Ghost of Yotei |OT| Jin there, done that

Just opened YouTube and was spoiled by an upcoming event on Yotei with on of it's thumbnails.
I'm sick of this shit, considering closing my YouTube account, gaming news is absolutely screwed and honestly consider Neogaf to be my only source from now on.
Amazing game though.
 
Lol, Amen. I had that on for the first 15 hours of gameplay and it got me killed so much. Toggle for selecting weapons and taking out and putting my bow away. Trying to put the bow away once I got charged turned into a series of unfortunate events for me.
I had it turned on from the start, wondering why in the hell they'd do such a change (I think this would have ruined the experience for me were it not able to be turned off), until I remembered Tsushima had the exact same issue. Adding an extra mechanical step to swap weapons in the heat of a fight where rapid adaptability and quick reaction is needed is entirely nonsensical. It's too bad such an accessibility feature which is really helpful in other aspects of the game is negated by a core compromise to the central core of it.....its combat.
What funcion does the occasional flying piece have in bamboo strikes?
I think mostly just cool factor, haven't seen any benefits from it.
 
Just unlocked the first new weapon and this doesn't even really feel like an open world game in the traditional sense at the moment. I'm not sure if this is because I'm still in the very early stages of the game, but it's refreshing to see this kind of approach. I was moving towards a hot spring, came across a bunch of bad guys and after killing them, there was a short scene with one that gave me information on another villain.

It feels like it is supposed to happen as part of the story, but it's actually just an in world event that you could completely miss by the looks of it. The more I play the less it feels like GoT. Outside of the combat and a couple of other things, it feels like a very different game in my opinion.
 
I'm 42 hours in and only now got to chapter 2. I've been no-lifeing this game since it came out 3 days ago. This game is fucking *huge*. Easily double of the time I spent in Tsushima and that game is one of my favourite games. I've done a metric shit ton of side content and I'm sure I still missed some. This game is absolutely fantastic and a worthy successor to the original. Atsu might not nearly reach Jin's level, but I'm still invested in her story and how it all unfolds. I was very iffy on the concept of this game during its marketing phase, but they knocked it out of the park. Jin driving back the Mongol invasion will forever be the most badass idea to me, but hunting down the murderers of your family in the lawless Ezo does work better than I thought.

Everything else is defintely a huge improvement, even the removal of the stances which I was worried about. Combat really *clicks* when you manage to pull it off and it feels crisp and badass. I also really like how they designed the world, not just from an art perspective but moreso in the fact that there's always something going on, the content comes *towards* you and it all feels organic. So much to discover, so many places to see, so many "systems" reacting to your hunt of the Yotei Six. It's not quite the checklist feeling that happens in Ubi games, mostly because a lot of content feels "hidden". That one time I hit up a random bamboo stand, some old woman came to me and warned me about a thief trying to steal my sword. Moments later I happened to stumble across that same dude and Atsu was like "hey, I heard about you". It's little things like that that make the world feel more alive to me. The quality of the content is also better. That spider lily legend was cool as shit.

I'm glad that that Sucker Punch still has it. Banger of a video game. There was a random NPC in an inn that mentioned how he would like to go to China. I'm sure this is just some random chatter, but man, the idea of a "Ghost of China"? That would be crazy.
 
Going on top of this mountain is fun. Nice camera changes when climbing to show scale of mountain and world

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Finally managed to beat Takezo on Lethal.
My hands..i barely feel them currently

It took a while and i did it with the Bounty Master Armor which is the best way to do it on lethal bc the ice effect that limits ur to 20% or so doesnt matter cause he 1shots you anyway without second chance ring.

Had to learn every single attack especially the parry after the red attack and the dodge after the red disarm combo.

Absolutely insane fight.
Oh yeah my Atsu still cant parry red attacks.
 
I'm 42 hours in and only now got to chapter 2. I've been no-lifeing this game since it came out 3 days ago. This game is fucking *huge*. Easily double of the time I spent in Tsushima and that game is one of my favourite games. I've done a metric shit ton of side content and I'm sure I still missed some. This game is absolutely fantastic and a worthy successor to the original. Atsu might not nearly reach Jin's level, but I'm still invested in her story and how it all unfolds. I was very iffy on the concept of this game during its marketing phase, but they knocked it out of the park. Jin driving back the Mongol invasion will forever be the most badass idea to me, but hunting down the murderers of your family in the lawless Ezo does work better than I thought.

Everything else is defintely a huge improvement, even the removal of the stances which I was worried about. Combat really *clicks* when you manage to pull it off and it feels crisp and badass. I also really like how they designed the world, not just from an art perspective but moreso in the fact that there's always something going on, the content comes *towards* you and it all feels organic. So much to discover, so many places to see, so many "systems" reacting to your hunt of the Yotei Six. It's not quite the checklist feeling that happens in Ubi games, mostly because a lot of content feels "hidden". That one time I hit up a random bamboo stand, some old woman came to me and warned me about a thief trying to steal my sword. Moments later I happened to stumble across that same dude and Atsu was like "hey, I heard about you". It's little things like that that make the world feel more alive to me. The quality of the content is also better. That spider lily legend was cool as shit.

I'm glad that that Sucker Punch still has it. Banger of a video game. There was a random NPC in an inn that mentioned how he would like to go to China. I'm sure this is just some random chatter, but man, the idea of a "Ghost of China"? That would be crazy.

Nice write up! I agree. SP cooked. I think the fact that they were able to use the same engine they capitalized on the extra time they had to flesh out the world the way it flows and it shows. I also had a dialogue with a trainer(for the Yari) that wouldn't have happened if I didn't save his student before I found him. I like when the NPC dialogue changes depending on what you did before meeting them. It's something I'd expect from CD Project Red but not Ubisoft.

I saw some one make a comment that they hope SP is done with this type of game but I'd also love another based in China. Sign me up!
 
Why did they remove "distance to destination" indicator? Also can't find in settings how to enable it.
 
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Man, what a game, honestly

I was expecting it to be more of the same, had no hype before release, but the game is pretty amazing. Best sequel Sony has made this gen by far. Marketing department should be fired.

Anyone that says Sony games are cinematic and have no gameplay should play this one. Its one gamey ass game. On Lethal its no joke.

What is really surprising me the most is the world. Encounters are so organic. The way you can extract info from enemies you fight randomly. Everything feels so rewarding and fun.

Its to the first game what TotK was to BotW. Makes the first game look like a demo, imo.
 
Nice write up! I agree. SP cooked. I think the fact that they were able to use the same engine they capitalized on the extra time they had to flesh out the world the way it flows and it shows. I also had a dialogue with a trainer(for the Yari) that wouldn't have happened if I didn't save his student before I found him. I like when the NPC dialogue changes depending on what you did before meeting them. It's something I'd expect from CD Project Red but not Ubisoft.

I saw some one make a comment that they hope SP is done with this type of game but I'd also love another based in China. Sign me up!
Yeh could not agree more.This is a big step above GoT imo. Everythink feels just so much better. Im 29h in cleaned out the first 2 areas and maps ,all bountys and Takezo and i wanted to keep playing but my hands suffered in the Takezo fight..
 
Man, what a game, honestly

I was expecting it to be more of the same, had no hype before release, but the game is pretty amazing. Best sequel Sony has made this gen by far. Marketing department should be fired.

Anyone that says Sony games are cinematic and have no gameplay should play this one. Its one gamey ass game. On Lethal its no joke.

What is really surprising me the most is the world. Encounters are so organic. The way you can extract info from enemies you fight randomly. Everything feels so rewarding and fun.

Its to the first game what TotK was to BotW. Makes the first game look like a demo, imo.
I think most of us are liking the game much more because of the low expectations and hype before launch. I had no hype either, but after the DF video i said fuck it lets see how it is. Unlike the new SH game, i dont regret buying this. Definitely the best sony sequel this gen
 
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In order to fight this boss it forces you to equip the 5 takezo charms. It didn't dawn on me until after beating it I could've swapped charms mid fight I bet to make it easier.
AH, yeh, good point, even so, that Bounty Master armour is great for even that boss (every boss) because of its perfect parry and perfect dodge ability, you just wont get the best perks from the charms (in my opinion)
 
After a bit of time invested, some thoughts.

Narratively, I think this is quite a step down from Tsushima. Granted, I've not yet completed the main story, so this is to be taken with a huge grain of salt, but one of the aspects I loved about the first game was the pacing and development of Jin's journey from idealism to practicality at the expense of it. The game did a wonderful job of slowly progressing Jin into the Ghost in his gradual departure from the Samurai ethos, both in cutscenes (such as after opening the forge, which kicked off his mythos of the Ghost with Yuna's help), and in the general manner of the casual NPC chatter you'd hear while exploring as you progressed. By the denouement, all this had culminated to a head to give a finale that was, IMO, quite impactful to Jin's journey and all the conflict it entailed, both in him, and those who he'd grown to know. Here, I'm just not seeing such a narrative underpinning. That's understandable, given Jin was an adopted son of Clan Shimura and hence held notable and noble station over the populace to propagate his transformation in the eyes of the people he was protecting, but I'm beginning to hear "Ghost" in this game in reference to Atsu and I'm kind of like....."....huh? Why?". What manifests and enforces the legend of the Onryo? There's really no narrative catalyst to enforce her reputation to analogous moniker as there was with Jin, and it doesn't feel like a revenge story, which is far more personal and intimate than a war that's affecting everyone, grants enough here. I also have some issues with the performances that made me want to smack the shit outta this petulant bratty girl, but that's another story....

Don't get me wrong, I'm enjoying the game immensely, but in terms of narrative, it simply is not as strong as its predecessor.....so far. Yet fortunately, I feel the gameplay here has been strengthened enough to buoy its narrative deficits, at least so far as I've seen for the story. I have to admit, in every other respect, the game is easily surmounting Tsushima. It is a better game in every aspect I've seen other than the story. I adore the world design; I find it far more organic and grounded in its geographical layout......it just feels real. I'm a bit amazed how the simple layout of geography can convey such a feeling of authenticity in lending the world credibility and gravitas to so many elements of it, but they nailed it here. Give that designer a raise SP, ffs. I love indulging in this world they've crafted, it just works for me. This is helped by quite a bit by the spontaneity and originality in the dynamic nature of the encounter design, which keeps things feeling unpredictable, hostile, yet fresh, and helps to reinforce the sense of living as a mercenary who is out on a quest of vengeance, and who has people after her head.

I really have not much to complain about aside the weakness of the narrative, which again, I've not completed so I very well may be eating a ton of crow upon completion. So far, even with my feeling for the story (which I don't think is bad, just weaker), I am liking this far more than the first game......I think frankly it IS a better game......just not quite such a compelling narrative.

Back to it....
 
Lol, Amen. I had that on for the first 15 hours of gameplay and it got me killed so much. Toggle for selecting weapons and taking out and putting my bow away. Trying to put the bow away once I got charged turned into a series of unfortunate events for me.
toggling weapons, whats that? :messenger_winking_tongue:
 
After a bit of time invested, some thoughts.

Narratively, I think this is quite a step down from Tsushima. Granted, I've not yet completed the main story, so this is to be taken with a huge grain of salt, but one of the aspects I loved about the first game was the pacing and development of Jin's journey from idealism to practicality at the expense of it. The game did a wonderful job of slowly progressing Jin into the Ghost in his gradual departure from the Samurai ethos, both in cutscenes (such as after opening the forge, which kicked off his mythos of the Ghost with Yuna's help), and in the general manner of the casual NPC chatter you'd hear while exploring as you progressed. By the denouement, all this had culminated to a head to give a finale that was, IMO, quite impactful to Jin's journey and all the conflict it entailed, both in him, and those who he'd grown to know. Here, I'm just not seeing such a narrative underpinning. That's understandable, given Jin was an adopted son of Clan Shimura and hence held notable and noble station over the populace to propagate his transformation in the eyes of the people he was protecting, but I'm beginning to hear "Ghost" in this game in reference to Atsu and I'm kind of like....."....huh? Why?". What manifests and enforces the legend of the Onryo? There's really no narrative catalyst to enforce her reputation to analogous moniker as there was with Jin, and it doesn't feel like a revenge story, which is far more personal and intimate than a war that's affecting everyone, grants enough here. I also have some issues with the performances that made me want to smack the shit outta this petulant bratty girl, but that's another story....

Don't get me wrong, I'm enjoying the game immensely, but in terms of narrative, it simply is not as strong as its predecessor.....so far. Yet fortunately, I feel the gameplay here has been strengthened enough to buoy its narrative deficits, at least so far as I've seen for the story. I have to admit, in every other respect, the game is easily surmounting Tsushima. It is a better game in every aspect I've seen other than the story. I adore the world design; I find it far more organic and grounded in its geographical layout......it just feels real. I'm a bit amazed how the simple layout of geography can convey such a feeling of authenticity in lending the world credibility and gravitas to so many elements of it, but they nailed it here. Give that designer a raise SP, ffs. I love indulging in this world they've crafted, it just works for me. This is helped by quite a bit by the spontaneity and originality in the dynamic nature of the encounter design, which keeps things feeling unpredictable, hostile, yet fresh, and helps to reinforce the sense of living as a mercenary who is out on a quest of vengeance, and who has people after her head.

I really have not much to complain about aside the weakness of the narrative, which again, I've not completed so I very well may be eating a ton of crow upon completion. So far, even with my feeling for the story (which I don't think is bad, just weaker), I am liking this far more than the first game......I think frankly it IS a better game......just not quite such a compelling narrative.

Back to it....
Funny, I feel quite the opposite about the story.

To me an emotional story is always more impactful and engaging. Revenges are cliché, but they resonate with me.

I couldnt care less about Jin or his uncle. His uncle was a douche, and Jin was devoided of any personality. No simpathy at all from me.

The most interesting story moment for me in Tsushima was Jin and his ronin friend that betrayals him later on. But he was a sidecharacter, and their relationship wasnt developed further.

For a story to work, you have to care about the characters. I didnt feel a thing with Tsushima cause characters were bland. But I care about Atsu and her revenge.

Same for Horizon: I dont give a damn about Aloy, so I dont care about that franchise at all
 
After a bit of time invested, some thoughts.

Narratively, I think this is quite a step down from Tsushima. Granted, I've not yet completed the main story, so this is to be taken with a huge grain of salt, but one of the aspects I loved about the first game was the pacing and development of Jin's journey from idealism to practicality at the expense of it. The game did a wonderful job of slowly progressing Jin into the Ghost in his gradual departure from the Samurai ethos, both in cutscenes (such as after opening the forge, which kicked off his mythos of the Ghost with Yuna's help), and in the general manner of the casual NPC chatter you'd hear while exploring as you progressed. By the denouement, all this had culminated to a head to give a finale that was, IMO, quite impactful to Jin's journey and all the conflict it entailed, both in him, and those who he'd grown to know. Here, I'm just not seeing such a narrative underpinning. That's understandable, given Jin was an adopted son of Clan Shimura and hence held notable and noble station over the populace to propagate his transformation in the eyes of the people he was protecting, but I'm beginning to hear "Ghost" in this game in reference to Atsu and I'm kind of like....."....huh? Why?". What manifests and enforces the legend of the Onryo? There's really no narrative catalyst to enforce her reputation to analogous moniker as there was with Jin, and it doesn't feel like a revenge story, which is far more personal and intimate than a war that's affecting everyone, grants enough here. I also have some issues with the performances that made me want to smack the shit outta this petulant bratty girl, but that's another story....

Don't get me wrong, I'm enjoying the game immensely, but in terms of narrative, it simply is not as strong as its predecessor.....so far. Yet fortunately, I feel the gameplay here has been strengthened enough to buoy its narrative deficits, at least so far as I've seen for the story. I have to admit, in every other respect, the game is easily surmounting Tsushima. It is a better game in every aspect I've seen other than the story. I adore the world design; I find it far more organic and grounded in its geographical layout......it just feels real. I'm a bit amazed how the simple layout of geography can convey such a feeling of authenticity in lending the world credibility and gravitas to so many elements of it, but they nailed it here. Give that designer a raise SP, ffs. I love indulging in this world they've crafted, it just works for me. This is helped by quite a bit by the spontaneity and originality in the dynamic nature of the encounter design, which keeps things feeling unpredictable, hostile, yet fresh, and helps to reinforce the sense of living as a mercenary who is out on a quest of vengeance, and who has people after her head.

I really have not much to complain about aside the weakness of the narrative, which again, I've not completed so I very well may be eating a ton of crow upon completion. So far, even with my feeling for the story (which I don't think is bad, just weaker), I am liking this far more than the first game......I think frankly it IS a better game......just not quite such a compelling narrative.

Back to it....

Jin was a metaphorical ghost due to abandoning duels and 'honorable combat'. Atsu is positioned as an onryo, which would be a literal ghost.

But I do know where you are coming from. Jin's journey was more epic, this is like a Kill Bill. They both do justice to their aims imo.
 
this is up there with my favourite combat system of all time (dark souls 1)

it's absolute perfection, I was skeptical as it's far more simplistic than most games but the tightness on Lethal is addictive and satisfying,
 
Anyone else seen the Infamous references:

wall painting at the Amber Respite Shrine and also the Infamous Strike sword at the Sun's Peak Shrine that gets struck by lightning as you approach it
 
Jin was a metaphorical ghost due to abandoning duels and 'honorable combat'. Atsu is positioned as an onryo, which would be a literal ghost.

But I do know where you are coming from. Jin's journey was more epic, this is like a Kill Bill. They both do justice to their aims imo.
As I mentioned earlier, there are theories that Jin is dead also, died on the beach (but, y'know, theories). The Legends mode kinda confuses the issue also.
 
You must not be doing the stables mission in the very first area. You can get the quest from one of those events from atsus childhood in your home.

I have no idea what you mean so I guess I missed it.

The way this game is structured is both bizarre and crazy impressive - I doubt many of our playthroughs are alike. Insane amount of freedom.
 
I have no idea what you mean so I guess I missed it.

The way this game is structured is both bizarre and crazy impressive - I doubt many of our playthroughs are alike. Insane amount of freedom.
There is a mission you can unlock if you play the right event as young atsu in YOUR HOME AREA
 
I hope Hulst and Nishino punts the marketing team responsible for this game into the sun.

Gameplay screenshot; nothing edited in photomode...
Plus HDR on TV and this is something...

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Why the heck can you only climb rocks that are covered in bird poop?

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Are they trolling us, or do bird droppings offer optimal grip?
Well, it looks like chalk, I guess.

Later into the session I had an interesting encounter with a bear guarding a shrine in his den.
I was able to lure him to the second entry of his cave and snuck around outside back to the main entrance to get the shrine skill point.

Other than that, I'm still hard-locked in 'countryside admiration mode'. Love the autumn realm.

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No amount of jpegs will express how goddamn jaw-dropping this game on a QD-OLED screen.

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Going on top of this mountain is fun. Nice camera changes when climbing to show scale of mountain and world

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This game bro's. This game!!!

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They did a TERRIBLE job marketing this game.

It's unreal how bad they were able to convey what this game is, how it plays and how it looks.
I don't know if they were trying to save a buck knowing it's a sequel to a well liked game, but you're right it's absolutely inexcusable what they did. Sat on their hands all summer, and then put out some unflattering low effort social media clips for 3 weeks before release.
 
There is noticeably very little hype around this game pre-release and post-launch. I've watched a lot of content, and to be fair, none of the footage I have seen have convinced me. This gen has been so disappointing.
 
I'm beginning to hear "Ghost" in this game in reference to Atsu and I'm kind of like....."....huh? Why?". What manifests and enforces the legend of the Onryo? There's really no narrative catalyst to enforce her reputation to analogous moniker as there was with Jin,…
Have you forgotten about the beginning of the game?
The villagers presume her dead after the Snake stabbed her, but witnesses her "come back to life". It is supposed to be superstition based on that event paired with the soldiers and Yotei 6 she kills which lets her legend spread.
 
I have no idea what you mean so I guess I missed it.

The way this game is structured is both bizarre and crazy impressive - I doubt many of our playthroughs are alike. Insane amount of freedom.
At some point when you explore enough, you will get to choose a name. Ran into this within 20 minutes of getting to the very first in. Now I wonder if you could actually get through the entire game without a name.

Damn, that would suck. She literally calls him by name in every sentence after that…
 
Funny, I feel quite the opposite about the story.

To me an emotional story is always more impactful and engaging. Revenges are cliché, but they resonate with me.

I couldnt care less about Jin or his uncle. His uncle was a douche, and Jin was devoided of any personality. No simpathy at all from me.

The most interesting story moment for me in Tsushima was Jin and his ronin friend that betrayals him later on. But he was a sidecharacter, and their relationship wasnt developed further.

For a story to work, you have to care about the characters. I didnt feel a thing with Tsushima cause characters were bland. But I care about Atsu and her revenge.

Same for Horizon: I dont give a damn about Aloy, so I dont care about that franchise at all
Granted, Jin and Shimura were grating at times, but I don't find the effectiveness of a narrative dependent on the likability of the protagonist/side characters. Even though the characters in Yotei are a bit more relatable, I find the overall story in Tsushima more compelling in the broader strokes that granted impetus to the characters and made them, perhaps not likeable, at least understandable and interesting in their plights that the plot supported very well. The dislikability of Jin/Shimura was also addressed by the plot at numerous points that highlighted a degree of learned stoicism that was reinforcing their discipline and made them less relatable.

I'm finding I'm struggling with this story in the same way I did TLoU II (although to a far lesser extent, as this is much better written), and it's structural in nature: when a story starts out with a strong emotional tug (Joel's killing, Atsu's family being slaughtered), and then the game attempts flashbacks in explanation and to instill in the audience a caring for what they initially witnessed, it often feels artificial and forced to me. It comes off as manipulative to the player's emotions instead of building them up in natural course to a climactic payoff. "Play with the doggy Abby! Throw the ball! Now, don't you feel like a downright little shit since you killed it, Ellie?" Same here, although not nearly as bad or so on the nose, but there are moments when it still feels a bit contrived. I don't think this is a failing of storytelling, but is more laid at the interactive nature of the medium in executing this particular narrative structure, having the audience directly engaging in activities that are supposed to grant empathy/sympathy, etc.
Jin was a metaphorical ghost due to abandoning duels and 'honorable combat'. Atsu is positioned as an onryo, which would be a literal ghost.

But I do know where you are coming from. Jin's journey was more epic, this is like a Kill Bill. They both do justice to their aims imo.
Yeah, and I think that's my issue as well....the first felt more epic, and understandably so. Again, I don't dislike this narrative and it is growing on me the further I get. We'll see how it ends up.
Have you forgotten about the beginning of the game?
The villagers presume her dead after the Snake stabbed her, but witnesses her "come back to life". It is supposed to be superstition based on that event paired with the soldiers and Yotei 6 she kills which lets her legend spread.
No I haven't forgotten, I'd just argue that the way it was conveyed was more along the line of a grievous wound she would need to recover from, especially since she gets up and walks away afterwards. In Tsushima, Jin looked fairly well cooked to me after all was said and done in the opening battle, and had Yuna not come along, I'm doubtful he would have survived.
 
Is this the best PSSR implementation to date? To me this edges FF7 Rebirth on the Pro.

Game is good so far. Enjoying the story. Obviously not the same wow factor as GoT. But expected since this is much of the same with overall improvements.
 
They did a TERRIBLE job marketing this game.

It's unreal how bad they were able to convey what this game is, how it plays and how it looks.
Im not so sure though, its almost a carbon copy of the first game....i do agree with you but i dont think it was intentional, seems like the studio did the exact same thing this time

I think an unedited run through the open area would have been great, but im sure they wanted to be cautious of spoilers, they're everywhere in almost every mission you do (story/world related content)
 
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No I haven't forgotten, I'd just argue that the way it was conveyed was more along the line of a grievous wound she would need to recover from, especially since she gets up and walks away afterwards. In Tsushima, Jin looked fairly well cooked to me after all was said and done in the opening battle, and had Yuna not come along, I'm doubtful he would have survived.
No, she was clearly shown dying and then being brought back. I even play with subtitles, and there was a distinct dying gasp right before she died
 
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