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Frostpunk Is Too Damn Hard, and That's Just Fine

Frostpunk Is Too Damn Hard, and That's Just Fine

I've been playing Frostpunk for the better part of two weeks (well, I stopped for travel, but I was obsessively playing it). I even listed it as one of my favorite games, not of this year. It's a game I'd seen pop up in the PS5 subscription-based game collection, but in the past, it'd just float by my periphery whenever I browsed for new titles to play. And listen – I love me a cold winter game. I really love me a cold-winter, steampunk-inspired story sim.

Frostpunk, though, is a different kind of game. It's notoriously difficult and completely unforgiving. It's a game that frustrated me to no end, yet I could not put it down.

The Last Everwinter

I've never been the biggest fan of strategy-based games. I am, to put it plainly, very daft when it comes to forethought. I'm a 'one thing at a time' kind of gal. I can wear many hats; I just need to carefully take one off before I put a new one on. I am focus-based. I like minutiae. I panic like that little penguin when too many things go wrong at once, and this game is essentially 'too many things going wrong at once.' Frostpunk forces you to contend with a variety of wildly changing factors, with public opinion and weather being the most volatile among them. You have to resource manage, and, if you can, future-proof some of your stockpiles. Considering the climate and various limiting factors you're up against, this is an insane ask.

Frostpunk Is Too Damn Hard, and That's Just Fine
Source: Steam

The game's core story is compellingly simple, though, and it forms the boning to the game's corset (okay, so I just got done with wedding dress shopping), the pressures of which are cinched so tightly against the player that it often feels like you're being set up to fail. This is a world ending due to the sudden and inexplicable onset of an ominous, frigid winter. No one's quite sure where it came from or how it came to be. Early expeditions north seeded the arctic landscape with heat-producing generators. The choice to go north, although it seems irrational, is largely due to the prolificity of its rich resource deposits. Massive, manufactured dreadnoughts were expected to bring hordes of desperates to the last bastions of human civilization. Your job, then, is to successfully be that last bastion.

Frostpunk's conceptual challenges stem from the cruelty of its environmental factors and the understandable exhaustion of its populace. You're saddled in the initial scenario with a ragtag group of citizens – including children – who you need to command to gather coal, wood, and steel. It's simpler, in the beginning, when you have relatively mild temperatures and a smaller ring of homes to heat. As time goes on, though, the demands inevitably increase.

The generator at the center is your city's beating heart, with coal as its lifeblood. It provides heat to an expanding area at an expanding strength (both of which you'll need to upgrade to) and will be your final defense when the 'weather anomaly' reaches your city. There are various scenarios you can try besides the "main" storyline, and each of these tailors the challenge to a specific circumstance. But the beginning one – where you settle into a new city – offers the best opportunity to learn the game's systems and cadences.

This initial story, titled "A New Home", introduces you to all the clanking gears of the game's mechanics. You have a day-night cycle, shifting weather, ore and steel deposits, hope and discontent meters, hunter huts and hothouses where you can requisition food, and you can introduce either draconian or more palatable laws depending on the severity of your circumstances. I tend to play games with a cleaner moral edge, so I tend towards gentler choices, even if it results in my failure, which in this case is banishment. You can create a cemetery to bury the dead respectfully, or you can simply dump bodies in snow pits to harvest organs later. Your people will, of course, have things to say about either choice.


The game's exceedingly interdependent systems mean you need to be aware, at all times, of what is going on where.

Frostpunk Is Too Damn Hard, and That's Just Fine
Source: Steam

Beyond the laws that you can enact for survival, there are two paths that your city can take to succeed: order or faith.

Technocracy or Theocracy

The path you choose for your city's direction – and this is the direction for the people's wellbeing, not necessarily just their survival – will hinge somewhat on how easily you can navigate the beginning setup. That setup is, depending on your difficulty, 150 people and a few scattershot deposits of coal, steel, and wood. You have to build the homes for your citizens (using wood), run the generator (using coal), and eventually build other buildings (using steel and wood) to then produce more of all three. My first priority was always to build houses, and after that, I tackled building workshops for research, which is the most important little part of the strategic gameplay. Research allows you to "level up" your abilities, such as better insulating medical tents or adding heaters to workplaces. You have two kinds of labor available to you as well: workers and engineers (and children if you're feeling really, you know, pragmatic).

Engineers can work pretty much anywhere, but workers cannot work where engineers do, such as in specialized fields like research, medical tents, etc. Your first few days of trekking to piles of stuff to gather stuff to then use that stuff to build other stuff is fairly cyclical. But when the first cold day hits, you need to make sure your people have heated shelters and workplaces. If they don't, they get sick, and then you need to build more medical tents, and if you don't build enough, people die, and other people complain, and then bodies litter the streets, and then hope falls and discontent rises, and you are in deep crap by then.

The game's exceedingly interdependent systems mean you need to be aware, at all times, of what is going on where. Are the outer workplaces too cold? When citizens get frostbite, do we amputate or give them extra rations? How do we afford those? Is there enough food coming in and being prepped at the cookhouses? Will we have enough coal stockpiled to ramp up heat during the next cold front? When you choose a path of order or faith, you essentially give yourself a plaintive "oh shit" button to potentially tackle upcoming issues. Faith gives people places to worship and rekindles purpose in otherwise miserable lives. Order does much the same, but there is a level of authoritarianism that slips into each if you see them to their fully realized pathways. Order has a city watch, faith has faith keepers, and either can be deployed against your people if needed (or wanted).

This system of laws makes your choices permanent, so you need to decide fairly early on if you want to do more morally contestable things, such as legalizing child labor (and as my fiancé and I quoted whenever we did it: "the children yearn for the mines") or helpful (if unpopular) things, like resorting to soup rather than full meals. As you gather resources and level up research for new items in the workshop, the real flow of the game begins to ripple outward. You must juggle myriad pressing issues with very little grace given, so there are times you have to make decisions that you typically would not make as a more beneficent ruler. There are also moments when things become so bleak that you regret not making an earlier situation possible – such as prioritizing leveling up the generator's output rather than workplace insulation, or vice versa. You only have so much time, so many days, and so many people, and every new attempt saw us faced with a different challenge.

Frostpunk Is Too Damn Hard, and That's Just Fine
Source: Steam

For all its beauty, cold is a desolately quiet monster.

At one point, we'd think we had it down pat, and then discover we'd run out of food, or that we stored too much coal and wasted resources building tons of storage depots rather than sawmills. Other times, we'd fail to properly plan the city layout, resulting in houses having to be built farther from the generators' warmth as more and more survivors seek out your city. One of the most interesting and lore-heavy components of the game is its topside exploration. You can send scouts to various locales, and each of the locations in the main scenario has a story to tell. I regretted, one time, not sending back an extremely helpful automaton my scouting team had encountered, and instead broke it down for parts. I could have used that cold-immune, 24/7 workhorse when the going got tough, because automatons – which you can eventually produce yourself – don't have the caveats of human fragility that your people do and can work, albeit less efficiently, virtually forever.

A Heady Ambiance

I was lucky enough that during the great (real-life) winter storm of '26, we did not lose power. This was odd, as most of the city I live in had huge swaths that went dark. It was bitterly cold. I played Frostpunk the entirety of the time we were stuck inside. I was lucky to be able to do so, but boy, did it paint a bleak picture. Any time my fiancé and I heard ice crackle on the rooftop – because something heavy kept falling onto it – I would think "this is it, the power's going out." I figured we'd have to bundle our cat in blankets, light our tea lights, and huddle together until repairs were made to the lines.

When we went outside a day after the storm blew past, we saw trees beaded with thick ice. It was beautiful, but the weight of that ice on the limbs had cracked so many of them right down the middle. It reminded me, once I "woke up" from my Frostpunk obsession to stare at a blue sky, just how deadly ice and snowstorms really are. For all its beauty, cold is a desolately quiet monster.

Frostpunk is a game I will play again, but it's not necessarily an easy game to play, in terms of "vibes." It's not just difficult, it's also a very hard place to settle in for a quiet night of gaming. You are beset by pensive music and constant reminders that people are cold, or starving, or desperate. In the main scenario, you even eventually have an antagonistic faction – the Londoners – who seek to go back to London in hopes of having a better shot than they currently do in the middle of the northern wastes. In this game, London has pretty much already fallen, so the fruitlessness of the pursuit is more indicative of people's delusional desperation to survive rather than actual practicality. Your additional job then becomes to sway them to stay. Frostpunk is, I would say, the opposite of a cozy game. It is a very tense game. And the honest truth – I did not play this game at its original difficulty. I was too overwhelmed by the constant failures and, in order to see it play to the end, figured I would give it a shot on an easier setting.

The easy setting is much easier, but I also think I did myself a bit of a disservice by backsliding into it, although I would have undoubtedly put it down before beating it if I'd had to truck through it on the basic difficulty. I also played this game a lot during those few days we were stuck inside from the storm, so perhaps my impatience was a product of repetition ad nauseam. I have since played one other scenario, called the Fall of Winterhome, on its basic difficulty setting. I then customized two of the settings to be gentler on me, while keeping the others at their standard difficulty. I'm the last person to deny when a game is "too hard." I will openly admit to lowering difficulty, because I think, in a way, perfecting those systems is part of how I learn systems. I get something "down," and I can move on to the next.

Building a Future

All in all, Frostpunk is a beautifully crafted game with a system of resource management and reputational upkeep that manages to seamlessly integrate challenge and reward successes. If you can manage to keep your workers warm and fed and circumvent frostbite, you can focus more on providing people with extra rations, or you can keep children from working by building them the equivalent of daycare centers. You can build prosthetics, create public houses, and provide people with a stress outlet in the form of fighting rings.

Frostpunk Is Too Damn Hard, and That's Just Fine
Source: Steam

When I finally got my people past the "weather anomaly" that serves as the main scenario's final phantom boss, I felt a sense of immersive relief and pride. Sure, I wasn't playing the game at its most challenging, but it still kept me constantly on my toes. There's something so satisfying about having a functioning city, where you can revolving-door materials to build, where all of your citizens have a house, where you level up your generator and outfit your workhouses with automatons so that the city can be almost hands-off. I haven't gotten there yet, but I desperately want to try. You can attempt this on the game's nifty Endless Mode, which is exactly as it says: an endless cycle of days and nights that you play until you fail.

I've since tried a few other simulation games – with far lower stakes – but nothing has quite scratched that Frostpunk itch. I might try Frostpunk 2, but I've heard it has a different focus of management. This original one is a clever little game, with a very palatable UI (there's even the above-pictured heat map toggle, and I lived in that view) on console. It's currently available as a part of the game collection for PS+ subscribers, and since we still have six more weeks of winter to schlep through (thanks a lot, Punxsutawney Phil!), now's a good time as ever to cuddle into a quilt and try to keep the fire lit.

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Now Playing at SUPERJUMP: Issue 35

Now Playing at SUPERJUMP: Issue 35

We're back with a brand new Now Playing. We're heading into spooky season and cold weather for the Northern Hemisphere, so next issue I'm confident we'll have some scary and cozy games to discuss. For this issue, though, some of our team have been returning to old standby games and indulging in some time sinks that they love. No matter what we're playing, we want to share with you and maybe send you down the path to try something new. Let us know in the comments what you're playing and what news has you excited for the future!

Mike Wilson

Football Manager 2024

Recently, I’ve found it incredibly difficult to get to sleep, not because of any health reasons, but because I’ve been playing Football Manager 2024 until the most ungodly of hours. Then, when I do finally get to bed, all I can dream of is players I’m scouting, and stats, so very many stats. That’s not healthy, right?

Yeah, that’s what I thought too.

This is why, actually, I’m writing this to tell you, I’ve actually stopped playing Football Manager 2024! I know that this is highly unusual for this monthly piece, but let me tell you why I’ve had to take this horrendously desperate action.

It’s wholly consumed me.

I’ve played the Football Manager games before there even was Football Manager. Championship Manager was where life began for me and many an enthusiastic wannabe team leader. When Sports Interactive split from Eidos in 2003, they went off on their own to create the ever-popular Football Manager series. So it’s safe to say I’ve been hooked for a while.

This time, though, something has hit different, but it took a while. Football Manager 24 has already been out for nearly two years, but here I am, several seasons deep with a respected club and recently a new save on my teeny-tiny hometown club.

Now Playing at SUPERJUMP: Issue 35
Football Manager 24. Source: Steam.

There’s something quite cathartic about jumping into a new team and wholly changing up their system to suit your own personal style. Switch up the match-day formations, set pieces, training, hell, even back-room staff. Everything is open for you to play and tinker with. And this is why I can easily get lost, so very deep within the data, the numbers, graphs, and ratings of, well, everything.

The odd thing about this is, I really don’t care too much for football. I’m a rugby guy, I’ve played, followed, and devoured rugby as my main source of sport since, well, I don’t remember. That’s how long we’re talking here. So why is it then that I love sending my Scout off to check out a player who’s been making waves? Why is it that the thought of being in charge of 11 sweaty men on a pitch enthralls me so much? Why is it that when I ask the board to make improvements to my youth regime and they decline, I get genuinely pissy and have imaginary arguments with them when taking a shower?

I wish I knew.

So I’ve only recently learned the only way to survive Football Manager is to quit Football Manager.

That is, until Football Manager 26 comes out. This won’t make the board happy at all.

Frostpunk

So you know how I just said I was addicted to Football Manager? Yeah, forget that. I started Frostpunk, as I had heard some good things about it. I lost an entire day to it. I started playing and boom, suddenly it’s the end of the day and I haven’t moved once. I haven’t been back on it since. I’m scared of losing even more time to it. How does that even happen?

I thoroughly enjoyed it, though.

Now Playing at SUPERJUMP: Issue 35
Wizordum. Source: Author.

B. Cantrell

I missed Wizordum in Early Access, but our very own Cat Webling had it on the radar way back in 2023. With the full release on consoles and Steam this month, I grabbed the Mac version and can happily report it runs flawlessly on my M1 Pro. As a fan of '90s dark-fantasy shooters like Heretic and Hexen, I was instantly back in familiar territory: gothic backdrops, chunky sprites, and that addictive rhythm of circle-strafing while lobbing fireballs at something unpleasant screeching in the distance.

Wizordum feels like a love letter to Heretic with a few lines thrown in from classic Doom. You sling magic first and foremost, with fire blooming from your fingertips and an ice wand that freezes creeps into brittle statues that shatter on command. Then there's a Doom-y shotgun that hits like a hammer at close range. It ticks all the boxes that a shotgun should, wth a punchy hit and a satisfying reload animation. It's not quite the legendary double-barrel, but it scratches that itch when those goblins get all-up-in-your-face.

The maps are sprawling labyrinths, made up of multi-layered dungeons that fold back on themselves with doors that tease you from balconies and switches that clang somewhere out of sight. The fold-out map is surprisingly helpful and kept nudging me in the right direction without giving the game away. There's an upgrade shop which opens after each level too, and while prices are steep, it forced me to explore every alcove in sight for loose coins.

Now Playing at SUPERJUMP: Issue 35
Wizordum. Source: Author.

The heart of Wizordum is its combat, and it wastes no time in throwing you into frantic spell-slinging duels. Enemies fling a messy variety of projectiles, so you're always weaving, ducking behind walls, and choosing when to push forward. I was playing as the Cleric with the default melee weapon, a hefty mace, which looks cool but feels unreliable since enemy windups can be hard to read. I found myself defaulting to spells and projectiles instead, and kept the shotgun 'handy for close encounters' (ahem). The later sewer levels ramp things up with nastier ambushes and a grimmer tone, forcing me to quick-save more often once the dungeons got darker.

Wizordum's excellent sound design does a lot of heavy lifting, too. The score leans into moody classical fare that gave me 'Witcher Infiltrating the Death Star' vibes, and in the sewers, you hear those distant drips and growls that channel dread somewhere deep in your soul. The soundscape convincingly sells the world, without getting in the way of all the running and gunning. For a boomer-shooter addict like me, Wizordum is a treat. Between this and the recent Heretic and Hexen remasters, it's been a great year for fans of spell-casting retro-inspired shooters.

Alexander Joy

Of all the games deserving of a reboot, Ikki Unite must be at or near the bottom of the list. The fame of the original – a clunky but thematically unique top-down shooter about a farmers’ insurrection – is owed almost entirely to its reviled NES port, a piece of software so ill-designed that it moved one critic to coin the term kusoge (“crap game”). Nevertheless, Sunsoft (purveyors of many a kusoge back in the day) have resurrected this 1980s oddity as Ikki Unite, which joins titles like Spelunker HD Deluxe and Spelunker Party as a modern monument to yesteryear’s tripe.

Whereas Spelunker’s various re-imaginings have striven to craft clean, polished experiences – advancing a tacit argument that its source material was conceptually sound, but perhaps too unusual for its time – Ikki Unite instead embraces its predecessor’s fundamental crappiness. The intention appears not so much to wallow ironically in poor design as to explore where kusoge design and aesthetics could have gone if unabashedly embraced. This framing is essential because, in many respects, the devs chose to make a bad game.

The gameplay largely apes Vampire Survivors (a kusoge if ever there were one, albeit one with tremendous commercial success). The art style of in-game sprites is wildly inconsistent. The music liberally samples the repetitive and borderline unlistenable NES BGM. But none of this is falsely advertised. The tenor of the experience is apparent from the title screen, which copies the flat, pixelated panorama of the NES introduction, but incorporates the awkwardly smooth animation of the Flash and RPG Maker cheapies that have carried the kusoge torch in the intervening years.

Now Playing at SUPERJUMP: Issue 35
Ikki Unite. Source: GamesAsylum.

All this being said, Ikki Unite is actually quite enjoyable, if a bit difficult to classify. It’s not quite a run-and-gun, because, like in Vampire Survivors, you neither aim nor fire; all attacks are automated. But neither is it a Survivors-esque bullet heaven, because some weapons have limited ammunition, and plenty of enemies shoot back (unlike the slow, shambling hordes of Vampire Survivors and its many knockoffs). Instead of encouraging you to park in one place and power up ad nauseam, Ikki Unite sends you scurrying across sprawling maps to defeat bosses within deceptively tight time limits. Beating bosses awards extra time for your campaign, or brings you to the game’s next stage.

The challenge lies in striking a balance between growing powerful enough to take on the next boss while leaving enough time on the clock to hunt down and defeat them. The proceedings are often chaotic – especially if you convene enough participants to take advantage of the game’s 16-player co-op mode – but it feels like the right register for a game that’s nominally about riots and revolution.

In short, Ikki Unite possesses a clarity of vision that stands in sharp contrast to its inspiration. If the kusoge is in fact a genre rather than a mere pejorative, then Ikki Unite is not only a proof-of-concept for it, but proof of its appeal. If only every misunderstood would-be classic could enjoy a similarly loving, attentive afterlife.

C.S. Voll

Steins;Gate 0

I've finished Steins;Gate 0. Finally! In previous entries, I've commented on how this felt like a different type of game, and this is even more apparent to me now. For starters, this game is much darker than the previous entries. Where others felt more like sci-fi stories, this felt like a horror tale.

I didn't expect to become so attached to some of the new characters, either. The original game already featured a large cast, so I worried about whether there were too many new faces, but the game manages to communicate their emotional journeys, while also giving us insight into the established characters' motivations too.

Now Playing at SUPERJUMP: Issue 35
Steins;Gate 0. Source: Steam.

The themes it touches upon remain really prescient today. Well, we have in fact reached some of the dates that the original game talked about back in 2009. Time is a slippery thing, and it doesn't always move in a predictable manner, which is why these types of stories always pose a challenge for an author. Steins;Gate breaks this conundrum by imbuing its narrative with timeless values. That means that, even if Akihabara and everything else were to change beyond recognition, Okabe's story will still resonate with a future reader, because we all struggle with some of those stumbling blocks. Maybe that's how a story reaches the ideal world line.

Digimon Story: Cyber Sleuth – Hacker's Memory

Now I've started playing Digimon Story: Cyber Sleuth – Hacker's Memory. Unlike in Cyber Sleuth, the protagonist seems to be a major factor in the story. I look forward to seeing how it differs from the previous game.

It seems like I'll learn more about the hacker groups, too, which is a nice twist, because they were often the antagonists in the previous story. Digimon Story: Time Stranger was released only a couple of days ago, so it's an interesting time to be a fan of the franchise, that's for sure!

Ignas Vieversys

In fear of sounding like a record that can play one tune only, I'm back on the saddle in Red Dead Redemption 2. I know, I know... It must have been, what - a year, more(?) since, after 140+ hours, I had bid the game farewell, shedding a single tear. But the Souron-like lure of RDR2 was as strong as that of the One Ring was for Gollum, haunting me in my dreams like death haunts Arthur through the game - and, look, I'm just a feeble human. I know that life's too short to be playing the same game over and over again, missing out on epics like Clair Obscur: Expedition 33.

Anyway, I'm back gunslinging with the Van der Linde gang, accidentally punching my buck, and being too invested in keeping my cowboy hat on. How Rockstar pulled this feat off is beyond me... I'll traverse the entire map to get my hat back if I need to. I lost my fancy scarf a couple of weeks back while moshing in the pit and did I go back to look for it? No, I did not. I'm constantly in awe at the sheer amount of details in this magnificent game. Now, if someone could help me with getting those mods working...

Now Playing at SUPERJUMP: Issue 35
Red Dead Redemption 2. Source: Steam.

I'm also in the midst of my Metal Gear Solid Delta run. I'm gonna be honest with you: I've never finished a single Kojima game in my life. I gave Death Stranding ten hours of my life, and maybe 30 minutes for MGS: Snake Eater on my PS2. But as much as I like reading about Kojima's absurd production and watching hour-long MGS story recaps on YouTube, I had to admit to myself that maybe I'm just not cut out to enjoy Kojima games.

So, when MGS Delta dropped, I knew that this might be my only chance of getting into Metal Gear Solid games and understanding the silly references all my favorite writers and content creators keep dropping ("Hurt me more!"). I just beat The End without dying a single time (unlike previous bosses, he didn't explode, instead turning into leaves scattered in the wind), which was kinda disappointing. I had read all of these reviews, including classics from ActionButton.net, and forum threads where people waxed poetically about how it took them hours to outsmart the old geezer, and how epic it felt, using thermal googles, a microphone, and whatnot. I just used the sniper rifle and approached him in the wide open, and was done with it in no more than 10 minutes.

Love the anime-ishness of it all. Love all the vintage movie references Eva keeps bringing up. But if it did have, say, gun/gameplay mechanics of The Last of Us 2 - this would be the perfect game. And yet, I know this is a true-to-heart remaster for the OG fans. A boy can dream, though.

Bryan Finck

I haven't been in these pages in a few months, so I've had to work on remembering what I've been doing in that time. I finished the fantastic Expedition 33, and knowing Ghost of Yotei was on the horizon, I didn't want to take on any large games.

Browsing my Steam library brought me to Ori and the Blind Forest, a game I had started years ago but bounced off due to my love/hate relationship with Metroidvanias. I remember it being more open-ended and difficult, but it really isn't either of those things. It is quite linear for the genre, and the now-common Hollow Knight-inspired difficult bosses are nowhere to be seen. The biggest challenges came in escaping each portion of the forest once your goal there is acheived, and they did feel spikey in their difficulty, but it was never a deal-breaker. I loved everything about the game, and I'm now working my way through its sequel, Ori and the Will of the Wisps.

Now Playing at SUPERJUMP: Issue 35
Dishonored 2. Source: Steam.

Another game I had started when it was still a new release, but never finished, was Dishonored 2. The original game was one of the best I've ever played, but life got in the way back in 2016. Almost 10 years later, I picked up Arkane's masterpiece again, and it was just as great as the original. So many ways to play, secrets to discover, and fights to have (or run from); there really is a silly amount of agency for however you want to play. I usually fight as much as I can, but the enemy AI was improved from the first game, so that was a less appealing strategy this time around. Possessing rats and running past enemies or into tiny openings became my favorite way to proceed. I'm very happy to have closed the loop on the Dishonored series; maybe I'll finally finish Prey someday.

Beyond that, I went through a mish-mash of things, including the puzzle game Blue Prince, the DLC for my favorite shopkeeping game Moonlighter, and the demo for the fantastic new Shinobi game.

Finally, it was time for Ghost of Yotei. As I write this, I am about 15 hours in, and the game is a wonderful house built upon the foundation laid by Ghost of Tsushima. Everything here is familiar, though Sucker Punch has changed and improved enough things that it doesn't feel like DLC for the first game. The combat is better than ever, and the open-world aspects are improved, leading to some really fun exploration possibilities and discoveries of side quests that I'd have hated to miss. I'll have more to report next issue when I've finished Atsu's tale of revenge!


A big thank you to our writers for dropping by and to all our loyal fans for being here to check it out! Be sure to tell us what you're playing in the comments, and check back next month for more of what our team is getting into. 

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