GamingCX, Gamers Guide To Life: reviews

Tuesday, September 27, 2011

Dungeons - The Dark Lord Review


Playing the evil villain can be fun, creating dungeons, setting up your paths, letting heroes plunder your treasure, and then when the moment is ripe, strike the hero down. This is exactly what the game Dungeons did back in February 2011. Now here we are again, taking up the role as Dungeon Lord, with a full blown stand-alone expansion pack, Dungeons – The Dark Lord released by Kalypso Media. Building on the foundation of Dungeons, the add-on does many things right, fixing some flaws found its predecessor. Realmforge Studios went the extra mile for this expansion, adding in a new campaign, more gimmicks, multiplayer and new game modes.

Fellowship of the Other Ring
Previously in Dungeons, the Dark Lord was kicked from his throne and sets out to regain it, conquering everything in his path. Eventually getting the throne back, the Dark Lord begins going insane, wanting to construct the ultimate relic to control all the underworld inhabitants. The relic he creates turns out to be a ring, which his then sidekick, a little green goblin steals and proceeds to look for help in destroying said ring. He encounters Calypso, she agrees to help destroy the Other Ring. With her not wanting to become a slave to the Dark Lord, they both set out and encounter the other evil Lords from Dungeons. Together they form the Fellowship of the Other Ring.

Sounds familiar doesn’t it? Dungeons – The Dark Lord’s campaign is a spoof of a series of books about lords and rings. The games follow the rag tag group of Calypso (female demoness), Minos (A Minotaur), Sidekick (Green Goblin) and The Zombie King (King of The Zombies) on the quest to destroy the Other Ring.

Massive Battle
Dungeons – The Dark Lord campaign ran me about 8-10 hours, with taking my time building dungeons and increasing my Dungeon Lords power. Divided into chapters, each chapter is a very long level, spamming multiple types of dungeon from ice or fire to the basic dungeon, sometimes taking over an hour to complete. A big flaw in Dungeons was how repetitive the campaign could be. In Dark Lord the developers helped remedy this, by having players do different things to help keep it fresh. Usually at the start of a level, you guide your characters through a dungeon like maze, fighting monsters, making sure nobody dies, until you find a dungeon heart. You would then proceed to gather soul energy, gold or whatever task the objective wanted. Since you are with 3 other bosses most of the time, you can easily switch between them to fit your play style, but stats and skills do not transfer over, so you have to spend gold and soul energy for each one. Some of the more interesting levels split your group into two, as you manage two dungeons or combine the dungeon maze with dungeon building. It puts your multitasking skills to the test and provides different experiences. Some of the levels do repeat themselves, however it is not nearly as bad as Dungeons.

That's not an old wizard!
The campaign is full of humor and cheesy dialogue, like the first game, some of it feels forced but never cringe worthy. Since the story is a parody, it is very predictable, the light hearted story was enough to want to push forward, while still enjoyable, just did nothing new. The ending of the Dungeons – The Dark Lord was over abruptly and was very unfulfilling. Dungeons – The Dark Lord does not take itself seriously but it still offers an enjoyable experience, those hoping to be the evil villain bent on destroying the world, will be very disappointed.

Skill Trees are out
As an add-on, Dungeons – The Dark Lord expands on the base game, adding new features and tweaking others. One of the major changes, no longer will players deal with earning stats or skill points or even a skill tree. Instead Realmforge put all the piles of gold you would accumulate in your dungeon to better use; you will now buy stats, increasing the amount of gold or soul energy needed as you add buy more points. Each Dungeon Lord has its own unique skill set and when switching between them, I found it a hassle to manage each one’s ability set. Which I ended up just picking my favorite, sticking with that choice the whole game. Gimmicks also work slightly different, when a hero examines one, they will give a slight increase in prestige. They are now divided into two different groups, floor and wall. Floor gimmicks have less cost, less prestige given, but more bonuses when a hero examines them, with the wall gimmicks they cost more, give more prestige, but give fewer bonuses from heroes. A new type of special gimmick was introduced, specifically for certain rooms, these gimmicks can only have 1 of each type placed for that room and give special bonuses, the skulls gimmick makes gives a 50% bonus to soul energy drain in your jail room, making heroes give you soul energy 50% faster.

Heroes enter your dungeon quicker, often flooding your dungeon as you wait for them to become satisfied before you can harvest them. It is not uncommon to be chasing your happy hero and find 4 or 5 of his allies attacking you. This is a better change, as your dungeon feels livelier with parties of heroes wandering your evil domain, upgrading equipment and stealing treasure, but with the downside as you have to eliminate other heroes in the process to get just one. Also gone is heroes finding your dungeon boring, you were constantly left wondering what was wrong, with no explanation.

Hero traffic jam!
Goblin workers dig much faster, which is a great tweak to the gameplay, no longer must you stand around waiting for them to slowly dig, tapping your evil foot away, watching them slowly dig out your dungeon. Monsters also received a change, with three types, one for expanding your territory, the second for dishing out damage to heroes and the last as a glutton for punishment that can take a beating. Along with the monster change, which was much needed, was the ability to change the monster shelters. Once you capture a monster shelter, you can then change it to any of the other monster shelters at will, but lose the old replaced monsters in your dungeon.

New to Dungeons – The Dark Lord is multiplayer. Modes include King of the Hill, which you must hold an area of the dungeon as long as you can, Every Man for Himself has the Dungeon Lords duking it out until only one survives and Soul Survival makes players rush to gather as much soul energy as possible while it steadily drains from them. The Steam only mode Piñata which awards players prestige for slaying heroes and is the only way to gather prestige, jails and gimmicks are disabled. At the time of the review, the multiplayer servers were not up.

Guys? I could use some backup!
Dungeons – The Dark Lord’s core gameplay has largely remained the same, but with tweaks to elements that help make it more enjoyable. The basic gameplay of tending to heroes needs is at the core of the experience. Building monsters for them to fight or take damage from, treasure to plunder, equipment or knowledge to find and traps to disable. All of this is done to make them happy, so that you the Dungeon Lord can slay them, and drain their soul energy, helping you become more powerful. Unfortunately traps or monsters still take a huge penalty if they finish off the hero, so you must be a janitor running around the map, harvesting your heroes before they leave your lair. This hurts the game, as you cannot put your evil plans to fruition, making the heroes lives a living hell and instead must make them happy, then you must be the one to land the killing blow.

Graphics for Dark Lord are the same as Dungeons, except with a bigger variety, more monsters, spells, gimmicks and heroes. An all new dungeon theme, an ice cave was added. It features all ice themed monsters and gimmicks, which look great and are well animated, a much needed changed from the standard dungeon tile set. Heroes look better, with prettier equipment and designs, giving them a more heroic or seasoned look. A great new addition is that heroes have a variety of spells to choose from along with graphic effects for these. Rogues will now stealth and sneak around, mages can cast area of effect spells or heal and necromancers summon an undead pet. Each Dungeon Lord also has its own theme of pets, to help keep more variety between the Lords. One bug that was present, every so often heroes would have a jerky combat move animation.

This is my stylish Necromancer tier armor
On max settings, textures looked nice, character models although small are well detailed when zoomed as close as possible and the UI was clean, easy to navigate. Except when switching between Lords, the skill bar does not change when switched to a different one, making skill management a pain. The skill bar also reset every chapter, except for the default spells, which created a hassle as you can forget that you didn’t have the skill learned again when you need it in the thick of battle or taking time out at the start of every chapter just to organize your spells on the UI.

Your agonizing screams please me...
Dark Lord’s main theme remains unchanged from Dungeons, which is a shame, since the first theme was enjoyable, it would have been nice to hear something new. The voice acting improved a little, but due to the writing, still sounds off, especially Zombie King, who still takes forever to finish a bit of dialogue or Minos who snorts between every other word. When these two characters speak, the cut scenes just drag on and on. During play, you will hear Sidekick constantly say something is happening off screen, which can get rather annoying as he repeats the same bit. In game music helps set the dungeon theme and while it isn't memorable, it's not terrible either. When heroes attack they let out a battle cry, which is campy and cliché, something you would expect from a MMORPG.  Old sound effects are all recycled from Dungeons, except the new ice dungeon, they don’t sound particular amazing, but they are fitting to the monsters or traps. To fit the new dungeon, heroes should have had new voice overs and new sayings, they get rather tiring after you see “Taste My +1 Dagger” for the 10th time.

Fans of Dungeons and newcomers will be pleased with the expansion; it offers a better dungeon building experience. Improving on aspects in Dungeons, with a better campaign, tweaked gameplay, more gameplay modes and variety. Even with many tweaks and additions, being a Dungeon Janitor is what keeps Dungeons – The Dark Lord from truly becoming great.

GamingCX gives Dungeons - The Dark Lord 7 out of 10

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Tuesday, September 20, 2011

Dead Island Review: A Zombie Paradise


Dead Island, where do I begin; zombies, zombies, and more zombies are a good start.  Techland developed this zombie slaughter festival of carnage and it really is a gore fest.  With a short introduction video scored by some rather ridiculous rap music the game screams campy right from the start.  This novelty setting stops there, when it is replaced with a more horror type survival setting.  Blood splattering blows, flying limbs, and boots to the face of screaming charging zombies wait in store for you in this tropical paradise.

Story

The story of Dead Island is pretty straight forward like most games involving zombies.  The zombie apocalypse has appeared on the island of Banoi, located off the coast of Papua New Guinea.  It begins in a tourist resort and leads you into the local’s area of the island and beyond.  Survival is the objective and what happens along the way is forgiven and forgotten rather quickly.  You play as someone who is immune to the zombie infection and take on the responsibilities of saving all the survivors you can from this

Spooooky!
The story for the game was a bit nonexistent, after being rescued by the life guard John Sinamoi you find yourself waking up in a small beach house full of other survivors that aren't lucky enough to be immune.  It then becomes your responsibility to protect and help these people escape the island.  The game progresses in different acts that ended rather abruptly, as you would suddenly be thrown a cut scene featuring all the players and they would bicker with each other over the best course of action even in single player mode. The game makes you out to be the hero at every turn, but then lumps you into a team effort giving me a “Oh, now you show up!" reaction.   This only added to my confusion of the story as these other people are nowhere to be found except for these brief moments.   The cut scenes I also found to be rather poorly written and predictable, when Sam B says "It's just like N'allins" (New Orleans) I almost turned the game off out of pure reaction.  Admitting the game is clearly designed for coop it would have been nice to see some thought put into the single player aspect of the plot advancement. The story also loses a bit of purpose after you continue doing these tasks given to you by the npc's.   Techland marketed the game before release that this story was going to emotional and hopefully you would care for the characters involved.  I found that really hard to do as some of the characters didn't seem to be overly concerned with the wellbeing of the other survivors in the cut scenes they show.

Gameplay


What are these for?!

Dead Island is a massive game right from the start, almost too massive.  There is a fast travel feature that helps but that only lets you between "safe hubs" which there are few of in the game.  I found myself spending a lot of time running the same paths killing the same re-spawned zombies quite a few times.  The game has a very large amount of side quests and some do apply to the main progression of the game.  Some of the side quests are just strange and seem extremely out of place and most seem to be "fetch" quests where people are sending you out to get them things they really don't need and usually in the area you were just at before.   Something that really got on my nerves from the survivors you encounter along the way was that they all seem to be constantly moving or shaking and rarely looked at you in the eyes.  That probably sounds trivial and like I'm looking for flaws but the more I played the more it chipped away at me.


Kick it! Kick it!
The melee focused combat system of the game was really fun and rewarding.  Even after you have played it for a bit those head exploding critical shots with your favorite mace or baseball bat are still extremely satisfying and entertaining.  I found myself laughing with delight in mid combat quite a few times.  Weapons are abundant but frustratingly fragile; thankfully they can be repaired at lots of work benches scattered throughout the areas.   Strangely these workbenches cost money, this didn't make much sense to me as there was no one charging me to use them, it felt like I was leaving my precious cash there on some sort of honor system and then I would go rifle through someone’s belongings to generate more.

The game has a good weapon quality system that displays items rareness by color of the name.  While unoriginal it’s a classic way of doing this and I appreciate it.  It also has a really impressive modding system that applies to a large variety of weapons, like the Nail'ed mod can be applied to all wooden stick type objects, these mods get even more fun the further into the game you get.  The mods require ingredients found throughout the island whether in trash cans or on dead zombies, some harder to come by than others.  While limited to how many weapons you can carry on you at a time, there is no limit to how many parts or how many random items’ you can carry.  My personal favorite was my "Bolted Metal Baseball Bat"; it was the cause of quite a few exploding zombie heads!

A huge draw back I noticed in the gameplay was that it was very much created with the console in mind.  The mouse and keyboard functions where painful.  The inventory is poorly managed with a mouse and feels tedious.  If you do play this on PC I urge you to use a game-pad with it, will make it a much better experience.

Graphics



Derp...
The graphics of Dead Island where far from bad, while not the best I have seen lately.  The textures could have used a little work but hardly crossed my mind as I ran through wrecked streets and jumped along roof tops.  The environments I thought where well put together, slightly repetitive at times but that isn't surprising for a sandbox game as big as this one.   There are plenty of crevices and tucked away areas, giving you a fun sense of exploration with hard to find rewards.  The various types of zombies looked detailed with really great animations, unfortunately the player animations where laughably bad.   I was surprised by this because the well done animations of the undead seemed to make the player animations stand out even more.  I think one of the best aspects of the game though is the awesome job they did on the violence factor.  This game is brutal with blood, dismemberment, and bone breaking critical damage.  Heads literally explode, limbs are cut off beautifully, the gore was done right and it’s awesome.

Sound

The sound effects where pretty good, unfortunately any sense of music was not.  There was small radio's around that you could interact with on occasion that played some little bits of music and some action music kicked in with different zombies but overall the music was rather unmemorable.  The sound effects though did give a good sense horror, random zombie screams in the distance or maybe coming from right next to you.  I found myself on edge quite a bit of the time due to those heartwarming zombie groans.

Hi Brutus!
The voice acting was well acted just poorly written.  The various survivor's you encounter all have very unique dialogue.  A good example is a certain survivor that need's his brother rescued, it was comically acted and hard to believe it wasn't intentionally stereotypical.  This is constant throughout the characters in the game, they are over the top in the roles they are given or they are just hysterical and obnoxious.

The first night myself and some other GamingCX contributors grouped up on Steam we couldn't help but panic as this loud screeching deafened us all.  After we all ripped our headsets out of their respective USB ports and did some searching we realized that there was no mute button or a push-to-talk key.  I'm sure this has something to do with the PC version once again being a watered version compared to consoles that have things like Xbox Live overlays with mute features but Steams voice system doesn't seem to be much help with the PC version of the game.  PC games need push-to-talk keys it’s just that simple.

Overall 

Dead Island was great concept with poor execution; it has a really fun gameplay presented in a quickly thrown together package.  Sort of like that gift that you can tell is a new Xbox Game but it’s wrapped in newspaper.  I think if Techland had taken maybe another month or two before releasing it and done a little more polishing we could have seen something a lot better.  I had the unfortunate experience of playing it on Steam and that fun of them releasing the developer's copy to Steam; I was told the console version is substantially better and less buggy.  As of now Dead Island has had two updates for the game and it is getting better.  The multiplayer is still broken and quests still bug out, hopefully these will be fixed soon enough.   Once again though the PC market appears to have received the short end of the stick, with console versions receiving more time and polish.  Why release it on PC in the first place then, oh that's right... money!

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Monday, September 12, 2011

For the Emperor! Warhammer 40,000: Space Marine Review



Relic Entertainment, best known for hit RTS games, such as Company of Heroes and Warhammer 40k: Dawn of War. Throwing their hat into the ring the third person shooter ring, Relic created a third person shooter-action hybrid set in the Warhammer, which sets an excellent frame work, and is a love letter to the Warhammer 40,000 universe. While the game has a great foundation, Warhammer 40,000: Space Marines falls short on features, length, and replay value, with the story being more than a little excuse to slay hordes of Orks

Story

An invasion on the one of the forge worlds, that supplies the armies of man with weaponry, has come under attack of a million strong Ork horde, looking to loot and pillage. Losing one of the Titans, a massive walking mechanized machine, is not an option, and it is decided that the Ultramarines must be sent in, to secure the key assets, until reinforcements arrive. Players take control of the space marine Titus, who is a captain of the Ultramarines. The story does its job of keeping players interesting in the game, moving forward to slay baddies. Providing cliché plot elements, such as warp resistance, but never explaining certain things, it keeps the game moving forward, but sometimes feels like a cop out. Space Marine’s writing is acceptable, but will never impress anyone, seemingly staying close to the lore of Warhammer 40k as possible. Relic does a great job of depicting the Ultramarines as honorable, brave soldiers in the might of the Emperor, but also human.

Gameplay

Space Marine is nothing short of interesting, Relic does a fine job of creating a fast paced game. Mixing your standard ranged gunplay third person shooter, with an up close melee oriented action game. This style fits Space Marine surprisingly well, Titus feels powerful, being a genetically enhanced human, as he should be. Having a variety of equipment, ranged weapons from a bolter to the melta gun, each gun has a unique play style. 


Keeping players in the action, Space Marine has a health system that rewards getting down and dirty. To recover health, Titus must stun an enemy, an icon will appear over that enemy, and then you must execute them, in a VERY satisfying bloody mist. Titus has the option of using several different melee weapons at his disposal, the classic chainsword to the brutal power hammer. This is when the real difference comes in for Space Marine, melee combat is downright entertaining. Melee weapons make the player feel like a walking one man army, unstoppable in his huge bulky metal armor. Each strike, each blow is lethal, powerful, and amazing feeling, making the player wanting to charge into the heat of battle head first. 

However, this all feels like a framework that something a sequel would fix. Campaign is around 4-5 hours long, which in this day and age is abysmal. The health system while fine at the beginning of the game becomes problematic towards the end, when it becomes a standard third person shooter. I often felt myself hiding behind cover, as the unrelenting lasers from Chaos Soldiers, quickly chipped off my armor, and put me at low health. It feels like everything Relic was going for, was thrown out the window, creating frustration for the player, as the play style suddenly changes. Ai is laughable, often getting stuck in walls, or shooting behind cover, Titus’s squad is no help at all! No customization, players just swap equipment that’s lazily resting on top of boxes, you see before any new section. The enemy variety per race can be counted on one hand, while they are used in creative ways to keep it fresh, I wish relic added more variety and broke away from the Chaos or Ork type of baddies.


Multiplayer exists in two forms, a coop horde mode, which is not yet released, and 8 vs. 8 competitive modes with 3 classes you can pick from. Competitive mode does allow players to customize their own space marine, changing anything from colors, and armor style.  Players can complete challenges based on the guns and equipment they use, which in turn unlocks perks. You earn exp by getting kills, assists and winning matches, when enough exp is earned, you level up, unlocking more equipment. Multiplayer felt laggy, and again like a base foundation. Most of my matches had lag that ruined it, but when no lag was found, it was a blast, just like the single player.

Graphics

Massive, is how Space Marine feels. Relic does an exceptional job of bringing the world of Warhammer to life. Enemies are detailed, fluid, taking all your strikes, blows, and bullets like a champ, then slicing into pieces or bloody gore. The depiction of all-out war is very alive in Relic’s hybrid game. Structures are massive, towering over the already huge and bulky space marines.  I stopped quite a few times, just to admire, just how huge and well detailed the environments are. Relic took loving care in crafting this world, it is great to look at, stomp, maim, and kill in. Every detail in the Warhammer 40k lore is carefully detailed, from the space marines war scarred metal suit, to the giant titan and its menacing appearance. This is Warhammer 40,000, the game will not push the boundaries of graphics, but everything is fluid, and richly detailed.

Sound

Sound in Warhammer is amazing, Relic does an extraordinary job in bringing every gun, shout, and thunder, which sounds and feels real. Hearing the witty banter of them Ork Boyz, as you saw into a group of them is oh so satisfying. Weapons sound like they have power and heft behind them, as you charge into battle, hearing your massive metal bulk, step by step. Ripping into the flesh of countless bodies of Orks, is both gruesome and believable sounding. Grab a chainsword and go to town on hordes of Daemons or Orks, the sound of the saw cutting into flesh, keeps you wanting to tear into more enemies. Titus gets to use a jetpack, the crashing boom, as you drop what feels like tons of force from above on your enemies, sounds impressive and fun. The environment is filled with the sounds of war, guns going off, cries, “WAAAAGH!” as Orks charge into the fray. Voice acting is good and believable, while not giving any emotional acting, it more than does the job, and fits the Warhammer 40,000 theme. 


Warhammer 40,000: Space Marine has a lot right going for it. It fully realizes the world of Warhammer 40k, with detailed graphics and exceptional sound. Gameplay is both fun and addicting, but leaves you wanting.  Space Marine also has a very short 4 to 5 hour campaign and multiplayer that may or may not develop a following. Everything in Space Marine feels like a base and not a complete product, but Relic has an excellent foundation to build on.


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Thursday, August 25, 2011

Review: Shadows of the Damned

Checkout the Video Playthrough

The creators behind Shadows of the Damned are some of the biggest in the industry, and the game makes sure to tell you up front. Creators on board are Shinji Mikami (Resident Evil 4), Goichi Suda (Killer 7), and Akira Yamaoka (Silent Hill). In theory this should be one of the greatest video game packages every created, with such top tier talent. Unfortunately a few things hold Shadows of the Damned back, but still with this much talent, it can’t all be bad. Almost directly ripping off gameplay elements from Resident Evil 4, Shadows of the Damned still provides a very fun experience, although short.
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Wednesday, August 24, 2011

REVIEW: Elemental: War of Magic




Elemental: War of Magic is an interesting strategy game that I picked up on late though have found myself greatly enjoying. The first thing that struck me about the game was the creative freedom one has. You are able to design your own factions, your own worlds, and your own units and heroes. It is definitely a game for those with a tendency to build their own stories in their mind while hammering their enemies into the ground with powerful soldiers. Hit read more and I'll go into some details.


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Tuesday, August 23, 2011

REVIEW - Double Feature! Cthulu Saves The World & Breath of Death VII: The Beginning

I bet you thought the days of 8-bit graphics and sound where gone and forgotten. Maybe some where happy to have moved on past those games and maybe some where sad. Well however you feel about those games Zeboyd Games has brought two 8-bit gems for the gaming world. These games are funny and original and a great throw back to those old days of grindy rpg's and turn based action.  These games are available on the Steam platform and Xbox Live Arcade in the indie section. 
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Monday, August 22, 2011

REVIEW: LEGO Universe



LEGO Universe has pushed into the realm of Free to Play. Well, more like Free to Sample for as long as you like. The game has a few strong points that make it an enjoyable experience. As far as gameplay, it is reminiscent of the other games in the LEGO franchise. More on this after the break.

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REVIEW - Fallout: New Vegas


 Fallout: New Vegas is the most recent Fallout title from Bethesda.  It’s a sandbox role playing game using the same engine as Fallout 3.  It is set in the wastelands of Las Vegas, Nevada and the surrounding desert.  Traveling from destination to destination determining how to handle whatever is put in front of you.   You are free to take the path of a saint and help every poor wastelander that you come across or you can simply shoot them, take their stuff, and continue on your path of terror.   You come across drug addicts, poor refugees, various "tribes" and the all the other things you would expect from recent Fallout title like super mutants, ghouls, and mutated wild life.
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REVIEW: Shenmue II for the Dreamcast



Sega's Dreamcast has been the home to more than a handful of truly unique gaming experiences, those that you could say either define or help define the genre they're apart of. Shenmue II is one of those games. From the moment you power on the console with the game disc inserted, to the sign that the game has ultimately been concluded (the credits), Shenmue II manages to provide gamers with one of the truly most breathtaking and awe-struck masterpieces in the history of video games.

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Wednesday, July 6, 2011

inFAMOUS 2 Review


In 2009 Sucker Punch released a game on the Sony Playstation 3 called inFamous. At the time it did not grab my attention, sand box games are common place, however this one did something different. It let you be a Hero or Villain, with morale choice, that gave you unique powers.

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