No, you're not suffering from déjà vu; this article originally appeared on the site in August this year, and we're republishing it as part of our 'Best of 2018' series which celebrates what we feel were our finest features of the past twelve months. Enjoy!
Kenichiro Tsukuda knows his giant robots. As well as producing the best of the Armored Core series at FromSoftware during the PlayStation 2 era, he's an influential voice with regard to mech games and the lore that surrounds them. It's the reason you'll find his name under the 'special thanks' section of the credits in games like Assault Gunners; a title that this year came to Switch with an HD polish.
The genre he champions, however, has in the past struggled to find a meaningful foothold with a mainstream gaming audience in the west. Mech games have been variously complex and clunky, serving up niche-interest gameplay mechanics. Equally, they been stifled as Japan-only releases, or required hulking controllers like the infamous dual-stick devices for Steel Battalion and Virtual On. Even when Metal Gear visionary Hideo Kojima turned his attention to the genre with the Zone of the Enders series, despite generally positive reviews, hype around the genre faded in the west as quickly as it was established.
Tsukuda is out to change that. With Switch exclusive Daemon X Machina he is devoted to rejuvenating interest in a gaming form that – while long-beloved – has never been anything like as mainstream as the likes of FPSes and action-adventure titles. Nintendo Life caught up with him at Gamescom to better understand what the game is - and whom it is for.
Nintendo Life: You could argue that the mech action genre is relatively constrained by design conventions. There's a lot of expectation about what these games have to deliver. How do you meet that, while also finding room for innovation, fresh ideas and even your own creative freedom?
Kenichiro Tsukuda: It's something I really work hard on. As a key point, I don't think of making a game as some kind of strange magic. Everything about Daemon X Machina – whether it's the weapons, or whether it's the environment in the game – has to have its own internal logic. All those things have to make sense in how they work together. When you get that internal logic right, and it works, and it's consistent, you're already on the right path to giving a satisfying experience for the player. You have to get that foundation right; the foundation of what a mech game is. Then you can add new elements and more elements on top of it. That's where we can innovate and try new ideas that make the game exciting for players.
So a feature of this game, is that when you're playing during the missions, when you defeat enemy mechs you can actually take their weapons and equip them. You can even take the arms – not just the weapons, but the body parts of the mech. You can incorporate them into your mech. So to follow on from my previous point about the internal logic of the game, That allows us to innovate in this way; to let the player take weapons and arms and parts. It was partly inspired by thinking about 3D printing. In a real-world 3D printer you take a material and put it in, and using an existing model, a 3D object comes out the end. The mechs in this game are kind of doing that. When the mechs create a new part from what they have found, they are using a resource: a material available to them in the atmosphere, and 3D printing new parts for themselves. So we've been able to innovate with ideas like that.
And what kind of player do you see this game as being for? Is it a game for a hardcore action game player, or a more casually interested player? Perhaps you don't even think about designing for a certain player, and just develop the game to your own creative vision?
To answer the first part of the question, about who Daemon X Machina is aimed at, we're definitely thinking about a broader audience, rather than just core mech game fans. The mech genre, obviously, has its fan base, and we think that's great. We hope Daemon X Machina will appeal to those hardcore fans as well, but we want to make it broader. Part of how we've tried to do that is by thinking about the importance of the player's humanoid avatar in the game. You can create your own avatar in the game: male or female. And that kind of represents the player in the game world. But more than that, in some missions you play as that character. You're not actually always inside the mech. There are action parts of the game where you're controlling the character. You can also upgrade the character himself or herself, and give the avatar extra skills and abilities, so there's a bit of depth to that aspect. What's more, the upgrades and abilities you give to your character actually transfer across to the mechs when you get in.
So emphasising the human and personal element a little – you hope – will appeal to fans beyond the hardcore mech action game fan?
Absolutely. There's this sense that it's not just your mech that gets bigger and more powerful as you go through the game. You yourself as a player do. That sense of growth and improvement, and expressing that in the game – I think we've managed to capture that quite well. The player's avatar is growing in power with the mech.
And to answer the second part of your question about how I approach designing a game for an audience in the first place, I would say that at the start of the process, I do think about who will be the core target audience for this game. I do consider that. So I start from there; thinking about who will be the core target audience. But obviously, I want my games to be loved by as many different people as possible. Once you've got the core target audience that you start off with, you do kind of expand outwards from that. You know, you add other elements that might appeal to other people as well. I think about it like food. Mech combat is the main ingredient. Other elements are the seasoning you add to the main dish, in a way. The flavours help the main dish appeal to more people.
Customisation seems important to what Daemon X Machina is. There's the customisable avatar you've talked of, and the walls in the mech hanger that you fill with weapons you've collected. Is that part of something more significant, beyond letting players toy with how things look?
We wanted to put some kind of what you could call 'RPG-like elements' into the game, where you collect lots of different weapons and equipment as you go through, and you have to kind of consider – for each mission – the enemies you'll be facing, and what will be the best strategy to defeat those enemies.
So the best load out of weapons and equipment is important. You have a source of energy called Femto energy, and some enemies actually come and – rather than try and go for your XP – they try and suck out your Femto energy. There are items in the game that can prevent that. So there's lots of elements to think about in customising both your avatar character and your mech.
We should talk about the Switch. Mech action games have often done very well on more conventional consoles. How did the Switch's unique hardware offering influence the game's design?
One thing we really wanted for Daemon X Machina was really strong multiplayer, and with Nintendo Switch there's the fact that it's a home console, so online multiplayer is possible. But there's also the fact that you can take it with you. You can meet up with friends and you can quite easily get local multiplayer going. As a console that supports both online and local multiplayer, though, the Switch was really strong in that respect.
And perhaps the mech action genre has been a bit limited as a portable genre?
Perhaps. On the negative side, I feel that people get together less in-person to play games nowadays. There's a tendency – particularly with online multiplayer – to kind of just sit on your own, basically. Again, the Nintendo Switch is the perfect console to bring friends together to play games together, which is definitely something we want with Daemon X Machina.
We should talk about the narrative too. Why are these mechs fighting?
The backdrop of the story is that the moon has fallen from the sky. That's the big catastrophe that has put humanity in danger. But due to that catastrophe, from the moon, this new Femto energy has been discovered. Due to the influence of this Femto energy, the machines and the artificial intelligence that human beings were using have somehow, for reasons unknown, developed their own kind of consciousness, and turned against humanity. So there's a 'man versus machine' thing going on. Humans and the AI, as they are called in the game, are kind of fighting over this Femto energy. Within that backdrop, there are people called 'Outers'. The reason they are called Outers is because they are not regular human beings.
They have kind of absorbed some of this Femto energy, and become slightly superhuman. Due to their difference, they have been cast out of society. But at the same time, they are the ones that are fighting back against the AI. That's the conflict that the player will find themselves in. So in a way, the enemy in the game and those on your own side are all outcasts. The AI and the Outers are both outcast from human society. The drama of the story comes from that.
It would be interesting to hear about level design. How do you make sure the environments keep the gameplay varied and interesting, rather than just being a selection of buildings to trample on or fly over?
In terms of the overall flow of the game, the most important thing I feel is that you as the player get the sense of increasing in power. I tried to build that progression in throughout the missions. Within that, you obviously have to set the level of challenge correctly. There will be times when the player is getting defeated, or is about to be defeated; but in a way that is rewarding, where you will get better and overcome the challenge.
In terms of the actual level design, everyone working on it, from the art design team to the guys actually creating the maps, actually playtests it going through the design process. They put in their own ideas about what is working and what isn't working. One element we actually start with is the range of the weapons. All the other distances in the level design need be based on that; weapon range is the foundation of what is possible with a level. So you have the range of the weapons, and you kind of place objects and obstacles and terrain based on those ranges. Then you place enemies and see how those elements interact with each other. That's the process to make sure the level design gives the player interesting and varied gameplay.
You've spent a lot of time working with mech games. Is there anything you understand now, as a result of making Daemon X Machina, that you'd want to tell your self as a young producer working on your first Armored Core game?
One thing I've learned is that with the mech genre, the player really needs to be able to put him or herself in there; they really need to feel immersed in the game and in the mech. They need to feel like they themselves are in that world, and experiencing it directly. I think I've learned that that is an element that you need for people to really fall in love with the game. That's something we've worked hard on with Daemon X Machina.
I also think back to my past games and think 'why did I aim for that photorealistic visual?', without really thinking about it, or without really considering other options. I look back and wonder why I did it that way. That has influenced the art style of Daemon X Machina a lot.
Thanks to Kenichiro Tsukuda for his time. Daemon X Machina blasts on to the Nintendo Switch in 2019.
Comments 83
Great exclusive. Great interview. Really big fan of Armored Core series, especially PS2 era. Well looking forward too.
This looks too much like Xenoblade Chronicles, so it's a pass for me.
That was a good read! I'm looking forward to hearing more about this game as it gets closer. The little story synopsis sounds like it could turn into something very promising. This might have to hold me over since it seems that no one is going to make more Macross games.
" we're definitely thinking about a broader audience, rather than just core mech game fans."
Huummmm...
@Sakura7 Thanks for the kind words about my interview here! All credit to Tsukuda for being a thoughtful, fascinating and enthusiastic interviewee. Like you I really enjoyed Armored Core in the PS2 era, and I cannot wait to play this in depth. I trust Tsukuda's previous experience with Armored Core to mean he can make something both authentic to the genre and welcoming to a wider audience. Fingers crossed!
Looks real fackin' rad!
Big fan of Armored Core, i am going to keep my eyes open on this!👀
@HobbitGamer I'm glad you enjoyed the interview I did here! Thanks for the kind words.
I too long for more Macross. Even the Super-Dimensional Fortress Macross arcade cabinet in the Eastenders cafe has been out of order for months now (yep; there really has been a Macross arcade cabinet in Eastenders for years. Somehow it even reappeared after the cafe burned down!)
@spadgy Pssst, see if he can sneak in a YF-19 or Max Sterling in there. Harmony Gold will never know
I am so excited about this game! If it goes well, I'd also like to see a new Custom Robo game; maybe something that would combine 8th gen Pokémon with the fighting engine of ARMS... (apologies to those who hate ARMS)
@Cobalt My hope is that Tsukuda's time working on the best of Armored Core means he can strike the tricky balance of making it authentic to the genre and welcoming to more players. I have faith, and would love to see mech games get more popular.
I get a ZOE vibe from this game, which is a great thing! Can't wait.
That was a good read. Glad to see this game slowly building hype.
Great interview, this game has really grabbed my attention. Reminds so much of ZOE which I loved. The art style is cool I trust his experience and I'm sure this will be a must have game in 2019.
This was one of the few surprises in the E3 Direct this year. Have mine preordered, can't wait.
I'm gonna eat the sh!t out of this dish
@spadgy nice state of mind !
You're right, we have to keep the faith...
I don't know how taken I am by the visual style of this game, I've gone from loving to hating to everywhere in-between back and forth. But at the end of the day its game play that will make or brake the game. So coming from a accomplished design team and them not putting all their time and money in photo graphics certainly keeps me interested. But only good reviews will open my wallet!
One of the few game after Valkyria 4 on Switch I am willing to spend $60 on at this point. Really needs to be good.
Can't wait looks awesome
Well, this is like monster hunter with mechs and I dig it.
I'm a huge fan of the mecha-genre, but a lot of games seem to dismiss the "weight" that a giant metal machine should have, especially when it comes to these humanoid-style designs, and I feel like DaemonXMachina is falling into that same trap. I have nothing against the art-style, but the physics and motion just feel off. Maybe it's just the OG Gundam model, but even that had the benefit of physics in space (or lack thereof). But I think there's a lot of beauty in the hypothetical 'mechanical' movement of a mecha that doesn't really express itself well in a lot of these mecha games.
Some awesome examples would be Pacific Rim 1 Jaegars (whereas 2 really falls into the patterns aforementioned), Metal Gear REX, MCU Hulkbuster V1. You can see the internal suspension when those mechs move, the sheer weight and power. Hell, the mechs don't even have to be these heavyweights to show off. Gundam IBO demonstrates that with some of the best fast-paced mech animation.
@Gorfvic20 I DIDN'T THINK ANYONE ELSE KNEW ABOUT CUSTOM ROBO!! The world needs a new Custom Robo! That game with the fighting engine of ARMS or Pokken Tournament would be so RAD.
Let these guys work on a new starfox similar to this.
just amazing how it looks
Looks alright but it also looks too much like a hardcore action title for my taste.
I find it odd that people are saying it reminds them of XCX, and that that's a bad thing. I loved that game.
This one can't come out soon enough! My most awaited game on Switch yet!...at least until we get some more info on Prime 4.
@Cobalt Maybe I'll at least hope it can strike that balance. I reserve the right to be wrong, of course!
This interview, if anything, has ramped up my interest for this game. I'm unfamiliar with mech combat/games barring my time in XCX (and I wouldn't say I was ever an expert), but I suppose now's a good time to learn.
@Lnsx Hey - I wrote the above. You make really interesting point. Mechs in video games in many cases perhaps should be excessively physically present and heavy, methodical in their movement and maybe even lumbering... but how to make that into rewarding gameplay and movement that doesn't feel like poor interaction? I wish I knew! Perhaps that style of mech is best reserved for non-interactive mediums like film, or NPC mechs?
I often ponder something similar about WWI games, where weapons and plane/tank controls might need to be a little slower and more laborious in their responsiveness and behaviour; which might deliver interactions contrary to what's presently deemed good game and interactive design.
Back on mechs, the original Steel Battalion at least succeeded to some extent in this regard. I was daft enough to buy that absurd controller when it came out, and the game made it feel like you were really wrestling with machinery, rather than zipping about as if made from light and air. Still, I do like a light-footed mech game also! But I'd love to see more that explore the interactive style you describe.
This game is sounding better and better for me. I'm glad to see that the player character can be customized and has as much importance to the game as the mech. So far I'm not seeing any real bad news so I remain optimistic...cautiously.
Just put it in my veins.
Looks really fun I like the anime graphics hope we can hear more about the online multiplayer soon. It would be awesome to fight online in your own customized mech.
@Lnsx I think the Robotech/Macross games were able to straddle that line well enough. (at least, in their presentation of mecha) A veritech in fighter mode felt and looked like a fighter, whereas in battle mode it had an almost exo-suit look and feel.
...Now I wanna go play Battlecry
Wow, that interview was on point. Excellent questions.
And man, this game has me excited like Xenoblade X all over again! I know they're different games but I LOVED the mechs in that game, and this just looks so dang good!
Seriously good looking game, and I'm not a mech game fanatic or anything. So his strategy is working. Its appealing to me.
@spadgy Yeah, that balancing act is an art in itself. Achieving praiseworthy responsiveness & feedback has so much precedent (platforming alone gives examples of Bad > OK > Good > Excellent levels of responsive control). Having that responsiveness change based on some precise, granular control much like modding and tuning a car would be incredible (and thinking about it now, the kind of feedback you get from racing games wouldn't be too far off). Motorstorm had some great examples of the different responsiveness you get from a heavyweight truck vs a 4x4.
Expanding on the mech/cars analogy, if there's something a mech game should nail, it's the soundboard. We've all heard, felt the difference between your average coupe, the purr of a Mustang, the adrenaline boom of V8, and also NOT heard the almost unnatural silence of an electric. Stuff like that I think could go a long way in really immersing the player in that "weight" I was talking about.
It reminds me a bit of the initial teaser trailer for Xenoblade Chronicles X. Although, thankfully, it won't take 40+ hours to get access to the mechs in this game.
I won't be preordering, but I'm open to paying full price around launch if it turns out to be really good.
This game has such a gorgeous art style 😍
Sounds like he's taking Pokemon's MO. Start with a nice and simple concept, add variety to please different kinds of people, and include a lot of depth for the hardcore audience to sink their teeth into. This game looks amazing and I hope they can keep the pacing right.
This game keeps getting better the more we see it.
It's so Meching beautiful! Day 1 buy.
this looks neat; hopefully it's good.
i don't care for slow plodding mech games like mechwarrior and the like. even from the earliest games i just couldn't get into it. guess i'm not much for tank fights.
"On the negative side, I feel that people get together less in-person to play games nowadays."
This is sad if it comes true everywhere. Fortunately, where I'm from, we regularly meet up to play local multiplayer, and conventions were a great place for the 3DS, and now a great place for the Switch.
Making it accessible to a broader audience is something I really appreciate.
I've never been attracted to a mech game before, but everything I read or see about this title makes me want to try it.
This game really makes me want EX Troopers for the Switch.
Make Doraemon X Machina, I want a kitty mech game.
This game is sounding great I can't wait to play I loved Armored Core and by the looks of it I'll enjoy this game too.
Nobody is buying mech games. The drought on the Switch is real, suddenly a random new mech game looks interesting.
I'm so in it's silly
im going to preorder it wen it becomes available.
Great interview!
Can't wait for this game!
dope ass looking game needs more hype
@JaxonH Thanks for the kind words about my interview questions! There's often a 'game design process' focus in my interview questions, and I admit I sometimes fear I'm being misguided with that approach, and that I should be asking more about specific features of a game, rather than the creative process that lead to such features (put another way 'what the game is' questions, rather than my 'how the game is conceived' questions). For a few years I was editor of Develop, a magazine and website that was written for a games developer readership (so a 'trade' title); there I was always interviewing and writing about creative process, so that became second nature to me.
And then writing for a 'specialist' site like Nintendo Life or a 'consumer' publication like a newspaper, I worry my question style is a bit too 'pretentious game design chin stroking'... so I'm glad to hear that it's gone down well with you! I do at least feel that increasingly more of us want to know about the process of a game's creation, and not just the final result. When I was writing ten years ago you'd only really get a chance to cover that side of things in industry-facing publications. So big up to Nintendo Life for being part of a change there!
Of course, I asked some straightforward questions too, like asking about the narrative. Always gotta remember to cover the fundamentals too!
I do also feel there's one true advantage to asking this style of questions. When an interviewee has been in back-to-back interviews for a day or two at an event like Gamescom, it's understandable that they might zone out while giving answers they've given a dozen times that day already. If any of us were to answer the same question 12 times in a day, by the eighth time we'd be giving a slightly over-rehearsed response. The best interviews are the ones that play out on the day like natural conversations, rather than like a rigid Q&A session. So coming in with an atypical questioning angle can be refreshing to the interviewee, and bring them back to life for a nice conversation, rather than just push them to restate things they've said enough times. I'm not confident enough to believe my questions are entirely original in these situations... but when an interviewee says 'it's so nice to talk about something different' I feel I've hit what I hoped with an interview.
But actually, the translator at my face-to-face interview with Mr Tsukuda for this piece deserves as much credit as any questions I asked. So often with translation with this style of interview I and others do, when you get the answer back you realise something got lost in the translation. Not here! The translator seemed to brilliantly capture the spirit of my waffly, convoluted, pretentious questions!
@Nincompoop Hey. I wrote the above. Accidentally typed 'Doraemon' about a half-a-dozen times when writing it up! Final spell check I did was for any rogue Doraemons. I'll feel especially silly after admitting that if anybody spots any that got through!
@Lnsx Another great point re the audio. I know in the best racing games they actually put different car models on a rolling road and stuff microphones up in the wheel arches, under the hood etc... as well as recording them at distance etc. Lends a real tangibility and physicality to the games. I guess that approach would be harder with mechs (though I think for an FPS – maybe a battlefield – they actually built physical dummies of the game levels to record gunfire sounds in the exact 3D space. Maybe they need to start building dummy models of these mechs! ).
@SethNintendo
"drought"
I don't think that word means what he thinks it means 😉
@spadgy
All I know is, 9 out of 10 developer interviews bore me into a coma. This one was actually interesting.
@JaxonH Well - thanks again! I guess it also depends on the developer. Mr Tsukuda was an enthusiastic, fun and thoughtful chap, which helped a great deal.
@SethNintendo We all know you're gonna come up with excuses when it doesn't hit 2M.
Finally pick up a Switch? What are you doing here?
You are one of those fake hype train people. Always claiming you're so excited about games and then don't buy them.
Great interview! I'm so hyped for this game. Looks fantastic. I can only hope that the game play holds up.
This is probably my most wanted upcoming switch game.
And I’m a fan of both fire emblem and Pokémon. I just really think this is going to be great.
I hope this game will be awesome ... I still want to know what music is playing in the reveal trailer
One thing we really wanted for Daemon X Machina was really strong multiplayer, [...]
Okay, that is a no for me, I like titles that have a strong single player. Was intrigued by it, but I will now await the reviews. Don't get me wrong, I think it might be a fun game, but excessive MP is not my cup of tea.
Can't wait for this game.
@Cobalt - Really ain't hard to aim for action fans beyond core mech fans and still be true to this statement.
Core mech fans are the reason that genre met its untimely end. Not enough of them worth pursuing.
@Lemmy_the_Koopa - I remember the days of, "No online MP, no play." Really wierd to witness the reverse nowadays.
Good solid article I enjoyed the read ., I am really looking forward to giving this game a go it looks spectacular and I can't state enough how amazing the art design / style looks. I am definitely hoping for the best if this game plays as good as it looks then I'd imagine it will be phenomenal.
@MongolRaider This is actually an expansion of the xenoblade universe. So well spotted you.
Hope this game will turn out great! It looks absolutely amazing!
So excited to try this out. Played armor core when i was a kid and enjoyed it a lot. I love a good mecha game .
I look foward to it
Really excited for this.
Daemon X and ANTHEM I'll have my Mech fix for 2019 😃
Really loving the striking look in this.
@MongolRaider someone sounds salty and thats a very bad comparison dude.
@Paraka I was never understanding that trend. Also I am but one voice in the vast sea, but I always get disheartened when every title gets the MULTIPlAYER badge to cross off in a check list. I CAN UNDERSTAND GAMES LIKE smash, which I also enjoy online, but I don't think every (read a lot of) titles need that...
@Lnsx Very thoughtfull and well-worded comments on your part. A real joy to read.
@spadgy Great interview. Very much looking forward to the end product. Last I heard the game still had some frame rate issues, hopefully they’ll get that fixed. Did you notice any?
I really really want this game to be good.
This is one of my most anticipated games for 2019. I love the art style, music and the gameplay looks fun.
@Agramonte
Not trying to bash what you like because I totally respect it, but to me Anthem is a game I can’t get far enough away from. It’s the antithesis of everything I like about video games. Multiplayer focused, online service style game with microtransactions.... it’s the exact opposite of what I want to see. And so many modern games are like that, and growing at a rapid pace.
While this may not have the budget and the pretty visuals of Anthem, it seems to have everything else I want in a video game (and I know you said you’re excited for it too, I just think it’s an apt situation to compare and contrast). Offline Single player with optional multiplayer and not online service focused.
Games like Destiny, Anthem, Division, etc... just not what I want to see in a video game. I can definitely see the appeal though. The concept of a shared world does seem enticing if you’re into online gaming. It’s just that they force it at the expense of offline single player and then Trojan horse their modern gaming wallet-mining practices into it.
@Lemmy_the_Koopa
That shouldn’t be a problem though because having a strong multiplayer does not mean at the expense of having a solid single player. It’s totally above and beyond and shouldn’t have any impact whatsoever. I’d rather hear them say they wanted a strong multiplayer aspect than a weak one. If it were a modern megapublisher then I might be concerned because they have a history of exploiting MP at the expense of SP for profit. But this isn’t from one of those mega publishers and it’s not an online service type of game.
So there’s really nothing to be concerned about by them wanting to incorporate a strong MP aspect. Monster Hunter is an incredible single player game but it too builds itself off a strong multiplayer aspect. That doesn’t diminish the single player though. And this game does seem to be styled after the MH formula. With quests/missions that you prepare for back at base, and then head out with or without a group to tackle the objective.
Looking forward to this! Trailer is a bit bland but love the look of this game.
@JaxonH It's not mutually exclusive, I concede that point, but there are just so many dev resources to go along and usually when I hear the word "strong multiplayer", I shudder at games that did this at the expense of the single player aspect. I am cautious with this one, as I've been burnt before. If the review say it has a wonderful SP campaign, I'll bite.
@JaxonH I hear you on the micro transactions. But outside of story expansions like Forsaken and Torna. I never buy extras for any of my games. Multiplayer or Single.
I rather play a story single player games myself. But I have good friends and fam I do not see often. They either living in another country or in another State or simply super busy. So logging on Destiny, Forza, Monster Hunter World or BFV for a few matches with them is a running tradition.
I got in the Closed Alpha test for ANTHEM and I was entertained. Just a stunning brand new world you can explore with friends online and chat about stuff.
@Agramonte
Gotchya.
Don’t get me wrong, I think Destiny and Anthem do look interesting, I just wish they had offline single player. Most of my online has been spent in Monster Hunter Gen Ult, Monster Hunter World, Splatoon 2 and Diablo 3.
My brother always told me he wanted to play Final Fantasy XIV. That’s an online game I could probably get into
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