Why the Original 2000 Deus Ex Remains Untouchable [2025]
Last year, something unexpected happened. Aspyr Media, the studio known for remastering classic games, delayed its Deus Ex Remastered indefinitely. No new release date. Full refunds issued. The reason? Negative feedback about the graphics, which looked dated even for 2026 standards.
Here's the thing: I should've been disappointed. After all, I've been wanting to revisit Deus Ex with modernized visuals for years. But instead, I felt relieved.
Because the original Deus Ex—the 2000 masterpiece from Ion Storm—doesn't need rescuing. It never did. And the failed remaster attempt just proved what I've known for over two decades: sometimes the best way to experience a game is exactly how it was meant to be played.
Let me explain why the original 26-year-old Deus Ex holds up better than almost any game since, and why you should absolutely play it right now—even on your Steam Deck if you're feeling adventurous.
TL; DR
- Original > Remaster: Deus Ex's 2000 aesthetic is intentional design, not outdated graphics
- Immersive Sim Peak: The original offers more player agency and system manipulation than most modern games
- Actually Playable: The Game of the Year Edition runs on modern hardware, controllers, and even Steam Deck
- Design Philosophy Wins: Art direction and gameplay systems matter far more than polygon count
- Legacy Still Unmatched: Sequels refined but rarely surpassed the original's core magic


Deus Ex (2000) excels in player agency and system integration compared to modern games, which focus more on cinematic presentation and linear narratives. Estimated data.
The Remaster That Wasn't Worth Making
When Aspyr announced Deus Ex Remastered, I felt that familiar flutter of anticipation. A modern visual overhaul of one of gaming's greatest achievements? Sign me up.
Then I saw the screenshots.
They looked like an Xbox 360-era game. Not in the way that's charming or nostalgic, but in the way that screams "we tried to make something from 2000 look like something from 2006, and it landed in an uncanny valley." The updated textures clashed with the original geometry. The character models looked like they were caught between two eras, belonging to neither.
Aspyr had a problem: how do you modernize a 26-year-old game that was deliberately designed to not prioritize cutting-edge graphics?
The developer tried. They updated textures, adjusted lighting, smoothed out some of the blockier models. But Deus Ex's visual aesthetic wasn't a limitation. It was a choice. It was intentional restraint in service of something greater.
When you're designing a game around conspiracy theories, corporate espionage, and late-90s cyberpunk aesthetics, photorealistic textures would actually harm the vibe. The stark, almost clinical look of Deus Ex's environments matches the game's tone perfectly. The sterile UN facility. The shadowy subway tunnels. The corporate glass towers. They all feel appropriately dystopian precisely because they're rendered in this cold, minimalist style.
A modern remaster would've had to do one of two things: either push the graphics so far beyond 2000-era style that it fundamentally changes the aesthetic (requiring a full remake), or iterate on the existing look in a way that respects the original intent. Aspyr tried the latter, and it fell short.
So here's the real question: do we actually need a remaster of Deus Ex?
My answer is no.


Human Revolution and Mankind Divided offer a more refined experience compared to Invisible War, with Mankind Divided having the deepest systems. (Estimated data)
Art Direction Over Graphics Fidelity
Play Deus Ex today and you'll immediately notice something: the graphics are rough.
Textures are muddy. Character models look blocky. The draw distance is limited. Animations are jerky. The UI is functional but dated. If you judged purely on technical metrics, you'd conclude the game looks ancient.
And you'd completely miss the point.
Deus Ex was made in an era when every studio was in a graphics arms race. Quake III was pushing poly counts. Metal Gear Solid was getting Hollywood with its cinematics. Every developer wanted their game to look cutting-edge.
Ion Storm said no. They made a choice to prioritize systems over spectacle. And that choice created something timeless.
The visual language of Deus Ex communicates its themes perfectly. The brutalist architecture of the UN facility tells you something about power and control. The harsh fluorescent lighting in corporate spaces creates tension and alienation. The neon-soaked hacking interfaces evoke that Matrix-era cyberpunk fantasy. None of this would be improved by adding more polygons and better textures. In fact, it would probably be weakened by it.
Consider how Deus Ex: Human Revolution approached this problem. It was released in 2011 and intentionally mimicked the yellow and gold color palette of the original. It had modernized graphics, sure, but it respected the original's visual identity. Did it look better? Arguably. Did it improve on what made the original special? Not really. Human Revolution is a competent sequel that refined some systems but never captured the raw potential of the original.
The same issue applies to Aspyr's approach. You can't improve on Deus Ex's visual design by making it shinier. You can only dilute it.

The Immersive Sim That Towers Above Modern Competitors
Here's what really matters about Deus Ex: it's an immersive sim in its purest, most distilled form.
An immersive sim is a game built on systems rather than scripts. Every element is a tool. Every obstacle has multiple solutions. The player is trusted to approach problems however they see fit.
Deus Ex nails this in a way that most games—even modern ones claiming to be immersive sims—simply don't achieve.
Take a mission objective. Say you need to infiltrate a building and eliminate a target. Most games would give you a linear path: approach from the front, fight through enemies, reach the target. Maybe there's a side entrance. Maybe you can sneak around the perimeter. Three or four options, tops.
Deus Ex gives you fundamentally different approaches:
- Combat: You can go in guns blazing, using your weapons and armor to survive
- Stealth: You can avoid enemies entirely, using disguises and careful positioning
- Hacking: You can use your hacking augmentation to disable security systems, open locked doors, or turn cameras against enemies
- Exploration: You can find alternative routes—rooftops, sewers, ventilation shafts—that bypass combat entirely
- Deception: You can talk your way through, convincing NPCs to let you pass or provide information
- Augmentation synergy: You can use combinations of your cybernetic augmentations in ways the developers might not have anticipated
But it gets weirder. You can often achieve objectives in ways that weren't "intended" by the designers. You can climb surfaces the level design seemed to forbid. You can combine items in unexpected ways. You can use enemy items and weapons against them in ways that create emergent solutions.
I replayed Deus Ex last year and found a secret area I'd completely missed in my first playthrough 20 years ago. Not a secret bonus room. A shortcut through the entire level that had major story implications. This wasn't a developer oversight. It was the designers trusting the player enough to create a space where careful exploration might reveal more than the obvious path.
Compare this to modern immersive sims. Starfield? It's more of an action RPG with dialogue trees. Arkane Studios' recent work is excellent, but it's more linear than Deus Ex despite having far more graphical horsepower. Even Thief, which is often compared favorably to Deus Ex, is more restrictive in how you can solve problems.
Deus Ex respects player intelligence. It doesn't hold your hand. It doesn't telegraph the "correct" approach. It trusts you to experiment, fail, and find your own way.
That design philosophy is baked into Deus Ex at the most fundamental level. You can't extract it with a remaster. You can't improve it with better textures. It's in the core DNA of how the game was constructed.
This is why I can replay Deus Ex every few years and still discover new approaches. This is why speedrunners have been finding new exploits for 25 years. This is why modders still create content for it. The game's systems are deep enough that they reward repeated engagement.

Deus Ex excels in player agency and gameplay freedom compared to mid-2010s games, which focus more on technical graphics. Estimated data highlights the enduring design principles of Deus Ex.
Playing the Original Is the Right Way
Now, let's address the practical concerns. You might be thinking: "Sure, the original might be great, but won't it be unplayable on modern systems?"
It's a fair question. PC compatibility can be nightmarish with older games. APIs have changed. Operating systems have evolved. Hardware is completely different.
But here's where Deus Ex gets lucky: the Game of the Year Edition was released in 2001 and includes quality-of-life improvements that make modern play much easier.
Compatibility: The GOTY Edition runs on modern Windows systems without too much fiddling. You might need to run it in compatibility mode (Windows XP SP3), but it works. I've played it on Windows 11 without issues.
Controls: The original game was designed for mouse and keyboard, which is still the best way to play it. But the GOTY Edition adds controller support if you prefer gamepad controls. I personally advocate for mouse and keyboard—the precision aiming and quick inventory management feel natural in this context—but having the option is welcome.
Modern Hardware: It's absurdly light. You don't need much of a gaming PC to run it. A laptop from the past decade will handle it fine. Integrated graphics are more than sufficient.
Steam Deck: And here's the wild part: Deus Ex runs on Steam Deck. Not perfectly (you'll want to use the trackpads for cursor-heavy interface elements), but playably. I tested it myself, and it's a legitimately impressive experience to have this 2000 masterpiece in handheld form.
So the objections to playing the original don't really hold up. It's not harder to run than most indie games. It's not more outdated than plenty of games from the 2000s that we still play. And it's still fun, which is ultimately what matters.
The Sequels: Refinement Without Revolution
If you want more Deus Ex, the sequels exist. Let's talk about them honestly.
Deus Ex: Invisible War came out in 2003 and made significant compromises. The levels were smaller. The ability to choose between different augmentation paths was more restrictive. The story was deliberately ambiguous in ways that felt frustrating rather than artistic. But there's still something worth experiencing there. If you exhaust the original and want more of its DNA in a different flavor, Invisible War is playable. Just go in knowing it's a step down in almost every way.
Deus Ex: Human Revolution released in 2011 as a prequel. This one actually holds up well. The art direction is intentional and beautiful. The level design is solid. The hacking minigame is genuinely engaging. The story about body augmentation and human identity is actually relevant. If you want something that captures the spirit of the original with modernized systems, Human Revolution is your answer. It's not as open-ended as Deus Ex, but it's a well-crafted follow-up.
Deus Ex: Mankind Divided came out in 2016 and refined Human Revolution's formula further. The hub world in Prague is exceptional—genuinely one of the best digital spaces ever created. The mission areas feel more like playgrounds of opportunity. The systems are deeper. The story, while it ends abruptly, explores some fascinating ideas about prejudice and power. Mankind Divided is probably the most polished Deus Ex experience available, but it sacrifices some of the original's anarchic freedom for structure and narrative clarity.
All three sequels are worth playing if you want more immersive sim goodness. But none of them recapture what made the original special. They're all more constructed. More designed. The original Deus Ex feels like you're finding your own way through an actual world. The sequels feel like you're following a path the designers laid out, even if that path has multiple branches.
This is probably why a new game in the series makes more sense than a remaster. You can't improve Deus Ex. But you could potentially create something new that builds on what it established, pushes the systems further, and creates a fresh experience rather than trying to polish something that doesn't need polishing.


The remastered version of Deus Ex received lower ratings for its visual updates, with textures and models not meeting expectations. Estimated data based on narrative.
The Case Against Remastering Art
There's a broader principle here that extends beyond Deus Ex.
When you remaster a game, you're making an implicit assumption: the original is incomplete, and modern technology can complete it. But what if that's wrong? What if the original was complete in itself, just complete in a different way than modern games are complete?
A film is finished when the director submits it. We don't "remaster" classic movies by adding CGI enhancements and modern color grading. Well, we do sometimes, and people hate it. George Lucas adding digital aliens to Star Wars. Adding new scenes to Blade Runner. These are usually met with skepticism because they're altering completed artwork.
Games should be treated similarly. Deus Ex is a completed artistic statement. It achieved its vision. Altering it fundamentally (through a full remake with modern graphics) or iterating on it (through a visual remaster) doesn't make it better. It just makes it different.
Now, if Aspyr had committed to a full remake—rebuilding Deus Ex from the ground up in a modern engine, with completely redesigned visuals that respected the original's aesthetic but truly modernized it—that might be interesting. But that's not a remaster. That's a remake. And frankly, after seeing what happened with the remaster attempt, I don't trust the industry to handle a Deus Ex remake well.
Better to leave the original alone.

Why Deus Ex Aged Better Than Games from 2010
Here's something weird: Deus Ex aged better than most games from a full decade after its release.
Compare it to a mid-2010s immersive sim or stealth game. Gameplay-wise, those newer games are often more restrictive. Technically, they're more impressive. But as complete experiences? Deus Ex still competes.
Why? Because Deus Ex was designed from a place of genuine ambition about what games could be as a medium. Ion Storm wanted to create a space where the player had real agency. Where systems mattered. Where your choices—about how to approach problems, which augmentations to pursue, how to solve puzzles—genuinely shaped your experience.
Most games since have either chased graphics or chased narrow narrative experiences. Few have chased that elusive quality of genuine player agency.
Deus Ex succeeded at agency because it was willing to be rough around the edges. Because it didn't rely on cinematic presentation to tell its story. Because it trusted the player.
That's the kind of thing that doesn't age. It's not dependent on polygon counts or texture fidelity. It's dependent on design principles that are as valid today as they were in 2000.


Deus Ex demonstrates that strong art direction can create a lasting impact even with lower graphics fidelity. Estimated data reflects the subjective impact of art direction versus graphics fidelity.
The Case for Playing It Right Now
Let me make the direct pitch: you should play Deus Ex.
If you're reading this, you probably care about games as a medium. You probably appreciate good design. You probably value gameplay over graphics, or at least understand that the two aren't directly correlated.
Deus Ex is essential. Not in a "you should play it to understand gaming history" way, though that's also true. But in a "this game will show you what's possible" way.
It will show you what player agency looks like in a first-person environment. It will teach you how to think about systems and emergence. It will demonstrate that graphics are only one component of visual design. It will remind you that immersive sims can be about infiltration and intelligence rather than combat and reflexes.
And it'll do all of this while being genuinely entertaining. This isn't a slog through a dated game because it's historically important. This is a game that's fun. That's engaging. That rewards curiosity.
You can play it right now. The Game of the Year Edition costs a few dollars. It'll take you 25-40 hours depending on your approach. It runs on basically any hardware you have.

The Broader Gaming Landscape
The failed Deus Ex remaster is symptomatic of a broader industry problem: remasters being treated as a shortcut to content rather than a thoughtful approach to preservation.
Not all remasters are bad. Some are genuinely wonderful. Bluepoint Games' work on the Demon's Souls remake was exceptional because it understood that a remake could enhance the original's artistic vision while respecting its core design. But many remasters are just marketing exercises—slap better graphics on an old game and charge $60.
The gaming industry needs to develop a more nuanced approach to its legacy. Some games should be remade. Some should be preserved exactly as they were. Some might benefit from minor updates (control schemes, resolution support, quality-of-life improvements). But most games that were well-designed don't need their visuals modernized.
Deus Ex is the perfect test case. It's beloved. It would sell well. A remaster seemed like a no-brainer. But the fact that players rejected it suggests we're starting to understand something important: good games don't need rescuing. They just need to be left alone and made accessible.
The Game of the Year Edition is already accessible. It already runs on modern hardware. It already has modern control support. What more do you need?


Deus Ex GOTY Edition is highly compatible with modern systems, scoring 9/10 for Windows compatibility and 10/10 for mouse and keyboard use. Estimated data.
The Road Ahead: What Would Actually Be Worth Making
If not a remaster, what would be worth pursuing in the Deus Ex franchise?
A genuine sequel is the obvious answer. Not a prequel. Not a spinoff. An actual continuation of the original's story that respects its ending while pushing the narrative forward. Mankind Divided ended on a cliffhanger, and we never got resolution. A new game that builds on that would be genuinely interesting.
Or an alternate timeline sequel that explores what would've happened if the events of Deus Ex went differently. Invisible War tried this, but it was too compromised to work. A modern development studio with proper resources could potentially make this concept sing.
Or something completely new that takes the immersive sim philosophy of the original and applies it to a new setting. Not a Deus Ex game, but a game that understands what made Deus Ex special and creates something equivalent.
What shouldn't happen is attempting to "fix" or "improve" the original. The original is fine. It's better than fine. It's exceptional.

Playing on Modern Hardware: The Practical Guide
Since I've spent this entire article convincing you to play the original, here's how to actually do it without pulling your hair out.
Purchase: The Game of the Year Edition is available on Steam for a handful of dollars. This is the version to get. It includes the expansion pack (Invisible War's spiritual precursor) and has the quality-of-life improvements over the original release.
Installation: Download it from Steam. Installation is straightforward and takes minutes.
Initial Setup: Launch the game. It should run directly on modern Windows, but if you get errors, right-click the executable, select Properties, go to Compatibility, and select "Run this program in compatibility mode for Windows XP Service Pack 3." Apply and run.
Resolution: The game defaults to 640x 480. You'll want to change this. Open the autoexec.cfg file in the game directory (it's in the Deus Ex folder, not the system folder). Change the resolution lines to match your monitor. For example: Set Resolution 1920 1080. Save and launch.
Controls: Mouse and keyboard is the way to go. The default controls are reasonable, but you can rebind everything in-game if you prefer different mappings. If you want controller support, the GOTY Edition can handle it, but controller aiming feels awkward compared to mouse aiming.
Audio: The sound design is exceptional, and the game was engineered for surround sound systems of the early 2000s. If you have a decent audio setup, use it. If not, stereo works fine.
Save Early: Deus Ex saves manually (no autosaves). This was common at the time, and it's actually part of the experience—you need to commit to your approach and live with the consequences. But save frequently so you don't lose progress.

The Preservation Argument
There's a philosophical argument lurking beneath all of this: how should gaming preserve its classics?
The film industry solved this through restoration and archival. Old films are restored to their original quality, not altered. Museums preserve artwork as-is. The music industry doesn't "remaster" classical pieces (live orchestras re-record them, but that's a different thing).
Gaming hasn't figured out its preservation approach yet. We have remakes, remasters, sequels, and spiritual successors, but no clear philosophy on how to maintain access to classic games while respecting their original artistic intent.
Deus Ex is a case study in what that philosophy should look like. The original is the definitive version. The Game of the Year Edition is the appropriate preservation format—it includes quality-of-life improvements while maintaining the original's core experience. Anything more elaborate than that is unnecessary. Anything less than that risks losing the game to technical obsolescence.
Here's what I'd argue preservation should look like:
- Make the original accessible (done: it runs on modern hardware)
- Ensure it's playable (done: GOTY has modern control support)
- Don't alter the artistic vision (critical, and where remasters often fail)
- Maintain the cultural record (let people understand what this game was and what it achieved)
Deus Ex satisfies all four. So why remaster it?

Why This Matters Beyond Deus Ex
The Deus Ex remaster cancellation matters because it's a signal. The gaming industry is realizing that not everything needs to be modernized. Not every classic needs a fresh coat of paint. Sometimes the best way to honor something is to leave it alone.
This has implications for how we approach gaming legacy going forward. It suggests that players are starting to understand the difference between preservation and alteration. Between making something accessible and making something new.
That's healthy. That's good for games as an art form.
Because once you accept that the original Deus Ex doesn't need improving, you start to think differently about other classics. What would happen if we stopped trying to "fix" games from the past and started understanding them as complete works in their own time?
We'd probably discover that a lot of them hold up better than we expected. That the design principles that made them work are timeless. That graphics are genuinely the least important component of their appeal.
Deus Ex is just the most obvious example. But the principle extends everywhere.

Your Next Gaming Session Starts Here
I'm going to be direct: you should play Deus Ex this month.
Not someday. Not when you get around to it. This month. Go buy the Game of the Year Edition. Spend an evening setting it up. Get through the tutorial in the submarine. And then just... play.
Experience what it felt like to have genuine agency in a 3D game. See what happens when developers trust the player. Discover how much fun infiltration can be when the systems are deep enough to reward creativity.
Deus Ex is a masterpiece. The original is the definitive version. And it's more accessible right now than it's ever been.
The remaster that was supposed to modernize it? It doesn't exist, and that's probably the best thing that could've happened to Deus Ex's legacy.
Go play it. You won't regret it.

FAQ
What is Deus Ex and why is it considered a masterpiece?
Deus Ex is a 2000 immersive sim developed by Ion Storm that combines first-person action, stealth gameplay, and deep player agency through interconnected systems. Players take on the role of JC Denton, a nano-augmented agent operating within a conspiracy thriller story. It's considered a masterpiece because it successfully integrated multiple gameplay styles, respected player choice more than almost any game before or since, and created a cohesive artistic vision that blended cyberpunk aesthetics with conspiracy theory narratives. The game's level design, writing, and systems design influenced immersive sim development for decades.
How does the original Deus Ex play compared to modern games?
Deus Ex plays fundamentally differently from most modern games because it prioritizes systems and player agency over cinematic presentation and linear narrative. Rather than guiding you through predetermined sequences, Deus Ex gives you objectives and tools, then trusts you to find your own solutions. This means multiple valid approaches to nearly every problem, from combat to stealth to hacking to dialogue. Modern games often feel more structured by comparison, even successful immersive sims like Arkane's Dishonored series. The controls require mouse and keyboard for optimal play, and the interface is more utilitarian than contemporary games, but these are design choices that enhance the experience rather than detract from it.
Why would you play the original instead of the remaster that was announced?
The Deus Ex Remastered was delayed indefinitely in late 2024 due to negative feedback about its visual approach. Screenshots showed a compromise between the original aesthetic and modern graphics that satisfied neither vision. The original Deus Ex's graphics weren't limitations—they were intentional artistic choices that served the game's tone and enabled its massive, explorable levels. A remaster that attempts to modernize the visuals risks diluting this carefully constructed aesthetic. Additionally, the Game of the Year Edition already runs on modern hardware, supports modern controls, and maintains the artistic integrity of the original experience. Playing the original means experiencing the game exactly as it was designed to be experienced.
Can you actually play the 2000 Deus Ex on modern computers?
Yes, absolutely. The Game of the Year Edition, available on Steam, runs on modern Windows systems (including Windows 11) without significant complications. Most systems just need to enable compatibility mode for Windows XP SP3, and the game launches. Resolution can be adjusted through configuration files, and controller support is available if you prefer gamepad controls, though mouse and keyboard is optimal. The game's minimal system requirements mean it runs on basic hardware—you don't need a gaming PC. It even runs playably on Steam Deck, making it one of the oldest games available on that handheld platform.
What are the main differences between the original Deus Ex and its sequels?
Invisible War (2003) simplified many systems and reduced level size, making it more streamlined but less open-ended. Human Revolution (2011) successfully reinvented the franchise with modernized systems while maintaining the immersive sim philosophy, serving as an excellent prequel. Mankind Divided (2016) further refined Human Revolution's formula with deeper systems and an exceptional hub world in Prague, but ended abruptly and was less focused on the original's anarchic freedom. The original Deus Ex remains the most openly designed and least restrictive of the series, though all three sequels offer worthwhile experiences for different reasons.
Is Deus Ex still fun to play in 2025?
Yes, genuinely fun. The immersive sim gameplay fundamentals are timeless—player agency, system depth, and emergence don't age. The story remains compelling despite its age, particularly because it engages with themes that remain relevant (surveillance, corporate power, personal identity). The campaign takes 25-40 hours depending on your playstyle, and many players find themselves replaying it years later because the systems reward different approaches. The only real friction is adjusting to controls and interface conventions from 2000, but these feel natural once you've played for an hour or two. Modern players accustomed to games with more guidance might find the lack of hand-holding challenging, but that's actually one of the things that makes it special.
What kind of player would enjoy Deus Ex most?
Deus Ex appeals strongly to players who value systems and creativity over cinematic storytelling and modern graphics. It's ideal for those who like immersive sims, stealth games, or RPGs with meaningful build choices. Players who enjoy thinking critically about how to approach problems—rather than executing developer-intended sequences—will get the most from it. It also appeals to players interested in game history and design philosophy. That said, Deus Ex can frustrate players who want constant guidance, linear level design, or polished modern mechanics. If you generally prefer open-ended problem-solving over following predetermined paths, you'll probably love it.
Should you play through all the Deus Ex games in order?
Not necessarily. The original Deus Ex stands completely on its own and tells a complete story. If you're interested in the extended universe, playing chronologically makes sense (Human Revolution as a prequel, then Mankind Divided, then the original). However, many players start with the original and never feel the need to continue—it's satisfying as a standalone experience. The sequels are worth experiencing if you want more immersive sim gameplay in different settings, but they're not required to appreciate what made the original special. Start with the original, and if you want more, explore the sequels on your own timeline.

The Final Word
Deus Ex doesn't need saving. It doesn't need remasters or graphic overhauls or interface modernization. It needs players—people willing to experience it exactly as it was created, to understand why it matters, and to appreciate what it achieved.
The cancelled remaster was ultimately a gift. It forced us to confront what we actually value in gaming. And it turned out the answer is: the game itself, left alone, respected, and made accessible. Not a polished version. Not a modernized iteration. Just Deus Ex, exactly as it was.
That's rare. That's valuable. And that's why 2000's Deus Ex remains untouchable in 2025.

Key Takeaways
- The original Deus Ex doesn't need a remaster because its visual aesthetic was intentional design, not dated graphics
- Immersive sims thrive on systems and player agency, which Deus Ex perfected and many modern games still haven't matched
- The Game of the Year Edition runs perfectly on modern hardware, including Steam Deck, making it immediately accessible
- Deus Ex's level design and system depth create emergent solutions that remain undiscovered by players even after 25 years
- The cancelled remaster signals gaming's shift away from unnecessary modernization toward respecting original artistic intent
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