Reviews by Sam Kabo Ashwell

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Ghosterington Night, by Wade Clarke

5 of 5 people found the following review helpful:
Monster Mash, December 3, 2012
by Sam Kabo Ashwell (Seattle)

The design of this short piece is not unlike Clarke's debut Leadlight: you are a cute, athletic young woman exploring a macabre setting, getting attacked by wacktastic monsters, and dying a lot. This version, however, is a straight-up treasure hunt. In tone it's more of a light-hearted Halloweeny romp, though there are still a few genuinely macabre images.

You are pursued around the house by two monsters, the clockwork girl and the terror statue; remaining in a room with them results in your death. You can avoid them by moving away (though they may come after you), or by shooting them with your limited supply of bullets. Also limited is a central room, which kills you the third time you enter it. Although the treasures you're looking for (terrible, but highly valuable poetry) are hidden, they're only nominally so; the trick is about finding enough breathing space to look for them, and finding genuine treasures rather than useless scraps.

For a game produced within the time constraints (Ectocomp's slightly weird setup: three hours of coding, as much preparatory writing as you like), it's impressively tight design, and everything pretty much works as it ought to. Poking at the scenery too hard is not to be advised, but in general you won't have much time to do so. There are some sound principles at work here, but for me it wasn't quite entertaining enough to stick at; that sodding clockwork girl was far too persistent, and working out which things hid the genuine poems was too trial-and-error, given that I usually had to burn up a bullet to get one. Too much of my gameplay was spent running in circles, trying to make a swipe at that damn armadillo shell and getting headed off by monsters every time.

This seems to be designed as an intentional challenge, but my frustration level for replay is fairly low. If I'm not encountering new content or discovering new strategies, I don't really want to keep hammering away at the same puzzle time after time. That hurdle is what stops this game from being a generally strong piece, as opposed to just a strong piece given its time constraints.

[Review originally posted on intfiction.org]

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PataNoir, by Simon Christiansen

9 of 9 people found the following review helpful:
Hopeful Monsters, November 29, 2012

Simon Christiansen's work has been characterised by brilliant concepts that are ultimately let down in the execution. The execution has improved considerably (and so have the concepts, really); the overall experience, though, is still a little rough.

The big concept of PataNoir is that similes occupy their own adjacent reality that you can manipulate: change the simile, change the real world. One frequently-employed subset of this involves altering the personalities of people. Elements of one simile can be used to tinker with another, and in some sequences similes are gates that allow you to plunge into entirely separate worlds. There are, then, a number of distinct kinds of manipulation that can be performed with similes, and they're thrown at you pretty much all at once, together with rules about how the system works (similes can be used to modify real-world things, but can't act directly on them: a simile key will not unlock a real door.) When I first played it I had a little trouble taking on everything at once, and stalled out perhaps halfway in.

The simile hook provides a good deal of rather lovely imagery (kicking in good and early), with elements of fantastic journey about it; to film this you'd want Terry Gilliam (or Švankmajer, though it's not quite that dark). There is a hauntingly dark atmosphere to much of it. Not every section is quite as spectacular as it could be: the climactic scene in particular could be richer and darker. But there are many images I took away from this: (Spoiler - click to show)the angel fountain encircled by snake-paths, the sleeping giant, the eyes you swim into like subterranean lakes, the plunge from bottles on a table in a messy apartment into a minaret-studded city. There's much here of the raw stuff of imagination, the pure delight of strange transformations.

Structurally, the game has areas you can travel between, and you will fairly often need to travel back and forth. The game's natural pace is a sort of Anchorhead-like, leisurely poking around at things; but I ended up speeding things up with the walkthrough a good deal, for a couple of reasons. Dream or hallucination is a flow state: it's not something where you get hung up on a fair-but-difficult conundrum for a while and have to work through it logically. The play experience matches up much better with the experience-as-written when you cheat. Simile-logic isn't really consistent enough for a Savoir-Faire simulationist approach, and there's often a whiff of read-author's-mind about the solutions. In the impossible-to-make Platonic ideal of this game, more or less everything you tried would advance the plot somehow. That said, going to the walkthrough really doesn't ruin the experience: it's still hauntingly strange.

Christiansen's biggest limiting factor remains narrative voice. This is exacerbated because of PataNoir's reliance on a genre that makes very strong demands on narrative voice, even when done as a pastiche. Noir needs a tone of slangy self-assurance, murky motives, a grimy, uncomfortable world full of implied sex, violence and desperation. PataNoir feels a bit more in Thin Man territory: there's a noir template, but it's being used in service to something else, it's as much a comedy on noir tropes as anything, and thus it's rendered nonthreatening. The characters are a little too straightforward: the obligatory femme fatale has the mandatory dangerous curves, but these are only significant as a simile: but the PC doesn't feel as though he regards her with either lust or trepidation.

And then there's the ending. (Spoiler - click to show)The protagonist, it turns out, has a rare mental-health condition ("Lytton-Chandler syndrome") and, off his meds, has likely fantasised the entire thing. A lot of people felt this was a cop-out; I'm not convinced of this, but I don't think it really matches up with the story as written. The tough, non-flowing puzzle structure isn't suggestive of hallucination, but of solid, graspable, permanent worlds; the contrast between the rich simile-worlds and the flat detective-noir story suggests that they genuinely do occupy separate worlds, rather than being elements of the same hallucination.

So ultimately I came out of this hoping that Christiansen would team up with a more confident wordsmith, or perhaps find something that allows him to develop his own voice rather than trying to replicate an established style.

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Flight of the Hummingbird, by Michael Martin

5 of 5 people found the following review helpful:
Flight Isn't Freedom, November 25, 2012
by Sam Kabo Ashwell (Seattle)
Related reviews: puzzles, platformer, superhero, flight, movement

Flight of the Hummingbird is a sort of attempt to blend platformer-style puzzles in an IF format. All of its puzzles are to do with difficult or unusual ways of getting around. Most involve alternative ways of handling space than the standard IF rooms-and-compass method. While some of these experiments seem potentially interesting, none are developed much beyond the point at which the player can grasp their use.

The fictional content is pretty standard fare: you play a third-string superhero with a kind of feeble theme and an unimpressive power (you can fly, but have to chug sugary sports drinks every few turns). You're tasked with dealing with a third-string supervillain with a campy villainous plan of some kind that requires a space rocket; everybody expects you to screw up. This is a pretty well-established comedy premise, so it needs to be really funny to work: ideally, it would have played on the careenings of the navigation puzzles to produce something wildly slapstick. Flight's writing, however, is more workmanlike than anything, and the comedy falls flat. What remains is a My Pathetic Life narrative, which turns out to be no more appealing with superheroes than in My Apartment.

So the ultimate effect of Flight is of something that was designed as a succession of themed puzzles with a narrative skin, rather than something that marries puzzle and narrative together. It may appeal as a quick puzzlebox, if that's your bag: it's not really mine.

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Guilded Youth, by Jim Munroe

6 of 6 people found the following review helpful:
Instance Classic, November 18, 2012

Guilded Youth is a short, aggressively compact coming-of-age story, with well-considered, strongly-executed, attractive presentation that contributes a great deal to the content without overwhelming it. You play Tony, an 80s teenager whose world is viewed through the lens of a fantasy-RPG BBS; recruiting various allies from his online world, he leads a series of quixotic real-world raids to plunder treasures from a derelict house. The interest lies not so much in trespass and theft, however, as it does in learning things about the NPCs (though this mostly feels like glances at the surface). Munroe is a capable writer. There's well-chosen music. On the surface, this feels like a polished product; indeed, it's really the product of four different specialists rather than one overworked generalist.

Once you get to grips with it, though, it's not quite there. Gameplay is restricted to a narrow set of verbs and interactions. This makes play easier, but has the side-effect of making Tony's engagement with his world and peers seem very impoverished: going on a great adventure doesn't change the fact that he's an awkward kid. Some games parlay limited verb sets into rich and engaging gameplay: Guilded Youth very much doesn't. Interaction rolls along smoothly enough, but it always feels constrained.

The narrative, too, is clipped, narrow, to-the-point; we see nothing at all about Tony's mundane life, or very much of what matters about alternative world of the BBS. The story offers subplots, suggestions of character arcs, then prunes them away after barely a plot beat. The story has been much-compared to 80s children's adventure movies, particularly The Goonies, but to me it felt more like YA novels of the same approximate era: willing to touch on big, thorny, uncomfortable issues, brave enough to avoid neatly resolving them. There's perhaps something to be said here about the experience of being a teenager, of being in a place where everything is done for a future that's taking its time in arriving; of feeling that everything important, everything fulfilling, has been indefinitely put off; but this explanation has the feeling of an excuse. Rather than a conscious design decision, it's probably the result of the game being written hurriedly as a tech demo for Vorple. Jim Munroe:

"I just kind of dropped it when I was done. Me and Matt considered it a lark, a nostalgic trifle, so much so that we didn’t anticipate people would care what happened to the quickly sketched characters."

(Post-comp, an epilogue was added, allowing the player to focus a little more on one of the characters. These sections add a small but important sliver of character development, player choice and much-needed narrative closure; they make the thing feel more like a complete piece, even if they don't entirely fix all its weaknesses.)

Nonetheless, it's a pretty damn good tech demo; the importance of launching a new IF tool with a first-class demo game can't really be understated.

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Changes, by David Given

8 of 8 people found the following review helpful:
Invasion of the Bunny Body-Snatchers, November 18, 2012
by Sam Kabo Ashwell (Seattle)
Related reviews: science fiction, environment, setting

A piece of ecological science fiction with obvious similarities to the James Cameron Avatar, Changes relies on a contrast between an idyllic setting and violence and destruction. Some fairly nasty behaviour is required to make much progress in the plot: (Spoiler - click to show)a space explorer crashed on an alien world, you must kill a succession of alien creatures in order to steal their bodies and abilities, enabling you to return to your ship.

The immediate attraction of Changes is environmental; it is set in a good-sized map full of attractively-described locations, pleasant to explore and absorb. (Given how well-suited IF is to environment-focused games, it's surprising that so few exist, so this was pretty refreshing in its own right.) The writing is strong enough to serve as an immediate draw. At the larger scale, it has a consistent, overarching set of puzzle goals that are readily grasped, are deeply tied into the world, themes and plot, and do a good job of directing short-term motivation.

It's at the intermediate scale that Changes stumbles: between the immediate experience of setting and prose and the grand arc of the puzzle sequence, a player has to figure out the shape of individual puzzles and get them to work. Here, the extensive map becomes a drawback: it's not always very clear which problems can be tackled at any given time, and even when you know what to do the execution can be fairly frustrating. A good deal of effort has been made to provide clues, but these often appear long before they can be usefully acted upon and don't show up again. Experimentation isn't always as well-rewarded as it might be.

In some ways, it's tempting to think of Changes as a belated artefact from around the tail-end of the Middle School period, something to be shelved alongside The Edifice and Babel, intended to be played over multiple sittings, likely to stump the player for considerable periods of time. (Tending to support this: the backstory is doled out through amnesia-recovery.) The game might have been served better by that model, perhaps; at any rate, the two-hour Comp doesn't seem to be its optimal environment.

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The Quidditch Final of 1954, by Joseph Miller

6 of 6 people found the following review helpful:
A Single Pensieve Strand, October 24, 2012

As is made very clear by the title, this is a sports-sim game set in the Harry Potter universe, many years before the events of the novels. Very short, it relies heavily on fairly obscure knowledge of its oeuvre, and makes little effort to supply it to outsiders. While the player has more influence on the match than in most recent sports-based IF works, the game-like elements are not deep, and non-enthusiasts are unlikely to find very much here. (As someone with only glancing knowledge or interest, I can't speak to how it treats its subject matter.)

The game shows pretty strong evidence of being written by someone without a strong familiarity with IF. Almost no descriptions are written, so EXAMINE is near-useless. The verb-set is limited to a small number of mostly specialist verbs during a short intro sequence, then even further limited during the game itself. The events in the game itself are heavily random. As the Gryffindor Seeker, you're responsible for catching the Snitch and ending the game; but victory in the tournament requires that you wait until your team is ahead by 30 points first. A few commands allow you to disrupt the opposing team, with random success, or avoid being disrupted. Otherwise, it's a matter of waiting until the right moment as the match plays out, then using the SEARCH FOR SNITCH command and hoping it works. With a little application of UNDO, victory is not difficult.

Much of the action takes place independent of what you're doing, and is not always very clearly explained. (Someone familiar with IF conventions would probably have included the game's score in the status bar, and made SCORE work as well as X BOARD.) Quidditch involves a lot of aerial acrobatics, so the interaction necessarily takes place at a fairly abstract level; thus also the description of events, and I never got a very strong sense of the physical state of the game; and character-wise, it relies upon the reader having a good established sense of who most of these people are, or who they will become. So I suspect that the game may be fairly unsatisfying even for Potter fen; as Emily Short has written of Ron Weasley and the Quest for Hermione, and as I've experienced with some of the movie-based Harry Potter videogames, a lot of the appeal of this kind of thing is about immersion in a familiar fictional environment. This is the sort of thing that IF is really well-suited for; instead, Quidditch Final brushes past environment exploration and character interaction, and aims straight for something that IF is traditionally very weak at: a complicated action sequence. So, while the author has definitely done their homework -- the thing bristles with throwaway references -- I'm not sure that it's employed to best effect.

Given the narrow verb set, I had the strong sense that this would work better without a parser interface... except that most CYOA systems wouldn't offer enough control over complex random events. (Undum could do it with enough Javascript on top, but that would be really challenging for a casual coder; I7 + Vorple may turn out to be a better prospect.)

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an apple from nowhere, by Brendan Barnwell

7 of 7 people found the following review helpful:
Serenade to a Dream, September 29, 2012
by Sam Kabo Ashwell (Seattle)
Related reviews: dream, surreal, linear, sex

Dreams are difficult material for a writer; most often, literary dreams are just narrative laziness or cowardice, and resemble actual dreams very little. apple, however, attains a sort of Lynchian semi-coherence -- a faint shadow of the senseless power of actual dreams, but about as good as can be expected in a waking state.

The author was in his teens when he wrote this, and there's a definite adolescent feel to the whole thing: Tarantino-slickness, transgressive (though not porny) sex everywhere, the cool-meta vibe that Hollywood went frantic over in the late 90s and early aughts. It's very much a beast of that era, back when school shootings evoked controversy rather than resignation.

It's not much of a game; the interactivity is slight, more about engagement and focus-changing than about altering the course of events. There are one or two cool use-of-medium tricks in here -- as when the narrative turns into a TV script -- but they come across as throwaway and irrelevant. There are great big textdumps. At the time, to a sceptic, it would have looked like the logical extension of the malign influence of Photopia: short stories trivially dressed up as IF, cheap pressing of the audience's buttons. Formal purists, people who see the game/puzzle aspect of IF as essential, are basically going to hate this.

What's striking about apple is that it does a pretty decent job of representing a sense of the dreamlike: fractured hints of narrative, a looming feeling of inevitability, a lurching unease. It's not perfect at this, it's not even great; but it's good.

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Swanglass, by Yoon Ha Lee

5 of 5 people found the following review helpful:
The World's Tiniest Violin, September 1, 2012
by Sam Kabo Ashwell (Seattle)
Related reviews: poetry

Yoon's talents lie strongly on the writer side, as an author of lyrical, strange, high-concept SF/F in traditional prose formats. She has a proclivity for improbable fanfic mashups. And thus, here we have a short, poetic, lachrymose and opaque piece -- a fragment, really -- about Swan Lake and Klein bottles.

As an Artshow piece, there is not a great deal to do in Swanglass except to try out commands and piece together fragments of story, until you find the thing that ends the game. The writing sometimes works and sometimes is too overwrought to take seriously (">X MOSS Soft and green and vulnerable. Like your heart, once.") If you're not vaguely familiar with the plot of Swan Lake, it'll make very little sense; even if you are, you'll get little more than glimpses.

One of the big problems with more serious IF is how to maintain tone when the player resists it by entering silly or out-of-character commands. This is more of a problem when tone-viable, useful actions aren't obvious. It's tempting, in this situation, to write in snarky dismissive responses, in the same general style as the rest of the game; this works very well for some narrative voices, and quite poorly for others. Swanglass, with its tone of highly-strung, lyrical grief, is not really appropriate for response-snark, but the snark's there regardless. The answers to >EAT SWANGLASS or >COUNT LEAVES are entertaining, but give up too much: you get the sense of the author lampooning her own style. A larger game might get away with this.

In most respects this is like a tiny, puzzleless Moonlit Tower. If you enjoyed that and want more, this will deliver a very small taste, but probably not one that will satisfy.

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Snowblind Aces, by C.E.J. Pacian

7 of 8 people found the following review helpful:
Love In The Time of Hypothermia, August 31, 2012
by Sam Kabo Ashwell (Seattle)
Related reviews: conversation, flight, steampunk, romance, NPCs, love

One of a small but important subgenre, the single-NPC conversation game. Games of this form inevitably have a romantic subtext: you are, after all, focusing intently on a single person for quite a while. ("I think I can fall in love with anyone," a friend once said, "if I spend enough time looking into their eyes. Hairdressers are a problem.") In Snowblind Aces, the subtext stops being subtext and dances around in the foreground.

During a war roughly analagous to WWI (but with more steampunk-fantasy elements), two fighter aces on opposite sides collide, crash in a snowbound waste, and must work together to survive; this is the climax of a long flirtation based on being honourable to one another in dogfights. The attraction is obvious: the question is what you do about it.

Pacian is consistently good at creating characters who are, if not particularly deep or complex, at least memorable and attractive. If IF fanfic were a thing, Pacian would be the genre's biggest ship-baiter. I've always felt that this character-design approach feels much more like a visual medium, and that of comics in particular: and the first impression that I got on examining Imelda was "man, this feels like a Phil Foglio character."

So the game succeeds at the first hurdle of romance-oriented plots: the audience should like the leads and want to see them get together. At the second requirement (there should be serious obstacles to the relationship) it's a little more shaky. As in Walker & Silhouette, the leads begin the conversation totally eager to jump into one anothers' pants, and largely remain thus throughout. This, combined with the highlighted-keyword conversation system, makes the flirtation feel like an effortless glide rather than a dogfight or a fraught landing. You have opportunities to disrupt it if you want, true, but doing so by mistake is unlikely. And because the game is so centrally focused on the romance, you're not really given any motives to do so, except to be perverse: I never felt as though Lucas' love of flying, or for his homeland, were evoked strongly enough to make for character conflict. You do not feel as though you're sacrificing a great deal by spending the rest of the war in prison. And of course, that frission is the obvious point of the game's premise -- so if it comes across weakly, that's a big problem.

Though generally strong and efficient, the writing is conspicuously less smooth than in Pacian's later works. There were a number of moments in the dialogue that broke the tone for me. The cutting banter is good at times, but less convincing at others; and the tone doesn't shift enough in response to key events in the conversation.

The game states that there are a good number of endings, but I didn't find myself wanting to seek out more than a couple. I can't help but compare the play experience to that of Galatea. There, conversation was much more of a struggle: finding enough topics to discuss in order to reach an ending can take a while. But because you have to search for them, there's a stronger feeling of things to find. After one playthrough of Snowblind Aces, however, there's a pretty strong sense that you've exhausted the great majority of topics.

But there's much to like about Snowblind Aces: a satisfying epilogue section, mostly fluid play, a distinctive and engaging premise. Like Pacian's output in general, it's overtly pulpy, but it's tasty pulp. (For me, this was one of those games that you save up for when you want to play something that you can be sure is going to be pretty good.)

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TriadCity, by SmartMonsters, Inc.; Gary Smith; Mark Phillips

9 of 9 people found the following review helpful:
Something Omitted, August 25, 2012

TriadCity is an ambitious MUD with some unusual goals, set in a fantastic, genre-bending city.

Given the long-term nature of play, and the world's very-incomplete status, this review should be treated as more provisional than usual, and less likely to age well. Also, I am inexperienced in MUDs generally -- but, since TriadCity seems to be aiming at a fairly different audience, that shouldn't be a disqualification.

The game really, really wants you to acknowledge that it's postmodern and literary. (When you log out, it gives you Amazon referrals to all the books it's referenced.) I'll grant this, but with the caveat that these categories aren't really badges of honour; what's important is whether it's good literature.

And as a literary work, TriadCity leaves a good deal to be desired. Compared to the average work of IF, or mainstream CRPGs, there is very little active narrative; at least at lower levels, it's more of a sandbox than a quest-driven system, and more about exploration than either. Apart from a number of chatbots that seem disconnected from the world proper, NPCs are minimally reactive. There seems to be the idea that player-driven roleplay would fill a lot of the space, but at present the users are too sparse for this to be viable; and it seems likely that there is more to do at moderate-to-high levels, but leveling is quite slow.

To repeat: sloooow. At low levels, much of your time will be spent managing sleep. There are hunger and thirst counters too, but these are less obnoxious. While fatigue is a MUD convention, it adds very little to gameplay, detracts a great deal from the enjoyment of exploration, and is most annoying at the worst possible time -- that is, the very early game. There are ways to make it less awful (make a high-CON character, invest in certain magic items) but these are largely just compensation for a terrible idea.

The game has some pretty laudable ideas about how it would like to work: less gameplay focus on combat and theft (they exist, they're just hard), with a polite and supportive player culture of intelligent adults. How much this is actually achieved is another matter; the people who are on are friendly and very helpful, but too few to really constitute a culture. And there doesn't seem to be much to replace combat and theft.

The prose tends towards the genially brief; it's competent, in general, but not strong enough to constitute an attraction in its own right. NPCs receive very light characterisation and, as already mentioned, are largely non-interactive. Some of these characters are drawn from literature and folklore and oddly juxtaposed into the world -- but this is a common practice of games of this ilk, and I don't think it's inherently better literature just because they come from books rather than pop-culture.

The main immediate attraction of the game, as it stands, is exploration of the City. Most low-level experience is gained by walking around and looking at stuff. Roughly, the city is divided into three sections: the anarcho-socialist, hippy-agrarian Northwest, the morally ambiguous high-tech, artsy, technocrat-capitalist South, and the dystopian, authoritarian-capitalist Northeast. If you have detected a slight element of political bias in the above, you don't know the half of it. While TriadCity purports to be interested in subjectivity and morally complex issues, it pretty much establishes who the good guys and the bad guys are from the outset; and further, because most of its elements are versions of real-world things, it often comes across as sorting things into neat little Good/Bad/Ambiguous boxes. (Good: vegetarianism, liberation theology, wine, kaballah. Evil: guns, goths, slavery, smoking, cannibalism.) As satire, it's not enormously sophisticated. Now, I'm pretty damn close to this thing's political demographic. I enjoy a socialist-utopia fantasy as much as the next pinko. But even so, jeez, this needs to be rendered a whole lot more problematic. Possibly it gets more nuanced later on -- but there's little sign of it thus far, and I doubt too many people would be willing to stick around and find out.

The other thing about exploration is that the map is quite large and often very empty. The game touts its thousands of rooms; people from an IF background, where four high-detail rooms are usually considered superior to any number of low-detail ones, will generally react to this as a reason to run away screaming, possibly undergoing flashbacks to Time Zone. The huge map multiplies the fatigue problem, and makes it necessary to map; plenty of user-made maps exist, but they're poorly indexed. Because the world is very much under construction, it's possible that more richly-detailed rooms are intended; but it seems as if the idiom is inclined towards much, much more of the same.

Which brings me to the next point: at present, it seems as though a lot of the draw of TriadCity lies in the opportunity to contribute to the world. Characters can earn in-game roles and rewards by contributing code and worldbuilding to the game itself, or art, maps, and various categories of writing to the website that supplements it. With this in mind, I started to design a small area for the game -- but then I balked, because I felt as though I was creating something dead. The game doesn't need more areas; it needs more active narrative, more detail, more things to do in the world that already exists. And after several days of pretty intensive play, I just haven't seen any examples of how the game might do that kind of thing.

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