My Friend Pedro Nintendo Switch Gameplay

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Book John Cena Vs. R-Truth At Wrestlemania 35, You Cowards

Whether you love him or hate him, John Cena has become a staple of Wrestlemania, since his main card debut at Wrestlemania XX. He’s put on high-profile matches, year after year, and the WWE wrestler has star power. However, Cena doesn’t have a match–yet–at this year’s PPV, and with Undertaker seemingly not in the picture anymore, Mania needs Cena. But who will the leader of Cenation fight at the biggest show of the year? Kurt Angle’s retirement match is against Baron Corbin–that’s a sentence I never thought I’d write. And all of WWE’s main players have been spoken for. That’s why I propose John Cena faces the most obvious choice of opponent at Mania this year, R-Truth. If you’re one of those wrestling fans that hates when WWE does anything remotely comedic, go watch the trailer for Avengers: Endgame again or something. This is not for you.

Wrestlemania is coming to PPV and the WWE Network on Sunday, April 7 at 4 PM PT / 7 PM ET, and it should be a pretty fantastic ending to a week of wrestling events. There, now there’s a buffer between the information I dropped on you and everything that follows because you’re probably in shock and yelling at your screen (shut up already), even though the headline of the piece completely lays out my agenda. There have been plenty of rumors stating the two will NOT face each other at Mania, even though it seems like the obvious conclusion. But will it be tough for Truth to pull double duty as the Host of Wrestlemania AND a competitor? Yes, I’m aware Alexa Bliss is the host. Roll with me, please.

Let’s dive into a little bit of history. Whether WWE likes it or not, they’ve been setting up this match for months. At the end of January this year, R-Truth won the United States Championship on Smackdown, in one of the weirdest finishes I’ve seen in years, which was meant to look like a ref botch (Mike Chioda don’t botch). I guess it was a way to transition the title without making Shinsuke Nakamura weak? It was a dumb finish, regardless, and made R-Truth start his run as a seemingly paper champion, which I hated.

R-Truth and Carmella’s “7-Second Dance Break” bit had run its course, and the new US Champion needed to add some more flavor to his character. A few weeks later, R-Truth transitioned his character into a new gimmick: the young wrestler who idolizes his heroes. It’s something we see time and time again. Young upstarts pay homage to the WWE superstars who got them interested in wrestling, like when Sasha Banks does the frog splash to honor Eddie Guerrero. However, as you probably figured out, R-Truth is older than John Cena, so what we’re left with is comedy gold. Enjoy one of the many fantastic segments from Truth and Carmella during this time.

What’s interesting about this non-feud-feud is that is goes back farther than this 2019 gimmick. Back in 2011, Truth interjected himself into the title picture when Cena was champion. This led to a solid segment of Truth destroying a merchandise booth because John Cena was everywhere. In the grand scheme of things, it was a short run but memorable nevertheless. In 2011, Truth hated Cena because he is everything he wanted to be. In 2019, Truth loves Cena because he is everything he wants to be. Personally, I think the latter makes for better storytelling, but I’m one of those annoying ’80s wrestling fans who gets way too hyped over a face vs. face match because they rarely happen. I like seeing the audience split when it comes to who they are cheering for.

Anyway, back to the present.

So R-Truth decided to hold the US open challenge like his childhood hero, John Cena. The promo he cut on March 5, right before losing the title, was hilarious and brilliant, as you can see below.. And, in a sense, he’s not doing anything exceptionally new. He’s just borrowing something we’ve seen younger superstars who are new to the company do and adding the Truth-flavor to it, which works exceptionally well.

I want to make a quick note. When Lacey Evans walks out–yes, I hate whatever is happening here too and want it to stop forever–look at Truth. He’s ready to fight her and does a crane kick. Bless you, Truth. Anyway, he takes the bit even further, copying Cena’s moves like the Five-Knuckle-Shuffle. R-Truth has always been a fun character when he’s working as a face. He makes really stupid ideas work exceptionally well, and it’s obvious he has fun doing it.

So let’s push it to the limit.

Why not have R-Truth face John Cena at Wrestlemania? What’s Cena doing that weekend that he can’t be in this match? What, is he filming a movie I’ll probably enjoy, and after I see it, I’ll tell all my friends, “Cena was a lot of fun in that one?” And yes, Cena vs. Truth may sound like a Kickoff Show match to you, and yes, the match card already has a lot of bouts booked, but why can’t we have something fun? Look at the match card. Every storyline building up to each of these matches is super-serious, and this new match could interject a lot of fun into the show.

Better yet, have R-Truth do a build towards Mania where he’s calling out John Cena, who never shows up to Smackdown–do you know where I am going with this yet? So R-Truth buys a ticket to attend the PPV as a fan. Then, Cena shows up, and R-Truth runs from the crowd to face him in the ring. “Mat, that’s what Cena did last year with Undertaker!” Yeah, I know, but this is perfect for R-Truth. It could also help me create more fire content like last year’s “Every Time WWE’s Cameras Cut To John Cena In The Crowd.” Click that. It’s the best.

Look, I’m already pretty excited for Wrestlemania, as this has been one of the best builds toward the event in years. But if you want to put this show really over the top and deliver a solid comedic spot that has been building up for months, book John Cena vs. R-Truth (you cowards). It’s the natural conclusion. And frankly, it’s a lot better than what R-Truth and Carmella seem to be doing which is “fake hosting Wrestlemania” and getting confused randomly throughout the evening. Who am I kidding? I’ll still enjoy that too.

Oh yeah, come to GameSpot on Sunday, April 7 for live coverage of Wrestlemania and a review of the show.

Fortnite Week 4 Challenges List: Use Baller, Search Buried Treasure, And More (Season 8)

We’re now in Fortnite Season 8, Week 4, which means there are new challenges to complete. By now, you should know how it goes: knock out these challenges and you’ll unlock Battle Stars, which will level up your Battle Pass and grant you access to all manner of cosmetics that you can use to customise your character.

[Update: One thing to be aware of upfront is that one of the challenges, the one tasking you with outlasting 60 opponents, is currently bugged. Epic confirmed in a tweet that it’s “aware of an issue preventing players from receiving credit.” It added, “We are investigating potential solutions and will provide a status update once we know more.” There’s no estimate for how quickly this might be fixed.]

This week’s Free challenges, which are available to everyone playing Fortnite, task players with using the Baller vehicle in five different matches, getting an elimination with a scoped weapon and a suppressed weapon, and then doing a five-part challenge that begins with landing at Tilted Towers.

If you’ve spent V-Bucks on a Battle Pass, you have an extra set of challenges waiting for you. These involve launching yourself through structures using the pirate cannon, searching for buried treasure, eliminating enemies at Happy Hamlet or Pleasant Park, and then doing another three-parter that begins by outlasting 60 other players in a match.

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Free

  • Stage 1 of 5: Land at Tilted Towers (1) — 1 Battle Stars
  • Use The Baller in different matches (5) — 5 Battle Stars
  • Get an elimination with a Scoped weapon and a Suppressed weapon (2) — 10 Battle Stars

Battle Pass

  • Launch yourself through structures with a Pirate Cannon (25) — 5 Battle Stars
  • Search Buried Treasure (2) — 5 Battle Star
  • Eliminate opponents at Happy Hamlet or Pleasant Park (3) — 10 Battle Stars
  • Stage 1 of 3: Outlast 60 opponents in a single match — 3 Battle Stars

This week’s challenges arrive hot on the heels of Fortnite’s 8.11 update, which introduced yet another new weapon to the battle royale game: the Flint-Knock Pistol. The gun deals heavy damage at close range, but it has “significant damage falloff” at longer distances, and you need to go through a three-second reloading animation after every shot.

Along with the Flint-Knock Pistol, this week’s Fortnite update reintroduced the Impulse Grenade to the game after it had previously been vaulted. It also marked the start of a new limited-time mode called One Shot, which features low gravity and restricts player health to just 50. You can read the full patch notes for update 8.11 here. For tips on all of this season’s trickier challenges, be sure to check out our full Season 8 challenges guide.

Xbox One’s Fantastic Critically Acclaimed Sale Is Live

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Anyone with an Xbox One who likes good games will want to take a look at a new sale on Xbox Live. Called the Critically Acclaimed Sale, this deal drops prices on exactly the kinds of games you’d expect from the title. So if you missed any of these modern classics when they originally launched, pick them up before they go back to regular price on March 27. We’ve also picked out some notable Xbox One hardware below as well.

You can also get a deal on Xbox Live Gold subscriptions, too, which could further help your savings down the road. Plus, free games!

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First Battlefield 5: Firestorm Battle Royale Gameplay Revealed

Battle royale games are all the rage right now, with stalwarts like PUBG and Fortnite being joined by up-and-coming whipper-snappers like Call of Duty: Black Ops 4‘s Blackout and Respawn’s free-to-play Apex Legends. Now, DICE is getting involved with Battlefield V: Firestorm, and the first gameplay has finally been revealed.

In the video above you can see an entire match in Squads mode, culminating in a win for team GameSpot. Matches begin much like other games in the genre, with each player dropping from the sky. They then progress like you’d expect, with squads scavenging for weapons and supplies while battling to be the last team standing.

DICE have certainly put their stamp on the genre, with vehicular combat a much bigger part of Firestorm than similar games’ versions of battle royale. Watch the video above to see how matches develop, or watch the one below for the thoughts of our battle royale experts, Dave Jewitt and Will Potter. You can play the mode for yourself when it launches for free on PS4, Xbox One, and PC on March 25.

We enjoyed Battlefield V at launch; critic Michael Higham awarded the game an 8/10 in our Battlefield V review. “The Battlefield series has a winning formula that Battlefield V doesn’t deviate far from, at least for now,” he wrote. “Conquest and the map roster don’t mesh well together, however, Grand Operations–and the other modes within it–steal the show and foster some of the greatest moments the franchise has offered. You might be surprised by the impact of the slight changes made for this entry, especially when you’re deep into pushing or defending objectives in Frontlines alongside teammates fulfilling their roles. That’s when Battlefield V is at its best.”

Buy 3 Months Xbox Live, Get 3 Months Free Right Now

If you buy something through this post, IGN may get a share of the sale. For more, read our Terms of Use.

If you aren’t an Xbox Live Gold member, you really ought to be. Not only does membership get you free games each month, but it also gets you exclusive deals on Xbox games, as well as all the other benefits like multi-player gaming and such.

The good news is, if you’re looking to save on Xbox Live Gold memberships, there are plenty of ways to do so.

Looking for deals on PlayStation Plus instead? You can get 12 months for just $45 right now.

Continue reading…

Mortal Kombat 11 Confirms Kotal Kahn Is Playable

Mortal Kombat 11‘s roster continues to grow. This week, NetherRealm confirmed that Kotal Kahn, the Emperor of Outworld, is a playable character. Unfortunately for Kotal fans, though, his reveal trailer inflicts some serious pain on the character.

The trailer focuses on a fight between Kotal and Jacqui Briggs, another returning character from MKX. And while we get to see some brutal Kotal transformations, it’s Jacqui’s moves that are really given the spotlight. We see her fatal blow and Fatality, leaving poor Kotal a bit beside himself. This is not how the reveal trailers usually go, so we expect to see Kotal’s own moves detailed sometime later.

Mortal Kombat 11 just ran a very limited online stress test, in preparation for its open beta later this month. That one will run from March 28 through 31, and feature Scorpion, Skarlet, Jade, Kabal, and Baraka. It’s open to anyone who pre-ordered on Xbox One or PS4. Putting your money down early on any platform will net you Shao Kahn as a playable character.

The game will release three editions: the standard game, a Premium Edition that comes with the Kombat Pack for extra characters and skins as they’re released, and the Kollector’s Edition that comes with all sorts of extra goodies. That one is exclusive to GameStop. For more detaills, check out our pre-order guide.

Sekiro: Shadows Die Twice Review In Progress

While Bloodborne tweaked the combat dynamics of Dark Souls to encourage aggression, Sekiro rewrites the rules of engagement. The building blocks of its combat are recognisable, but this only serves to lure Soulsborne veterans into a false sense of security. Sekiro’s combat is incredibly demanding, asking you to study your opponent, find the perfect moment to engage, and execute a split-second follow-up that, if done right, will end the battle in a matter of moments–or if done wrong will end you just as fast.

This might sound akin to what every other From Software game asks of you, but Sekiro pushes these demands further than Dark Souls and Bloodborne ever did. Over the years, From Software fans have become accustomed to the language of Soulsborne games; we recognise scenarios and are wise to the tricks, we can identify viable strategies more quickly, and since the skills are transferable, we can execute these strategies with a measure of confidence. But Sekiro challenges this expertise. It invites you to try and then shows you how little you’re actually capable of. Sekiro is affirmation that From Software hasn’t lost its bite; that its games can make you feel vulnerable and strike fear in a way few others can. It’s a heart-pounding, palm-sweating, and nerve-wracking gameplay experience that instills tension the likes of which I haven’t felt since first playing Demon’s Souls.

Souls players predominantly hide behind shields and adopt a hit and run approach to combat, and Bloodborne’s attack-focused dynamic was a response to this. Similarly, the crux of Sekiro’s combat has its origins in Dark Souls. The Poise stat was used to govern how resistant a player was to being staggered or stun-locked by an attack. Sekiro reworks this into a defensive attribute called Posture and uses it to underpin its engagements. Attacks chip away at Posture and will eventually break through the defense, leaving an enemy open to a Deathblow or to having their health attacked directly, which in turn makes their Posture slower to recover. However, this is a very laborious way to wear enemies down, and they will often defiantly counterattack to deal big damage to you. Instead the goal is to deflect an attack the moment before it hits you, which wears down Posture considerably faster.

For low-level enemies it takes just a few encounters to get into the rhythm of it, but as more foes are introduced, it becomes much trickier. Each one has a variety of attacks that have specific tells and counter timings, so spending the time to learn how they all behave and how you should react is vital. Thematically, this style of combat is also coherent with the subject matter of the game in a way that I really appreciate. Battles are measured–a ballet of back and forth movements, the outcome decided by a deadly flourish–swift and precise, as any contest between swordsmen should be.

However, the true test is when you’re faced with Sekiro’s boss enemies. Calling these encounters “challenging” would be a severe understatement. The attacks these enemies unleash are deadly, to the point where just a single blow can often be enough to kill you. Their moves can be as erratic as they are diverse, and for some of them parrying is simply not an option. Occasionally a red kanji symbol will briefly appear to signal that an unblockable attack is on its way, and in this situation the options are to either jump, dodge to the side, or hope you can sprint away fast enough. In a single second you’ll need to identify the attack and execute the appropriate action to save yourself. Bosses have the most Posture and usually require you to land multiple Deathblows on them before they fall, so attempting to simply chip away only draws the battle out. The longer you spend in the battle, the more mentally taxing it becomes. The stress of repeatedly nailing split-second counters begins to mount and just a single slip-up is all it takes to lose everything. As a consequence, these boss battles feel designed to force you to engage with the enemy, to take the fight to them and hope that you’ve got what it takes. In the moment it can feel unbearably frustrating to keep banging your head up against the challenge, but that frustration pales in comparison to the sheer exhilaration of finally breaking through. After almost every boss battle I completed, I was so overwhelmed by the adrenaline that I had to put the controller down and give myself the time to settle.

Death isn’t necessarily the end, however, as Sekiro gives you the option to either submit and die to respawn at a checkpoint, or revive on the spot and continue fighting. This mechanic makes the game just a touch more forgiving by allowing you to recompose yourself and get back in the fight, but it comes at a cost. Each death and each revival has an impact on the world around you. More specifically, it has an impact on the characters you’ve met on your journey. To explain exactly what that is would be to spoil one of the most interesting parts of Sekiro, so I won’t do that–and also, at this point I’m not completely sure what the ramifications and consequences are, such is the mysterious nature of it all. However, the fact that death has a consequence beyond making you lose experience and money is fascinating.

In battle, your character, Wolf, has his fair share of tricks. He’s equipped with a prosthetic arm that is capable of having different sub-weapons grafted to it, and they’re essential in giving yourself an edge in combat. There’s an axe that, while slow to swing, can break through shields; a spear that allows you attack from further away, and can be used to pull weaker enemies towards you or strip armor; firecrackers which can stun enemies; or a flamethrower that can inflict burn damage.

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Using these prosthetics comes at a cost, however, as they consume Spirit Tokens. These are scattered around the world and can be purchased using Sen, the in-game currency awarded for killing enemies, but you can only hold a limited quantity of them while in the field. This limitation reinforces the idea that they are to be used as part of a strategy instead of relied on as the primary way to defeat enemies. Using them unnecessarily could mean that they’re not available when you need them most. Resources such as scrap, gunpowder, and wax can be found to upgrade your prosthetic arsenal and open up new ways to use them.

Wolf’s own shinobi abilities can also be developed by spending experience points gained from killing enemies. Unlike previous From Software titles, there isn’t a steady stream of new weaponry; the katana is your mainstay throughout, but new Combat Arts flesh out how the sword can be used, and they have a more active role in skirmishes. Whirlwind Slash, for example, lets you control space, while Ichimonji is a heavy overhead strike that has a long windup but dishes out big posture damage. Again, they’re designed as an additional strategic consideration. Only one of these can be equipped at a time, so this forces you to think about what you’re taking into battle and be methodical in utilizing it. Shinobi Arts, meanwhile, allow you to access skills such as mid-air deflections, vaulting over enemies to deliver backstabs, and specific counters for deadly special moves that enemies will occasionally execute. These various upgrades aren’t diverse enough to support dramatically different playstyles, but they do offer just enough room to find a favourable loadout and then develop its effectiveness.

Wolf also has a suite of Innate Abilities, some of which come into play outside of combat. It’s here that Sekiro really distinguishes itself from previous From Software titles by revealing itself to be a stealth action game–one that proudly wears its origins as a spiritual successor to the Tenchu series. Most areas have a heavy enemy presence so the odds are stacked against you. Engaging in open combat will draw attention to your presence, so the smarter strategy is to thin out the opposition by systematically picking them off. In previous From Software games, this would involve an awkward kiting process where you edge closer to a single enemy and use items or ranged attacks to lure it into a safer zone to do battle. However, Sekiro has mechanics to support stealth play more directly. You can use your grappling hook to take to the rooftops and scout out a location, taking a note of enemy placements and watching their patrol patterns. You can skulk around buildings, pressing yourself against surfaces to peek around corners. You can shimmy up walls and hang of ledges to reposition, leap off elevated points to plunge your katana into enemies below, or slither under raised buildings and into grass, creeping towards unsuspecting victims. Innate Abilities such as Suppress Presence will make your footsteps quieter, while the ceramic shard item can be thrown to make noise and manipulate movements to your advantage. Being effective with stealth can allow you to circumvent standard combat encounters entirely, so it’s in your best interest to take it slow and steady. Enemy behaviour can be inconsistent, however. Sometimes they’ll stare through you as if you’re not there, and other times they become hyper aware and capable of perfectly tracking your movements during an alert phase, even when you’re behind walls or hiding on roofs. They’re not particularly sophisticated, but their lethality means they’re not to be taken lightly.

The absence of modern stealth conveniences means you place greater scrutiny on your surroundings, and you’ll notice just how thoughtfully they’ve been constructed

There’s a simplicity to Sekiro’s stealth mechanics that is refreshing. There’s no Detective Mode or on-screen indicators to signify how much noise you’re making, and instead you’re entirely reliant on your basic senses. The absence of these modern stealth genre conveniences means you place greater scrutiny on your surroundings, and you’ll notice just how thoughtfully they’ve been constructed.

The geography of From Software’s game worlds are much lauded, with praise heaped upon the way seemingly disparate locations slowly reveal themselves to be interconnected and part of a cohesive whole. That strength of world design is present in Sekrio, and the fact that it’s more immediately visible within these contained locations makes taking the stealth approach even more satisfying. Buildings are placed together to encourage exploration and reconnaissance, with roofs almost touching so that you can leap between them and scope out all angles. They overhang just enough that you can take a running jump and use your grappling hook to swing up and across for better vantage points. Pathways diverge and reconnect, creating that satisfying feeling of venturing into the unknown and then emerging into the familiar. Thick tree branches protruding out from the side of mountains can be grappled to and used to sneak into the heart of an area undetected, or around it entirely. There were more than a few occasions where I spotted a temple in the distance, traced the pathway there back to where I was standing, and followed it to discover a hidden area.

Sekiro takes place in Japan, in a land known as Ashina. As a consequence, it is by and large more grounded in reality than the likes of Lordran or Yarhnam. The location remains both striking and memorable, however. Encircled by an ever-visible snowy mountain range, Ashina is built up of dilapidated temples scattered around, housing mercenary warriors and corrupted monks, among other dangerous foes. Man-made pathways dissolve into perilous valleys, where mountainsides must be scaled to reach remote forests patrolled by club-wielding ogres. Fortified castles tower above abandoned towns seized by an army. Ornate statues fill the homes of royalty, while questionable characters linger in the dungeons below. Without spoiling it, Sekiro also takes the opportunity to delve into the supernatural and pull from Japanese mythology.

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That juxtaposition of the real and the fantastical is echoed in the story Sekiro tells. It begins simply, with a shinobi that is called into action to save his kidnapped master and uphold his iron oath. But beneath the surface there’s more at play–Ashina is a nation on the brink of collapse, its people beset by a mysterious stagnation, and you have the power to decide its fate–familiar themes for From Software. However, the story quickly moves from the realm of warlords driven by ambition to one of mythical bloodlines, demonic monsters, and otherworldly spirits. While the story is undoubtedly told in a more direct fashion than Dark Souls and Bloodborne, there are still numerous nuances to explore, and mysteries to solve, perfect fodder for a rampant community that has built up around From Software’s games to mine. Softly muttered lines from Ashina’s denizens hint at turmoil from days gone, while item descriptions speak to arcane practices. Talk of far off lands colours in the world around Ashina, while vague mentions of enigmatic figures leaves you questioning what unseen forces are involved in the events that are transpiring.

The unflinching way Sekiro punishes you for missteps and the repetition of trial and error are clearly suited for people of a certain temperament and with a very specific, slightly masochistic taste in games. These are the people that are willing to endure devastating defeats for hours on end and watch as their progress is undone time and time again, just so they can have the intoxicating thrill of overcome a seemingly insurmountable challenge that awaits at the end. In that respect, Sekiro is unmistakably a From Software game–but one unlike any we’ve had so far. When all is said and done, though, it’s the combat that has left the deepest marks on me, for better and for worse.

Atop Ashina Castle I stood before a swordsman. It wasn’t my first attempt at the duel; we’d been trading steel for close to six hours, and each time the swordsman ruthlessly cut me down. I became desperate. I started making bad decisions. The losses were really getting to me. But I persevered.

My plan was a familiar one, honed through years of repeated Dark Souls and Bloodborne play: observe, dodge, wait for a slow attack, and use the opening to strike–it never fails. He swung his sword and I was out of range. The recovery on the attack was slow so it was the perfect opportunity to land a blow–I’d done it hundreds of times by that point. Except, this time it was different. As I charged in, he quickly corrected himself and fired an arrow, then chased behind it to close the distance and delivered a crushing blow. I lost my composure and finally snapped.

I picked myself up off the ground and rushed at him. He began an onslaught of attacks and, after six hours of learning his style and developing the muscle memory, I just started parrying on instinct. Each one of his swings and each arrow he fired was met with a perfectly timed raise of my sword. Every unblockable attack he lunged at me with was sidestepped or hopped immaculately. I watched as his Posture deplete, edging closer to the breaking point, and at the same time I could feel my breathing become more rapid, my thumbs beginning to tremble. I wore him down and delivered a Deathblow, backed away, and did it all over again, and a third time. In that final moment when I pierced through him with my katana, I was completely overcome with emotion. After six gruelling hours of failure, the winning battle lasted just six minutes. I’m not too proud to admit that I cried, and I’d do it all over again.

Sekiro marries From Software’s unique brand of gameplay with stealth action to deliver an experience that is as challenging as it is gratifying. At the time of publish I haven’t completed Sekiro. While I have invested upwards of 30 hours into it, there are still a few more locations I need to explore and bosses I need to beat before the credits roll, and I’m excited to do it. This review will be finalized in the coming days.

Can Battlefield V’s Firestorm Become The New Hotness?

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Battlefield V: Firestorm – Squad Win Gameplay

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