Call of Duty®: Modern Warfare® 2 - Multiplayer
Call of Duty
The quiet rage of a man who can't remember which pocket his keys are in.

Call of Duty - what a monster. With clockwork precision a new edition pops up every year and sells millions without fail. It's doing perfectly well, but in spite of an audacious shift to a far future setting in Black Ops 2, it's becoming increasingly repetitive. It's become a slapstick dose of noisy annual nonsense with an arcade multiplayer mode attached. It's a game about gun-lovin' superheroes who are 90% bicep and 10% stubble shooting hundreds of enemies, shouting and occasionally getting into knife fights.

Activision have found a golden formula for mainstream success that has changed the genre. Call of Duty perfected iron sights aiming and ushered action movie set pieces into shooter environments, but those set pieces have gradually subsumed the challenge and tension of the series' rolling street battles. The series' ballooning love for noise and bombast masks a dearth of substance, and its ability to deliver those famed set-pieces is increasingly hindered by an engine that's starting to fall behind the pack.

Activision and their army of CoD developers are surely plotting a next-gen leap right now, so let's pip them to the post with a few ideas. Changing CoD is a monolithic endeavour, influential as it is, so perhaps it's better to think of this as a wish list for war games. What do we like? What do we hate? What would we love to see from gaming's glorious future?
Death to the "follow" blob
Follow! Fetch the ammo! Sit. Stay ... stay ... SHOOT THE MEN.

Let's consider the process of playing a game purely as a series of player decisions. In a good shooter you're making dozens, perhaps hundreds of decisions per minute. You're choosing targets, acquiring them, pulling the trigger, seeking cover, adapting to incoming fire, grenades and enemy movement. Decisions vary in quality depending on the challenge of the task and narrative context. If you're embroiled in a story and you're attached to a character, a decision that alters their fate can matter hugely.

When you're given an objective marker and told to follow it, you have made just one decision - to follow or turn off the game and go away. The longer you're following, the longer you're spending not making any decisions at all. You're no longer playing a game.

I went back to Half-Life 2 recently and rediscovered the simple pleasure of navigating an environment designed to coax rather than control. There is only one path, of course, but there's a sense of discovery to uncovering it that's more motivating than any quest arrow. CoD has done this before, it can do it again. An early mission in Call of Duty 2's Soviet campaign leads you into a block, and then gives you enemy emplacements to clear. You can advance on each position in any order, from an angle of your choose, using smoke grenades to mask your advance. There's no instruction beyond the objective markers on your map. The most satisfying form of progress is that which seems to flow from the will of the player, not the tug of a leash.
Deadly bullets and guns that feel dangerous
Call of Duty could use a dose of Red Orchestra's intensity.

Call of Duty is very fond of throwing in a pithy war quote every time you die, so why don't we add this one?
"There seemed to be a loud bang and a blinding flash of light all around me, and I felt a tremendous shock - no pain, only a violent shock, such as you get from an electric terminal; with it a sense of utter weakness, a feeling of being stricken and shriveled up to nothing."
That's George Orwell describing what it feels like to get shot in the neck by a sniper. Note, he did not write this:
"There seemed to be loud bang and then there was JAM ON MY EYEBALLS SO I CRAWLED BEHIND A BOX UNTIL IT WENT AWAY."
I have nothing against regenerating health as a concept. It's perfect for Halo's attritional, tactical exchanges, but if you're trying to capture the tension of a war scenario the threat of instant and terrible death is important. Red Orchestra did this very well (check out this video). Near misses make a terrifying "zzswhinng" noise. The physical force of the projectile is represented by momentary screen blur and when you're shot, you're down. Sometimes you're left bleeding and shouting for a medic. Sometimes you're done for. The threat of sudden death enhances the tension of every near miss.

It's easy to suggest that shooters are limited because a gun is your primary way of interacting with the world. In fact, the ability to fling 100 projectiles a minute at twice the speed of sound is a pretty meaningful way to influence an environment, it just doesn't always feel like it. The motion of bringing up sights and rattling off a few shots already feels snappy and satisfying in CoD, but it'd be good to incorporate some of the terrific sound design that DICE have worked into Battlefield 3. Good physics can really sell the impact of a bullet, whether it's tearing chunks out of masonry or throwing a foe into a convincing ragdoll tumble. Destructible environments also do a lot to create reactive combat zones that truly sell the destructive force of your weapons. Battlefield 3's Close Quarters maps show what an advanced physics system can do.
Working battlefields


When I imagine the moment of Call of Duty's conception, I see Jason West and Vince Zampella sitting on a couch having a moment. Their beers stand untouched on the coffee table as they watch Saving Private Ryan for the first time. Halfway through the scene where Tom Hanks freaks out on Omaha beach they sit up suddenly, their eyes meet and they say in unison: "LET'S MAKE THIS: THE GAME."

They did, and it was good. Call of Duty has always worked hard to make its narrow battlefields feel as though they're part of a wider war. Somewhere along the way, it went wrong. Very wrong. Call of Duty started playing itself. Observe MrBungle as he plays through the Cuba mission in Black Ops without firing a shot, on the second-hardest difficulty setting. It's a sad moment for the series. The signature fury of those shuddering war scenarios were exposed as little more than a dismal facade.

Technology has come a long way. Why not drop the smoke and mirrors altogether? We have engines that can handle huge maps and PCs powerful enough to juggle many AI routines. Imagine participating in a working battlefield as one pawn among dozens and of troops, initiating and joining assaults on key targets in scenes that resemble the dramatic troop charges of former CoD games, but with a sense of purpose that reaches beyond the need to reach another objective marker.
Smart enemies
Enemies that work together? We can dream.

Good AI is hard to market. As soon as someone starts talking about neural nets, or a new algorithm NPCs can use to map their routes through a 3D environment most people switch off completely. It's easier to talk about polygons and texture resolution and lensflare because you can show it in a single screenshot, but AI is vitally important. It affects the decisions you're making from moment to moment. It's responsible for challenging the player in interesting ways. Good AI makes games better.

Call of Duty's AI is ... not good. At points it's nonexistent. You'll shoot a man behind a box. then an identical man will run out of a nearby door and take his place. Then you shoot him, and another one pops out. Sometimes they respawn endlessly until you've passed through the invisible trigger screen that'll initiate , at which point they'll stop so you can take new orders over the radio.

Imagine enemies that actively seek out new positions to get an angle on you. Imagine enemies that can switch weapons and adapt to your position, picking out sensible sniper spots or taking covered routes to close with a sub machinegun. How about enemies that breach and clear a building you're trying to hole up in? What if AI squads worked as fire teams, with individual roles within a well organised group? A pipe dream, perhaps. But consider how much more meaningful victory would be with foes like these.

Now how can we incorporate these points into a single idea. Hmmm, let's see...


Call of Duty: Rebooted
"Stay back, Comrade - the enemy has deployed water bombs!"

Welcome to the dreamspace - a place to throw ideas into each other and perhaps imagine games that are better, faster, stronger than ever before. Here we deal only in the hypothetical, but thought experiments are fun, so let's try and sketch out a Call of Duty that stays true to the series strengths and jolts it out of the rut it's been entrenched in for the last few years. Introducing Call of Duty: Stalingrad.

You are a soldier in an open battlefield. You begin in command HQ - a reinforced ruin bristling with machine gun emplacements and AT weapons. Beyond, a battle line snakes through the city ruins where Soviet and German forces exchange fire. You're told to grab a gun, get to the line and make yourself useful. How? It's up to you. You can grab a sniper rifle, recruit a small squad and set up a sniper nest in best spot you can stealthily acquire. Grab a machine gun and join the line, assaulting buildings and moving between cover as your comrades advance. Or head into the sewers with a special forces team and harass supply teams behind enemy lines.

The enemy will launch assaults of their own. Occasionally, tanks will attack, bombing runs will come in, enemy snipers will turn town squares into death zones. Radio messages and distant flares alert you to hot spots. You can ignore them, or rush over to help. Your efforts will speed up the rate at which friendly troops push forward in each area until you're finally close enough to launch an all-out assault on the enemy bunker.

And then it all ends with a quick-time knife fight. Only joking.

Lukas picks the worst moment to have a sudden existential crisis.

The Red Army missions in Call of Duty and Call of Duty 2 took on Moscow and Stalingrad, of course. They were great. The movement of your comrades as they vaulted over walls and advanced the line created a feeling of growing momentum that would be especially powerful in a dynamic scenario. Broad battlefields offered variety, mixing exposed cover-to-cover sections and trench routes. Depending on your position, you'd juggle between your machine gun and a pleasingly accurate bolt-action rifle. It's also a fine example of one of the central tenants of Infinity Ward's Call of Duty games - you are a fragile cog in the war machine. Occasionally an important job will fall in your lap, but you're just another member of the soldiery, fighting for your life in chaotic scenarios.

To enhance that tension, death will be final. Bullets are deadly - one or two well placed sniper shots can take you down. If you die, it's over for that soldier, but you will return to command HQ in control of a fresh recruit. You'll find the name and cause of death of your former soldier on a list of the fallen in HQ's admin room. You'll hear officers reading his name from a list of the fallen in radio calls to Soviet High Command. His name will appear on a final list of all the soldiers you've played throughout the campaign. You'll still encounter lively characters as you move along Soviet lines, but you won't be treated with greater respect than any other trooper until you've earned it. Make it through a couple of battles and you'll get a reputation among COs and ground troops. You might even get a nickname. You'll earn an achievement if you can take one soldier through the entire war.

The idea would be to offer the variety of Call of Duty's best set-pieces in an environment that you can meaningfully influence. Setting up a sniper nest will feel channel Modern Warfare 4's terrific "All Ghillied Up" mission. You'll perform tank takedowns when repelling German assaults. Fighting on the line will be every bit as furious as CoD's most spectacular army assaults. Looking for a shot of one of CoD's maudlin moments? Snatch up some bandages and become a battlefield medic. Drag the wounded out of open streets, treat them, and get them back to the front line. The more men you save, the more guns the enemy has to face and the faster your line advances.

Hey, shouldn't you be be defending Hoth from the Empire?

The setting doesn't have to be Stalingrad, but it's a well documented example of close combat in an besieged modern urban environment. The scope of those building-to-basement battles make infantry actions essential for taking territory, which gives a player more power to affect the battle. You can transpose the structure anywhere - into a different modern conflict, or a post-apocalyptic scenario, if you wanted.

A multiplayer version of the same scenario? I would pitch that, but Red Orchestra 2 already exists. There's certainly room for a version of the above with a few free slots for co-op buddies though. Working together, you could launch co-ordinated assaults on enemy strongholds or set up a network of sniper positions that stop all enemy movement in wide areas of the map.

But those are just a few ideas, easier said than done, of course. But if you held the power of a god in the palm of your hand, and for some reason decided to use it to reboot Call of Duty, what would you do? Don't say "fire it into a black hole so hard it never existed," there's already enough hate on the internet, and you'll only become another tick on a Commenter Bingo card. Ideas at the ready. Aim. FIRE!
Call of Duty®: Black Ops II
Black Ops 2 Revolution


It may not quite be the "Revolution" CoD's critics would like, but Blops 2's latest DLC pack seems to be at least a minor skirmish in the war for interesting additions to established games. Sure, it's just a few additional maps, but, er, one of them's in a skate park? And there's a gun, I guess.

Okay, so the Revolution DLC is pretty much business as usual. But it's a business that seems to work, and those interested can now find the latest map-pack on PC. A trailer runs through the various contents it brings, backed by AC/DC's Back In Black. No, I'm not sure why either.



Revolution is available on Steam for £11.49. You can also buy a Season Pass for £34.99, containing Revolution, along with three upcoming DLC packs as they're released (months after the 360 version).

For more details, check out Michael Gapper's complete run-down of everything to be found in Revolution.
Gratuitous Space Battles
So gratuitous...
So gratuitous...

Maybe you'd like to play some games this weekend? Maybe you'd like them to be completely free? Maybe you'd also like them to be games you don't own; games that will stop letting you play them on Sunday unless you pay a reduced price to secure their continued use? That's a bizarre set of conditions, but whatever, Steam's got you covered. Both Call of Duty: Black Ops 2 and Gratuitous Space Battles are holding Free Weekend trials, giving you unpaid access to two completely different ends of the gaming spectrum.

Gratuitous Space Battles is a sci-fi strategy in which you design spaceships, construct a space-fleet, issue space-orders and then watch as your space-squadron battles it out against an army of spacejerks. In space. It's currently 75%, with the generously stocked Complete Pack costing £3.49.

CoDBlOps 2 is a purgatorial nightmare in which you're forced to endlessly and repetitively kill aggressors, all while smug and indifferent soldiers babble in an alien language of numbers, Zs and Xs, performing depraved rituals like "Noscope" and... Oh wait, it's just a relatively fun arcade FPS. It's 33% off, at £26.79.

Both trials will end at 9pm GMT on Sunday, at which point you'll have to start playing games you actually own or something.
Call of Duty®: Black Ops II
007 legends thumb


Activision have laid off around thirty staff as part of a move to reduce the number of licensed games produced by the publisher's various development studios. While the cuts were originally rumoured to affect Black Ops 2 developer Treyarch, an Activision spokesperson confirmed to Kotaku that other studios were also involved.

"In 2013, we expect to release fewer games based on license properties and as a result are realigning our structure to better reflect the market opportunities and our slate," reads the statement. "Approximately, 30 full-time employees have been impacted globally, which represents approximately one half of one percent of Activision Blizzard's employee population."

While it's sad to see jobs being lost, I don't think many will mourn the loss of more licensed titles, especially given Activision's recent form. "Highlights" include the 20% scoring Family Guy: Back to the Multiverse, and the 16% scoring 007 Legends. Admittedly, their Transformers games have been much more positively received.

As for the cuts to Treyarch, Activion's spokesperson says, "Now that we have launched Black Op II, we are taking a minimal reduction in staff to better align our development talent against the needs of DLC development. The release of the DLC will not be impacted by this move."

Thanks, Gamasutra.
PC Gamer
Call of Duty


Activision's efforts to forcibly insert Call of Duty releases into the yearly rhythm planet Earth continue today. There's some pretty dry biz news floating around this morning so let's enshrine key details in haiku form to keep things lively.

More CoD is mentioned,
In ActiBlizz earnings call,
Bear shits in the woods.

Shocking, I know. Gamespot report that Activision CFO Dennis Durkin's future-sense has become clouded by the onrushing next-gen apocalypse. "There is increased volatility this year due to the ongoing console transition, which makes predicting the future more challenging than during normal years in the cycle," he opined, clawed hand hovering over a glowing ball of demonic energy.

"For Call of Duty, consistent with our past practices," he managed, gasping, "we are planning for the mainline release in Q4 to be down versus 2012." And with that he tore his hand away, and was spared the wrath of the artifact.

It's Modern Warfare's turn this year, according to the bi-annual Modern Warfare/Black Ops one-two punch that Activision has favoured in recent times. I'm sure it will be a perfectly adequate arcade manshooter. What would you like to see them change about the series?
Just Cause 2
Crysis 3 Ceph-thrower


On the cusp of an open multiplayer beta for Crytek's maximally lustrous Crysis 3, Nvidia released an early version of its GeForce 313.95 drivers today. The GPU giant claims the drivers boost SLI performance for Crysis 3 by up to 35 percent in addition to other "sizeable SLI and single-GPU performance gains" in games such as Assassin's Creed III and Far Cry 3.

Nvidia says users should expect a 27 percent gain in graphics performance while playing Assassin's Creed III, 19 percent in Civilization V, and 14 percent for both Call of Duty: Black Ops II and DiRT 3. Just Cause 2 improves by 11 percent, and Deus Ex: Human Revolution, F1 2012, and Far Cry 3 all improve by 10 percent.

Demonstrating its mastery over orderly green bars, Nvidia also supplied benchmark charts for these games using four of its most recent cards: the GTX 650, 660 Ti, 680, and 690. With the 313.95 drivers, the company declares GTX 690 users can max out all settings in Crysis 3 and still achieve 60 FPS.

Grab the new drivers and check out the charts at Nvidia's website. Also try out the GeForce Experience—which we've talked about at length—to automatically optimize and configure your games based on your PC's hardware.
Call of Duty®: Black Ops
grind


Preview by Michael Gapper

Releasing Black Ops 2's DLC in honking great map packs as opposed to Modern Warfare's one-map-per-month schedule is good for his designers, says Treyarch's design director, David Vonderhaar. It's good for finding themes and good for experimenting with the usual rules behind Black Ops' multiplayer maps, and while that's not to say that Revolution is a Battlefield 3-style “nothing but tanks!”, “nothing but close-quarters!” explosion of creativity, it's trying out new things with cover, corners and map interactivity to test whether the old Treyarch design rules are still valid.

The Treyarch rulebook (actually more of a rule-Powerpoint-presentation) governing engagement distances, first engagements, spawning, angles of attack, cover height and map structure tends to make modern Call of Duty maps feel similar but also makes it hard for any designer to build a bad map. They're rules with deep foundations, and they run almost entirely contrary to the name on the box this DLC doesn't come in: Revolution is about micro-updates rather than wholesale changes to COD's oh-so-delicate formula.

Hydro, Mirage, Grind and Downhill are all based on those same Treyarch design rules as described by online director Dan Bunting – three 'lanes' across the map with lots of space for flanking - making most maps into oval or circular paths around a central murderbox filled with claymores and madmen with shotguns. There have been some adjustments however: some cover heights prevent players from returning fire, one map uses curved corners to deny corner-strafing, and two have interactive elements to monkey with the workings of the murderbox. I played all four at Treyarch's studios where I also ate three slices of fruit bread and a chicken sandwich which, while delicious, in no way swayed my verdict on the DLC.

HYDRO


Hydro is a big grey concretey map set atop a dam with a central hub which regularly floods and kills anything standing in the map's lower channels. “I'm really into the Call of Duty competitive scene and Hydro is a super-competitive map,” says Vonderhaar. “It's almost symmetrical and it plays super, super, super-fast. It's also interesting because we've done one of the things we like to do at Treyarch – a big rush of water will eliminate the entire centre path, and it actually matters. You can use it to split the map and split the opponents.” Hydro plays best in Team Deathmatch or Kill Confirmed where the central channel becomes a meat grinder and limited sightlines keep sniper domination at a minimum.

MIRAGE


A Spec Ops: The Line-style sand-blasted hotel in Dubai, Mirage's central hub is the hotel's lobby and the left and right channels couldn't be more different. On one side a crashed bus creates a narrow chokepoint while a large pool on the opposite side makes for a large, open and coverless space where sand banks allow quick access to first-floor windows and turn otherwise defensible elevated positions into deathtraps. It's the smallest of the new maps and plays a great game of Search and Destroy – bomb one goes near the largely indefensible pool, but bombing the pool first makes the second bomb at the sheltered bus crash chokepoint almost impossible even with your tastiest Scorestreaks dropping from the sky.

GRIND


“Grind is based in Venice Beach California – the birthplace of skateboarding,” says Dan Bunting in a studio about twenty minutes from Venice Beach California – the birthplace of skateboarding. “Our lead level designer came up with the idea of making a map in a skatepark and I really didn't get it, but we trusted him and it's my personal favourite of the four maps.” Now, as a skatepark Grind is pump, but as a shooter map it's the best of the four, particularly in Domination and Hardpoint where every control point is made difficult to defend by the curved walls of the quarter pipes which surround the arena. The central hub includes what might be a skate shop with a claymore-friendly staircase, while one channel is a twisting series of quarter pipes opposite another channel built from full and half-pipes.

DOWNHILL


The first multiplayer map with a snowman, Downhill is set in the French Alps with a central hub made dangerous by cable cars which are both mobile cover and an instantly deadly man-squasher if you try crossing the ski lodge without observing the Green Cross Code. Of all the maps it's Downhill which feels the most familiar – channels littered with boulders for cover, lots of sniper vantage points, and a clear bias towards Capture The Flag where the map's sheer length and the difficulty of negotiating the cable car terminal at speed raises some interesting tactical questions and turns some of the more rocky parts of the map into circular Benny Hill chases while you wait for backup to arrive.

DIE RISE


Die Rise is Revolution's new Zombies map filled set atop a skyscraper where narrow corridors and insta-kill drops make it the hardest Zombies map ever. Just finding a decent weapon without falling to your death is a challenge, and since most of the paths through the level are one-way only, it's easy to get split up from the rest of your team. It's far too easy to get mobbed and far too easy to get stranded and it's altogether a thoroughly unpleasant place to be, in the best possible sense.

TURNED


Turned is billed as a competitive version of Zombies, but that's misrepresenting it entirely. Set on just one tiny map, Turned feels more like an obligation than a good idea; an answer to fans' demands to play as a zombie without ever considering why someone would want to be a zombie or how it might be fun. Left 4 Dead, for instance slots you into the regular co-op campaign as a more powerful creature in an asymmetrical deathmatch of sorts, but Turned is a five-player free-for-all game of high-speed Tag. Zombies can sprint but are unarmed, the sole human player is slow but armed to the teeth, killing a human lets you play as the human, and whoever accumulates the most time with meat on their bones wins. Except in practice, the bonus for being alive when the clock runs out is so massive, in our games it was the last man standing who won every time.

But wait, there's more!


Revolution is home to the first downloadable weapon in COD history, which has already scared the pants off everyone hoping the game stays balanced. Now, all Black Ops 2's weapons are balanced in the same way – designers have ten 'points' to spend on characteristics like range and power – but not all weapons are born equal and the Peacekeeper is an SMG with the range and stopping power of an assault rifle. It's every bit as scary as the pro players feared but while it's probably the easiest weapon for any newcomer to handle, anyone who's graduated to something more specialised will retain an advantage. Probably.

Revolution is available tomorrow on Xbox, which is how I played it, and in four weeks on PC because Heaven forbid Microsoft's DLC exclusivity deal should also include Windows. There's little new to Revolution's adversarial maps but that's the Call of Duty formula now – a not-at-all secret recipe of cover heights and engagement distances and eleven herbs and spices that are made all the more visible when Treyarch subverts them. It's a peek behind the curtain. Black Ops 2's first DLC is carefully designed and flawlessly executed but it's maths, not magic; method, not madness; an interesting convolution labelled a revolution.
Call of Duty®: Black Ops II
Black Ops 2 Revolution thumb


What to do when your making a trailer for a DLC collection of maps (and a gun)? Well, the obvious thing would be to tour the new maps, giving players a chance to preview the various chokepoints and hidey-holes. The makers of this Black Ops 2: Revolution trailer decided not to do that. Instead they got Prison Break's Peter Stormare to do, well, this.



In fairness, Treyarch have already provided a fairly detailed overview of the Revolution pack, which will include floods, gondolas, an M.C. Escher-styled building, and a new mode that lets you play as the zombies.



Black Ops 2: Revolution only has an Xbox 360 launch date so far, with the PC version due sometime after that January 29 release.

Thanks, PCGamesN.
Call of Duty®: Black Ops
Black Ops 2


If you splashed out on a Black Ops 2 season pass you'll get access to the zombified Nuketown map this Thursday. Zombie Nuketown has been knocking around Xbox 360 playlists for a short while, and serves as a taster for this year's season of Black Ops 2 DLC packs (which will kick off with the recently spilled Revolution pack.)

Zombie Nuketown is a haunted, skeletal doppelganger of one of Black Ops' most popular maps. It used to be a bright, breezy place where military sorts ran round shooting each other in the back for sport. Now it's grim, apocalyptic and full of crazed flesh-eaters and charcoal coloured mushroom clouds. Take a tour in the trailer below.

Call of Duty®: Black Ops II
CoD Blops 2


As previously detailed, Call of Duty: BlOps 2's first DLC pack somewhat stretches the definition of "Revolution," to mean "a few maps and a gun." It's almost as if they picked a word with vaguely military connotations and thought "yup, that'll do." Still, thanks to a now pulled Amazon listing, spotted by OXM, we have some idea of what those maps will contain.

Here's the list:


Hydro - This large map allows you to use the dam and water to your advantage to block paths and stop enemies.
Downhill - A medium-sized map based in the French Alps complete with snow, chair lifts, and a strategically placed lodge.
Grind - Set within the locale of the Venice, California boardwalk, this small skate park map is sure to deliver fast and frenetic Call of Duty action.
Mirage - This Gobi Desert multiplayer map utilizes sand dunes to provide different levels of elevation and a sanctuary in the center as a natural chokepoint.
Zombies - Die Rise - The Zombie apocalypse has invaded China, turning down town into a dilapidated and dangerous MC Escher painting.
Peacekeeper SMG - This impressive sub-machine gun fills the open weapon slot in your load-out with power and accuracy.


So many questions, not least of which is what exactly is a "strategically placed" Alpine lodge? Also, it's a shame the Escher namecheck in Die Rise is almost certainly excitable PR hype. Fighting through a map based on the gravity-bending staircases of Relativity would be amazing.

Thanks, PCGamesN.
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