
GITNUXSOFTWARE ADVICE
Communication MediaTop 10 Best Game Chat Software of 2026
Ranked roundup of game chat software for gamers, including Discord, Twitch, and Slack, plus Tencent Game Multimedia Engine and Nakama.
How we ranked these tools
Core product claims cross-referenced against official documentation, changelogs, and independent technical reviews.
Analyzed video reviews and hundreds of written evaluations to capture real-world user experiences with each tool.
AI persona simulations modeled how different user types would experience each tool across common use cases and workflows.
Final rankings reviewed and approved by our editorial team with authority to override AI-generated scores based on domain expertise.
Score: Features 40% · Ease 30% · Value 30%
Gitnux may earn a commission through links on this page — this does not influence rankings. Editorial policy
Tencent Game Multimedia Engine is the go-to if your multiplayer game needs voice chat tightly bound to game rooms and state with spatial audio, whereas Nakama fits teams that want chat behavior tied to presence and multiplayer rooms without committing to a single networking stack.
Editor’s top 3 picks
Three quick recommendations before you dive into the full comparison below — each one leads on a different dimension.
Tencent Game Multimedia Engine
Positional audio integration hooks connect voice rendering to game spatial context.
Built for fits when multiplayer games need tightly integrated voice chat tied to game rooms and state..
Nakama
Editor pickServer-side room and presence hooks let chat membership and moderation logic live next to match logic.
Built for fits when teams need chat behavior tied to rooms, presence, and game state..
Discord
Editor pickServer role and channel permissioning lets different games and groups share one Discord safely.
Built for fits when communities need persistent guild-style chat plus voice coordination beyond a match..
Related reading
Comparison Table
Tencent Game Multimedia Engine
enterpriseReal-time voice chat, spatial voice, and voice messaging SDK for games across mobile, PC, and console.
Positional audio integration hooks connect voice rendering to game spatial context.
Tencent Game Multimedia Engine includes media capture, encoding, and transport components that game clients can integrate into an in-game overlay or dedicated chat experience. It also provides server-side coordination primitives for room and session lifecycles so voice and text companion channels can be synchronized. A strong integration signal is the emphasis on game client media pipelines and cloud deployment for handling many simultaneous participants.
A tradeoff appears in the operational burden, since media services require careful network tuning and session configuration to maintain low-latency audio under load. The best fit is a live-service multiplayer title that needs party, lobby, guild, or proximity-style voice behaviors tied to game state. Standalone community chat on generic web clients is a weaker alignment because the primary value concentrates around game engine integration and media session orchestration.
- +Game-first media pipeline design reduces glue code between client and voice transport
- +Room and session coordination supports scalable concurrent voice participation
- +Positional audio hooks align voice with in-world proximity mechanics
- +Cloud deployment patterns fit production environments with persistent game lobbies
- –Requires engineering time for session configuration and latency tuning
- –Governance features for moderation workflows are not as directly productized
- –Not optimized as a standalone chat app for non-game web clients
- –Debugging media issues needs platform-specific operational knowledge
Multiplayer game teams
Party voice tied to match lobbies
Lower coordination overhead
RPG and shooter studios
Proximity-style voice with spatial cues
More immersive communication
Show 2 more scenarios
Live-service platform teams
High concurrency room voice management
Stable room operations
Server-side session lifecycle handling supports many simultaneous in-game conversations.
Game tech integration engineers
Client media pipeline integration
Faster implementation
Media capture, encoding, and transport components integrate into game client codebases.
Best for: Fits when multiplayer games need tightly integrated voice chat tied to game rooms and state.
More related reading
Nakama
API-firstOpen-source game server with realtime multiplayer chat and social features.
Server-side room and presence hooks let chat membership and moderation logic live next to match logic.
Nakama provides server-side chat primitives that map cleanly to client-server architecture and game server hosting models. Message routing can target specific channels and rooms so lobby chat, party chat, and team chat patterns can be implemented with backend-controlled membership. Presence and subscriptions support responsive UI updates for who is online and which room a player is in.
A key tradeoff is that Nakama adds backend complexity compared with pure chat services, since chat behavior depends on game backend code and room join rules. Nakama fits when chat and game state must stay consistent, like rotating squad rosters in match lobbies. It is also a strong fit when the same engineers need to implement moderation workflows close to gameplay events.
- +Chat and gameplay events share one server-side execution model
- +Room-based routing supports lobby, party, and team messaging patterns
- +API-driven integration makes client behavior controllable from backend code
- +Presence signals enable targeted UI updates without extra services
- –Requires game-backend engineering for correct room membership and rules
- –Moderation tooling is backend-authored rather than a full UI-only workflow
- –Custom trust rules take implementation effort to match typical chat platforms
- –Operational overhead increases when hosting Nakama for chat-heavy titles
Game backend engineers
Chat rules enforced during room joins
Consistent chat access control
Multiplayer team leads
Squad chat with roster-controlled membership
Fewer out-of-sync conversations
Show 2 more scenarios
Live ops moderators
Automated message handling via backend endpoints
More consistent enforcement
Moderation actions can be triggered by moderation logic and reported messages routed to review workflows.
Client platform developers
Chat UI integrated with presence states
Cleaner player experience
Clients can reflect online presence and room context without maintaining separate chat infrastructure.
Best for: Fits when teams need chat behavior tied to rooms, presence, and game state.
Discord
SMBCommunity chat platform with text, voice, video, streaming, and game integrations.
Server role and channel permissioning lets different games and groups share one Discord safely.
Discord’s core fit comes from dedicated servers that can host both voice and text side by side, with per-channel permissions driven by roles. Moderation includes reporting workflows, channel-level locks, and user controls like block and mute to manage disruptive behavior. Rich presence and activity indicators help groups coordinate around what players are currently doing.
A key tradeoff is that Discord governance is server-centric, so per-lobby controls and short-lived sessions can require extra setup and channel management. It works best when a studio, guild, or esports team needs a persistent home for voice sessions, announcements, and off-session coordination.
- +Persistent servers keep voice and text coordination in one place
- +Role-based channel permissions support granular access control
- +Voice and text share the same conversation context
- +Message search and threads reduce repetitive coordination
- –Server-centric moderation can be heavy for rotating lobbies
- –Custom workflows depend on community-run bots and scripts
- –In-game overlay quality varies by game integration and settings
- –Cross-server organization can fragment large player groups
Guild leaders and officers
Run raid prep voice and planning
Fewer missed raid instructions
Esports team admins
Coordinate scrims and matchday comms
Faster team alignment
Show 2 more scenarios
Live community moderators
Control toxicity across game channels
More stable conversation quality
Block, mute, reporting, and channel restrictions help manage repeat offenders within each server.
Community event organizers
Host tournaments and role-gated updates
Clearer event communication
Threads and permissioned channels support event logistics and restricted chatter.
Best for: Fits when communities need persistent guild-style chat plus voice coordination beyond a match.
Mumble
vertical specialistOpen-source, low-latency voice chat software for hosted gaming servers.
Positional audio built into Mumble’s voice pipeline for spatialized game-group awareness.
Mumble delivers low-latency voice chat with a client-server architecture and strong control over audio behavior.
Text chat exists but channel organization and voice handling remain the center of the experience for game groups.
Server configuration supports controlled room access and operational visibility for moderation-style administration.
Compared with broader chat ecosystems, Mumble optimizes for voice quality and predictable behavior under gameplay workloads.
- +Low-latency voice focus with predictable server-side handling
- +Hierarchical channels make party, team, and guild routing straightforward
- +Server-side permissions support room access control without client workarounds
- +Push-to-talk and voice activity controls fit gameplay interruption patterns
- –Text chat is secondary to voice and lacks modern channel tooling
- –Voice tuning and moderation setup require hands-on server configuration
- –No built-in community integration across game platforms compared with larger chat suites
- –Desktop-first clients make quick cross-device use less frictionless
Best for: Fits when teams need dependable voice routing and admin-controlled channel structure for play sessions.
Vivox
API-firstVoice and text chat SDK integrated into the Unity engine for multiplayer games.
Positional audio for in-game spatial voice mixing tied to gameplay state, not just room-based voice.
Vivox delivers managed in-game voice chat with low-latency signaling and audio transport for games built on Unity and other engines. It supports party, team, and lobby voice patterns with push-to-talk and positional audio options that map to common game spatialization needs.
Vivox also provides a programmatic integration surface that lets games create and manage voice sessions from the client and coordinate them across players. For governance, Vivox focuses on deployment-side controls such as account provisioning, role-based access hooks, and moderation-oriented workflows for voice safety needs.
- +Voice session lifecycle APIs fit in-game party and lobby flows
- +Positional audio options support proximity-style and spatial mixing
- +Push-to-talk behavior maps cleanly to competitive gameplay needs
- +Integration patterns work well with client-server game architectures
- –Voice safety tooling depends on integration work beyond basic chat UI
- –Moderation and audit coverage is limited to voice context versus text chat logs
- –Audio pipeline tuning requires more engineering than typical text chat SDKs
- –Proximity and spatial features require careful client-side placement logic
Best for: Fits when games need managed, low-latency voice chat with spatial audio and programmatic session control.
Mirror Networking Voice
vertical specialistCommunity voice chat extension for the Mirror Unity networking solution.
Dedicated, server-session voice routing built for game backend integration instead of consumer chat UI workflows.
Mirror Networking Voice targets game chat deployments where voice is delivered through dedicated infrastructure rather than inside a general social chat client. The core capability is real-time voice routing for parties and teams with server-managed session handling that fits client-server game architectures.
Admin governance focuses on controlling who can join sessions and how voice endpoints are provisioned for game servers. The integration story emphasizes connecting game backend services to the voice layer through an API and operational configuration.
- +Server-managed voice sessions fit authoritative game backends
- +API-oriented integration supports custom game lobby and party flows
- +Operational configuration aligns voice endpoints with game server topology
- +Tighter control over voice access than typical social chat clients
- –Less turnkey than in-client voice in mainstream chat apps
- –Voice integration depends on disciplined provisioning of endpoints
- –Feature depth depends on how the game handles session lifecycle
- –Moderation workflows are narrower than platforms built for trust and safety
Best for: Fits when studios need voice chat tied to game server sessions with API-driven provisioning and access control.
Agora
API-firstRealtime voice, video, and messaging infrastructure for interactive applications and games.
Spatial audio controls tied to game coordinates via real-time voice sessions and SDK position updates.
Agora provides game chat building blocks focused on real-time voice and text transport, with a WebRTC-based voice path and low-level session controls. It supports server-managed sessions, spatialized audio modes, and client SDK hooks that games can map into lobby, party, and team flows.
Agora also exposes an API surface for joining channels, handling events, and integrating moderation or logging workflows around chat activity. Compared with chat-first platforms like Discord, Agora shifts customization and governance into the game’s integration layer.
- +WebRTC voice sessions with granular event callbacks for game lifecycle hooks
- +Spatial audio and attenuation controls that map to in-world positioning
- +Channel-based text and voice integration using the same session model
- +Clear API surface for provisioning, join logic, and runtime control
- –Moderation workflows require more custom integration than community chat hubs
- –Operational complexity rises when multiple rooms and permissions must be enforced
- –Feature depth depends on game-side architecture for UI, routing, and retention
- –Higher integration work is required for full trust and safety coverage
Best for: Fits when a game team needs custom voice and text chat behavior inside existing matchmaking and roles.
Photon Voice
API-firstReal-time voice communication SDK built on the Photon networking stack.
Event-driven voice session hooks that let developers attach moderation and reporting to live voice activity.
Photon Voice is a game chat system built around low-latency voice in real-time sessions, with a focus on developer integration rather than a general-purpose chat app. Core capabilities include voice session orchestration, client connectivity patterns used for in-game party and team chat, and configurable audio handling for live streams.
Photon Voice also fits game engine workflows that need voice transport choices and predictable runtime behavior for fast join and leave. For governance, it emphasizes controls and extensibility points that let developers attach their own moderation and reporting workflows to voice events.
- +Designed for game runtime voice integration instead of general chat UI
- +Session-based voice connectivity supports party and team chat patterns
- +Extensibility points let game teams wire moderation and reporting to voice events
- +Audio pipeline configuration targets low-latency in-game communication
- –Setup work is heavier than chat-first tools with ready-made clients
- –Admin and trust controls require more developer-side wiring for full coverage
- –Text chat and discovery-style channels are not the focus of the product
- –Operational tuning for throughput and regions can take iteration
Best for: Fits when game teams need in-session voice with custom moderation hooks and engine-level integration.
PubNub
API-firstReal-time messaging API for in-game text chat with presence, moderation, and global edge network.
Message history on PubNub channels supports deterministic catch-up after reconnects without building a separate store.
PubNub delivers low-latency text chat and real-time messaging primitives that can be embedded into a game client and server stack. PubNub supports channel-based publish and subscribe, presence, and message history so lobbies, party chat, and team chat can be wired through a consistent API.
The service also exposes automation and management features for auditability and operational control across chat tenants. For studios that need chat plus event-driven workflows, PubNub can function as the message backbone rather than only a UI layer.
- +Channel publish and subscribe fits lobby, party, and team chat routing
- +Presence events help render online state and activity indicators
- +Message history supports late joiners and reconnection gaps
- +Moderation and governance tooling supports tenant-level operational workflows
- –Moderation policy coverage may require custom event handling logic
- –Complex deployments need careful key management and environment separation
- –Rich safety workflows depend on integration with external classifiers or rules
- –Unity and game-engine integration effort varies by existing architecture
Best for: Fits when real-time chat must integrate into an existing game backend with presence and message replay.
ODIN
API-firstCross-platform voice and text chat SDK for multiplayer games with Unity, Unreal, and web support.
Game-session oriented voice and text channel structure, with server-scoped administration for access and moderation.
ODIN is a game chat service designed around a dedicated ODIN server workflow for mixed text and voice sessions. It differentiates itself by focusing on game-community chat operations rather than general-purpose messaging, with transport behavior tuned for real-time use.
ODIN supports party or team-style voice channels and in-session text chat, which helps keep moderation actions and communication in one place. Administrative controls center on managing access to servers and channels used by a game community.
- +Voice and text channels stay organized around game sessions
- +Channel access controls map cleanly to community roles
- +Moderation actions can be applied at server and channel scope
- +Works well for guild, lobby, and party communication patterns
- –Admin setup requires careful channel and role planning
- –Integrations and automation hooks are limited versus chat ecosystems
- –Advanced moderation workflows lag behind large incumbents
- –Extensibility options for custom client behavior are not broad
Best for: Fits when a game community needs session-based voice plus text with server and channel governance.
Conclusion
After evaluating 10 communication media, Tencent Game Multimedia Engine stands out as our overall top pick — it scored highest across our combined criteria of features, ease of use, and value, which is why it sits at #1 in the rankings above.
Use the comparison table and detailed reviews above to validate the fit against your own requirements before committing to a tool.
How to Choose the Right game chat software
Game chat software in this guide spans community chat ecosystems and game-engine voice stacks, with Tencent Game Multimedia Engine leading for positional audio integration hooks. The list also covers Tencent Game Multimedia Engine, Nakama, Discord, Mumble, Vivox, Mirror Networking Voice, Agora, Photon Voice, PubNub, and ODIN.
Selection centers on how each platform ties voice and text to game rooms, sessions, and permissions instead of treating chat as a standalone UI. Tencent Game Multimedia Engine and Nakama both route behavior through server-side room and session coordination, while Discord and Mumble lean on server-admin channel structures for ongoing communities.
Game chat software for in-game voice and text with room, session, and permission control
Game chat software provides voice chat and text chat for lobbies, parties, teams, guilds, and other session groupings, with control surfaces for who can join and what they can do. Tencent Game Multimedia Engine focuses on game-first media pipelines and positional audio integration hooks that connect voice rendering to in-game spatial context. Nakama emphasizes room and presence hooks that keep chat membership and moderation logic close to match and room rules.
Tools like Discord and Mumble organize participation around server roles and hierarchical channels, which helps persistent communities coordinate voice and text across groups. Developer-focused platforms such as Vivox and Agora provide session lifecycle and WebRTC callbacks that map voice behavior to gameplay state and in-world positioning. PubNub and ODIN cover real-time messaging and governance around channel access, with message history and deterministic reconnect catch-up shaping how lobby and team chat resumes after interruptions.
Game chat integration controls for voice, text, and room permissions
Game chat software must connect voice and text to the same routing logic so lobbies, parties, teams, and guild groups stay consistent across sessions. Tencent Game Multimedia Engine and Nakama both anchor chat behavior in server-side room coordination so membership, presence, and moderation can follow match state instead of a standalone UI.
Integration depth also determines how much automation and governance can live inside the game backend. Vivox, Agora, and Photon Voice provide session lifecycle and real-time callbacks that let the client reflect gameplay positioning while keeping trust controls tied to live voice activity.
Room and session routing tied to game state
Nakama and Tencent Game Multimedia Engine model chat rooms and session behavior on the server so chat membership and moderation logic run next to match rules. ODIN and Photon Voice also keep voice and text organized around game-session structures, but ODIN adds session-scoped administration with channel governance.
Positional and spatial audio hooks for in-world voice
Tencent Game Multimedia Engine and Mumble both include positional audio capabilities inside their voice pipeline so group awareness matches game proximity and spatial context. Vivox, Agora, and Photon Voice extend this idea with session lifecycle and positioning controls that map voice mixing to gameplay state.
Permissioning and governance surfaces for channels and access
Discord uses server roles and channel permissioning so multiple games or groups can share one platform while keeping access granular. Nakama and Tencent Game Multimedia Engine route governance through room and session rules that follow backend execution, which reduces moderation drift when lobbies rotate.
Moderation workflow fit for voice versus text
Discord and Mumble lean toward channel-structured administration where moderation is more naturally applied to community chat patterns. Vivox and Photon Voice focus moderation and reporting context around voice sessions, while Tencent Game Multimedia Engine and Nakama provide backend-authored moderation logic that can be implemented near room membership rules.
Operational model for real-time messaging and reconnect behavior
PubNub includes message history on channels so reconnects can catch up without building a separate store, which reduces client-side state repair complexity. Agora uses WebRTC voice sessions with event callbacks for game lifecycle hooks, which can raise operational complexity when many rooms and permissions must be enforced.
How to choose game chat software by integration philosophy and control depth
Game chat selection should start with where the source of truth for rooms and membership lives. Tencent Game Multimedia Engine and Nakama keep room and session coordination server-side, which supports chat logic that mirrors match and room state.
Next, decide whether voice positioning is a first-class integration target or an add-on to room voice. Mumble and Tencent Game Multimedia Engine build positional audio into the voice pipeline, while Vivox and Agora expose voice session lifecycle and positioning controls that map to gameplay state.
Choose where room membership logic runs
If chat membership must follow authoritative match logic, select Nakama or Tencent Game Multimedia Engine because both provide room and presence hooks that keep chat behavior close to server execution. If chat must span persistent community spaces beyond matches, select Discord to use server roles and channel permissioning for durable guild-style coordination.
Decide how positional audio will connect to gameplay context
If spatial rendering should be tied directly to the voice pipeline, select Mumble or Tencent Game Multimedia Engine because positional audio is built into the voice handling path. If voice must be controlled through game-driven session lifecycle and positioning updates, select Vivox or Agora because both support session control that maps to game coordinates.
Map moderation scope to your voice and text distribution
If moderation must be implemented as backend-authored logic tied to room membership and voice session events, select Photon Voice or Nakama because voice reporting hooks and backend room presence logic can live near live gameplay. If moderation must operate on community-run channels and scripts across persistent servers, select Discord where workflows can depend on community bots.
Validate operational fit for multi-room scaling and permission enforcement
If the product must handle many concurrent rooms with enforced permissions and event-driven voice sessions, select Agora and test multi-room permission enforcement with the SDK callbacks it exposes. If the environment expects dependable routing and hierarchical channel structures for play sessions, select Mumble because its channel hierarchy supports party, team, and guild routing.
Plan for reconnect and state catch-up behavior
If chat resumes must be deterministic after reconnects without a separate store, select PubNub because it provides message history on channels. If the chat experience is primarily session-scoped with server-managed voice sessions, select Mirror Networking Voice because it is designed around dedicated server-session voice routing tied to game backend integration.
Who game chat software fits best
Different products optimize for different sources of truth, like game-server rooms versus persistent community servers. Tencent Game Multimedia Engine and Nakama target teams that treat chat as part of match orchestration rather than a separate UI layer.
Discord and Mumble fit teams that prioritize channel structure for play sessions and ongoing communities, while Vivox and Agora fit teams that need managed low-latency voice sessions with real-time positioning controls.
Game backend teams building room-first matchmaking and presence
Nakama and Tencent Game Multimedia Engine place room and presence hooks on the server so chat behavior can mirror match logic. This fit reduces mismatches between room membership and moderation rules.
Studios that require spatial voice tied to in-world proximity
Tencent Game Multimedia Engine and Mumble deliver positional audio inside their voice pipelines. Vivox and Agora add session lifecycle and positioning controls that update voice mixing with gameplay coordinates.
Communities that want persistent guild-style coordination and voice plus text in one place
Discord keeps voice and text coordination on persistent servers using server roles and channel permissioning. This fits communities that organize around long-lived channels rather than short-lived sessions.
Studios that need session-scoped voice provisioning with a server session model
Mirror Networking Voice and Photon Voice are designed for dedicated server-session voice routing and engine-level integration. This helps studios bind access control and voice sessions to authoritative game backends.
Teams integrating real-time chat into an existing backend with reconnect catch-up
PubNub provides channel publish and subscribe plus presence events that help render online state. Message history support enables deterministic catch-up after reconnects without building a separate store.
Common pitfalls when selecting and integrating game chat software
A frequent failure mode is picking a tool whose chat governance model does not match the game’s routing model. Discord’s server-centric moderation can become heavy for rotating lobbies, and Mumble’s text chat tooling is secondary to voice and lacks modern channel workflow depth.
Another failure mode is underestimating the engineering needed to wire voice safety and moderation to your game’s session lifecycle. Vivox and Agora can require more integration work for safety tooling when voice moderation must be enforced beyond basic chat UI.
Treating server-admin moderation as a drop-in replacement for match-scoped trust rules
Discord can be a mismatch for rotating lobbies because moderation workflows depend on server-centric channel structure and community-run bots. Nakama and Tencent Game Multimedia Engine align moderation logic with server-side room and session coordination.
Assuming positional audio exists without validating the data path from game coordinates to voice mixing
Mumble and Tencent Game Multimedia Engine integrate positional audio inside the voice pipeline, which supports predictable spatial awareness. Vivox and Agora require session lifecycle and positioning control wiring so the SDK position updates actually reach the voice mixing controls.
Ignoring the integration cost for voice safety tooling and moderation coverage
Vivox moderation and audit coverage can be limited to voice context relative to text chat logs, which means integration work is needed to cover game voice safety. Photon Voice also requires heavier setup wiring for full coverage when moderation must attach to live voice activity.
Choosing a chat UI-first ecosystem when authoritative server endpoints are required
Mirror Networking Voice can be less turnkey than in-client voice in mainstream chat apps because it depends on disciplined provisioning of endpoints. This fit is best when the game backend already owns session and access control.
Overlooking reconnect state behavior and message history needs
PubNub message history on channels reduces client-side state repair after reconnects, so it fits deterministic catch-up requirements. If a tool lacks channel history parity, reconnect flows must rebuild state from other sources or accept gaps in the chat timeline.
How We Selected and Ranked These Tools
We evaluated Tencent Game Multimedia Engine, Nakama, Discord, Mumble, Vivox, Mirror Networking Voice, Agora, Photon Voice, PubNub, and ODIN on feature coverage, integration mechanics, and operational fit for game room and session routing. Features drove 40% of the scores by checking how each tool ties room and session behavior to voice and text coordination plus how positional audio and spatial controls are integrated into the voice pipeline.
Ease and value each drove 30% by weighting the practicality of SDK event callbacks, session lifecycle hooks, and the amount of backend engineering implied by room membership and moderation logic. Tencent Game Multimedia Engine earned the top position because its positional audio integration hooks connect voice rendering to game spatial context while its room and session coordination supports scalable concurrent voice participation with a game-first media pipeline design.
Frequently Asked Questions About game chat software
How does Discord’s server model affect permissioning across multiple games and groups?
Which tools provide an API surface for automating moderation and room or session workflows?
How does push-to-talk behavior differ between Vivox and Mumble voice pipelines?
What breaks if a game needs spatial or positional audio tied to in-world coordinates rather than room membership?
When should a studio choose a game-backend bundle like Nakama over a real-time transport service like PubNub?
How does dedicated voice infrastructure change the deployment compared with consumer-style clients like Discord?
Which tool fits best when voice and text must share the same session governance boundary?
Which platforms expose WebRTC-based voice paths for real-time sessions with game integration hooks?
How does data migration and message catch-up typically work when a client reconnects after disconnects?
Tools reviewed
Primary sources checked during evaluation.
Referenced in the comparison table and product reviews above.
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