Final Fantasy XVI - Review
Overview
The Final Fantasy series, is a monolith and one of the founders of the the RPG genre providing a breakthrough title for Squaresoft back in 1987, and a series that would go on to define and build some of the most impressive worlds and stories that we've seen in video games. There has always been a philosophy and approach that has been taken with the Final Fantasy series where each new entry would push the series forward in terms of what the genre had to offer, and provide new thrilling experiences and worlds to get lost in. What we'd see as a golden age in the 90s for Square would slowly shift into era of growing pains and directional challenges for the series, seeing ambitious projects reworked, delayed or envisioned, MMO's crash and resurrect to insane amounts of success.
However, the more recent mainline entries of Final Fantasy always felt ambitious in their approach but fumbled in their execution. Final Fantasy 16 is the latest mainline entry into the Final Fantasy series, and is being lead by by Creative Business Unit 3 the team behind the critically acclaimed MMO Final Fantasy 14, and here they're taking a swing at a more single player focused story.
It is important when going into Final Fantasy 16 to keep in mind the legacy of Final Fantasy as an RPG and what that means to you, as I do feel like a lot of your enjoyment with this experience may vary, due to the fact that Final Fantasy 16 is a bold new direction for the series that sees the series head towards a more action-based combat model, opposed to the turn-based or active-time-battle models that the series has been known for in the past, as this will have an impact on the level of enjoyment and fulfilment that you find in the overall experience of Final Fantasy 16.
Overall, to me Final Fantasy 16 is a bold new direction in many different ways for the Final Fantasy franchise that nails many aspects of the Final Fantasy experience. The narrative whilst being influenced by more Western fantasy works like Game of Thrones sustains much of the fantastical creatures and grandiose environments, cities and history found in a Final Fantasy game. On the flipside of this is a complete overcorrection and downright removal to many of the gameplay aspects of the Final Fantasy experience that make this feel at times like a completely different series entirely. These changes are not just through the shift from a turn-based system to an action-combat model, but more glaringly through the linear corridor approach to exploration, the shallow and one-dimensional progression systems, and meaningful side quests that can feel few and far between.
It is an enjoyable experience, that kept me engaged throughout the 45 hours worth of main and side content I engaged with, it is definitely a title I'm glad to have at least experienced once, and I think overall Final Fantasy 16 is great experience that will hook you in with its stunning prologue and Clive's journey is one that you'll want to see through to the end
Next I'll be discussing the story, and I'll be avoiding as many spoilers as possible, but will be discussing some events from the demo which is the prologue of the story. So if you want to go in completely blind skip this section.
Story
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The story for Final Fantasy 16 takes place in the world of Valisthea which is divided into two continents of Ash and Storm. These continents are inhabited by these magical crystals, referred to as the Mothercrystals, which provide aether the magical energy that fuels and drives many of these civilizations. There are two different people who live within Valisthea, those who are able to use magic and those who cannot. These magic users are referred to as bearers, and in this world bearers are branded literally and figurately as tools and slaves to the non-bearers. A broader thread that drives much of the conflict throughout Valisthea is the over usage of the Mothercrystals, the aether energy has been succumbing to a plague known as the blight, which thrusts each nation into a war with one another for land, power, and aether.
Each nation is weaponized with their own super weapon known as dominants which are chosen individuals who are able to use magic without the crystals, and transform into the godly summons that you're familiar with throughout the Final Fantasy series embodying an element.
The story follows Clive Rosefield son of Elwin Rosefield The King of Roseria. Sworn in as The Shield of his Brother Joshua, who is the dominant of the Phoenix, Clive is devoted to protect his brother, after witnessing the death of his brother Clive is thrusted into a world of chasing his brothers killer. The story will navigate between different parts of Clive's life early on to build and flesh out the world and many moving parts of Final Fantasy 16's narrative, which can feel like a lot when starting off, but provides plenty of methods to inform and get you in the loop, which we'll discuss more shortly. Clive's journey and the companions he meets along the way shape and shift his journey and guide him along the journey to a conclusion that is manifested by this culmination of actions and is mostly a satisfying conclusion to an overall engaging and memorable story.
It is quite clear that Final Fanatsy 16 has taken influence from many different different areas where it feel like it has taken the political conflicts of Game of Thrones and married it with the colossal brawling monsters of Attack on Titan. Whilst I mention that this entry does take a lot of narrative influences in its worlds setup and approach to storytelling, it still sustains much of the Final Fantasy feeling, just casted with a darker tone. One major departure in the narrative department is the focus and sense of journey in Final Fantasy 16, this title is solely based around Clive Rosefield's journey, and much of your enjoyment of this game will depend on how much you click and connect with Clive.
One of the criticisms levied at Final Fantasy 16 is the lack of emphasis on a party, and the connection that the previous games have made through the use of having a party to connect the main character to its side characters and their own stories. Whilst I do feel some validity to these criticisms, I do believe that this approach to storytelling in Final Fantasy 16 does work through a different lens being that of the companions that drop in and put of Clive's life as he is on his quest for vengeance and a better world. We do get insights into these characters hardships, regrets and goals. Whilst we don't get proper side quests to flesh these characters out more extensively, which I think would have helped, I do believe that it still does build and solidify the cause, the world and casualties of war throughout this narrative. It works with this type of game due to what type of game it is trying to be both on a thematic level, but also mechanically with its combat system. Where prior titles had the journey feel like band of iconic heroes, Final Fantasy 16 feels more like moments, periods in time of the life of Clive Rosefield and the companions dear to him and his cause in that period. It is a major shift and change from prior entries, that you may love or hate. But personally for what this game is aiming to accomplish and the dark setting and themes it is going for, I do believe Final Fantasy 16 pulls this aspect off.
If there is one area of Final Fantasy 16's main story that I took issue with it was the pacing which at times feel as if it starts and stops and this is in large part due to how the main story tucks side quests into the main story that can feel unnecessary and there to pad out the story. There are about three or four points in the game where I noticed this and it was easily the low points of the overall story for me. But fortunately for Final Fantasy 16 once it gets back on track telling its main story it doesn't disappoint.
Active Time Lore
One excellent new addition to Final Fantasy 16 is the inclusion of a feature called the Active Time Lore system. The way this works is that you can hold down the touch pad when you are exploring or even during a cutscene, and a thought cloud of different relevant characters, locations, and events will appear to read about which can inform and update you at any given point, and fill in any blanks you may have forgotten or missed. It's a great addition as especially early on into the story you're introduced to many different characters, events, and ideas that build and flesh out the world and having this lore entry on hand is a great way to get as deep and familiar with the world of Valisthea as you like.
Gameplay
Core Combat
The New Combat Direction
One of the biggest departures that is taken with Final Fantasy 16 is the approach to combat. Ever since Final Fantasy 12, the series has been moving towards methods and systems that can make the combat feel more active and action-like. Here in Final Fantasy 16, it is the most clear cut change to the combat where Final Fantasy 15 felt more like Kingdom Hearts, I'd say 16 feels more like Devil May Cry. The reason why it would feel this way is due to Final Fantasy 16's combat director being Ryota Suzuki who worked at Capcom on many huge titles such as Devil May Cry 4 and 5, alongside Dragon's Dogma, and Marvel vs Capcom 2. It is important here because the approach to gameplay in Final Fantasy 16 provides a hefty amount of its focus on the moment to moment combat and action, rather than the strategy, planning, status effects, elemental effects, and mechanisms that occupy a traditional Final Fantasy experience.
Instead the combat is more focused here on utilizing your various Eikon abilities that you acquire throughout various parts of the story, and your trusty hound Torgul. The standard enemies can be approached in many different and are easy enough to dispatch. But there will be many enemies that you encounter that will have what is referred to as a "Will bar" which is a yellow bar that appears under the enemies health bar. Once you empty the enemies will bar you'll stagger the enemy meaning that you'll be able to deal extra damage and unload all of your abilities onto the enemy before they get back up.
In these encounters you'll be dancing and juggling your abilities choosing when to prioritize staggering abilities and damage based abilities. Then there's Torgul, who you'll be able to provide three separate commands for, one Sic which dispatches him to the current target that you're attacking, heal which obviously heals you, and ravage which knocks an enemy up into the air if possible. These abilities whilst simple do provide a good contribution to the potential in the stagger process and provides openings to extending and pushing the limits of your move-set.
Speaking of the move-sets here in Final Fantasy 16's combat, I'd say it is definitely accessible even without all the easy mode rings that simplify combat, you'll be able to approach this game as a newcomer, or as a turn-based player and be able to grasp the combat pretty easily. The combat is simple, but with that being said it isn't shallow. It may not have the level of combos sets and weapon variety that something like Devil May Cry or Bayonetta have, but it makes up for this with the variation of abilities that you channel through you Eikons and finding ways to combo, juggle and mince up as many enemies as possible and do it in style. I have seen many push the boundaries of this combat model, and whilst it is impressive to see someone who knows what they're doing pull off some crazy combos, I do wonder how far you can push this at it's limits.
One combat system that I felt Final Fantasy feels adjacent to is a game like Tales of Arise, where you are provided a set of abilities and teammates to call in for support to attack. Tales of Arise offers an action-based real time system much like Final Fantasy 16. However, where Tales differs from Final Fantasy is how Tales despite being action-based is still mechanically oriented around RPG elements, where Final Fantasy 16 feels much like an action-combat system that fully focuses and leans into its action elements more than any RPG elements. Where it feels like much of the RPG mechanics of Final Fantasy 16 carry no weight in battle.
This isn't me saying "Wow they should have just did what Tales did" but this is more to show a contrast between two action-based JRPG's, where Tales has an emphasis on still building your character, tailoring your skills to match a certain class or style, where characters can be healers, tanks, and different spells. Whereas Final Fantasy 16, whilst you can customise abilities they're focused around the more action hack-and-slash systems that operate in two different dances of staggering and attacking. Final Fantasy 16's central combat hinges more on its abilities and mechanical knowledge. The real question to be asked is how much depth does Final Fantasy 16 offer in terms of mechanical depth, when compared to games that have influenced its combat model, and many other contemporises.
I think that Final Fantasy 16's combat does introduce a layer of depth and synergy with many of its various Eikon abilities, as well as correctly utilizing Torgul. I feel the notion that this is a mash square affair is a misguided sentiment. However, I do feel personally that much of this combat model, isn't able to go deep enough and remain fresh enough throughout its 40 hour campaign. It is interesting to consider when stacked against many other games doing the same thing how much Final Fantasy 16, feel pulled back. Things like different unlockable combos, or weapon types are absent and are switched out for the Eikon abilities, which whilst elevate the combat are a total of 6 abilities which go on cooldown after use. I compare this to other games, because in many other actions games, such as Devil May Cry or Bayonetta there is a really good balancing act between style and skill. Where you are given a simple system of tools that expand and take a practice to master. I don't think that Final Fantasy 16, pulls off this balancing act quite as well, due to the fact that as much as it doesn't want to be an RPG, it still is one providing enemies levels and Clive stats that will ultimately bottleneck the finesse of combat.
Eikon Battles
One thing in Final Fantasy that is absolutely incredible is the sheer amount of spectacle and high-octane action that is expressed through the Eikon battles. These moments are a high-point and provide you the ability to fight as an Eikon and provide a different form of combat to the the standard combat form. The combat, and movesets are fairly limited in terms of what you can do. There are new abilities that you can acquire as an Eikon throughout the story. But if you're looking for deep combat, and move sets in these segments, you won't find that here. What is to be had in these Eikon moments, is the sheer bombastic, balls to the wall spectacle that is reminiscent of the action you'd find in something like Asura's Wrath. These battles despite the restrictive amount of moves, do provide a insanely enjoyable experience, just due to the chaotic level of destruction and back and forth that transpires. You feel like you're living out a Dragonball Z fight without the 20 eps of powering up every time you step into a Eikon Battle, where it feels like its a "go hard or go home" mentality. Everything about these moments from the visuals, the musical pieces and choices, and overall narrative impact behind these moments makes the Eikon fights a stunning new addition and something that I think will stick with me and many when remembering Final Fantasy 16.
Gameplay Systems
Progression
Abilities
Now we'll discuss the game systems of Final Fantasy 16 and we'll be kicking this section of the review off by talking about the abilities that you acquire throughout your 40 hour experience.
First and foremost the ability system of Final Fantasy 16 which is a much more pulled back than many other Final Fantasy systems you've become used to. This approach is understandable given the nature of Final Fantasy 16's combat, and every unlockable ability that is attached to an Eikon skill tree here has some use in combat. I actually do quite like this type of model and approach to the ability system and feel that it works quite well, given the type of combat model that Final Fantasy 16 is going for.
So to expand upon this, I'll first give an overview as to how the ability system works in conjunction with combat. So you're able to equip three of the various Eikons that you unlock throughout the game, which come with two abilities that can be modified and swapped which are binded to the square and triangle button when pressing R2. Then their is a static Eikon ability that is bounded to the circle button which can't be changed and is apart of that particular Eikons skillset. These abilities are different utilities such as timed parries, dashing to an enemy, or pulling an enemy towards you. They're all quite useful and are in many ways setups and connectors for many of your combos that you weave between your basic attacks and abilities.
As you progress through the game you'll be able to learn new abilities within a particular skill tree, this means that when you have that Eikon equipped you can equip and alternate between many of the different Eikon abilities affiliated with that Eikon.
Where Final Fantasy 16 takes this a step further is through allowing you to master these abilities, which means that if you want to equip let's say Titan, but you like the tornado ability from Garuda, you'll be able to equip and bind that tornado ability to one of your two abilities in your Titan moveset, given you've spent the ability points to master the tornado ability.
It's a great method for introducing experimentation with the move set, and early on in the game I did find myself mixing and matching and playing around with the different tools provided. Once you do find your footing and move sets that work and can feel a little hard to want to continue to experiment. It feels like early on into the game it takes a bit of time to acquire enough Eikons to get the full swing of combat, and towards the later end of the game they throw a bunch of new skills at you when it feels like you've found a groove. There are still some new interesting additions towards the later half in terms of combat skills that to keep the combat fun and are a bit more out there in how they operate, but overall I do feel that in this area of progression Final Fantasy 16 does stick the landing.
Gear Progression
Unfortunately, in terms of progression that is the only aspect that I feel clicks into place and actually works well, I feel the weakest aspect of the Final Fantasy 16 experience is just how watered down the approach to gear progression is and how absent any meaningful progressions equipping any new piece of equipment is to the experience outside of any minor stat increases. Again, I'd reiterate that Final Fantasy 16 is a great action-game, but is a shallow RPG and it is evident given the focus in combat being more cantered around the aspects of combos, timing and utilizing your abilities, rather than strategy, character building or upgrading in ways that can elevate the combat experience.
What do I mean by this, well there are multiple different things that they could've introduced in this aspect of the game, whether it is particular weapons providing certain special abilities, different elemental effects to the weapons, necklaces, or accessories that could cast protect or many other buff spells when equipped. These are just some quick examples I'm rattling off the top of my head, but their are many different types of things they could have implemented that could sustain the RPG elements and provide some level of progression, whilst still having an action-based combat system.
But overall, the progression in Final Fantasy 16 is ultimately the weakest aspect of the overall experience and every subsequent RPG aspect of this game suffers from just how underwhelming the rewards and progression of these systems are.
Renown System
One of the interesting systems found in Final Fantasy 16 is the inclusion of a system called the Renowned System. How this system works is that you complete many of the various activities such as side quests, and hunts and are rewarded with renowned. Think of it like an honor system. The way that the renowned system works is that it as you acquire more renowned, you reach new milestones, rewarding you with items and materials. It's a good idea and probably one of the better progression systems in Final Fantasy 16. However, there are a few different problems that I have with the current renowned system boils down to two separate things. The primary issue, is the rewards and again the overall progression completing quests. You will like with many of the activities in Final Fantasy 16 be rewarded with materials, or on the rare occasion a necklace. Many of the progression issues here stem from the watered down, borderline non-existent RPG systems. It makes turning in and reaching these milestones less impactful than they otherwise would be.
Another aspect of the renowned system that I do feel like in some ways is a miss opportunity is through having the actions and good deeds you do through completing various side quests have some representation or footprint within the world. The best example that I can point to for this is the Xenoblade series, where completing side quests and helping residents of different cities or central hubs, provides better responses from the people of those towns, a strengthened relationship with the people and vendors, and a feeling of making a difference. The Renowned System in name, is how the legend of Clive is looked upon, but it is barely ever executed with any form of substance found within these systems and that to me is a real shame here.
Exploration
Semi Open-world Areas
In Final Fantasy 16 you'll be able so explore the different locations of Valisthea. These locations in their design and presentation look quiet nice to traverse through and have some really nice vistas to look at in the distance. The problem begins to take form when you're thrusted into what are the open areas. These are meant to operate as semi-open world areas where you can explore, complete quests, and fight some dangerous foes. However, this begins to fall apart once you begin to recognise the corridor like approach to these open areas, with no diverging paths, no caves or side areas to investigate. Traversing many of these open areas feels like a flashback to the corridor-like levels of Final Fantasy 13. If you're looking for the more expansive open-world experience here or locations, activities, or anything like that to populate many of these areas than unfortunately they're sparse to non-existent. Everything that occupies this world are standard enemies, marked special enemies from the hunts, and places that usually host a side quest. Outside of this, there really is nothing to do in terms of exploration and that is a shame, as these environments, and the enemies that occupy them really are quiet cool. Much like many of the progression issues that I mentioned earlier, the approach to exploration alongside the progression really do weaken this games replayability and overall fun factor outside of the main story.
Hunts
Final Fantasy 16 will see the return of Hunts which will see you setting out into many of the semi-open areas that we just discussed searching for rare creatures and enemies that have a bounty. These hunts are actually quite fun as they require you to read the bulletin board to gather information of where your target has been sighted and adventure out to that area and sleuth out the exact location. It's one aspect of Final Fantasy 16's exploration that I think the game handles really well, and it makes for a great little side adventure when you're wanting to take a break from the main story. Many of the enemies that you will face here are also not pushovers either requiring you to at least be semi-proficient and familiar with how your moves and abilities work, making it also a fun side challenge whenever you do encounter one of these targets. The rewards for these hunts much like every other aspect of this game, ultimately do hinge on the progression systems so you'll be rewarded in xp, gil, and materials or the odd necklace.
Side Quests
So the third major component to the exploration of Final Fantasy 16 is the games side quests. Side Quests in Final Fantasy 16 are divided into two sub categories where one is just a normal regular side quest and the other is one of importance that can better your overall progression providing new weapons at the blacksmith, or more potions and items you can carry. Unfortunately these quests are another weak component of Final Fantasy's exploration loop, they are mostly fetch quests that provide little to know real narrative or in-game reward for their completion. What adds more salt the wound here for me is that there actually are some good side quests here. An example is a father who asks you to check on his son who has been feeding barer servants to the wolves for fun, or a girl looking for a girl barer who has died and treating them like a toy. These two different quests alone really did connect to the substance of the overarching story and actually made me feel something. But unfortunately many of these stories are few and far in between, and its shame. Because had we had half of the quantity of the quests that were at this quality, I would have been a lot more satisfied with the side quests in the game.
The other issue with the side quests along with their repetitive fetch quest nature is the rewards for completing these quests. These quests usually don't provide anything rewarding outside of some gil, xp, and renowned points which we touched on earlier. There is rarely ever any some substantial useful rewards like weapons or gear that make this quests really enticing to complete. They may reward with materials to craft better weapons, but rarely are they the materials that you need. These two aspects of the side quests make them really a weak and low-point to the overall experience of Final Fantasy 16.
Side Quest Improvements
Personally, what is interesting to me the more I observe and reflect on my experience with the game and particularly this aspect of the game, is how side quests really could have uplifted and built on the foundations of this incredible world and awesome narrative. I earlier discussed how the story will diverge and introduce side stories into the main story, and I feel like these would serve better as multi-part side quests for different locations of Valisthea that could further build out its world and characters. On top having particular quests and memorable characters tied to locations, on aspect of side quests that could be implemented to improve the experience would have been side quests with many of the main cast and sudo-party members that frequent Clive's life. As many of these characters are likeable and had they'd been given more one-on-one time I do feel that people may have been able to connect with many of these characters adversities, and ambitions.
Overall if there is one aspect of Final Fantasy 16 that I feel held back the experience from greatness it was how much of an overcorrection the game took with approaching the RPG elements of the game. The linear corridor levels that feel like Final Fantasy 13, the fetch quests that can feel like something out of Final Fantasy 14 at times and an overall weak progression system that doesn't provide any useful or memorable upgrades outside of minor damage and defense boosts. It is a shame, but it is this side of the experience that sours an otherwise stellar experience, and if you are someone looking for a solid RPG here in Final Fantasy 16, chances are you will be disappointed.
Replay Value
This section is important because for many different action games like Devil May Cry the post-game once you've completed the campaign is to replay the game on a harder difficulty. Seeing as Final Fantasy 16 is more an action-game than an RPG, that would leave me with a question of how much does the NG+ offer and how deep do these combat systems go in terms of mastery opposed to their hack-and-slash action-oriented contemporizes. I feel that people's millage may vary here but I do think that it is a point worthy of mention, as previous Final Fantasy titles would often fall on much of its RPG elements to extend and lengthen a player's time with the game. This could be through fully completing the Sphere grid, mastering Materia, breeding Chocoboo's, Triple Triad, other Mini-games, farming and completing limit break quests, completing quests for different weapons, and fighting hidden bosses. The list goes on, but here in Final Fantasy 16, much of these side additions have been watered down and whilst I don't necessarily dislike that direction, I have to wonder how many people will want to replay Final Fantasy 16 after they've completed it once. What's more, what reason is there really?
When I look at Final Fantasy 16 I get a similar feeling to when I played Fallout 4 back in 2015, it was an incredible time playing the game. I really enjoyed the playthrough the first time around, but have never felt the urge or need to want to revisit the game. It isn't a matter of not liking it. It is more a matter of finding a reason to go back and play it, and that ultimately is what I wonder for the future around this game. Only time will tell, and the team could very well add a variety of modes, that ramp up the difficulty for the hardcore fans, but as of right now, I wonder how favourably time will look back on Final Fantasy 16.
Visual and Audio Presentation
If there is one aspect of Final Fantasy 16, that everyone can agree on that this game absolutely nails is the sheer amount of spectacle and visual eye candy that is packed into this game, along with it's beautiful vistas and locales. This coupled with an incredible soundtrack, that hits all the right notes, at all the right moments. There was one particular fight where the music kicked in and alongside the visual spectacle and actions taking place it all felt like some balls to the wall craziness I'd see in Metal Gear Rising more than Final Fantasy, and the even crazier thing is just how well it worked for me. The performances from many of the different actors here such Ben Starr as Clive, Ralph Ineson as Cid, or Susannah Fielding as Jill, they all absolutely nailed their roles and carried these characters to making them as likable and endearing as they were. I really do think that these performances made many of the character interactions and downtime moments where the game isn't going all out, feel more real and genuine between the main cast. The towns, cities and locations are so incredible to look at and provide so much flare and in these aspects feel like a Final Fantasy universe to me. We can discuss how much this games narrative has pulled from something like Game of Thrones, but the world of Valisthea in its world and design, feels in its entirety like a Final Fantasy world.
Conclusion
To bring this all together, overall enjoyed Final Fantasy 16. It had a thrilling narrative that kept me engaged and Clive's journey is one that will stick with me. The new action-based combat systems make for a new take on the Final Fantasy experience and a fun playthrough the first time around. Whilst I enjoyed this combat model, I do wonder how enjoyable and and expansive it can be on multiple playthroughs, and how long it can feel fresh and enjoyable to engage with. The Eikon battles are one aspect of Final Fantasy 16 that no one will forget and truly are some peak visual work and a sheer feat in terms of spectacle for the series and video games.
However, the flipside to this high octane-action and a gripping narrative is a progression and exploration model that feels like it was built for a 10 hour game being stretched out across a 40 hour game. The different swords, and armor you acquire really could be removed from the game and each level up could provide a few extra numbers to the stats and you wouldn't be able to tell the difference. It truly is a shame, and I feel like that is where the divide amongst players for this game will land. How much of an RPG are you looking for with Final Fantasy, and how much are you willing to accept it not being an RPG, will dictate how much you will enjoy your experience with the game. Because simply put, Final Fantasy 16 is one hell of a game, but it certainly is not an RPG or a well made RPG. Overall I do believe that Final Fantasy 16 is a game that is worth your time, and is an experience worth trying. It is a fantastic cinematic story, with adrenaline pumping action sequences and combat, as much it is a greatly flawed RPG that provides stale non-existent progression model, and exploration that feels lifeless and hollow of any substantial reasons to visit. If you're on the fence with this one try the demo first, but as it stands for me Final Fantasy 16, is a flawed RPG, but a great game.
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