{"id":19471,"date":"2026-05-31T14:36:57","date_gmt":"2026-05-31T12:36:57","guid":{"rendered":"https:\/\/pcdoorz.com\/?post_type=pcd-post&#038;p=19471"},"modified":"2026-06-29T20:17:31","modified_gmt":"2026-06-29T18:17:31","slug":"review-007-first-light-strong-mission-uneven-polish","status":"publish","type":"pcd-post","link":"https:\/\/pcdoorz.com\/bs\/pcd-posts\/review-007-first-light-strong-mission-uneven-polish\/","title":{"rendered":"Recenzija | 007 Prvo svjetlo | Sna\u017ena misija, neravnomjeran lak"},"content":{"rendered":"<p><strong>RECENZIJA <span style=\"color: #ff7b00;\">|<\/span> 007 PRVO SVJETLO <span style=\"color: #ff7b00;\">|<\/span> JAKA MISIJA, NEURAVNOMJERENO POLIRANJE<\/strong><\/p>\n<p>Vra\u0107anje Jamesa Bonda video igrama nikada nije bilo jednostavno kao davanje pi\u0161tolja, odijela i nekoliko skupih lokacija. Pravi izazov bio je prona\u0107i igrivi identitet koji bi mogao po\u0161tovati licencu, a da ga ne pretvori u jednostavan Hitman reskin, generi\u010dku puca\u010dinu iz tre\u0107eg lica ili muzejski primjerak izgra\u0111en samo za nostalgiju. IO Interactive je oduvijek bio zanimljiv izbor za licencu, jer studio ve\u0107 razumije kontrolirane prostore, dru\u0161tveno prikrivanje, tiho promatranje, tajming, maske, rute infiltracije i \u010dudno zadovoljstvo ulaska na opasnu lokaciju s planom koji se raspada pet minuta kasnije. Ali Bond nije Agent 47. Bond ne mo\u017ee biti samo ti\u0161ina, strpljenje i hladna procedura.<\/p>\n<p><img decoding=\"async\" class=\"alignnone wp-image-19470 lazyload\" data-src=\"https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/05\/Untitled-design-7-4-300x169.webp\" alt=\"\" width=\"1857\" height=\"1046\" data-srcset=\"https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/05\/Untitled-design-7-4-300x169.webp 300w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/05\/Untitled-design-7-4-1024x576.webp 1024w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/05\/Untitled-design-7-4-768x432.webp 768w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/05\/Untitled-design-7-4-1536x864.webp 1536w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/05\/Untitled-design-7-4.webp 1920w\" data-sizes=\"(max-width: 1857px) 100vw, 1857px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 1857px; --smush-placeholder-aspect-ratio: 1857\/1046;\" \/><\/p>\n<p>Bondu su potrebni stil, pokret, arogancija, opasnost, filmski pritisak, nesavr\u0161en \u0161arm i sposobnost da pa\u017eljivu misiju pretvori u potpuni haos, a da i dalje izgleda kao da je to namjeravao u\u010diniti. First Light razumije tu razliku bolje nego \u0161to se o\u010dekivalo. Nije besprijekorna, a na nekim mjestima izgleda manje ugla\u0111ena nego \u0161to sugeriraju njene najja\u010de recenzije, ali kao moderna Bond igra kona\u010dno se \u010dini da je licenca ponovo prona\u0161la ozbiljnu osnovu. Ovo je mlada Bondova pri\u010da i ta odluka poma\u017ee igri vi\u0161e nego \u0161to se na prvi pogled \u010dini. Umjesto da poku\u0161ava kopirati jednog odre\u0111enog filmskog glumca ili rekreirati postoje\u0107u Bondovu eru, First Light gradi svoju verziju Jamesa Bonda prije nego \u0161to se mit potpuno stvrdne. On jo\u0161 nije savr\u0161eno kontrolirana ikona. Opasan je, vje\u0161t, ponekad previ\u0161e samouvjeren i jo\u0161 uvijek nosi dovoljno ljudske grubosti da bi originalni ugao funkcionirao. To pri\u010di daje malo vi\u0161e kisika. Igra mo\u017ee pokazati gre\u0161ke, rast, agresiju i emocionalne pukotine bez osje\u0107aja da lomi lik. Za videoigru, to je va\u017eno. Igranje kao Bond ne bi trebalo biti kao kontrola zavr\u0161ene statue. Trebalo bi se osje\u0107ati kao guranje briljantnog, ali rizi\u010dnog agenta kroz misije koje ga postepeno oblikuju u ne\u0161to hladnije, o\u0161trije i legendarnije.<\/p>\n<p><strong>Bondova igra koja kona\u010dno razumije licencu<\/strong><\/p>\n<p>Najja\u010da stvar kod 007 First Light je to \u0161to Bonda shvata kao igrivu fantaziju, a ne samo kao brend. Ovdje se ne radi samo o odijelima, oru\u017eju, automobilima i skupim interijerima. Te stvari su tu, naravno, i va\u017ene su, ali bolji trenuci dolaze iz na\u010dina na koji ih igra povezuje. Dobra Bondova misija trebala bi igra\u010du dati osje\u0107aj kao da \u010dita sobu, primje\u0107uje slabosti, improvizuje pod pritiskom i bira kada \u0107e ostati tih ili kada \u0107e otvoriti cijelu scenu. First Light pru\u017ea taj osje\u0107aj dovoljno \u010desto da iskustvo funkcionira. Lokacije imaju taj \u010disti identitet \u0161pijunskog trilera: kontrolirani prostori, \u010duvani interijeri, opasni sastanci, otvorena podru\u010dja s vi\u0161e pristupa i filmski trenuci koji guraju pri\u010du naprijed. IO Interactive zna kako izgraditi prostore u kojima informacija postaje igranje. Posmatrate patrole, prou\u010davate pristupne ta\u010dke, slu\u0161ate, kre\u0107ete se, \u010dekate i odlu\u010dujete da li se tihi pristup i dalje isplati spasiti. Za razliku od Hitmana, First Light ne \u017eeli uvijek da zauvijek sjedite unutar slagalice. \u017deli zamah. \u017deli da se Bond kre\u0107e. To je prava odluka. Postoji jasan utjecaj Hitmana, ali igra nije samo Hitman s Bond skin-om. Vi\u0161e je vo\u0111ena, filmskija i vi\u0161e se fokusira na pritisak naprijed. Neki igra\u010di \u0107e preferirati dublju slobodu sandboxa koju nudi Hitman, i to je po\u0161teno, ali Bondu je potreban druga\u010diji ritam. Ne bi se trebao osje\u0107ati kao tihi tehni\u010dar ubistva. Trebao bi se osje\u0107ati kao neko \u010diji je plan elegantan sve do trenutka kada postane vrlo glasan. First Light pronalazi taj ritam u mnogim svojim najboljim sekvencama.<\/p>\n<p><img decoding=\"async\" class=\"alignnone wp-image-19467 lazyload\" data-src=\"https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/05\/Untitled-design-1-5-300x169.webp\" alt=\"\" width=\"1772\" height=\"998\" data-srcset=\"https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/05\/Untitled-design-1-5-300x169.webp 300w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/05\/Untitled-design-1-5-1024x576.webp 1024w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/05\/Untitled-design-1-5-768x432.webp 768w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/05\/Untitled-design-1-5-1536x864.webp 1536w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/05\/Untitled-design-1-5.webp 1920w\" data-sizes=\"(max-width: 1772px) 100vw, 1772px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 1772px; --smush-placeholder-aspect-ratio: 1772\/998;\" \/><\/p>\n<p><strong>prikrivenost, naprave i napredak<\/strong><\/p>\n<p>Sistemi prikrivanja su samouvjereni, a da pritom ne postanu previ\u0161e zbunjuju\u0107i. Dobijate dovoljno slobode da situacijama pristupite na druga\u010diji na\u010din, ali igra se ne utapa u beskrajnim mehanikama. Gadgeti poma\u017eu u prodaji \u0161pijunske fantazije. Oni nisu samo dekorativne igra\u010dke; oni daju igra\u010du male takti\u010dke opcije, na\u010dine manipulisanja situacijama i razloge da se osje\u0107a kao da Bond koristi mozak prije metaka. Kada se sistemi uklope, igra ima zadovoljavaju\u0107i tok: posmatraj, prilazi, prilago\u0111avaj se, pre\u017eivi. Tu je iskustvo IO Interactive-a va\u017eno. Studio zna kako da ograni\u010den prostor u\u010dini \u017eivim. Stra\u017eari nisu samo prepreke. Sobe nisu samo hodnici. Predmeti, rute, razgovori i tajming su va\u017eni. First Light ne dosti\u017ee punu sistemsku dubinu IOI-jevih najboljih sandboxova za atentate, ali to zapravo i ne treba. Njegova svrha je druga\u010dija. \u017deli kombinovati kontrolisanu infiltraciju sa filmskim Bondovim tempom i ve\u0107inu vremena uspijeva. Ono \u0161to poma\u017ee je to \u0161to se igra rijetko osje\u0107a zarobljenom u jednom modu predugo. Kre\u0107e se izme\u0111u prikradanja, razgovora, gadgeta, scenografija, direktne akcije i energije nalik potjeri. Ta raznolikost daje kampanji pravi Bondov ritam. Ne samo da se petnaest sati sklup\u010date iza namje\u0161taja, niti se samo probijate kroz talase neprijatelja. Poku\u0161ava vam pru\u017eiti kompletan paket \u0161pijunske avanture, a to je upravo ono \u0161to je ovoj licenci bilo potrebno.<\/p>\n<p><strong>akcija funkcioni\u0161e, ali nije uvijek elegantna<\/strong><\/p>\n<p>Akcija je dobra, ponekad vrlo dobra, ali tu po\u010dinju da se pojavljuju grublje ivice. Pucnjava ima dovoljno snage da izdr\u017ei ve\u0107e sekvence, a igra zna kako da postavi dramu na scenu. Kada First Light baci Bonda u glasno bjekstvo ili situaciju uru\u0161avanja, to se mo\u017ee \u010diniti pravim filmskim. Postoje trenuci kada se igra pribli\u017eava tom modernom ritmu blokbastera: misija krene po zlu, muzika se poja\u010da, tihi \u0161pijunski rad se pretvara u pre\u017eivljavanje, a Bond se mora probiti kroz posljedice. Problem je \u0161to akcioni sistemi nisu uvijek graciozni koliko igra \u017eeli. Borba funkcioni\u0161e, ali se ne osje\u0107a uvijek tako profinjeno kao prikrivanje. Neki prelazi izme\u0111u kretanja, ciljanja, zaklanjanja, borbe prsa u prsa i kretanja mogu se \u010diniti pomalo mehani\u010dkim. Nije pokvareno i ne kvari iskustvo, ali sprje\u010dava da se igra osje\u0107a potpuno glatko. Bondovoj igri je potrebna elegancija \u010dak i kada stvari krenu po zlu. First Light uspijeva da shvati filmsku stranu, ali fizi\u010dka strana ponekad izgleda malo manje prirodno nego \u0161to bi trebala. To je posebno vidljivo u kretanju pod odre\u0111enim uglovima. Bond se uglavnom dobro kre\u0107e u standardnim situacijama, ali brze promjene smjera, kretanje pod uglom i neke prelazne animacije mogu izgledati pomalo uko\u010deno. To je jedan od onih problema koji mo\u017eda ne\u0107e smetati svima, ali kada se jednom primijete, postaju dio ukupnog dojma. Lik bi trebao kliziti kroz opasnost s vi\u0161e fizi\u010dkog samopouzdanja. Ovdje ponekad izgleda kao da se sistem animacije trudi da odr\u017ei korak s fantazijom.<\/p>\n<p><img decoding=\"async\" class=\"alignnone wp-image-19469 lazyload\" data-src=\"https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/05\/Untitled-design-5-6-300x169.webp\" alt=\"\" width=\"1789\" height=\"1008\" data-srcset=\"https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/05\/Untitled-design-5-6-300x169.webp 300w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/05\/Untitled-design-5-6-1024x576.webp 1024w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/05\/Untitled-design-5-6-768x432.webp 768w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/05\/Untitled-design-5-6-1536x864.webp 1536w\" data-sizes=\"(max-width: 1789px) 100vw, 1789px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 1789px; --smush-placeholder-aspect-ratio: 1789\/1008;\" \/><\/p>\n<p><strong>Igra izgleda elegantno, ali ne uvijek o\u0161tro<\/strong><\/p>\n<p>Vizuelno, 007 First Light ima sna\u017ean stil. Umjetni\u010dka direkcija razumije Bondov svijet: dramati\u010dno osvjetljenje, elegantne prostore, ugla\u0111ene interijere, filmsko kadriranje, skupocjene lokacije i onu mje\u0161avinu elegancije i opasnosti koja je seriji potrebna. Iz daljine, a posebno u pokretu tokom glavnih scena, igra mo\u017ee izgledati impresivno. \u010cesto ima pravo raspolo\u017eenje, a to je mnogo va\u017eno. Bond nije samo mehanika. Bond je prezentacija. Ali tehni\u010dki kvalitet slike nije uvijek tako jak kao umjetni\u010dka direkcija. Neke teksture izgledaju mek\u0161e nego \u0161to se o\u010dekuje. Odre\u0111enim povr\u0161inama nedostaju o\u0161tri detalji, a neka okru\u017eenja mogu izgledati malo blatnjavo ovisno o osvjetljenju i udaljenosti. Nije ru\u017ena igra, \u010dak ni blizu, ali nije ni dosljedno \u010dista. Najbolje scene izgledaju skupo i atmosferski, dok slabiji trenuci otkrivaju meko\u0107u teksture i blagi nedostatak vizualne preciznosti. Ovo je jedan od glavnih razloga za\u0161to rezultat ne bi trebao biti previsok. First Light \u010desto izgleda elegantno, ali ne uvijek izgleda tehni\u010dki vrhunsko. Postoji razlika. Jako osvjetljenje i dobra kompozicija mogu nositi scenu, ali pa\u017eljiv pregled pokazuje grube povr\u0161ine. Za Bondovu igru, to je va\u017eno jer je fantazija izgra\u0111ena oko ugla\u0111enosti. \u0160pijunski triler mo\u017ee pre\u017eivjeti prljav\u0161tinu, ali Bondov svijet treba kontroliranu o\u0161trinu. &quot;Prvo svjetlo&quot; ima raspolo\u017eenje, ali ne uvijek i zavr\u0161etak.<\/p>\n<p><strong>dobra pri\u010da o porijeklu sa stvarnim potencijalom za seriju<\/strong><\/p>\n<p>Pri\u010da funkcionira jer se ne trudi previ\u0161e biti pametna u svakom trenutku. Daje nam mla\u0111eg Bonda, stavlja ga pod pritisak i dopu\u0161ta misijama da ga oblikuju. To je dovoljno. Pisanje ima poznate \u0161pijunske sastojke, ali igra ih obra\u0111uje s dovoljno samopouzdanja da kampanja djeluje svrsishodno. Ovo nije slu\u010dajna licencirana radnja pri\u010dvr\u0161\u0107ena na akcione nivoe. Osje\u0107a se kao da IO Interactive gradi Bondov univerzum koji bi se mogao nastaviti. Taj potencijal je jedna od najuzbudljivijih stvari u vezi s First Lightom. Osje\u0107a se kao prvi ulazak u novu eru, a ne kao jednokratni eksperiment. Temelj je ovdje: ugao mladog Bonda, struktura misije, ravnote\u017ea izme\u0111u prikrivene akcije, filmski elementi, sporedna gluma\u010dka postava, ged\u017eeti i spremnost da se Bond u\u010dini pravim likom u igri, a ne samo filmskom referencom. Ako IOI dobije jo\u0161 jednu priliku, nastavak bi mogao biti o\u0161triji, dublji, glatkiji i vizualno profinjeniji. Zato je igru lako po\u0161tovati \u010dak i kada posrne. Ne djeluje lijeno. Ne osje\u0107a se kao da je licenca kori\u0161tena kao pre\u010dica. Osje\u0107a se kao ozbiljan poku\u0161aj da se iz temelja obnovi Bondova igra. Nije sve savr\u0161eno, ali smjer je jak.<\/p>\n<p><img decoding=\"async\" class=\"alignnone wp-image-19468 lazyload\" data-src=\"https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/05\/Untitled-design-3-1-300x169.png\" alt=\"\" width=\"1690\" height=\"952\" data-srcset=\"https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/05\/Untitled-design-3-1-300x169.png 300w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/05\/Untitled-design-3-1-1024x576.png 1024w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/05\/Untitled-design-3-1-768x432.png 768w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/05\/Untitled-design-3-1-1536x864.png 1536w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/05\/Untitled-design-3-1.png 1920w\" data-sizes=\"(max-width: 1690px) 100vw, 1690px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 1690px; --smush-placeholder-aspect-ratio: 1690\/952;\" \/><\/p>\n<p><strong>Pore\u0111enje sa Hitmanom je korisno, ali ograni\u010deno.<\/strong><\/p>\n<p>Nemogu\u0107e je govoriti o First Lightu bez spominjanja Hitmana, ali pore\u0111enje ne bi trebalo da kontroli\u0161e cijelu diskusiju. Da, postoji zajedni\u010dki DNK. Da, IOI-jev dizajnerski jezik je vidljiv. Da, neki prostori misija pozivaju na istu vrstu posmatranja i kontrolisanog eksperimentisanja. Ali Bondu je potrebno vi\u0161e teatralnosti nego Hitmanu. Ponekad ga treba uhvatiti. Mora glasno improvizovati. Mora sko\u010diti iz tihe napetosti u filmsku opasnost. First Light je najbolji kada prihvati da Bond treba biti manje sterilan i vi\u0161e nepredvidljiv. Igra nije toliko igriva ili mehani\u010dki duboka kao Hitman u svom najboljem izdanju, ali ima \u0161iri emocionalni i filmski raspon. Vi\u0161e se bavi momentom, eskalacijom scenografije i identitetom lika. To je \u010dini manje \u010distom kao sistemskom igrom, ali prikladnijom kao Bond igrom. Postoje trenuci kada se vo\u0111ena struktura \u010dini pomalo restriktivnom, posebno za igra\u010de koji vole IOI zbog potpune slobode u sandboxu. Ipak, odluka uglavnom odgovara. Bond je \u0161pijunska fantazija vo\u0111ena likovima, ne samo simulator rje\u0161avanja problema. First Light pronalazi pristojnu ravnote\u017eu izme\u0111u autorske drame i igra\u010deve agencije.<\/p>\n<p><strong>gdje ne uspijeva<\/strong><\/p>\n<p>Glavne slabosti nisu konceptualne. One su povezane s dotjerano\u0161\u0107u. Igra ima sna\u017enu ideju o tome \u0161to \u017eeli biti, ali neki tehni\u010dki i animacijski detalji ne podr\u017eavaju u potpunosti tu ambiciju. Mekane teksture, povremena vizualna neravnomjernost i pomalo kruto kretanje spu\u0161taju iskustvo s najvi\u0161eg nivoa. Vo\u017enja i neki akcijski intenzivni momenti tako\u0111er se ne osje\u0107aju tako pa\u017eljivo dotjeranima kao atmosfera prikradanja i misije. Ovi problemi ne uni\u0161tavaju igru, ali su va\u017eni jer First Light te\u017ei vrhunskom filmskom identitetu. Kada igra \u017eeli da se osje\u0107a kao Bond, male nesavr\u0161enosti postaju vidljivije. Gruba tekstura u drugoj akcionoj igri mogla bi pro\u0107i nezapa\u017eeno. U Bondovom svijetu, ona se isti\u010de. Malo kruta animacija okretanja u generi\u010dkoj puca\u010dini mogla bi biti u redu. Ovdje prekida iluziju glatkog agenta koji se kre\u0107e kroz dotjerani \u0161pijunski triler. Zato se 83\/100 \u010dini iskrenijim od 88 ili 90. Igra je vrlo dobra, a u nekim podru\u010djima je odli\u010dna, ali nije nedodirljiva. Ima licencu, atmosferu, temelj i prave dizajnerske instinkte. Tako\u0111er ima vidljive grube ivice.007 First Light je jaka moderna Bondova igra i vjerovatno najuvjerljivija osnova koju je fran\u0161iza imala u igrama dugo vremena. Razumije \u0161pijunsku fantaziju, daje Bondu igriv identitet, gradi dobar tok misije i kombinuje prikrivenost, gadgete, akciju i filmski pritisak na na\u010din koji uglavnom funkcioni\u0161e. Igra djeluje samouvjereno i pa\u017eljivo re\u017eirano, posebno kada dozvoli da posmatranje i improvizacija vode iskustvo. Rezultat se zaustavlja na 83 jer je zavr\u0161etak neravnomjeran. Vizuelni stil je sna\u017ean, ali neke teksture su previ\u0161e mekane. Slika mo\u017ee izgledati blatnjavo na nekim mjestima. Kretanje likova mo\u017ee se \u010diniti malo uko\u010denim iz odre\u0111enih uglova, a neke sekvence direktne akcije nemaju istu profinjenost kao dizajn prikrivenosti. Ovo nisu fatalne mane, ali spre\u010davaju igru da dostigne vrhunsku poziciju. First Light je odli\u010dna, ali i dalje ima o\u017eiljke.<\/p>","protected":false},"featured_media":0,"template":"","meta":{"_acf_changed":false,"site-sidebar-layout":"default","site-content-layout":"","ast-site-content-layout":"default","site-content-style":"default","site-sidebar-style":"default","ast-global-header-display":"","ast-banner-title-visibility":"","ast-main-header-display":"","ast-hfb-above-header-display":"","ast-hfb-below-header-display":"","ast-hfb-mobile-header-display":"","site-post-title":"","ast-breadcrumbs-content":"","ast-featured-img":"","footer-sml-layout":"","theme-transparent-header-meta":"default","adv-header-id-meta":"","stick-header-meta":"","header-above-stick-meta":"","header-main-stick-meta":"","header-below-stick-meta":"","astra-migrate-meta-layouts":"set","ast-page-background-enabled":"default","ast-page-background-meta":{"desktop":{"background-color":"var(--ast-global-color-5)","background-image":"","background-repeat":"repeat","background-position":"center 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