What Are Visual Novels, and Why Are They a Thing? - Why, Anime? | Get In The Robot
Summary
TLDRThe video delves into the world of visual novels, explaining their origins, unique narrative-driven gameplay, and how they differ from light novels. It covers the history of the genre, sub-genres like kinetic novels, dating sims, and hybrids, and addresses why anime adaptations often struggle to capture the depth of the original visual novels. Examples such as *Steins;Gate*, *Clannad*, and *Fate/stay night* are discussed, along with challenges of adaptation like linear storytelling and content cuts. The video concludes with a call to appreciate visual novels for their rich, immersive storytelling.
Takeaways
- 🎮 Visual novels are interactive, narrative-driven video games with text-based, anime-style visuals, focused on character dialogue and decision-making.
- 📜 They originated in Japan in 1983, starting with 'Portopia Serial Murder Case,' inspired by Western graphic adventure games.
- 🧩 Early visual novels like 'Portopia' were puzzle-based, while later ones shifted focus to storytelling with multiple branching paths.
- 🖼️ Visual novels commonly feature static backgrounds, character sprites, and first-person perspective for immersive storytelling.
- 🎧 Sub-genres like sound novels (e.g., 'Higurashi') emphasize audio for atmosphere, while kinetic novels have a completely linear narrative.
- 💔 Popular sub-genres include nakige (crying games), utsuge (depressing games), and dating simulators, some of which are adult-themed (eroge).
- 💻 Visual novels influenced modern Western games like 'Life is Strange' and Telltale's 'The Walking Dead' due to their decision-based narratives.
- 📺 Anime adaptations of visual novels often struggle due to the medium's limitations, losing the depth and multiple endings found in the games.
- 🎞️ Notable successful adaptations include 'Steins;Gate,' 'Clannad,' and 'Fate/stay night,' which are praised for staying faithful to the source material.
- 👾 Despite some failures, visual novels continue to inspire both Japanese and Western gaming, remaining a unique, emotionally engaging genre.
Q & A
What are visual novels, and how do they differ from traditional video games?
-Visual novels are interactive, narrative-driven games that focus on text-based storytelling, often accompanied by anime-style character sprites, backgrounds, and limited animation. Unlike traditional video games, they involve minimal gameplay mechanics, focusing instead on decision-making and branching storylines, similar to a choose-your-own-adventure format.
What is the significance of 'Portopia Serial Murder Case' in the history of visual novels?
-'Portopia Serial Murder Case,' designed by Yuji Horii in 1983, is a foundational title for the visual novel genre. It introduced elements like static backgrounds, first-person perspectives, and character sprites, and combined puzzle-solving with narrative-driven gameplay, paving the way for later visual novels.
How do visual novels typically handle branching timelines and replayability?
-Visual novels often feature non-linear narratives with multiple branching storylines. Players make decisions that affect the outcome of the story, leading to different endings, which encourages replayability to explore all possible narrative paths.
What challenges do anime adaptations of visual novels face?
-Anime adaptations of visual novels often struggle due to the need to condense long, branching storylines into a linear format. This can result in lost content, rushed pacing, and a less immersive experience compared to the original visual novel. Furthermore, cultural differences and the niche nature of visual novels outside Japan contribute to these challenges.
Why are some visual novel anime adaptations considered unsuccessful?
-Some visual novel anime adaptations, like 'Danganronpa' and 'Rewrite,' are considered unsuccessful because they fail to capture the depth of the original material. They often omit important plot points, rush through character development, or attempt to merge multiple story routes into one, leading to a disjointed or hollow experience.
What makes visual novels different from light novels?
-Visual novels are interactive, digital experiences where players make decisions that influence the story, while light novels are traditional print books. Although both feature narrative-driven content, visual novels integrate decision-making, character interaction, and often have anime-style visuals and voice acting.
What are some examples of successful anime adaptations of visual novels?
-'Steins;Gate,' 'Clannad,' and 'Fate/stay night' are examples of successful anime adaptations of visual novels. These adaptations remained faithful to the original storylines, retained key character elements, and delivered high-quality visuals, making them well-received by both visual novel and anime fans.
How have visual novels influenced Western game development?
-Visual novels have influenced Western games, especially narrative-driven adventure games. Titles like 'Life is Strange' and 'Telltale Games' series incorporate decision-making mechanics similar to visual novels, where player choices impact the storyline, a concept commonly seen in games like 'Fate/stay night.'
What are some of the subgenres within visual novels?
-Visual novels have various subgenres, such as 'nakige' (crying games focused on emotional catharsis), 'utsuge' (depressing games), 'dating simulators,' and 'hybrid' games that combine visual novel elements with RPG, puzzle, or adventure mechanics. Examples include 'Clannad' (nakige), 'Steins;Gate' (sci-fi), and 'Danganronpa' (hybrid).
Why are dating simulators considered a popular subgenre of visual novels?
-Dating simulators are popular because they focus on romance and character relationships, offering players the chance to pursue different romantic paths with NPCs. These games often blend emotional storytelling with lighthearted or dramatic relationship dynamics, making them highly engaging for players.
Outlines
🎮 Playing Danganronpa & The Anime Adaptation Problem
The speaker opens by casually playing 'Danganronpa' on their PS Vita and shares their disappointment with its anime adaptation. They liken it to reading a wiki summary instead of watching a fully fleshed-out series, with none of the excitement of the game, like Monokuma’s iconic screaming. This sparks a broader reflection on why anime adaptations of visual novels, such as 'Steins Gate,' 'Fate/Stay Night,' and 'Clannad,' often fail to capture the depth of their source material.
📚 What Are Visual Novels?
The speaker introduces visual novels as an interactive, narrative-driven genre of games that are text-heavy and feature anime-style visuals, limited animations, and decision-making mechanics that lead to multiple endings. They also differentiate visual novels from light novels and give a brief history, starting with 'Portopia Renzoku Satsujin Jiken' from 1983, which introduced Japanese audiences to the genre. The early influences from American graphic adventures, such as 'Mystery House' and 'Mission Asteroid,' are noted, along with the impact of games like 'Snatcher' and digital comics in shaping the genre.
🕵️♂️ Early Visual Novels and Eroge
The speaker delves into the evolution of visual novels, highlighting early detective games like 'JB Harold Murder Club' and 'Snatcher.' They also discuss the rise of 'Eroge' (erotic games), which were crucial in boosting Japanese computer sales in the 80s. The first 'Eroge' was 'Nightlife,' an adult game designed for couples, followed by the controversial 'Lolita.' The speaker briefly touches on the morally questionable content of some early games and lightens the mood by mentioning their kitten, showing how visual novels evolved from puzzle-heavy games to story-focused narratives.
🎭 Modern Visual Novels and Sub-Genres
Modern visual novels are presented as more narrative-driven, featuring non-linear stories, multiple endings, and more sophisticated animations. Sub-genres like 'Kinetic Novels' (linear storytelling), 'Sound Novels' (audio-focused atmosphere), and hybrids that blend with RPGs or adventure games (e.g., 'Persona' or 'Danganronpa') are explored. Popular narrative styles like 'Nakige' (crying games) and 'Utsuge' (depressing games) are described, with examples like 'Clannad' and 'Steins Gate.' The speaker also touches on the prevalence of dating simulators, including niche sub-genres like Otome, Yaoi, and Yuri games.
🌍 Visual Novels in Western Media
Visual novel elements have influenced Western narrative-driven games like 'Life is Strange' and Telltale Games' titles, with their decision-making mechanics reminiscent of visual novels. Examples from popular culture, like 'Gravity Falls' making fun of dating simulators, are shared, showing how this style has seeped into Western media. The speaker humorously references 'Heavy Rain' and how polarizing some of these games can be.
🎬 Challenges of Adapting Visual Novels into Anime
Adapting visual novels into anime comes with many challenges, including the difficulty of turning non-linear games into a cohesive linear narrative. The speaker explains how adaptations often miss the depth of the original games, mentioning poor adaptations like 'Rewrite' and better ones like 'Steins Gate.' Common pitfalls like shortened content and lack of faithfulness to source material are explored, with 'Danganronpa' and 'Persona' cited as examples of how anime adaptations can sometimes fall flat.
❤️ Successful Anime Adaptations of Visual Novels
Despite the challenges, some visual novel adaptations are successful. 'Steins Gate,' 'Clannad,' 'Higurashi no Naku Koro Ni,' and the 'Fate/Stay Night' series are praised for staying true to their source material while delivering high-quality animation and storytelling. The speaker highlights the emotional depth of these adaptations and their ability to resonate with audiences. They emphasize the importance of faithful storytelling in making these adaptations stand out.
🎉 Visual Novels Today: Worth Exploring
The speaker concludes by encouraging viewers to explore visual novels, which have continued to captivate fans since 1983. Mentioning affordable platforms like Steam and PSN, they highlight how fun and immersive these games can be. With a playful nod to 'Doki Doki Literature Club' and its quirky charms, they invite viewers to dive into the genre and enjoy its unique blend of storytelling and interactivity.
Mindmap
Keywords
💡Visual Novel
💡Anime Adaptation
💡Branching Timelines
💡Kinetic Novel
💡Sound Novel
💡Dating Simulator
💡Eroge
💡Steins;Gate
💡Nakige
💡Utsuge
Highlights
Visual novels are an interactive, narrative-driven genre of video games that are text-based and use anime-style character sprites, backgrounds, and limited animation in their presentation.
The roots of visual novels date back to 1983 with the creation of 'Portopia Renzoku Satsujin Jiken,' which set the stage for visual presentation in this genre.
'Portopia' was inspired by American graphic adventure games, introducing the concept to Japanese audiences through narrative-driven murder mysteries and puzzle-solving.
A major characteristic of visual novels is their replayability due to multiple branching timelines and decision-making that affects the storyline.
Dating simulators, a sub-genre of visual novels, focus on dating and romance, allowing players to interact with NPCs, each with their own personalities and stories.
The first eroge (erotic game) was called 'Nightlife,' created in 1982, and these adult games were originally made to boost sales of Japanese PCs by offering something unique.
Visual novels later evolved from puzzle-solving to more narrative-driven experiences, focusing on emotional turmoil and storytelling with minimal gameplay mechanics.
Sub-genres of visual novels include 'nakige' (crying game), which aims to evoke emotional catharsis, and 'utsuge,' which is designed to leave the player feeling depressed.
The growing popularity of visual novels outside Japan has led to the development of western games with similar styles, such as 'Dream Daddy' and 'Doki Doki Literature Club.'
One of the challenges of adapting visual novels into anime is the difficulty in capturing the branching narratives and emotional depth, often leading to simplified or linear storytelling.
'Steins;Gate' and 'Clannad' are examples of successful anime adaptations of visual novels that manage to stay true to their source material while offering compelling narratives.
Several visual novel adaptations, such as 'Rewrite' and 'Umineko,' suffer from incomplete or unfaithful storytelling, which can leave fans unsatisfied.
Visual novels have a strong cultural influence, inspiring elements in western games like the Telltale series and 'Life is Strange,' where decision-making is central to the gameplay.
Visual novels like 'Fate/stay night' gained immense popularity, and their anime adaptations are praised for stunning visuals and engaging character arcs.
The accessibility of visual novels today, especially on platforms like Steam, has allowed more global audiences to experience this unique interactive storytelling genre.
Transcripts
oh don't mind me i'm just playing some
danganronpa my ps vita you know that
handheld that everybody owns i gotta say
i wasn't really a fan of the anime
adaptation of this game it kind of felt
like i was reading a wiki summary and
not really seeing a fully fleshed out
series as my idol gordon ramsay would
say
bland no flavor no monokuma screaming
bears don't have genders excitedly
what's the deal with that let me put
this thing away real quick
you know now that i think about it in my
experience a lot of anime adaptations of
visual novels have that problem why is
that is it even worth it to watch these
adaptations like steins gate fate stay
night and clinod when you can get a much
more rich experience playing the game
well before i dive into that wormhole i
can tell what a few of you are thinking
what the hell is a visual novel
well
i am so glad you asked because i have
been training my entire life for this
very moment so buckle up nerds because
we've got a lot of ground to cover today
[Music]
visual novels are an interactive
narrative driven genre of video games
that are text based and use anime-style
character sprites gorgeous backgrounds
and limited animation in their
presentation other common features
include first-person perspective
decision making and multiple branching
timelines for replayability it's sort of
like a choose-your-own-adventure game
but with a lot more reading and
emotional turmoil
and real quick these are not to be
confused with light novels which come in
print form and well
they aren't games they're books like
light novels though visual novels
originated in japan the roots of this
genre date all the way back to the year
of 1983 with the creation of the game
portopia renzoku satsujin jiken or the
portopia serial murder case according to
an interview in retro gamer magazine
with the game's designer yuji hori the
man who's responsible for the dragon
quest series portopia was inspired by
american graphic adventure games like
mystery house cranston manor and mission
asteroid hori wanted to introduce the
genre of games to japanese audiences
since they were so popular in the west
as you probably could have guessed the
story is about a murder mystery and the
player has to gather clues by exploring
different areas talking to npcs and
solving item-based puzzles it was
originally released on pc and would
later get a port for famicom which would
end up selling around 700 000 copies it
was also developed by chunsoft
interestingly enough as they are
certainly well known now for their
expansive library of the n although poor
topia was a narrative driven game the
focus was more on puzzle solving to
uncover the story rather than just
reading a lot of dialogue what really
set the stage for the visual novel genre
though was its visual presentation with
completely static backgrounds first
person perspective and character sprites
other early japanese adventure games
that utilize these features were 1986's
jb herald murder club 1988's famicom
detective club and 1988 snatcher which
was developed and published by konami
thanks kojima digital comic games of the
80s and 90s could also be considered
inspirations for later visual novels
gameplay was primarily menu based and
revolved around talking to other
characters and hanging around different
environments to become fully immersed in
the story most of these games were
expansions of already popular anime and
game universes like rama one half
fantasy star and maizani koku and of
course
we can't discuss the early history of
visual novels and neglect to mention
edo gay
you thought we were done discussing
fanservice too didn't you by the way you
should totally watch our why anime on
fanservice
edoge basically translates to erotic
game and these were precursor to dating
simulators arguably the most popular
sub-genre of vn they were created in the
early 80s because basically japan and
america were competing over who could
make a better computer since american
computers were the clear winners in the
hardware department japan needed a way
to get their any cpcs to sell and what
better way to do that than with
interactive adult gaming
the very first commercial edoge was
called nightlife made by koe in 1982.
predating portopia but there was no way
i was starting this history lesson with
arrow gay
marketed as an aid for couples looking
to spice up their bedroom life it
featured pixelated explicit images a
library of different positions and a
schedule to determine a woman's period
[Music]
just so we're clear if this video gets
demonetized do i still get to keep my
job
yeah the first erogue to be done in an
anime art style however was a game
called lolita which is already a red
flag it was developed by psk some
sources say it was released in 82 others
say 83 so that's a bit of a mystery i
honestly can't read the description for
this game without feeling sick so if you
really want to know then look it up for
yourself instead i'm going to think
about my new kitten to feel pure again
[Music]
i love her so much
as the visual novel genre grew and
developed over time focus shifted more
towards story and narration over puzzle
solving v and today don't really have
any sort of gameplay besides decision
making for the sake of unlocking
multiple endings there are exceptions of
course but we'll get more into those in
a minute it's become common for modern
vn to have non-linear narratives and
branching storylines giving the player
more freedom to experience the story to
their liking character sprites now have
ranges of different expressions voice
acting has gotten a lot more common and
if you're lucky the vn might have a few
unlockable cgs and animations as rewards
for being such a good reader gold star
what's this thing
[Music]
hey is this your first day of school
i graduated from school four years ago
where am i
don't worry i'll show you around
what do you mean show me around all i
can see is this classroom and it's
blurred
wait
is this getting the robot
you sure have a lot of questions
and you haven't answered one what is
going on
i think you'll really like it here
okay you're really scaring me can we
stop this
please
oh kurt once you're in the robot
you'll never get out
that was weird i'm gonna go sit for a
minute
all right now that we've gotten some
history why don't we dive into all the
neat little sub-genres of vn visual
novel has sort of become an umbrella
term as these games don't all play the
same and deal with several different
subject matters starting off you've got
your kinetic novels which are pretty
much visual novels in their most basic
of formats the story is completely
linear there are no decisions to be made
and all you gotta do is read the best
example of this is probably planetarian
the reverie of a little planet there's
also the sound novel which is
essentially the same thing but sound
novel is a term trademarked by chunsoft
to differentiate their games from other
companies visual novels the most
prominent example is of course the bone
chilling higurashi no nakukoroni which
is very near and dear to my heart it
relies heavily on sounds for the purpose
of building atmosphere perfect for the
slow burn horror on the opposite end of
the spectrum you've got your hybrids
these are games where the visual novel
takes a secondary role to whatever the
primary genre of the game is common
hybrids are usually rpgs puzzle games or
adventure games think persona lost
odyssey phoenix wright dunganrompa
corpse party the list goes on these are
probably the most accessible games at
least for western video game fans they
offer a lot more in the gameplay
department and they're usually a bit
more visually interesting half of the
game is still reading however so you
better be committed moving on to subject
matter a popular subcategory is nakige
or the crying game these vn put a heavy
focus on emotional catharsis and their
primary goal is to make you cry jokes on
them though everything makes me cry
however they usually have happy endings
clanad would have to be the golden
example here there's also utsuge which
is similar to nakige but their purpose
is to instead make you depressed i don't
really play these because if i wanted to
feel depressed then
i would just look at my checking account
science fiction horror and thriller are
also pretty prominent formats for vn
this isn't too surprising considering
the widespread popularity of these
genres in literature especially for
young adults think steins gate chaos
head and the zero skate games like nine
hours nine persons nine doors these
games tend to get a little more
convoluted in their storytelling than
others but they're enjoyable nonetheless
last but certainly not least is the
infamous dating simulator as the name
would suggest the primary focus is on
dating and romance dating sims can go
hand in hand with any of the subgenres
that i just named but in the end they
all revolve around winning the heart of
a bachelor or bachelorette of your
choosing players get the option of
picking one of the four or five npcs all
with their own personalities quirks and
past traumas they can be anywhere
between pg rated and
well ero gay to get even more specific
dating sims can be categorized as otome
or female lead with male bachelors b
shojo which is the vice versa harem
which allows for multiple partners and
these tend to be male led bl and gl or
for my fellow yowie and yuri fans by the
way if anybody has a suggestion for a
good yuri dating sim
let a girl know continuing on there are
dogencies which are fan made games and
you can find a lot of these on ichio and
of course there's just plain old sex
games or has fate stay night fans like
to call it mana transfer there's even a
few that i don't know how to categorize
there's a dating sim that allows you to
romance birds it's called how to full
boyfriend you can buy it on steam for
like 10 bucks you're welcome in fact
dating sims have gotten so popular
actually that a lot of developers
outside of japan are trying to get in on
the craze i'm sure some of you have
heard of dream daddy simulator katowice
shoujo and my personal favorite doki
doki literature club best girl is yuri
there's even an episode of disney's
gravity falls called zeus and the real
girl that pokes fun at dating simulators
including jokes about yanderes anime
eyes and comically bad english
translations and see dinkin had plen you
can clearly see the ways the vn's style
has seeped into today's western
narrative adventure games the telltale
games show pretty clear inspiration from
bien as decision making is a core part
of their gameplay blank character will
remember that is highly reminiscent of
fate stay night's mechanic in which the
way you interact with the npcs affects
your stance with them in the game later
on for example making all the right
choices with rin tosuka will allow you
to grow closer with her and hopefully
she'll become less of a soon today as
her route unravels the creative director
of the polarizing life is strange gene
maxie morris cited danganronpa as an
influence for his game speaking of
polarizing heavy rain is easily another
one that takes these ideas and plays
with them although i've never had the
pleasure of walking around a crowded
mall screaming json in any japanese
visual novel jason jason jason jace
but hey this series is called why anime
and so far we haven't gotten into any
anime i should be a shame to myself tons
of anime have been adapted from visual
novels but not all of them have been
successful adapting visual novels
presents some unique challenges some of
which are cultural others of which are
thanks to visual novels tropes and
conventions the first hurdle in adapting
visual novels is the audience i've
noticed that most people at least in the
west would prefer to watch an anime over
play a visual novel because vienna are
pretty niche outside japan and they
don't play out like normal games they're
a commitment requiring a lot of time and
energy to well read and not do much else
it's almost exactly like reading a book
and while a good chunk of our population
does enjoy reading in literature it's
understandable that some people would
get bored reading hours upon hours of
dialogue and what is supposed to be
packaged as a game take my old college
roommate for example whom i had to
painstickingly watch skip almost every
line of dialogue in persona 5 that
impatient little bastard yes i do hope
you are watching since most visual
novels have more than one ending it can
get difficult to adapt them into a story
that has to be told in more of a linear
fashion this is probably why we haven't
gotten an anime of the zero escape games
yet there are so many branching
timelines and stories all of them being
incredibly gripping where wouldn't anime
adaptation start yeah there's that ova
of the second game but we're not going
to talk about that as far as i know it
was just a fever dream several
adaptations have tried to deal with this
issue some a bit more gracefully than
others since most vienna have a true
ending to their story which is
considered to be the best ending anime
will often follow that true ending
sometimes the true ending can be the
most boring one but in the end it still
works better than the alternative taking
multiple routes from the vn and lazily
meshing them together into one large
non-cohesive story
i'm looking straight at you rewrite
another pitfall in anime adaptations is
length and substance as i mentioned
earlier visual novels are long and they
contain so much content and fine detail
when it's adapted into a to 26 episode
long series some of that content is
going to have to get cut for the sake of
time you can't just make it a shonen
because the story isn't ongoing like a
manga so when a large chunk of content
is removed the anime is going to end up
feeling pretty hollow in comparison the
original danganronpa anime suffers big
time from this and just look at any
persona anime as well although i thought
persona 4 the animation was funny go
ahead and send me hate it fuels me
sometimes the anime just isn't faithful
to the visual novel we see this all the
time in movie adaptations of popular
books and while there's nothing wrong
with taking some creative liberties
there's a big difference between a few
small changes and just changing the
story and characters completely umineko
definitely suffers from this problem
several of the interesting characters
from the vn became void of personality
the tone felt completely different and a
lot was just left to be desired visaya
no kajitsu definitely suffers from these
issues too which is sad since the visual
novel was so well received lastly
sometimes there is no explanation and
the anime is just a god damn mess if you
were a fan of the viennese ide i am so
sorry
there is just no excuse for that poor
pacing low quality animation and
puzzling storyline the same goes for
fans of chaos head
y'all got it rough listen though like
all things in life just because there
are a few bad apples it doesn't mean
that you should completely abandon the
orchard altogether personally i love a
lot of these adaptations and i wish more
people knew about how great vienna is
there are also without a doubt some
really great and critically acclaimed
adaptations of popular vn out there
steins gate is really impressive and it
has a large fan base of both fans who
have played the novel and fans who have
just seen the anime while it did remove
a lot of okabe's internal monologue
which many consider to be vital to the
story the anime still manages to stay
faithful and it maintains that smart
high quality writing and visual style
that the source material is known for
clanad is another great example the
anime was able to explain the unique
world of clannad truthfully it stays
mostly faithful and all of that glorious
nakike emotional resonance is there i
can already see my producer crying
make sure you are well equipped on
tissues personally i was a big fan of
the higarashi anime i'm probably biased
because i'm a psychological horror geek
but i thought the pacing and tone were
really well done it was probably helpful
that the sound novel was made up of
several different short arcs but it
didn't stray from the original story too
much and everything was worth it for
that one fingernail scene alone sorry
shion you're still my best girl i know
you guys would never let me get away
with failing to mention fate stay night
this is part of a highly beloved
franchise so chipping out on quality is
just out of the question the anime
adaptations particularly unlimited blade
works and heaven's feel are visually
stunning with captivating battle
sequences and cgi that translates so
well on screen the characters all feel
distinct from one another and there are
some really touching moments that will
surely stay with you long after it's
over if there's one thing that fans may
not be satisfied with it's probably the
toned down romantic scenes for all those
looking for some steamy mana transfer
you're just gonna have to settle for
dolphins instead and that's from the
movie not the tv show there are quite a
few other examples of well-received
anime adaptations out there like canon
little busters shuffle and utinoprint
zama the common denominator with all
these previously mentioned shows is the
fact that they stayed faithful to their
visual novel counterparts and they were
all made with the highest quality in
mind from 1983 to today bns have
captured the hearts and minds of nerds
across the nation maybe you'll go pick
up a few visual novels on steam or psn
now they usually aren't expensive and
they're a lot of fun i'm dory and thank
you so much for watching get in the
robot it's comfy in here
and hey if you like this video why not
consider subscribing maybe afterward we
can
spend a little more time together you
can join my club
it's a literature club we've got girls
and cupcakes it won't be weird
[Music]
you
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