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NCAA Football 12 Reviewer Impressions: Gameplay and Presentation

We have changed our review process. Read all about how we do our reviews now.

Ed. note: The "first impressions" that we usually start off our review process with would not have worked here because we received the game so far in advance -- not just a day or two before the game reaches store shelves. As such, it did not make sense to have "first impressions" lead off our review process because we were only waiting for the embargo to lift before posting this first story. So what you will get here is more depth than a normal "first impressions" article that normally leads off our review process for triple-A games.

July is always a polarizing month here at Operation Sports because it marks the beginning of football gaming season. The release of EA's NCAA Football always means our forums will be abuzz with frenzied football fanatics breaking down the most minute details of the game. As such, it is almost impossible for the game to satisfy everyone, splitting our readers and staff alike down the middle depending on one's yearly expectations.

However, the most important lesson I’ve learned in my three years as a staff writer here at Operation Sports is that it is our standard policy to review a game based on what's in the game rather than what isn't in it. This is not to say we turn a blind eye to things that we believe have become industry standards in sports games, I just want to give everyone a heads up that I will not be reviewing and scoring NCAA Football 12 based on the fact that it has not implemented a tackling engine that is entirely physics-based, nor will I compare its core mechanics and features to games from the past. This review is about NCAA Football 12; the only game it can fairly be compared to in our eyes is the NCAA Football series. If you are able to accept this OS review philosophy of judging a game based on its own merits, then enjoy the ride. If you would rather focus on what you believe should be included in NCAA 12, or just disagree with our approach, then our reviews might not be for you -- and that's perfectly acceptable

With all that being said, let's get to the good stuff.

Gameplay

I have dumped hundreds of hours into NCAA Football 11 over the past year. For as much as I enjoyed the game's "locomotion engine" and general feel, there were several nagging issues that reared their ugly head the more I played the game. The biggest culprit was undoubtedly the dumbed down CPU AI.

On offense, the CPU would refuse to establish a run game. This led to things like running backs intentionally veering into defenders and completely ignoring open lanes. The AI run game was so inept at times that even CPU quarterbacks refused to scramble even when there was open field in front of them, and linebackers were bearing down on them. On defense, zone coverage in NCAA 11 was simply broken -- especially once EA released the first tuner -- and it wasn't out of the realm of possibility to toss for 700-plus yards against any CPU defense if you felt inclined to cheese some inside slant routes. Slider tweaks managed to solve some of the game's shortcomings and keep it enjoyable, yet getting a realistic CPU run game was still hit or miss even after the most valiant of slider-adjustment efforts.

Well, I'm happy to say that NCAA 12 fixes almost all of CPU AI issues that were found in NCAA 11, and the developers have also taken the NCAA Football gameplay to a level not yet seen during this console generation.

The most important addition to the game impacts suction blocking and tackling. Touting a new momentum-based contact and tackling system, players are no longer sucked into one another to initiate contact all the time. The result is player interaction that feels fresh and forces you to relearn everything you thought you knew about this generation of NCAA Football.

Line Play

For starters, the lack of suction now means that the offensive and defensive line interactions are far more organic than in the past. While far from perfect -- there are still some odd assignment decisions made by lineman -- the user and CPU pass rush are as good as we have seen to date. On the All-American and Heisman difficulty levels, I found myself having to utilize the pocket to avoid outside rushers. In addition, gone are the days of sitting in the pocket for what seems like minutes as you pick out a receiver. The CPU brings the heat, which means getting used to the new pocket timing will take a few games. If you want to run around Vick-style trying to create plays this season, it's likely that you are going to get blown up by a defensive end or linebacker a lot of the time.


When I play defense, I play exclusively with the defensive tackles. For the first time in what seems like years, I actually have the ability to fully control my player without being magnetically attached to someone. This level of control adds a new layer of strategy to the trench game and makes user blitzes extremely effective in the right situations. One of my main complaints about the demo was that it was extremely easy to blitz the CPU and sack the QB. This issue seems to have been addressed in the final version of the game because the CPU picks up many blitzes with pre-snap reads. You will still be able to rack up three to five sacks per game, but these sacks feel natural during the game -- rather than feeling like you are cheating the CPU AI to make sure you get some sack totals.

Tackling the Issues

If you compare the line play to the tackling mechanics, there is even less suction when it comes to the game's tackling mechanics. In the past, if an offensive player with the ball was within a certain distance of a defender (say a yard), the defender was able to initiate a canned tackle animation, thereby sucking the offensive player into his grasp. This annoyance stopped many potential big runs and made users adjust their running routes to make large swings around defenders in hopes of avoiding the defensive tractor beam. This year a tackle is not initiated until the player models actually make contact with one another, which allows you to tip toe between the tackles or realistically shed a would-be tackler who attempts the hit from a bad angle.

Since the suction has been removed during tackles, a tackle animation will now initiate at the point of contact. Tackling is also now momentum-based, so do not expect to blow up an offensive player via the Hit Stick from any angle like you could do in previous versions of the game.

While not physics-based (I promised not to mention that), the collision animations and tackle variety in NCAA 12 are a visual feast. What impressed me the most was that 99 percent of the tackle animations I have witnessed in my time with the game make sense, according to the offensive and defensive player's position and momentum. You will see players lose and regain their balance after glancing off blows, get their pads lower than a defender's and pinball face first to the ground, get hit sideways while airborne to spin out of bounds, and even see some very slick looking consecutive hit tackles that will make you rush to the instant-replay screen to watch them again and again.

One perfect example of an improved tackle was when my user-controlled Michigan State linebacker initiated a tackle on the back left hip of a running back. Instead of warping in front of the running back and wrapping him up as would happen in NCAA 11, my defender realistically wrapped just the left leg of the running back, and both players spun down to the field and rolled over each other. Moments like these happen on just about every play in NCAA 12, which adds a level of immersion that EA has set out to convey.

Running the Rock

Now that defenders have to be in proper position before a tackle will initiate, the CPU and user run games can be downright devastating. That’s right, the CPU can establish a Lloyd Carr-style devastating run game, especially on All-American and Heisman difficulty. I was routinely shredded on the ground by power running teams like Alabama, and even put to the test against an option attack like Navy's. It's great to see a CPU back identify a hole and then stutter step, juke and spin around defenders to get into the open field. Shockingly, some of the better CPU runs I have seen in the game have come from spread teams like Oregon out of the shotgun. For a team that could not move the ball out of the backfield in the demo, I was surprised to see the Ducks' speedy dreadlocked running back take the ball and employ a slew of shifty moves on his way to rushing for 120 yards and two touchdowns.


CPU quarterbacks will also scramble this year. Well, let me rephrase that, quarterbacks that are labeled by the game as "scrambling QBs" will take off whenever the opportunity presents itself. CPU quarterbacks not labeled as scramblers will still take off, but they tend to wait too long at times, which results in some easy sacks. Regardless, most AI quarterbacks will attempt to evade an oncoming pass rush, and they all will adjust in the pocket to seek out an open man. One of the more impressive examples of pocket presence I have witnessed so far came from Stanford's "pocket passer" QB: He moved right, then up, then left in the pocket before hitting a receiver as he flashed underneath the zone defense.

As for the humans out there, the user run game is a bit of a mixed bag. Starting with the good, properly reading a play and breaking a read option, or a run up the gut, is one of the best feelings in this game. Now as for the bad, on All-American difficulty I have encountered a few issues with my offensive linemen releasing blocks early, leading to some easy CPU tackles and frustrating moments. Upon investigation in instant replays, an offensive lineman will sometimes magically be shed by a defender as soon as the running back comes within a certain proximity of the engaged players -- insert terrible flashback to previous EA football title here. This strange gaffe makes toss sweeps and the option terribly ineffective because defenders tackle you in the backfield without mercy.

I would be more willing to accept plays like this if they were related to a poorly rated offensive line, or I if I were pitted against a formidable defensive line. However, this has not been the case. It does not seem to matter who I am matched up against because this issue has reared its ugly head again and again.

Thankfully, the above problem can be quickly remedied by moving the functional human run block slider up to 55 or 60. It is also worth noting that switching your game plan to aggressive for holding blocks and impact blocks will help remedy, but not remove, the above issue on the default settings.

Note: The above impressions were taken before the release-day patch went live late in the afternoon on 7/8. The patch seems to have eliminated most of the issues I was seeing above. There are still instances where an odd block animation or O-lineman will release early, but overall the feel is better.

In the Zone

Speaking of zone coverage, the CPU actually is relatively effective when using this scheme this year. Unfortunately, there are still instances where a defender seems locked into his zone or looks lost as a receiver blazes past him. This can be quite frustrating to view in instant replays, and it can be downright infuriating when your defender zones out -- pun intended -- and allows an easy score. To be fair, blown assignments do happen in real life and these in-game instances normally occur when playing against lower-rated defenses, but they still tend to be head scratchers.

The particular culprit when it comes to "mega cheesing" and confusing the CPU zone defense is once again the "four-wide" play where every receiver heads way down the fiel --, specifically the slot man/tight end almost always becomes open as the play develops. If there is a saving grace to this issue, it is that some of the game's better defensive teams will sack you before you can hit the open man; or the safeties will sometimes recover to break up the pass; or your QB may simply overthrow the target -- something that never happened in NCAA 11.

(I have been informed by NCAA Football lead designer Ben Haumiller that the development team is aware that this issue has found its way into NCAA 12, and they are currently working to address it.)


Here’s hoping a fix arrives soon for this issue because unscrupulous individuals can easily exploit this play for easy yardage in at least 80 percent of their offensive sets until the CPU makes any adjustments. If you are disciplined enough to not exploit CPU defenses with this play, expect a nice challenge when passing this year because the CPU defensive backs do an admirable job of making you go through your reads to find an open receiver. It is also worth mentioning that your CPU teammates play some solid zone defense, so outside of a couple hiccups don't expect to be chewing your defensive backs out on the sideline.

There are several other small improvements regarding CPU AI that would go largely unnoticed to the untrained eye. For starters, CPU punters no longer angle the ball out of bounds for short 20-yard punts. The CPU has been able to pin me inside the three-yard line with a masterful punt. The CPU has also come after my punter when I was pinned inside the 15-yard line. AI quarterbacks will routinely overthrow receivers or flat out miss them even without being pressured. This leads to more accurate completion percentages, and it appears as if "robo QB" is officially dead. The CPU even intelligently kicks the ball after winning the coin toss this year. These are all AI aspects we have not seen in this franchise for years now, and it all adds up to make the game better.

Overall, the CPU feels smart this year, and it is certainly a formidable opponent to play against. After a year of sleepwalking through my offensive schemes, knowing I could rip off yardage at will, I received a rude awakening during my initial games of NCAA 12. Simply put, money plays are few and far between, so you best read up on your team's offensive strengths if you want to compete on All-American and Heisman. I'll freely admit that in the 50 or so games I've played to date, I am playing near .500 ball on All-American. No matter your opponent, be prepared to read the CPU's defense and mix up your plays, or the CPU will shut you down. If you try sleepwalking this year, you will likely play as well as my Michigan State Spartans did against Alabama in the Capital One Bowl last season. Smart football and dynamic adjusting offenses rule the day in NCAA 12.

Okay, so it may sound like I am gushing over the on-field gameplay of NCAA 12, and you would pretty much be right. After countless hours of frustration during this console generation, finally playing a game that feels polished with dangerous CPU feels great. That’s right, I like it when the CPU beats me, and it feels legit. There is no cheating AI here, even on Heisman. If you lose, it is all on you.

Yes, there are the occasional AI breakdowns, quirks and blocking issues. As I mentioned, you will see a couple strange contact animations every now and then, player lateral movement can be hit or miss at times, and you may even encounter the occasional leaping linebacker. Nevertheless, the overall gameplay package is so strong that it is possible to overlook these annoyances. The bottom line is that if you enjoyed the core gameplay of NCAA 11, you are going to appreciate the significance of the gameplay changes Tiburon implemented in this year's game. This is the best playing NCAA Football game to hit this generation of consoles, and I would even argue that it plays a better on-field game than some of the legendary last-gen NCAA Football titles.

Presentation


Graphics

NCAA 12 is a gorgeous video game. The new HDR lighting adds a whole new dimension to a graphics engine that was rather impressive looking already. The improvement is most noticeable in the stadium models. No longer do these gridiron backdrops look like drab, flat set pieces. Many college stadiums have a life all their own, and it's nice to see the developers finally giving them the same graphical love as the player models that battle within them.

Player models also seem to have been polished up this year, and they seem have a bit more girth to them. Short, stocky players now look the part, and a massive lineman is instantly recognizable on the default gameplay camera. Player equipment has been admirably replicated, right down to the ability to wrap a player's hands or feet in a heavy cast. The facemask- and helmet-editing gurus will also be happy to know that there is a fairly large selection in the game this year, including the "robot running back" look made popular by Peyton Hillis. Oh, and Colorado fans rejoice, the new lighting model makes your gold helmets look fantastic during night games this year.


Finally, what graphical discussion would be complete without mentioning the 3-D grass? It looks great. Even more impressive is how good still images and replays look with player models, grass, stadium and atmospheric HDR lighting all mixed together in a cornucopia of awesome. I am predicting a record breaking year of picture submissions in our NCAA Football forum as soon as everyone can start contributing to the Photographic Side of NCAA 12 thread.

Everything Else

You probably already know all about the authentic team entrances that have been added to the game, so I will only briefly touch on them. I'm a stickler for collegiate atmosphere in a college football title, so even if I end up skipping by the entrances from time to time, I am happy to see them included. Small touches like this, the addition of band cut scenes and bowl patches all help to make NCAA look like what you would expect to see at a college football game. On a disappointing front, the entrances for conference championship and bowl games are largely the same as last year. The same goes for the pregame introductions, outside of the debut of ESPN's new "building set" broadcast graphics.


In between the first and third quarters, you will be presented with a stylish cut-to-commercial replay montage. However, halftime highlights are not present. What's here instead are some slow motion fan, player, and mascot reactions to the first half. At the end of the game, you will be treated to a couple generic victory or defeat cut scenes, complete with the player of the game announcement.

New cut scenes make their way into the game between plays, and this is also where the game's stat banners appear. Yes, stat banners only appear during a cut scene after a play. They are definitely more prevalent than last year, but you must resist the urge to button press through the end of each play if you want to see them.

Your patience on the buttons may also be rewarded with the new ESPN Gametrack overlay. This is essentially a slick little highlight package that summarizes what is happening in your game. The first Gametrack will appear right after the second-half kickoff -- Erin Andrews always breaks down the game to that point in this first instance. Other Gametrack moments randomly occur in the second half. During those random moments, the commentators in the booth sometimes talk about the Gametrack package. So far I've seen Gametracks discussing my QB play, both team's defenses, one of my linebackers having a great game, solid defensive line play and a discussion about turnovers.

Nessler and Herbie return for yet another year in the booth, and I surprisingly enough did hear a few new lines of dialogue. They even made me aware during my dynasty that my wideout, halfback and QB had just gone over certain yardage milestones for the season. (I know this has been in the game in the past, I just do not remember it happening as frequently as it has this year.) These two have been nothing more than white noise now for the past 10 years, so the fact that anything stood out is extraordinary in a sad sort of way.

The presentation aspects included in NCAA Football 12 are not spectacular, but what's here is also not the empty-cupboard approach folks have become accustomed to in past titles. The Gametrack feature is a great new addition, as are the between-quarter-television-style replays. It's also good to see some stat banners, even if they are in cut scenes, for stats that are not just reserved for milestones anymore like in the past. What's here is not astonishing, but this is the best presentation package we have seen in a NCAA Football game this console generation.


Day two of the Operation Sports NCAA Football 12 review process continues tomorrow as I discuss the Dynasty and Road to Glory modes. On Wednesday, I talk NCAA 12 online. The review wraps up Thursday when I assign the game a score. Make sure to follow me on Twitter @Bumble14_OS, and feel free to ask me any questions now that the embargo is over.

NCAA Football 12 Videos
Member Comments
# 41 nttnybuc @ 07/11/11 11:02 PM
I'm very interested in seeing how the defense got revamped this year. Long gone are the days of offensive minded success
 
# 42 Blublub @ 07/11/11 11:17 PM
Any chance you've ever seen a blocked kick or punt? Still can't believe the reviewers and fan base has given them a free pass on that one for 12 years...
 
# 43 bukktown @ 07/11/11 11:18 PM
Real thorough impressions.
 
# 44 PaperBoyx703 @ 07/12/11 12:28 AM
Getting it during my lunch break tommorow, so I can get a straight shot home.
 
# 45 footawn @ 07/12/11 12:33 AM
2 questions about RTG:

is it still what I like to call "Load to Glory"? i.e. you're sitting at loading screens between practices almost as much as you're playing?

and do they still have the god-awful wording on the loading screen emphasizing "we said ERIN ANDREWS!!!!!11OMGLOLROFL"
 
# 46 TheTodd84 @ 07/12/11 10:18 AM
I have a quick question that maybe you could address, bumble. Has the replay issue with the ps3 game been fixed? What I mean is that when creating a highlight montage post-game, a lot of the longer plays would be cut short and on an 80-yard run, say, you'd only see the running back from midfield on just running with the start of the play cut out.

Has this been fixed? Maybe it is a memory issue w/ the ps3? It was almost a game-killer for me.
 
# 47 Bumble14 @ 07/12/11 10:53 AM
Quote:
Originally Posted by TheTodd84
I have a quick question that maybe you could address, bumble. Has the replay issue with the ps3 game been fixed? What I mean is that when creating a highlight montage post-game, a lot of the longer plays would be cut short and on an 80-yard run, say, you'd only see the running back from midfield on just running with the start of the play cut out.

Has this been fixed? Maybe it is a memory issue w/ the ps3? It was almost a game-killer for me.
I've been playing on the 360 version. This issue was fixed in NCAA 11 via a patch, so I am assuming it is fixed in 12.
 
# 48 Steelers30 @ 07/12/11 03:17 PM
What good is it to publish the review on Thursday? I'll have had the game by then.
 
# 49 makaveli_Reborn @ 07/12/11 03:26 PM
Quote:
Originally Posted by kingdevin
and was there a mention of whether there were multiple viewing cam angles this yr?
The fun part is that under OS's new review policy, the fact that this is, year in and year out, the only sports game on earth that doesn't allow you to change the camera angle can't be held against it.


But to your point, it's a bit ludicrous that we're stuck with the one. This has been industry standard for more than a decade.
 
# 50 CptPizzo @ 07/12/11 06:20 PM
I do have a question Sir.

I had thought that the CPU had at least a decent run game. I have played two games (I know that is a small sample) but the two teams (Maryland and OHIO state) have combined for NEGATIVE yardage. I play as the Miami Hurricanes although thats my Alma Matar, I can't believe that the 'Canes can hold OHIO state to -14 yards on 20 carries. Although the games were close and exciting, it felt very similar to last years games with 200+ yards by the CPU in passing and neg yardage running. I was playing on default sliders on AA. Any thoughts??

Thanks for your time,
 
# 51 snt @ 07/12/11 07:59 PM
Where is tenn vols game day presentation at? You already have the band on the field, let em run the Power T like they do real life. Not that hard.. Patch it!
 
# 52 TheTodd84 @ 07/13/11 04:50 PM
To be honest, the one word that describes my impressions is... Unrealistic.

Sure, the game might "play" better than ncaa 11, but there are still so many unrealistic aspects of this game.

The defensive linemen are still WAY TOO FAST. There are few instances when a defensive lineman should catch up to my running back. Also, there is not enough randomness to the interactions.

The one thing that is close to being a game killer for me is the lack of a realistic running game compared to the passing game. What I mean is this... what EA has to realize is that not every team is a passing team and every time I play a good team, I should not have to be balanced. Look at Oregon for example. Teams knew they were gonna run the ball, but yet, still couldn't stop it. So, even if the computer knows i am going to run, they must be in the correct defense to anticipate the DIRECTION of my running play to stop it. If they guess wrong, I pick up a minimum of 5 yards. It's that simple. If the CPU linebackers are slanted over to the right side of my offensive line and I flip the play to the left and there are not more defenders than can be block, odds are i'm going to gain more than two yards. So why am I getting stopped for a loss of yards? It's because of the programming trying to even out statistics so it has to make certain things happen often...

It's just not realistic. Just because I run the ball 10 times in a row doesn't mean you can stop me. Same thing with passing, just because I throw it 10 times in a row has nothing to do with whether or not you can stop me... So, why does that work in the passing game, but not in the running game?

I coach football... and this is almost a game-killer for me. I'm an offensive coordinator, and I could care less if the defense knows I'm running because they don't know what run play I am going to run, same with passing.

Also, it seems as though if you decide not to use some sort of pro-style offense, the running game is non-existent. When it actually should be opposite. The spread and option running games should be MORE EFFECTIVE than pro-style attacks. Look at the NFL, and look at the top rushing teams in America. 16 of the top 20 rushing teams last year ran one of the following offenses... Spread, option, or pistol. So then, why in the game are the spread and option two of the least effective offenses? That just goes to show that it doesn't matter if you know someone is going to run the ball... it matters if you are in the right defense and have guessed the PLAY right. And even then, you still have to execute.

It's just so incredibly frustrating when I play with Oregon and I can't run for 200+ yards on people. Only three teams in 2010 held Oregon under 200 yards rushing, Arizona State, Cal and Auburn. That's it. And SIX TIMES Oregon rushed for over 300 yards. So why is Oregon's running game ineffective?

So, the word that comes to mind is...

Unrealistic.
 
# 53 Frog-Face-Frown @ 07/13/11 05:29 PM
Lack of a dramatic overhaul of the commentary and in game announcing is simply baffeling. For years EA football titles have been raked over the coals for their lack of innovation in thier commentary logic.. It has stayed much the same for a decade. Although 3 d grass is nice and lights sparkeling on helmets are subtle improvements, they pale in compare to the announcing and commentary being the downfall in the presentation during the gameplay experience.

It' sad EA will not embrace incorperating new technology regarding this aspect of the game. Every year since 2000, the commentary on madden and ncaa has stayed much the same with evry annoucing team always sounding canned, repetive, and severly lacking in AI. There is no reason why EA chooses to ingnore this aspect of the game during devlopement process year after year. To this day EA has not even included simple technology that would allow for annouibncers to recognize created or fictional player first or last names although the technology to do so has existed for years.
 
# 54 TheTodd84 @ 07/14/11 09:14 AM
Quote:
Originally Posted by Giants4Natic
Seems to me you expect to much from a video game because exactly how you described your feelings is how I see all games but it does not bug me because no game is going to give you what you see in real life.

Not MLB the SHow, Not NBA 2K11 not Madden, all the games do is provide a simulation of some sort
I honestly don't expect a lot. All I expect is realistic outcomes of situations and real-time physics. Why is that like asking the producers of the game if they want a root canal? I feel like people would have an easier time trying to talk a 4-star recruit into attending Eastern Michigan.

Once you implement RTP into a game, see: FIFA 12, realistic outcomes of situations happen and a lot of the problems with the gameplay are solved. Will FIFA 12 be perfect? No, but it will be nice to see realistic goals and outcomes that wait for it... happen in real life. That's all I expect, realistic outcomes.

I will give you an example of what I am talking about...

http://www.youtube.com/watch?v=iMCAauzBaEg&playnext=1&list=PL764B7CBCBEF10228

In this play, Stanford has 9 guys in the box. NINE, to stop the run. and the motion of the left receiver puts 10 guys in the box (!!!!). But that DOES NOT MATTER because the defense could not anticipate the direction of the run and the zone-read forced them to hesitate, which opened up a hole. This does not happen in the game because the players do not move realistically. If this situation was presented in the game, someone would be warping around and ice skating and magically appear in the backfield unblocked because the zone read takes too long or the defensive play is WAY TOO FAST or just because they knew I was running and still ran it, even though the CPU did not know the direction.

It's just so frustrating.
 
# 55 TheTodd84 @ 07/14/11 09:20 AM
Sure, I may take some of these games too seriously, but that is because we are all being falsely marketed to and they are getting away with it. They market the game as a simulation experience that is meant to mirror real football on the field. But yet, it plays like an arcade game and there are few realistic football interactions and situational outcomes. I don't mind if it plays like an arcade game if it is marketed as just fun football for the masses or something. But don't market it as a simulation football experience, or "everything you see on saturdays" and then have the game play like an arcade game. I don't see much warping and ice skating on saturdays. I don't see many superhuman linebackers or safeties covering a 25-yard post route even though they are 15 yards away from the play.

I don't take games like Call of Duty too seriously because it is marketed as a fun multiplayer experience and isnt necessarily going to be overly realistic. I just don't like being deceived.
 
# 56 kwomack12 @ 07/14/11 08:28 PM
Can you use a broadcast camera when you play, like in the image where Clemson is playing Georgia?
 

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