A look at how a single generation of gaming can change perspective and expectations

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As we slowly prepare ourselves for the onset of the newest console generation--the launch of the Xbox Series X and the PlayStation 5--our minds are filled with the possibilities of the greatness to come. What amazing new games will we see on this brand new hardware? How drastic will the gaming experience change with newer, better graphics, and lightning-quick load times? We can’t tell for sure just yet, but whatever the future may hold, there’s one thing that’ll certainly happen: it’ll affect our perception of the games that have come before.

That isn’t to say we’ll play something like Halo Infinite or Godfall and just throw away our retro game collection, no, (but who’s to say if Bugsnax will be the greatest video game of all time? And thus the only game you’ll ever need. Which it will be.) but certain innovations or changes to the foundations of game mechanics might make it harder to return to games that we previously loved.

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We’re just a short few months before the Xbox 360’s 15th anniversary. The seventh generation of video gaming is getting up there in age--and while it may feel odd to consider them “retro”, the libraries of the Nintendo Wii, PlayStation 3, and Xbox 360 are without a doubt, old. Especially by today’s standards.

Let’s take a look back at some of the trends of that era.

If you didn’t grow up during that time, or were too young to remember it, one of the defining hallmarks of that console generation was just how grungy, dark, and muddy things were. Many AAA game developers eschewed the previous generation’s reliance on cartoon-y colorful graphics by making their new high definition games hyper-realistic. For example, Fallout 3 had an ever-constant dark green filter over its visuals, desaturating its entire world. It worked in a thematic sense, but it’s a prime example of the mid-late 2000s trend of very brown, very drab, very dark visual styles.

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When the next console generation came along, featuring not only the better processing power over the previous set of systems, but also developers more experienced and understanding of the intricacies of how to deal with HD graphics, a large number of games were re-released under Definitive, Ultimate, Remake, or Remastered banners. Some of these games, such as Uncharted 2, Valkyria Chronicles, Journey, or The Last of Us already looked good to begin with, but the move to a new console really let their visuals shine. And in the case of Naughty Dog’s games, the remasters became the de-facto best way to experience the games. It didn’t make the original release bad, but there’s an inherent desire to play the best version of a game, and with the “next-gen” remaster on PlayStation 4 being an improvement in every way, it made it harder to revisit to the PlayStation 3 release.

That’s not to say next-gen releases always end well--Silent Hill HD Collection for the 360/PS3 or Assassin’s Creed: The Ezio Collection for PS4/XBO had numerous, well-known flaws, resulting in gamers recommending the older versions of those games as the optimal way to play to those interested in trying those franchises out for the first time. Sometimes, older is better.

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That same console generation was also where players were introduced to new features that hadn’t really been seen before, at least on a wide scale, such as interactable objects having physics. This let you blow things up and see the debris scatter in Crysis 2, or even do something as mundane yet still amusing as throw cups and books around and let them clank to the ground and roll about on the floor in Skyrim. Of course, it’s also hard to forget Portal, which made you yourself become the object manipulated by the game’s physics and gravity.

However, there are moments where you can see that this is still a new concept. In Crackdown, cars will roll over as though they’re weightless and made of plastic, and while the ever-popular Skyrim is one of the most well-loved games of the era, it tends to be jarring when its characters awkwardly wobble up and down on slopes, glitching through the ground they stand upon. These were harmless issues at the time, and still are in a sense, but as time passes and developers are able to create more stable worlds and mechanics, going back to games made during that time where the concept was still new and untested can feel awkward after being spoiled by today’s standards.

When it comes to generation-defining games, Dark Souls can definitely be described as such. But there was a game that came before it: Demon's Souls. FromSoftware laid the groundwork for what would become a phenomenon and would lead to dozens upon dozens of direct clones and games inspired by its mechanics. In 2009, Demon's Souls was considered one of the best games to release that year, winning awards, accolades, and selling far above expectations.

Yet, just over 10 years later, with a three-entry long series of spiritual successors and two other games inspired by it from the same developer, Demon's Souls now has this notion of being hard to approach in this day and age. Some might think its gameplay is dated--especially after going through the Dark Souls franchise--that its graphics are drab, or even that it lacks polish, compared to games that came years after it released. The conventions that modern gaming has brought to us within the last 11 years have taken what was once an instant-classic and turned it into something that newer gamers might consider "clunky". Even if by your approximation, Demon's Souls is still more than playable in 2020, many won't agree, for some reason or another. Despite that, it's still popular to gamers that enjoy the genre, which is why Bluepoint Games is remaking it for the PlayStation 5, where the game will get a second lease on life, able to be enjoyed by everyone once more, without those connotations and labels of being "old" or "not having aged well".

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One of the things from prior generations that has by far become the most dated has to be character model animations. By the tail-end of the seventh generation, using motion capture for video games had turned into a popular trend, which helped it become the prevalent feature that it is now for games on the Xbox One and PlayStation 4. Nowadays, we’re used to the idea. But back then, Beyond: Two Souls and Heavy Rain were notable PlayStation 3 titles that stood out specifically because they made use of motion capture technology to better suit their narrative focus. It wasn’t the first time we’d seen mocap in gaming--even games as old as Shenmue had utilized it, though we’d never had graphics that could make human characters that looked, spoke, and animated like actual people until that point.

But for the most part, returning to the Xbox 360 or PlayStation 3's libraries can put a spotlight on some unintentionally hilarious walk cycles or facial animations. Anything made from Bethesda is a free target to point and laugh at, even when they were new, but there’s an uncanny stiffness in the way some characters in Deus Ex: Human Revolution speak, or how Frank West awkwardly shuffles around in Dead Rising. Even though both of these games are considered as good--even great, and still are, their age is clear to see.

Going back to Dead Rising, it's another example of how perception can change over the course of a console generation. Though it wasn't a launch title, it arrived on the scene very early in the Xbox 360's lifespan, and was quite popular on the platform. It was popular enough to the point where it got a sequel, which quickly sold over 2 million copies and was received well by critics and players alike. As the franchise moved to the new Xbox One, (this time, as an actual launch title) it got a third entry, which was seen as decent, and a fourth, which was much more reviled by older fans of the series. Its sales reflected the mediocre-to-negative reception, resulting in numbers far below what publisher Capcom had hoped for. Although a Dead Rising 5 was in the works, it was cancelled, and the studio responsible was shut down. What had started life on the Xbox 360 as a well-liked game had ended up as a dead franchise in the span of a single console generation. It makes you wonder what other currently-popular games might arrive at the same fate in a handful of years.

Video games age quickly. So, as the eighth generation of gaming comes to a close, we should look back on some of the titles we've always wanted to experience, yet never got around to. In a matter of years, you never know what may change, and what games you see as innovative now may become hard to play later on. We can always appreciate games for what they've done regardless of their age, and some truly are timeless, but why not value the current platforms and their libraries now, while they still offer concepts and "modern" gameplay at their freshest?
 

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So, let's do a synopsis of each generation:
  • The First Generation was the starting point of it all! This began in 1972 and ended in 1980. Most of these are dedicated consoles with no expansion. Notable consoles in this generation include the Magnavox Odyssey and Nintendo's Color TV Game series.
  • The Second Generation saw more consoles made to accept cartridges than the first. It is sometimes called the "4-Bit era". This period began in 1976, and although dedicated gaming consoles suffered during the Video Game Crash of 1983, the generation survived until 1992. Notable consoles in this generation include the Atari 2600, Mattel's Intellivision, and ColecoVision.
  • The Third Generation, also called the "8-Bit Era", saw a new wave of consoles that survives the Game Crash and saved video games. We also get to see more consoles being made affordable for the common household. It ran from 1983 until 2003. Notable consoles for this generation include the Nintendo Entertainment System, the SEGA Master System, and the Atari 7800.
  • The Fourth Generation, also called the "16-Bit Era", saw many enhancements in gaming, including better cartridges, more 3D implementation, and more vocal effects. It ran from 1987 until 2004, and also brought on the popularity of 8-bit and 16-bit handheld systems. Notable consoles here are the Super Nintendo Entertainment System, the SEGA Genesis, and the TurboGrafx-16, with handhelds being the Game Boy and Game Gear.
  • The Fifth Generation, which introduces 32-bit and 64-bit consoles, relies almost wholly on 3D CGI effects, but is short-lived, lasting only a little more than a decade (1993 to 2005). It attempts to take over the Fourth Generation, but 16-bit consoles are incredibly very popular still. Game discs are introduced as possibly replacing cartridges. Notable consoles during this time are the first Playstation, the Nintendo 64, and the SEGA Saturn, with handhelds including the Game Boy Color and the VirtualBoy.
  • The Sixth Generation, also known as the "128-Bit Era", greatly enhances the 3D capability of the previous generation, and begins using game discs as the default format. Beginning in 1998 and ending in 2015, this generation also upgrades handhelds to 32-bit, and introduces network play to the home. Notable consoles for this time period include the Playstation 2, the Nintendo GameCube, the first Xbox, and the SEGA Dreamcast. Handhelds include the Game Boy Advance and the Bandai Wonderswan Color.
  • The Seventh Generation is the first generation where TV consoles use wireless controllers (using Bluetooth or other radio frequencies) as the standard peripherals, allowing for unique forms of game play not possible in previous generations. Consoles during this time also began to transition to High Definition as the standard display format, and integrate digital shops so one can buy games from the comfort of their own home. This generation began in 2004 and officially ended in 2018, although this generation still is quite popular as of the time of this post. Notable consoles that come from this era include the Wii, the Playstation 3, and the Xbox 360. Handhelds include the Nintendo DS and DSi variants and the Playstation Portable, as well as educational gaming systems like the Leapster 2.
  • The Eighth Generation is the latest generation, starting in 2012, and which rivals the smartphone and tablet industry. Consoles during this time greatly enhance video game quality and digital services, and in later years begins to take advantage of smart devices by integrating them alongside the consoles. Handhelds also become more advanced, taking on more games that are also available on the TV consoles. Notable devices include the Wii U, Nintendo Switch, Xbox One, and Playstation 4. Handhelds include the Nintendo 3DS family of systems and the Playstation Vita.
What notable differences will be in the Ninth Generation? IMHO, the ninth has already started with the Switch, but I'm only referencing what Wikipedia says.
 
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anhminh

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So, let's do a synopsis of each generation:
  • The First Generation was the starting point of it all! This began in 1972 and ended in 1980. Most of these are dedicated consoles with no expansion. Notable consoles in this generation include the Magnavox Odyssey and Nintendo's Color TV Game series.
  • The Second Generation saw more consoles made to accept cartridges than the first. It is sometimes called the "4-Bit era". This period began in 1976, and although dedicated gaming consoles suffered during the Video Game Crash of 1983, the generation survived until 1992. Notable consoles in this generation include the Atari 2600, Mattel's Intellivision, and ColecoVision.
  • The Third Generation, also called the "8-Bit Era", saw a new wave of consoles that survives the Game Crash and saved video games. We also get to see more consoles being made affordable for the common household. It ran from 1983 until 2003. Notable consoles for this generation include the Nintendo Entertainment System, the SEGA Master System, and the Atari 7800.
  • The Fourth Generation, also called the "16-Bit Era", saw many enhancements in gaming, including better cartridges, more 3D implementation, and more vocal effects. It ran from 1987 until 2004, and also brought on the popularity of 8-bit and 16-bit handheld systems. Notable consoles here are the Super Nintendo Entertainment System, the SEGA Genesis, and the TurboGrafx-16, with handhelds being the Game Boy and Game Gear.
  • The Fifth Generation, which introduces 32-bit and 64-bit consoles, relies almost wholly on 3D CGI effects, but is short-lived, lasting only a little more than a decade (1993 to 2005). It attempts to take over the Fourth Generation, but 16-bit consoles are incredibly very popular still. Game discs are introduced as possibly replacing cartridges. Notable consoles during this time are the first Playstation, the Nintendo 64, and the SEGA Saturn, with handhelds including the Game Boy Color and the VirtualBoy.
  • The Sixth Generation, also known as the "128-Bit Era", greatly enhances the 3D capability of the previous generation, and begins using game discs as the default format. Beginning in 1998 and ending in 2015, this generation also upgrades handhelds to 32-bit, and introduces network play to the home. Notable consoles for this time period include the Playstation 2, the Nintendo GameCube, the first Xbox, and the SEGA Dreamcast. Handhelds include the Game Boy Advance and the Bandai Wonderswan Color.
  • The Seventh Generation is the first generation where TV consoles use wireless controllers (using Bluetooth or other radio frequencies) as the standard peripherals, allowing for unique forms of game play not possible in previous generations. Consoles during this time also began to transition to High Definition as the standard display format, and integrate digital shops so one can buy games from the comfort of their own home. This generation began in 2004 and officially ended in 2018, although this generation still is quite popular as of the time of this post. Notable consoles that come from this era include the Wii, the Playstation 3, and the Xbox 360. Handhelds include the Nintendo DS and DSi variants and the Playstation Portable, as well as educational gaming systems like the Leapster 2.
  • The Eighth Generation is the latest generation, starting in 2012, and which rivals the smartphone and tablet industry. Consoles during this time greatly enhance video game quality and digital services, and in later years begins to take advantage of smart devices by integrating them alongside the consoles. Handhelds also become more advanced, taking on more games that are also available on the TV consoles. Notable devices include the Wii U, Nintendo Switch, Xbox One, and Playstation 4. Handhelds include the Nintendo 3DS family of systems and the Playstation Vita.
What notable differences will be in the Ninth Generation? IMHO, the ninth has already started with the Switch, but I'm only referencing what Wikipedia says.
To be honest, I would cross out Nintendo console from the 7th gen forward. After the loss of two previous console, Nintendo had stop chasing technology and focus on function over power. Instead of upgrade their console to next gen, they make a brand new console every gen. They already show they are more than ready to ditch the successful console for a complete new one. So instead of more powerful Wii, we have Wii U with screen controller instead of motion stick. And instead of more powerful 3DS or Wii U, we got Switch which is basically the first handheld home console hybrid. I not even sure their "next gen" console will be anymore but it sure as hell won't be a more powerful Switch.
 

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Man, i like articles like these!

--------------------- MERGED ---------------------------

  • The First Generation was the starting point of it all! This began in 1972 and ended in 1980. Most of these are dedicated consoles with
There where games before first generation though...so technically 1st generation wasn't the 1st generation gaming vise.
Also nes wasnt really a thing that propelled gaming..just aying...i mean maybe in US it was idk.
 

duwen

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So, let's do a synopsis of each generation:
  • The First Generation was the starting point of it all! This began in 1972 and ended in 1980. Most of these are dedicated consoles with no expansion. Notable consoles in this generation include the Magnavox Odyssey and Nintendo's Color TV Game series.
  • The Second Generation saw more consoles made to accept cartridges than the first. It is sometimes called the "4-Bit era". This period began in 1976, and although dedicated gaming consoles suffered during the Video Game Crash of 1983, the generation survived until 1992. Notable consoles in this generation include the Atari 2600, Mattel's Intellivision, and ColecoVision.
  • The Third Generation, also called the "8-Bit Era", saw a new wave of consoles that survives the Game Crash and saved video games. We also get to see more consoles being made affordable for the common household. It ran from 1983 until 2003. Notable consoles for this generation include the Nintendo Entertainment System, the SEGA Master System, and the Atari 7800.
  • The Fourth Generation, also called the "16-Bit Era", saw many enhancements in gaming, including better cartridges, more 3D implementation, and more vocal effects. It ran from 1987 until 2004, and also brought on the popularity of 8-bit and 16-bit handheld systems. Notable consoles here are the Super Nintendo Entertainment System, the SEGA Genesis, and the TurboGrafx-16, with handhelds being the Game Boy and Game Gear.
  • The Fifth Generation, which introduces 32-bit and 64-bit consoles, relies almost wholly on 3D CGI effects, but is short-lived, lasting only a little more than a decade (1993 to 2005). It attempts to take over the Fourth Generation, but 16-bit consoles are incredibly very popular still. Game discs are introduced as possibly replacing cartridges. Notable consoles during this time are the first Playstation, the Nintendo 64, and the SEGA Saturn, with handhelds including the Game Boy Color and the VirtualBoy.
  • The Sixth Generation, also known as the "128-Bit Era", greatly enhances the 3D capability of the previous generation, and begins using game discs as the default format. Beginning in 1998 and ending in 2015, this generation also upgrades handhelds to 32-bit, and introduces network play to the home. Notable consoles for this time period include the Playstation 2, the Nintendo GameCube, the first Xbox, and the SEGA Dreamcast. Handhelds include the Game Boy Advance and the Bandai Wonderswan Color.
  • The Seventh Generation is the first generation where TV consoles use wireless controllers (using Bluetooth or other radio frequencies) as the standard peripherals, allowing for unique forms of game play not possible in previous generations. Consoles during this time also began to transition to High Definition as the standard display format, and integrate digital shops so one can buy games from the comfort of their own home. This generation began in 2004 and officially ended in 2018, although this generation still is quite popular as of the time of this post. Notable consoles that come from this era include the Wii, the Playstation 3, and the Xbox 360. Handhelds include the Nintendo DS and DSi variants and the Playstation Portable, as well as educational gaming systems like the Leapster 2.
  • The Eighth Generation is the latest generation, starting in 2012, and which rivals the smartphone and tablet industry. Consoles during this time greatly enhance video game quality and digital services, and in later years begins to take advantage of smart devices by integrating them alongside the consoles. Handhelds also become more advanced, taking on more games that are also available on the TV consoles. Notable devices include the Wii U, Nintendo Switch, Xbox One, and Playstation 4. Handhelds include the Nintendo 3DS family of systems and the Playstation Vita.
What notable differences will be in the Ninth Generation? IMHO, the ninth has already started with the Switch, but I'm only referencing what Wikipedia says.

Also nes wasnt really a thing that propelled gaming..just aying...i mean maybe in US it was idk.

Yeah, that's an undisputable list of facts... but it is heavily weighted to a North American point of view. I know as someone that's experienced each gaming generation first hand from a European perspective I can certainly disagree with a lot of that bias and inference. And I'm sure Japanese gamers would have an equally different view, perhaps seeing the MSX as the most important system of it's generation.

I mean... how can the Leapster 2 get a mention but the Neo Geo doesn't?
 
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medoli900

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If you look up the definition of "not aged well", there will be only two words: Nintendo 64.
I can't think of a single game that was praised at the time that aged well. I tried to get into the N64 library these last years, and really don't see the appeal that everyone seems to find to games like Mario 64, Banjo and Kazooie, Zelda OOF and Zelda MM. The only game I kinda enjoyed was Pokémon Snap and Rocket: Robot on Wheel, which don't really have a modern day equivalent (until New Pokémon Snap).
 

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Yeah, that's an undisputable list of facts... but it is heavily weighted to a North American point of view. I know as someone that's experienced each gaming generation first hand from a European perspective I can certainly disagree with a lot of that bias and inference. And I'm sure Japanese gamers would have an equally different view, perhaps seeing the MSX as the most important system of it's generation.

I mean... how can the Leapster 2 get a mention but the Neo Geo doesn't?
First off, I kind of live in North America, so that explains part of my bias. Secondly, this information comes from Wikipedia, so take it up with them if you don't like the way the generations are ordered. Thirdly, I didn't feel the need to choose every single console that made it in each generation. Fourthly, I don't particularly like Neo Geo, so that's why I neglected to mention it, but then again this was a list that I made (based off of Wikipedia, but that's beside the point here), so I can include whichever consoles I wish to include here, which is the other part of my bias. Lastly, video games pretty much originated in the U.S., so that's why this list shows consoles mainly released in the U.S., instead of including things like the ZX Spectrum or the Famicom Disk system.

If someone is willing to take on the generations from an European or Japanese point of view, I would be happy to read those lists. I know of a few consoles from those regions; I can do my best to help make the list. :)
 
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duwen

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First off, I kind of live in North America, so that explains part of my bias. Secondly, this information comes from Wikipedia, so take it up with them if you don't like the way the generations are ordered. Thirdly, I didn't feel the need to choose every single console that made it in each generation. Fourthly, I don't particularly like Neo Geo, so that's why I neglected to mention it, but then again this was a list that I made (based off of Wikipedia, but that's beside the point here), so I can include whichever consoles I wish to include here, which is the other part of my bias. Lastly, video games pretty much originated in the U.S., so that's why this list shows consoles mainly released in the U.S., instead of including things like the ZX Spectrum or the Famicom Disk system.

If someone is willing to take on the generations from an European or Japanese point of view, I would be happy to read those lists. I know of a few consoles from those regions; I can do my best to help make the list. :)

I respect all of that, and like I said it's an undisputable list of facts heavily weighted to a large (yet marginal) geographical demographic. Regardless of personal opinion of the Neo Geo (and indeed how niché it was) it was the first home system with true parity with arcade hardware - which was something that never happened again (unless you count the Dreamcasts architecture being a lesser version of Naomi hardware) and therefor arguably a pretty important milestone in console history.
While a lot of the early evolution of video games was US based it was the Japanese that took the arcade experience to the next level starting in the mid/late 70's and continuing for the next couple of decades and European hobbyist coders in the late 70's/early 80's that began to define the scope of home systems. This was all occurring while the American scene oversaturated with increasingly lower quality titles and poor arcade ports, which lead to the inevitable NORTH AMERICAN games crash (a phenomenon not experienced elsewhere in the world). Thankfully, all of this combined global development lead to an increasingly robust state of home gaming during the 90's and onwards.
 
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HarveyHouston

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I respect all of that, and like I said it's an undisputable list of facts heavily weighted to a large (yet marginal) geographical demographic. Regardless of personal opinion of the Neo Geo (and indeed how niché it was) it was the first home system with true parity with arcade hardware - which was something that never happened again (unless you count the Dreamcasts architecture being a lesser version of Naomi hardware) and therefor arguably a pretty important milestone in console history.
While a lot of the early evolution of video games was US based it was the Japanese that took the arcade experience to the next level starting in the mid/late 70's and continuing for the next couple of decades and European hobbyist coders in the late 70's/early 80's that began to define the scope of home systems. This was all occurring while the American scene oversaturated with increasingly lower quality titles and poor arcade ports, which lead to the inevitable NORTH AMERICAN games crash (a phenomenon not experienced elsewhere in the world). Thankfully, all of this combined global development lead to an increasingly robust state of home gaming during the 90's and onwards.
True, Neo Geo was pretty revolutionary. Also, it's true what you said about the Japanese; we who live in the U.S. can truly say "thank you" to them for helping our fledgling video game business thrive. Nintendo, Sony, SEGA, and SNK, among many others, all were Japanese companies that helped a great deal here in the U.S., while a handful of European companies, like Philips and Nokia, had some video game console releases. Most of the European video game makers who made things for the U.S. are known more for their games instead of their consoles. Amstrad, the BBC, Acorn, and others typically focused on console releases in Europe (mainly the U.K., but also in major countries like France, Germany, Spain, Finland, and Sweden), instead of porting their systems to the U.S. or elsewhere.

If I was to expand my list of each generation and include another continent, it would probably be Asia (focusing mostly on Japan, Hong Kong, Taiwan, and South Korea), since several of those consoles also had global releases. A European generation list would mostly be Europe-specific, since most consoles found there were made in other continents and had global coverage, or are made in Europe only for Europe. That doesn't mean that there weren't groundbreaking technologies in Europe, but most consoles I'd mention that are in Europe would be limited to Europe.
 

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