Thứ Tư, 11 tháng 10, 2017

Waching daily Oct 11 2017

(keyboard clicking)

(flies buzzing)

- Johnny?

Don't be afraid.

I'm looking for a woman with ashen hair.

Seen her?

Tell me everything from the start.

Where did you see her?

What was she doing?

It's important to me.

Why not?

What's wrong?

Can't talk?

Why?

Lost your voice?

Can I help you somehow?

(pleasant music)

- Today we're gonna take a look

at two elements of game production

that rarely, if ever, get talked about

despite the fact that they are absolutely essential

for the experience of millions of players.

The process of taking a game written in one language

and converting it into another,

what we call localization and adaptation.

To effectively localize a game,

it must be translated into the local language.

For The Witcher, this means translating thousands

of pages of dialogue and recording hundreds of voiceover

sessions in multiple languages,

but to simply translate from the Polish version

wouldn't be enough,

so this is where adaptation comes in.

Adaptation is the process of ensuring

that the idioms, cultural references,

and source material present in each version

are relevant, no matter where the person is playing it.

- My name is Ainara Echaniz

and I am the Senior Localization Project Manager.

And I'm Mikoiaj Szwed and

I'm the Senior Localization Producer.

- [Danny] Awesome.

- He's my boss.

(laughing).

- [Danny] For folks who don't know

what localization means, can you explain

what exactly your job is?

- Well, we just make sure

that the game is playable in all possible languages

so we take care of the translation,

adaptation, the voiceover recordings,

and localization QA.

- Yeah, a lot of people think

that localization is just translation and dubbing

and that's it, but actually the main objective

of localization is that every player will feel

the game as if it were developed in their language.

That's our main goal.

So no one will feel, okay,

this game was developed in Polish.

So, if they are playing Spanish,

they need to feel that, okay,

this was done for them in Spanish.

- Yeah, and actually it's always funny

because when we read the forums

and people always say, yeah, I like to play the game

in the original language.

There is no original language

because actually that's something maybe

not very common for other projects

is that we usually do all languages simultaneously.

There is no set language

and then all the other languages just try

to copy this one language.

Each version is made just as

if it was the original language.

Especially when you look at Polish and English

because both of those versions

are very rich on Easter Eggs and, of course,

the Polish version has a lot of Polish cultural

Easter Eggs and also what's very important,

especially with The Witcher because

depending on the language, we had to work

with different scenarios

because in some of the regions,

the books have been already out

so we had, like, established translations

that we wanted to follow.

In others, there were no books

so there was a decision whether,

like, are we keeping the English

or, like, are we sticking, like,

doing some translations?

- So it basically, the villages or other geographic

accidents or people's names,

they have that name for a reason.

So White Orchard is called like that

because probably there are orchards around the village

or, I don't know, beats like Novigrad's, you know,

like not very nice neighborhood.

It's called like that for a reason.

Basically we don't say the translators,

okay, you need to, you know, copy whatever

is there in English.

It's like, okay, this is called like that

because of that so find something in your language that will

evoke. - Convey.

Convey the message. - Convey the message.

- And the same was, for example,

with the Slavic monsters, for example.

We had a lot of Slavic monsters

or even, like, one of the characters like the Peller

which is, like, super important for Polish culture

because, like, we have this drama called Dziady

which is one of the biggest works of literature in Poland

and it evokes, like, something in Polish language

and, like, we tried to find words

that would have similar role

in other languages, for example.

- Yeah, that's actually a very good point

because The Witcher, specifically,

it's a very European game in content and flavor

and it's also a very Slavic game

so they are tough regions that maybe

are not familiar with all the folklore

that's in The Witcher

and definitely there are regions

that are totally oblivious of that,

like, Arabic or Asia in general.

- [Mikoiaj] So it's like a balance between

showing the people something new

so that they can see, like, or learn about

something totally different for them, like culturally

using the things that they have in their own culture.

- [Ainara] Yeah, exactly.

- [Danny] Adaptation is a time intensive

and difficult process requiring somebody

with knowledge of both the source material

and the culture it's being adapted for.

Borys Pugacz-Muraszkiewicz has worked at

CD Projekt since the first game.

Born and raised in the United States

by his Polish parents, Boris moved to Poland after college

where he majored in theater arts and semiotics,

that's the study of, would you believe it, signs.

If you tried, you couldn't conjure up somebody

more appropriate to adapt a game

for the English market than Borys.

- The games that we make are dialog intensive.

The source material that we get

is thoroughly Polish.

We have to make it just as thoroughly resonate

for the English language audience.

It entails taking place names that are thrown out in Polish,

finding equivalence that will resonate

in a specific way in English.

It entails a story that some an NPC tells in Polish

and tells it in a way that resonates, you know,

against the canon of Polish fairy tales or Polish legends

and retelling it in English

in a way where it resonates against the canon

of English language, you know, fairy tales

and English language legends and so on and so forth.

- I was digging some Warsaw slang,

so to say. - Okay.

- Something like that.

It was not easy to translate

so I was explaining everything.

There is a phrase.

Would you like to buy a brick?

- [Danny] Okay (laughs).

- It's completely nonsense in English said like that

but in Warsaw, after the war Warsaw was completely destroyed

so there was some smart guys from Prague

who were in (mumbles) when they see approaching

a guy with a nice coat or something.

They grab a brick and ask him,

would you like to buy a brick?

If he said no, he just get his head smashed with the brick.

So this was part of the folklore of the city

and I would like to have the same situation

in the dangerous Novigrad

so I explained it to Travis and Borys

and they were trying to translate it to the English.

- [Danny] Would you like a knuckle sandwich or something.

- Maybe like that, yeah.

- Most of those instances would have been invisible to you

in the sense that you would have just,

oh yes, that makes sense

and it makes sense to you,

as an English language player, in English.

You know, we've made every game in Poland.

Ultimately, our games have to compete against games

that are not made in Poland.

They are made in English.

Ultimately, nothing can sound strange

to, you know, the English language player's ear.

But I suppose that happens for absolutely every language

that is down stream of Polish.

I don't think the Spaniards in, you know,

adapting The Witcher 1, 2, or 3 to Spanish

would just retell what they got in the English.

They would retell it in a way

that would resonate for the Spanish language player.

That's to say, you have source material

and in games, especially, I think, our genre of games,

there's an incredible amount of information

that you need to get across to the player.

You can get that across in a lot of different ways.

The chief way is through dialogue with NPCs.

Now, with all that information that has

to be conveyed, you've got to engage in exposition

and ultimately what you want for the gamer

is for that exposition not to punch them in the nose,

you know, slap 'em in the face, but to be effectively

concealed behind a whole bunch of,

call it theatrical ruses.

Those ruses include, you know, extreme characterization,

they include, you know, hiding things in dialect

and accents and hiding things behind emotion.

Once we get a batch of source material,

it basically has the correct information,

it might have some characterization.

Our job is to make it as palatable as possible

and as entertaining as possible to the gamer.

The adaptation details, varied dialogue by character,

very specific ways of speaking,

even assigning characters strange habits

that will distinguish them against,

you know, the mass of NPCs that populate our worlds.

It essentially entails taking the source

and then rewriting it in a way

where the exposition is completely hidden

behind emotion, behind characterization,

behind accent, behind dialogue.

(pleasant music)

- [Geralt] Here.

(whooshing)

- Whiskey!

Slither!

Ringworm!

Rubbish!

Bumblebee!

Flabbergasted!

(laughs) The sound of it!

(whooshing)

(speaking foreign language)

(laughs) (speaking foreign language)

(speaking foreign language)

(laughs) (speaking foreign language)

(speaking foreign language)

(laughs) (speaking foreign language)

(speaking foreign language)

(speaking foreign language)

(speaking foreign language)

- [Danny] Can you name every language

that it's been translated into?

- Oh sure.

Fingers, okay.

So Polish, English, German, French,

Brazilian Portuguese, Russian, Japanese.

That were the voiceover languages.

- Yeah, those were then dubbed as well.

- And then Spanish, Latin American Spanish,

Italian ...

- Korean.

- Korean, Chinese.

- Traditional Chinese.

- Czech, Hungarian, one more ...

- [Both] Arabic.

(Danny laughs)

- And then Turkish for Game of the Year.

The fingers always help

because, like, okay. - I'm missing one.

- Do I have 15?

Yeah, exactly (laughs).

- [Danny] You know, European sensibilities are

pretty much similar, but we were translating things

to Chinese and to Arabic as well.

Is there ever things that need to be edited or changed?

- In Arabic, yeah.

It was a pretty complicated project for us, like,

from the beginning, like, when we were actually

looking for someone to translate into Arabic.

- Oh yes.

- Because we usually send translation tests, like,

to test, like, the company's translators

and someone checks them and say, okay,

these guys did a better job than these guys

and right from the beginning

we had people refusing to do it, (laughs), the test.

- It was a test that I did

for the English adaptation, the recruitment,

which I just took, like, snippets of side quests

from The Witcher 2.

I didn't even think what I was doing,

but there was, like, prostitution there.

- There was prostitution. - And alcohol.

- And alcohol.

All the awesome things for the Arabic world.

(laughing)

- Yeah, they said, like--

- So we had I don't know how many companies.

- Six, I think six. - Six, let's say 50% refused

because they felt offended.

But then we tested the other three

and, of course, well, we had a publisher.

They help us a lot

because, of course, we don't read Arabic.

Then they started translating

and at some point they were, like,

super late with everything

and it's, okay, there's a problem.

Tell me, what's the problem?

And the guys are like,

we thought it was a normal game.

(laughing)

It's like, I already gave you all the numbers.

I told you it was a huge game.

We tried to find the balance

in, of course, adapting those things for the market,

but still keeping it The Witcher.

Yeah, like he mentioned,

no one thought about it in the beginning

but there were gods everywhere

and then the publisher said that we can't do that (laughs).

I said, okay, then let's just god

and they, okay, they started using god

and then when testing we discovered

that one of the (mumbles) in the word god

was corrupted on the screen.

Yeah, it was a big square like that.

That usually happens when one of the letters

is not present in the font.

And then I did some research

and it's like it's intended

that some fonts only include all the characters for Allah

because you shouldn't be writing that.

- [Danny] Of course.

(laughing)

Oh god, oh my god.

- You shouldn't be writing that

so we changed everything again

for, like, destiny, fortune, the stars, the lord.

- [Mikoiaj] But the general idea was to censor

as little as possible, so, like,

adapt that, keep the original spirit.

- Because, you know, if you remove those things

that are, like, very present in The Witcher,

maybe it was going to be weird,

but at the end we got feedback from the community

saying that it still felt like The Witcher.

That it was, like, pretty well done.

We had, well, they also, for example,

they have issues like they don't have elves in their culture

or they don't have--

- [Mikoiaj] Dwarves.

- [Ainara] Yeah, dwarves, you know, these kind of things.

- Yeah, the other market we had some work

to do is actually Japan but it was more graphic,

like, in terms of showing intestines, for example.

It's very interesting. - Or sex scenes.

- Yeah, because for example severe arms, legs is okay

but, like, when you show the insides it's not okay.

- That's generational.

They think it's disrespectful.

- Yes, yes.

- And also, no, no, no, no.

Like, usually, (laughs).

No, no, let me talk because this is funny.

Going back to the thing,

so the graphic assets that, so,

Japan has a very established, like, censorship.

You always have, like, very clear guidelines

on what you can show, what you can't show.

So basically we agreed with the Arabic publisher

that they will get the same censorship as Japan

and they said that's okay.

(laughs) But then the game starts and Yennifer's

butt appears (laughs). - It's naked, yeah.

On the screen. - On the first screen,

the first image, I think,

from the game or something like that

and the Japanese don't have a problem with butts

but the Arabs do (laughs).

- So we had to do a special case

and the only difference

between the Japanese and the Arabic version,

Yennifer has pants in this scene and Japan not

because Japan really insisted the butt

needs to be naked.

- Yeah, the butt is important.

- The butt is important, needs to be naked (laughs).

- And he's like maybe if that would

have been appeared, like, I don't know,

at some point, like, super late in the game

it wouldn't be important

but it was like, you know, first screen, Yennifer's butt.

(laughs) It's like, okay. - That's true.

- [Danny] They didn't have a problem later

when Yennifer's butt is out?

- Of course, like, when you have 100 hours game,

you don't really expect that they play the whole game

so but when you have the first cut scene in the game

that shows a naked butt,

that may be a little bit problematic, you know.

- Chose a lovely spot.

- Dammit, will you relent?

I plowing know I've done wrong.

- I shall see you at the wake.

And I'll not accept any excuses.

- T'were old, black with soot.

Not worth much, I suppose, but I've no other.

- [Danny] One of the more subtle pieces

of our world building in The Witcher

is its use of accents.

On the first game, Borys said that the

the team only had 15 days to record

over 20,000 lines of dialogue.

Their ability to design proper accents

for each race and region was severely limited.

So, for the Witcher 3, Borys and the team

made sure that the game had a broad palate

of accents that mirrored the scale of the game's world.

- We already had the accents established for Temeria.

The only thing that we added, actually, for Temeria

is when we go into Velen which is actually part

of, you know, occupied Temeria

but we went so deeply into the country

that we went deep into, you know,

a west country accent for the Velenese.

- Been howling the nights through lately.

Even the Baron's men are feared to come by.

- When we decided that we wouldn't actually

venture into Ettern for any part of The Witcher 3

we sort of felt safe to say that Welsh

would apply to sentient supernatural being.

- Right. - Okay.

So if it's not an elf, if it's not a dwarf,

but it's weird in some way,

whether a gnome or goblin, or troll,

or, I don't know, the three crones, actually,

we decided that if it's weird, it's Welsh.

- You've freed an ancient power.

- It will rise again.

Elsewhere, beyond our reach.

- Novigrad struck us as a metropolis,

enough of a melting pot

that it would become London.

And then we had, you know, this archipelago

of islands, you know, a good way off the coast

of the continent and we'd already used

the southern Irish accent for the Kaedwenis.

Actually, if I'd had my way I think

I would have had the Skelligers just speak Norwegian

in the English version

and have them have English subtitles.

But it would probably have been a stretch,

actually, for players to hear Norwegian

and read subtitles so we had to pick a dialect

and it actually our studio in the UK

that said, well, you know, give Liam Neeson a listen,

give, you know, James Nesbitt a listen

and see what you think.

- [Soldier] Wonder if he's as strong has he looks.

- [Soldier With Ax] We going by the tavern later?

You know, get splatted?

- [Soldier] Who knows, who knows?

- The major European accents in English,

being Italian, French, German, and Spanish,

have been thoroughly parodied

so they're really off limits.

For Toussaint, in spite of the place names

and wine names and so on and so forth

and a lot of the, you know, character names

being either French or from some other realm

or somehow related to one of the other romance languages,

the accent we went for was Danish.

- In matters best left to Geralt.

- Another challenge awaits me,

yet if Geralt is to hunt the beast

he ought to know it struck again.

The river surrendered a corpse.

It washed up in the meander by the cockatrice.

- [Danny] Of course, to achieve this broad

range of accents, you need voice actors

and a lot of them.

While the famous voice of Geralt, Doug Cockle,

recorded three to four hours every day

for, at some points, almost a month at a time,

there were also hundreds more people

who came in for short sessions.

The Witcher 3 has hundreds upon hundreds of voice actors,

so many that in countries like Japan

they had essentially exhausted

the actor pool available to them.

- China was, like--

- Yeah, China was, like, yeah, the pool is--

- Very limited.

- [Danny] Does that include, like,

you know Beggar 2 and--

- Yeah, yeah, definitely. - Oh yes, yes, yes.

We had a lot of those, especially Novigrad

because, like I think our system

for managing, like, the actors wasn't the best.

For example, we record someone and then, like,

four months later it turns out that this person

recorded two characters that now are in the same scene

or are talking to each other. - Oh no.

- Like, even I played a couple of them

in the Polish version.

Actually, my biggest role--

- Very nice drunkard (laughs).

- Yes, one drunkard who harasses Cirilla

in one of the side quests.

So that's my best role in the game.

- Ashkar. - Yes, thank you.

And Priscilla's song was also muchly finding

all the actresses who know how to sing.

Sometimes we had different--

- Because, no because that's another thing.

It's not just about adapting the lyrics.

It's how the dialogue industry works in each country

because, for example, in the UK they have

a pretty solid, you know, background

and the actors--

- [Mikoiaj] Musical background.

- Musical background. - In Poland as well.

- Actors and so on.

Other regions as well.

Maybe you can call an actress and she can sing

and she's also-- - Yeah.

- But, I don't know, in Brazil you need

to call for a singer because the actors don't sing

and you need a singer and it's going to cost,

like, three times more because,

and then you have different tiers

and then you call, okay, let's bring,

like, this tier because we can't spend,

like, a ton of money on a song.

I'm sorry.

It's the same with children.

- Oh yeah, oh no.

Children, yes.

- [Ainara] It's the same with children.

- [Mikoiaj] That's true, because in Poland, like,

we use children for children

so the children are real children.

- But that's not the normal thing

in the dubbing industry.

Usually have woman doing children

because bringing children ...

Well first there are no professionals.

Bring in children, they have very specific working times.

You need to bring a teacher.

You need parents' permission.

It's more expensive.

Basically, I mean, you can find, you know,

the diamond and have an awesome acting child

but they are children and ...

- Poland is like wild, wild west.

You don't have all that.

They just come with their grandmas

or moms. - And that's it.

- Yeah, I was really scared, especially--

- In other countries you need all that.

- I remember in the quest with the crones

and you have this kid who talks about

his daddy without a head and mommy was screaming

and it was like, the mom of this kid was

like sitting there and it was like

I really just hope that she doesn't just stand up

and say okay, that's enough.

I don't want him to do that.

- Oh, about that.

We tried to have children in the Brazilian version

but they came to the studio with the parents--

- We did? - Yeah, yeah, yeah.

- I didn't remember that. - With the parents.

And then we learned that the song

was about the devil because it's about the devil.

They say no.

(laughing)

- [Danny] We always like to talk to developers

about the bugs they found

and how they fixed them,

but I've never asked that

of a localization department before

so this time I decided to ask them

what was the worst mistake they made

while working on the game

and it turned out their mistakes

actually made it into the game.

- My worst story is, like, but most of the people

probably haven't seen this dialogue

because it's very, very remote ...

- But it haunts our nightmares.

- Yes.

So, it was, like, very, very, very, very late.

Like, totally late, just before the certification.

Like, everything was closed

and when I was playing the game

I really liked this one thing.

When you're in Skellige and when Yennifer asks you

to help her with the side quest for Last Wish, etc.,

and you just ignore her there's no resolution

for the Yennifer romance at all.

Nobody mentions anything, anywhere.

It's, like, nothing.

- [Danny] Okay.

- Nothing ever happened.

I was like, oh my god, we don't, we can't,

like, it can't stay like that.

It was too late to record anything

so what we did was we created

a very small dialogue

which actually happens before the scene

with Emhyr when they meet in Vizima

and this dialogue is actually created

out of line from other dialogues.

(Danny laughs)

It's, like, it's more of the lines of,

"Yennifer, about what happened in Skellige..."

And Yennifer says, "I don't want to talk about it Geralt

"but stop Geralt," and that's the end of the dialogue

and we actually did it in all languages.

(Danny laughs)

And your story?

- Well ... - Chinese?

- Chinese, no (laughs).

No actually well, okay.

No one noticed so it's not my fault.

- I'm not saying it's your fault.

- Okay, we release the game, there was a side quest,

no, main quest?

- Yeah, it was a side quest.

- It was a side quest.

- Right after Assassination.

- Chinese version, it was not translated at all.

- [Danny] Oh my god!

- [Ainara] We patched the translation in

before anyone could get to that side quest.

- Because it's at the very end of the game

so, you know, it took people probably, like,

30, 40 hours to get there.

- I was like, how was it no one noticed that?

- Yes, that was ...

- The whole quest is in English.

- It was like a brain fart for us.

- So much happens, well, I don't know,

at the lunch table, at the coffee maker,

at the water cooler, in the corridors,

in terms of just, you know, thoughts and ideas

flowing back and forth between departments.

The writers with the quest designers,

the quest designers with the writers,

the writers with us, us with the writers,

us with the quest designers.

There are communications via various channels

that go, that flow, you know, between those departments

and ultimately every idea that winds up in the game

is not the product of a straight pipeline.

It's the product of a very, very, very winding path.

If I were to draw it on the white board

it would be (grunts) you know, just squiggly,

squiggly, squiggly, (moaning).

It'd be a squiggly drawing, you know,

and then you have a box.

- [Danny] Right (laughs).

- That's, to my mind, that's what game development is.

(dramatic music)

(citizens speaking foreign language)

(citizens speaking foreign language)

- [Soldier] (speaking foreign language)

- (speaking foreign language)

- (speaking foreign language)

- (speaking foreign language)

- (speaking foreign language)

- (speaking foreign language)

- (speaking foreign language)

- (speaking foreign language)

- [Soldier] (speaking foreign language)

- (speaking foreign language)

- [Sergeant] (speaking in foreign language)

- [Geralt] (speaking foreign language)

- [Sergeant] (speaking foreign language)

- [Geralt] (speaking foreign language)

- [Sergeant] (speaking foreign language)

- [Geralt] (speaking foreign language)

- [Sergeant] (speaking foreign language)

- [Geralt] (speaking foreign language)

- [Sergeant] (speaking foreign language)

(keyboard clicking)

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Anastasia, is it you?

Yes, but I have to go

Wait a second. Today you got your testimony right?

Yes, but I have to go now

May I see it?

that doesn't look good

you can't show that to anyone

I'm sure you can do it better

No, you have to do that again. And when you're done you can meet your friends

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Вредные Детки Гигантская Какашка Атакует Cute Kid & Baby Poop Giant Poop in real life Hulk VS Poop - Duration: 1:23.

Do not forget to put it and subscribe to the channel

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How to Style Braided Wig - Duration: 5:32.

Hi guys! Thank you for dropping by, welcome to the channel.

Today I'm going to be showing you

different ways to style a braided wig.

This is a wig made by Me.

For those who don't know, besides being a professional makeup artist, beauty blogger...

...I am also a professional wig maker.

Soooo....yuupp..

I mean, braided wigs a thing now..

Are you not tired of wearing your wigs straight, normal?

Like it's always the same thing..

Sooo...I'm just going to be showing you

just a few simple ways to spice things up.

And you know how we do...

Please subscribe to the channel if you've not already

Give a thumbs up this video

And leave your comments down below

And now without much further ado, let get to the tutorial.

Okay guys, so this tutorial is going to be very quick and very easy

So for the first hairstyle,

I'm going to take all of the braids from my braided and wig to

one side of my face and I'm just going to braid the hair all the way down

This style I would call... what would I call it?

I would call it the side-swept braided look.

Yup! the side swept braided look.

So basically I moved all of the hair from

the wig to one side of my face and I'm braiding it downwards.

When I get to the end or almost the end of the hair,

I'm just going to take a rubber band and

I'm going to secure the braid in place.

And that's it guys! The first hairstyle is all done.

And now for the second style,

I parted the braided wig

into two equal parts.

Taking the first section, I'm just going

to twist all of the hairs in that section together and when I get to the

end of the hair in the section,

I'm going to take a rubber band and hold the twists

that I just did in place

And now moving over to the other section,

I'm just going to repeat the same

process on the other side.

After interlacing and intertwisting

all of the braids,

I'm going to take those two equal sections to the back

and I'm going to put both sections into one low ponytail

And that's it guys, the second hairstyle

is done. Like I said guys, quick and easy.

And now on to the third and final hairstyle.

I'm taking some section of braids

from the back of my braided wig and I'm just going to take out that

section and I'm going to do a tight braid all the way down

And now after doing that..

I'm going to put my braided wig in a side part.

I'm taking um, a little section of hair from the front

I'm going to do a loose braid

all the way down as well on this section.

So I moved all of the braids

from the braided wig to one side of my face

Now what I'm going to do is,

I'm going to take those two sections of big braids that I did

and I'm going to wrap them around

all of the braids from the braided wig.

What I'm doing with this is, I am holding all of the hair in place using the

braids that I made and now I'm just going to take a rubber band and I'm

going to hold the big braids in place.

And that's it y'all! The third and final look is done.

I hope you enjoyed this tutorial.

Please give a thumbs up to this video

Subscribe to my channel if you've not already

Please leave your comments down below

I'll see you back here in my next video.

Mwaahh!

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Does Your Subscriber Count Matter?! - Duration: 2:57.

Does your subscribe account matter find out what I think in this video

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I've been Adam, and you're watching tube attack goodbye everyone

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