seek them out. But for some, the game could benefit from a constant positive presence to raise the mood while you traverse the Overlap and beyond.

    Of course, this thought comes after playing Super Mario Bros. Wonder, where each level features a goofy talking flower character who remarks on the player’s actions, or on what’s happening in the game world. After going back and forth between the two games, it’s hard not to imagine what the talking flower would be like in Alan Wake 2.

    Image composition: Cameron Faulkner/Polygon | Source images: Remedy Entertainment/Epic Games Publishing, Nintendo EPD/Nintendo

    Beyond blurting out quips to take your mind off the dread of walking through forests at night with scarily few bullets, or when running from the Dark Presence, the talking flower could be a useful tool for marking objectives, or helping you figure out combinations to safes.

    Inevitably, I think the game would take a dark turn with this, turning the talking flower into a deceptive plot device. Eventually you wouldn’t know if you could trust what the talking flower is telling you, adding to Alan Wake 2’s deft skill of extending its dark fiction over the game’s reality. Are the Taken a threat, or are you the threat? Maybe, just maybe, it’s the talking flower.


    It’s putting thoughts into my mind, ones that I’d rather not be having.

    The chaos is reminding me of how simple things were, back when Alice and I first arrived in Bright Falls. Now, I’m stuck in the Dark Place.

    T̶̘͉̯̀̾̑̈́̈́͑̏̚̕͝h̸̝͔̭̹͎̲̦̖͉͓̊͊̒̓̎͒̑̚͜e̶̢̛̦̠̤̳͍̭̠̠͊̄̑̓̌̂̍̐̍͝ ̵͈͚̞̑͛̀̈́̅ţ̶̧̭̜̙̥̀̐̔͜ă̶̲̬̞͔̠͚̪̣̤̎̀̂̈́̕ḽ̸̬̬͎͙̥̘̈͐͗͋͋͋̍̌̀͛̕̕͠k̸̖͎̙̭̖̝̎̽̃̀͊̃̏̑̾̃͒ḭ̶̧̠͙͕̺͎͊̄̈́̾̇̈̐͋̏͘͝ń̸̢̮̩̰͙͌̆͛g̴̞͖͖͉̭͚̞͋́̒̈̃̄̾͗͂̈̎͘̚ ̵̢͎̺͎̙̭͕̹̞̑̆̈́̿f̴̨̨̧̱͖̫̱̥̖̩̝̯͇̪̀͋̒͐͗̓̎͗̂͐͜͠ĺ̸̡̦̼̖̦͔̗̳̭̫̼̳̘̱̝̎̂͛́̀̓̇̈̎͝o̷̡͓̭̞̲̯̞̘͊̈́̉͋̾̿̓̔̈̅͌͜͝ͅw̴̘͖̉̈́̽͗̏̈́̄̈́̓̈́̓̕͠ȩ̸̡̞̱̟̺̹̲͍͖̹̹̀̈́͒̆̀̊̾̉̑̽̑̕͠ͅŗ̷͉̝̘͚͉̱̫̰̈́ ̸̺̥̤̞̭͙̗͚͍̗̺͈͔̣̃͜͠ḩ̴̡̧̰͕͈̩̱̲̯͚̥͚̦́̇͜a̶̜̰̝̼̬̦̼͓͊̉̈́ṡ̸̡̟̩͎̗̘̭͕͕͍͍͖̠͜ ̵̗̬͉̜̩̂t̵̹͓͍̯̤̭͍̻̹̟͚̎͐͛͠ą̵̟̠̬̮̌̊̍̿̒̂̊͌͋̐̚͝k̶̨̛̝̻̫͕͇̙̼͎̞͕͓̥͒͂̔̽̀̑͒̏̚͜͝ȩ̴̝͓̬̝̘̘̙̤̰̫̞̤̈̎̏̐̒̋̏͋͊͝n̸̢̛̠̖͚̠͎͆̂͛̑́͠ͅ ̵̢̘̹͓͖̘̽͛̀͋̐̚m̵̛͚̊̃͂̃̆̋̓̂͛͆̋̎̃͌y̴̙͖͔̳͍͍̟̫̩͎̙̟̔͛̔̏̓̇̀̈́͆̀ͅͅͅ ̶̠͓̝͉̬̤̟̼̞͉͚͋̇̂͗́ͅp̴̨̞̲̹̩̙̫̖͉̩̠̗̜̀͜l̷̲͚̱͉͓̥̪͑̓̔͛̿̐͋͑͂̈́͘͜ã̸̢͚͓͚͔͊̓̒̈̎̆̾̎̚ç̶̟̤̟̯̘̖̝̫͎̣̹̚e̸̜͓̯͐̑̾̈́̂̉̓̆̐͝ ̶̙̖̲̮̏͌͜ͅí̸̯̇̇̇̆̄̔͋͊̾̋͠n̵̨̠̙̟͎̏́̄̓̔͗̀̚͝͝ ̶̜̞̥̭̰̼̖̞̖̭̈̂͒͒̓͑͛̾̐̽̿̕̕͝͝ŗ̴̮̜̼̔͗͋̉ͅę̷͍̥͖̞̻̗͓͓̥̎̅͑̅̾̓̾̃̿̄̕͠ä̸̛̻̎̅̔̈̈́̅̀̎̂̈́̚͝͝ļ̷͕̫̫̜̄̉́̎̐͝į̷͎͇̖̖͚̍̓̀̉̂́̏͂͑̂͌̕ͅt̷̡͉͎͓̻͙̩͍̙͈͋̏̈̏̎̉̀̕y̵͙͉̩̘̐̈́̃̄́̉̓̍̀̂̅̔͝.̵̢̡̢̭̻̝̭͎͔͖̻͔̓̀͜͜͠ͅ

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    Cameron Faulkner

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  • How scary is Alan Wake 2? Let’s talk jump scares

    How scary is Alan Wake 2? Let’s talk jump scares

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    It only took a couple of minutes for Alan Wake 2 to make me jump. From the very beginning, Remedy Entertainment’s new sci-fi thriller has a lot of scares to offer — and I’m talking about classic jump scares, not just the moody atmosphere that pervades the entire Twin Peaks-esque setting. I didn’t expect this game to be as scary as it is, so let me issue a warning: Alan Wake 2 is freakin’ creepy, y’all!

    [Ed. note: This article contains minor spoilers for Alan Wake 2.]

    First things first: Horror is subjective, what scares me might not scare you, blah blah blah. You’re here because you want to know about the jump scares, so let’s get to it.

    Image: Remedy Entertainment/Epic Games Publishing

    Alan Wake 2 kicks off with a very creepy scene, not least because you have absolutely no clue what’s going on. You start playing as a heavyset older white man who doesn’t look anything like Alan Wake and looks even less like Saga Anderson, the Black female FBI agent who’s the co-protagonist of Alan Wake 2. I guess I left out the most important part which is that this guy is naked. And he is trudging — and later, running — through a gloomy, foggy forest.

    Perhaps the creepiest part to me was that Alan Wake 2 wouldn’t let me look at this guy’s face. I kept trying to turn the camera around to see him, but he kept turning away from me, like the guy in the corner at the end of Blair Witch. Turns out, that’s how the Alan Wake 2 camera works with almost every playable character — but in this opening scene, it’s even more restrictive against showing you the character’s face, probably to delay the reveal of this man’s identity. He turns out to be Robert Nightingale, the FBI agent who had it out for Alan Wake in the first game.

    While poor naked Nightingale runs through the woods, you’ll get your first of several jump scares. Complete with flashing lights (the game does open with a seizure warning) and super-loud music stings, you’ll see a flash of Alan Wake’s face, lit up like he’s holding a flashlight next to it for dramatic effect or something. Alan’s face is not scary in a vacuum, obviously, but the loud noise and flashing lights are jump-inducing. Those moments of surprise will keep happening as Nightingale keeps on meandering through the woods, his journey culminating in his gruesome death at the hands of a death cult.

    FBI agent Saga Anderson follows her partner Alex Casey down a steep forest path in Alan Wake 2, with a beautiful sunset in the background

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    That death cult — and the murder of Nightingale — is what you’ll be investigating once you take on the role of Saga Anderson, whose story is where the game jumps to next. Saga’s sections involve exploring the exact same creepy woods, but unlike with Nightingale, there aren’t jump scares for Saga. Of course, that didn’t stop me from thinking there would be.

    You won’t get another big scare until you get to the town morgue. This is when the game introduces the central mechanic for its supernatural enemies: If you’re standing in a lit area, they can’t see you. But if you tread into the darkness — as you must do, periodically, to escape or strafe around these opponents — they’ll be able to see you, grab you, and kill you instantly.

    Personally, I find the fight scenes to be less scary than wandering around the woods in the dark between the altercations. The world of Alan Wake 2 is so bizarre that you just never know what to expect. But once I can actually see an enemy, even if they look scary or unusual, I’m fine — I just need a pistol in my hand, because apparently bullets still work on supernatural entities (thank goodness?).

    My usual tips for making a video game less scary might not be very effective in Alan Wake 2. There isn’t much you can do about a basic jump scare of a big face suddenly filling your screen, accompanied by a loud noise. But there are still some options if you want to play this (amazing, thrilling) game and not be quite as stressed out by it. I recommend turning off the orchestral score, while leaving the dialogue and sound effects on; the score is beautiful, but it also does a lot to heighten the game’s tense moments. Do remember to turn the music back on when you feel calm again so that you don’t miss out on the many original songs in the game, though.

    My other big tip? Just take your headphones off entirely, as needed. I turned on the subtitle option that includes character names, since Alan Wake 2 involves a lot of unnerving voiceover from unpictured characters. If you’re feeling overstimulated, you can always just read the game for a little bit, using the subtitles and character markers as a guide. I usually would only do this for a few seconds before recovering, resetting, and wanting to head back into the full audio immersion of the world.

    As somebody who’s made it through plenty of great horror movies and scary games, despite my irritation at the way my body reacts to horror, you’ve got this. Alan Wake 2 is absolutely worth experiencing, so give it your best go.

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    Maddy Myers

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  • In ‘Alan Wake 2,’ Sam Lake Will Lead You Deeper into the Woods

    In ‘Alan Wake 2,’ Sam Lake Will Lead You Deeper into the Woods

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    As a child in Finland, Sam Lake spent his summers in water as much as on dry land, by virtue of his family’s annual trips to a lakeside cabin outside his hometown, Helsinki. He would often stand poised on a wooden pier that extended over a body of pristine water, his back arched into his shoulders, arms pointed forward, ready to dive. But the tranquility of these aquatic sojourns was tinged with dread, even for an accomplished athlete like Lake, who represented his local swim team. Finnish water is not bright, crystalline blue but deep and impenetrably dark, a surface that’s practically impossible to see beneath. Lake often felt a compulsion to puncture this water, or “black mirror,” as he calls it, and immerse himself in its inky, fathomless depths.

    The video games that Lake has either written or directed at Remedy Entertainment over the past 27 years conjure a similar foreboding through spaces that threaten to swallow the player whole. In 2016’s Quantum Break, you navigate a university town that fractures like glass as the very fabric of time is disrupted; in 2019’s Control, a towering brutalist building traps a young woman in a shifting, supernatural panopticon (one that seems to be constructed from a strange liquid substance as much as from actual bricks and mortar). Alan Wake, published in 2010, and its newly arrived, long-awaited sequel, Alan Wake 2, meanwhile, hem the player into confined forests where pines sway with an unrelenting, paranormal menace. Players explore these vividly realized worlds while engaging in altogether baser pleasures: namely, letting loose a hail of bullets and leaving a plume of atomized debris in some of the medium’s most refined gunplay. Remedy’s games have long sought to bridge the gap between genre craftsmanship and high art, and Lake’s writing embodies this daring, high-wire approach: pulpy, allegorical, poetic, and infused with a streak of absurdist humor that, at times, threatens to derail the entire experience.

    Lake, who was born Sami Järvi in 1970 (järvi means “lake” in Finnish), describes Alan Wake 2 (published by Fortnite maker Epic Games) as a “dream project,” one he has agitated to make ever since the original was released for the Xbox 360 13 years ago. Microsoft initially passed on a sequel to the cult favorite in favor of something new (this became Quantum Break), and then a second pitch eventually turned into Control. “It’s been such a long time coming that I felt a kind of fever throwing myself into it,” he says via a video call from Remedy’s office in Espoo, a picturesque city that sits next to Helsinki on the southern coast of Finland. Lake says that everything he was “burning” to do with the game he has done: “It’s been quite an effort,” he stresses. “But I honestly feel, sitting here, that I can say: I have given it my everything.”

    When we spoke in late September, Lake was deep in the final production push, playing Alan Wake 2 at every opportunity, making last-minute tweaks, and ensuring that the finishing touches being put on the game, like custom music, were up to scratch. He describes his work on the game as a kind of “creative chaos,” primarily because of the many hats he’s worn: writer, codirector, even actor (Lake is a recurring presence in Remedy’s games, this time playing FBI agent Alex Casey). Still, he hoped to take a breather the weekend after our conversation and venture into the countryside to do some foraging. “It’s a very good year for mushrooms,” he says.

    Alan Wake 2 has taken four years to complete, and it’s notable for being neither an open-world behemoth nor an always-online, live-service game. Like its predecessor, it’s a committedly linear single-player experience set in an oppressively hostile yet oftentimes strikingly beautiful version of the Pacific Northwest whose cold yellow sun evokes the perpetual twilight of the Northern Hemisphere’s far reaches. You play as two characters: Alan Wake, a writer of Stephen King–esque thrillers and the protagonist of the first game, and Saga Anderson, an FBI agent who has been sent to this usually bucolic pocket of the United States to investigate a spate of ritualistic murders.

    As in every other Remedy title (barring the studio’s 1996 debut, the vehicular-combat game Death Rally), the camera is slung behind the back of a character clasping a gun (or flashlight, in the cases of Alan Wake and its sequel). But Alan Wake 2 isn’t an action-thriller like the studio’s prior releases (which hewed closely to the formula laid out by Remedy’s second game, Max Payne, in 2001). Alan Wake 2 is survival horror, the studio’s inaugural effort in the genre. Rather than riffing on the time-bending high jinks of The Matrix, à la Max Payne, Lake and his codirector, Kyle Rowley, have looked to Resident Evil games, seeking to inspire terror through newly claustrophobic encounters, a deeper sense of vulnerability, and violent acts rendered with stomach-churning photorealism.

    The game’s structure mimics the glassy body of water in Lake’s memories of his childhood. Above, Anderson and the events playing out in a world similar to our own. Below, Wake, who has been trapped in a surreal, metaphysical location called the Dark Place for more than a decade. You’re able to freely switch between these two characters at the game’s equivalent of Resident Evil’s safe rooms, exploring one or the other’s story to whatever extent you wish (perhaps even leaving Anderson or Wake to languish in their respective realities). Together, they embody a duality—one of the game’s big themes, says Lake. The solid, stable world of Anderson’s adventure, the submerged dream logic of Wake’s: light accompanied by dark.

    Lake’s mother harbored artistic ambitions while working as a secretary at the University of Helsinki; his father was a computer programmer. As a child, he was an avid reader (his “fondest form of entertainment”), drawn especially to the fantasy worlds of J. R. R. Tolkien, which in turn led him to the Icelandic sagas. As a teen, he read the English-language version of Terry Brooks’s Sword of Shannara with a dictionary nearby to help him translate unfamiliar words, but this proved to be a laborious process. He gave up the dictionary, and so “if there were some words I didn’t understand, I just let my imagination fill that in.” By the time Lake was studying English language and literature at the University of Helsinki in the mid-1990s, he was writing fiction for his friends’ Dungeons & Dragons campaigns. “That’s a wonderful way to start as a writer,” he says. “You have a captive audience.”

    In college, Lake studied postmodern literature, falling in love with Thomas Pynchon’s 1966 novella, The Crying of Lot 49, which centers on a conspiracy involving a centuries-old feud between two mail distribution companies. He recalls one seminar discussing the work: “There were a number of students in the class who absolutely hated it because they couldn’t quite figure it out,” he says. “They felt that it was rubbish, pointless because of that, protesting rather loudly: ‘This doesn’t make any sense.’” He enjoyed the moment not because he got the story and was able to lord his intellect over his classmates. Rather, he reveled in the sense of the unknown that Pynchon inspired in him. “The whole book is a kind of reverse detective story where the main character comes to [the events] naively and then starts to chase down its mystery,” he says. “When we come to the end, there are no clear answers. If anything, we know less because we understand more.” The feeling The Crying of Lot 49 left Lake with was a “haunting”—he couldn’t “let it go.”

    The games that Lake has written and overseen as creative director have increasingly left their own trail of metatextual breadcrumbs, which have led players not out of the woods but deeper into them. Alan Wake features a handful of stray manuscript pages read not by Wake’s voice actor, Mathew Porretta, but by Payne’s James McCaffrey, the hard-boiled words appearing to reference the studio’s earlier noir shooter. A live-action trailer for a fictional film called Return appears at the start of Quantum Break, showing two FBI agents (one played by Lake) searching for an unnamed writer who bears a striking, bearded resemblance to Wake’s performance actor, Ilkka Villi. During Control, it becomes increasingly clear that it and Alan Wake share a universe, with the writer appearing in the hallucinations of Control’s protagonist Jesse Faden before making a more concrete arrival in Control’s expansion, AWE (“altered world event,” according to Remedy’s idiosyncratic lore). Lake admits that such winking postmodern flourishes started as little more than a “joke,” though they have steadily grown into something “much more.” It’s all starting to resemble the “super-allusion”-filled shared universe that Stephen King—whose words open the original Alan Wake and whom Lake is an avowed fan of—has been crafting for decades.

    As it stands, Alan Wake and Control are the only Remedy franchises confirmed to be part of what the studio is calling the Remedy Connected Universe—think less the broad popcorn appeal of the Marvel Cinematic Universe and more an eerie, Easter egg–filled matryoshka doll of virtual worlds within worlds as dreamed up by A24. If there is a defining trait of this universe, it’s a sense of creepy unease: “doubles, doppelgängers, twisted mirror images,” says Lake. This feeling is reinforced by Remedy’s increasingly avant-garde approach to environment design, in which in-game locales twist and reconfigure themselves like a series of endlessly ramifying labyrinths. In Alan Wake 2, the labyrinth manifests most intensely in the Overlap, where realities bleed into and are layered atop one another. As she’s trekking about the Pacific Northwest wilderness, it’s as if Anderson is having the worst mushroom trip of her life.

    Lake has a knack for posing questions in a tantalizing manner and leaving just enough space within his fiction for them to stoke the imagination. It’s this aspect of Lake’s work that Ville Sorsa, principal audio designer at Remedy, has long admired: “elaborate, seemingly complex stories” filled with details to “discover and speculate on.”

    That said, it’s easy to feel cynical about the Remedy Connected Universe in light of Marvel’s creatively and commercially exhaustive approach to shared fiction. On one level, the Finnish studio’s efforts can be construed as a ploy to keep players hooked on its games via an IV drip of insular references. Lake himself has the exuberant and enthusiastic air of a fan, and so he perhaps knows as well as anyone what such an audience craves. His TikTok account almost exclusively shows him drinking coffee, both a reference to Alan Wake 2 (see its opening credits sequence) and an extended ode to Twin Peaks, one of his favorite TV shows (the levels of homage also run many layers deep).

    On another level, it’s practically a miracle that the Remedy Connected Universe exists at all in light of the past decade’s upheaval for independent studios of the Finnish outfit’s size (some 360 people). Remedy has had to contend with the declining stock of “one-and-done” single-player titles (its bread and butter), the resultant industry-wide pivot to live-service titles, and the increasingly rapacious acquisitional moves of major platform holders and publishers looking to bolster their own fortunes. Amid it all, the studio had to regain the publishing rights for Alan Wake from its initial publisher, Microsoft.

    “Six years ago, if we were talking about the Remedy universe, we’d be like, ‘Who fucking cares? There’s not going to be a Remedy Universe because the studio’s going to be closed,’” Rob Zacny, former senior editor at Vice Media’s gaming vertical, Waypoint, and cofounder of Remap, tells me over a video call. But Zacny remembers playing Control and seeing the Alan Wake references for the first time: “I was like, ‘Oh my God, they’re still doing stuff with that universe. It’s still something they want to explore.’” Yes, Zacny admits, it can feel “indulgent,” but its very being is cause for celebration. “I think, when you have your entire universe put on ice for a decade, and you’re wandering the deserts of what the independent studio landscape became in the 2010s, you get to send yourself some flowers,” he says.

    The original Alan Wake was the product of a torturous six-year production. It started life in 2004 as an open-world adventure inspired by Grand Theft Auto before eventually transforming into a linear, level-based third-person shooter in the vein of Max Payne. This tension is palpable in a game that’s frequently panoramic in scope before zooming in to lead the player down an altogether more confined garden path. The pacing is unsatisfying, at least in the first half, but the game’s unrealized open-world ambitions also yielded its central mechanic: light as a weapon and a place of safety, stemming from the day-night cycle the team developed. Rather than burying the agonizing development process in his mind and the vaults of Remedy’s Espoo headquarters, Lake incorporated it into the game’s narrative. Alan Wake’s back half plays out as an extended, warts-and-all analogy for its real-life creation.

    In one standout sequence, Wake finds himself in an asylum, essentially being gaslit into thinking he’s experiencing hallucinations. He meets two geriatric rock stars and a painter who are being treated for work-related problems and encouraged to create as part of their therapy. At one point, the leader of the institution, Dr. Emil Hartman, suggests that what these patients really need is a producer. It’s a freaky, meta, and utterly disconcerting set piece and, Zacny opines, an example of the way Remedy’s “self-referentialism” can lead to “transcendent moments.”

    Alan Wake 2’s development has been fraught and intense, but Control’s director, Mikael Kasurinen, says Lake “always had his eyes on the prize.” According to Kasurinen, “a new sense of creative confidence was born” at Remedy because of Control’s critical and commercial success, which naturally fed into Alan Wake 2. Indeed, Lake himself says the game arrives with its original concept remarkably intact. “There hasn’t been a Remedy game before that has actually retained its original vision as closely as this one. I felt confident that this is how the game should be,” he continues. It’s also notable for being the studio’s first sequel in 20 years, albeit with a “creative ambition” that exceeds that of its other titles, says Lake.

    From what I’ve played of the game, there’s a strong case that it’s the weirdest triple-A blockbuster ever made, stranger even than Hideo Kojima’s most perplexing (and arguably best) works, Metal Gear Solid 2: Sons of Liberty and Death Stranding. The sections in which you play as Wake in the nightmarish Dark Place are delightfully confounding, presenting an extraordinarily rendered New York as a grimy fantasia of fiction, memory, and reality. The third-person action is tense and challenging, while the game’s horror shocks are paired with cerebral, surprisingly robust detective gameplay. The game’s investigations evoke not only Lake’s university days hunting down clues in postmodern literature (House of Leaves is another favorite) but also, more concretely, 2011’s L.A. Noire (and, at times, a sillier, more fantastical take on David Fincher’s police procedurals). The live-action elements (screens within screens, fictions within fictions) that have become Lake’s artistic calling card and leitmotif have never been more seamlessly integrated; the awkward game-television hybrid of the intermittently compelling Quantum Break feels like a distant memory.

    Yet a nagging suspicion persists that Remedy’s games remain a case of flashy stylistic tics over substance—that beyond the undeniably thrilling moment-to-moment experience of playing them and interrogating the reams of metatextual questions they pose, these games lack a little weight. This is perhaps the fundamental critique leveled at postmodernism: that the movement’s works exude a kind of flatness and depthlessness—a superficiality. To quote Lake’s own self-reflexive fiction: “What lies beneath the surface?”

    I mention the fact that in many Remedy games, protagonists find themselves trapped by abstract forces: time itself in Quantum Break, fiction in Alan Wake, the invisible hand of bureaucracy in Control. Does this speak to any of Lake’s own latent anxieties? “Maybe it’s more a fascination with the mystery of the unknown,” he muses while stressing, on the contrary, that his own “stable, normal life” contains little of the trauma his protagonists have experienced. The unifying element that Lake chooses to focus on in his work is the idea of truth—more specifically, the idea of a “single truth.” He refers to the conversation we’re having, which each of us will remember differently (although only one account is being published). “Still we want to say, ‘This is the truth, and this is what I believe in,’” Lake says. “Part of the struggle of our hero characters is this comfort being ripped apart and taken away. They find themselves in this reality that they didn’t think was possible, and they have to deal with it, piece it back together, find a new identity, beliefs—a new reality, in a way.”

    Alan Wake 2 has two protagonists and thus two different perspectives. Wake looks up toward the “black mirror”; Anderson peers down into it. Regardless of their respective viewpoints and their takes on precisely what is real or not, both are forced to adapt to new circumstances, be they straightforwardly material or bizarrely metaphysical. When you first encounter Wake, he is bewildered by his new surroundings, as if awoken from a trance—a man at sea.

    Lake has also felt the ground shift beneath his feet at various points in his life. Plunging back into his childhood, he recalls his father reading bedtime stories to him at home in suburban Helsinki. “I can still think back and see the jungle and the great apes,” he says of Edgar Rice Burroughs’s Tarzan stories. Another selection was Arabian Nights, the collection of Middle Eastern folk tales that deal with challenging, decidedly grown-up themes. “Those times when something is too much, too strong, or slightly too scary, it does something to your imagination,” he says. “It kind of pushes it forward in an interesting way—makes you think and feel differently.” At their core, Lake’s video games inspire a similar uncanny emotion: the strange, not wholly unpleasant sensation of feeling “overwhelmed” by forces, and stories, far beyond our means of comprehension.

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    Lewis Gordon

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  • Today in History: October 17, Einstein arrives in the U.S.

    Today in History: October 17, Einstein arrives in the U.S.

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    Today in History

    Today is Monday, Oct. 17, the 290th day of 2022. There are 75 days left in the year.

    Today’s Highlight in History:

    On Oct. 17, 1933, Albert Einstein arrived in the United States as a refugee from Nazi Germany.

    On this date:

    In 1610, French King Louis XIII, age nine, was crowned at Reims, five months after the assassination of his father, Henry IV.

    In 1777, British forces under Gen. John Burgoyne surrendered to American troops in Saratoga, New York, in a turning point of the Revolutionary War.

    In 1807, Britain declared it would continue to reclaim British-born sailors from American ships and ports regardless of whether they held U.S. citizenship.

    In 1910, social reformer and poet Julia Ward Howe, author of “The Battle Hymn of the Republic,” died in Portsmouth, R.I. at age 91.

    In 1931, mobster Al Capone was convicted in Chicago of income tax evasion. (Sentenced to 11 years in prison, Capone was released in 1939.)

    In 1966, 12 New York City firefighters were killed while battling a blaze in lower Manhattan. The TV game show “The Hollywood Squares” premiered on NBC.

    In 1967, Puyi (poo-yee), the last emperor of China, died in Beijing at age 61.

    In 1973, Arab oil-producing nations announced they would begin cutting back oil exports to Western nations and Japan; the result was a total embargo that lasted until March 1974.

    In 1978, President Carter signed a bill restoring U.S. citizenship to Confederate President Jefferson Davis.

    In 1979, Mother Teresa of India was awarded the Nobel Peace Prize.

    In 1989, an earthquake measuring 6.9 in magnitude struck northern California, killing 63 people and causing $6 billion worth of damage.

    In 2018, residents of the Florida Panhandle community of Mexico Beach who had fled Hurricane Michael a week earlier returned home to find homes, businesses and campers ripped to shreds; the storm had killed at least 59 people and caused more than $25 billion in damage in Florida, Georgia, the Carolinas and Virginia.

    Ten years ago: Federal authorities in New York said a Bangladeshi student had been arrested in an FBI sting after he tried to detonate a phony 1,000-pound truck bomb outside the Federal Reserve building in Manhattan. (Quazi Mohammad Rezwanul Ahsan Nafis was sentenced to 30 years in prison.)

    Five years ago: Just hours before President Donald Trump’s latest travel ban was due to take effect, a federal judge in Hawaii blocked most of the ban, saying it suffered from the same flaws as the previous version. U.S.-backed Syrian forces gained control of the northern Syrian city of Raqqa, which was once the heart of the Islamic State group’s self-styled caliphate.

    One year ago: Police in Haiti said a notorious gang known for brazen kidnappings and killings was believed responsible for abducting 17 missionaries from a U.S.-based organization, including five children. (Two of the missionaries were released in November; the others would go free in December.) Russia reported its largest daily number of new coronavirus infections to date, more than 70% higher than the number a month earlier. Allie Quigley scored 26 points and Candace Parker added 16 points, 13 rebounds and five assists to help the Chicago Sky win its first WNBA championship with a 80-74 Game 4 victory over the Phoenix Mercury.

    Today’s Birthdays: Singer Gary Puckett is 80. Actor Michael McKean is 75. Actor George Wendt is 74. Actor-singer Bill Hudson is 73. Atlanta Braves manager Brian Snitker is 67. Astronaut Mae Jemison is 66. Country singer Alan Jackson is 64. Movie critic Richard Roeper is 63. Movie director Rob Marshall is 62. Actor Grant Shaud is 62. Animator Mike Judge is 60. Rock singer-musician Fred LeBlanc (Cowboy Mouth) is 59. Singer Rene’ Dif is 55. Reggae singer Ziggy Marley is 54. Actor Wood Harris is 53. Singer Wyclef Jean (zhahn) is 53. World Golf Hall of Famer Ernie Els is 53. Singer Chris Kirkpatrick (’N Sync) is 51. Rapper Eminem is 50. Actor Sharon Leal is 50. Actor Matthew Macfadyen is 48. Actor Felicity Jones is 39. Actor Chris Lowell is 38.

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