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Assault Android Cactus photo
Assault Android Cactus

Assault Android Cactus leaves early access on September 23


Now for the sequel, Fight Robot Grape
Sep 03
// Joe Parlock
I’ve been keeping track of Assault Android Cactus since 2013. The twin-stick shooter has been in early access all this time, and has evolved into a pretty dang fantastic game throughout the process. Now, developer Witc...
LawBreakers photo
LawBreakers

Here's a long video showing what LawBreakers really looks like


22 minutes, if you want all of that
Sep 02
// Brett Makedonski
We sat down with Cliff Bleszinski at PAX Prime last week to talk about his studio's new game LawBreakers. We chatted about the gameplay mechanics and the free-to-play model. There's still more to come from that intervie...
Shutshimi photo
Shutshimi

Shutshimi: Seriously Swole coming soon to Wii U


Choice Provision's great goldfish shmup
Sep 01
// Alessandro Fillari
Just last week, we were graced with the release of Shutshimi: Seriously Swole on PC, PS4 and Vita. In this bizarre tribute to classic shooters, players take control of a team of gun-toting goldfish with memory issues as they ...
MGSV photo
MGSV

Kojima: 'I always felt that every chapter I made would be the last'


Director on Metal Gear Solid V
Sep 01
// Steven Hansen
Metal Gear Solid V: The Phantom Pain's director Hideo Kojima has done a "Debriefing" video timed with the release of his latest and, presumably, last entry in the series. And it appeared on Konami's channel, no less. (And Ko...

Star Wars: Battlefront photo
Star Wars: Battlefront

EA provides details for Star Wars Battlefront October beta


Coming to PC, PS4, and Xbox One
Sep 01
// Chris Carter
EA  has spilled some details for the upcoming Star Wars Battlefront beta. It'll be available in early October on the PC, PS4, and Xbox One platforms, and is a technical test that will feature 40-person battles on Hoth, p...
Destiny photo
Destiny

Oh for goodness sake, Destiny's Taken King raid won't be in at launch


Bungie...
Aug 31
// Chris Carter
When the last Destiny expansion hit, we got the recycled, poor excuse for endgame content -- the Prison of Elders -- instead of a real raid. Bungie claimed that a raid would be "coming later," leading many to believ...

Cliff Bleszinski: 'I respect that core gamers see free-to-play as a dirty, dirty thing'

Aug 30 // Brett Makedonski
[embed]308383:60188:0[/embed] At this point, LawBreakers co-developer and Killzone series director Arjan Brussee chimed in "If you have a small barrier of entry like an early access fee, then I think that can work. For us, if you look at the game, it's definitely a triple-A type of experience. We don't want to charge $60, but our fans are used to paying money to play games with the Killzone and Gears of War stuff. So, I think we can leverage the free-to-play thing and do cool stuff in that space." Brussee's right in saying that this is a segment of the gaming population that doesn't have a problem coughing up some cash for games. The challenge comes in getting them on-board with free-to-play -- especially those who are distrustful of the model. But, Bleszinski wouldn't want to go back to the traditional sales metrics. "Yeah, for me, that's completely dead. That's pre-orders, that's 'how many do you get in the first two months' and then it's an exponential curve downward after that," Bleszinski said about the idea of his metrics for success suddenly shifting. "People who are still doing that: have fun. For me, that's old. For us, it's about a ramp." Bleszinski continued "We may not make a lot of money in the first couple months. But, in the first year, we may start to ramp up. These games are like a locomotive where they get going and going. Once they get momentum, you look around and say 'How did this game get so damn big?' The marking is a steady launch over the course of a bunch of different beats throughout the year as opposed to blowing the wad at Christmas while everyone else is blowing their wad. Or, the Super Bowl where you try to get Liam Neeson and Kate Upton to do goofy ads. We're in it for the long-run here."
LawBreakers free-to-play photo
But he's done with the traditional model
When Cliff Bleszinski formed Boss Key Productions to create the game now known as LawBreakers, he always knew that free-to-play was the model he wanted. That statement's not as black and white as it sounds. There's a lot of i...

Cliff Bleszinski: We want players to actually use verticality

Aug 29 // Brett Makedonski
[embed]308291:60187:0[/embed] "I don't mean to slag any other games, because those core loops of getting a lot of kills quick are what kill streaks and kill streak rewards are built on," Bleszinski said. "With us, we want to have a little bit of that dance, a little more like Halo where if someone gets the drop on you, you at least have a shot at either getting away or at least taking a dent out of them so they might die by your teammate." The hook that allows LawBreakers this freedom lies in the world-building. Because of a cataclysmic event known as "The Shattering," Earth is left with pockets of low gravity in certain areas. Conveniently enough, LawBreakers' maps are set in some of these areas, which should make for interesting and varied gameplay. Bleszinski was visibly excited about this. "We see these moments where there's this giant zero-gravity pocket where everyone's vertical and people are actually knocking each other around with rockets. One of the comments on Twitter was someone asking if rockets actually propel people. Since you have a rocket jump now, you actually have a radius. We found that with rockets not being a one-hit kill (because we don't really want them to be), even with Kitsune who's a very light character, once we have the law equivalent of her, she probably might be a couple rockets minimum. Still, it's a light character, but we want you to juggle." There's a reason he wants players to juggle. "When you introduce low gravity and the concept of juggling as well as a rocket that you can air-burst with the alt-fire, you see somebody flying through the air blind-firing propelling themselves, and you can suddenly send them over to the other side of the map by air-bursting a rocket and then follow through with your stomp move and kind of chain your moves together. We want the FPS dance to kind of come back." That FPS dance means that players stay alive longer and actually get to make use of the game's vertical axis. "It's a lot greater than your Call of Duty grind. It's a little bit faster than your Titanfall one. It's somewhere around Halo-ish is what I like to say," Bleszinski ultimately said of Spencer's original time until death inquiry. Figuring out exactly how to properly execute all that action is the tough part. LawBreakers' gameplay trailer showed a handful of different characters, each with their own abilities and traits. Bleszinski and his team are now in the position of getting all of those characters work in conjunction with one another without any of them sticking out like a sore thumb. "Perfect balance is nearly impossible to get," Bleszinski commented. "We're still working on it. Right now, in the current build that people are playing off-site, it's very asymmetrical -- two unique classes on both sides. The Law has all sorts of weapons whereas the Breakers have like area-of-effect stuff. That's been really hard to balance. One of the first things we're going to do when we get back is, you have Breacher on the Law side, we're figuring out who the Breacher equivalent is on the Breaker side. That's something that when we go back to symmetrical gameplay, I think it's going to be easier to balance. But, it'll still be slightly asymmetrical." It may not be exactly what he's shooting for, but Bleszinski made reference to a revered fighting game when talking about balanced gameplay. "I saw a graph where they're pointing out the Smash Bros. characters from the original that we've used over the years. Smash Bros. may be the most perfectly balanced game ever because they kept finding a new character and a new exploit without the game ever being patched or updated." An interesting analog, but LawBreakers won't take that approach. Bleszinski continued "Thankfully, we're going to be a living product so we can keep introducing updates, hopefully every couple weeks. Pump that shit through, have test kitchens and things like that. Basically, if we find an exploit that breaks the game, fix it. But, also recognize when there's an exploit that adds to the game. You know, rocket jumping is one of those accidents that actually is cool." Bleszinski and Boss Key can expect to find a lot of those exploits given the combination of possibilities between several unique characters and maps with variable gravity. There are a lot of factors at play. Some exploits will evolve into part of the game, some will get squashed. Those that make verticality more enjoyable and contribute to the FPS dance (as Bleszinski put it) have a better chance of surviving.
Bleszinski interview photo
Doing the FPS dance
Just this week, Cliff Bleszinski and Boss Key Productions pulled back the curtain on LawBreakers -- the free-to-play arena shooter that has been in development under the codename Project BlueStreak. It's more than just the co...

Hive Jump photo
Hive Jump

Hive Jump, coming in 2016 on Wii U, has amiibo support


Looks like a cool shooter
Aug 28
// Chris Carter
Watching this trailer for Hive Jump brings me back to old school shooters like the ones based on the Aliens franchise. I'm really loving the art direction, focus on multiplayer, and gunplay, but it appears as if we...
Star Wars Battlefront photo
Star Wars Battlefront

EA shares first details for Star Wars Battlefront's new planet


Battle of Jakku
Aug 27
// Chris Carter
The desert planet of Jakku is set to make its film debut in Star Wars: The Force Awakens later this year. But it's also making its game debut earlier in December, once Star Wars: Battlefront hits. EA has shared some news rega...
Turok photo
Turok

Turok and Turok 2 are being re-released for PC


Remember the kid named Turok?
Aug 26
// Chris Carter
Remember when Acclaim offered $10,000 to parents who named their kid "Turok?" I still get a good laugh out of that whenever I think of the series. Beyond that legacy they were actually fun little shooters, and now both Turok&...

So, how's Gears of War's multiplayer at launch?

Aug 25 // Brett Makedonski
Between last night and this afternoon, I have a fair sample size of matches under my belt. I'm maybe one percent of the way toward the "Seriously..." Achievement, which doesn't sound like much, but it is. The only issue I've encountered was about five seconds of lag at the beginning of one match. Otherwise, everything's been silky smooth. There's one non-performance issue that I have a problem with, however. The War Journal offers multiplayer statistics, but not on how close you are to earning the different Achievements. (If I'm not mistaken, this is a feature that Gears of War 3 implemented quite nicely.) Likewise, Xbox One's "snap an app" feature doesn't track that progress either. The sole indicator is a counter that pops up after a match in which you've hit a milestone toward that Achievement. Hopefully a fix is coming for that. That one insignificant complaint aside, this game holds up its end of the bargain with regard to multiplayer. After the Halo: The Master Chief Collection snafu (that may still be on-going to some degree), it was important for Microsoft to emphatically stick the landing on this one. Fortunately, it lives up to the excellent standard set by the rest of Gears of War Ultimate Edition.
Gears of War photo
Silky smooth so far
I have a novel concept for you: What if a major video game releases and its multiplayer component just works? Like, there isn't a bunch of drama and patches and updates and apologies; instead, you get to play the game immedia...

Destiny photo
Destiny

Hear the new Nolan North-voiced Ghost in Destiny


RIP Dinklebot
Aug 25
// Jordan Devore
It's a single line of dialog, but here's what Ghost sounds like in Destiny: The Taken King now that Nolan North is voicing the character instead of Peter Dinklage. Time to get worked up! Or not! Resident Destiny fanatic Vikki Blake says "Northbot sounds just like Dinklebot." I'd tentatively call North's performance an improvement based on, again, just this one line, but we'll have to see.
Phantom Pain photo
Phantom Pain

The Metal Gear Solid V launch trailer is bittersweet


One week to go
Aug 25
// Jordan Devore
The first half of this launch trailer for Metal Gear Solid V: The Phantom Pain is a short, incomplete reminder of designer Hideo Kojima's legacy. It's sad, knowing what we know. Touching, even. Then a giant-ass mech with a gun on its crotch transforms a fiery whip into a sword and slashes cars.
Splatoon photo
Splatoon

Splatoon's soundtrack is two discs, features 61 tracks


'Splatune'
Aug 25
// Chris Carter
Man, the official Splatoon soundtrack sounds amazing! First off it's called "Splatune," which would be reason enough to buy it, but it's 61 whopping tracks. That includes 37 full songs, 14 sound effect tracks, and 10 "ji...

Review: Gears of War Ultimate Edition

Aug 24 // Brett Makedonski
Gears of War Ultimate Edition (PC, Xbox One [reviewed])Developer: The CoalitionPublisher: Microsoft StudiosRelease: August 25, 2015 (Xbox One), TBA (PC)MSRP: $39.99  The developers of Gears of War Ultimate Edition have called this "the first at its best." Turns out they aren't wrong, but they also aren't quite precise enough. This is Gears of War -- entire franchise included -- at its best. Gameplay at a steady 60 frames-per-second does wonders for the naturally clunky movement. These soldiers now feel less like the tanks they resemble. That's not exactly the case in the campaign, however. Multiplayer over Xbox Live runs at 60FPS, but solo and cooperative play is locked in at 30. Regardless, it's a vast improvement over previous installments. It's immediately noticeable as soon as you pick the controller up. The Ultimate Edition is running on a mature version of Unreal Engine 3 -- the same engine the original Gears of War was built upon -- so this improvement can likely be chalked up to optimization and more powerful hardware in the Xbox One. This newfound fluidity makes everything less frustrating. Cover-based shooting works as it always has, but moving from spot to spot isn't as likely to end up with your character stuck to a wall you didn't intend. Navigating the game's many battlefields is quicker and more enjoyable. [embed]306974:60086:0[/embed] While a slicker movement system is easy to appreciate, it's the combat -- the actual shooting of guns -- that's the real meat of Gears of War. Almost everything about it is perfectly intact. As many bullets as the enemies can soak up, there's resounding satisfaction anytime an enemy gets tagged with a torque bow or a pistol takes a head clean off. Hip-shooting with the Gnasher is still a frustratingly inaccurate prospect, as it seems like things work out in your favor about half the time. But, the greatest compliment you can give Gears of War (and it holds true in Ultimate Edition) is that it makes fighting fun. That shouldn't necessarily be the case for a game that features pop-up shooting gallery one after another, but it is. Active reload is one of the better game mechanics of the past decade in that it constantly keeps the player's attention during a process that they'd otherwise be uninvolved in. The Lancer (a/k/a "chainsaw gun") is iconic and unironically cool. It's on the back of the combat that the rest of Gears of War gets by. A lot of the level design feels dated now. Settings are distinct through the game's five acts, but they're all used the exact same way. Rarely is there clever subversion to keep the player on their toes. More often than not, it's predictable what lies just ahead. To be fair, there are attempts to break this mold; the second act holds two examples. A large swath of this part of the game asks the player to pathfind by blowing up propane tanks in order to illuminate the road. When mixed with fighting, these are some of the best moments in Gears of War, as it adds a puzzle-like element. Conversely, the end of this act dedicates a chapter to vehicle driving. It's poorly executed, and it comes off as a forced and transparent bid at shaking up monotony. Gears of War can be linear to a fault, but that's a trade-off for its cinematic nature. Chapter length is generally short, and a new cutscene is always just around the corner. Setpieces come about fairly frequently, but they're somewhat subdued when compared to other installments in the series. Rather, this Gears of War is the game that set the tone for the over-the-top action to follow. Despite all the cinematics, Gears of War is notably light on narrative. The story details the human struggle against the invading Locust on the planet of Sera. Things are bleak. Humanity has its back against the wall. Everything feels so down and out. This coalition of well-trained troops is the good guys' last chance. For those who actually care, Gears of War's plot can be effective yet simple. It lacks a lot of nuance, as does the dialogue. Most exchanges between characters are gruff one-liners, either overtly aggressive or sarcastic. To be blunt, the dialogue hasn't aged well but this was never the game's strong suit. The greatest disconnect comes from the superb gameplay and the subpar narrative. It's not only the disparity between the two that rings obvious, but also how they fail to work hand-in-hand. Gameplay often feels less like a means of accomplishing a story-specific goal, but more like a means to trigger a cutscene to advance the plot. Pacing is also an issue, as stakes are high and chaotic at all times. There are plenty of faults, but Gears of War's greatest trick is that you don't notice them while you're playing. It's just a good time from start to finish. On a personal note: my roommate and I played through the entirety of the campaign cooperatively on Insane difficulty in two sittings in one day. I couldn't tell you the last time I dedicated that much of a day to a game. That speaks volumes. For anyone looking to boil the Gears of War experience down to its purest and (arguably) most enjoyable form, competitive multiplayer again serves a big role. There are 19 maps and nine modes (including newcomers team deathmatch, king of the hill, and two-on-two with shotguns). It's undeniably quite the large offering. Again, Gears of War is fantastic when it's just unadulterated combat. By today's standards, eight-person multiplayer should seem tiny, but it really doesn't. There's always plenty of fray to be found. Maps are designed in a nice, symmetric way so that everything's balanced. Although, the majority of weapons are immediately disregarded by most people in favor of constant use of the Gnasher, which feels like the way to go at almost all times. Whether the campaign or multiplayer, Gears of War undoubtedly succeeds in constantly entertaining. The Ultimate Edition takes that to a new level through optimized gameplay, smoother controls, and updated visuals. Most importantly, it makes this classic relevant again. Microsoft has a lot riding on the continued prosperity of Gears; after all, it is one of the publisher's largest properties. Gears of War Ultimate Edition effectively reminds why that's the case, just as it reminds why this is the game that partially influenced an entire generation of gaming. It just took a makeover to help us appreciate it again. [Editor's note: At time of writing, the multiplayer component wasn't live for the general public. A handful of multiplayer games were played in a private room hosted by the developer. We'll report on the state of online play at launch and thereafter. If this aspect of the game sees significant problems in the weeks following release, we'll cover those issues.] [This review is based on a retail build of the game provided by the publisher.]
Gears of War review photo
At its best
For better and for worse, Gears of War helped shape the past generation of gaming. Bursting onto the scene in 2006, it helped solidify now-common tropes like chest-high walls, brown and gray shooters, and muscle-bound sp...

Halo 5 photo
Halo 5

Master Chief won't be unmasked in Halo 5


Guardian his face
Aug 21
// Brett Makedonski
No one has ever seen the face of Xbox's most popular video game franchise. Master Chief's appearance is nothing more than a suit of armor. 343 Industries says it's staying that way for a while -- at least through Halo 5: Guar...
Left 4 Dead photo
Left 4 Dead

Left 4 Dead survivors return for Zombie Army Trilogy


Typical Valve
Aug 20
// Jordan Devore
The survivors of the Left 4 Dead series are back for a cameo in Zombie Army Trilogy on PC. Folks who own Rebellion's Nazi zombie-shooting game can download a free update through Steam that adds Bill, Francis, L...
Splatoon photo
Splatoon

Splatoon is getting the 'Flounder Heights' map today


For free of course
Aug 20
// Chris Carter
Today at 7PM Pacific, a new map will join the rotation in Splatoon -- Flounder Heights. I really like the vertical feel to it, and I dig the urban aesthetic. All things told it reminds me of one of my favorite Call of Du...

Secret Ponchos: Most Wanted is an improvement on the original release

Aug 20 // Chris Carter
The long road to Most Wanted started a few months after the original hit the PS4, notably by way of the PS+ program. Mapara and his team started working on a complete overhaul in the game, and development culminated when he took his preview build to EVO this year. "They don't hold their punches, in a good way," Mapara said. He noted how most of the attendees aren't interesting in visuals or artistic elements, but how the game plays, if your hitboxes are correct, and other technical aspects. "We always intended on having our game be catered to hardcore players, so this kind of feedback was perfect," he said. The entire experience is re-balanced around 3v3 fights to have a perfect mix of chaos and skill -- "4v4 was a little too hectic," stated Mapara. Improving Secret Ponchos is a two-layer strategy -- support features, and content. In terms of the former, Mapara mused on how they quickly shifted their philosophy after launch, saying, "We learned so much about the game at launch. This is new territory for an indie team, making a heavily online game. So we tried to base our system off of bigger games like TF2, and we learned that the model doesn't really work for us. For instance Call of Duty has millions of players at all times. We need to make our game work even if there's only 100 people playing." As a result, they've made matchmaking easier, merging lobbies together while allowing a rookie and ranked option. In terms of content, there will be 10 characters, five of which who weren't present in the PS4's launch, and four new maps. One of the new additions is "Gunman," who is described as the "[Street Fighter's Dan] of the game. He's a dumb cop who was kicked out of his town, and still thinks he's the law. After going hands-on with him it's clear that he's a support version of the Killer character, complete with a six-shooter, and the ability to mark enemies with a defense-lowering target. The Mad Trapper is another cool newcomer, who is literally all about traps and a massive amount of range. He's incredibly technical, as he has a low health pool, and can manually hide traps, luring players into all sorts of situations. Although she has been playable before I also had the chance to check out the reworked Wolf, who is one of my favorite arena shooter characters in recent memory. She's all about crits and precision, which grant her extra damage for subsequent shots, and shots right after she dodge-rolls. She also runs faster with her knife out, and can pounce on enemies, slashing them on the ground. Also included in the game is Gordo, a minigun toting maniac, and an unnamed character who wields two tomahawks. I was actually influenced to level them all up individual as well, as there's a new progression system in Most Wanted that ties into Steam achievements, and rewards players with in-game cash and content. Other additions include a tutorial, a more improved rookie matchmaking queue, AI bots, and a new mode called "Protect the Posse Leader" (think Gears of Wars' VIP). Secret Ponchos: Most Wanted will arrive on September 29 on Steam for $14.99. Much like what happened to Rovio with Awesomenauts' shift over to Steam, PS4 updates hinge on the success of the PC version. It's great to see a developer continue to support a game months down the line, and Mapara and his team seem to be incredibly invested in it.
Secret Ponchos preview photo
Coming to Steam on September 29
Back in December, I reviewed Secret Ponchos. It was a pretty interesting online arena shooter, and I saw a ton of potential in it that hadn't yet been tapped, mostly due to a lack of content. When Switchblade Monkeys' Yo...

Two month delay photo
Two month delay

Ubisoft delays Rainbow Six: Siege into December


Two months
Aug 18
// Steven Hansen
Ubisoft's upcoming improbable trailer dialogue game Tom Clancy Presents (RIP) Rainbow Six: Siege will miss its October 13 release date, the company announced. The closed beta will still start September 24, but the pushed back...
Splatoon photo
Splatoon

The next Splatoon Splatfest is Autobots vs. Decepticons!


August 28 through Aug 29
Aug 18
// Chris Carter
Uh, wow. While the previous Splatoon Splatfests were all good fun, this one actually interests me on a whole new level. Nintendo has teamed up with Hasbro for an "Autobot versus Decepticon" event! Your ink will match the colo...
Gears of War photo
Gears of War

Gears of War also redid its Mad World trailer for the re-release


We all knew this would happen
Aug 17
// Brett Makedonski
Microsoft is putting the finishing touches on Gears of War Ultimate Edition, an upgraded remake of the 2006 title. It's extending those duties a bit beyond the game, though. It's also recreating some of the original marketin...
Quantum Break photo
Quantum Break

Here's the new box art for Quantum Break


Featuring Shawn Ashmore. Naturally
Aug 17
// Vikki Blake
Now Shawn Ashmore has been confirmed as Quantum Break's Jack Joyce, Microsoft has revised the game's box art accordingly. At least, that's what this Amazon Germany image implies, anyway.
Black Ops III photo
Black Ops III

This is how Black Ops III has the moves like Jagger


Aim for the heart if you feel like it
Aug 14
// Brett Makedonski
Wait. I don't actually know how Jagger moves. That dude is super old. It's probably not like this now that I think about it. Disregard the headline, but retain all the flashy running, hurdling, swimming, and boosting you can do in Black Ops III. That's what it looks like if you're good. If you're bad, it likely looks more akin to Mick Jagger running around a battlefield.
Star Wars photo
Star Wars

EA on Star Wars Battlefront: Most people would've skipped single-player


'That's what the data points to'
Aug 13
// Jordan Devore
Do you play the campaign in games like Call of Duty and Battlefield or head straight to multiplayer? During a wide-ranging interview with GameSpot, Electronic Arts COO Peter Moore commented on the lack of a campaign mode in ...
New Splatoon mode photo
New Splatoon mode

Splatoon's Rainmaker mode looks fantastic


Launching tomorrow at 7:00pm Pacific
Aug 13
// Jordan Devore
I'm not usually one for capture the flag, and I've stayed away from Splatoon's ranked battles for the most part, but I'm loving the look of the upcoming Rainmaker mode. Teams compete to shatter the Rainmaker's shields, then s...
Rainbow Six Siege photo
Rainbow Six Siege

Breaking Bad's Gus really likes Rainbow Six Siege


Or says he does for a paycheck
Aug 12
// Brett Makedonski
Gustavo Fring, international meth lord, loves Rainbow Six Siege. That's what he said in this Ubisoft-released video wherein a handful of celebrities say a lot of nice things about the game. Maybe take this with a grain of sa...
Splatoon photo
Splatoon

Splatoon now has a nifty little web app


Japan leads the way
Aug 06
// Jordan Devore
Nintendo has launched a website for Splatoon that lets players preview the current and upcoming map selections, spy on friends, and double check their online loadout and stats. Yep, I sure do love the Krak-On Splat Roller. Th...
Rare Replay photo
Rare Replay

Rare Replay adds 'modern controls' for Jet Force Gemini


It's no longer damn near impossible
Aug 06
// Jordan Devore
I hope you're enjoying Rare Replay. I've been methodically playing Trouble in Paradise while also mixing in some of the Nintendo 64 games I missed originally. Blast Corps is one. It's so much fun! Jet Force Gemini is another....

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