Sonic Colors: Ultimate Is a DESPICABLE ''Remaster''

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All these dudes rushing to make videos on this are despicable

👍︎︎ 7 👤︎︎ u/jigglytoonsxxx 📅︎︎ Sep 06 2021 🗫︎ replies
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Please be warned: the end of this video  contains aggressive, seizure-inducing footage,   so if you are sensitive to that sort of thing,   be extremely cautious jumping ahead  to the timestamp shown on screen.   Sonic Colors: Ultimate is one of Sonic's worst  releases ever, and I'm genuine when I say that.   Not because Sonic Colors is a terrible title --  no, it's a solid time. I wish all the Acts in   each Planet were fully unique -- there is quite  a bit of level design re-use throughout -- but   the game is otherwise an approachable, fun  platformer for players of all ages, and   acquiring collectibles and the highest ranks gives  those looking for more challenge and longevity   something to sink their teeth into. That said,  this is not a review of the actual game; instead,   I'll be focusing on the quality of the remaster,  which is shockingly poor, and that came as a   surprise to me considering Sega has an infamous  history with releasing technical messes that, in   some ways, haunt them to this day. Unfortunately,  they’ve proven once again they have not learned   their lesson, and are still content pushing out  subpar products for their iconic blue blur.   Just for clarity, my review code was provided  by Sega, and I played on PlayStation 4 Pro. All   footage shown in this video is based on updates  1.02 and 1.03, the latter of which came out   on launch day, September 3rd, halfway through my  recording sessions. I was not able to discover   meaningful differences between these two versions,  and the patch note "General bug fixes'' doesn't   exactly help narrow anything down. Perhaps by the  time this video is out, or further down the line,   more problems are ironed out, and I will leave  a pinned comment in the comments section if so,   though Sega never mentioned any  patches to me to be aware of.   Either way, future fixes or not, the state  Colors Ultimate released in is inexcusable.   To start on a positive note, however, the upgrade  in frame rate and resolution are very apparent.   Ultimate runs at a smooth 60 frames per second  with only the occasional brief stutter in certain   sections, and the game looks far clearer than  the original did on the Wii. While OG Colors   was graphically impressive for its console, the  480p resolution makes for a crusty, dated visual   presentation that can be difficult to go back to  when playing on anything else than a classic CRT,   and 30fps caps certainly don’t do Sonic games any  favors. When the action got intense, Colors on the   Wii could also exhibit slowdown -- the Frenzy  Wisp and its destruction was a big culprit for   this -- but these same segments run perfectly and  at full speed in Ultimate. Many of the textures   are significantly sharper than before, too --  not all of them, there are still textures here   and there that look somewhat low res, like parts  of this giant burger in Sweet Mountain -- but   combined with the immeasurable bump in resolution,  overall image fidelity has cleaned up a lot.   Despite that, ever since the first trailers came  out, the updated graphics themselves in Ultimate   have been controversial amongst fans. Primarily,  the lighting and shaders are overhauled from   scratch, and it gives each setting a decidedly  different look than they had on the Wii. The   bloom is cranked up pretty hard in Ultimate. While  this can be striking at first, the more I looked   at it the more overbearing it became. I certainly  think that could’ve been toned down somewhat;   Sonic himself, especially, looks way too bright  and shiny, and the lighting doesn’t exactly work   on him. His eyes, and the eyes of any character  for that matter, are dulled out and grey-ish,   which is not good art direction for a cartoon  hedgehog. Areas like Tropical Resort are also   far too saturated for my tastes, and the  stark contrast between light and dark parts   of the scenery doesn’t do it for me; I much  prefer how Tropical Resort looks on the Wii,   where the colors are balanced and everything is  more evenly lit, with shadows from objects and   buildings creating the desired depth. To be fair,  I feel Tropical Resort made the worst transition;   areas like Sweet Mountain come across more  naturally, and are subtly but elegantly enhanced   with modern rendering techniques like these light  rays shining down from the sky. I don’t want to   linger on this topic for long, though, since these  visual changes are pretty subjective by nature,   and the best I can really tell you is that,  barring resolution and texture quality,   neither version necessarily looks superior over  the other -- they’re just different. Personally,   I feel the overall appearance in OG Colors is  more cohesive and blends the environment better   with characters and objects, and running the game  on the Dolphin emulator, removing said resolution   and frame rate discrepancies from the equation  for the sake of comparing the two aesthetics,   solidifies my preference. I just wish  every Planet looked consistently great,   and that the bloom slider wasn't pushed up so far  it broke the physical limit of the slider.   Whether you enjoy the updated look or not,  however, what's undeniably shoddy is that it   is not consistent between gameplay and cutscenes.  You see, in the latter, the environments and Sonic   himself appear identically to how they did on  the Wii -- not Ultimate -- reason being that   the cutscenes in OG Colors were pre-rendered  video files, and Ultimate re-used these files.   Not only does that create the awkward visual  differences between gameplay and cutscenes,   it also means the cinematics look diabolical.  The source material is compressed 480p,   and the AI upscaling they applied can not hide  this fact; jaggies are super obvious, and the   inherent compression artifacts smear much of the  detail into a blurry mess, particularly when there   is motion. Now, at first, I was feeling generous  enough to give them a pass on the cutscenes, until   modders discovered that all the original animation  data is present in Ultimate's files; by extension,   the team could have made the cutscenes run in real  time at 60fps with the updated visuals, but for   whatever reason they went with the quick and dirty  approach instead -- and it definitely shows.   Thus far, then, we’re doing alright,  but regrettably, believe it or not,   the above is the least of our concerns with  this remaster. What completely caught me off   guard as I played through is the absurd amount of  graphical glitches that are in here. I don’t even   know where to begin with this, but the issues  can broadly be divided into four categories:   flickering, pop in, shadows, and then a  variety of straight weird, random shit.   In terms of flickering, there are so many  instances where things, be that particles, models   or anything, flicker about. This starts as soon as  you reach the title screen, where the trail on the   Wisps are rapidly flickering when they shouldn’t  be, and your eyes better get used to this because   you’ll be seeing a lot of it: the smoke emitted  into the air from Eggman’s machinery in Planet   Wisp flickers; the dust coming off of the Spike  Wisp when you’re charging a Spin Dash flickers;   the fish that swim by throughout the backgrounds  in Aquatic Park always flicker and never stop;   the particles from Sonic’s customizable  aura periodically flicker behind you; the   whole backdrop in this scripted segment in Sweet  Mountain has a stroke and flickers like crazy; the   roller coasters in Asteroid Coaster sometimes have  this flickering, orange speed effect around them;   Eggman’s troll face in Game Land has constantly  flickering garbage around it as it follows you;   and the list goes on. It’s distracting  whenever it occurs, which is frequently,   and it reminds me of the sort of artifacts  you’d see if your graphics card is dying or   you pushed your overclocking too far on it. Pop in is the next category, and let’s put the   following out there: OG Colors is not flawless in  this regard either. There were certainly moments   on the Wii where I noticed pop in on distant  objects, but it was well within acceptable   standards for the system, and the 480p resolution  also masked much of it pretty well. Sadly,   not only are all these instances of pop in of  distant objects exposed in their full glory in   Ultimate because of the increased resolution,  on top of that there is a bunch of new pop in   that I’ve verified is not in the Wii original. The  giant-ass ferris wheel in Tropical Resort? Yeah,   that just casually disappears before the camera  has even off screened it, and then comes back and   goes away again if you move back and forth between  a certain point. The ships in the background in   Starlight Carnival? Sometimes they gracefully  spawn in with the special effect they’re supposed   to, but they also have a tendency to pop in and  out of existence without the effect. In Act 1,   the giant ship here, in particular, is already  partially visible before the effect even happens,   and then the rest of it shows up shortly after.  At the start of Aquatic Park - Act 1, there is a   black void in the distance that only materializes  into what it should look like a certain distance   in; the ceiling glaringly goes away here and can  easily be triggered to come in and out similarly   to the ferris wheel; entire stage geometry in  Tropical Resort - Act 3 disappears right in front   of your eyes in a secret section you are very  much intended to reach with the new Ghost Wisp;   and that’s where I’ll cut it for the pop in.  Not because I don’t have more examples of it,   but we gotta move on, and pop in is one  of those obvious things that a remaster   of a Wii title should resolve basically  entirely -- it should never be worse.   As for the shadows, then, which is a  little more of a mixed bag. In OG Colors,   enemies rocked simple circle shadows, and these  didn’t show until you were closer to said enemies;   Ultimate gives everybody proper shadows,  but they still have to fade in and out   depending on the camera's distance to the  enemies, and there’s also an issue with the   animation for certain shadows refreshing like  they came out of a Mr. Game and Watch handheld.   What was always projected correctly on  the Wii, though, is Sonic’s own shadow.   In Ultimate, on the other hand, the visibility  of Sonic’s shadow on these bright pathways   has a mind of its own; sometimes you can see it  reasonably well, other times it seems more faded,   and then on Asteroid Coaster’s boss encounter it’s  absent altogether for the whole fight. Moreover,   Super Sonic does not have a shadow… like,  at all. Never. Nowhere. It looks really off,   especially coming off of OG Colors where Super  Sonic does have a shadow. This shouldn’t be a two   steps forward, two steps back deal -- it should  only be steps forward with no steps back.   So, that just leaves us with the straight weird,  random shit that was introduced in Ultimate.   There's no rhyme or reason to these, so let's  rattle off, shall we: Sonic not falling down   like he should, and instead slowly floating  in at the start of Starlight Carnival - Act 3;   Sonic’s eyes not moving in any of the stage  intros, when they do in the Wii original,   why is such a basic facial detail for the  character missing; Sonic’s model not having   a fade in effect as it jumps out into the Planet  maps; Sonic's walking animation on Planet maps is   slowed down and awkward, even though the  footsteps sound effects are still fast;   this blue filter that covers the whole screen  when you go underwater, but it also covers   part of the screen that isn't submerged yet and  the lack of a transition or anything looks bad;   these enemies that had disappeared becoming  visible again underneath the ground when I   activated the Laser Wisp; the trail for the Laser  Wisp being really dim, making it harder to see and   aim your shots, directly affecting gameplay;  the Laser Wisp can now shoot straight upwards,   which it was never supposed to and can bring you  up so high that the developers seemingly didn’t   account for it; the pipes underground in Tropical  Resort not displaying at all, only their outline;   Rings being solid black circles in the same  section, what the heck; the camera being misplaced   here in Starlight Carnival - Act 1, revealing  the out of bounds portion of the stage you are   not supposed to see; sometimes confetti does not  come out of these rockets in Sweet Mountain as   they impact the ground while other times it does;  the Wisp UI at the bottom left of the screen is   messed up during the final boss with these white  rectangles as the bar is draining; the fire out   of Metal Sonic's exhaust port is a misaligned,  flat texture -- and undoubtedly there's more   I've seen that I've forgotten about, but I  think you get the picture by now, anyway.   Suffice it to say, the graphics in Ultimate are  thoroughly unpolished, which is a critical failure   when one of the main selling points of a remaster  is nicer graphics. For crying out loud, the static   backgrounds on the results screens are not even of  the appropriate resolution; they’re probably still   480p, which looks nasty blown up on a 1080p or 4K  display, and leads to a jarring mismatch between   them and the foreground elements. You cannot tell  me they couldn’t have made new images for the   result screens -- come on, man. Individually, many  of the oddities and shortcomings I've demonstrated   can be brushed off as nitpicks, but there is such  an abundance of this crap that I think it's fair   to say the visual appeal is severely diminished,  doubly so if you're familiar with OG Colors.   Ultimate's fresh coat of paint is already  divisive, but any improvements it brings   may as well be nullified in my eyes, and in the  future I'd much prefer to play the game on Wii,   480p/30fps and all. At least you get an infinitely  more refined presentation that way.   You also don't get broken audio with OG  Colors, which you do with Ultimate; actually,   I might argue the audio is even more offensive.  The most immediately apparent issue is that sound   effects are screwed up. They can fail to play  or cut off before they are finished properly…   and the volume level for them is all over  the place; sometimes they are loud as balls,   sometimes barely audible, and this can  even apply to the very same sound effect.   In addition to that, the sound effects  constantly bounce back and forth between   the left and right ears. Combined  with the volume irregularities,   this makes for an unpleasant listening  experience to say the least. For the   maximum effect, I encourage you to use  earbuds or headphones for this example.   This is what the game sounded like for all of  my play time, and if that’s not awful enough,   music can randomly refuse to play. I’ve had it  happen on the title screen… When activating Wisps... On the results screen…   And even when transforming into Super Sonic,   leaving me with only sound  effects for the rest of the level.   And I must stress again, all of these  are regular occurrences -- not one-off   bugs -- so I’m left utterly baffled. I suppose while I’m on the topic of audio,   I should credit the fact Ultimate did receive new  remixes for all the stage themes. In OG Colors,   there were three variants of a Planet’s  music, using each twice since there are   six Acts per Planet, but in Ultimate all  six now have their own unique variant.   That’s certainly an appreciated effort, and I’m  glad that, if anything, Sega still takes pride   in their banger soundtracks and are willing to  go the extra mile in that regard. I’m not a fan   of all the new arrangements, I think Tropical  Resort - Act 1 sounds kinda cheap, for instance…   but there is also some fire material in  there, such as Terminal Velocity - Act 1.   All the same, I’ve even got some critiques here.  One of them is that there is no option to turn   off the new music, or inversely to only have the  new music. This is not the end of the world, but   there is no downside to having the option. Also,  I’m not sure if this is a bug or intentional,   but only the three new remixes are used for all  six bosses; if they wanted to stay consistent,   they should have at least still have the  old versions play for half of the bosses.   That said, what I find most unacceptable is how  the new Planet Wisp arrangements are locked behind   a paywall; they are not included in the standard  edition of UItimate, only the deluxe edition,   which is five dollars extra. In my personal  opinion, 40 dollars is already a fairly high   asking price for a re-release of what is not that  meaty of a game in terms of content, so for Sega   to pull this stunt is rather greedy. Principally,  already, but factor in the rushed and unfinished   wreck this remaster has turned out to be, and it  only further paints them in a negative light.   Well, that covers everything related  to graphics and audio, really, so   are there any gameplay changes at all to mention?  Yes. Yes, there are, but -- I hate being so harsh   and cynical here -- very few of them improve  the game in any substantial way. In my opinion,   the best addition is the Park Tokens you can find  throughout stages, rewarding exploration more so   than OG Colors, and the higher your rank upon  finishing a level, the more you receive as well.   These Park Tokens can then be exchanged for  accessories and other custom cosmetics that   alter Sonic’s appearance. I imagine this is  the sort of bonus kids would really enjoy,   especially since the series has garnered a  bunch of new, younger fans with the 2020 movie,   and I’m all for cute, harmless extras  that can bring joy to people.   The rest of the gameplay tweaks and additions,  though, are a waste of resources, as far as I’m   concerned. One of Ultimate’s touted features is  the new Ghost Wisp; while I commend the attempt of   adding another power-up for players to mess around  with, in practice it is unremarkable. The Ghost   Wisp allows you to hover around and pull yourself  toward enemies and these designated green balls,   which sounds cool on paper, but they don’t do  anything clever with it in the level design.   Most usually when you find a Ghost Wisp capsule,  it means there is an area right by that you pull   yourself toward to find some goodies or a Red  Ring, and that’s the extent of it -- creative   puzzles or challenges are lacking. For the  most part, it’s inoffensive -- I don’t think   it really hinders the gameplay -- except when  the developers are so adamant about having you   use the Ghost Wisp that they placed an invisible  wall in this gap you can normally slide through   in the Wii original. My first thought when I  ran into this was that I encountered a glitch,   and I was almost going to restart the stage as a  result, but then I figured they wanted me to use   the Ghost Wisp that was located further back in  the level. Why couldn’t they properly close the   gap with actual geometry? An invisible wall is  just so sloppy and slapdash, and communicates   the wrong thing to the player about what’s  going on, and what they’re meant to do.   Besides the Ghost Wisp, another  advertised mechanic is Tails Save,   where, if you fall into a pit, the two tailed  fox will come to your rescue and put you back   on what seems to be the nearest ground, without  being sent back to the last checkpoint. While I   can see the value in this for very inexperienced  players, for myself I don’t want it, since Colors   has plenty of checkpoints to boot, and Ultimate  removed lives from the equation on top of that,   so there are no Game Overs. But of course, because  the game is allergic to options, it doesn’t allow   you to turn off Tails Save. That's stupid, and  it doesn’t help that the implementation is also   scuffed. There were parts where I fell into pits  and Tails never showed up to carry me out -- there   doesn’t seem to be a clear reason for this,  and it’s just kinda confusing -- and worse yet,   Tails Save can actively break stage components.  Side step sections don’t function anymore after   it -- Sonic reverts to the usual free control you  have over him, which is not right -- and I ran   into this reliably repeatable glitch in Starlight  Carnival where the game sets a 3D flag for a 2D   segment, giving you full 3D control with all the  consequences you’d expect from that following.   Beyond that, all objects in the stage reset after  a Tails Save -- this includes Rings, Red Rings,   Wisp Capsules, etc. -- yet, all the while,  your own Ring count does not reset. As such,   this can be abused to obtain S-Ranks much  more easily than you could in OG Colors;   be this an oversight or not, it’s an obvious  exploit that shouldn’t be there.   And lastly, we’ve got the new Rival Rushes against  Metal Sonic that unlock in each Planet after   collecting 15 Red Rings. I gotta be honest, this  feature strikes me as a marketing ploy to create   the illusion of added value without actually  adding value. Metal Sonic is essentially a staff   ghost you race against, which looks shoehorned  in, standing in mid-air when his platform cycles   don’t line up with yours and shenanigans of that  nature, and if you’re halfway decent at the game,   you probably won’t have to try too hard to outdo  him. The developers only set a single time as   well, with no increase in challenge as you beat  it like, say, the Sapphire, Gold and Platinum   relics do in Crash Bandicoot, and you only get one  measly Rival Rush per Planet -- not even for every   Act in the game. This reeks of half-assed and  low effort: from the hilariously amateur image   that pops up before you begin a Rival Rush  -- it reminds you of those scam ads about   hot babes in your area who wanna bang you, or a  magic method to extend your penis by 500 inches;   to the versus screen that looks like it was  put together in an hour in After Effects;   the icons on the race tracker that have a face  portrait for Metal Sonic but a full body render   for Sonic himself -- it’s just embarrassing. Hell,  in Tropical Resort, Sonic’s icon got stuck on the   tracker and wouldn’t move up, even though I was  well ahead of Metal Sonic the entire race.   It’s a damn joke, and while gameplay bugs are  not nearly as common as visual and audio ones,   there is still a share of it. Some of the speed  boosters and loops consistently break now,   causing Sonic to be shot backwards or fall  down halfway through; the behavior of certain   enemies and hazards has sped up by 200% due to the  doubling in framerate, which results in all these   spike balls being shot out at an insane pace  in Planet Wisp, for instance; and in Tropical   Resort - Act 1, this craziness happened and I  am very, very confident I have never ever seen   that in the Wii original -- Jesus Christ. And  hey, this doesn’t fall under the umbrella of bugs,   but the load times are longer than they have the  right to be. Playing on the Wii with an original   disc, the first stage takes about five seconds to  load, whereas in Ultimate on the PS4 Pro it takes   twelve seconds -- that’s over twice as long on  exponentially more powerful hardware, and with a   storage medium that’s heaps and bounds faster than  DVDs. Yeah, the assets are of higher resolution,   no shit, and I’ve heard from peers that the  PS5’s SSD reduces the loading quite a bit, but   none of that is an excuse; everything is pointing  to the fact Ultimate is poorly optimized.   Furthermore, for a remaster, it’s a  shame there are barely any quality of   life improvements to highlight. Really, I can  only think of one quality of life improvement:   the ability to rebind buttons, which is always  good -- side stepping is still on the analog   stick, though, and cannot be mapped to a button  -- but past that, I am drawing a blank. Like, I   actually do have a few pet peeves with OG Colors,  the first one being that, if you accidentally hit   the button to retry the stage on the results  screen and then exit out, the game does not   register the stage as finished -- that’s really  flawed design. Ultimate had the opportunity to fix   this, but the snafu is ever present. Similarly,  you must finish the current stage in order to   make any new Red Rings you’ve collected count. I  mean, if I’ve already beaten the level before, I   shouldn’t have to beat it all over again; finding  the Red Rings I was missing should be enough,   and I don’t think anybody would argue against  that. This quirk makes the process of 100%’ing   the game considerably more tedious and time  consuming than it needs to be, and as you’d expect   by now Ultimate doesn’t address it. Eliminating  these complaints is one of those touches that can   elevate a remaster over the original, and make  it stand out as the definitive version.   Unfortunately, though, if it wasn’t evident  at this point yet, I think Sonic Colors:   Ultimate is anything but the definitive version.  Now, initially, this review wasn’t going to be as   scathing as it ended up being, but when I saw more  and more people coming out with their experiences,   I couldn't help but be immensely disappointed.  I’ve seen tons of reports of the game outright   crashing multiple times for others, even on the  latest patch -- this only happened once to me,   admittedly, so I guess I was lucky in that  sense -- and in the worst case scenarios,   these crashes ended up corrupting save files. They  aren’t isolated incidents either -- I’ve seen a   handful of Tweets about wiped saves -- and when  the PC version has noticeable input delay and can   cause blue screens for users because they have  their controller plugged in before opening the   application, something’s gone awry. The icing on  the cake was when word came out about the Switch   port. As that went public, my Twitter timeline was  flooded with clips of exclusive Switch problems,   and I am giving you a massive warning again --  I repeat: massive warning -- that aggressive,   seizure-inducing footage is coming up shortly. If  you are sensitive to that sort of thing, proceed   with caution or skip to the timestamp shown on  screen. It’s been discovered that by hopping   between Planet maps a few times, a memory leak  occurs and causes serious graphical anomalies,   the severity of which cannot be adequately  described with words. How something this rancid   started happening on the day of release, and  was nailed down by the community shortly after,   is a disgrace. This is legitimately dangerous, and  a legal liability for Sega; it is mind boggling   this was ignored or otherwise never caught during  the QA and verification processes. Seeing other   people’s input on the remaster, in conjunction  with my own, destroyed any benefit of the doubt   I was willing to give Sega with this one. Let me be abundantly clear that I mean no   disrespect toward individuals at Sega or the  developer Blind Squirrel; I am sure many of the   people there worked hard on the game, and didn’t  want to deliver this disaster as much as we didn’t   want to receive it. Nevertheless, I cannot mince  words: Sega as a company should be ashamed they   put Colors Ultimate out in the state they did, on  any platform. If upcoming patches end up solving   all the issues with all the releases of this game,  which is basically up in the air as of the writing   of this script, then that’s a noble cause and  worth acknowledging, but the damage has been done.   This is a problem with the industry at large, but  patches are meant to further improve and solve   issues and bugs that crop up after a game has gone  gold; they are not meant to be a comfy safety net   you rely on to fix what was never ready in the  first place. Back in my day, triggering creepy   pastas out of games required you to purposefully  and carefully tilt cartridges and whatnot,   but it seems nowadays that’s something we get  out of the box from publishers once in a while,   and that’s kind of disheartening, isn’t it? You  know what else is upsetting? The original Sonic   Colors on the Wii was a polished title, and that  without any patches whatsoever. We can debate   all day about how much we like or dislike the  game itself, but from a technical perspective   it was solid and stable. That’s the standard we  should expect from products we spend our hard   earned money on, and the ‘’Ultimate’’ label on the  remaster is frankly an insult, when in reality the   ultimate version of Sonic Colors between the  two is the one we’ve had for 11 years now.
Info
Channel: Retropolis Zone
Views: 77,217
Rating: 4.8213735 out of 5
Keywords: Sega, Sonic, Hedgehog, Metal, Tails, Eggman, Doctor, Interstellar, Amusement, Park, Ultimate, Colors, Review, Analysis, Critique, Port, Remaster, Nintendo, Switch, Sony, PlayStation, Microsoft, Xbox, Wisps, Yacker, Epic, Games, Store, PC, Windows, HD, 4K, Rival, Rush, Save, Bad, Terrible, Sucks, 2010, 2021, Wii, Reach, for, the, Stars, Speak, With, Your, Heart, Glitches, Bugs, Unstable, Rushed, Graphics, Audio, 30th, Anniversary, Movie, 2020, Colours, Tropical, Resort, Sweet, Mountain, Starlight, Carnival, Planet, Aquarium, Asteroid, Coaster, Terminal, Velocity
Id: 5Vv-rUONU98
Channel Id: undefined
Length: 27min 27sec (1647 seconds)
Published: Mon Sep 06 2021
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