Hitman: Codename 47
Hitman Absolution review thumb


A note from Tom: At the time I reviewed it for the print edition of PC Gamer, the PC version of Hitman: Absolution suffered from serious performance problems. These have since been fixed, and I've had the chance to verify that on our own machines. Since it's still not out, there doesn't seem much point in dinging it for a problem you won't have. So in this online version, I've amended the bit that was no longer accurate.

To give you an idea, on a 2.8 GHz quad core with a Radeon HD 4800, it now runs at about 30-40 FPS on medium settings. It used to be 15 even on minimum.

The previously awful performance contributed to it feeling like a shonky PC port to me, and I took it into account in the score. Now that it runs decently, the game feels approximately 4% less shonky, and I've adjusted the score accordingly. This is about as scientific as the initial scoring process.

If you’re ever sad about how many games these days are sequels, go back and play Hitman: Blood Money again. The assassin-sim series struggled for three games to understand its own strengths, and Blood Money found them all.

Almost every mission was an absurdly rich playground of deadly possibilities. You were usually free to roam them undisguised, watching patrol routes, tracking targets, studying the environment, and planning the perfect murder. The plot was sidelined in order to avoid interfering with the business of killing, the levels were large, and your tools were versatile and intricately customisable. The fans adored it, and it’s one of my favourite games of all time.

Hitman: Absolution goes... in a different direction.

‘Disaster’ is a strong word, which is good because we need one. Absolution is a disaster. It’s almost the polar opposite of Blood Money: instead of sidelining the story to focus on big, open-ended assassination missions, it sidelines assassination to focus on telling a long, linear, and embarrassingly bad story. In game terms, that means most of its levels task you with reaching and opening a particular door. If it was called Doorman: Absolution, it would be much less disappointing.

There's an old hitman saying: wear a samurai suit and stare at their groin.

That’s not even its biggest problem. Its biggest problem is that it doesn’t have a save function, so every screw-up or glitch of game logic costs you a galling amount of pointless repetition. Very rarely there are mid-mission checkpoints, but even if you can find them, they don’t save vital aspects of your progress. Guards that you’ve killed respawn. Bodies vanish. Disguises and items you’ve left disappear. It’s suspiciously as if the developers just never figured out how to store all the relevant information.

The reason this hurts the game so deeply is that two of Hitman’s core appeals are experimentation and perfectionism. It’s still a game with a lot of items and systems to play around with, but doing so is madness when 15 minutes of perfectly stealthy progress are at stake. And when your ghost-like performance is blown at the last minute by the unpredictable rules of the guard’s detection logic, it’s hard to muster the will to repeat the whole level in the hope that it won’t happen again. Particularly when the stealthy approach involves waiting for achingly long conversations to finish before guards go their separate ways.

I think you think I care about that guy a lot more than I do.

When I first started playing, three different tutorial tips advised me to press the left mouse button ‘gently’ to aim more accurately, or chided me for ‘squeezing’ it too hard. Those have been corrected in a patch, but aiming is still a needlessly clumsy emulation of a console controller’s analogue input: you have to hold two different aim buttons to be accurate.

It also appears to have been rendered through a Vaseline lens, causing anything as bright as a flesh tone to burn with the bloom of a thousand suns. When it catches the light, your bald head glints so dazzlingly that beams of pink lens flare erupt from it in four directions.

It’s a shame, because beneath that some of the locations are beautiful. They’re just a bit small. Each mission is split into a series of short levels, connected by a single door that you can’t go back through. And you can’t open these doors if any guards on the level are alert. When the objective of some levels is to escape captivity or attackers, being locked in until your opponents stop looking for you starts to feel a little perverse.



You can win a shooting contest to get your guns back. Or: this.

Three-quarters of these levels are purely about traversal: you’re just trying to get from A to B to move the story forwards, and if you’re given anyone to kill at all, it happens in a cutscene or scripted slow-mo event. The other quarter do give you a target to kill, and a choice of how to do so, but that segmentation means you’re operating in a space that isn’t as rich or complex as a typical Hitman: Blood Money mission.

The other thing that really hurts Absolution’s few actual assassinations is the new equipment system. There isn’t one. You give away all of your trademark kit at the start of the game, and start most missions with one bad, loud pistol. You never get to buy or choose your weapons in the campaign, so you’re stuck with whatever you find lying around. The ones you pick up will carry over to the next segment of the mission, but are lost again when you complete it.

Can you snipe this target from afar? Depends if the level designer left a sniper rifle somewhere. If they did, they probably put it in the ideal sniping spot to save you the mental effort of choosing one for yourself. Can you set explosives and detonate them when your target walks by? Depends if the level designer left any inexplicably strewn around, and if you find their illogical location. Even then, you can no longer throw them, put them inside containers, or stick them to surfaces.

Jesus, close your mouth when you're... you.

So much that used to be universal, versatile systems is now left to the level designer’s whim. Hitman’s greatest pleasure was coming up with your own solutions, but even at its best, Absolution makes it feel like you’re choosing between the ones the designers provided for you.

Its most promising addition is a new way of handling disguises. As in real life, you can dress up in the clothes of almost anyone you kill or subdue. And as in previous Hitman games, wearing the right clothes makes it easier to walk into restricted areas undetected. The twist this time is that people wearing the same clothes you’ve dressed up in will find you suspicious, whereas everyone else will leave you alone.

It makes sense – cops might be suspicious of a cop they don’t recognise, but not a janitor. And it could be the basis for an extra layer of strategy: dress as a janitor to get past the police, then take out a cop and put on his uniform to get in everywhere else. But it’s undermined by two things.

The first is, yet again, the level design. You spend the vast, vast majority of every mission trying to get past the same type of guard, and they almost never permit a disguise other than their own. Gangsters shooting up an orphanage full of nuns – an actual thing that happens in this videogame – will open fire on anyone but their gangmates. Cops at a crime scene are similarly strict. So you spend almost all of your time dressed as the people you’re avoiding.

Who's the psycho now? Still... still both of us.

That leads you into the other problem: suspicion is viciously over-reactive, and to all the wrong things. Guards rumble you in a split second if you stray close to them, and in pretty short order even at extremely long range. That changes it from a disguise game to a stealth game: your only challenge is to break line of sight, so you stick to sneak mode, hug cover, and do commando rolls between anything that blocks their vision. This – unlike walking normally – they have absolutely no problem with.

On lower difficulties, you can hold down a key to allay their suspicions by putting your hand over your face. I can’t think of a way to mock this that would make it sound any more absurd than that, so I won’t try. It’s a crutch to mitigate the stifling effect of a bad mechanic. And the fact that it’s useful is actually a bad thing: it uses a resource called Instinct, which you can recharge by killing guards. So there’s now a material reward for the gratuitous murder the series has always tried to gently discourage.

Both suspicion and regular stealth glitch out regularly: I’ve been spotted through two solid walls on several occasions, and at other times supposedly silent actions brought guards running. Irritating in any game, disastrous in one with no save function.



On second thoughts, maybe I don't want this chef's outfit now.

With or without Instinct, the new disguise system removes the single best thing Blood Money brought to the series: the ability to walk freely around almost every level, planning your approach without having to conceal your presence. It reduces Absolution to a more ordinary stealth game – and for me, Hitman was always better than that.

I keep coming back to the failings of the level design, and most of them stem from its determination to tell a story. It’s a tedious farce of pantomime villains, voiced by Hollywood actors utterly wasted on this adolescent, exploitative trash. And I'm fine with that. Every Hitman game has had a terrible story, but until now it has rarely mattered.

The problem with Absolution is that they actually decided to focus on it this time. In an attempt to paint you as some kind of misunderstood hero, Absolution has you quitting your job to protect a teenage girl. This story frequently requires you to get from A to B, but rarely involves a legitimate reason for you to kill. And when it does, you don’t always get to do it.

Several of the actual kills happen in cutscenes, and sometimes all your hard stealth work in getting to the target is rewarded with a cinematic of your character screwing it up. It’s kind of mindboggling to imagine how anyone could stray so far from the point of a series whose entire concept is right there in the title.

Playing music causes the police to dance and smoke weed. This is a puzzle solution.

I guess the new Contracts mode is meant to be the antidote to this, and it is a nice idea. You can load up any level from the main game, choose your weapons (at last!) and mark up to three people as targets. The way you choose to kill them, and how stealthily you do so, become the objectives of a contract. Other players can then take on your contract and try to kill the same people, with the same weapons, just as stealthily. They get a score for all those things, and a bonus if they do it faster than you.

Creating these contracts is a little aimless: civilians and guards are pretty much interchangeable, so I don’t have any burning desire to pick out three particular targets who need to die. But playing other people’s contracts is fun: some are very straightforward, but already people are adding entertaining twists. The last one I played insisted that I run into a town dressed in full samurai armour and kill a particular cop with a sledgehammer. Players will probably come up with sillier contract concepts once the game is out.

It’s no substitute for the kind of freedom Hitman used to give you, though. When creating a contract, you have too much – it doesn’t matter who you kill, so who cares? And when playing one, you have too little: the contract specifies what to wear and which weapon to use, so you’re basically just following orders.

And guess what? DRM! Despite the fact that the contracts themselves must be tiny amounts of data, you can’t play any of them – even your own – offline. You have to be connected and logged in, and if their servers are down, you’re shut out. They've really done an impressive job of racking up all the different ways you can irritate PC gamers.

These are all the reasons I found Absolution crushingly disappointing. These are the reasons it’s a terrible Hitman game, and it’s worth saying that in the strongest possible terms, because Hitman is an important and brilliant series of games. But despite all of that, it isn’t a terrible game, and it doesn’t deserve a terrible score.

It's like, that man is the Hitman series, 47 is videogames, and the ocean symbolises misapplied metaphors.

Called something else (I’m still rooting for Doorman: Absolution), it’d be a decent sneak-em-up with some welcome Hitman influences. Creeping past people is inherently fun, even if you’re gaming some weird suspicion mechanic while you do it. So is knife-throwing. I will never be able to forgive the shitty checkpointing, but it’s certainly less of a problem once you get good. And on the rare occasion that you find a disguise that lets you roam freely, some of the levels have lots of different routes to try.

There’s one mission, right near the end, that’s genuinely very good. There’s one target, a decent sized area, a particular disguise that lets you roam anywhere, and three different ways to make the death look accidental. It’s still smaller and less interesting than any of Blood Money’s main missions, but it’s one I actually wanted to replay. Any game that can capture part of that thrill is worth playing.

Currently, though, Absolution is not worth buying. If they can somehow patch in a save function, and if players do interesting things with Contracts, it will be. Until then, I’d wait for a preposterous Steam sale.

That’s something I never thought I’d have to say about a Hitman game. I desperately hope the reaction to it is strong enough to convince the developers to change direction, because I couldn’t stand to watch the series die like this.
Hitman: Absolution™
hitman disco


OK, so we're a bit late with this one - but then I was crouched behind a bin waiting for the perfect moment to knock out a PCG writer so I could use his uniform to gain access to the building. Now, dressed in an old pair of jeans and an XL Bus Simulator T-shirt, I'm finally ready to post about Hitman: Absolution and its latest trailer, which shows off the game's "living, breathing world".

Look at it there, all living and breathing. Really, there are three things to take away from this trailer: that the background chatter of security guards and civilians might be a wee bit more interesting than "Shall we gather for whiskey and cigars tonight?", that (if this is all in-game footage at least) we can probably expect some veeery impressive crowd scenes, and that... disco-dancing cops. I'm pretty sure Reg never did that on The Bill.

With the game due in only two-and-a-bit weeks (November 20th), we thankfully won't have to wait long for answers. In the meantime, click to two minutes in to see 47 drop some beats for the cast of Holby Blue.

Hitman: Absolution™
Hitman Absolution boulevard


Selecting a soundtrack for life isn't easy. You need music for riding the bus, shopping for groceries, or sitting around listening to other music. Hitman: Absolution's Agent 47 lives a life of luxury in that regard, as his handlers over at IO Interactive already selected numerous moody pieces and Inception horn-blasts to accompany him as he jay-walks away from explosions or descends a single step. The trailer shown here shows off Absolution's range of dynamic triggers for aural interactivity, including the buttery-smooth cut of David Bateson's voice. I hope he'll moonlight as an airline pilot sometime soon.
Hitman: Codename 47
Hitman Absolution preview thumb


This article originally appeared in issue 246 of PC Gamer UK.

Hitman Absolution is a tease. Its first level guides the player through a well-defended compound toward Agent 47’s assigned target, his ex-handler Diana. I snuck past guards, bundled others into convenient bins after applying pressure to their unsuspecting throats. I edged along ledges over jagged cliffs. I hid when I was meant to hide, moved when I was meant to move. And then, as I opened the door to my victim, the game took over, lurching me into a cutscene that ended the level.

It’s a trick Absolution pulls a few times in its opening chapter. 47’s next job takes him to the Terminus Hotel, and a target holed up in Room 899 on the eighth floor. Creeping through an air vent at the end of the level, I overheard my potential victim, his Texas drawl muffled through the metal. I crawled towards the sound, wiggling 47’s suit-clad body around in the vent and planning my murder method. Halfway along, my screen faded to black and I was forced through another cutscene that not only saw my target escape, conspicuously un-murdered, but suffered 47 getting bonked on the head without any opportunity for player-led retaliation.



The five levels I’ve played are huge – much bigger than any of Hitman: Blood Money’s lethal playgrounds. But where Blood Money plopped the player at a doorway, gave them a target, and let them have the run of the area, Absolution breaks its levels up into distinct stages. In making my way up to Room 899 in the Terminus Hotel, I had to sneak past a set of guards sat in the lobby by knocking out one of their outlying number and nabbing his threads. The elevator that carried me up to the target’s floor marked the end of the section I was playing, with no way to descend back to the floor I’d just been creeping around on. After being framed for an innocent’s murder and left in a burning building, I had to sneak my way across three wide-open rooms, avoiding a roving police squad. Once navigated successfully, the game gave me a check-up on my score – awarded for silent takedowns, hiding bodies, and clothes-napping, among other things – and locked the door behind me, pushing me into the next vignette.

This makes Hitman Absolution feel smaller in scope than Blood Money. It’s also more manageable. There’s no danger of being paralysed by choice when your only aim is to reach an anointed door, or escape a patrolling death squad. It also means mistakes you’ve made twenty minutes ago will be less likely to haunt you.

I took the direct route in the Terminus Hotel. Scoping out the edifice from the damp street the game deposits Agent 47 on, I spotted an entrance to the basement. I decided against using it, preferring to waltz in the front door – it’s a hotel, right? They must be expecting guests. Apparently not. Through the door, I was treated to a triggered animation, a goon in a stetson telling one of the hotel’s paying guests he wasn’t allowed upstairs. More goons sat on the sofas in the lobby, scanning their eyes around the room. Yet more goons stood on the stairs, flanking the lift that the game had helpfully picked out.

The abundance of goonery made getting to my intended exit difficult, but Absolution has upgraded Agent 47, turning him from Blood Money’s hulking, clumsy marionette man to a lithe assassin. Pressing Space flipped 47 into cover, his back to a cleaning trolley as one of the goons peeled off. Pressing Ctrl behind my hiding spot, I turned on 47’s Instinct mode. Instinct turns the world black and grey, highlighting interesting areas – weapons to pocket, radios to turn on, light fittings to drop on unsuspecting heads – and potentially dangerous people. Activate Instinct while wearing a disguise, and 47 will cover his face surreptitiously as people wearing the same costume try to work out if they know you. Activate it as a goon walks past as I did and you’ll be able to see their patrol path, picked out in a line of flame along the floor.



This goon was going to the bathroom. Disengaging myself from the trolley by pressing Space again, I followed him in, ducked in a crouch that kept me out of the vision of his empty-bladdered pals. A quick arm around the throat, while tapping A to apply pressure to his windpipe, and he was unconscious. Another tap, and I was wearing his clothes. One more tap and a quick drag, and his now underwear-clad body was jammed into a laundry bin in the bathroom. This process is quick in Absolution, quicker than it was in Blood Money. 47’s new sleeper-hold ability knocks targets out, and unlike Blood Money’s sedative syringe, can be used as many times as you fancy in a level.

Most weapons can be thrown, forcing enemies in earshot to walk over and investigate the sound. Careful assassins can put entire floors to sleep, clearing a path towards their target. I am not a careful assassin. Coming out of the bathroom, I decided to try out my new threads on the similarly dressed goons blocking the staircase. Evening, gents, I’m your pal who just went for a piss. Yes, I’m now bald. That bathroom changed me.

They immediately saw through my ruse. Suspicion in Absolution is denoted by a circle in the centre of the screen. When someone spots you doing something weird, the circle rises to a peak in their direction. Sauntering through the lobby, my screen showed five distinct spikes: five goons who’d spotted I wasn’t one of their number. Must’ve been the shiny head that gave it away. I should’ve brought a wig.





I activated 47’s Instinct, and he quickly brought his hand to his hat, covering his face. Too late. The goons on the sofa stood up, yelling at me to stop. The goons at the top of the stairs, alerted, swaggered over. If 47 is spotted doing something obviously dodgy – stashing a body, shooting someone between the eyes, downloading a Robbie Williams song, that kind of thing – then guards will immediately flip to a hostile state, emptying their guns in his general direction. But if he’s just being mightily suspicious, as I was, they’ll try to force him to surrender. Press Q and you’ll pretend to give up, affecting a hands-up stance as your accusers come closer. Once they’re within range, the game launches an automatic animation that disarms the closest enemy, takes his gun, and pulls him into a headlock. If you’re off in a secluded spot, this is a great way to dispose of a single enemy. If you’re standing on top of a set of stairs, being watched by more than ten pairs of eyes, it’s less effective.

I tried to activate the lift with my arm around a human shield, his pilfered gun pointing over his shoulder towards his angry friends. They saw my intentions and opened fire as one, killing my shield and turning my vision red with injury. Using a spare second to call the lift, I ducked into cover and waited for it to arrive. Once it did, I hopped in and rode it to a higher floor, the second of the hotel’s stages. Fortunately for me, everyone up there hadn’t been in contact with their partners-in-goonery downstairs, and seemed happy to let me wander around, provided I didn’t stray within intense suspicion range.

Where the Teminus Hotel is broken up into stages, preceding level Chinatown is more open. It consists of a square with a central pagoda, its streets filled with people: crooked cops, drug dealers and innocents. Absolution’s story mode visits the location twice, first asking 47 to murder one target – mob boss the King of Chinatown – then sending him back to kill three others later in the day.



I went back a third time in the game’s Contracts mode. Contracts is Hitman’s take on score attack mode, gifting Agent 47 points for offing targets quickly, in specific ways, using chosen weapons and wearing the proper clothes. Other players create contracts by playing through the game’s levels as normal, marking targets along the way for other players to shoot, stab, or smother. Completing a kill as requested awards points that can be compared against your homicidal friends’ scores. There’s a filter of social integration that sits a bit wonkily with the series, and Hitman’s joy has always been madcap freedom in your murder method rather than the chase of obsessive perfection.

But Contracts isn’t a bungled job: it gives a fresh eye on levels you’ve already played. I chose to play one of the missions set up by developers IO themselves, set again in Chinatown. Instead of the storyline’s mob boss, I found myself gunning for two targets: one a cop, one a flat-cap wearing gangster. The cop was an easy kill. Veering straight off to the left on entering the level, I found him stood next to a sportscar parked in an alley. I locked eyes with him for a second, before he turned on his heels and pottered down the road to inspect some fascinating boxes, conveniently out of sight of the hundred-plus NPCs in the central square. I dropped into a crouch and followed him. En route, I had options to complicate the kill: I could pound on the car’s window, bringing the cop over to peer into the windows and check on the contents. I could pick up some discarded plastic explosives, left by some forgetful bomb-maker, and blow my target up. Or I could take the easy option, ready my garotting wire, and wrap it around his neck at the end of the alley.

First one down, I strolled back through the crowds of people. My next target was visible via 47’s Instinct mode: he was standing up in an office overlooking the level’s central pagoda. I remembered the office as the one I found a stashed sniper rifle in during my first visit to Chinatown. Another crooked cop was guarding the staircase that led up to said office, but I’d distracted him before by fiddling with the contents of a nearby fusebox. I did the same again, luring the copper from his seat and slipping past him as he cursed the busted electronics. Still crouching, I started to climb the staircase, and shuffled face-first into a descending crotch.



My target had moved, and I wasn’t ready for it. I mashed the keyboard and 47 launched into a quicktime event of a fight, punching with letter keys. The cop, returning from fixing the fusebox, was treated to the sight of me slamming another man’s head into a wall. He immediately drew his gun, just as I put a bullet through my now-unconscious target’s skull, and I sprinted back upstairs and climbed into a cupboard.

It was no good: the cop had a good look at me, and I was stuck without clothes to change into. Languishing in the cupboard was only delaying the inevitable. I cycled through my inventory items, alighting on the remotely detonated plastic explosive I’d picked up earlier. I climbed out of the cupboard and poked my head out of the window, only to be met by a hail of bullets. In return, I lobbed the explosive charge towards the ground and fired a few times to flush backup cops out of cover. I blew the charge as they rearranged themselves, clearing something of a path for myself. Back down the stairs, I aimed a silenced silverballer pistol shot at the fusebox cop, and changed quickly into his clothes. Numbers at the top of the screen were ticking down – I’d lost points for being spotted, the time taken between kills, and the huge amount of people, innocent and otherwise, that I’d eviscerated with my impromptu bombing – but I still had a positive number.

Cops streamed past as I exited the fusebox alley; I covered my face using Instinct and walked purposefully for the exit. It wasn’t pretty, but I came out of the contract with my two targets dead: not enough to trouble a high-score table, but a victory in Absolution’s book. And in mine. Absolution gave me the option to be robotic or reactionary, chase perfection or make the best of a bad situation. It’s a tighter, less freeform experience than Blood Money, but fortunately it still offers the kind of lethal invention that made that game great.
Sleeping Dogs
AMD bundle


Want a free copy of Hitman: Absolution, Far Cry 3 and Sleeping Dogs? As part of its Gaming Evolved program of working with game devs, AMD is bundling up free copies of some of the most exciting titles of the coming holiday season with its current generation of graphics cards. If you buy any AMD card, from any add-in board manufacturer at all, the participating etailer/retailer will include a voucher for a free copy of the relevant games.

Participating etailers are as follows:


Overclockers
DABS
Scan
Aria
CCL
eBuyer
Novatech
DinoPC


Every card will also come with a 20% discount on Medal of Honour: Warfighter. It might not be the first game you'd stretch open your wallet for this holiday season, but that discount looks a bit tastier once you've crossed Far Cry 3 and Hitman off your shopping list.

Here’s a handy chart so you can tell which cards will get you which games. Bless AMD for its ambitious bundling of Hitman: Absolution with CrossFire pairings of its HD 7800 and HD 7700 series of cards.



Sadly, if you’re just buying a single HD 7870 (awesome price/performance right now, people!) then you’re only eligible for the Medal of Brothers in Warfighting Duty discount and a copy of Far Cry 3.

So yeah, free games. Nom. What is almost as nommy though is extra free performance from your existing graphics card. To that end AMD is also pushing out a beta of its latest Catalyst driver, version 12.11 and it’s promising some significant performance gains in a number of titles.

In Battlefield 3 it’s looking at 30-40% improvements over the last 12.8 Catalyst drivers. It claims that these performance improvements are down to the fact that its current range of cards carrying the Graphics Core Next architecture represent a brand new direction for its driver team and it’s still finding different ways to unlock latent potential in the chips themselves.

Still, with AMD’s cards being the top price/performance options out there already any extra speed we can squeeze out of our GPUs is always welcome. I’ll be testing the step up in performance later in the week, so stay tuned!
Hitman: Absolution™
alvin


Is that a bird? A scarecrow? A chipmunk? No, it's Agent 47 dressed as a bird, a scarecrow, and a chipmunk - obviously. The bald-headed assassin has long had a thing for disguises, but it appears that Hitman: Absolution will take that fetish to a nun-like extreme. Io's latest trailer showcases 47's newest wardrobe, which, in addition to the usual terrorist, security and chef uniforms, contains more than a few surprises.

For those of us that grew up watching The Bill, whether we wanted to or not, the British copper uniform promises to be a lot of fun. Likewise, we can imagine doing fun things dressed as a judge, a cowboy, and some sort of tinfoil-hat conspiracist. And in the game. Outside of a Worzel Gummidge convention or a field in the middle of nowhere, however, how useful is a scarecrow costume going to be? Or a giant chicken? Perhaps he's going for the double-bluff - no would expect an assassin to be dressed in such an outlandish costume, so that's exactly the sort of costume he should be wearing.

Trailer aside, let's all remember that Hitman is coming out in little over a month. That's plenty of time to sneak into your local game shop dressed as Big Bird from Sesame Street - you can figure out how that will help you bag an early copy once you're there.

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