Game Night: Let’s Dunk on Ghosts in ‘Scarred’

Scarred is a cautionary tale. It was rushed to release before it was ready, and as a result, it’s riddled with bugs and weird mechanical decisions. There’s nothing here that a few more rounds of playtesting couldn’t have sorted out, and the publisher has offered an apology and said that they’re working on fixes. For right now, it’s an ambitious mess.

Ordinarily, that would mean that I put it aside for now and focus on something else, but Scarred was already my emergency fallback pick for this week’s column. It’s been a weird few days, even before roughly a third of the remaining American games media got torched for the insurance money.

Anyway, it’s a shame that Scarred shipped in a broken state, as I wanted to like it more than I did. It’s a short, cheap horror game set in modern-day Singapore, with no real gore, lots of atmosphere, and the occasional big jump scare. It’s the sort of thing you’d pick up if you wanted to kill an evening or a weekend.

Alan Wong is a high school student and basketball player who’s trying to figure out what he wants to do with his life. Then his friend Olivia suddenly disappears.

Alan subsequently wakes up outside Olivia’s apartment building in the dead of night with no idea how he got there. When he enters, he discovers the building is now haunted by old memories and new ghosts, many of which involve the parts of Olivia’s life that he never saw.

For the first 20 minutes, Scarred comes off like it’s going to be one of those weakly interactive adventure games that people like to call “walking simulators.” All you really do is walk around and click on things.

Thankfully, that’s just the prologue. Once you hit the first chapter, Scarred opens up its map, adds several puzzles, and gets a little less linear. As you explore Olivia’s building, you collect coins that you can use to unlock access to other floors, which also steadily makes the building more dangerous. Your only means of defense is Alan’s basketball, which you can use to stun some enemies, throw switches, knock over distant objects, or dispel the occasional inconvenient ghost.

By Scarred’s halfway point, it’s evolved from a low-stakes adventure game into something more like PG-rated survival horror. However, that halfway point is also when its cracks start to show.

I was initially inclined to cut Scarred a lot of slack, as it was created by a solo developer, and the first couple of hours are genuinely interesting. Its core mysteries are revealed at a careful pace, it’s got a handful of decent puzzles, and the building itself slowly shifts from a generic apartment building to something creepier and more evocative. I particularly liked the chance to check out some Singaporean horror, since I don’t have much experience with that.

However, the further I got into it, the less sure I was that it had ever been playtested at all. I’ve never run into any of the progress-halting bugs that I’ve seen reported on Scarred’s Steam forum, but I’ve hit several different issues where its mechanics were either flawed or so bad I thought they’d glitched out.

The first boss is a particular low point, which removes your control of your character until a specific, unlabeled split-second window, then kills you if you don’t immediately run away. I’ve also had a consistent issue with enemies placed around blind corners, so it’s impossible to react to them before they kill you, and there’s a forced stealth sequence in the third chapter that’s truly a slog to get through. You can get to the end of Scarred in its current state, but I can’t imagine you’d enjoy the process.

Scarred is one of several indie games I’ve played in the last few years that feel like they got scooped up by a new publisher, then kicked out the door before they were ready for wide release. The only big difference here, as noted above, is that the publisher apologized this time.

There’s nothing wrong with Scarred that couldn’t have been addressed with more testing. The ideas are solid, and there are some genuine storytelling chops on display, but the implementation isn’t there. My plan for the moment is to give Scarred a couple more weeks, then revisit it and hope the developer can pull out a win.

[Scarred, developed by KOEX Studio and published by the Iterative Collective, is now available for PC via Steam for $7.99. This column was written using a Steam code sent to Hard Drive by an Iterative Collective PR representative.]

Trump Announces Tariffs Against Wherever Pikmin Are From

WASHINGTON — In an Oval Office address, President Trump has announced sweeping new tariffs against the Pikmin homeworld.

“For decades these so-called Pikmin have taken advantage of our great American workers,” said Trump. “Aided by the communist Democrat party and at least one pink-haired girl astronaut, they have illegally and viciously dumped foreign fruit into our beautiful free markets. They’ve also been seen smuggling suspicious electronic devices into our beautiful country, all while solving little environmental puzzles and evading very cute monsters. Not anymore. The chaos ends today.”

According to one prominent expert, Trump’s proposed tariffs could have an immediate impact on supply chains worldwide.

“The President doesn’t seem to realize how much American companies depend on Pikmin labor,” said Captain Olimar, the Hocotatian spacefarer who made first contact with the creatures when he crash landed on their planet. “Pikmin are ideal workers – they don’t take breaks, they don’t need to eat. Hell, the yellow ones fucking love to get electrocuted at work. Try finding that in Cleveland.”

SpaceX CEO and Trump ally Elon Musk applauded the policy change, citing interest in someday colonizing the economically weakened Pikmin civilization.

“The [Pikmin] planet seems perfectly able to provide the single daily bottle of fruit juice that humans like me need to survive,” said Musk. “Plus, there is no woke nonsense about labor unions or child support or not boofing ketamine. It’s great. It’s like some genius just walked around his garden and daydreamed the whole thing into existence.”

At press time, one whistleblower from within the Trump administration had accidentally summoned dozens of Pikmin to his side.

Ten AI Movie-Making Tips from a Guy Who Both Hates and Misunderstands Movies

Making movies is hard work and if there’s one thing a passion project shouldn’t be it’s difficult. Every artist worth their salt wishes they could slap together some images and sounds to make a movie rather than the tiresome business of “craft” or “talent”.

As a tech guy working in Silicon Valley, I hate it when art gets in the way of commerce or if art makes me feel things or art that makes me think about my place in the world. No, that’s all for losers so here are my top ten tips for making movies using AI instead of love, hard work, or dedication.

Consistency is for Losers

Continuity errors are something that people complain about with movies but those people are dorks. So what, a character’s drink is a bit more full from scene to scene, or a character changes ethnicity when they leave a room. Big deal. And yeah, maybe the AI means that a character’s entire body might change each frame, but only the dorks will notice and you’re not a dork are you?

Don’t worry about the amount of Fingers.

People don’t notice if your character has six, seven, or even eight fingers on each hand. Just make sure you name the characters after their finger amount like in my movie Johnny 25 Fingers vs the Martians.

Dialogue is Overrated

No one goes to the movies to listen to talking. They want explosions, rock music, and the sounds of engines revving. That’s why in my movies when a character opens their mouths, they don’t speak, they make the sounds of explosions, rock music, and engines revving. It’s cool, effective, and cheaper than buying a subscription to Respeecher.

As long as the car chases are fast no one minds if the car keeps changing make and color

Ever watched Bullitt or The French Connection? Me neither, but I saw some clips on TikTok and they have cool car chases which people like. But those movies are from the 1920s or something so when we’re making movies we tell our AI program to use those other movies but %1000 faster. And yeah, sometimes the car changes make and color and amount of wheels between shots, but when that happens we just speed it up. Yeah, fast cars get me hard in a way that women can’t anymore because of my AI porn addiction.

AI music is the Future.

Music is hard to make, good music even harder. That’s why it’s best to let an AI program make something that sounds like music but without any talent or soul. AI will put instruments together haphazardly and if you want to make Kendrick Lamar duet with Frank Sinatra on a reggae song, you can go nuts. You’ve probably guaranteed your spot in Hell doing that, but it’s better than studying a craft.

Scenes can happen in any order.

Beginning, middle, and end is for pussies. With modern movies, people don’t care what order the movie takes. Tell the AI program to make a movie and who cares if the credits happen five minutes in or a character dies in one scene and is alive in the next? After all, movies are just something to put on in the background while the bros and I are masterminding. Just let me know when the chick with four undulating boobs is onscreen, amirite?

Actors take it as a compliment if you use their image

Actors are busy and they don’t have time to be in every movie they want to be in, or even the ones they don’t want to be in e.g. the ones you’re making. AI gives a quick solution by simply, what’s the word?…stealing their image. They don’t get paid but they don’t do any of the work so it’s really win-win.

When in doubt, make the characters nude

With AI, post-production is basically being God. Want your actor to have different colored hair or eyes or skin? Press a few buttons and voila, your sort of human-looking character now has blond hair and blue eyes. Feel like the scene is missing something? Make everyone nude. Chances are the AI won’t be able to recreate genitals in a way that offends censors even though it might be a crime against nature.

Dead actors can’t say no.

Looking to cast your movie? Look forward to working with prima donna actors wanting to be paid and work reasonable hours. Have fun with so-called thespians who won’t read your script because it’s “bad” or “incomprehensible”. Instead, why not cast Chadwick Boseman or Philip Seymour Hoffman in your movie? They won’t say no to your requests because they’re dead. And because they’re dead, people will want to see your movie so they can see them again. Is it ghoulish? We don’t know the meaning of the word and we’re too busy to look it up.

Viewers don’t want to see a single frame of love or effort in their movies.

You know when you read a movie review and the critic writes that they can see the filmmaker has created a labor of love? Well, that sounds gay and not very alpha. All viewers want is moving pictures in front of their eyes with no distractions like love of craft, creativity, or the slightest hint that a filmmaker has enjoyed making the thing they’re watching.

Dad Puts Life Advice Behind Paywall

EVERETT, Mass. — Father of three Paul Danvers announced he has ceased dispensing guidance unless his adult children pay up, according to intrigued neighborhood dads.

“When my kids were young, I freely doled out my advice,” said Danvers. “But now that my youngest has turned 18, things are changing. I’ve got five decades of accumulated wisdom, and if they want to continue to tap into it, they’re going to subscribe to one of the plans I’m offering. The Economy program is only $10 per month, and entitles subscribers to access my knowledge concerning basic topics like car repair and sports, while the Gold level gives access to the full breadth of my wisdom. This includes advanced home repair, investing tips and even bonus ‘atta boys’ and ‘atta girls’.”

Danvers’ youngest child Lucy was disappointed when her father’s advice was abruptly cut off.

“Dad always gave us great advice when we were growing up, but I guess at some point he realized he shouldn’t be giving this stuff away for free,” said Ms. Danvers. “I decided I’m willing to pay for the Intermediate tier just so I can continue to go to him for his input on important issues. Like last week, I was put in charge of the grill at our sorority cookout and his tips saved the day. However, when I recently asked for his opinion on my new boyfriend, dad told me that sort of content is only available to Gold tier members.”

Ethan Swain, host of a motivational ‘grindset’ podcast, applauds Danvers’ ingenuity.

“It’s the 21st century, dog,” said Swain from somewhere within a thick vape cloud. “It’s not enough just to have a side hustle. Your side hustle needs a side hustle. So if this dude figured out a way to commodify something that most people give away for free, more power to him. I say don’t stop there. He should put together a pitch deck, get some angel investors and launch an app to make it easy for other dads to monetize their advice. You never leave money on the table.”

At press time, Danvers had informed his children of price increases across all tiers and the inclusion of ads with the Basic membership.

RFK Jr. Demands Records of Everyone Who Has Played a Sonic Game

WASHINGTON — As part of his alleged plan to find the cause and cure for autism, US Health Secretary Robert F. Kennedy Jr. has ordered the creation of a national registry of all Americans with autism as well as those that have played a Sonic the Hedgehog game.

“For years, I’ve tried to warn people of the link between vaccines and autism, only to be dismissed by so-called ‘scientists,’” explained Kennedy in a recent press conference. “But in the process, I’ve neglected something only a fool could deny is connected to the recent autism epidemic: Sonic games. Ever since the Blue Blur made his debut in 1991, autism rates have skyrocketed, and countless of those poor, useless children claim to be fans of the series. I don’t know for a fact that Sonic games are the cause of autism, but give me enough personal information and I’ll know it in a few months.”

Disability advocates, human rights organizations, and Sega shareholders have denounced Kennedy’s plan as the beginning of a sinister eugenicist plot, though the Trump administration insists it’s all purely in the interest of national health.

“Any rumors you’ve heard of this being a pretext to send innocent American citizens to concentration camps is simply absurd,” said NIH director Jay Bhattacharya. “We already know how to do that without autism, why make up a reason? No, once we have the names, addresses, and financial information of every single American who’s ever touched a Sonic game, that data will be used strictly for scientific research. Even now, we’re making great strides into uncovering the link between Sonic and autism.” With this remark, Bhattacharya removed the last screw from the case of the Sega Genesis he was taking apart. “Did you know that the original Sonic machine used ‘blast processing?’ I don’t know what that is, but until we know more I can’t rule out that they blasted autism directly into children’s minds.”

While the NIH collects the private medical records of every person diagnosed with autism in the United States, Kennedy has begun consulting various retailers and financial institutions to collect every known instance of a mainline Sonic game being purchased, with hopes of including spin-offs and crossovers by the end of the summer.

“While we’ve been contacted by Secretary Kennedy about our records, we’re appalled by this administration’s efforts to breach our customers’ privacy,” confirmed GameStop CEO Ryan Cohen. “GameStop will not disclose decades’ worth of other people’s confidential personal information so a corrupt government can chase harmful pseudoscience. Not unless they paid us a lot of money for it. Like, a hundred dollars at least.”

At press time, Secretary Kennedy was musing if a real-life recreation of the Carnival Night Zone barrel would make the wellness farms easier or harder to escape.

Kennedy Announces Ban on Most Mountain Dew Flavors

WASHINGTON US Health Secretary, Robert F. Kennedy Jr., announced a ban on all Mountain Dew flavors, except for Baja Blast earlier this week, as part of his ongoing war on sugar. His latest ban came during a heated news conference where Kennedy disparaged the soft drink’s variety of flavors.

“You want to put something called ‘Code Red’ in your body, yet, I’m the crazy one,” Kennedy said to members of the press as they gulped down what remained of their newly banned favorite flavors. “It’s disgusting. It’s making kids fat, ugly, and stupid. If you want to drink Mountain Dew, it has to be Baja Blast. It’s the natural color of the ocean and I should know, cause I’m often swimming through it hunting for seals.”

Kennedy’s ban effectively removes all versions of original Moutain Dew, Code Red, Livewire, Voltage, and Diet Dew from store shelves and soda fountains around the nation. Recipes for discontinued flavors such as Pitch Black and Voo-Doo are to be destroyed and any flavor scientists with memory of those recipes are to be shot in the head, twice. Bottled Baja Blasts are also unauthorized with the ban, though Kennedy noted an intentional loophole.

“Consumption of Baja Blast must be done from a Taco Bell fountain,” Kennedy said before crunching into a Dorito Locos Taco and washing it down with an ice-cold Baja Blast. “I’ve been drinking raw Baja Blast since 2004. There’s no better combo than horse meat and a Baja Blast straight from the source.”

Scientists well versed in Mountain Dew and its effectiveness in culling dense populations of gamers are now worried the ban may lead  to overpopulation.

“Putting it mildly, this is the most humane way for us to control gamer populations,” said Randi Heaton, a scientist who’s worked with the FDA numerous times to cull the invasive species. “No Gamer Fuel means no diabetes, which means longer life spans for your average gamer. Without any population control, message boards and Twitter won’t be able to handle the influx of new gamers. We’re heading for the end as far as I’m concerned.”

At press time, remaining Mountain Dew supplies had plunged after gamers flooded stores to stock up on their favorite flavors, driving the cost of a 2-liter bottle to almost as much as a half-dozen eggs.

Pickup Artist Releases New Course on How to “Persuasion Wheel” Women

IMPERIAL CITY, Cyrodil — A popular pickup artist has released “Wheel Women Into Your Bed,” a course on seducing women with the Persuasion Wheel.

“Delighted to finally share this with you all,” posted Jeremy “Battlehorny Castellan” Bradus. “Women are more confusing than ever before, and rather than attempt the bare minimum like showering or making yourself interesting, men can instead find their next sexual conquest by mastering this clunky-ass minigame from 2005.”

For the price of $879.99, prospective incels can learn incredible techniques from a nine-lesson course. Some of the lessons include “Rotate to Procreate”, “Imperial Breeches to Get Bitches”, and “One Second Charm”. Reviews thus far have been mixed.

“Honestly, I’m still struggling,” admitted Rob Stedrine. “I don’t really know how to tell a joke, and the only thing worth boasting about is my service in Gamergate. If I couldn’t try coercing women, I don’t know how I’d interact with them at all. At least I can just pile them with money.”

As news of the course has spread, support for it has come from an unlikely source.

“Finally,” Todd Howard exclaimed as he brandished a copy of Skyrim. “I invented the Persuasion Wheel to teach people the art of human interaction. My life’s work has been to bestow my incredible knowledge upon humanity, in the form of digital products and expensive DLC. May you lowly scum continue to bask in the brilliance of my mind.”

At press time, several people who took the course complained their infamy was too high to even attempt a conversation with a woman.

Video Essay Condescendingly Reads Wikipedia at You

SAN FRANCISCO — After struggling to find their footing in the content creator landscape, a local YouTuber has seemed to have found their groove by condescendingly reading Wikipedia at the viewer, our sources confirm. 

“After years of trying reaction content and unboxing videos, I finally found what my audience really wants from my channel – a patronizing summary of free information,” said Dylan Whitehead, known as ‘ThePrequelPreacher’ on YouTube. “The hardest part is getting ChatGPT to rewrite the Wikipedia articles from the POV of a privileged white guy with a superiority complex.”

The Gen Z content creator has gone mildly viral with his last two videos – “This is actually why Revenge of the Sith is the best Star Wars” and “You probably don’t understand the depth of Donnie Darko.”

“I usually hate when guys mansplain the intricacies of the Galactic Trade Federation, but for some reason, The Prequel Preacher’s combination of snobby tone and encyclopedic knowledge really works for me,” said one subscriber who argues with every comment that disagrees with the content of the video. “It reminds me of being lectured by a self-righteous librarian.”

This recent online validation has caused Whitehead’s persona to lean into arrogant know-it-all, when in reality, the 23 year old high school graduate hasn’t read a book in almost a decade. 

“I gotta shout out my personal heroes, Joe Rogan and Andrew Tate. Those guys are trailblazers for narcissistic men on the internet who talk about things that they have no knowledge of for validation and attention,” said the self-proclaimed best video essayist on YouTube. “You can do it too! All you need is an obnoxious thumbnail, a rambling title, and the ego of an all knowing god on earth.”

At press time, fellow YouTube video essay creator, HBomberguy, has amassed a 10-hour takedown of the Prequel Preacher’s plagiarism. 

Game Night: It’s Post-Apocalyptic Murder Gardening in ‘INAYAH: Life After Gods’

One of my favorite types of B-movies is when the creators clearly didn’t bother to do any research on filmmaking before they started. No books were read and no questions were asked; every time these people hit one of the thousand problems that crop up on a film set, they freestyled their solution. Sometimes that results in a flash of genius. More often, someone finds a way to either make new mistakes or unearth old ones.

In retrospect, this is a natural consequence whenever some new media technology becomes accessible to any geek off the street. Eventually it’ll fall into the hands of a driven amateur and the results can get a little weird, independently of the quality of the production.

Speaking of which—INAYAH: Life After Gods is a new 2D action-platformer from the (I assume to be) German developer Exogenesis Studios, which funded INAYAH’s development via a successful Kickstarter in 2024.

According to Exogenesis’ bio, the team includes several unidentified “international game and software development veterans” who previously worked on Rogue Trader and Pathfinder: Wrath of the Righteous, as well as a team of artists with experience at Blizzard and Disney.

That’s a stacked lineup for a game that still turned out distinctly off-kilter. INAYAH looks great, has multiple useful quality-of-life features, and is set in a colorful, memorable post-apocalyptic world. However, it’s also plagued by a bunch of mechanical issues that drag down the whole.

Inayah is one of a handful of survivors who live in the ruins of an ancient civilization, which fell so long ago that its creators are viewed by modern humans as dead, unknowable gods. Inayah’s world is full of crumbling tunnels, half-functioning machines nicknamed “iron,” and hostile, mutated plant life.

While exploring the ruins one day, Inayah accidentally reactivates a subway car that carries her to a distant part of the ruins. She quickly discovers that she’s in hostile territory, as the ruins are home to the Ironskins, a band of marauders that orphaned her as a child. They also hold ancient weapons, as well as clues that could lead her to the family she never got the chance to know.

Like Awaken: Astral Blade, INAYAH is a 2D action/platformer that’s got a lot in common with both Metroid and Dark Souls. (I’ve started to feel slightly silly about using terms like “Soulslike” and “Metroidvania,” as they don’t make sense to anyone outside the hobby.) You’re dropped off at one point in a sprawling maze of tunnels and are largely left to explore. As you defeat mutants, you pick up currency that can be spent on upgrades, many of which improve your mobility so you can explore previously inaccessible parts of the map.

You initially get the chance to choose one of 3 weapons, each of which have their own upgrade tree and offer a couple of unique offensive and defensive options. The twin swords let you parry attacks and perform a Zelda II-style up- and downthrust; the fists give you a defensive shield, the ability to climb up certain walls, and an eight-way air dash; and the flail can knock down walls or latch onto magnetic points in the environment.

You’ll eventually unlock access to all 3 at once, which is an interesting overall approach to the formula. Instead of having a traditional double-jump, INAYAH sets you up with some freeform platforming challenges, where you can string your various abilities together to reach new locations. It’s flexible, and the upgrade trees give you a lot of options for customizing your overall approach to both exploration and combat.

However, that also ties into the single biggest problem with INAYAH: it doesn’t convey information to the player very well. It does have a short, basic tutorial that lasts up to the point where you get your first weapon, but you’re never informed about your later movement options or the existence of the upgrade tree. I spent the first hour of the game collecting currency, wondering when I’d get to spend it, then noticed the option to do so had quietly appeared in my pause menu.

The same issue extends to the environments. INAYAH has some incredible art, with an overall style that reminds me of post-apocalyptic stories from Heavy Metal. It’s beautiful, but it’s often difficult to tell at a glance whether something in the environment is meant to be interactive. Whenever I’ve gotten stuck in INAYAH, it’s been because I thought part of the background was a wall or a usable ledge, or because I was supposed to be using new movement options that the game didn’t tell me I had.

It’s the sort of problem that I’ve come to associate with animators or TV producers who pivot to game design. They often create some spectacular visuals or tell an interesting story, but they don’t pay anywhere near as much attention to the mechanics. The result is a game that looks great, but often has a few old mistakes in the mix.

That relegates INAYAH: Life After Gods to the “good effort” pile. It’s a significant achievement as a piece of media, but it’s a significantly flawed video game. I want to like it more than I do, as there’s some real love and effort on display. If its creators get the chance to patch out some of its issues (i.e. outlining or color-shifting interactive objects so they’re easier to see), it could be a decent pickup, but it’s hard to recommend in its current state.

[INAYAH: Life After Gods, developed by Exogenesis Studios and published by Headup, is now available for PC via Steam and Itch.io for $24.99. This column was written using a Steam code sent to Hard Drive by a PR representative for Headup.]

—-

A brief follow-up:

This column marks the end of Game Night’s first year. I pitched this on a random whim, and am sort of surprised it was allowed to go on for this long. I’d be happy to do this for years to come, or until the nation burns down around me, whichever comes first.

In the meantime, thanks for reading, and here’s to a second year of weekly indie games.

 

Loved Sinners? Here’s 5 Other Pieces of Vampire Media You’ll Love by Old White Guys

Sinners blew the doors off of the box office this weekend and left its mark on Hollywood and movie goers alike. I had my issues with the film (it needed more Irish jigs and less cunnilingus). All that aside, Ryan Coogler’s vampiric period piece about appropriation and assimilation still dances around in my head and has me craving more vampire media. I saw my colleagues of the written word were making vampire recommendations and lists, so I thought I would too. Here’s 5 pieces of vampire media I know you’ll love, from the creative minds of old white guys.

 

From Dusk Till Dawn

Sure, Robert Rodriguez does an amazing job directing his first action-horror film, but you have to give all the credit here to Quentin Tarantino’s screenplay. He effortlessly blends elements of westerns, vampiric horror, and a role for himself where he sucks on Salma Hayek’s toes. This is just a good old heist movie where bank robbers take on a gang of vampire strippers. Did I mention there’s a guy with a penis gun?

 

Dracula

Did the women in Sinners have too much agency for you? Prefer your leading ladies to do a little less leading and a little more following? Then I have a book for you. Mina and Lucy are fine characters, but they know how to get out of the way and let the boys play. There are very few vampires in this, aside from the Count and his nameless daughters, but the classic novel does share some themes with Sinners. Count Dracula was the first appropriator, the original Mr. Steal Your Girl.

 

BloodRayne

I’m honestly surprised Tarantino didn’t try to write, direct, and act in the film adaptation of this game series’. Something tells me he would have put his best foot forward.

 

Buffy the Vampire Slayer

If Buffy taught me anything it’s that monsters can be anywhere, including the writers’ room of Buffy the Vampire Slayer.

 

Fevre Dream

When I recall George R.R. Martin’s pre-civil war vampiric steamboat adventure, two things come to mind. 1. I am just glad he finished something. 2. Quentin Tarantino would snatch these film rights up in a heartbeat if he knew how many times the N slur was used in this book.

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