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Showing posts with label Halo 3. Show all posts
Showing posts with label Halo 3. Show all posts

Saturday, March 28, 2015

Top 5 Multiplayer Maps in Halo 3


I have never been quite as big a fan of the multiplayer in Halo 3 as I have of the multiplayer in Bungie’s other three major Halo creations. The equipment was clunky and unbalanced, an awkward first step on the road to Reach’s more carefully-designed loadouts. Certain weapons, like the Mauler and Incendiary Grenades did not see much in the way of practical application in the company of their more well-established brethren, while the Assault Rifle’s return was largely moot in the presence of the obviously superior Battle Rifle. Halo 3 also played host to Snowbound, one of my least favorite Halo multiplayer maps to date. Yet, I still found online matches with friends to be quite enjoyable, and the playlist offerings only seemed to get better as time passed, with the official adoption of Grifball and Infection, as well as thirteen new maps offered as DLC. While my memories of Halo 3 may not be quite as fond as those I made while playing Halo 2 or Halo: Reach, the game still offered some solid map designs, and the five below stand out to me as being among the best Halo 3 had to offer.


#5 – High Ground: One of the earliest Halo 3 maps to see the light of day, High Ground first debuted as part of the game’s multiplayer beta. While the base set at the top of the hill does make a good defensive post for Capture the Flag and Assault, the damaged sections of the wall offer multiple openings for invaders to navigate on foot and open the main gate, giving their teammates a more direct route into the small fortress. When the gate is closed, matches, these objective-based matches often turn into battles of attrition, if not careful (or even simply lucky) timing for making a push inward. Once the gate is opened, however, the pacing of the matches speed up dramatically, increasing the tension and often forcing the defending team to carefully ration their heavy weaponry and grenades.


#4 – Foundry: Halo 3’s handling of the Forge customization mode may not have been as fully-realized nor as user-friendly as its counterpart in Halo: Reach, but it did allow players to make all sorts of wacky alterations to pre-existing maps, swapping out weapons and vehicles, and adding in blockades, turrets, and new equipment in places these had previously not been. However, Halo 3’s Forge mode did not properly come into its own until the release of Foundry. Set within a large warehouse, players were effectively given a blank canvas with which to build whatever structures they so desired with the allotted shipping containers, bridge pieces, staircases, and energy barriers. Players could also seal off the hallway that ran along the back end of the map between the bases in order to force more strategic team play, or leave them open to encourage unexpected rushes from either side during free-for-all matches. Foundry offered an unprecedented degree of freedom to fans, and a number of community creations were later adopted into official matchmaking playlists. That said, the default configuration was a great starting point for all of this, as its multiple areas of cover worked into a maze-like series of containers and platforms made for plenty of enjoyable matches.


#3 – Blackout: While its predecessor Lockout was one of the most popular Halo 2 maps, I’ve long since preferred the slightly wider ramps and platforms of Blackout, as well as this Halo 3 remake’s darker aesthetic. Having Lockout set along a the side of a cliff in a frozen tundra was certainly a cool design choice (no pun intended), but reimagining it as a lone weather station standing high above an arctic ocean gave it a greater sense of isolation and dread. The nighttime setting and lack of any other landmarks save for a distant glacial wall further emphasizes this notion. While small team-based Slayer, Swat, and Sniper matches fit the close-quarters map well, free-for-all Rumble Pit matches proved particularly great, as there is really no safe place to hide, given the open design of all the interconnecting areas of the structure. Just because you are crouched in a corner with the shotgun doesn’t mean that another player couldn’t easily lob a plasma grenade your way and stick it to your helmet, and just because you’ve nabbed the sniper rifle doesn’t mean someone else wasn’t tailing you as you made your way up the winding ramp just to beat you down as soon as you feel confident in its ability to earn you one-hit kill headshots.


#2 – Ghost Town: Something of a successor to Halo 2’s Turf, Ghost Town’s series of small buildings filled with small areas of cover and plenty of nooks and crannies to navigate made for some great small-scale skirmishes. Making a blind run across the outer bridges during a SWAT match was ill-advised, while backing into a corner with your shotgun at the ready during an Infection match was a strategy that would only last until either your ammo was depleted or the infected team overwhelmed your position in the central building. Players were most frequently mobile during Rumble Pit matches, as each of the dilapidated jungle structures offered unique vantage points over other areas of the map, and their multiple entrances meant that, while quick escapes were not out of the question, neither was the chance that an opponent could sneak up behind them and either beat them down or earn an easy kill with the stick of a plasma grenade.


#1 – Orbital: Set high above the Earth along one of the space tethers, Orbital is a brightly-lit, yet eerily abandoned UNSC dock. Players must exercise caution when peering around its tight corners or leaving the cover of crates to push forward down its two longest hallways set on separate floors of the structure, each offering a direct route to the respective team bases that also leaves incoming opponents very exposed. Stairwells and incredibly narrow server access tunnels to the sides offer alternate routes to those more patient in their approach strategies, while those who prefer a higher risk-reward play style can attempt to rush the opposing team’s base with a Mongoose, though the latter often results in spectacular explosions before these vehicles can get too far. The high ground certainly provides a straight line of fire upon those rounding the lower corners, but the low ceilings of Orbital’s tunnels make it difficult to fire too far down the approach path from above. The limited view to either side also makes it difficult to get a read on opponents from this vantage, and it is best to utilize it for quick tosses of grenades or two shots from the rocket launcher before abandoning the post for better defenses.

Saturday, April 14, 2012

Halo 4 wishlist


Though we still know very little about the campaign mode in Halo 4, a few things have been made clear. The rampancy of the AIs, or the number of years they can operate for before they begin to decay and outlive their usefulness, will be important as it pertains to Cortana. 343 Industries has also expressed a desire to explore who Master Chief is on the inside, territory that has been primarily reserved for the Halo novels and barely ever been touched in the games. On the multiplayer side of things, we will learn why it is possible that some red Spartan-IVs and blue Spartan-IVs can go into combat against one another. What I have compiled below is a wishlist of things I would like to see, not just in Halo 4, but from the Reclaimer trilogy as a whole (ie - Halos 4, 5, and 6). I recognize some of these may be a bit more farfetched than others, but only time will tell if 343 Industries decides to incorporate any of them.

A longer campaign

I'm not asking for Halo 4 to be the length of Final Fantasy XIII. But I am asking that it last around the same amount of time, if not longer than Halo: Reach did. Halo 2's campaign did just about everything right, save for the rushed ending. And while Bungie promised Halo 3 would have a longer campaign, that ended up not being the case. Halo 3 had a lot of ground to cover, and while it did wrap up every loose end that it needed to, the execution of its story was weaker than those of Halo 2 and Halo: Reach because of the fact that Halo 3 rarely slowed down enough to explore who the characters were at their core. I'm not asking for elaborate, hour-long cutscenes in the vein of Metal Gear Solid. But we barely got a sense of Master Chief and Cortana's dynamic in Halo 3, something that seemed to be the focal point of John 117's story.

Greater variety of enemies

343 Industries has already stated that there will be new enemies in Halo 4. Judging from the fact that the new games are part of the 'Reclaimer trilogy', I think it is safe to assume that these new enemies will have ties to the Forerunners. But there will also be Elites and Grunts who have broken away from the Separatists, and who once more view Master Chief as an enemy. Prior to humanity's contact with the Covenant, the many colonies of Earth were plagued by rebel uprisings that, in turn, led to the training of the Spartan-IIs. In the novel Halo: Glasslands, it is made apparent that some of these rebel groups view the victory over the Covenant as a prime opportunity to refocus their own goals. How greatly the Halo experience would be altered if players were pitted against other human characters instead of the many alien species they have become so familiar with gunning down.

More Spartans


While Halo 4 is being advertised with the Chief as the main character, there are still a few Spartans left in the galaxy; most notably the Spartan-IIs Fred, Kelly, and Linda (former squad mates of Master Chief) and the remaining Spartan-IIIs that Kurt trained on the Forerunner shield world of Onyx. Granted, the games would need to provide a brief synopsis of who these other Spartans are and how they ended up in the company of Dr. Catharine Halsey, as not everyone who has played the games will be familiar with the novels. But it could present the opportunity for some rich and deeper storytelling, as the Spartan program is explored to a greater degree. Having Master Chief reunite with his comrades could also present an excellent opportunity to draw out his character.

Return of the Arbiter

Halo 2's campaign split into two separate stories that culminated toward the game's last few hours. In carrying on the torch from the original Halo, Master Chief fought the Covenant forces and the Flood, while the Arbiter provided players with a curious look at the inner workings of the Covenant hierarchy and a concrete idea of what their misguided faith was all about. Prior to Halo 3's release, there were a number of naysayers who complained about the Master Chief not having been granted the spotlight for the entirety of Halo 2. But for me, playing as the Arbiter was a big part of what made Halo 2's campaign the best of the entire series. Forcing players to take on the role of a member of the Covenant expanded the Halo universe in so many ways. To be completely honest, I always found the Arbiter to be a far more believable and interesting character than the Chief because this Sangheili was constantly forced to question the decisions of the Prophets - first in their decision to spare him and dub him the new Arbiter, and second after the changing of the guard and the subsequent schism between the Covenant Loyalists and Separatists. The Arbiter became a tragic hero, a face of liberty for his people.


At the end of Halo 3, The Arbiter and Half Jaw lead the Sangheili forces back to their homeworld to make certain it is safe. Ever since Bungie concluded the main trilogy, I have pondered what the Sangheili homeworld might look like. The Halo Legends anime presented a glimpse of a very primitive Sangheilios, but we have no idea what the planet or its culture are like as of now. In placing players back into the role of the Arbiter, I think it would present a great opportunity to once more expand the story, while simultaneously revisiting what it is that makes the Arbiter tick now that the Covenant has disbanded.

Monday, December 19, 2011

25 Days of Villains - #7: Prophet of Truth

"You are, all of you, vermin! Cowering in the dirt, thinking... what, I wonder? That you might escape the coming fire? No! Your world will burn until its surface is but glass! And not even your Demon will live to creep - blackened - from its hole to mar the reflection of our passage, the culmination of our Journey. For your destruction is the will of the gods. And I? I am their instrument!"


Religious fanatic and one of the hierarchs of the Covenant, the Prophet of Truth commands his forces with a calm but passionate demeanor. He is constantly spouting forth propaganda to boost the morale of the various species that make up the Covenant, while demonizing the humans they are in a constant race against to recover Forerunner artifacts.

Though the three Prophets of Truth, Mercy, and Regret all technically oversee the Covenant and help to maintain its path toward the Great Journey, the events of Halo 2 make it abundantly clear that Truth is the one pulling most of the strings. While the Covenant forces respect each Prophet, following their commands without question, Truth is the one Tartarus, the Arbiter, and Half-Jaw all turn to for their next orders. He is always at the forefront during any proclamations to the Covenant masses.

When Regret makes his preemptive strike on Earth, Truth informs him that his actions nearly jeopardized the Great Journey. When Master Chief crosses paths with Regret and kills him, Truth orders a ship to fire on their location, implying that he would have killed Truth whether Chief beat him to it or not - Master Chief's presence there was merely an excuse. Toward the end of Halo 2, when the Prophets and the Brutes are leaving High Charity for Earth, a flood spore attacks Mercy. Tartarus tries to help him, but Truth stops him, claiming that the Great Journey will wait for no one. With both Mercy and Regret out of the picture, Truth officially assumes complete control of the Covenant.

There are a few things that Truth indirectly caused without realizing the impact it would have. In ordering Tartarus and the Arbiter to retrieve the Icon on Delta Halo, his unleashed the Flood from containment, allowing the Gravemind to leave, claim High Charity, and invade both Earth and the Ark. Also, Truth's aims are misguided. He believes that activating the Halo array will lead to the Great Journey, some sort of spiritual transcendence, when in reality, activation of the rings will wipe out all life in the galaxy.

However, Truth knows full well that the humans want information from any and all Forerunner technology they can get their hands on, and sees this as a threat to the Great Journey. He sees humans as a significant threat to the Covenant, as well as the Separatist forces. In Halo 3, the Covenant Separatists are a full-fledged fighting force allied with the humans of the UNSC. But in Halo 2 they are scattered rebel groups, and Truth orders the Arbiter to quell them with edge of his blade.

Truth comes very close to achieving his dream, initiating the entire Halo array at once near the end of Halo 3. But Master Chief and the Arbiter manage to stop him just before the rings can fire. The Arbiter then kills the Prophet who tarnished his image.

Truth always keeps his wits about him, save perhaps in his final hours, when he sends his forces out in desperation, hoping they can buy him enough time to complete his work. For someone so delusional, Truth is always depicted as calm and confident, if not power-hungry. And the fact that he was able to command so many who would follow his word to their dying breaths says a lot about his leadership and manipulation skills.

Theme:

There isn't ever any boss fight against Truth. But the Sacred Icon Suite from Halo 2's soundtrack is perhaps the single tune most closely tied to him. Plus, it's easily one of the best tunes from any of the Halo games.

Monday, September 5, 2011

"Bet you can't stick it" - Ten years of Halo


"Ten years ago, Halo changed the way we play video games" - I understand Microsoft and 343 Industries' desire to pump up their audience for the upcoming Halo: Combat Evolved Anniversary. And let's face it, it's not like the aforementioned statement hasn't been recycled to try and sell a myriad of other video games, movies, products, etc. But I feel it's also a grand exaggeration. As someone who was not particularly fond of the original Halo when it hit the Xbox, I am still willing to give it credit where credit is due. Among the ranks of Perfect Dark and Goldeneye, Halo was one of the best first-person shooters developed for consoles. It wasn't afraid to do its own thing with the multiplayer aspect, straying from typical level designs with levels like Chiron TL-34, Boarding Action, and Hang 'em High. And it certainly helped pave the way for other games that would steal some of the PC-dominance over the genre.

My favorite genre has always been adventure games, whether they are more free-roam adventure titles like Ocarina of Time and Metroid Prime, or platform adventure games like those of the Sonic the Hedgehog and Kirby series. Aside from a few titles on the N64, I had almost zero experience playing first-person shooters, and those that I had watched others play seemed to be - with perhaps a few rare exceptions - the same game regurgitated over and over, with clunky controls and storytelling that was mediocre at best. While I don't feel that was necessarily the case with the original Halo, I kept my distance from it because, to me, it felt lacking. Yes, the multiplayer could be great fun, but only shined brightest if your friends lugged their own Xboxes and televisions over to your house to play. The story was creative, but the characters weren't particularly fleshed out, and thus I had little reason to care for them - most notably, leading man Master Chief.

I carried my skepticism towards the sequel for a few months after its release, until a friend of mine invited me over to his house for a LAN party. I was reluctant to try Halo 2, but eventually I gave in, as all eight of us playing would be staying up until well past three in the morning anyways. To put it bluntly, I was absolutely horrendous at the game. For the first few matches, I spent more time exploring the levels and subsequently being shot up than I did trying to learn the controls. I tried to stick with what I knew, and with Halo 2 being a first-person shooter, that wasn't much, save for the ability to drive vehicles. Granted, this was no Mario Kart, but I got a feel for how the Warthog, Ghost, Spectre, and Wraith all handled fairly quickly. And that became my calling for the evening - a cabbie, if you will, providing a mobile turret for slayer matches and quick getaways during capture the flag. Many hours later, I decided that perhaps my skepticism had been proven wrong - at least as far as the multiplayer was concerned. The fact that we had played so many matches with people in different states (some in different countries) was genuinely exciting.


As most of the group dozed off for the night, a few of us stragglers were still willing to have another go at the game, but decided to take turns in the cooperative campaign. Graphically, the game blew me away. It was wildly colorful and infinitely more detailed than the original Halo. The soundtrack was phenomenal to boot. I wasn't overly impressed with the events of the first few missions - sure, the segment in zero-gravity on Cairo Station and boarding the Scarab to destroy it from the inside were both pretty cool, but I felt this was more or less a highlight reel of Master Chief doing his thing - being a tough guy and killing aliens. Everything changed when things shifted to the Arbiter's perspective, which initially led me to be quite confused. Wasn't the Covenant supposed to be the enemy? Why was I controlling an Elite? Why was he being sent to kill other Elites? I soon stopped asking these questions, embracing what Halo 2 had trumped its predecessor a thousand times over with - effective storytelling, memorable characters, and a much more expansive universe.

A few LAN parties later and I went out and purchased my own Xbox, registered an account for Xbox Live, and joined in the fray. In hindsight, it was all very impulsive, as I never actually bought another game for the original Xbox - I had every intention to, but purchased Knights of the Old Republic for the PC and most other multiplatform games for either the Gamecube or Playstation 2. Eventually I upgraded to the Xbox 360, though not until almost two years after the system's launch. And of course, the first game I picked up for it was Halo 3.

I'm positive that I logged more hours of playtime in Halo 2, but I spent plenty of time in Halo 3's multiplayer matchmaking as well. Certain elements felt refined from the previous games, while others - like the equipment and Brute vehicles - felt a bit clunky and unnecessary. The story was brilliantly executed, despite my disappointment at it being shorter in length than Halo 2's campaign. Unlike many others, I had thoroughly enjoyed the Arbiter's campaign missions in Halo 2 and was sad to hear that Master Chief would be receiving the spotlight for the majority of Halo 3. I was, however, satisfied to see how the Arbiter's role in Halo 3 played out, and (as with many of the other cutscenes) I cheered as Arbiter used his energy sword to dispatch the Prophet of Truth. Ultimately, Halo 3 never felt as perfect a game as so many claimed it to be. I felt it was a fitting conclusion to the story of Master Chief, but there were so many other directions Bungie could go with this universe.


Frankly, I almost entirely ignored Halo 3: ODST when it was announced. The same went for Halo Wars. While both did present new perspectives on the Halo universe, they way they presented themselves failed to draw me in the same way the other games had. While I teased the prospect of picking up ODST, it eventually passed by, though I did take the demo of Halo Wars for a spin. I have always been quite fond of real-time strategy games on the PC, but found the resource management - or rather, lack thereof - removed much challenge from the gameplay.

I left Halo 3 behind for a while, exploring all the other games that I wanted to for the Xbox 360 - Bioshock, Resident Evil 5, The Elder Scrolls IV: Oblivion, The Orange Box - until a teaser showed up online for a brand new Halo title. It was to be called Halo: Reach, and was set during one of the most important points in the Human-Covenant war. I knew the basics of what happened at Reach, as the same friend who hosted that first Halo 2 LAN party had also read a few of the Halo novels and passed on that information to me. But as Bungie unveiled new information about Halo: Reach, it was expressed that this would not be Master Chief's telling of the events. Rather, a new squad of Spartans - Noble Team - would take the helm.

The thriving world that was Reach - from its hilltop farmhouses to the sprawling metropolis of New Alexandria - coupled with the variety of personalities presented in each of the members of Noble Team brought me back to my first days with Halo 2. The campaign missions were set up as a sort of 'greatest hits', an homage to missions from every Halo title before it. The gameplay elements from Halo 3 that I was not so fond of (the equipment and weapons, primarily) were either cut or fine-tuned to work with Reach's gaming engine. And yet, despite all of the tributes to and influences from Halos of yesteryear, Halo: Reach felt like the most original and creative since the series' start.


Halo: Reach was the most fitting conclusion Bungie could have dealt to fans of their series. That said, I am still very curious to see where 343 Industries takes the franchise. Hopefully they will keep the games as community-driven as Bungie did. With Halo: Combat Evolved Anniversary just two months away, I think I am going to work backwards and give ODST a fair shot before I revisit the events at Alpha Halo. I have no idea what changes lie ahead, but Halo 2 - with its phenomenal storytelling and brilliant multiplayer - will always be my favorite, and the most important game in the series to me. It was the single game that opened my eyes to everything that online console gaming could be, and turned me from a Halo skeptic to a Halo fan. In revisiting the point I made at the beginning of this article, do I think the original Halo changed the way video games are played? No. Do I think the franchise as a whole did? Without a doubt.

Favorite characters from the series:
- Arbiter
- Jun-A266
- Prophet of Truth
- Sgt. Johnson

Favorite songs:
- Sacred Icon Suite from Halo 2
- Behold a Pale Horse from Halo 3
- Finale from Halo 3: ODST
- The Pillar of Autumn from Halo: Reach

Favorite multiplayer maps:
- Blood Gulch (Halo)
- Sidewinder (Halo)
- Damnation (Halo)
- Midship (Halo 2)
- Headlong (Halo 2)
- Relic (Halo 2)
- Containment (Halo 2)
- Turf (Halo 2)
- Ghost Town (Halo 3)
- Orbital (Halo 3)
- Powerhouse (Halo: Reach)
- Condemned (Halo: Reach)

Friday, August 12, 2011

What makes a 'special edition' so special?

Special edition, collector's edition, and limited edition releases of video games are nothing new. They've been around for as long as companies have known they could make a few extra bucks by slapping on some new box art and including a few bonuses with the retail release. But these special edition releases weren't nearly as frequent ten (or even five) years ago as they are today. It seems like every major title has to provide this second option - or in some cases (like Halo), three flavors to choose from. Obviously the cost between standard and special editions is a major factor for gamers when they look into purchasing a game, but the contents can also be a dealbreaker. I certainly can't say that I'm speaking for the majority, but what I personally look for in these so-called special edition releases is, well, something different that makes the upsell seem worthwhile. The only criteria for the titles I'm going to cover is that they have to fit in the category of a special/collector's/limited edition, where the content comes packaged with the game for this special release, regardless of where the game is purchased. This means that any exclusive content promised by one store or another does not count, nor do re-releases that come packaged with an extra disc worth of DLC (ie. Game of the Year editions).

My copy of Majora's Mask is the collector's edition version, which was a promotional stint Nintendo put on for those who pre-ordered the game. Aside from the gold-colored cartridge and the holographic cover art, there's nothing to separate it from the standard game. And that's the sort of thing people expected from special edition releases of yesteryear - a little extra flair, perhaps, but the same game they could buy otherwise. I still think Majora's Mask is a phenomenal game, and I can use the gold cartridge for some bragging rights. But the content in today's special editions are usually divided into two categories - content for use in the game itself such as character costumes and weapons, or physical objects like posters and small statues.


However, I've found a lot of people tend to complain about the mini-statues included with games like Bioshock and the upcoming Batman: Arkham City. I have to agree with such sentiments - while they certainly look cool, they are likely going to sit on a shelf and gather dust. Those that include poseable parts are usually cheaply constructed and prone to break, and it's usually a better alternative to fork out a few bucks for a more sturdily-built action figure. In some cases, though, these statue-like items can serve a dual-purpose. In the case of Halo 3's Legendary edition, the Spartan Mk VI helmet (though not wearable) slid over the protective case that housed the game and the bonus material DVDs. Not to say that the Noble Team statue from the legendary edition of Halo: Reach isn't cool to look at, but Halo 3's helmet serves both aesthetic and practical purposes.

Focused more on physical bonuses, Bioshock 2's special edition release included three posters from Rapture, an artbook that detailed characters and locations from the game as well as those that were cut from the final product, the soundtrack to Bioshock 2 on a CD, and the soundtrack to the first Bioshock on a vinyl record. To top it off the box art featured a butterfly collage of handprints representative of Sofia Lamb's Rapture Family. As a huge fan of both Bioshock games, I feel this is the ultimate package 2K could have delivered to their fans. Even if you aren't as big a fan of Bioshock, there's still a nice mix of different inclusions to merit the price tag. Similarly, the recently-released Catherine had a deluxe edition that oozed the essence of what the game is all about - a pair of boxers, a t-shirt, a pillow case, and an artbook with the game's soundtrack, all packaged in a Stray Sheep pizza box.


Not all special editions have to include physical items, though they certainly should include more than two extra characters if they are going to cost an extra ten dollars (I'm looking at you, Marvel vs. Capcom 3). Going back to Halo 3, the majority of the bonus content for the Legendary release was on the included DVDs, which presented a great deal of information on the major characters, species, and events of the Halo universe. The collector's edition of Halo: Reach went a slightly different route by including a journal penned by Dr. Halsey and a number of files, photographs, and maps that served to elaborate on the events preceding the fall of Reach as well as to closer tie the game to the Halo novels. Metal Gear Solid 4: Guns of the Patriots saw a limited edition release that included a bonus disc which served a similar purpose - present players with a digital encyclopedia that links together every event and character from the Metal Gear Solid storyline.

While there has been a constant increase in recent years in the number of games that see special edition releases, not every one of them receives as much praise as the next. It seems some companies are now listening to their consumers and including content that not only sets the special edition apart from the crowd, but also makes gamers feel like their money was well-spent. Personally, I'm a fan of such a motion. Obviously not all of them are going to change their tune to accommodate, but that's also a big part of the reason I seek out the few special editions that I do wish to splurge on - the more one-of-a-kind package it is, the more likely I am to purchase it.
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