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  • Mordeth Award - Surprise! Released project with the longest "development time"


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    Doom 32X Resurrection - Victor Luchits et al

     

    Not all of Doom's myriad console ports were made equal. And while the 32X version wasn't the bottom of the heap, it certainly wasn't near the summit. Rushed through development in a brutal crunch that required John Carmack to camp out at Sega's headquarters in Redwood City in a bid to hit the launch date for a hardware add-on that was destined to fail. Senior producer Scot Bayless would sum up the doomed effort years later: "[Carmack] worked his ass off and he still had to cut a third of the levels to get it done in time. What amazes me now is that with all that going on, nobody at Sega was willing to say "Wait a minute, what are we doing? Why don't we just stop?" Sega should have killed the 32X in the spring of 1994, but we didn't. We stormed the hill, and when we got to the top we realized it was the wrong damn hill."

     

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    And so, the 32X version sat for many years as an expensive, slightly bumpy novelty. Until January, when Victor Luchits and his team emerged out of nowhere with Doom 32X Resurrection, a staggering titan of code sitting somewhere between a ROM Hack and a source port. In effect, the entire game engine surrounding 32X Doom has been more or less replaced with a re-do based on the Jaguar Doom source code (or more specifically, Quasar's PC port Calico). The end result of this re-port, free of the confines of having to hit a a tight, arbitrary deadline, is a staggering boost in quality and performance. Whereas the original 32X release lacked some lighting detail and didn't run so much as it walked, Resurrection screams along a resolution and framerate that, while not quite at the level of the DOS original, is close enough for government work. It's honestly stunning to consider that they're both running on the same hardware!

     

    If that was where it ended, it'd be worthy of praise enough, but no. Resurrection goes yet even further, with a completely redone (and considerably less farty) soundtrack, support for CD audio and the Jaguar Doom IWAD, more customizable controls (including Sega Mouse support), stereo sound panning, and the true cream of the crop: Two player split-screen multiplayer. On a 32X. At a playable framerate. On a 32X, the system that struggled enough with one player.

     

    The 32X was a short-lived stop-gap killed off in favor of the Saturn, marred further by having one of the lower-quality official Doom ports. Resurrection restores some much-needed posthumous dignity to the system, and stands true testament to the incredible and slightly-terrifying homebrew coding scene surrounding Sega's hardware diaspora. Long may they continue!

     

    Now then, if Vic and his friends are reading, about that Saturn version...

     

    - Kinsie


  • Odyssey of Noises - Best original soundtrack for a Doom project


     

    This year we've decided to present this as a dual award, focusing on one selection representing the midi/mus format of classical Doom music, and one representing the nascent and freewheeling digital realm.

     

    DootawardArrival OST - @AD_79

     

    Representing traditional midi music, this year's selection is the OST for Pavera's Arrival, composed by AD_79. As an album, AD_79's work here is an all but perfect fit for the mapset it's paired with, conveying an intoxicating air of melancholy shot through with distant but all-impacting overtures to desperate hope, playing off beautifully against the lushly shadowed and topographically inhospitable worlds of Arrival, which are a joy to experience by dint of their spacious, multi-layered quality inviting constant fluid movement. In line with the modern (i.e. post-BTSX / stewboy / Esselfortium) school of midi composition, AD_79's approach is to explore a variety of moods using a relatively focused cast of voices, versus the instrumentally eclectic experimentalism of the classical era of Klem, Shaw, et al. In nearly all of these pieces, the rhythm section predominates, emphasizing forward movement and drive. Drums beats and fills are carefully measured to subliminally suggest that one ought to move-move-MOVE but also take time to drink in the surroundings; bass guitar is often functionally the lead melodic instrument, with a variety of chimes and occasional woodwind taking a prime role in providing poignant texture and countertexture, as well as serving as primary purveyors of motif/leitmotif over the course of the game. The overall impression is overcast, stormily symphonic, yet understated in the way that only truly gifted composers are comfortable being. The emotive power of this soundtrack has already been recognized by the community at large, with a number of these tracks appearing nearly as impactfully outside of Arrival itself, most notably "Digital Nomad" (m01) and "Inhabitants" (m05).

     

    DootawardAshes: Afterglow OST - @PRIMEVAL

     

     

    Representing the hi-fi realm, this year's selection is the impressively robust soundtrack for Vostyok and ReformedJoe's Ashes: Afterglow, courtesy of the multitalented Primeval, who you may remember from last year's Bastion of Chaos, among others. As a TC, Afterglow is a paean not only to 1980s post-apocalyptic road movies but to 1980s grindhouse/genre cinema in general, and Primeval is able to effortlessly keep pace with this eclectic tapestry of musical references and influences. Afterglow is a significantly more slow-burning and atmospheric affair than its predecessors, and its variety of decayed and rad-poisoned vignettes afford Primeval space to explore more eerie and minor-key moods reminiscent of Fabio Frizzi or even Goblin in tracks such as "Undercity" or "The Gap", while overworld and more expressly action-oriented sequences ala "Lazer Tag" revolve around pulsing, driving electronic beats falling somewhere between Jesper Kyd and (Scuba would not forgive me if I failed to make the reference) the mid-period scores of John Carpenter. Added to this is Primeval's own modern context and personal voice, with many of the more ambient soundscapes moving away from straightforward 80s melodicism in favor of trudging trip-hoppy beats juxtaposed with jangling guitar strums, fuzzy noisescapes and just a touch of the author's signature crusty rhythm and dramatic electric lead guitar. As a whole, the Afterglow OST is as diverse as the ruined biosphere the game's protagonist traverses, and proof positive that a musical work can successfully be both a faithful, studied genre piece and a fresh new observation at the same time.

     

    - @Demon of the Well

     


  • Codeaward - Most noteworthy programming effort of the year


    6_codeaward.png?_cb=1544275061@kraflab

     

    In a typical year, the Codeaward would be a project-focused dedication. It even started out that way in 2021, with our boy kraflab furiously advancing the development of the speedrunner-oriented PrBoom+ fork he's in charge of - dsda-doom, named after the eponymous archive. What seemed like a niche choice for dedicated tryhard dorks suddenly grew wings and became a major force on the source port market.

     

    Let's start with the sweet nerd stuff: Rewind frames, oh baby. This means the port stores save states continuously and lets you... rewind the game with a keypress and jump back to stored keyframes. Is it cheating? Yes. Is it the heavens smiling upon you after you died to a stupid trap 20 minutes past your last save? It's okay, my child, you are loved.

     

    Next: on the fly map restarts. This may sound trivial, but it was a seismic change in the speedrun community. In the past, grinding a short speedrun meant hundreds of application restarts just seconds apart. And let's say Windows is not up to that task repeated for several hours. Well, nowadays grinding demos has never been so much fun! (Please ignore that it has never ever been fun.)

     

    Now we need to talk about heresy. Betraying God has never been more faithful in 20 years! kraflab decided that he will implement full support for Heretic and Hexen, and in the process dsda-doom became the most precise emulation of the original games, outperforming even the chocolate variants in vanilla demo playback. This may have provided a spark to the illustrious-but-tiny Heretic/Hexen speedrun community, may they live long and prosper.

     

    Yet it was the end of the year when the other shoe truly dropped. kraflab introduced basic (and experimental) implementation of the Hexen-in-Doom format, opening the gateway to supporting ZDoom maps. Now let's calm down, everyone, this is NOT a hostile Ztakeover. Yet. This is rudimentary support for early Zdoom maps which doesn't even include slopes, ZDoom's ACS, Decorate or any of the billion Zdoom features accrued over the years. Yet.

     

    At this point we finally get to discuss why the dedication surpasses dsda-doom and extends to kraflab personally. Have you heard about our Lord and Saviour MBF21? Let me spin a tale. Once upon a time, there was a port called Marine's Best Friend, an odd extension of Boom. And then it sort of went nowhere, because ZDoom became the hegemon, except when PrBoom+ implemented support for it as the infamous "complevel 11". Everyone accepted cl11, but no one ever used it (until Valiant, the big famous MBF-based project). And then fabian's source port Woof came along and proved that cl11 was a big stinky sham. Not only did it show that pr+'s implementation was unfaithful, it also reminded us of "options", a lump that lets mappers specify how the map should behave without the hardcoded defaults pr+ mandated.

     

    And thus, complevel 11 was dead, long live complevel 21. kraflab assembled a task force of elite nerds that would help revive true MBF, but also abuse this situation to push for subtle fixes and changes. And so they did. The result is one of the most impactful moments in the past decade(s), because it provides extension to Boom mapping with a clearly defined standard that's implemented in dsda-doom and Woof, and it's getting there in GZDoom, Eternity, Retro, Odamex and perhaps more. Trust me, if you haven't heard about it yet, it will come to a theatre near you.

     

    Oh and then there's DSDhacked, a specification that removes limitations of Dehacked namespace sizes to enable "unlimited everything" (other source port developers hate him). It's meant to be a future-proof solution, but it is attempting to supplant already existing solutions, so we'll see how this battle pans out several years down the line.

     

    All in all, kraflab has achieved a lot this year, and he's drawn himself an audacious plan to follow up, so keep an eye on him, perhaps we'll see him here yet again.

     

    - @dew

     


  • Machaward - Most creative, unusual, or artistically compelling project of the year


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    The Unmaking - @scwiba

     

    Ever since Doom 64 was remastered last year, it’s seen an unprecedented resurgence in relevance. Some projects have opted to bring the unique sprites and sounds into Doom II projects, some just use the weapons, but custom content specifically using Doom 64’s engine has been quite sparse- well, until now. 

     

    Scwiba’s “The Unmaking” contains 40 levels akin to a box of chocolates- each unique and more flavorful than the last. While it’s essentially a mixed bag of concept maps, it exudes an interesting cohesion, both in its quality and overall atmosphere, doing a good job at revisiting many of the eerie corridors, rusty space platforms and ornate demonic fortresses that made Doom 64 so memorable in the first place. The scale, however, is definitely on another level, for never have those towers in the mist been so tall and unnerving, never have those dark strongholds under a fiery green sky been so majestic and terrifying. The UnMaking is also a follow-up to scwiba’s other Un* projects, known for their creative gimmicks and mapping tricks, except now, with the scripting system, spooky ambience and expanded featureset that only Doom 64 can provide, and it is worthwhile to look at a few examples to illustrate the creativity on display here.

     

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    In “Ghost Stories”, the techbase’s seemingly abandoned corridors occasionally see ghosts pop up, only to disappear shortly afterwards, fading away into the darkness, all thanks to the built-in spawning system of D64. Are they monsters waiting for the right time to strike, apparitions from the past being shown again as a warning, or merely figments of your own imagination? In “Blast Processing”, the ammo-starved player releases a series of homing fireballs which he then has to “herd” into a series of immobile cacodemons, should he want to proceed: not only is it a creative use of the rarely used D64 projectile and the scripting system of the engine, but also a fun spoof on the (in)famous revenant projectile herding tactics that some slaughtermaps employ. In “Do Not Wake Mother”, Doom 64’s favorite new enemy takes the center stage as the player is required to find a series of switches to shut down the doors leading to the Motherdemon, for that is the only safe way to render her unable to hear the gunshot you will need to activate the switch leading you out of the building.

     

    For as many maps follow in the Doom 64 footsteps thematically, the UnMaking nevertheless remains unafraid to create some strange and unique scenarios. Prismatagoria is easily the strongest example of this, its use of solid textures giving the map a strange sense of emptiness in the rooms of tall white towers but then bursting forth with vibrant colors and geometry straight out of a synthwave music video. In Remember the Hellamo, the well-loved invasion style gets an extra kick with waves of enemies silently conjured up in the distance, their shadows mysteriously convening through the red sea, onto the broken fortress you’re to protect with your last breath. Good Night and Good Luck, the penultimate map, employs constricting darkness to either make you move quickly, or to squeeze you into the smallest space it can, leaving you holding on for dear life while fighting the enemies you can only hope make themselves known by their eager attacks. 


    The UnMaking, then, is not only a fitting conclusion to scwiba’s puzzle series, and a great, inventive megawad all its own, but, with due hope, may it act as the harbinger for a renaissance of Doom 64 custom content going forward. Bring it on!

     

    - @Dynamo / @Major Arlene


  •  

    2143949703_6_creatoroftheyear.png?_cb=15Creator of the Year - @Tarnsman

     

    Some Creators of the Year storm the scene and claim the crown with a grand entreé that leaves no one second guessing. Others grow into it over several years, showing a steady learning curve towards greatness. Some return from a lengthy hiatus with a bombastic comeback, dazzling us with mature competence of a project that knows what it wants to be. And then there's a very small group of Doom journeymen who seem to hang around since forever, showcasing their skill and brilliance with every contribution they make. Except those drip in slowly, spread between various community projects, speedrunning sessions and secret unreleased megawads. Members of this last group often garner everyone's respect for a long time, but pinning them down to a certain year tends to be futile.

     

    Unless... they decide to have a statement year. We saw this happen with Lainos and dobu gabu maru in the past, however I'd say even their hallmark years pale in contrast with the show Tarnsman has put on in 2021.

     

    Tarnsman's been considered the prodigal child ever since he entered the scene in roughly 2011. Yet he immediately ensnared himself in a string of high and low-profile team projects that included Doom 2 the Way id Did, Back to Saturn X, The Adventures of Square, Abyssal Speedmapping Sessions and a whole bunch of other names that ensured he was signed under everything and... well, nothing. Year after year after year, Tarnsman had credit to a map or seven here or there, but not really a star project tied uniquely to his name. But this whole time the mad mapper was scheming and planning. Deep down in his underground base atop of a secluded mountain, he was dilligently designing for a better half of the last decade.

     

    And then, inside of two months, Tarnsman released a 32-map vanilla-compatible pseudo-parody on Doom the Way id Did, and a four episode, 36-map partial conversion megawad for the Eternity Engine. Simply outrageous. I will leave it up to my colleagues to sing the proper odes to those particular projects, but let us focus on the man of the hour. Throughout his career Tarnsman proved to be a grandmaster of synthesis, and his ability to riff on other mappers becomes absurdly clear in this year's crop. Where D2TWID provided careful analysis of Doom 2's design tropes, D2ISO mixes the original and the derivate and infuses both with irreverent parody, not allowing rules to stand in the way of a good chaingunner eff-you trap.

     

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    Furthermore there's Tarnsman's Projectile Hell, a project almost completely dedicated to mess with the player and murder them dead with unfair ambushes and gotcha scenarios. In this ode to Valiant (among other things), Tarnsman embodies skillsaw's dark side and asks "what if it was all bastard-tough Touhou-like bullet hell meta with glass cannon balance and anime references?" Like recreating the exquisite technique that went into painting Mona Lisa, except moving her in space. And replacing the smile with ahegao face. And if you think the many ways you die playing these maps are cheap and unnecessary, Tarnsman might ask you to record yourself crying about it. It's his house and his rules.

     

    We also shouldn't forget that Tarnsman organized a mapping contest this year that celebrated his 10 year anniversary in the community, one that yielded some award-worthy content and gave the winners a big fat reason to smile. Read: the winner got a thousand bucks from him, so you could say people were motivated to join and try their best. But that too should be covered by a separate article. All in all, Tarnsman prepared quite a spectacle for us to close out his Decade of Doom and it's only fair we give back a little something to him.

     

    - @dew

     


  • 2021 Cacowards


     

    Espi Award for Lifetime Achievement

    • Xaser

     

    Top Twelve - Page 1

    • Heartland
    • Lullaby
    • Ashes: Afterglow

     

    Top Twelve - Page 2

    • Tarnsman's Projectile Hell
    • Fractured Worlds
    • Unhallowed

     

    Top Twelve - Page 3

    • Doom 2 in Spain Only
    • Infraworld: Coma Moonlight
    • Arrival

     

    Top Twelve - Page 4

    • Haste
    • Infested
    • 1000 Lines 3

     

    Special Features

    • Tarns/Jimmy Contest
    • RAMP
    • Speedmapping
    • Promising Newcomers

     

    21 More for 2021

     

    Multiplayer Awards

    • Rott!Zone
    • Insanity DM
    • Strife Co-op Project

     

    Gameplay Mod Awards

    • PainSlayer
    • Widepix
    • Corruption Cards

     

    Other Awards

    • Mordeth Award
      • Doom 32X Resurrection
    • Codeaward
      • kraflab
    • Machaward
      • The Unmaking
    • Dootaward
      • Arrival / Ashes: Afterglow
    • Creator of the Year
      • Tarnsman

  • THE YEAR IN DOOTING


     

    Hey rd here. The Doom community has sure come a long way from that year Jimmy and Stewboy were held captive in Alfonzo's basement and forced to make most of the music. Dozens of capable composers are working now, and the year's onslaught on the wad archives was supported by an equally welcome onslaught on our eardrums.

     

    If you want a change-up from the official tunes, the community has put together MIDI packs for Doom 2, the Ultimate Doom, TNT: Evilution, Heretic, No Rest for the Living, and the Master Levels. D_RUNNIN might be so amazing that thousands of mappers have flocked to it over the years, but even it can outstay its welcome!  

     

    Even beyond the Dootaward, which we felt compelled to fork into two awards -- received by AD_79's Arrival OST and Primeval's Ashes: Afterglow OST -- many of the year's good wads came paired with bespoke soundtracks, such as Atmospheric Extinction OST by Velvetic; Doom: Damnation OST by ofisil; Time Tripper circuit01_abyssal by msxplus; and 1000 Lines 3 OST by AD_79, Psyrus, Dragonfly, and Eris Falling; and Heartland OST by stewboy. Internally, we had a very close call about which scores to recognize with the Dootaward, and it was widely held that the latter three were neck and neck with the two selected. 

     

    Last but not least, some musically inclined community members have produced standalone albums that are worth a listen, which include Voyager EP by Eris Falling, Slipgate by BouncyTEM, and a few MIDI albums by Dragonfly, the latest being The Way of the Odonata.

     

    Ages ago, megawads like Hell Revealed had to be lucky they could borrow excellent soundtracks from other games, composed by people in the industry like Lee Jackson. And it wasn't quite ages ago that you could find good wads still graced with Doom 2's early starport Taco Bell soundscape. The evolution towards music being taken more and more seriously -- whether well-considered replacements or bespoke compositions -- has been a blessing both major and minor.  

     

    Besides, nowadays, you just might find @leejacksonaudio himself on Doomworld, contributing to these community MIDI packs.


  • HOOKED ON SPEED


    In a year that catered to speedrunners like no other with some fancy new tools, the runners gave back. Shortly after last year's roundup, @ZeroMaster010 overtook @Looper's Doom 2 30UV by a single second to 17:54 (demo/video), but the latter went on an incredible grind throughout January and February. During his regularly streamed sessions, cheered on by the entire community, he incrementally improved the record all the way to 17:29 (demo/video), mostly by just perfecting what was already absurdly good. Or maybe reorganizing his trademark Cola bottle tower. His timing couldn't have been more impeccable (ha ha), because the next month @Karl Jobst released a video mapping the the run's history, which remains up-to-date for now. On the Plutonian side of things, @eLim took down a 3-year old 30UV record by impressive 38s to 19:21 (demo/video), but it'd stand only for three months before Zero-Master would retake it with 19:08 (demo/video). Sorry eLim, the tradition continues... What does stand out from the norm is Zero-Master doing max runs. Which ones? All of them, in a sense. On September 1st, he dropped a demopack that dramatically improved every UV-max IL of Plutonia, along with a compilation video. And he's currently brigading Sunder in the same manner.

     

    With the shennanigans of the big three out of the way, let's look at some new talent. In particular, two deathmatch superstars @Zddastan and @Dsparil showed just how much "core movement" matters and produced a bunch of amazing speed records. Dastan showed off his clean running in a string of -nomo runs, culminating in a wonderful pacifist of map24 in 32.46 (demo/video), almost half a second off Looper's second barrier breaker. Dsparil focused on Ultimate Doom episode runs and managed to conquer WRs for all four of them: E1 in 5:24 (demo), E2 in 3:49 (demo), E3 in 3:55 (demo) and E4 in 3:42 (demo). However Zero-Master struck back once and retook E2 with 3:44 (demo/video). Then again, Dsparil stole ZM's TNT d2all, newly clocking at 36:14 (demo). TNT also saw a d2all max improvement by our favourite oldtimer @Vile, now coming at a blockbuster feature length of 2:23:06 (demo/video). He similarly improved his own Plutonia d2all max to 1:38:21 (demo/video). For a fun comparison, go add up all of ZM's individual records together.

     

    Speaking of vile and maxes, just a few days ago he dropped a lovely run on Community Chest 2's legendary Mucus Flow in 17:14 (demo), but he's been busy dropping other impressive maxes all year, say, Sunlust map24 in 12:59 (demo/video), Swim with the Whales map02 in 8:26 (demo/video) or Stardate 20x7 map05 in 9:03 (demo/video). There's also @Daerik with a tricky execution of Sunlust map30 in 23:21 (demo/video). Also I'd like to thank both for uploading the videos just a few days ago! One should also take note of newcomer @mhrz, who introduced themselves nicely with Toilet of the Gods map01 in 11:08 (demo).

     

    Then there are the ultra-marathon, ultra-hard d2all maxes. They became a running theme this year. There's @Nevanos who cut down over 20 minutes from Daerik with  Sunlust in 4:00:49 (demo/video). Daerik focused his efforts elsewhere, e.g. Stardate 20x6 (1:55:21 - demo/video) or Going Down (1:52:26 - demo/video). One of the most popular demos of the year is @David Asaad's Stardate 20x7 in 2:40:16 (demo/video). If we measured feats by sheer endurance, surely there would be podium spots for @johnfrinky's Hell Revealed in 6:05:42!! (demo/video) and @NightTerror with his 5:25:12!! romp through the sequel (demo/video). There's also @Starduster's comparatively brief affair with Scythe in 2:04:29 (demo/video), which includes a linedef skip on Run From It to allow killing monsters without the severe timelimit. Last but not least, there's @Ancalagon's max of Bastion of Chaos in 56:07, which technically isn't a movierun, but it almost has the length of one.

     

    All in all, this was a year of unparalelled activity. New runners trying to establish themselves rampaged across the archive and the annual totals are absurdly high, easily beating even last year's record. A partial credit for that goes to @4shockblast and his topical challenges, particularly September's "Beat 1000 Table Fillers Month", which created an unparalelled flurry of activity that aroused even the writer of these words from a half-decade long hiatus. The victor and most prolific demo creator of the year surely has to be @Bdubzzz whose only failure is to miss the 666 marker by 4 demos. Here's to 2022 goals!


  • WHAT ARE WE STILL WAITING FOR?


    Does this enormous list suggest the boundless enthusiasm for Doom and its relations, or the hubris that will inevitably lead to the community's downfall? Is this the same boilerplate text as last year's column? The answer to at least one of these questions is "yes."

     

    • A Boy and His Barrel

    • Action Doom 3

    • Adventures of Square E3

    • Age of Hell

    • Amiga Demo Party

    • Autobiographical Architecture

    • Autumn Flock

    • Avactor 2

    • Back to Saturn X E3

    • Cereal Killer

    • Cipher

    • CyberShade

    • Dancing in the Abyss

    • Dark Universe E2

    • Darkmoon

    • Delirium

    • Deluge: Onset

    • Deus Vult II-2

    • Doom: The Golden Souls 3

    • Earthless

    • Elementalism

    • Eschatology

    • Final Doom the Way id Did

    • Happy Time Circus 3

    • Heretic: Curse of Darkness

    • HPack

    • Insanity Edged

    • Interstellar Enforcer

    • Kama Sutra 2

    • Kuroneko Project

    • Kuiper

    • Lost Civilization Part 2

    • Lunar Catastrophe 2

    • Mordeth E2

    • Necromantic Thirst

    • Ozonia

    • Panophobia

    • Paralysis

    • Perdition's Gate Resurgence

    • Plutonia 3

    • Realm of Chaos 2

    • The Realm of Z-Magic

    • Reelism 2

    • Relyctum

    • Revelations of Doom

    • Sigil 2

    • Sigma-X

    • Strife: Mothership

    • Somber Density

    • Sunder (v2)

    • Supplice

    • Threshold of Pain 2

    • Treasure Tech Land

    • TNT 2: Devilution

    • Ultimate Doom in Name Only

    • Vela Pax


  • DID YOU KNOW...


    December 10th marked the 28 year anniversary of Doom?

     


    DID YOU KNOW...


    Mordeth E2 was still not released in 2021 despite over twenty-three years of development?

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