Fuck that shit. I should damn well be allowed to be an evil asshole in the game if I want. Being an evil asshole in games is fun. Why shouldn't I be allowed to have fun in this game?

Murdering black people en masse is "fun", is it?

Like, I'm not sure that's how you intended that statement to come across. But given the post that you're responding to, that's how it comes across.
 
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Murdering black people en masse is "fun", is it?
Murdering people in general en mass in video games is fun, so yes?

Hell, one of my favorite games of all time is Prototype, a game where you basically play as the monster from John Carpenter's The Thing, and which not only allows, but encourages you to regularly go on mass murdering rampages in the middle of Manhattan and eat people for health. And there's also Star Wars: Empire at War, where it's fully possible to play as the Empire and use the Death Star to kill untold trillions of people by wiping out every single planet in the galaxy.

You are talking to the wrong person if you're expecting a guilt trip to work here. A couple of hate crimes pales in comparison to a lot of the stuff I've done in games, and I'm not going to apologize for that.
 
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Murdering people in general in video games is fun, so yes? Hell, one of my favorite games of all time is Prototype, a game where you basically play as the monster from John Carpenter's The Thing, and which not only allows, but encourages you to regularly go on mass murdering rampages in the middle of Manhattan. And there's also Star Wars: Empire at War, where it's fully possible to play as the Empire and use the Death Star to kill untold trillions of people by wiping out every single planet in the galaxy. You are talking to the wrong person if you're expecting a guilt trip to work here. A couple of hate crimes pales in comparison to a lot of the stuff I've done in games.

You weren't responding to a post objecting to virtual murder in general to defend violence as gameplay, though. You were responding to a post objecting to the virtual murder of racial minorities to defend your right to commit racial hate crimes in your video games.

EDIT: Like, if you want to play a game where you commit hate crimes for fun, Call of Juarez: The Cartel exists. You can just play that instead.
 
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You weren't responding to a post objecting to virtual murder in general to defend violence as gameplay, though. You were responding to a post objecting to the virtual murder of racial minorities to defend your right to commit racial hate crimes in your video games.
So? I'm not really seeing a difference between the two here. The idea that killing a few dozen members of a racial minority in a game is somehow worse than killing literally tens of thousands* of people via an act of indiscriminate murder in a game is quite frankly, baffling to me. One would think that going off any sane standard, the latter would be far worse given the enormity of the total death toll Especially since the simple law of percentages means that I'm almost certantly killing a hell of a lot more minorities in the latter situation anyways.

*Prototype explicitly has an achievement for killing 53,596 people, civilian or enemy alike, for example
 
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So? I'm not really seeing a difference between the two here. The idea that killing a few dozen members of a racial minority in a game is somehow worse than killing literally tens of thousands* of people via an act of indiscriminate murder in a game is quite frankly, baffling to me. Especially since the simple law of percentages means that I'm almost certantly killing a hell of a lot more minorities in the latter situation anyways.

*Prototype explicitly has an achievement for killing 53,596 people, civilian or enemy alike for example

I should not have to explain how a biohazardous virus-man throwing tanks at random civilians has an entirely different context to it than deciding to shoot black people in the street because racism and hate crimes are fun. And yet, here we are.
 
I should not have to explain how a biohazardous virus-man throwing tanks at random civilians has an entirely different context to it than deciding to shoot black people in the street because racism and hate crimes are fun. And yet, here we are.
Have you looked at the sort of game this thread is about? Please explain to me exactly how the biohazardous virus man is any more fantastical than a minimum of half the things in Cyberpunk 2077. I mean, hell, Keanu is playing a fucking Cyber Ghost for crying out loud. That's way more out there than anything about Alex Mercer. If anything, Prototype is far more grounded to reality than Cyberpunk is.

Also you still have not explained to me exactly why a situation where someone goes around killing a few dozen black people in the streets in a video game is somehow worse than going around and killing tens of thousands of people, including a minimum of several hundred black people in the process, via indiscriminate murder in a video game.
 
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I think it's more than reasonable to consider somethings to be inappropriate subject matter for a video game because of their real-world plausibility.

So I definitely don't support dying on @searcher8's hill.

But it's worth pointing out that given the context Stratigo wasn't just talking about that, it was about whether or not we should be permitted a pro-corporate ending that doesn't result in death. And honestly given that context, I would say that "I want to have the option to play a dick" is perfectly reasonable. It's a role-playing game, the devs certainly have the right to not let us role play as anything too sick (I wouldn't want to be a racist murderer or a rapist or something) but I think everything behind that line should be fair game.

As I've argued choosing a corp path should force the player to see that they're supporting a cruel and inhumane entity, but nothing about that requires something as trite as killing them. The whole point of cyberpunk settings is that bad people don't automatically get fucked over by narrative causality, that's what makes them a dystopia.
 
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Whats death when you can have a mind control bomb chip implanted to your head for being such a competent, dilligent, a,bitious and dangerous employee?
 
I'm going to be honest- I like evil routes in games.

But the thing is, a good 'evil route' shouldn't be a mindless celebration of being evil. Consider games as an art form- the main route, the 'good' route, has certain narrative arcs and themes which it puts forward as part of its story. The alternate 'evil' route in such a game should, ideally, be a way to further engage with the themes and ideas which the story is working with.

Consider Undertale. In Undertale, you are engaging with the idea of violence and killing in video games, and depending on how you approach this, you can get several, wildly different results. But all of these routes- good or evil alike- are legitimately engaging with that core idea, even the exploration of the most evil route- the 'Genocide' ending.

That's what an evil route should be- an interrogation of the values and ideas put forward in the 'good' route, in order to more fully explore the story and its themes. Taking the position 'Evil routes mean I should be able to be mindlessly monstrous without any concern for the implications of my actions' is, in this context, frankly an insulting defense of the idea of an evil route. It implies the only justification for including such a route is to indulge an appetite for atrocities, which is, frankly, the sort of argument that justifies arguments against 'evil routes' in their entirety.

And frankly, if 'I should be able to commit hate crimes in a video game without feeling guilty about it' is the position people are taking because of 'evil routes', then perhaps we shouldn't have them at all.
 
I'm going to be honest- I like evil routes in games.

But the thing is, a good 'evil route' shouldn't be a mindless celebration of being evil. Consider games as an art form- the main route, the 'good' route, has certain narrative arcs and themes which it puts forward as part of its story. The alternate 'evil' route in such a game should, ideally, be a way to further engage with the themes and ideas which the story is working with.

Consider Undertale. In Undertale, you are engaging with the idea of violence and killing in video games, and depending on how you approach this, you can get several, wildly different results. But all of these routes- good or evil alike- are legitimately engaging with that core idea, even the exploration of the most evil route- the 'Genocide' ending.

That's what an evil route should be- an interrogation of the values and ideas put forward in the 'good' route, in order to more fully explore the story and its themes. Taking the position 'Evil routes mean I should be able to be mindlessly monstrous without any concern for the implications of my actions' is, in this context, frankly an insulting defense of the idea of an evil route. It implies the only justification for including such a route is to indulge an appetite for atrocities, which is, frankly, the sort of argument that justifies arguments against 'evil routes' in their entirety.

And frankly, if 'I should be able to commit hate crimes in a video game without feeling guilty about it' is the position people are taking because of 'evil routes', then perhaps we shouldn't have them at all.
Sure, but the hate crime thing is 1) held by a single person and 2) a strawman created by @stratigo. There is no hate crime route, the argument is whether or not the Corp route should always fuck the player over.

It's more than possible for one to oppose their argument while fully supporting a narrative that casts a critical eye on the choice to side with a corporation in a cyberpunk game.

Yes, PC's who join a corp should be treated like bastards. But that doesn't mean they must automatically need a bad end, the badness should come from their actions and the effect it has on the world.
 
Honestly, stratigo the more you talk the less convincing your position becomes in my eyes. It is one thing to criticise the game because it isn't true enough to its setting but quite another to seemingly to want it to be little else but a vehicle for your own political agenda.

It's a different response to a different issue.

If the corporate path is easy and stable and requires nothing of you, then it undercuts the setting. The corporate path has to be shitty.

But if the way that shittyness is communicated is through the player being the jackboot on the neck of the poor (in a way the player wouldn't be already, cause I guarentee we're gonna be shooting a lot of gang bangers no matter the path), then how hard they lean into that could fulfill the themes of the setting. But only in such a way that far right wing shit heads will deliberately miss and love the empowering feeling of being the jackboot. And in the modern world, we need to not cater to the far right, as it is literally destroying society right now. So just giving the player a bit of ennui over their actions kicking down poor people will not be sufficient. Also, in general, that's harder to make the theme, corporations and late stage capitalism is bad, stick in general.

If anyone plays a cyberpunk game and comes away feeling good about corporations and empowered by them, then the game has failed for them.
No, this mindset is entirely too uninteresting.

Living doesn't have to be a happy ending, if you live based on crushing innocents and perpetuating an exploitive system then that's by definition the opposite. There's no fundamental reason to mandate this beyond some kind of vacous moralism where characters can't be permitted to ever profit off of immorality.

I'd rather an ending where the PC doesn't get fucked over to really drive in how much of a bastard you've chosen to be.

And I don't want a game that caters to the far right. To whom, being a bastard is the point.

Fuck that shit. I should damn well be allowed to be an evil asshole in the game if I want. Being an evil asshole in games is fun. Why shouldn't I be allowed to have fun in this game?

There are ways to be an evil bastard that aren't becoming a corporate goon. Indeed you can be a corporate goon, as long as the game makes clear that being a corporate goon doesn't, ultimately, benefit you in the end.

If your personal fantasy really is "I want to be able to murder minorities for my corporate masters" or any vague variation of that though, then no, you should not be allowed to have fun. Sorry, media has at least some responsibility to present a baseline of ethics in it.

Whats death when you can have a mind control bomb chip implanted to your head for being such a competent, dilligent, a,bitious and dangerous employee?

I mean, this is fine too. Just something like this.

I think it's more than reasonable to consider somethings to be inappropriate subject matter for a video game because of their real-world plausibility.

So I definitely don't support dying on @searcher8's hill.

But it's worth pointing out that given the context Stratigo wasn't just talking about that, it was about whether or not we should be permitted a pro-corporate ending that doesn't result in death. And honestly given that context, I would say that "I want to have the option to play a dick" is perfectly reasonable. It's a role-playing game, the devs certainly have the right to not let us role play as anything too sick (I wouldn't want to be a racist murderer or a rapist or something) but I think everything behind that line should be fair game.

As I've argued choosing a corp path should force the player to see that they're supporting a cruel and inhumane entity, but nothing about that requires something as trite as killing them. The whole point of cyberpunk settings is that bad people don't automatically get fucked over by narrative causality, that's what makes them a dystopia.

I mean, I haven't pointed it out explicitly, but, well, the gameplay we've seen of cyberpunk has involved shooting a lot of minorities so far.

I am willing to give the game the benefit of the doubt, in that in a number of those occasions, shooting them was not the only, or even the optimal path towards success, and you can work with those groups just as easily as you can kill them. But I imagine working for the corpos involves killing them wholesale. And that just... well... yeah. It's gonna be kinda gross if, as a corporate goon, you gotta go kill all the voodoo boys. Get it?

Sure, but the hate crime thing is 1) held by a single person and 2) a strawman created by @stratigo. There is no hate crime route, the argument is whether or not the Corp route should always fuck the player over.

It's more than possible for one to oppose their argument while fully supporting a narrative that casts a critical eye on the choice to side with a corporation in a cyberpunk game.

Yes, PC's who join a corp should be treated like bastards. But that doesn't mean they must automatically need a bad end, the badness should come from their actions and the effect it has on the world.

And the strawman I am crafting is created out of the gaming community at large. Which is more than just SV. I don't want media that empowers racists and fascists.
 
I think it's more than reasonable to consider somethings to be inappropriate subject matter for a video game because of their real-world plausibility.

So I definitely don't support dying on @searcher8's hill.

But it's worth pointing out that given the context Stratigo wasn't just talking about that, it was about whether or not we should be permitted a pro-corporate ending that doesn't result in death. And honestly given that context, I would say that "I want to have the option to play a dick" is perfectly reasonable. It's a role-playing game, the devs certainly have the right to not let us role play as anything too sick (I wouldn't want to be a racist murderer or a rapist or something) but I think everything behind that line should be fair game.

As I've argued choosing a corp path should force the player to see that they're supporting a cruel and inhumane entity, but nothing about that requires something as trite as killing them. The whole point of cyberpunk settings is that bad people don't automatically get fucked over by narrative causality, that's what makes them a dystopia.
I'm going to be honest- I like evil routes in games.

But the thing is, a good 'evil route' shouldn't be a mindless celebration of being evil. Consider games as an art form- the main route, the 'good' route, has certain narrative arcs and themes which it puts forward as part of its story. The alternate 'evil' route in such a game should, ideally, be a way to further engage with the themes and ideas which the story is working with.

Consider Undertale. In Undertale, you are engaging with the idea of violence and killing in video games, and depending on how you approach this, you can get several, wildly different results. But all of these routes- good or evil alike- are legitimately engaging with that core idea, even the exploration of the most evil route- the 'Genocide' ending.

That's what an evil route should be- an interrogation of the values and ideas put forward in the 'good' route, in order to more fully explore the story and its themes. Taking the position 'Evil routes mean I should be able to be mindlessly monstrous without any concern for the implications of my actions' is, in this context, frankly an insulting defense of the idea of an evil route. It implies the only justification for including such a route is to indulge an appetite for atrocities, which is, frankly, the sort of argument that justifies arguments against 'evil routes' in their entirety.

And frankly, if 'I should be able to commit hate crimes in a video game without feeling guilty about it' is the position people are taking because of 'evil routes', then perhaps we shouldn't have them at all.

On a somewhat tangential note, I will admit that this is what I had honestly wished Battlefront 2's story had done.

It would have been so much more interesting to have the story of that game focus around just how supremely fucked and fascist the Empire really was by showing it from the perspective of a random grunt stormtrooper, showing them being mindlessly indoctrinated by imperial propaganda, and showing how their lives and loved ones are gradually destroyed by the Empire's self destructive actions, until they themselves end up as a hollow husk of what they once were, preferably also ending up dying in a futile last stand against rebel forces in the end of the game. It could have been something like Spec Ops: The Line, if Spec Ops had focused more on Walker's flaws as a charactering instead of trying to go all preachy with the "You, THE PLAYER are a monster because you decided to play our game!" bullshit that ruined the otherwise good game.

Instead we got "generic imperial defector story #85" that somehow manages to make the protagonist seem even more hypocritical than the hypothetical brainwashed stormtrooper in my above example, by having her seemingly have been 100% alright with supporting every single atrocity the Empire did during Palpatine's reign... right up until the exact moment that said atrocities got targeted at her home planet, at people in her own personal monkeysphere, which kinda makes any claims that she left the Empire for moral reasons fall a bit flat.
 
Sure, but the hate crime thing is 1) held by a single person and 2) a strawman created by @stratigo. There is no hate crime route, the argument is whether or not the Corp route should always fuck the player over.

It's more than possible for one to oppose their argument while fully supporting a narrative that casts a critical eye on the choice to side with a corporation in a cyberpunk game.

Yes, PC's who join a corp should be treated like bastards. But that doesn't mean they must automatically need a bad end, the badness should come from their actions and the effect it has on the world.
Yeah, I think that a corp route would be good. It'd be another angle to explore the game's story, one that would put you in a very different position and allow you to approach the game's core ideas in a different way.

It wouldn't necessarily be a great exploration of those ideas regardless- most AAA devs don't really polish their stories and themes very well, after all- but it'd have to explore them to some degree, whether it wants to or not, for the route to even make sense. It'd be interesting to see how the studio handles such a route.
 
And the strawman I am crafting is created out of the gaming community at large. Which is more than just SV. I don't want media that empowers racists and fascists.
I am not denying that there are players who would want that, my point is that committing hate crimes is not a thing in Cyberpunk 2077 and thus has no relevance.

Furthermore, this is a terrible idea. If you never include any Evil playthroughs out of fear of strengthening bad people then all you've done is pointlessly restrict the options available to players who aren't bad. It's fundamentally pointless and misguided.
 
There are ways to be an evil bastard that aren't becoming a corporate goon. Indeed you can be a corporate goon, as long as the game makes clear that being a corporate goon doesn't, ultimately, benefit you in the end.
The problem with this is that in both real life and the cyberpunk genre as a whole... that's not actually true. Being a corperate goon, or even a corperate executive absolutely benefits you in the end, while still requiring you to be an utter monster to get ahead in that sort of life. Doubly so in a genre like cyberpunk that is fundamentally based around the idea of how mega corporations with shitloads of power are destroying the lives of the lower classes. It is 100% in keeping with the morals of the cyberpunk genre to emphasise the monstrousness of a corperate lifestyle, while also making the corperate lifestyle be more than a little bit seductive to the player thanks to the shitload of wealth and power it provides.

If your personal fantasy really is "I want to be able to murder minorities for my corporate masters" or any vague variation of that though, then no, you should not be allowed to have fun. Sorry, media has at least some responsibility to present a baseline of ethics in it.
No it doesn't. Media exists purely to entertain, no more, no less, and all other concerns are secondary at best. The idea that a story has an "obligation" to tell a moral is, quite frankly, horseshit. Sure, a story having morals or a message in it isn't necessarily bad by any means, but ultimately they're just a side dressing to the real meat and potatoes of making a story that people will like.
 
I am not denying that there are players who would want that, my point is that committing hate crimes is not a thing in Cyberpunk 2077 and thus has no relevance.

Furthermore, this is a terrible idea. If you never include any Evil playthroughs out of fear of strengthening bad people then all you've done is pointlessly restrict the options available to players who aren't bad. It's fundamentally pointless and misguided.

I am not saying to not have an evil playthrough (of which I am sure there will be more than one). I am saying... don't have an evil playthrough be as empowering, or more empowering, than a good one.

Games, also, are not created outside the context of the time and place they are produced in. Today we are in a time and place with a worrying rise of fascist sentiment throughout the entire world. Poland has had its far right party taking charge. The US has as well. Right now, in this day, in the west, producing a game that has a path to cater to fascist sentiment is not responsible, whereas a decade ago, it was less an issue.


The problem with this is that in both real life and the cyberpunk genre as a whole... that's not actually true. Being a corperate goon, or even a corperate executive absolutely benefits you in the end, while still requiring you to be an utter monster to get ahead in that sort of life. Doubly so in a genre like cyberpunk that is fundamentally based around the idea of how mega corporations with shitloads of power are destroying the lives of the lower classes. It is 100% in keeping with the morals of the cyberpunk genre to emphasise the monstrousness of a corperate lifestyle, while also making the corperate lifestyle be more than a little bit seductive to the player thanks to the shitload of wealth and power it provides.


No it doesn't. Media exists purely to entertain, no more, no less, and all other concerns are secondary at best. The idea that a story has an "obligation" to tell a moral is, quite frankly, horseshit. Sure, a story having morals or a message in it isn't necessarily bad by any means, but ultimately they're just a side dressing to the real meat and potatoes of making a story that people will like.


Media always has a message mate. And the message you seem to be getting is "It's okay to be a monster! Don't make me think about choices! Just give me a gun and point at the poor people"
 
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I am not saying to not have an evil playthrough (of which I am sure there will be more than one). I am saying... don't have an evil playthrough be as empowering, or more empowering, than a good one.
I mean they could always go the Bioshock route in regards to it's rewards in that case.

For those who haven't played Bioshock 1, basically the main moral dilemma involves a substance called ADAM that powers most of your special abilities. ADAM is produced by parasites attached to young girls called Little Sisters, and the main moral dilemma when you find one is if you want to just harvest as much ADAM as you can, which will kill the Little Sister in the process, or remove the parasite in a way that gives you substantially less ADAM, but in doing so not only spares the Little Sister, but does so in a way that helps the Resident Friendly Mad Scientist rehabilitate them to a sane life back on the surface.

The thing is, that although killing the Little Sisters technically gives you more overall ADAM, letting them live also results in those same Little Sisters scrounging up other power ups for you, to the point where in a purely good aligned playthrough, even though you have less total ADAM, you are arguably even more powerful than you otherwise would be by the time you get to the end of the game.

Media always has a message mate. And the message you seem to be getting is "It's okay to be a monster! Don't make me think about choices! Just give me a gun and point at the poor people"
And again, you're going to have to explain to me exactly why a video game that is already going to be violent as hell having such a moral is a problem. There's nothing wrong with wanting to just go "fuck it" and unwind after a long day at work by playing a game where you commit atrocities so you can get some catharsis in the real world. If anything, in the sort of world we live in now, we need even more of those types of games out there for people to enjoy. The phrase "Power Fantasy" is not a dirty word, nor should it be. Give me less games like GTA IV and more games like Saints Row The Third!
 
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Stop: Seriously?
seriously?

Okay, @searcher8, there's a serious disconnect here, and I think you're kind of not getting it. Rule 2 of the site here is Don't be hateful. This applies to fictional characters as well, including NPCs on a video game. You're literally advocating for deciding to do what you deem an evil act in a video game for what, shits and giggles?

Yeah. No. For pretty much advocating a fictional hate crime, have an infraction and a three day threadban. 25 points. Yes, I know they're fictional, but you are violating the rules. And you even seem to realize it with your own statements.

Fuck that shit. I should damn well be allowed to be an evil asshole in the game if I want. Being an evil asshole in games is fun. Why shouldn't I be allowed to have fun in this game?
So? I'm not really seeing a difference between the two here. The idea that killing a few dozen members of a racial minority in a game is somehow worse than killing literally tens of thousands* of people via an act of indiscriminate murder in a game is quite frankly, baffling to me. One would think that going off any sane standard, the latter would be far worse given the enormity of the total death toll Especially since the simple law of percentages means that I'm almost certantly killing a hell of a lot more minorities in the latter situation anyways.

*Prototype explicitly has an achievement for killing 53,596 people, civilian or enemy alike, for example


 
Here's the bigger issue is that @stratigo seems to be ignoring, nobody here is saying the corpo ending should be all roses and sunshine, but rather that the negative aspect should be in how empty a triumph it is. That to get that ending you'd have to betray all the people you befriend along the way and end up alone and miserable at the top, and the counter-argument seems to be "no because people will take it the wrong way". No shit someone will. People idolize Scarface and Tyler Durden despite the fact the films they appear in is all about how destructive and dangerous their lives are and how in the end they lose everything. Hell criminals love Tony Montana despite the fact his whole film is about him ending up empty and alone with everyone he ever loved dead and being killed by rivals. Your point seems to be that this isn't enough and the ending can't just be "being a corpo stooge is emotionally empty and you'll hate yourself despite your power" and it must instead show unequivocally that siding with the corporations is death and there is no victory. What a lazy story lacking any depth or nuance.
 
For those who haven't played Bioshock 1, basically the main moral dilemma involves a substance called ADAM that powers most of your special abilities. ADAM is produced by parasites attached to young girls called Little Sisters, and the main moral dilemma when you find one is if you want to just harvest as much ADAM as you can, which will kill the Little Sister in the process, or remove the parasite in a way that gives you substantially less ADAM, but in doing so not only spares the Little Sister, but does so in a way that helps the Resident Friendly Mad Scientist rehabilitate them to a sane life back on the surface.

The thing is, that although killing the Little Sisters technically gives you more overall ADAM, letting them live also results in those same Little Sisters scrounging up other power ups for you, to the point where in a purely good aligned playthrough, even though you have less total ADAM, you are arguably even more powerful than you otherwise would be by the time you get to the end of the game.
Actually, from what I recall, you get no less ADAM from the Little Sisters for rescuing them, and in fact might actually get more overall - you just have to wait a bit for it.

This was resoundly criticised as making the moral choice into...not much of a moral choice at all.
 
I mean, Outer Worlds 100% allows you to side with the corps and it shows, that for all your riches and powers, you've doomed the rest of humanity for making bad choices because you took the greedy route and fucked over everyone. You, the player, "won". Humanity, and the rest of the galaxy, lost.

It's not impossible for 2077 to end just like that, on a smaller scale.
 
"It goes without question, though, that the dystopian future we're putting you in is a dark and violent place. Being in control of who you are and having it stay that way is what matters most. You're never trying to save the world, it's always about saving yourself." - Mike Pondsmith
 
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