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Musai's blog

8:55 PM on 06.05.2012


No, I didn't vanish again. I'm just here to say that "Tomorrow" turned into a few days. I'm re-thinking how I do these. Writing daily, as some people have pointed out, turns into kind of a job, and I already have one of those. I'm writing two pieces now, the Hitman Absolution piece I mentioned in my last post, and a longer one I call "Breaking In", about my uphill struggle to work in the gaming industry.

I hope you all are well.   read

10:17 PM on 06.01.2012

Once more, with feeling.

Six months later; radio silence. Whoops.

It's hard to say what brought me back. Motivation is funny like that. You're doing something utterly mundane, like showering or washing your hands and bang, out of the blue, you realize; "Huh, haven't written in a while."

And then, there you are. At the computer, writing.

It's mastering these bursts of inspiration and harnessing them that is key. What is it the key to? That's something I'm still struggling with myself. In truth, that's where I've been the past few months. Besides getting a new job, and other complicated things in my life, I somehow forgot that this is something I genuinely ENJOY. I won't try to fake my way down the noble path somehow and say that I don't care if I get recognized for my work, because I do want to be recognized. I think that the difference now is that it's not a main goal, it's a possible side-effect. As someone so succinctly put it to me the other day, the way I was before, waiting for something to happen, was like buying a lottery ticket and immediately making plans for the prize money. When you're doing something like writing, I realize now, never take anything for granted. Honestly, looking over my past articles, I completely have taken everything for granted. Every comment, every fap, hell, even every time someone looks at a post, it means something.

Because at the end of the day, no one, NO ONE is writing in a vacuum.

Tomorrow, I'll be giving my take on the Hitman Absolution trailer controversy. Spoilers: My opinion isn't very popular.   read

6:42 PM on 12.08.2011

Wyse fwom you gwave!

Honey, I'm home.

Well, it's been a while since I've posted here. I can't really say why. Maybe because I was thinking of the futility of writing like this everyday, and getting nowhere, much like waking into a closed door, day after day, hoping it will finally open. I suppose what brings me back here is that I love writing, in general.

What really brought me back to my Destructoid blog though, was my rejection. I pitched an article to the Escapist about bad endings, and was told less than 12 hours later, that they were not interested. This is the nature of the business. Either rejection kills you, or you pick yourself up and do it again. What best sums this up is this Niel Gaiman quote, which I will share with you:

"The best reaction to a rejection slip is a sort of wild-eyed madness, an evil grin, and sitting yourself in front of the keyboard muttering "Okay, you bastards. Try rejecting this!" and then writing something so unbelievably brilliant that all other writers will disembowel themselves with their pens upon reading it, because there's nothing left to write"

Let's hope I can write something like that one day.   read

12:42 AM on 09.29.2010

A short essay on why I like FFXIV.

Back from the dead! I've been incredibly busy as of late. Getting married will do that, I suppose, coupled with some pretty serious financial problems. Given that Final Fantasy XIV just launched, I feel the need to counter some of the negative posting on here, and online in general with some opinions of my own. Now, keep in mind that I am not blindly fanboying the game; there are definitely problems with the game in its current state, and Square knows it too. As if they couldn't, fans are in an uproar.

Furthermore, I know I won't change your mind if it's already been made up, but I feel like I need to get this off my chest before I go sleep, so this may be a bit jumbled. So bear with me.

A long time ago, before the only games with Warcraft in the name were RTSes, people played MMOs. Not very many people, but people played them nonetheless. It was a very niche market, but there were a few games, and fans played them nonstop. Among the games was a little game called Final Fantasy XI, which was released in Japan a year before it came out here. When the game came out, in Japan as well as here, people ridiculed it. No one would dethrone the king of MMOs, EverQuest. It was boring and inaccessible and there was nothing to do. Yet this little game became the only MMO in history to retain subscribers and not have a dropoff in almost 6 years. (You can look it up on This does not make it a good game, as everyone knows that the number of people subscribing does not make something good. However, it means that while the game was not for everyone, it maintained a loyal fanbase, which was not considered small at the time, but pales in comparison next to eleventy million subscribers, or whatever World of Warcraft has now.

People are being ridiculous about XIV, simply put. "Give us FFXI!" some cry. Others, not newcomers, seem surprised that there are no yellow exclamation points, no user friendliness and no jumping. It's not like XI was the most user friendly game either.

"So let's see, I'm spawning in an oft-unused section of a very confusing town trying to find one NPC in hundreds just so I can turn in a voucher for 50 gil." "Signet? What's that?" "Hmm, I can take that cuddly looking rode- *level down*"

XIV, in its current state reminds me a lot of early XI, or games where it wasn't about the quests, it, and I'd like to share some experiences with you.

So, my wife and I finish up some levequests, and rather than getting more, we decide to go exploring for stuff to kill. Well let me tell you, a few deaths, laughs, and hungry monsters later, I remembered what XI felt. Her and I were no longer people sitting at a computer screen, watching our avatars as we control them, no, we were travelling right next to them. Nothing felt pasted or artificial, I felt as if I, as a Ul'dah adventurer, were travelling with a companion out in the wilderness. This was the only shot I could actually get, and it might not be the best thing to illustrate my point, but at least we had fun doing it.

Again, no offense to fans of World of Warcraft, but these two games are polar opposites. Yes, there are some similarities, but at the end of the day one is more like an amusement park, and the other is more like a big open field. Anyone can have fun going to an amusement park, but isn't it more fun to create your own world, and find things you enjoy?

If anything, I hope this post lets you realize how most people in-game don't come to sites like this unless something is very wrong, and they have something to complain about. I've had positive feedback from people in game constantly; very few people have anything bad to say once you log in. I think times have changed. Now, it's hard for MMO players to accept a game where you think for yourself in today's climate, where games largely based on a culture of instant gratification dominate.   read

7:30 AM on 03.17.2010

Weddings, bad reviews, and why FFXIII is a good game.

Whoops, this is actually a screen for Time Crisis 14: Chicks In The Sky With Gunblades Shoot Things. Sorry!

It's been a while, hasn't it, d-toid? According to the window I have open, cataloguing my posts, the last time I posted anything was before the new year. Whoops. I suppose that I should probably mention that my girlfriend and I got married on the 6th of February. So aside from that, I've also applied for creative writing at the school that I already have an undergrad in linguistics from. I've also been trying to find a job and deal with some other personal stuff; so as you can see I have more than enough excuses to not post lately. For months I've kept meaning to find something to post only to have it taken away from me due to any random number of miscellaneous ideas floating through my head. But today, I felt that I had something to say that needs to be said.

Final Fantasy XIII is a good game.

You can call this a review of a review if you want, that doesn't bother me. In fact, it's what I'm going for. Let me start with this disclaimer, though I suspect after viewing the content of this post, no one will believe me. I am not, by any stretch of the imagination, a fanboy. While I have enjoyed many games in the Final Fantasy series, I am not blind to their faults and shortcomings. I complained in FFX after they took my world map away and gave everyone shitty English voices. I complained that it was hard to find groups in FFXI. I complained that the gambit system was broken in XII, likewise, I have similar complaints regarding XIII, I'll get to them in a moment, however, as a former staff reviewer for, and an amateur reviewer now, I don't feel it deserves the bad reviews it's been getting, including the shocker on this site; a 4/10. Now I've always been against a 10 scale for game reviews, given our tendencies to equate a “good” game with a passing grade in school - 60, in my case, or 6/10, but that doesn't apply in this case. 4/10, 2/5 stars, whatever. What I take issue with is the content of the poor scoring reviews, and the implication that FFXIII is on par with games like Olympic Winter Games 2010, or Rogue Warrior. In my experience, scores that low are reserved for when there is something actually broken with the game. Buggy AI, glitchy sound, things that barely qualify it as a game.

FF XIII doesn't even fall close to “below 6” territory. 6-10 becomes a matter of opinion. If you're giving a game below 6, you better have a damn good reason besides “well,_I_ didn't like it...” yet this seems to be true of the reviews with poor review scores. Comments like “I'm going to tear this game limb-from-limb” really have no place in a review that at its core, exists to help gamers decide what to spend their money on.

So then, here is MY Final Fantasy XIII mini review. Keep in mind, I've not finished with the game yet but that doesn't seem to be an issue in game reviews these days, given that a certain site's reviewer had not finished the game before bashing it. I'll assume if you're reading this, you're familiar with the game's terminology. As of chapter 7:


Combat: Frantic and fast paced, almost to the point where I'd call it an action-RPG. All the roles feel unique and fresh, and switching to the correct roles at the right time is the key to winning battles. Controlling one character is necessary to preserve the pace of combat, though it is a shame you can't control who you want until the end of the game, or so I'm told. Once you get through the early game tedium, the battle system really clicks. Summons in particular are not only eye candy, but definitely useful, if used properly. How? Simple: summons operate on the same rules as players do. If you summon them when the enemy is already staggered, and if you use the element the enemy is actually weak to, you'll see some impressive damage numbers. If you just summon them at random times, they'll be next to worthless.

Some of the characters, most of the time: Now, I'll get to what I mean by most in a second, but a few of the characters of the characters are (mostly) likable, chief among them Sazh whose outlook is often a stark contrast to other party members. But again, I'll get to that in a minute.

Scratching the surface: Final Fantasy XIII is not a game that feeds you its story on a silver platter. In the first few hours of the game I was ready to write the story off. I found it, as many of the negative reviews have said, to be virtually nonexistent. Then I started reading the Datalog entries, and I was rewarded with an amazingly detailed backstory, summaries of who people are and what the various terms the characters use mean, monster descriptions, and so on. Is the story straightforward? Absolutely not. Is it well presented? Not really. Is it still there? Definitely. Did low review score reviewers bother? Doesn't look like it.

Linearity: Let me get one thing straight. Final Fantasy XIII is unabashedly, a linear game. Is it as linear as you're led to believe? Probably. Is this a bad thing? Not really, but it can be depending on how you come at it. If you review this from the perspective of linear games, such as most JRPGs, other Final Fantasy games, or games like Devil May Cry, Ninja Gaiden and God of War, XIII is a great game. Yet I've been seeing reviewers throwing linear around as an insult when it should be something to be praised. It's almost like everyone was expecting XIII to have a structure as non-linear as the Fallout games or GTA. It's as if I review a slide in comparison to the sandbox next to it. You don't compare slides to sandboxes, you compare it to other slides. XIII is no more or less linear than any modern JRPG. Marking it down for that is simply unprofessional.


Whiny characters: I can understand, even appreciate character evolution. However, when I only actually like two characters in the whole cast, there's a problem. Okay, it might change as it goes on, but I can only watch Hope whine so many times early-game before I write him off entirely.

Forever is a long time: Some battles take forever. This isn't because of poor paradigm choices or underpowered characters, it's just that some monsters have ridiculous amounts of HP and abnormally high stagger gauges.

Game over man, Game over! : Come on guys, seriously? If an insta-kill happens to tag my main character, it's game over? What, do the other party members just decide to go on strike? Is it so impossible for us to suddenly assume control of another leader when one bites it? Ending the game just doesn't make sense when your main character drops.

Vanille: She's so bad she deserves her own bullet point. The character is annoying, the design is annoying, and even the Aussie they got to mimic her very Japanese squeals and assorted sounds is annoying. Any time she's on screen, I feel like I'm watching a car crash in slow motion.

If you put a gun to my head for the number score, I'd say 3.5/5 stars. It's not perfect but by no means is it THE WORST RPG IN HISTORY OF RPGS OMG. At least, that's how certain people played it up. It also makes my top 5 FF games, and it's easily the best modern FF to date.

So there you have it. But then again, my opinion doesn't matter as much as professional reviewers' opinions do. Because having a fancy title in front of your name like editor means your opinions are worth that much more, on this site more than anything, since they essentially have a big say in how many people actually read c-blogs. I can say that we need a watchdog to internally regulate the quality of the reviews in our journalism, but who's going to take me seriously unless I run a website and have fancy titles next to my name?

...Better get started on that site design.

-Musai   read

9:56 AM on 12.24.2009

A comment on BioWare's Comment On the decline of the JRPG.

If you haven't read BioWare's somewhat recent comments on JRPGs do so now. Once you do that, maybe this post will make more sense. Or not, but I'm hoping that isn't the case.

With that out of the way; I think their comments are right on, though a bit biased, and missing the point. In truth, RPGs in general are on the decline. True, JRPGs have not made any attempts to be accessible to those who may be new to the genre, but that isn't necessarily an indicator that a game won't be well recieved. I don't see BioWare's own Dragon Age as an accessible game for those new to RPGs, and yet it has sold quite well, despite not making an effort to cater to those who are not so accustomed to the realm of RPGs. The success of an RPG is not determined by the developer's ability to sweep the 'undesirable' elements of a game under the rug. I would argue that the game's story and characters are what makes an RPG worth playing for me; with a copious amount of loot whoring thrown in for good measure.

What bothers me about talking about JRPGs in the West in general is the expectation that the games, for some reason, need to evolve past traditional plot, random encounters, turn based battle systems, and unlikely heroes with a mission to save the world. I find it interesting that the very things we fault Japanese RPGs for, we find over and over in western game series, and not just RPGs. Has the highly popular God of War series needed to reinvent itself from game to game? Not really, all three games released so far involve swinging of chain blades, combos, spells, and gratuitous amounts of sex and violence. Not much was revolutionary about the sequel and prequel, Chains of Olympus on PSP. Yet, these are lauded as pinnacles of western game design, much like the Grand Theft Auto series, for what essentially amounts to cosmetic differences. Yet this is the very thing that purportedly results in a decline of JRPGs; their adherence to their roots. While Bioware does make some good points regarding the state of JRPGs and player accessibility, I don't see how mainstays like western RPGs, FPSes and RTS games are any different; none of these really makes any effort to cater to newer players; yet we never hear any complaining about them in the media.

Funny. How many times have we seen the Carth Onasi character archetype in BioWare games since Knights of the Old Republic, again?   read

10:49 AM on 10.26.2009

On the Death of The Dedicated Server

By now, most of if not all of you have heard of the Infinity Ward lack of dedicated servers in MW2 clusterfuck. Yes, that was a long ass sentence.

Anyway, this issue has actually got me to start writing a bit; though I'm not exactly going to win awards for "Most Free Time" nowadays. Getting a new job, (finally!) will do that to you. Anyway, IW's argument against dedicated server support is something along the lines of, and I'm paraphrasing heavily here: "Well, sever hosting is a bit too hard for some we're going to make it easier and go for a console-style system for online play." Translation: "We can screw you out of more money by charging for content like new maps and modified gameplay that the community would make for free." That's pretty much what this boils down to when you burn the all of the corporate BS off the heap.

As a long time PC gamer, and someone who dabbles in FPSes; this is dirty, and low. The PC gaming model for multiplayer FPS has always been about user created maps and gameplay elements created by the community, seeking nothing for their work. While I wish I could explain this away, I can't. This isn't Valve-style corporate trolling, it's Activision style "let's screw the customer for everything they're worth"; a disturbing sales model called "Let's feed them bullshit and call it gourmet" Gamers live in a climate of what borders on corporate brainwashing, where we are taught that paying more for something somehow makes it of a higher quailty, that paying for downloadable content is somehow okay when mod-makers and mappers have been doing it for free ever since the first modded content.

Personally, I think onlime multiplayer has gone downhill since voice chat became standard, but maybe that's just me. But the next time I hear a 10 year old talk about how he's "fucking my mother"; I know I have someone to thank.

Thanks IW for lowing the bar just that much lower.   read

7:44 PM on 09.03.2009

Valve - Masters of corporate trolling.

As I write this, there's a shitstorm passing over all the Internets. Specifically, the parts that contain TF2 loyalists. It all started yesterday, with the cryptic text in Valve's TF2 update notes:

-Added support for client explanations of backend inventory manipulation

Now, I'm no hardcore TF2 player, but as someone who has played it now and then since I picked up The Orange Box two Christmases ago, here are things as I understand them, in chronological order, or as best as I can put it.

- Valve announces a new item drop system for TF2, and soon implements it. People are confused and aggrivated.

- Players realize that the system is based on a random check made every second which determines if you get an item. The chances of getting one are fairly low, and even lower still to get hats for each class; cosmetic items that if anything, say that you spend way too much time playing TF2.

- Competetive players begin to use hats to measure which classes players have spent a lot of time with. Around this time, players begin to start idle servers, where one can sit and idle, and obtain items and hats. Valve says nothing about this practise. The system is now more well liked.

- A TF2 player develops an external program, called an "idler" to allow players to trick Valve's servers into thinking they're logged in and playing on a server, when in fact they are doing something else, not even requiring the game to be open. Someone at Valve is rumored to say that the use of the idler is not really a concern of theirs.

- On September 2nd, 2009, an update is posted with the above update note in it. Soon after, anyone who has used the idler program has had all items suspected of being gained using this method unceremoniously removed. It is revealed that players who did not use the idler recieve an exclusive cosmetic hat, a halo.

And after this, huge forum wars erupt between the users of the idler program, and the players running around to cries of "OMG CHEATERZZ!!"

And then there is me, who finds the situation absolutely hilarious. Are Valve developers trolling? I think so. They've pulled stunts similar to this in the past. I remember one instance, before the items patch, where people on the forums had been complaining that items with stats made the game too much like an MMORPG. TF2 developers, knowing that players are wont to hack patch files to view new changes all at once, mocked up code that pointed to things like "Mob=Boar", and hinting that there would be quest content once the new update hit.

Completely untrue of course. But I must say Valve; you've really outdone yourselves this time. Good show.

And now, I leave you with a completely awesome picture summary of the whole event:


10:29 AM on 09.01.2009

Fangames: Missed opportunity at profit?

Once, when game development was a relatively new endeavor, it was (relatively) easy to develop a video game, or so I've read. Minimal numbers of personnel, minimal amounts of money, even for the time, a good (or bad) idea, and you could begin development and have a working game in a fraction of the time it takes nowadays. Now, that's not really the case. Nowadays, you hear about three to four year development cycles and huge, move sized budgets for video game projects. Take Square Enix, (once Squaresoft for those who've been playing console RPGs as long or longer than I.) spent the equivalent of a Hollywood movie's budget on Final Fantasy VII, which I shouldn't even need to mention as one of the most well-known games of the last decade. Gone were the days of small game development...or were they?

One thing is undisputed: Somewhere along the line, video games became something more than just primitive entertainment, much like films became more than still-camera scenes of everyday life, accompanied by live music. Games, like many other entertainment mediums were swallowed whole by big business. How big is big business? Try to the tune of $22 billion last year alone. Games are now seldom made for fun, but more often than not, are made for profit. Forums and blogs are bathed in buzz and terms like IP, SKUs, Content delivery, DLC and more corporate shenanigans. Now, as much as this sounds like the beginning of a rant about the soullessness of the industry, or how big companies shouldn't turn a profit; it isn't. Today, I plan to talk a bit about the fans. Or more specifically, ones that develop their own games.

Indie development has really gotten a turn in the limelight, with competitions like the Independent Games Festival, or all those "develop a game in 24 hours" contests. When indie content is original content, everything is fine. But the moment development crosses the intellectual property proverbial "line in the sand" not surprisingly, the publishing companies, and gatekeepers of IP don't like it much. This has led to many, many fan made projects getting fancy cease & desist letters from publishers, and getting cut down before they see the light of day, leaving fans to wonder what could have been. Fox did it to a Aliens-themed total conversion mod. In fact, shutting these games down has happened a fair bit in the last few years or so; Square shut down the Chrono Trigger 3D remake, Chrono Resurrection, despite not touching the series since Chrono Cross, And Vivendi shutting down a King's Quest sequel created by fans to give some sense of closure to the series, despite not having touched the series since acquiring the property, and having no proper game in the series since 1998. Even Games Workshop shut down V40k, a java program that allows people to run modules to simulate the warhammer 40k tabletop game without spending hundreds of dollars on pewter figurines.

Again, don't get confused here. I'm not complaining about this. If it infringes on their IP, they have every right to shut it down. My complaint is that it's such a waste. A waste on both parties' parts, in truth. Despite my love of consoles, there's one thing that keeps me coming back to PC gaming (besides MMOs): the customization. For instance, I'm starting up Oblivion again, and the amount of modded content is just ridiculous. It's like that with virtually any western PC game you can think of. PC game dev companies welcome modded content as a way of extending the life of their games, and in some cases modders have even been hired to staff, and had their work purchased. Valve, in particular, is known for doing this; Counterstrike in particular is an example of why hiring modders can work in a publisher or developer's favor. Even in Japan, doujinshi games, usually based on existing anime or manga, though sometimes originals themselves fill thousands of tables at Comiket.

And yet, look at most console developers and publishers. C&D letters when they could have just bought the properties or the fan developers and made money at the same time.

There's little chance any corporate bigwig is reading this, but all the same...Why don't they smarten up?   read

1:31 PM on 08.20.2009

[NVGR] - IRL gets in the way...(Shortblog.)

To all those who actually read my updates,

Sorry for the lack of them lately. I've been amazingly busy. After helping to run an anime convention that I work at once yearly, I have been looking for work, packing for my move later this week, doing some personal writing, and trying to finish games I haven't been able to finish. All this, coupled with my lack of good ideas lately have combined in nearly a month since my last post. As soon as I get my Internet back on September 1st, that'll change. I aready have a few ideas in the works, and the week downtime without Internet I'm about to have should get me to push myself to finish them.

Upcoming topics may include:

-Why I think companies should pay more attention to fan made projects.
-Visual novels and why they're mislabled as "erotic games", and erotica in gaming in general.
-Discussion about upcoming MMOs, including FFXIV speculation now that we know a bit more.

Thanks for reading thus far, and I promise, I'm just getting started!

-Musai   read

1:03 PM on 07.23.2009

"Won't somebody PLEASE think of the CHILDREN!?!" (Ads on CTA busses; a rant.)

In this week's news: game-related lawsuits.

That's right, people are suing each other again, surprised? Given that it's a US lawsuit, a country where you can sue companies for coffee being too hot, or sue homeowners for injuries sustained during home invasions, is it really that surprising? In this case, the lawsuit is over something that I'd assumed was behind us. The case of the terrible case of the GTA advertising on Chicago public transit vehicles and locales.

For those that need a recap, this started in April, when the CTA refused to run ads for GTA IV, breaking a contractual obligation established with Take Two Interactive to advertise the game on their public transit vehicles (The creator and publisher of the GTA series, for those who live under a bridge.) The matter was eventually settled outside out of court, and Niko Belic made a return.

The affair seemed finished, that is until these rumblings of the ESA filing suit against the CTA emerged yesterday morning. The city has apparently passed an ordinancet that prohibits the advertising of all M or AO video games on public transit vehicles and property, much like ads depicting alcohol and tobacco use. Apparently, according to the CTA, the ads could "incite imminent lawless action", almost as if they expect some law abiding citizen to see Niko Belic and start frothing at the mouth whipped into some sort of violent frenzy.

Even more disturbing is the suggestion by the CTA that games are somewhat equivalent to advertising alcohol or tobacco. Read that part over again. Isn't that more than a little scary? Video games are now mentioned in the same breath as alcohol and tobacco, and are for some reason still viewed as gateways to violent behaviour, despite no causal link between violent images and behavior. It's as if parental responsibility has no place in today's society, almost as if parenting is some sort of foreign concept.

At the end of the day, it's far easier to blame outside factors than to blame yourself. It doesn't matter that even if children see the ads and want a game like GTA IV, they'd need to get the money from their parents, most of the time, or their parents would just buy the game. It doesn't matter that R-rated movies are advertised freely in CTA vehicles and on CTA property, sometimes depicting the characters in the movies with (gasp) weapons. It doesn't matter that you can't even advertise tobacco anyway, no, all that matters is saving the poor children from the evil of video games, or rock music, or movies, or whatever-the-fuck-else people have used as scapegoats in the past. Hey, they can violate the first amendment, right? Because the ads are somehow more deplorable
than the gratuitous sex used to sell products to boys and girls alike, or overly sugary drinks, or R-rated TV and movies.

My main question here isn't even "why?", at least not at the moment. I still can't comprehend the CTA's reasoning behind this. What I want to know most of all is...

Who exactly does this ordinance protect, really? The children? Or lackluster parenting?   read

1:58 PM on 07.17.2009

A moment of silence for my departed 360. (Shortblog)

Well, after owning a 360 for 2 years and change, the console passed away this afternoon. It boots up to the dash just fine, but freezes when it tries to play games, and red rings when I try to boot it with a game in it. This is rare for me, as I usually have great luck with consoles. I have a PS2 from about 6 months after launch that still works, albeit with a bit of lens tweaking now and then.

Other than that, I've never had a console die on me. It's a strange experience, not quite on the level of losing a pet, but still with enough of an impact to have you think about it with some sobriety. This console was a birthday present, and it lasted through two moves before this happened, so I was a bit fond of the thing. Oh well, now to find a box to place it in and get it to UPS before the end of the day.

With any luck, your replacement will last me longer than 2 damn years.   read

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