Tekken 7 gets a new story trailer, showing the personal reasons why Marshall Law, Feng, Bob, Bryan, Devil Jin, Hwoarang, Gigas and Katarina fight in the tournament.
The hotly anticipated Marvel Vs. Capcom: Infinite will see release September 19, Capcom have announced.
Capcom have also revealed some of the characters we can expect to see joining Infinite, as well as some pre-order details.
Marvel Vs. Capcom: Infinite will feature the following characters in its cinematic story mode:
There will, of course, be a deluxe edition, which will include the base game and the 2017 character pass. Additionally, there will be a limited edition including premium character dioramas and a SteelBook. You can check out the Story trailer below:
NetherRealm Studios’ Injustice 2 has received a ne trailer outlining the game’s Gear System and how players will be able to customise each hero to match their playstyle.
The trailer explains that each battle will grant more pieces of gear to equip your hero with which, changing their appearance and granting buffs to their strength, ability, health and durability stats, as well as offering a variety of extras, such as experience bonuses. These effects can then be increased by using multiple pieces from the same set while new abilities and special moves can also be unlocked by completing key achievements.
Are you as excited about Injustice 2 and its Gear System as we are? Well the wait is almost over as this latest brawler will see release on May 19 for Xbox One.
Some of my fondest gaming memories are of playing side-scrolling beat ‘em ups with my brother; Double Dragon, Turtles and Streets of Rage are just a few that we played together. We particularly enjoyed playing Golden Axe, and it’s this that Dungeon Punks reminded me most of.
There are six characters to unlock and once available three teams of two can be selected. Rather than being tied to one tag team of characters, you can switch teams at any time. Unfortunately the teams don’t have any special tag abilities like The Simpsons arcade game, which is quite the missed opportunity, although each character does handle slightly differently, each one favouring speed, strength or magic.
With a layer of RPG elements that include weapon and spell upgrades, Dungeon Punks spans 12 environments. The game starts with a simple delivery mission that goes wrong and several precious vases get smashed. So begins errand after errand until the debt is repaid – if only it were that simple – the crew end up embroiled in a corporate battle for control over RezCorp, the sinister corporation behind the world of Dungeon Punks.
RezCorp sell insurance to bring folk back from the dead. Any death needn’t be permanent if you afford a small excess payment, made out in souls – the XP of the game. If your group dies mid-level before escaping via an emergency exit or by killing the main boss, a payment to RezCorp must be made. This can make leveling your characters a laborious task.
Each level can be started over with most enemies resurrected ready to oppose you again, completed side missions won’t return so choose carefully as to whether you press on or escape after completing a side mission. Each room must be cleared before you can move on although retreating to the previous room is always an option.
Beyond the simple mash the attack button, there are simple spell combos and special rage abilities – each must be charged before use – with spells requiring mana from defeated enemies and rage earned from special crystals that are dropped. It all wraps up in a very simple package that will please older gamers who grew up on a staple of the games I previously mentioned.
The art style is fantastic and is the stand out accolade of the game. The story’s attempt to be witty and humorous eases the constant button mashing of the combat and although Dungeon Punks plays very much like Golden Axe, giving a great sense of nostalgia, I couldn’t help but want more.
Level areas look the same and the layout of navigating through the foreground, background, left or right could have made Dungeon Punks the ideal game to use procedurally generated dungeons, making replay far more enjoyable, particularly during moments where you need to grind to get character XP higher. Enemies are the same reused character models and there is no online co-op.
What drove me on was not only to best the 12 areas and purchase the more powerful weapons, but also too see how the uncanny adventure of the Dungeon Punks panned out, plus I like games that riff off stuff I played in my youth.
If you’re a fan of titles such as Golden Axe, then you will really enjoy Dungeon Punks, otherwise you might just find pressing the A button just a bit too repetitive.
Thanks to Xbox and Hyper Awesome Entertainment for supporting TiX
Another day, another game. My gaming journey through 2016 continues and I have another title in front of me to trial. Rivals of Aether is an ID@xbox game available through the Xbox Preview Program. Dan Fornace is the mind behind this classic styled beat-em up.
First impressions are good as it’s loaded up, which took about a second as the whole game is only about 180mb. I’m a sucker for retro graphics and as the pixelated start screen pings up its a plus point straight away, and although I hadn’t heard of the game until today it has the word ‘fighting’ in its description, as I have a penchant for anything ‘shooty’ or ‘fighty’ it’s another plus point. This is a side view brawler and the first and most obvious comparison is Super Smash Bros. Not just in the style of the game but in the emotions it elicits as you play. It harks back to the games of the 90’s in look, feel and sound. The music is spot on, being a great blend of catchy cheese that makes for an exciting soundtrack to your button bashing combo’s but without being too distracting or intruding. From the get go I have been pulled in by the game, ‘its general vibe’ for lack of a better description is great and all the little bits add up to create a solid all round package. It’s a little limited in some places (Preview Program situation accepted) but I think this may at least achieve cult status if not picked up by a bigger audience.
Each fight takes place in an arena (in the currently available game modes, more on that later) and they too pay some homage to classic games. They are beautifully designed and many have interactive points that can act as an aid or a hindrance in the heat of battle, like a water jet to knock back your foe or a rising tide of fire to avoid. They all have a few staggered levels to bounce around on without sides, and you try to knock your opponent out of screen shot. Instead of health bars you have damage percentage which starts at 0% and goes up, the higher you get the damage, the further they get knocked with a blow and easier they are to get off the edge of the arena. The game is easy to pick up and play and it’s simplicity adds to its charm. I could easily see myself sitting down with some friends and battling it out for a few hours. It’s tense, fast paced stuff and each round is gripping. It has four player local multiplayer with a team match option in the verses mode, and you can also set it to tournament mode to create your own mini tournies for you and your friends to play.
As I like to do, I’m going to make another comparison, or rathe, two smashed together: this is Pokemon meets Street Fighter (circa 1999). It’s almost a Pokemon after dark. I imagine this is where Charizard might come to fight if he needs some quick cash, or Hitmonchans addiction got the better of him and he was forced out of the regular Poke league and started fighting on the underground circuit. Sorry, I’ve got distracted by the thought of a 18+ Pokemon show with scandal, drugs and an underground fight club. I’d watch that. Returning to Rivals and how we got to the dark depths of illegal Pokemon fights, the characters are crazy. All based around animals and elements each with a unique power. The base for their special move is one of the four classic elements: fire, air, water and Earth. They have a small number of other moves as well, simple attacks that combo in sets of three. I have two that I really like and serve as example of the crazy nature of them. Zetterburn is a Lion . . No, a Bear? A Lionbear. With a flaming mane and tail who chucks fireballs and burns things. Then there’s Kragg, a sort of armadillo/turtle who can hurl rocks pulled from the ground and summon pillars of rock up from below. They make up two of the characters from the warring civilisations in the game-world. The fighting system keeps in line with the rest of the game and is simple, a short set of tutorials is available including a character specific level to learn each of the unique moves available. I love the characters, each one is designed well with great animation and they are pretty badass.
So, in a quick re-cap: cool retro graphics, awesome retro soundtrack, great character design and animation. It’s important to remember that this game is available through the Preview Program and as such is still a work in progress, so bare that in mind. Now, I’ve said a few times that the simplistic nature of the game is a plus and adds charm, which it does, however, despite there being a few moves to learn the fighting is limited. There are no big combo patterns to use and between standard attacks and special moves there are barely ten distinct attacks for each character. Any big fan of this genre who plays the likes of Tekken or Dead or Alive, or any of the other bigger fighting games of the last few years, may find the fighting a touch lacklustre. If you favour the classic arcade games of yesteryear or play Super Smash Bros. then this will be up your street. Also, despite loving the available characters, there are only eight, which in my opinion is a bit low. It could do with getting into the teens for longer playability.
I was unable to play story mode, abyss mode or do the advanced training which I will chalk up to it being in preview and they are still under development, the story mode is tipped to be like street fighter as a side-scroller which for me would add a lot to the game. The online section of the game took some time to find a match (again, a new release preview game and numbers will probably grow) however, after a few minutes of searching I found an exhibition match. I promptly had my ass handed to me three times in a row which means either I’m terrible or the level of player ability online is quite high. Personally I prefer the second option. The game had no problems connecting and so far I’ve found no bugs or suffered any crashes, which are issues you half expect in a preview game.
In conclusion, I have enjoyed Rivals of Aether and I’m sure any fan of classic fighting games will too, but it is a touch limited in its offerings at present. It is still being worked on and the coming options are sure to add to this already very fun little game. As with a lot of indie titles I don’t see this dominating most console’s for months at a time, maybe some long sessions into the night. However, it will be a great party game or filler between your big titles and favourites, and there will be some out there, perhaps converts to Xbox who miss the party games of a certain Japanese hardware producer, who may find the game they have been looking for.
Thanks to Xbox and Dan Fornace for supporting TiX
One Piece Burning Blood, based on the popular Anime & Manga, brings fast-paced, 3 vs 3 melee combat to Xbox One this Friday, June 3.
Engage in massive brawls by strategically choosing your team of characters and swapping them out during the heat of battle. Use Logia Moves for unique abilities and the powerful Haki blow to break through enemy defences, while Devil Fruits are the source of massive Special Attacks.
Featuring a multitude of different game modes, One Piece Burning Blood is also the first ‘One Piece’ game ever to be released on an Xbox console.
Check out the trailer below:
For a long time, I perceived the UFC as someone bringing to life the arguments I used to have with friends in the school playground. You know the discussions; who would win between a lion and a Rhino, Batman & Judge Dredd or even Mike Tyson & Bruce Lee. As such I paid UFC little mind, and it remained on the periphery of my perception to the point I could only name a few of the key players that have shaped the UFC into the powerhouse it is today.
So, my first foray into this game was surprisingly painless. The face buttons control each of your four limbs, with the triggers used to guard and perform variations on each of your attacks. As I was intimately familiar with EA’s Fight Night series, the controls were instantly recognisable. The main variation being the control on the right stick which, in Fight Night, controlled your weaving ability, in UFC it is used to initiate a grappling move that brings me to the biggest difference I had to come to terms with in the game.
Being a mixed martial arts title, grappling, wrestling and submissions play as large a part as the stand-up fighting to which I was familiar, so getting used to the various clinches and wrestling moves available was without a doubt a lot more difficult. Once again, your Right stick is front and centre here as the screen is highlighted with a list of clinch positions you can move to from your current grip, all while landing and defending against attacks aimed at breaking your hold. These controls are identical when on the ground, with multiple holds that can be transferred into in order to gain an advantage over your opponent. Once placed into a submission, the screen fills with your movement bars, in which you compete with your opponent to either fill or interrupt the bar in order to get a tap out.Like most of the EA Sports titles, UFC2 packs a punch (pun intended) when it comes to game modes. All of the old familiars are there; Ultimate Team, Online Rivalries, Ranked Championship and Career modes all make an appearance, but UFC 2 also has what it is calling Live Events. These challenges tie in with UFC Fight Night’s, giving you a range of real life matchups to both predict and undertake. Predictions require you to choose a winning fighter, how they won, either by KO/TKO, Decision or Submission and finally in which round they would win. You can then take to the canvas as your selection and try to enact your prediction in game. Should your prediction come to pass, you will earn additional fight night specific card packs for your ultimate team. This is an extremely clever way to encourage fans of the UFC to not only bet on upcoming fights but also to take a greater part in their Ultimate Team build.
Career mode takes you on your journey from new billed fighter to challenging the current champion of your particular ranking. Starting out as a relatively mediocre fighter, with a choice of multiple disciplines on which to begin, you have to win fights and train your way to competing for the title. Training comes in one of three disciplines; Stand-up, which focuses on your blocking; hit power and speed; Clinch training, which allows you to specialise in the power of your clinches and takedowns, and finally Ground training which improves your ability to transition between positions and your ability to pull off and hold your opponent in submissions.
Training also has its risks. Taking part in each of the sessions runs the risk of doing damage to your fighter which could put them at a disadvantage in their next fight. Each training is also ranked, and once completed can be automated to save you having to take part in the same mini games every time you wish to level up a particular stat. Success in the training rooms is also tracked overall, with three additional stat bonuses should you be able to perform extremely well overall. Making a fighter worthy of challenging takes a long time, and eventually, you will hit critical junctures in your career that will also begin to take its toll, reducing the amount of development you can endure, so each of these additional bonuses are definitely worth focusing on in the early game.
You can also craft your fighter in the way you choose. Each attack has a variation of moves that can be purchased and upgraded from straight up leg kicks to the most flamboyant capoeira attacks, and with a deep, upgradable perk system that allows you to focus on key attack styles or endurance feats, there is a huge range of options available to craft a unique challenger.
Being the high-intensity sport that it is, you are always battling against your career bar. Each fight takes its toll and moves you one step closer to retirement. To balance this out, you have your fan base. Winning fights and random events can increase your fan base allowing you to prolong your career far beyond when you would normally have hung up your mitts.
These random events come in many shapes and sizes. Some will give a benefit to a specific training focus, others will allow you to take part in a high reward fight at short notice with less training time, while others will award extra fans for public appearances or PR bonuses.
Visually UFC2 is graphic, but in a good way. Character models are extremely realistic with real-time bruising, blood smears and cuts that give an instant visual cue to where damage is most intensified, even to the level of seeing showers of sweat and blood spray across the canvas when a particularly heavy hit lands. Thankfully I didn’t see any of the strangely contorted moves that have plagued EA fighting games in the past, and it all just looks outstanding.
One issue I had is that even on the easiest setting it is extremely easy to have a bad fight. I lost count of the number of events I lost due to a lucky hit, or an unfortunate foot slip even when I had been dominating the match. It can feel a little unfair, but inline with the quick-pace of the sport, you can thankfully, instantly restart a fight – in career mode at least. This in itself can actually be beneficial as it gives you a trial fight in order to understand an opponent’s strengths and weaknesses and focus on attacks that give you the best chance of a win.
Sadly, the biggest negative I found was in regard to the online modes. Frequent lag spikes were encountered on both sides, making the fights a bit of a pot luck as to whether you will get a fair bout, with the possibility of you or your opponent getting a lucky hit in when the other is waiting for the game to catch up. This didn’t occur on all matches, and I still got a lot of enjoyment in the online modes, but hopefully this will be addressed by EA. That being said, and with these modes effectively hamstrung, it does reduce the content available unless you are happy to persist with the online modes regardless.
Overall, UFC2 doesn’t fail to impress. There’s a huge range of options available to you, whether you are looking for something to really get your teeth into with the Ultimate Team and Career modes, or if you are more interested in quick-burst fun, you have online tournaments, quick fight, Live Events and Online Rivalries with which to vent some aggression on the AI or your friends.
If you have any interest in realistic fighting games, UFC2 is a sound investment I can’t recommend enough.
Thanks to Xbox and EA for supporting TiX
Clash provides an enjoyable arena-based combat scenario for up to four players but is severely limited by its content and local multiplayer focus. Certainly Clash can boast an attractive and charming aesthetic but in the end it’s not nearly enough to hold on to a player-base.
Clash has 2-4 players duke it out in a simple, fast-paced arena battle across four maps, each with their own gamemode. Team Deathmatch splits players between two teams as each run, jump, and dash their way around an appropriately sized map, meaning to kill opponents for points. Deathmatch is much the same but with an all-against-all twist. Meanwhile, King of the Hill has two teams competing for points earned from standing within a sphere that randomly appears around the level, and Crystal Hunt spits out gems from fallen players you need to collect, with the first team to 20 being the victor. It’s an unremarkable and predictable arena combat experience but one that proves highly enjoyable.
Titles like Clash tap in to the competitive spirit wonderfully, encouraging frequent replay as you and your friends explore victory and defeat over each other’s slain characters. It’s compelling stuff that works splendidly within a party setting. Clash’s beautifully rendered backgrounds, immersive soundtrack, and quirky, unique characters adds an element of charm that can further pull you in, and it’s easy to learn, smooth, lightning fast combat is a joy to experience. However, you can only experience it locally.
Clash is restricted to local play only, furthermore, there are no AI opponents you can call upon. Instead Clash requires a minimum of two players to even begin a match. Moreover, only four maps are present, each locked to a specific gamemode, and whilst they offer a handful of secrets and are well designed arenas that complement their respective modes, it’s still a criminally limited amount of content.
In very little time at all you experience everything Clash has to offer, and whilst playing with friends locally unlocks the fun, it’s short lived. The learning curve is almost non-existent, the controls and mechanics are so simple you can master them within minutes. After playing a session this can’t help but leave you wanting. There’s no real skill involved. The level layout is also easy to read, allowing you to shift quickly across it to square off against your target, then all it takes is an unblocked dash to wipe them out. The block – a shield that lasts a few seconds – offers reprieve from death for a moment and a limited window for counter attack or fleeing, but despite a slight cooldown for its use it fails to provide meaningful tactics or strategy to the combat.
Clash looks beautiful and has a unique charm to its character design that’s hard not to enjoy, but ultimately it lacks substance. It’s in dire need of more maps, and perhaps that would be enough to raise it to average; greatness, however, is a target far beyond its reach. The mechanics and maps lack tactical depth, a lack of AI opponents and/or a campaign doesn’t cater to solo players looking for fun or practice, and a lack of online play restricts it to a niche market where there are better alternatives already.
Thanks to Xbox and FennecFox Entertainment for their support
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Dead or Alive’s greatest strength comes from its accessibility. Unlike many of its ilk, Dead or Alive rejects complex move-sets and combos for something simpler and purer. Two buttons do the majority of the work: punch and kick, combinations of which allow you to string together simple combos. A throw button and block button round off the face of the controller, leaving the shoulder buttons and triggers to dish out a more powerful punch and kick, a power blow, and a cheeky taunt. It’s wonderfully austere.
DOA is more about rhythm. Shifting the tempo of your strikes, keeping them varied aiming high and low on your opponent, being prepared to sidestep at a moment’s notice, and blocking in time with an incoming strike to counter and stun your foe. Indeed DOA isn’t complex but remains nuanced. Add to that gorgeous looking graphics, exciting transitions between areas within arenas, an intense soundtrack and impactful sound effects, and you’ve got yourself a superb fighter.
Dead or Alive 5: Last Round brings all of the aforementioned qualities together in the final version in the Dead or Alive 5 series, bringing together the previous version’s content, along with a few new things, to provide the definitive edition. The modes on offer are standard fighting game fare, not offering anything special but covering all the basics to allow you and the AI to fight it out in classic arcade mode or training, or for you and friends to beat the snot out of each other in one-on-one bouts or tag team locally or online.
The story mode is absolutely nonsensical and ridiculous, offering the flimsiest of excuses to pit two fighters against each other, but series fans will likely get a kick out of the lengthy narrative, and it serves as a good introduction to each character as your control shifts along the roster.
Over its previous generation release, Last Round offers an obscene amount of unlockable costumes, and unfortunately these primarily reveal more and more flesh of the female fighters, a Dead or Alive trait that the original fifth release had moved away from a little bit. It’s disappointing to see it return. The roster, meanwhile, has been increased to 34 fighters bringing fan favourites back as well as a couple of new characters, but unfortunately this dilutes the quality a little bit. More than a few from the roster clearly haven’t been given the time and care to make their move-sets unique or entertaining to fight with. Otherwise, an increased frame rate and resolution, some mildly improved lighting and particle effects, two new stages, and a basic but fast and stable online mode, rounds off the package brilliantly.
Dead or Alive 5: Last Round is a terrific fighting game. Although it looks very much like it did on the Xbox 360, the exaggerated, cartoon aesthetic has always looked stunning and it doesn’t look out-of-place on the Xbox One for a second. And despite some superfluous characters the highly accessible combat style and spectacle of launching opponents into other areas during a bout, is just as compelling and enjoyable as ever.
Editor’s note: During our time with Dead or Alive: Last Round we encountered none of the bugs or save data corruption that the title is apparently plagued by. However, Team Ninja have publicly acknowledged that there are some serious bugs being experienced and they are working on fixes.
Thanks to Tecmo Koei for supplying TiX with a download code
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Persona, or Shin Megami Tensai as it is better known around the world is an insanely successful Japanese RPG series. The series has been running rampant for years, so when Arc System Works and Atlus announced that Persona 4 Arena would be a fighting game, many were perplexed as to whether the game would even be worth making. Well I can silence the murmurs now, not only is it a credible fighting game, but it’s pretty damn good by fighting game standards.
Now the game has actually been out for a little while. It came out in March of 2012 on arcade machines as well as July and August on consoles in Japan and North America respectively. But due to some publishing issues here in Europe, we could not yet get our hands on the title. But Zen United stepped up and took the game on so that us EU folk could finally have a go and see for ourselves what this fighter has got up its sleeves.
So let’s finally kick things off. What with Persona being a well-known RPG series, it was almost a requirement that the story mode in the game had to be worthwhile. It’s a deep experience that follows on from the storyline in Persona 4. You’ll find yourself scurrying through battle after battle just to read the in-depth dialogue boxes in between. So for the uninitiated, the story will play out with four protagonists all being sucked into a strange television world where a fighting tournament known as The P-1 Grand Prix is being held. From there on a deep storyline that intertwines and meshes together in the style of a Guy Ritchie movie. All in all, the entire story is very good. It’s very well done and absolutely does justice to the stories of its RPG predecessor.
As well as a full story mode, there are also classic modes such as Arcade mode and Score attack mode to keep you busy. These are pretty bog standard and are featured in almost every fighting game to date. They will serve as a nice distraction as you move on to other characters and hone your craft.
So as any avid player of fighting games will tell you, the first thing you do when you turn on a new game is jump into training mode or a trial mode to get the hang of the game. Upon doing this, it is easy to see that the game handles just as well as any fighter. It has a 4 button system very similar to Marvel vs. Capcom 3 and BlazBlue and plays just as smoothly as the mentioned fighters. The X and A buttons are assigned to light and medium attacks. Whereas the Y and A buttons are assigned to Persona attacks. A character’s Persona is a sort of giant beast that accompanies them to the battle. Almost an astral projection of the character’s fighting spirit. Upon jumping into the challenge mode, you will see that the game will be just as fast paced and intense as BlazBlue and the like. The combos are fearsome, long, and they take a hell of a lot of execution. Once you’ve got it down, this is definitely a game that you’ll warm up to.
The tutorial mode shows that the game is actually very unique in certain ways. It has an auto combo system where each character has one specific combo assigned to simply pressing the X button a number of times. Much like all the anime fighters, there is a lot of super jumping and air dashing as well as air throws, throw escapes and such. But the game has also adopted the hop system from King of Fighters. This is just a simple short hop that will allow you to extend your standing combos to air combos. All the regular mainstays are here, such as guard cancels and instant blocks. But a new innovative (and god damn beautiful) thing has been implemented into the game. You actually get a negative penalty for running away from your opponent and attempting to turtle. The argument could be made that it kills any kind of strategy, there could also be a counter argument to say that it opens up a whole new level of strategy. That’s something for the fighting game community to holler over for a while.
The anime style of graphics is nothing new to this genre. Guilty Gear, BlazBlue, and countless other have utilised it. It comes as no surprise since Arc System Works are the people behind the Guilty Gear and BlazBlue series’. They all look fantastic and this game is no exception. Every brightly coloured sprite is captured in beautiful form here. The stages are a unique blend of 2D and 3D that I haven’t seen used in this way since Marvel vs. Capcom 2 on the Dreamcast. Every stage is so detailed that it is hard to keep your eye on the action. As you fight, certain pieces of dialogue and comic storyboards will pop up, very much akin to manga television shows. The television show presentation of the fights adds to the battle and can actually go as far as to rile you up.
Now no fighting game would be complete without online play. It is upsetting to state that the netcode leaves much to be desired. The majority of fights will have minor input lag. It’s not enough to break the game, but it is definitely enough to put you off. Online has already withered to a rather small amount of people, however. So if you plan on being an online warrior, you’d better be prepared to make some friends and some enemies, because you will be playing the same people over and over again.
Overall, Persona 4 Arena is a very good game. Fans of the series can rest easy with the knowledge that Arc System Works and Atlus have done them proud here. Not only have they made a game that can reach out to fans of the series, but they have also made a viable competitive fighter that hardcore players can really get into. The story mode will keep you going for a few hours, it has many twists and turns that will keep you going. It is truly a shame about the poor netcode, however. It’s about time that developers realised that poor netcode in a fighting game is quite literally a death sentence. Because once you’re done with the initial glitz and glamour, the online is what will keep you playing and what will keep you interested. It’s certainly the biggest reason that Street Fighter IV is the dominant fighter on the scene, and has been for four years now. Digressing from that, Persona 4 Arena is a very good game that I would recommend to any fan of fighting games or Shin Megami Tensai.
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