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Disco Elysium Pre-Release Thread [GO TO NEW THREAD]

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Copy paste or it didn't happen

Disco Elysium - EGX 2018!
7 SEPTEMBER - ZAUM_DANI

Hello everyone!

It's that time of year again, and we're as busy as ever. We recently returned from a very successful show at PAX West (hopefully some of you were able to drop by and say hello) and now we can talk about where our next adventure is taking us...

EGX!!

That's right, in less than 2 weeks myself & the team will be heading to the NEC Birmingham for the UK's biggest gaming event! We'll be there all 3 days, 20th - 23rd September. Follow the neon sign.

3c1b3292ed40b51b9b0857910c864e64cb011207.png


Are you intrigued about how Disco Elysium came to be? Want to get inside the developers minds? Then you're in for a treat this EGX. Alex Wiltshire will be hosting a developer session with our very own Aleksander Rostov (Art Director) and Robert Kurvitz (Lead Writer & Designer) exploring the making of Disco Elysium. Friday 21st - 1pm. You won't want to miss this

We'd appreciate it if you could help spread the word by sharing our Facebook & Twitter posts, and we'd love to know if you'll be at EGX!

See you there
Dani :)
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://operationrainfall.com/2018/09/09/pax-west-2018-disco-elysium/

PAX West 2018: Disco Elysium
By Chris Melchin / September 9th, 2018
Sunday, September 9th, 2018

I was expecting something totally different when I saw the title Disco Elysium. To be fair, I don’t know exactly what it was that I expected, but it certainly wasn’t what I got. It’s the first game from ZA/UM Studio, and due to a breakdown in communication when I was trying to schedule appointments for PAX I didn’t get a chance to talk to them about the game, but I at least got a relatively lengthy session playing it to get a sense for what it’s like.



Disco Elysium is an isometric RPG where you play as a detective working through an apparently huge, open-ended case. It lets you approach the case any way you want, or just wander and explore the city of Revachol. I believe the demo I played covered the start of the game, with the detective waking up in his hotel after heavy drinking with no memory of who he is, where he is, or what’s going on, as he starts to stumble his way through a case that seems like it’ll only get more complicated and messy as the game progresses. It starts with investigating a murder scene, but most of what I did was wandering around the starting area trying to figure out where I should be going and what I should be doing, as well as just exploring and talking to people. It’s pretty open-ended right from the start, and presumably the area to explore only gets bigger as the game progresses.



It seems like the game is trying to be structured like a tabletop RPG. Your stats seem to be divided into base stats and skills, which determine your likelihood of success on different checks that sometimes get done during dialogue depending on the choices you make. These checks are represented with your skill level plus a dice roll compared to a target value, just like how it would be done in something like Dungeons & Dragons or other TTRPGs, giving you a decent general sense for how likely you are to succeed other than just a vague estimate. Obviously nothing is guaranteed unless your skill is really high or the target value is really low, which I imagine could lead to some really painful failures or miraculous successes. Any system with dice rolls, even digital, opens itself to both types of miracle crits.



I’m somewhat curious to see where Disco Elysium goes with its plot, since I was not able to get a great sense of it from the demo I played. It seems like one of the most direct conversions of a tabletop RPG system to a video game that isn’t just a D&D game, with a lot of open-endedness to explore or play through it however you see fit. Even if it seems like it might be a bit hardcore for me I’m still interested to see where it goes, but unfortunately we may need to wait a while since there’s no confirmed release window for the game on Steam.
 
Self-Ejected

unfairlight

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Wasted all the money and bailed, the fucking pinko lot they are. Not even developing the game in some spent syringes-filled squat has managed to stall the inevitable - the project was doomed from the start, from the moment the creators proclaimed their communist tendencies. It's all fine and dandy to them, though. It was such a worthwhile experience, a creative adventure of sorts. Amazing atmosphere, such enthusiasm. Wow. Grabbed the ol' industry by the balls, they did! Wahey. Another tale to tell by impromptu fireplace during cold winter days, to impress other bums.
this, don't trust estonian tallinner hipsters because they will blow all the money on fentanyl and russian funded socialist political groups
 

Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://arstechnica.com/gaming/2018...lute-blast-thanks-to-16-surprising-new-games/
Disco Elysium: A dialogue delight
Giving any game or demo a PAX West "best of show" designation is pretty misleading, especially when many of this expo's best games have debuted at previous events. (Quite a few good PAX West games, including Mega Man 11 and Super Smash Bros. Ultimate, already made our E3 2018 list, for example; retreading that ground would be redundant.) But if you push me to pick a personal PAX West favorite, in terms of newness and surprise, that honor indisputably goes to Disco Elysium.
  • Everything in Disco Elysium—from basic chats to melee encounters—hinges on dialogue and on D&D-like dice rolls.
  • 24 weird and illustrative skill categories.
  • How far do you want to take this conversation?
  • Hand-drawn backgrounds and cel-shaded characters lend the whole game a drunken-watercolor aesthetic. There's really nothing like it in RPGs, and I dig it in action.


Do not mistake this dialogue-driven RPG for an interactive novel. This top-down point-and-click adventure, made by a small studio out of London, includes puzzles and inventory-driven mechanics that you might expect in a LucasArts classic. The difference here is the sheer breadth of branching dialogue paths and optional conversations packed into this early-2019 PC adventure game—not to mention the hilariously dark and brutal script driving its horror-loving humor forward.

Disco Elysium's writers clearly drink from the pools of Alan Moore and Neil Gaiman. This is immediately proven by a pitch-black introduction in which you engage in a dialogue back-and-forth with an apparent overseer of all realms—one who gets you drunk on the promise of infinite nothingness, only to yank you into consciousness by way of waking from a raging hangover. Turns out, this conversation was all invented in your mind as a drunken sleepwalking battle with a radio in your hotel room. You come to as a naked, amnesiac cop in an alternate-history future, but there's little time to get your bearings, as you must immediately contend with a dead body hanging outside the hotel you've woken in.

Even in that opening dialogue with something—the devil? the end of the world? your own delusions?—players must grapple with Disco Elysium's dice-rolling dialogue system. Many major dialogue choices hinge on whether your character's existing stats, paired with a random dice roll, will exceed whatever D&D-style number is established in a given moment. And your character can aim for mastery in 24 properties—split equally into "intellect," "psyche," "physique," and "motorics"—to prepare for a wide variety of showdown options.

Every major gameplay face-off, from full-blown melee to staring matches against yourself in a mirror, hinges on dialogue-tree options. The kicker is that, in many cases, failing is so delightful, so darkly humorous, that you just have to go for it—and the story often keeps going, as opposed to halting and punishing you for failed rolls. An example: in one run-through, I decided to attempt a "stealth" getaway while chatting with a hotel clerk, in spite of my stealth stat being the pits. The result of my failed roll was that I bounded away while loudly cackling and giving the clerk two highly raised middle fingers—and the action on screen unfolded in kind, with my cel-shaded polygonal character bounding over high-res, hand-drawn artwork of the hotel lobby in question. And the game just... kept going.

That's not to say there's no incentive for playing to your character's strengths, especially as you focus on specific stats, and you'll need to do so to unlock what the developers estimate is over 70 hours of dialogue-driven gameplay. (You'll need roughly three playthroughs to find the diverging paths that add up to that total, they point out.) No release date is yet set for this ambitious beast of a game, but I'm already prepared to buy on day one.

https://cogconnected.com/preview/disco-elysium-brings-bodies-yard/
Disco Elysium Preview PAX West 2018
You wake up with a lizard-voice in your brain and no pants on your lower half. I still don’t know what all of it means, but it’s an exciting way to start off all the day. In ZA/UM’s game Disco Elysium, you play as a hard-boiled, clearly alcoholic detective who wakes up with no recollection of who he is or where he’s staying. Also, there’s a dead body hanging outside in the tree, and he’s the one who’s supposed to do something about it. Maybe the lizard brain has something to do with disco powers, but that, as far as I played the demo, isn’t clear yet.


Disco Elysium gives you many paths and lets you take the one you want as the gruff, mustachioed detective who definitely isn’t named any of the ridiculous fake names he keeps trying to pass off as his own. It’s a murder mystery mixed with an RPG mixed with modern fantasy, and the highlight of the demo was interacting with the other characters, all of whom had been tailored with their own personalities and motivations. Yes, it’s standard for this type of game, but Disco Elysium’s characters are gritty but still fun, a combination a lot of games try for and miss.

And Damn Right, They’re Better Than Yours
I especially enjoyed the main character’s detective partner, a quiet but frighteningly competent Japanese (or this modern fantasy equivalent) officer named Kitsaragi. The banter between him, the protagonist, and the other characters always brings humor to the situation even when Kitsaragi doesn’t intend it—and this game is very funny, with a ton of killer one liners throughout. And although the character models need some work in how they move through the world, the backgrounds are sprawling and detailed, showing the dereliction of the main character’s new environment with artistic pleasure.

discoelysium1-700x397.jpg


Right now that game is missing some voice lines and needs some polishing, but it’s in its last ten percent of development, and it’s clear that they’re close to the finish line. The story is where the devs promised me that they’re using their last months with the game to push the content, and I look forward to seeing some of the rough edges smoothed out. I played about forty-five minutes of the demo, and the entire situation with the strange voice in the protagonist’s head that talked a lot about primal feelings and wanting to sleep (me too, I tell the lizard-voice: I also want to sleep), as well as the connection to disco powers, were unexplained. Once the game is released, however, that connection will likely come along along. My mustachioed protagonist and I had only scratched the tip of the surface by the time I finished the demo, leaving behind a union on strike and kids throwing rocks at a corpse.

Disco Elysium has style in spades and a mysterious dead man hanging from a tree. What can I say: how can I not look forward to a game like that?
 

Kasparov

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BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAHBLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAHBLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAHBLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAHBLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH
you’ve got the important bits on your own. All hail Infinitron
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.destructoid.com/disco-e...angover-simulator-i-ve-ever-seen-521309.phtml

Disco Elysium is the deepest hangover simulator I've ever seen
And I am the worst cop ever

Sometimes a game's title tells you everything you need to know. Shovel Knight, Battletoads, and even Super Mario Odyssey all give you a pretty good idea of what you're in for before you boot up the game. That isn't the case with Disco Elysium, and I had no idea what to expect when I arrived for my appointment at PAX last week. But what I found was one of the deepest, most intriguing computer RPGs I've seen in a long time, and something I can't wait to play again.

Let's start with that title. Disco Elysium does contain some music from the 1970's, but the Disco part of the title has more to do with discovery than afros, leisure suits, and bell bottoms. The world of Elysium is the game's setting, and the developers told me they intend to create more games in this space. Disco Elysium is meant to be an introduction to this universe.

As for the game itself, it's heavily inspired by late '90s computer RPGs like Baldur's Gate. One of the developers told me his mind was blown when he saw a Friedrich Nietzsche quote during that game's introduction, and Disco Elysium borrows this idea. It's not exactly isometric like those older CRPGs, but the perspective is similar, and that's quite intentional. I got a strong feel of tabletop mechanics while playing as well, but we'll get into that a little later. The developers told me they wanted to allow more meaningful interactions with the world than just shooting everything in sight, and in my opinion they succeeded admirably.

disco-madman-noscale.jpg


The art style is something completely unlike any game I've ever played before, giving Disco Elysium a unique look that should help it stand out from the crowd. The developer I spoke with mentioned that some of the game's artists are oil painters, trained at Russian academies. The color palette is subdued in some areas and shockingly vibrant in others, using colors you wouldn't expect to add emphasis or suggest a character's state of mind.

When the game starts, you begin by reading an internal dialogue between your rational and animal impulses. It seems that sometime last night you consumed a truly heroic amount of alcohol in a successful attempt to kill some brain cells and forget... something. Ethanol isn't exactly a precision instrument however, and the player soon realizes that the character has gotten so blotto he doesn't even remember his own name.

shack-noscale.jpg


You can choose to prolong the effects of the self-induced haze by choosing the appropriate dialogue options, but eventually you wake up and have to take stock of your surroundings. You're in your underwear, your tie is hanging from the ceiling fan, pants, shirt and coat are strewn around the room, and you can only find one shoe. If you choose to investigate further, you may discover that this is because you apparently threw it through the window onto an inaccessible balcony. (I never did figure out how to recover it, and spent the entire play session running around in one shoe and one sock.)

After dressing, you can leave your hotel room and explore a little more. If you choose to talk to the woman standing just outside, you can try to talk normally, or might have the idea to try and seduce her. I tried this and failed miserably, and she laughed and let me know this was going to be difficult for me later when I had to question her about the murder. This is when you learn that your character is a police officer, sent to investigate a body that was lynched about a week ago.

hanging-noscale.jpg


The writing in the demo I played was excellent. There's a certain dark humor infusing every interaction, and when I tried some of the sillier options I was not disappointed. At one point your character notices some spilled rum soaking into the carpet and the options are: Ignore it (requires a willpower check), Lick it from the carpet (no check required), or Lick it, but only a little (lesser willpower check). The main character gains quests based on his internal monologue, things like "Find and smoke an entire carton of cigarettes." when he notices another character lighting up.

You'll eventually meet your partner and investigate the body, which has been hanging for more than a week and is quite ripe at this point. A couple of kids standing nearby can be interrogated, but prefer to continue throwing rocks at the corpse and jeer mercilessly when you toss your cookies at the smell. Your character may try to steal the deceased man's boots, or might find that he threw his police notebook in the garbage during his drunken stupor.

proprieter-noscale.jpg


There's a deep system of interrelated mechanics associated with every skill check in the game, from dialogue challenges to physical feats. Your stats play into these, and you earn skill points by exploring and talking to people. There are many places to spend your stat points, and the three main trees that define your character are Intellect, Psyche, and "Fysique," your strength and endurance.

Your character may have poor impulse control based on the stats you choose, and one of the games' unique features is a certain amount of punishment for overspecialization. If your Adrenaline stat is too high for example, you may not be able to keep yourself from hauling off and punching someone during a tense negotiation. If your Intellect is too high, you may awkwardly blurt out useless information and preemptively lower people's opinions of you before you realize it.

office-noscale.jpg


Skill checks take these stats into account, and also add or subtract modifiers based on actions you've taken before making the attempt. Trying to persuade someone to let you in the back room of their shop will be a little harder if you've dismissed their child-rearing capabilities in an earlier conversation. On the other hand, you can try to break the door down, and might get a bonus if you brought along a crowbar. Each check lets you know your chances for success before you make the attempt, so you can back out to try and tweak your odds if you need to. When you commit, the game rolls 2D6 and adds your modifiers against the required skill threshold. It's a lot like playing D&D, and failures can be just as entertaining as successes.

There's a lot of thought and game mechanics given to psychology, and the main character has what's called a "thought cabinet," a separate inventory for non-tangible thoughts and ideas. You can equip some of these ideas, and holding on to one for a while can cause it to evolve into a belief, which can give your character extra dialogue options or may cause status effects.

faceoff-noscale.jpg


Playing a different build in Disco Elysium will provide an entirely different gameplay experience, and the programmer told me they're basically writing three completely different games based on how the character is developed. A full run through the game should take somewhere around 20-25 hours to complete. No release date has been announced yet, and no systems other than PC have been confirmed.

Disco Elysium was one of the standouts for me during a PAX that was loaded with great games. If you have any interest in a deep, mature game full of dark humor, put this one at the top of your list.

521309-beach%20house.jpg');
 

Strange Fellow

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Steve gets a Kidney but I don't even get a tag.
Do not mistake this dialogue-driven RPG for an interactive novel. This top-down point-and-click adventure, made by a small studio out of London, includes puzzles and inventory-driven mechanics that you might expect in a LucasArts classic.
Do not mistake this dialogue-driven RPG for an interactive novel. This dialogue-driven RPG is actually a P&C adventure game. :?
 

Prime Junta

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Do not mistake this dialogue-driven RPG for an interactive novel. This top-down point-and-click adventure, made by a small studio out of London, includes puzzles and inventory-driven mechanics that you might expect in a LucasArts classic.
Do not mistake this dialogue-driven RPG for an interactive novel. This dialogue-driven RPG is actually a P&C adventure game. :?

Made by Londoners, set in an alternate future, where the intro features a chat with an overseer of all realms, possibly the devil.

It's really impressive how they could get everything wrong about it, while it still being clear that they are, in fact, discussing the same game.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.pcgamer.com/your-skills...ysium-an-inventive-rpg-that-keeps-impressing/

Your skills talk to you in Disco Elysium, an inventive RPG that keeps impressing
This upcoming noir detective RPG isn't quite like anything we've played.

At first there's nothing save for an inky black void and a stupefied inner monologue. But then a second voice chimes in, bidding me to just go with the flow. That’s my personified lizard brain speaking.

An argument breaks out between me, my lizard brain, and now my limbic system, too. Every part of me is straining towards something different. All I want to do is wrench myself free of this drunken haze and wake up to the ungodly hangover I probably earned.

Rhetorically triangle-choking my lizard brain and limbic system into submission through a series of dialogue-tree-based skill checks is how my journey into Disco Elysium begins, and it's the perfect tone setter. Disco Elysium is a hardboiled detective mystery RPG set in a neo-noir urban fantasy setting, and unpacking my own baggage appears to be just as important as solving the mysteries around me. As I interrogate suspects, I'm also arguing with disparate parts of my own psyche.

Characters, including the many voices of the antagonist’s own personality traits and skills, are often dry and caustic. Even the mundane is tinged with absurdist nightmare logic. Everything is strikingly rendered to look like a dingy watercolor painting.

My character unfolds himself from a crumpled heap on the floor unable to recall who he is, or even what century it is. There's a hole in the window overlooking the balcony. He notes that it's too big for a bullet and too small for a piece of furniture. Also, one of my shoes is missing. Naturally, I deduce that I, in the throes of last night’s bender, put one of my shoes through the glass. Some of the warring factions in my brain seem pleased with the detective work.

With one green shoe and a wrinkled suit, I stumble out of my apartment. There's a young woman nearby. I walk up to her hoping to learn more about my predicament, but my interpersonal skills are lacking. I can't extract any fungible information from our conversation except for the fact that I’m a cop… I think. Nearby is a door leading out to the balcony. Sure enough, I find a green shoe on the balcony amid puddles of glass.

My protagonist is able to read a crime scene like a book, but people seem to be written in a foreign language to him. This is the consequence of choosing logician as my starting class. There were three to choose from, and an option to construct a personalized class from an assembly of skill trees.

Words with friends
Disco Elysium’s skills—categorized under motorics, physique, psyche, and intellect—are where things become very tantalizing. Skills are like specters in your brain representing different parts of your personality. They interject with insights and desires, and sometimes actively talk to you while trying to convince you of their merits.

Electrochemistry, from the physique tree, likes to goad you into doing things like lapping up pools of spilled booze on the floor. I only touched my tongue to the stagnant puddle of liquor, by the way. I’m not a monster. When I made that choice, my character said that he likes to delay gratification. Electrochemistry also carries a lot of special chemical knowledge and lurid tidbits that prove valuable in this world of vices. Investing in it also lets you get more of a bang out of stat-altering drugs.

In solving my broken window dilemma earlier I used skills like logic, conceptualization, and visual calculus. My conversation with the woman outside of the apartment called upon skill checks for empathy and a variety of interpersonal and persuasion based abilities that I struggled to pass.

How you build your character will affect your interactions and how you go about performing investigations. The woman outside of my apartment clammed up and was a dead end of a lead for me. For others, she might divulge more if the charm is laid on thicker.

As I work my way around the apartment complex I come across another officer. Apparently, I've been derelict in my duties and left a body uninvestigated. It hanged from a tree up until that point.

As if the Lynchian vibe of the game needed to be further enunciated, one of the skill checks I'm given the option to use relies on the Inland Empire skill, which is part of my psyche. Inland Empire, I am told by the developers, is like the intensity of your character’s soul. It seems to come packaged with some very abstract worldviews, too. Sometimes skills are ethereal like that. What they do and what they represent about your character can seem slippery, but that quality also makes them and the world of Disco Elysium all the more compelling.

In using the Inland Empire skill to steer our conversation, I attempted to impress upon the officer that I was an amnesiac alcoholic and that I might be capable of anything, and that maybe I killed the man in the tree. A failed check led to the officer essentially hand-waving away my existential concerns.

Power issues around the booth cut my demo short, but I saw what I needed to see. Disco Elysium is dirty and biting while being painterly and flowery. There is stillness in the atmosphere, with tension and suspense lingering on the periphery. It is an RPG about navigating an urban world and your own thought processes. It is strange and disorienting, but also unique, well-written, and evocative. Even just this bite-sized sample was exciting.

Disco Elysium doesn't have a release date yet, but you can find updates on the official website, and on its Steam page. Also check out Sam and Tom's thoughts on the demo from earlier this year.
 
Last edited:
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70 hours for 3 playthroughs sounds like something in the ballpark of Age of Decadence in terms of length. Not bad.

Also, arstechnica made real arses of themselves with that preview hehhehe
 

vota DC

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Messages
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What if the persuasion check is a success?

-I can do terribile things when I am drunk, I could have killed him!
-Ok
*Player get arrested*
Case solved, game finished!
 

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