Interview with Patrick Wyatt on TERAHispano.com!

Hey there, TERA Fans! Today, TERA Hispano has posted a great interview with Patrick Wyatt of En Masse Entertainment that's certainly worth checking out. Among other things, it's got good information on Digital River's contract with En Masse.

Great job as always, TERA Hispano! Enjoy!


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TERAHispano: Welcome back to TERAHispano, Pat! Nice to talk with you again! How is everything at the moment in the En Masse camp?

Patrick Wyatt: Thank you Nestor, I’m glad to have the chance to chat with you again. We continue to make a great deal of progress toward publishing TERA, working closely with the developers in Seoul to change the game for Western markets based on feedback from players who participated in our two Focus Group Tests. Our publishing team in Seattle continues to grow as we build a team capable of supporting the influx of players at launch, especially given TERA’s scope. We have also been busy showing TERA at trade shows like Comic-Con in San Diego and Gamescom in Cologne, and we’re getting ready to show fans even more at the Penny Arcade Expo in Seattle in early September. It’s a team effort to get a game ready for launch, and something that cannot be rushed, as we refuse to sacrifice quality. We’re taking our time to get this right because we can only launch the game once.

TERAHispano: Let´s talk first about recent TERA news. The TERA development team announced a partnership with Frogster Interactive to publish TERA in Europe. Would you mind telling us why Frogster was chosen as the game’s operator? Why not control North America and Europe from En Masse?

Patrick Wyatt: When we initially formed En Masse Entertainment we considered the possibility of running TERA across all Western markets. But when you’re building a new company, it makes more sense to do a few things well than to overreach by trying to do everything at once. Consequently, it made sense for Bluehole Studio, the developer of TERA, to identify a partner in Europe who’d complement what we’re doing here in North America, particularly given the strong connection between the two markets. Operating massively multiplayer games requires the coordination of many different disciplines, including marketing, public relations, and community to operations, support, and platform services. There aren’t many companies who have the experience to handle all of those tasks. By picking a partner with extensive experience running online games and firsthand knowledge of the European markets, we’re in a better position to give players the great experience they deserve.

TERAHispano: Do Europeans have anything to be afraid about with this partnership with Frogster?

Patrick Wyatt: Bluehole searched extensively for a partner that would be able to provide a high quality of service to European players, and Frogster has the capability to handle all of the operational issues for a large-scale game like TERA. It’s challenging to run online games, but with each experience, smart publishers apply what they’ve learned to ensure they are meeting or exceeding people’s expectations.

Frogster and En Masse Entertainment are committed to ensuring that fans get what they want, and a great example of this is our agreement not to restrict players to their local regions—there won’t be any “region-locks” or “IP blocking” in North America or Europe. While I expect that most gamers will elect to play on game servers in their local area, some gamers will choose to play across regions in order to play with their friends in other countries. This speaks to the confidence that En Masse and Frogster have in providing a high level of support to our players.

TERAHispano: And more recently En Masse signed an E-Commerce agreement with Digital River. Would you mind telling us why?

Patrick Wyatt: People have become familiar with purchasing games and other products online; it’s so simple from a consumer standpoint that players often don’t think about how it works. Behind the scenes, online ecommerce is quite complicated: you may have heard of the double-billing problems that plagued Warhammer players earlier this year; many players were charged over $500 for a month of service, and one unfortunate soul was billed $1390! By partnering with a company that’s been handling ecommerce for 16 years, we’re getting a rock-solid billing solution, and one that offers features that players have come to expect. Players want to easily find what they’re looking for in the storefront, they want more payment options than just credit cards, they want the ability to review their transaction history, and they want a system that’s always available when they need it. From our standpoint, we want a solution that enables us to provide great customer support and minimizes the risk of payment fraud. And finally, it would be a tragedy if we were to launch a highly anticipated game like TERA and have the billing system fall down, something that has happened at too many other companies. That’s why we’ve selected a billing provider that is capable of handling the massive load that will be generated during TERA’s launch and thereafter.

TERAHispano: "Digital River has the global e-commerce experience, and powerful online and in-game features that we demand for our flagship product." Could you reveal anything about those "in-game features"?

Patrick Wyatt: When you pick a billing provider, it’s not like dating; it’s a marriage, and I don’t mean a Las Vegas wedding with the potential for a quickie divorce. The complexity of switching billing providers is cost-prohibitive, so we’ve chosen a company that’s flexible enough to cover all of our future needs, even if we don’t know what they are yet. For that we need mechanisms to allow players to interact with our billing and account system from within the game. Beyond that, we’d like to be in a position to publish future games with the appropriate business model for those games; if gamers expect micro-transaction games, then we’ll be in a position to deliver what they want. In the dynamic world of MMOs, it’s about being prepared to meet the evolving demands of players, and Digital River will help to ensure that we are ready.

TERAHispano: In the Digital River press release there was a statement that had many confused: "...Digital River will manage in-game commerce..." What does this really mean?

Patrick Wyatt: When the announcement was made it did cause a bit of agitation after an article on Massively.com speculated that TERA would require both subscription payments and micro-transaction purchases. Brian Knox, TERA’s senior producer at En Masse, responded to the issue in detail (www.massively.com/2010/08/13/en-masses-r...culation-tera-is-not), but let me address this question head-on: TERA is not a micro-transaction game; it’s not designed for a micro-transaction economy, and we don’t intend to change that.

TERAHispano: Lag is an important thing for users. What plans do you have to reduce ping/lag issues?

Patrick Wyatt: I’m happy to say that TERA’s bold new action combat system plays very nicely even when the servers are located thousands of miles away. I first experienced TERA while playing on a computer in Los Angeles connected to a game server 6000 miles away in Korea, and I was impressed at the responsiveness of the game. You don’t have to take my word for it; ask anyone from Europe who participated in the Focus Group Tests about their experience with game-lag. When we built the first Western servers for TERA, we selected a QA datacenter just a few miles from our offices in Seattle, which meant that European players who joined our Focus Group Tests were playing on servers over 5000 miles away. Based on the forum posts, polls, and informal surveys from those events, we didn’t see lag problems.

That being said, there’s more we can do to ensure that lag won’t be a problem. Selecting the right location to host game servers, and choosing which bandwidth-providers to send the “bits” is critical to ensuring a great MMO play experience! While it’s possible to buy cheap bandwidth, players can tell the difference when they see excessive total-ping-time or ping-time-variability. We’re going with tier 1 bandwidth providers even though they cost more than tier 2 (or … shiver … tier 3) providers because it makes a difference.

TERAHispano: Last time you told us you won’t use GameGuard. Are there other security mechanisms to prevent chat-spam for TERA?

Patrick Wyatt: Having seen firsthand the types of tech-support problems that intrusive, client-based, anti-hacking technologies like GameGuard cause, there’s no way we’re going to cause that kind of grief for TERA players. The top hackers in the world know how to bypass anything that’s done by the game client, so we don’t believe that this is the right approach.

We anticipate that TERA will receive a mature game-rating, but that doesn’t mean that harassment and chat abuse are tolerable behaviors—games receive their ratings based on content, not because there are too many ass-hats in the game. Virtually every MMO has a problem with chat spam and chat griefing, but just because the problem exists elsewhere doesn’t mean that we can leave it at that. To handle chat abuse problems we have to use a solution that integrates technology-based chat-filtering systems with human-moderated chat management. We need a system that filters the most obvious chat problems, alerts our staff to questionable cases, allows players to report problems easily, and most importantly, provides us the ability to deal with these violations immediately. When harassment, chat spam, phishing, and other chat abuse issues mingle with regular game/tech/billing support issues, it takes too long for the abuse problems to get solved, and that ruins what can otherwise be a great gaming experience. In almost all cases, chat-abuse issues can be dealt with quickly once a GM has a chance to look at the problem, so we’re going to have a team that’s dedicated exclusively to chat-abuse. Our goal is to solve these issues in just a few minutes so that the problems don’t escalate and ruin the game environment.

TERAHispano: Some users consider that griefing could be avoided with in-game GMs. Are you considering something like that for TERA?

Patrick Wyatt: In-game GMs aren’t as efficient at solving problems as GMs that have full-screen, dedicated support tools to detect and correct problems. We will have customer service agents available 24/7 for all support issues: game, tech, billing, and chat. Players will be able to get in touch with our support team using whatever method they’d like—by phone, Web-based chat, Web-based support email, and in-game reports—so we believe players' problems will be dealt with expeditiously.

TERAHispano: After the release of Aion users waited (me included) 6 - 8 hours to log into the game. Will we be affected with something like this in the TERA launching?

Patrick Wyatt: Waiting in a queue for hours is no fun, so we’ve come up with some ideas that we think will help. Queues form because gamers play more hours during their first month of a game than at any other time. Games are designed so that the world doesn’t feel too crowded (or too empty) when gamers are playing a typical number of hours per month. So while a game that’s been on the market for several months might have 20–30 percent of its users playing at peak-time, at the game’s launch that number might be closer to 50–60 percent, and that’s when queuing occurs—the server is full. Simply adding more game worlds doesn’t solve the problem, because when play-patterns return to typical levels several months after launch, worlds can suddenly feel empty. This is the problem that all open-world games face, but we have some solutions!

TERA is fundamentally an open-world game, though it does have some instanced dungeons because players enjoy them. In the crowded open areas, we’ll split players into separate “channels” of the world during launch so that the game world won’t be too crowded—we’ve got to give the monsters a reasonable chance of surviving, right? But don't worry—you’ll be able to freely switch between the channels so you can stick together with your friends! After launch, we’ll remove channels in areas that aren’t overcrowded so that everyone can play together again.
We’ll also give players no-fee character transfers between game worlds for the first several months until the crowding situation stabilizes. If the game world where you and your friends would like to play is overcrowded, you can switch to a less busy one for the evening’s gaming session. When things settle down post-launch, you and your friends may then transfer your characters back to your preferred game world—again, for no fee—so you can play with your guildmates and larger circle of friends.

TERAHispano: Some users think "private servers" are a real support for original games. For example DOTA (Defense of the Ancients) is a WOW mod and it gave rise to League of Legends and Heroes of Newerth. Would you mind telling us your own opinion concerning this particular given example?

Patrick Wyatt: I personally love game mods; I played Counter-Strike for years, regularly more than 40 hours a week! But I think there’s a clear difference between game mods, which are extensions to a game legally created using tools built by the game’s development team, and private servers, frequently run by criminals to make money, which is a form of software piracy. Software piracy has been extensively debated elsewhere, so I won’t attempt to make a case here; instead I’ll just say that if you enjoy playing a game, you should do the right thing.

TERAHispano: Some South American users tell us that maybe TERA game in their cities will not be able to buy some months after its release date.

Patrick Wyatt: I’m happy to say that players in South America will be able to purchase the game on TERA’s North American and European websites and join TERA players in those territories on launch day.

Gamers will be able to purchase the game digitally and with physical media, both through traditional & online retailers.

TERAHispano: This is all for the moment Pat, thanks a lot for your time! Any last lines for TERAHispano Spanish community?

Patrick Wyatt: As always, it’s a pleasure to chat with you. Thanks for creating a great site for TERA gamers, and I look forward to seeing you and all your readers in the game!

Nerds Forced To Leave Comic Con After Playing TERA For Six Straight Hours

Good morning, TERA Fans! Official interviews are great for learning about TERA's core features, and a fanatic like me going on about how wonderful the game is leaves you wondering if there's a bias involved. However, if you want to know how the game really is who better to look to than two anonymous nerds?

Ripten.com did just that! After learning that two nerds had been playing at the TERA booth all day, Dave Oshry asked them for an interview about the game. Check it out here or at Ripten.com!

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That’s right, six hours with hardly a bathroom break. While hanging out with the guys at En Masse to talk about the latest news they had recently announced about their highly anticipated true-action MMO TERA, I was alerted to the fact that these two guys had been playing the game non-stop all day. As the convention was coming to a close, they refused to leave the terminal, so naturally, I interviewed them!!

From this point on, the guy in the blue shall be referred to as Nerd 1, and the guy in black as Nerd 2. While conducting this interview, these guys did not stop playing the game for one second, or even take their eyes off the screen . . . even the guy who wasn’t playing.

DO: Somone told me that there’s been two guys on this console all day, is that you!?

Nerd2: Haha well, we we’re playing together but they made me move so this kid could get on, so now I’m just watching him play.

Nerd1: But yah, we’ve been here since like 11am

DO: Wow, that’s hardcore . . . so what MMOs have you played before and why are you so into TERA right now?

Nerd1: Well, I played World of Warcraft for years, thats pretty much the only one, and I’m into TERA right now because for PvP and PvE it’s more skill based.

DO: So you mean its not just pressing buttons in a rotation and waiting for cooldowns?

Nerd1: Yah, in WoW I’m basically my friends personal healer. I heal by pressing a button and spinning in a pretty circle. Here, I actually have to aim my heals and dodge attacks and get into the battle.

DO: Interesting, How else is it better than WoW? I played WoW for almost five years, and only now is it starting to feel old

Nerd1: I still like WoW, but these graphics are amazing, the environment, all the races and classes too, its very well balanced

Nerd 2: Its beautiful, its perfectly rendered


Nerd1: I also like how the PvE monsters follow your every move. They actually will watch you jump, they try to encircle and flank you, the AI is no joke. Also, this game takes skill, you can almost solo a boss by yourself if your that good

DO: So the AI is actually proper? They don’t just path and go through the motions?

Nerd1: Exactly, TERA is skill based while WoW is all about gear and rotation and group comp. In TERA theres no need for a gearscore and having to get geared. There’s no way to get carrried by pressing 2 buttons here, you have to get involved and be skillful. You actually have to get in there, it feels real, your not just going through the motions

DO: Absolutely, I can see you’re really into it (I LoL to myself)

Nerd1: Hell yea, the collision detection is awesome, everything is just awesome, I can’t wait for it to come out

Awesome indeed. So awesome that I even filmed these guys playing TERA for a few minutes, enjoy.



So, do you agree? Is TERA the future of MMO’s while games like WoW are the past? Only time will tell, but no matter what you think, it looks like TERA is the real deal.

Pictures from TERA’s Community Preview Event at Comic-Con 2010

Ello once again, TERA Fans! Just a few minutes ago, Scapes on the official forums let the community know that pictures from the Comic Con TERA party are up on the TERA Flickr page if you want to take a look! While it's sad we couldn't all be there, at least we can experience the fun in pictures :]

Check out the original post below!

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A series of pictures of the TERA Community Preview event at Comic-Con 2010 has been uploaded to our Flickr page, providing a glimpse into the fun night had by all!

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We'd like to thank forum member Kitachan for sharing these images with us. Check them all out on our Flickr page.
-- Scapes

Ten Ton Hammer: TERA’s New UI, Glyph System and More Previewed at San Diego Comic-Con

Good evening, TERA Fans! Thanks to TERA Fans member Airwolfe591 I've been alerted to Ten Ton Hammer's coverage of the TERA team's community party last night at Comic Con 2010, including a video and a screenshot of the updated character creator.

New Character Creator


 New Character Creator.                 Old Character Creator.



This new character creator screenshot contains a few more options than the old one.

  • Sliders: We initially saw character creation sliders in May via a video released by TERA's official Korean website. In this screenshot they are translated.
  • Addition of "presets" and "outfit" tabs. While the presets tab may be self explainatory, I wonder which "outfits" you're able to choose!
  • The adjustment of "details" to "features". This is probably the tab for things like horns and jewelry.



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From what I can see on the video, there were two major announcements last night.

Glyph System
  • The glyph system is going to be one way players will be able to customize their characters.
  • Glyphs are meant to alter skills by either reducing their cooldowns, adding additional critical chance rate or increasing their damage output.
  • There will be 20 glyphs available to choose from for each class upon the game's release.
  • They will be obtainable through questing.
  • It will be easy to change which glyphs you have activated, but there will be a limit on how many glyphs you may have active at any time.


Achievement System
  • TERA will launch with an achievement system.
  • Currently there are achievements for things like joining your first group or dying for the first time.
  • The system is still very much under development.


Check out the video from Ten Ton Hammer below, demonstrating the glyph and achievement systems!




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UI Changes

In the video, you may also have noticed the modified UI. From what I can see, the UI in the video is much less minimalistic, including graphic icons at the bottom of the screen. Here is a comparison between the old UI and the new one.



What do you think, TERA Fans?

World of TERA Interviews Jason ‘BrotherMagneto’ Mical

Hey TERA Fans! Recently, fansite World of TERA had the chance to interview BrotherMagneto. They asked lots of good and interesting questions, specifically touching on the mysterious political system and PvP!

Check it out below or at WorldofTERA.com!

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Q: How was E3 2010, did you go in with a set goal in mind, and do you think you achieved that goal? Also, what expectations do you have for Comic Con in San Diego?

A: E3 was great! Our goal was to introduce TERA to a wider gaming audience, and we succeeded admirably. We already had some visibility in the MMO community, but often people weren’t very familiar with the game even if they knew the name “TERA.” So, we set out to change that, and change it we did.

Comic-Con is a bit of a different experience because it’s a wide consumer show as opposed to a more focused industry show. For Comic-Con, we want to get as many people as possible to try TERA and experience firsthand what makes it different and unique from other MMOs. Of course, in a show with 150,000 attendees and a huge convention hall it’s even harder to make a splash, so we’re not looking for huge media coverage (although we’re not turning it down either!). Rather, we want people to see the game at our booth, say “hey, this looks interesting,” and then give it a try.

On the community side, we’ve got a fun event planned for Thursday, July 22 (Check out our RSVP thread the TERA-Online forum here: http://www.tera-online.com/forums/showthread.php?t=7854). We've heard the comments that we haven’t given you enough details about the game, and we plan to change that at our party. Prepare to hear some new, previously undisclosed details about the game!


Q: Could you please give a brief description of your role at En Masse?

A: I’m the Community Director here, which means that I plan out community stuff at a more strategic level, similar to a marketing or PR director. It’s a great position for me because I can bring a lot of my PR experience to bear on an industry and game that I love. Plus, it allows me to get back to doing some of my favorite aspects of community work that I did in my past positions with WizKids and Edelman for Xbox.

Q: How will the minimum system requirements handle having large amounts of players on screen?

A: According to the data from our focus group tests, there shouldn’t be a problem with large numbers of players and mobs onscreen, even if a player meets only the minimum required specs.

Q: How has the information gathered from the previous Focused Group Testings been used to improve the overall game?

A: There have been improvements in many areas! We played a new build recently, and the changes even within this short timeframe have been remarkable. The early areas are more streamlined, the Island of Dawn quests flow much better, mob placement has changed, and the new skill system we’ve talked about has been implemented for future testing. There have been smaller changes too—improved textures, new models, and a facial features slider that makes characters far more customizable than before. A lot has been added and changed, and we’ll start showing more of these changes soon.

Q: With all races starting on the Island of Dawn, how will the mass-rush of players on launch be handled? How will players become immersed into their race without starting in a unique zone for their race?

A: Channels will help regulate the launch rush and keep server loads balanced. Once you get off the Island of Dawn the world opens up considerably, so players can start stretching their legs and delve more deeply into the lore of each race.

Q: How will item trading be handled? Will items end up having a Bind on Pickup, or will all items be trade-able even after you equip it?

A: We are still tweaking this system, so please pardon my somewhat vague answer. The final release of the game will feature a form of binding. That said, we want to encourage crafting and trading as much as possible because the in-game economy is extremely important, so we’re currently working to find a suitable balance.

Q: Are there any features in the game currently, that allows a player to take his current equipment and 'enchant it' in order to make it stronger or more suited for a specific purpose (such as a healing/damage increase, or a tank enhancement)?

A: Yes, there is an enchantment system in place for items.

Q: How many players can we expect to be in instanced-raids? Will there be multiple raid sizes, or will it stick to just one?

A: The game is being balanced for five-person groups, although that number could feasibly vary among players. After launch we’ll begin adding raids for larger groups.

Q: How much freedom is given to the players with the political system? Are there any limitations that players will encounter?

A: I suppose the level of freedom will in some part depend on who gets elected. Some leaders might be benevolent, while others might become outright tyrants. Some who start with the best of intentions will probably end up tyrants. In other words, it’s going to be a bit like real politics.

Q: How much of an affect will the political system have on the Economy, PVE and PVP of a server?

A: A lot, not a lot, and a medium amount, in that order. PvP will influence the political system more than the other way around. Think Aaron Burr and Alexander Hamilton, but on a much larger and more common scale.

Q: Previously, you answered a question about the declaration system and whether or not it would apply to PVP servers. The answer was it will be examined in the FGTs and upcoming betas. A lot of forum users who support full PVP servers are worried about this declaration system limiting them. Do you have any more information on whether or not the declaration system is going to be applied on PVP servers?

A: The declaration system is still under development. I can’t share anything new at this time, because we haven’t finalized it yet. Sorry!

Q: What kind of risks / rewards are going to be associated with PVP?

A: Political power, fame, money, treasures, land. All the good things in life.

Q: Will player clipping be a factor in PVP? For example, a group uses archers and staggers them behind lancers in which melee players would have to "break through" the melee in order to reach the ranged DPS.

A: The short answer is yes, and the example you gave is an apt one. Lancers are designed to create damage-mitigating shield-walls to cover their allies.

Q: What is your picture for large scale PVP?

A: Well, there’s open PvP, of course, which big groups can use ad-hoc, and battlegrounds that allow for some fun group PvP options. There’s also something very large-scale and very epic that's never been done before . . . but unfortunately, I can’t talk about that yet. Stay tuned for more details!

You’re Invited: Join the TERA Party at Comic-Con 2010!

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Hello, TERA Fans! Tonight, En Masse announced their party plans for Comic-Con 2010!

The announcement says that the event is invite only, and that interested attendees should stop by the TERA booth at Comic-Con to pick up their invitation, so if you're headed to the convention this year, be sure to get one!

The announcement also mentions that some exclusive new information will be announced, so if you won't be in attendance, we'll be sure to have that news up for you as soon as possible.

You can check out specifics about the time and location in the original post below.

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Come party with En Masse at our TERA community event for Comic-Con 2010!

Join us on Thursday, July 22nd, the first evening of Comic-Con, as En Masse hosts a party at 923 Bar & Lounge from 7pm to 9pm Pacific time. This is an invite-only event to which all members of the TERA community are invited! We will also hand out invitations to visitors at our Comic-Con booth. If you are either attending Comic-Con or are in the area, simply reply to this forum thread to RSVP for the event! We apologize, but no one under the age of 18 will be permitted, and the venue is limited to only 100 guests.

Venue Information
923 Bar & Lounge
923 6th Ave San Diego, CA 92101
The923.com

(Walking distance from the convention center.)

Event Information
Thursday July 22nd
7:00 pm to 9:00 pm
18 and over only
Capacity of 100 guests

During the event, En Masse will make a special presentation of new, exclusive information about the game. Guests will also have the chance to win TERA prizes and mingle with En Masse Entertainment staff over drinks and appetizers. Video of the event and our presence at our booth in Comic-Con will be produced and made available after the convention ends.


Unfortunately, I won't be at Comic-Con this year, so if any of you TERA Fans get to go to the party, be sure to give us a first hand account!

TERA will be at Comic Con!

Hey TERA Fans! Just thought I should let you know that Scapes on the official forums has just announced that En Masse is going to be at Comic Con this year showing off TERA! It sounds like they'll do the same demo I was able to experience at E3 :]

Check out their announcement here or on the official forums!

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Hot on the heels of Electronic Entertainment Expo, En Masse Entertainment is excited to announce that we’ll be attending Comic-Con 2010 in San Diego from Wednesday, July 21st to Sunday, July 25th. TERA will be playable on eight computer stations within the Future Play booth (#4445) at the north end of aisle 4400.

Our Comic-Con away team includes myself, Associate Producer Stefan Ramirez, and other key team members. Are you planning to attend? Be sure to visit the booth to play and learn more about TERA! Additionally, En Masse will be holding a private event for the TERA community during the week of Comic-Con. We’ll announce more details on this soon!

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Find out more about San Diego Comic-Con 2010 at the convention website.
-- Scapes

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