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Most illogical. (spoilers for Case 4 and 5)Topic%20Title
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Am I the only one who found the logic system to be kind of superfluous and unnecessary?

I never felt like I was actually being logical and figuring things out on my own. It just feels like a forced system. I mean, the game right at the end of most cases is just like, "Oh, and here's a bunch of logic that either repeats what Edgeworth's monologue has already told you, or is just super-obvious stuff."

Here's my two prime examples where I really thought the logic actually took away from the game, and just held your hand.

Spoiler: Case 4
Near the end, the game just gives you like five pieces of logic at once. It's like, JUST as you're starting to piece together everything on your own, in your mind, the game says, "Here have some logic that makes everything really obvious." I mean, once they GIVE me the logic, it's super obvious how to connect it. Why couldn't the logic about the TV being loud be given to me when I first turned it on? Seriously, the entire last confrontation with Yew was meaningless. All it was was Edgeworth saying out loud what the game has already told you through logic and inner monologue. That confrontation may as well have been a cutscene.


Spoiler: Case 5
When you get the Samurai Dogs with the blood on the box. Obviously it's blood. I can guess that. Edgeworth basically all but says "It's blood lol." in his inner monologue. So why do I need to do this inane logic connection when you already told me the answer?


It's basically just playing connect the dots. With a stick as the picture.

Don't get me wrong, I loved the game otherwise, I think it's pretty great, but the logic system seemed only there to spell out really obvious things to you. Whoa, you mean I can use a ladder to climb things!?
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Dude, half the time I forgot it was there. It was like, "hell, I've investigated this whole room and I'm not finding anything els- ...oh fuck, I forgot the logic thing." Forgetful Blood-o means two hours go swirling down the drain looking for nothing~ Of course, you could chalk most of that up to me playing at 2AM.

The mechanic itself is neat, but it was like playing a mix and match game >_>;

But on the flipside:

Spoiler:
When LaBlanc was falling in case 2, the way they flashed the logic while he was falling was pretty... I think cinematic is the word I'm looking for.
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I also wasn't too fond of the Logic system. Usually, you have about two different pieces of Logic, or maybe four. And it's not really too hard to put them together. There's no real point or challenge to it.
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It's a pretty cool illustration of how Edgeworth puts pieces of information together to form new results. I don't have a problem with it; it's not unnecessary if it adds variation and interactivity, even more so if it deviates away from the "pick-up-and-examine" game play of Phoenix Wright. If not for Logic, Ace Attorney Investigations would be one step closer to a by-the-numbers point-and-click adventure game. Keep the Logic system, I say!
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The associations between Logic pieces just need to be harder (i.e. less obvious). As it is, it's really more of a way to move the plot along than a gameplay element.
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Re: Most illogical. (spoilers for Case 4 and 5)Topic%20Title
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Well, many results of the connections aren't too obvious when looked at from two pieces, so getting an idea of what the Logic will lead to is part of the fun, I suppose.
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Mm, the thing that annoyed me most about Logic is that it didn't really add anything new - all it did was hold the player's hand through every step of something instead of allowing them to make the leap themselves. This really makes the game much easier. For example, think back too 1-3, where Phoenix goes from the Steel Samurai falling to Jack Hammer was the Steel Samurai. If there had been logic there, the twist would be so much less... twisty.
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Midnight Jasper wrote:
Mm, the thing that annoyed me most about Logic is that it didn't really add anything new


The Logic system is probably the biggest new addition to the series. No other game has it, besides AAI.
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Mr. Bear Jew wrote:
Midnight Jasper wrote:
Mm, the thing that annoyed me most about Logic is that it didn't really add anything new


The Logic system is probably the biggest new addition to the series. No other game has it, besides AAI.


Heheheh, I mean to the actual method of gameplay. It just sort of inserted a step between "find evidence" and "present evidence", one that isn't completely necessary.
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Midnight Jasper wrote:
Mr. Bear Jew wrote:
Midnight Jasper wrote:
Mm, the thing that annoyed me most about Logic is that it didn't really add anything new


The Logic system is probably the biggest new addition to the series. No other game has it, besides AAI.


Heheheh, I mean to the actual method of gameplay. It just sort of inserted a step between "find evidence" and "present evidence", one that isn't completely necessary.


But it adds a level of interaction between the player and the main protagonist like no other Ace Attorney game has before it. Feel free to argue and prove me wrong, though.
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Mr. Bear Jew wrote:
But it adds a level of interaction between the player and the main protagonist like no other Ace Attorney game has before it. Feel free to argue and prove me wrong, though.


Hm, it's just that in my opinion the player used their own logic to try and choose what evidence to present, while ironically AAI's system of "Logic" prevents the player from having to use their own minds too much. It breaks down the larger leaps into smaller chunks, and while this simplifies the game it also means that the player has less chance to think too deeply into anything, because Edgeworth does it all for them.

I hope that made sense =P
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My problem with the logic system is that just by having it, the evidence you collect seems to get split up arbitrarily between Logic and the Organizer. Especially in case three, if felt backwards in that "negative" evidence (i.e. stuff you knew existed but couldn't find at the scene) kept getting put into the Organizer, while actual evidence you could see would show up in Logic mode and couldn't be presented. Very strange.

Spoiler:
Specifically, when needing to prove there were three kidnappers, I wanted to present the cups and chairs to Lang, because those were more decisive than the fact that three costumes were missing, but those were hiding in logic. And earlier, the "the victim was wearing a costume" piece showed up in the organizer, despite being not a piece of evidence at all.


I feel like they could have negated Logic all together if they'd shuffled most of that stuff into the Organizer and let you present it to people or Deduce it at the crime scene.
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Croik wrote:
My problem with the logic system is that just by having it, the evidence you collect seems to get split up arbitrarily between Logic and the Organizer. Especially in case three, if felt backwards in that "negative" evidence (i.e. stuff you knew existed but couldn't find at the scene) kept getting put into the Organizer, while actual evidence you could see would show up in Logic mode and couldn't be presented. Very strange.

Spoiler:
Specifically, when needing to prove there were three kidnappers, I wanted to present the cups and chairs to Lang, because those were more decisive than the fact that three costumes were missing, but those were hiding in logic. And earlier, the "the victim was wearing a costume" piece showed up in the organizer, despite being not a piece of evidence at all.


I feel like they could have negated Logic all together if they'd shuffled most of that stuff into the Organizer and let you present it to people or Deduce it at the crime scene.


I totally agree with you. I had the very same thought you've mentioned at the spoiler section. Logic system per se is not a bad idea, but they must work harder on it to fulfill its potential in future games.
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I did feel that the logic system was a bit easy at times, but for the most part I really liked it. There were two aspects about it (which are actually complete opposites in a way) that I thought was cool.

The first was when you would hold on to one bit of logic for the longest time, wondering what it meant and where it would connect. This was cool because it had me thinking about it and paying attention.

The other one is actually what the OP complained about.

Spoiler: Case 4
For some reason, I really really liked the part in Case 4 when you got like 5 pieces of logic at once. It just felt like suddenly everything was coming into place for Edgeworth as he had flashbacks through everything that had happened and suddenly made all the necessary connections. It was very different from how Logic had been used and I thought it mixed it up and made it interesting.
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Throughout the game I pendulum-swung between "The connection is ridiculously obvious" and "I have no idea how these two concepts are related." :gumshoe:

Anyway, I would agree that the "Logic" system generally felt like it was just kinda moving things forward...funny, I never really thought about it one way or the other till now.

Are we better off without it? I know you can't miss what you never had, but the entire rest of the series was just fine without any such mechanism, and I'd be surprised if anyone felt like a piece of their soul had been extracted if it were to be removed.
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I totally get OP's complaint.
Spoiler: AAI-2
The logic process from when Lablanc was falling actually made Edgeworth look dumb.

"Logic" system:
"Ooh, he's falling. Waaaaaaait a minute... maybe the murder weapon was really huge... maybe an object in this room full of really huge objects... maybe he fell to his death!" (From what I remember)

Anyone with any common sense:
"Ooh, he's falling. Waaaaaaait a minute... maybe the victim died that way... maybe he fell to his death!"

I believe the problem is the system is too easy. Such a problem is easy enough to remedy. If you could combine evidence like that, it might be better.
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GigaHand wrote:
I totally get OP's complait.
Spoiler: AAI-2
The logic process from when Lablanc was falling actually made Edgeworth look dumb.

"Logic" system:
"Ooh, he's falling. Waaaaaaait a minute... maybe the murder weapon was really huge... maybe an object in this room full of really huge objects... maybe he fell to his death!" (From what I remember)

Anyone with any common sense:
"Ooh, he's falling. Waaaaaaait a minute... maybe the victim died that way... maybe he fell to his death!"

I believe the problem is the system is too easy. Such a problem is easy enough to remedy. If you could combine evidence like that, it might be better.

Spoiler:
For this instance the logic system is such as NARM that it reminds of the judo entry in uncyclopedia:
"People think that judo is only unarmed combat - but you are never unarmed when you can hit someone with a planet. "
http://uncyclopedia.wikia.com/wiki/Judo
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GigaHand wrote:
I totally get OP's complaint.
Spoiler: AAI-2
The logic process from when Lablanc was falling actually made Edgeworth look dumb.

"Logic" system:
"Ooh, he's falling. Waaaaaaait a minute... maybe the murder weapon was really huge... maybe an object in this room full of really huge objects... maybe he fell to his death!" (From what I remember)

Anyone with any common sense:
"Ooh, he's falling. Waaaaaaait a minute... maybe the victim died that way... maybe he fell to his death!"


Spoiler:
For a brief moment, I had thought Hicks had fallen to his death from the Red Alif, not the stairwell. Not everyone will be on the same train of thought as what the designers wanted them to be.

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Don't get me wrong, I liked the concept of the logic system, but I felt it was inherently too easy and uncluttered. You start with two logic points, connect them, and the two points disappear permanently. It really turns into the Key + Keyhole = profit formula Croik mentioned a while back.

Perhaps in the future, logic could be enhanced, so you can connect logic nodes with evidence. Or take that idea one step further and connect evidence with evidence.
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Wooster wrote:
Don't get me wrong, I liked the concept of the logic system, but I felt it was inherently too easy and uncluttered. You start with two logic points, connect them, and the two points disappear permanently. It really turns into the Key + Keyhole = profit formula Croik mentioned a while back.

Perhaps in the future, logic could be enhanced, so you can connect logic nodes with evidence. Or take that idea one step further and connect evidence with evidence.


I like the idea of connecting Logic with Evidence, but the "evidence + evidence" mechanic sounds redundant; like a fan-pleasing substitute for Logic if that makes sense.
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The only thing I find redeemable about the logic system was the music; I felt like it was there to point out the obvious, nothing more.
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I think a really cool way to use Logic would be to be able to combine more than two pieces of logic at the same time. A lot of the time most of the logic was basically indicating the same thing and I lost a lot of life matching connected pieces of Logic in the wrong order. Like others, I also think that the jumps between logic should be made bigger - loads of times it just came down to "Connect whatever has the same word in the description! Glass and glass? Put it together!"

Another thing about Logic is that it basically tells the player what they have to pay attention to and lets them forget about other details (as if those ORANGE WORDS in every sentence didn't do so enough already). This was happily subverted in case 5
Spoiler: Case 5, duh
Imagine if the Logic pieces were "The Yatagarasu has three traits" and "Calisto and Byrne both show signs of being the Yatagarasu". I for one pretty much forgot about the 'three traits' thing but if it'd been kept I would've known by the end of the case, from purely the fact that it'd become a piece of logic, that the Yatagarasu was more than one person. That sort of thing happened to me multiple times throughout the game.


M!lk Tea wrote:
The only thing I find redeemable about the logic system was the music


Don't forget the awesome nuclear explosion graphics and sound effects! THAT is what deduction looks like!
I didn't pay too much attention to the music 'cuz most of the time it only took two seconds to combine the logic XP
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Wooster wrote:
Don't get me wrong, I liked the concept of the logic system, but I felt it was inherently too easy and uncluttered. You start with two logic points, connect them, and the two points disappear permanently. It really turns into the Key + Keyhole = profit formula Croik mentioned a while back.

Perhaps in the future, logic could be enhanced, so you can connect logic nodes with evidence. Or take that idea one step further and connect evidence with evidence.


Yeah, I wanted it to be a "think about X with Y (which might even include people)". Though that might mean not doing a health-bar hit on it, because people would want to try to find any amusing thoughts.

Spoiler: Case 5
I really wanted connect the "guitar pick" and the knife handle well before the game allowed -- I'd figured out there were two pools and that something including the knife had moved that way, though I'd been assuming it was items, not the body, until much later.
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Midnight Jasper wrote:

M!lk Tea wrote:
The only thing I find redeemable about the logic system was the music


Don't forget the awesome nuclear explosion graphics and sound effects! THAT is what deduction looks like!
I didn't pay too much attention to the music 'cuz most of the time it only took two seconds to combine the logic XP

I kept the logic screen open just to listen to the music. xD
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valentinite wrote:
Wooster wrote:
Perhaps in the future, logic could be enhanced, so you can connect logic nodes with evidence. Or take that idea one step further and connect evidence with evidence.


Yeah, I wanted it to be a "think about X with Y (which might even include people)". Though that might mean not doing a health-bar hit on it, because people would want to try to find any amusing thoughts.


That sounds like a really cool idea.
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I support the idea of connecting more than two pieces of Logic. It could open the door for greater complexity.
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Not that I'm opposed to the idea of 3-Logic nodes being connected, but how would that work, story wise?

That aside, there were points in the game where you connect nodes A and B to create node D which you then connect with node C. I personally think that a node combo is more fun then Connecting nodes A B and C all at once.
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Wooster wrote:
Not that I'm opposed to the idea of 3-Logic nodes being connected, but how would that work, story wise?

That aside, there were points in the game where you connect nodes A and B to create node D which you then connect with node C. I personally think that a node combo is more fun then Connecting nodes A B and C all at once.


Nyeh, loads of times when that happened I'd mistakenly connect nodes A and C first and lose some health, even when they were all related. I support the multiple-connections thing as well. Plus it would make for bigger NUCLEAR EXPLOSION DEDUCTION graphics.

What could have potentially replaced the Logic system would be the ability to present multiple pieces of evidence together. That way the whole issue between what goes into "logic" and what goes into "evidence" would be cleared. But instead of like in the original AA games you could've been able to 'lock' down the evidence like you did in Logic and then present it together. I wonder how that would work out...

Spoiler: Case 5
THAT WAY I COULD'VE FIGURED OUT THE YATAGARASU THING BY MYSELF AS WELL. GRRR.

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I thought it was a fun system but really wasn't used to its potential. The presentation can't be faulted but the times we got to use it were too small and far between with the gameplay keeping the focus on cross-examinations rebuttals.

And seriously...
Kay and Gummy's references to the system were amusing but the whole thing is a bit of an insult to the player's intelligence considering the leaps of logic we're expected to do elsewhere.

To plug another game, I think the concept was used much better Case Closed: The Mirapolis Investigation for Wii. The game progression is entirely based on examing bodies and talking to people to get the pieces of "logic" and then putting all the pieces together in a grid system to see where they lead you. It takes a bit more thought and you closely follow the protagonist's thought patterns.

I do think Investigations is a great game but this is the aspect a sequel should definately look into improving.
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This is appropriate to this conversation.

Hee hee.
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Regy Rusty wrote:


It's funny because it's true.
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Regy Rusty wrote:


Poor Edgeworth! No cool powers for him! :karma:
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The way the logic system works is kinda backwards of how I'd like it.

The logical progression is X and Y, therefore Z. Rather than making the user provide X and Y then have the game narrate Z, it would be better if the game went "hey look, X and Y therefore ______ (cue logic music and a list of choices)" and asked you to decide the conclusion. It's less about noticing a connection and more about understanding the connection that way.

There are certain dialogue sequences that work this way in all the games, so it's pretty tried and true.
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Half the time I thought it belonged there in the game. @.@ The problem is, the player is probably already one or two steps ahead of the actual occurrences before and during the crime. I thought I was too. This happened at around case 5, so goodbye Demon Prosecutor. Hello Captain Obvious! >:I
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DoctorDiablo wrote:
The way the logic system works is kinda backwards of how I'd like it.

The logical progression is X and Y, therefore Z. Rather than making the user provide X and Y then have the game narrate Z, it would be better if the game went "hey look, X and Y therefore ______ (cue logic music and a list of choices)" and asked you to decide the conclusion. It's less about noticing a connection and more about understanding the connection that way.

There are certain dialogue sequences that work this way in all the games, so it's pretty tried and true.


Very true. I actually like it when the games give you choices for deduction/proceeding. Some might say it makes the experience even more passive than it already is, but I still enjoy it. It seems like there were more of those in the first game than in any other, then they tapered off a little. (Think of that first decision on whether you should get Larry to shut up or not in the first trial. They don't do it like THAT anymore. Or better yet, accusing Grossburg and Redd of being lovers! :redd: Sorry, got a little off topic there...)
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shadowofedgeworth wrote:
DoctorDiablo wrote:
The way the logic system works is kinda backwards of how I'd like it.

The logical progression is X and Y, therefore Z. Rather than making the user provide X and Y then have the game narrate Z, it would be better if the game went "hey look, X and Y therefore ______ (cue logic music and a list of choices)" and asked you to decide the conclusion. It's less about noticing a connection and more about understanding the connection that way.

There are certain dialogue sequences that work this way in all the games, so it's pretty tried and true.


Very true. I actually like it when the games give you choices for deduction/proceeding. Some might say it makes the experience even more passive than it already is, but I still enjoy it. It seems like there were more of those in the first game than in any other, then they tapered off a little. (Think of that first decision on whether you should get Larry to shut up or not in the first trial. They don't do it like THAT anymore. Or better yet, accusing Grossburg and Redd of being lovers! :redd: Sorry, got a little off topic there...)


One of the best is accusing Mr. Wellington of loving large bananas.

I can understand why Edgeworth didn't have goofy choices like that, but I'd love to see silly conversation branches make a comeback in Apollo Justice 2, because "You're lovers" and "You love large bananas" were some of the funniest moments in the franchise.
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I do love the Logic system, and you all make some valid points, such as what Croik mentioned about the evidence ending up in either the Organizer or Logic. I did feel that half the time I understood the situation a step or two ahead of Edgeworth and the Logic was only reiterating that fact, though it does explain it better than I probably could.

OT, but I wished the game also had parts where you actually did the forensic science like in 1-5 and AJ.
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Re: Most illogical. (spoilers for Case 4 and 5)Topic%20Title
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Do you smell what the Jacques is cookin?

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QBnoYouko wrote:
OT, but I wished the game also had parts where you actually did the forensic science like in 1-5 and AJ.


THIS. I felt like Ema's appearance in the game was totally pointless. You see her for like, 5 minutes, and she preforms a whole whopping ONE task. They ask the generic forensics guy to do tons of stuff for them in this game, would it have been so hard to have Ema around to do that stuff instead? Then WE could take finger prints and analyze blood and whatnot.
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Re: Most illogical. (spoilers for Case 4 and 5)Topic%20Title
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...Jolly!

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The logic system itself is just fine.

The problem is the overall easiness of the game, which of course affects this new "logic" feature as well. Edgeworth has an innate talent for investigation and cold logic, so his monologues often reveal all you need to know. Not to hurt Phoenix's lovers but Edgey is not as clueless as him, and thus once we get to know what he thinks, we also get told almost everything we need to know about the next testimony/argument.

While the game was absolutely entertaining, innovative, and introduced new important personalities, Edgeworth's "special" talent was brought to the point where the player is almost a passive spectator. I fear this was done on purpose to make the game more user-friendly, and I hope that the series won't follow this path, because it hardly made my brain work, made exception for one or two testimonies. And I'm no prodigy or von Karma, mind you.

Still I had a lot of fun. But it seemed more like a movie rather than an AA game.
"Like a gem, polished to a gleam through trials... and errors. It is this fruit we receive, and pass on, and face in our time. And it is always changing, growing. Nurturing it is our task as human beings."

- Judge's Wisdom, 4-4.
Re: Most illogical. (spoilers for Case 4 and 5)Topic%20Title
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CrimsonV wrote:
Not to hurt Phoenix's lovers


I think you mean Phoenix lovers XD

About the choice system, it's entertaining but makes the game too easy in serious plot twisty situations as the solution is always "pick the most outrageous one". I really liked the choice in 1-3, though, where you had three equally outrageous choices that all didn't seem to make sense and the actual twist seriously surprised me.

Actually on topic, if we could decide both pieces of evidence/logic thingamajigs (thoughts?) as well as the result, that would be a lot more challenging and interesting. Although I'm not exactly sure how a result would be chosen. Maybe something else could be presented?
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