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Destiny

Developers: BungieHigh Moon Studios Publisher: Activision
09 September 2014
Destiny - cover art
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756 Ratings / 1 Reviews
#3,271 All-time
#116 for 2014
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2014 Bungie Activision  
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Destiny Vanguard Armoury Edition
2014 Bungie High Moon  
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2014 Bungie High Moon  
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Destiny Vanguard Armoury Edition
2014 Bungie Radical  
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2014 Bungie Radical  
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US 0 47875 84691 3 CUSA-00219
2014 Bungie Radical  
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GB 5 030917 124051 BLES-01857
Destiny: The Taken King Legendary Edition
2015 Bungie High Moon  
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Destiny Review - 11/2023
The genesis of Destiny was rooted in the fact that Bungie was burnt out with their obligations to Microsoft, despite being owned by them up until Halo 3. Bungie had been working exclusively on the Halo series for almost 10 years at the time of Halo 3's development, and negotiating battles for extra payouts and royalties Bungie felt like they deserved against a company like Microsoft were nearly impossible to win. After Halo 3's release in 2007, Microsoft allowed Bungie to go independent and establish its own LLC in exchange for minor stake in their company, and an agreement for two more Halo games to be developed by them (which would become Halo 3: ODST and Halo: Reach). In the coming year, Bungie would expand its staff and facilities, moving to a studio that could house three separate development teams: a team that worked on Halo 3: ODST, a team that started the work on Halo: Reach (Halo 3: ODST employees would move over to this game when their game was finished), and a small team looking to experiment on the future of Bungie post-Halo (this would become the initial team for Destiny). Dubbed Project Tiger, this team was tasked with taking the Halo 3 engine and improving upon it, transforming it into the Tiger Engine that would end up being used for Destiny. In 2010, on the heels of Halo: Reach's release, Bungie announced a 10 year partnership with Activision, known best in the FPS world for publishing the Call of Duty franchise. Considering Halo and Call of Duty were the leading competitors in first-person shooters at the time, the announcement was unprecedented in gaming history.

Some of the first public details of Destiny leaked somewhat unconventionally – Activision was going through a rough lawsuit with some former Infinity Ward developers over unpaid royalties, and were ordered by the court to reveal some of their confidential business operation information for the case, including the parameters of their new agreement with Bungie. Some of the parameters of the deal included monetary bonuses to Bungie based on how well Destiny performed – for instance, there was a deal in place where if Destiny scored a 90 or higher on Metacritic, the studio would be awarded an additional $2.5 million from Activision. One could assume these types of deals Activision made to Bungie was a key reason why the studio decided to partner with them. One part of the agreement particularly stood out and was a huge win for Bungie: it was agreed upon that after Activision and Bungie's deal ran out, Bungie would be able to own Destiny's IP entirely. With Halo's IP always being owned by Microsoft, and Destiny was Bungie's first attempt to make an IP of their own, it's easy to see why the studio agreed to partner with Activision.

Bungie went through a bit of a quiet period after Halo: Reach's released, but the public would get its next glimpse into Destiny during Bungie's 2013 GDC panel, led by Writer and Design Director Joseph Staten and Art Director Christopher Barrett. Staten and Barrett's main goal with the presentation seemed to be explaining how Destiny was going to differ from the Halo games they had worked on previously. At one point in the conference, Chris Barrett states that in the Halo games, they believed most people charged through all of the beautiful assets and world building the team had dreamed up without really appreciating it –– Destiny's goal was thus to create worlds that the player would constantly return to. With this, the rest of the conference mostly focused on Destiny's art style and inspirations, finally giving Bungie fans a taste of what this abstract idea of Destiny would actually look like. Staten and Barrett explained that while Destiny was meant to be a classic fantasy game originally, the team had so much sci-fi world building experience from Halo that they couldn't shake the idea of doing anything else, and thus chose to make the game a fusion of sci-fi with fantasy elements (a fantasy-style game but with guns instead of swords, spaceships instead of horses, etc.). To bring this concept to life, the team used style guides, taking inspiration from old westerns, Terry Gilliam movies (take a look at the map from "Time Bandits", and the resemblance to Destiny's map is uncanny), as well as the sci-fi aesthetics that artists like John Harris, Peter Gric, and Zdzisław Beksiński have made exceptional work within. Anime, aged screen prints from the '60s, and the film "Stalker" by Andrea Tarkovsky also served as important visual inspirations in the team that clearly found their way into the game's final product.

In the year leading up to Destiny's release, Bungie went into full-on panic mode, as we now know from Jason Schreier's exposé titled "The Messy, True Story Behind the Making of Destiny". In the article, Schreier describes how the writing team at Bungie put together a two-hour 'supercut' of the game's story and cinematics only for the studio's leadership to completely shut down what they had, and demand the team start from scratch. On top of that, Bungie Co-Founder Jason Jones decided to commandeer the writing process, assembling a series of meetings with art and design leads called "Iron Bar" in order to fix the glaring issues they had with Staten's story. It should be of no surprise that Staten wasn't in favor of these meetings, but regardless the Iron Bar team had now tasked themselves with rewriting the game's plot in characters, and weaving the revised parts into the build of the game the company had been working on for years at that point. Seeing what little trust the studio had in his vision, Staten (justifiably, I'd argue) left Bungie in the summer of 2013, a little over a year before Destiny's release, to go back to Microsoft as a senior creative director. According to Schreier, the story originally revolved around hunting down the Warmind, Rasputin – he ended up getting in the game but for one loose mission where he just listens to a Russian radio station. Several parts of the original story, like Osiris and the Dreadnaught, were brought into the universe through the expansions, but when they're mentioned in the original game, the player has absolutely no context for who or what they are. Some characters, like The Crow and Osiris's assistant, already had character models pre-Iron Bar, and therefore were recycled to play the roles of Prince Uldren and The Stranger, respectively. These characters are really hollow in the actual game, which makes sense given they were just cobbled together in the last remaining time of development. Staten's legacy on the story can be seen in the Grimoire Cards, a series of unlockable cards the player could view on Destiny's website that would give insight on the game's lore and items, as his team continued work on the cards after he had left Bungie. Due to these cards, Destiny 1's story kind of feels like a bad movie adaptation to a book - if you truly want to understand what the hell is going on, you need to look into the Grimoire cards. Returning to this game in 2023, I had completely forgotten about the cards, and the game doesn't make much of a mention to them. Without a doubt, it's worth looking through all of the cards to gather some semblance of the world you're participating in – otherwise people are just name dropping things and events you have no connection to.

To make matters worse for Bungie, Destiny's soundtrack marked legendary composer Marty O'Donnell's final piece of work for Bungie, as he was let go from the company five months before Destiny's release. O'Donnell worked with Paul McCartney in Abbey Road studios for 2 years on Destiny's soundtrack – McCartney was becoming interested in how video games could foster interactive music, and after trading ideas with O'Donnell, ended up using one of the same looping effect machines he had used for "Tomorrow Never Knows" by The Beatles. O'Donnell would be fired in April 2014, months before the game was released. He believed that Activision's influence on Bungie had had a negative impact on the company's culture, citing that Activision was against releasing the symphony he and McCartney composed, Music of the Spheres, and went over his head to put their own music in Destiny's E3 2013 trailer. Music of the Spheres was nothing short of a passion project for Marty. It even included a 14-part poetry tie-in from Malcom Guite, and is absolutely worth the listen today if you can find it online – some of the most memorable music of the game was recorded in the symphony and then had sections cut out for the OST. O'Donnell was likely disgruntled after having his music replaced in the E3, and after a performance review accusing him of "unacceptable conduct", he was fired. A year and a half later, O'Donnell would prevail in court, suing Bungie over the improper dismissal and financial wrongdoings like unpaid wages and profit sharing. Bungie would stab back at O'Donnell for illegally releasing Music of the Spheres to his Bandcamp and YouTube accounts in 2021, showing this feud is still very much active.

Now, to transition to talking about the game: when Destiny's campaign begins, you have been resurrected by your ghost, revealing that you're a guardian, a being forged from the light of the Traveler and have the sole purpose of defeating the darkness. As you traverse through the game's campaign, you soon learn that three species of enemies, the Fallen, the Hive, and the Vex, embody this looming evil presence known as the Darkness, and hope to finish off the Traveler, ending light in the galaxy for good. After discovering The Tower, which stands as the last city on Earth that hasn't been taken over by the Darkness, as well as completing missions and strikes on Earth, the Moon, Venus, and Mars, the player learns important information from space queen Mara Sov and her brother about the Black Garden, a source of the galaxy's Darkness. The guardian returns to The Tower for a brief celebration, only to learn that the fight has barely started. Without the aid of Grimoire cards and playing through the DLCs, this is all the average player will learn about the world of Destiny in its 12 hour campaign, which is a far cry from the expansive fantasy universes like Star Wars and Lord of the Rings the game developers took influence from.

My favorite part about Destiny is easily the gameplay – the gunplay is top-notch. Bungie kept Halo feeling like a traditional twin stick first-person shooter all the way up to Halo Reach, with no ability to sprint or aim down sights (not including the sprinting module from Reach) while franchises like Call of Duty modernized the genre, making it faster paced – Destiny's shooting is the happy medium between the feel of a Bungie shooter with the modernized quality of life improvements of a Titanfall or Call of Duty-type game. I don't think the gameplay loop in Destiny gets praised enough. Not speaking on the missions (we'll get to that later), but the loop of working through a mission or strike, getting loot/engrams, and then going back to The Tower to get engrams decoded and pick up your next mission never gets old. It's a time-tested gameplay structure from the likes of Diablo and Borderlands, and I think Bungie knocked it out of the park. If I ever have a free hour at the end of the day, I know I can log onto Destiny, get through a mission or two, equip my rewarded loop, and exit feeling accomplished. The visuals were also breathtaking in 2014, and still hold up to this day. Destiny was the first game I saw running on an eight-generation console, and to see nearly that same level of visual quality running on my Xbox 360 was mind-blowing at the time. Every texture clearly had care put into it, and the lighting and shadow work on the planets especially shine. With the story not giving me much to think about during missions, I'd find myself just appreciating being on these planets Bungie managed to design.

Bungie's take on an MMO (although they refused to call it that) was certainly unique, and I think overall they did a great job challenging and subverting typical norms of the genre. When a player lands on a given planet, they'll see strangers alongside them shooting at the same enemies the player can see. It's a concept that gained a lot of buzz after the Playstation game Journey accomplished something similar, having random players weave in and out of a given player's story with no microphone support, and it works well in a game like Destiny where everyone has a common goal: kill everything that shows up on the screen. The game has received some flack from the fanbase on requiring the player to be in a fireteam in order to participate in the raids, with the common criticism being that if the first 90% of the game could be played single-player, the last 10% shouldn't be locked behind multiplayer play - I understand the point, but considering how easy it is to meet others in Destiny (you can go to The Tower and message someone if you can join their group), I don’t think it should be seen as a con of the game's design. After all, when the main goal of the game constantly revolves around training a tank of an enemy's health bar and fighting off hordes of enemies, the multiplayer component alleviates the monotony of the game most of the time.

I feel like most reviewers have beaten this horse to death at this point, but just to reiterate: the story is embarrassing. The planets can also feel pretty hollow – often times they feel less like actual planets to explore and more like dioramas to run through during missions. The areas on the planets will start to feel familiar because you'll be travelling through the same tunnels, paths, and rooms in multiple missions - each time you'll just end up at some different pinpoint on the map. It feels like a really cheap way to accomplish their goal of creating a world that players wanted to return to – the players are in fact returning to planets to finish out new missions, but there's no sense of wonder or discovery in each supplemental visit, which is probably what the Staten and Barrett hoped for when they made that point. I think it all comes down to whether or not you have interesting content to fill your open worlds with – compare a map like Destiny's Moon with 2011's Arkham City (from Batman Arkham City) and you'll immediately see how content rich City feels compared to Destiny, with its Riddler missions to solve and 400 collectables scattered around the city (and that's not including the game's 14 hours worth of story missions). These two games function very differently at their core, but due to Arkham City having the content to incentivize the player to explore the world even when the story missions end, it comes out to have the more memorable world compared to any of Destiny's planets. Destiny hosts a patrol mode on each planet once the player has worked through enough missions on that respective planet, and the mode is grindy in every sense of the word. Early on in Destiny's campaign, the player will get a side quest to complete each type of patrol several times – while this side quest should serve as a nice break between story missions, each of the 5 patrol types are just bite-sized versions of what the player would be doing in each and every story mission – just this time without any sort of progression with the plot. There are two location-type controls, involving the player to go to a mark on the map and either stand there or scan something with the ghost, two shooting-type patrols, involving the player shooting a small horde of enemies, and finally the "VIP mission", which spawns a mini boss for the player to kill. At this point the player is tired of doing these specific tasks as they are the core mechanics of the campaign, so trying to pass this off as its own mode just adds insult to injury.

Even with its flaws, I'll always enjoy being in Destiny's world. I was never a huge Star Wars fan growing up (and it had been a couple of years since my Harry Potter phase ended), so I definitely drank Bungie's kool-aid and believed that Destiny's world was going to be my go-to expansive sci-fi universe to enjoy. I think nowadays I can recognize that vanilla Destiny is more of a guilty pleasure than anything else – if you turn your brain off to the story and solely focus on Destiny's gameplay and visuals, you're going to have a good time. It's just hard to recommend this game to anyone in 2023, where we now have games with fantastic shooting and visuals along with a top-tier story (Red Dead Redemption 2 is the first game to come to mind). I'd argue that Destiny's top selling point, even to this day, is that this game is Bungie's passion project post-Microsoft. That was one of the selling points that got us into the game back in 2014, and it's one of the leading reasons why players have stuck with the franchise to this day with Destiny 2. What makes this game unique is you get the Bungie-tier visuals and gameplay, in a sci-fi setting (where they thrive), and with an experimental take on the MMO genre, I'll never forget when a buddy of mine got this game and brought his PS4 over to my house for a sleepover. We had been nerding out over the trailers that had dropped for the past year (Halo: Reach had been our go-to sleepover game at my house, and as a Playstation owner Destiny was going to be the first Bungie game he'd be able to buy). It took hours for the game to finish downloading, which was something we weren't used to in 2014, but we just waited in anticipation looking at the loading screen and the rotating destination postcards the design team had made. It must've been midnight by the time the game actually finished downloading, but to this day that first hour of playing Destiny might be one of the best gaming experiences I've ever had. I couldn't believe the visuals on Earth in the introductory mission - that part where you're walking towards a turbine in a puddle of water, and there's only one light source illuminating the entire room, was mind blowing.

Destiny should serve as a reminder to the gaming community that even the best developers in the industry can have their ambition get the best of them. Bungie could easily be noted as one of the titans of the FPS genre with their work on the Halo franchise, but perhaps their goal of creating a larger-than-life MMO experience was too lofty in the early 2010s. It's disappointing to see how a studio wishing to bring its fans through a galaxy-wide FPS space opera ultimately devolved to the point where it's best remembered for its one-step story missions, vacant worlds, and redundant side content. It's even more disheartening to realize the growing pains Destiny caused from an organizational standpoint, causing Bungie to lose Marty O'Donnell, Joseph Staten, and many other team members that had been imperative to making the Halo games as great as they were. That being said, I still enjoyed going back and playing vanilla Destiny. If you can set its flaws aside, you're still getting an experience here with great visuals, shooting, a fun loot and class system akin to Diablo, and if you've got a couple of friends with eighth-generation consoles and online subscriptions to their respective systems, something to play in the background while you're hanging out with your friends.


Score: B (3.0)
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axelsteelfan 2023-10-26T15:37:38Z
2023-10-26T15:37:38Z
3.0
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brainless looter-shooter. wish there was more of a challenge than enemies with infinite health bars. but of course the combat mechanics are lovely. grading all of this relative to it being an MMO bumps it up in quality
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rebelscone 2022-10-15T20:59:01Z
2022-10-15T20:59:01Z
2.5
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When Bungie sold Halo to 343 Industries, they killed the franchise. It was only a few years later that we would realize Bungie would also go on to permanently damage their own reputation with Destiny.

There was unparalleled hype for this game. The news of a new IP in a new universe from one of gaming's greatest sci-fi shooter storytellers was enough to make it the biggest new franchise launch of all time, grossing more than $325 million. I had this preordered of course, riding the high of my love for Halo. This is now one of the worst games of all time in my book; not because of any comparisons to Halo, but because of its own flaws and Bungie's disregard for the supporter.

The story is non-existent. Random tidbits about "light", "guardians", and "ghosts" are mumbled by Peter Dinklage to no enlightenment. While this adds a layer of mysticism and intrigue, the follow-up is a blatantly undeveloped plot as there is little to no mention of a who, what, where, when, why, or how in regards to the lore. This intrigue would work if they would give more information as the campaign progresses but they just... don't. You're left to defend something that's charging, or clear out a room, or kill a slow damage sponge for no reason other than loot at that point because you as the player aren't rewarded otherwise.

This leads us to the gameplay which is simultaneously the strongest point and lacking in substance. Yes, your missions are "clear this room", "defend me from waves of enemies", and "unload your clips into this damage sponge of a boss" but the combat feels good. You really do get the sense that you are a mobile threat with an array of flashy weapons at your disposal as you crit enemies for quick kills and build up to your class-specific super power. There's not a lot of variety to the enemies - the game will send the same enemies at a higher level - but they're programmed as decent threats that can punish you if you play poorly. The loot you get is fine but not amazing which sucks because it's one of the very few reasons you actually want to play the game. What's severely lacking however, is any sort of understandable purpose behind the missions (back to the empty story) and the mundanity of doing any missions alone.

If you choose to play Destiny, do not play it alone. I had a decently-sized friends list so I had people to play with periodically but it's such a blindside how empty this game is if you play alone. The loot you get won't fill the empty void left by the plot and monotony of missions. Bungie later decided to double-down on the social requirements by introducing raids in later DLC. I did not buy the DLC so I can't speak on what is, from what I hear, the only real reason to play the game (strikes and raids). What I can speak on is the audacity of Bungie to roll out content the way they did with said DLC.

Why did I, a loyal preordering supporter, get a half-finished game to only then be expected to spend another $20 per DLC for four DLCs just to enjoy and progress in the game? This strategy of screwing over day one players only became more infuriating when they later released a version of the game with all the DLCs included for $60. Literally day one price. Destiny deserves to flop but unfortunately there are still some blinded by the name Bungie. I have no doubt that if the name Bungie was not attached to this game, it would have become a laughing-stock of the gaming community akin to Anthem. How anyone could have so much disregard for quality to justify supporting Destiny or Destiny 2 in any form is beyond me.
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Altemo 2021-05-24T18:39:07Z
2021-05-24T18:39:07Z
1.0
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Catalog

FirstMate Destiny 2024-03-27T16:29:29Z
2024-03-27T16:29:29Z
3.5
1
In collection Want to buy Used to own  
MF_IGUIN Destiny: The Taken King 2024-03-26T14:50:45Z
PS4 • GB
2024-03-26T14:50:45Z
3.5
In collection Want to buy Used to own  
chiefmozza Destiny 2024-03-25T02:51:06Z
PS4
2024-03-25T02:51:06Z
5.0
In collection Want to buy Used to own  
funkythemainmonkey Destiny 2024-03-21T06:26:30Z
PS4 • US
2024-03-21T06:26:30Z
4.5
In collection Want to buy Used to own  
MasterOfShaft Destiny 2024-03-21T06:15:09Z
2024-03-21T06:15:09Z
In collection Want to buy Used to own  
Anatommy Destiny 2024-03-12T09:48:28Z
2024-03-12T09:48:28Z
4.0
In collection Want to buy Used to own  
eliottstaten Destiny 2024-03-11T02:25:59Z
2024-03-11T02:25:59Z
In collection Want to buy Used to own  
tj2nimus Destiny 2024-03-10T22:54:49Z
PS4 • US
2024-03-10T22:54:49Z
3.5
In collection Want to buy Used to own  
monnii Destiny 2024-03-10T01:43:26Z
2024-03-10T01:43:26Z
2.0
In collection Want to buy Used to own  
jngold01 Destiny 2024-03-09T11:16:18Z
2024-03-09T11:16:18Z
1.0
In collection Want to buy Used to own  
Toddisodd21 Destiny 2024-03-07T05:48:20Z
2024-03-07T05:48:20Z
3.0
In collection Want to buy Used to own  
Nomorechie Destiny 2024-03-04T08:53:54Z
2024-03-04T08:53:54Z
3.0
In collection Want to buy Used to own  
Player modes
1-12 players
Media
Download
Multiplayer modes
Cooperative , Deathmatch / FFA, Team play
Multiplayer options
Online
Franchises

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  • SomewhereNice 2021-07-03 15:43:49.977091+00
    Rise of Iron era destiny 1 is probably one of the best multiplayer experiences in any video game. They had it so, so right. Wrath of the Machine was just so amazing.
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  • ily_brentsuter 2021-07-09 05:25:16.744197+00
    Yeah this is a god tier game. Absolutely untouchable gun play, incredibly well-designed raids, and legitimately like 12 great and distinct activities to do at any time (when the game was peaking in years 2-3). The story was w/e but i was never very concerned about it anyways.
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  • blendernoob64 2021-09-13 00:28:59.934685+00
    My dislike for Destiny not only comes from how I didn’t enjoy the game when I first played it in 2014, but how it also spawned the “live service” genre and told other studios to copy this bad game to make boat loads of cash off of their bad games. Ew
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  • dontwannaknow 2021-12-30 20:17:21.493931+00
    A game that has good core mechanics but absolutely fucks u in the ass with live service bull shit and DLC that costs more than the base game.
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  • Pumas 2023-01-02 17:43:01.392147+00
    Insanely mixed feelings for this game and franchise that I've invested thousands of hours into. I have a lot of thoughts about this game but looking back, I can't overstate how impeccable the tone and atmosphere of the vanilla game was. I so badly wish that the original vision for Destiny, its world, and its story was fully realized.
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    • Poem2Self 2023-01-23 15:01:58.818452+00
      you and me both bro
    • sk125 2023-08-24 06:59:30.135985+00
      the art design, music, lore, and worldbuilding in d1 is just incredible. I d2 would've kept the more grungy space-bandit feel. such a missed opportunity.
    • sk125 2023-08-24 07:01:27.22872+00
      the more I think about it, the more I feel it tearing me apart. this sucks, man.
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  • HeatherMadhouse 2023-05-14 11:51:55.748487+00
    hot shit right there
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  • Drawdler 2023-10-25 12:04:47.720605+00
    Insane how much the hype for this series dropped off. I never played it but saw the potential, my sibling played this a ton
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