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		<title>Vikings: Wolves of Midgard Review – A Lone Wolf Against An Endless Winter</title>
		<link>https://gamingbolt.com/vikings-wolves-of-midgard-review</link>
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		<dc:creator><![CDATA[Patrick Lofgren]]></dc:creator>
		<pubDate>Thu, 06 Apr 2017 17:52:38 +0000</pubDate>
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					<description><![CDATA[Death by Exposure … or Giant.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">I</span>n <em>Vikings: Wolves of Midgard,</em> players take on the mantle of chieftain and lead the Ulfung, a clan of outcast Vikings looked down upon by all other clans.  From this most unlikely of beginnings you’ll conquer the other clans, fend of invasion from the nations to the south, and fight to save the nine worlds from impending doom at the hands of the giant Grimnir.</p>
<p><em>Vikings: Wolves of Midgard</em> saves itself from being a forgettable dungeon crawler by embracing its subject matter whole heartedly, and establishing a core gameplay experience that it then builds gradually as players level up and gain new skills. The first choice you’ll make when you step into <em>Vikings</em> is what characters abilities you want and their chosen style. This means that you start the game with a primary class, but you aren’t locked into it. If you want to multi-spec into an archer as well as your tanking set, you can do so at the cost of progression in your main class. You can even change weapon sets and classes at the press of a button, allowing you to transition through fights in a way that fits the mechanics of the moment.</p>
<p>Player choice is also bolstered by the ability to choose a stat to boost by 1% each time you level up. If you focus on a particular stat, you can work with a 30% increase to damage or health by the time you reach the game’s late stages. Alternatively, you can invest broadly across your stats so that you do everything a little bit better.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_04.jpg"><img fetchpriority="high" decoding="async" class="size-full wp-image-284755 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_04.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_04.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_04-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Vikings: Wolves of Midgard saves itself from being a forgettable dungeon crawler by embracing its subject matter whole heartedly, and establishing a core gameplay experience that it then builds gradually as players level up and gain new skills."</p>
<p>Customization and character progression in <em>Vikings</em> are robust enough that they’re engaging, without becoming confusing. Players will fill their skill trees about half way through the campaign, and can then go back through to buff their skills in their main tree or spec into another. This means that players do not have abilities to choose from within their class, each class comes with only as many abilities as it can use, with no spares. This is both a feature and a shortfall. It have been nice to have a little more choice, but in other games with vast arrays of abilities to choose from I typically narrow in on my favorites and use them to the exclusion of all others.</p>
<p>Using the abilities you do have access to is exceptionally satisfying in <em>Vikings</em>. Each ability has a clear use, from engaging enemies in a line, to getting yourself surrounded before freezing them all in a frost nova and then shattering them with a flaming sweep of your sword. Even on lower difficulties, combat in <em>Vikings</em> feels like it has stakes, and while you may be safe taking on a single enemy at a time, tackling groups can be dangerous.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_01.jpg"><img decoding="async" class="size-full wp-image-284754 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_01.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_01.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_01-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"When it’s not killing you with the environment, Vikings tries to do so with a wide variety of enemies."</p>
<p>The game also rewards risk taking, by granting XP bonuses for multi-kills and forcing you to plow through the levels thanks to the exposure mechanic. Many levels in <em>Vikings</em> take place in hostile environments, be they howling fjords or the poisonous realm of Utgard. The exposure mechanic puts a time limit on how long you can travel through a level, before you have to turn back to the safety of a fire or press on in haste to try and reach the next cave to shelter in. Most of the time, exposure just put a little pressure in the back of my mind as I moved through levels, but it did at times make for truly desperate fights and I tried to cut my way to safety, and I died more than once to the icy cold.</p>
<p>When it’s not killing you with the environment, <em>Vikings</em> tries to do so with a wide variety of enemies. <em>Vikings</em> successfully walks a fragile line between remaining true to the mythology it draws from, and providing players with a rich and diverse encounters and landscapes. Though averting Ragnarok is your primary goal, there are other smaller threats to contend with as well. In order to rebuild your own village you need to subjugate the other clans, and even as giants walk the hillside, crusaders from the south threaten to destroy what remains of your people.</p>
<p>All of these conflicts give players a wide variety of enemies to combat, without feeling like the narrative has lost focus, or that your character is being distracted from the apocalypse just over the horizon. It also means that the game takes place in a variety of landscapes, from frozen tundras to sandy islands and the depths of Hel.</p>
<p>The boss fights at the conclusion of each story mission are just as varied, sometimes taking the form of a single massive enemy, while others are represented by waves of opponents that seek to drown you in their numbers. Each boss fight had its own mechanics and systems to learn, and I almost always needed more than one attempt before I understood the boss well enough to take it down.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_03.jpg"><img decoding="async" class="size-full wp-image-284752 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_03.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_03.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_03-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Despite the balance that Vikings brings to player choice and the well-rounded experience that forms the game’s campaign, Vikings is not without its flaws."</p>
<p>Despite the balance that<em> Vikings</em> brings to player choice and the well-rounded experience that forms the game’s campaign, <em>Vikings</em> is not without its flaws. Aspects of the UI are clunky, making the act of selecting a piece of gear or the next ability to unlock a chore that you have to return to again and again. The game also suffers from a repetitive structure. Each raid consists of a zone to fight your way through, populated by enemies that can be dispatched with relative ease, concluded by a boss fight and the distribution of loot before returning to your village. This structure made for a worthwhile first play through, but discourages playing back through the game. Even if you vary your class, or bring a friend along, you’ll be fighting the same things, in the same ways, if you play the game more than once.</p>
<p>The story, while containing an interesting plot, is devoid of characters to sympathize with and feel connected to. The chieftain you play as is an impatient murder machine, who shows no interest in the advice of their counselors, and cares only for when and where they’ll next wet their blade.</p>
<p>Still, bugs hold <em>Vikings</em> back more so than any design flaws. During one boss fight, the boss stood still while I hacked away, while another scripted sequence caused the game to crash three times before I could successfully move on. Hit registration is inconsistent, and enemy health displays can be wildly inaccurate from time to time.</p>
<p><em>Vikings: Wolves of Midgard</em> is a good game, with great balance in its character customization, and a fun, deep, and rewarding combat system as well as a compelling plot with enough variety of enemies and locations to keep the gameplay fresh across the fifteen hours it takes to complete the campaign. However a repetitive raid structure, and a distracting number of bugs keep the game from being a must buy.</p>
<p><span style="color: #ff6600;"><strong><em>This game was reviewed on the Xbox One.</em></strong></span></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">293655</post-id>	</item>
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		<title>Vikings: Wolves of Midgard Gets A Pretty Thrilling Launch Trailer</title>
		<link>https://gamingbolt.com/vikings-wolves-of-midgard-gets-a-pretty-thrilling-launch-trailer</link>
					<comments>https://gamingbolt.com/vikings-wolves-of-midgard-gets-a-pretty-thrilling-launch-trailer#comments</comments>
		
		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Fri, 24 Mar 2017 18:40:00 +0000</pubDate>
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					<description><![CDATA[To Ragnarok.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_04.jpg"><img loading="lazy" decoding="async" class="size-full wp-image-284755 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_04.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_04.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_04-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><em>Vikings: Wolves of Midgard</em>, a brand new action RPG from developer Games Farm and publisher Kalypso Media, is now out- it is available to download on PC globally, as well as for purchase on consoles in Europe (in North America, you can get it on March 28). To celebrate the game&#8217;s launch, Kalypso has released a brand new, thrilling launch trailer, giving us an overview of the game.</p>
<p>The two minute long trailer showcases some of the bloody and brutal combat in the game, while also setting up its story and premise. It also, naturally, showcases some footage from the game itself. You can see this trailer for yourself below.</p>
<p><em>Vikings: Wolves of Midgard </em>will cost $39.99 (and equivalent prices in other territories). It is available both, physically and digitally, on consoles, and digitally only on PC. Does this game interest you? Make sure to let us know in the comments section!</p>
<p><iframe loading="lazy" src="https://www.youtube.com/embed/mb-fuMkxrjE" width="620" height="349" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p>
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		<title>Vikings Wolves of Midgard May Not Run At 4K/30fps On PS4 Pro</title>
		<link>https://gamingbolt.com/vikings-wolves-of-midgard-may-not-run-at-4k30fps-on-ps4-pro</link>
					<comments>https://gamingbolt.com/vikings-wolves-of-midgard-may-not-run-at-4k30fps-on-ps4-pro#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 14 Dec 2016 15:33:41 +0000</pubDate>
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					<description><![CDATA[Confirmed for 1080p and 30 FPS on PS4 Pro though.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_04.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-284755" src="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_04.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_04.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_04-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>A number of games these days have begun to support the PS4 Pro and quite a number of titles are hopping aboard the 4K bandwagon (whether through checkerboard rendering or simple upscaling). However, there&#8217;s a bit of effort that goes into enabling such support.</p>
<p>Speaking to Games Far CEO and head of development Peter Nagy, who&#8217;s currently working on <em>Vikings: Wolves of Midgar</em>, we asked if it would be possible for the <em>Diablo</em>-inspired action RPG to support 4K resolution and 30 FPS on the PS4 Pro. After all, it would be running at 1080p and 30 FPS on PS4 and Xbox One.</p>
<p>Nagy responded that, &#8220;We are still evaluating our options with performance. We definitively want to deliver the best gameplay experience on both consoles but the fact is that <em>Vikings</em> is heavy on performance because of its visuals. We aim to deliver a great gameplay experience in the first place and we are doing our best to get stable 1080p/30fps on both consoles. But we need some more time to confirm this is possible without staggering at some places.&#8221;</p>
<p>At this point, it seems that, &#8220;PS4 Pro will definitively support 1080p/30 fps. Unfortunately we may not be able to squeeze 4k/30fps from PS4 Pro; but we are still evaluating our possibilities with PS4 Pro.&#8221;</p>
<p><em>Vikings: Wolves of Midgard</em> is out in &#8220;early 2017&#8221; for PC, Xbox One and PS4 so there&#8217;s time yet. Stay tuned for more information in the meantime.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">285060</post-id>	</item>
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		<title>Vikings Wolves of Midgard Interview: The Giants Are Coming</title>
		<link>https://gamingbolt.com/vikings-wolves-of-midgard-interview-the-giants-are-coming</link>
					<comments>https://gamingbolt.com/vikings-wolves-of-midgard-interview-the-giants-are-coming#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 07 Dec 2016 08:44:10 +0000</pubDate>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=284750</guid>

					<description><![CDATA[Games Farm CEO talks about the upcoming Diablo-esque title.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>he world could always use more <em>Diablo</em> clones but Games Farm&#8217;s <em>Vikings: Wolves of Midgard</em>, an action RPG slated to release next year for Xbox One, PS4 and PC, is more than that. Taking inspiration from various <em>Vikings</em>-related properties, this game will see players venture into wintery landscapes to do battle with the Jotan and the giants under their command. How much of <em>Vikings</em> is purely inspired by <em>Diablo</em> and how much is original though?</p>
<p>GamingBolt spoke Peter Nagy, CEO and Head of development at Games Farm, to learn more about <em>Vikings: Wolves of Midgard</em>, including its potential performance on the PS4 Pro.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_04.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-284755" src="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_04.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_04.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_04-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"We considered a lot of different features to implement and we also implemented a lot of original ideas."</p>
<p><strong>Can you please give us a brief overview of <em>Vikings Wolves of Midgard</em>?</strong></p>
<p>Legend has it that when the coldest winter descends, the Jotan, the giants of the Outyards, will take their vengeance against the gods of Asgard, thus herald the start of Ragnarok – the war to end all things. But when the Jotan began to unite the Fire and Frost Giants under their flag, they crossed paths with an outcast clan of Vikings called the Ulfung, the Wolf Clan. And this marks the point in time when the fate of even the gods fell into the hands of one mere mortal.</p>
<p><em>Vikings: Wolves of Midgard</em> is isometric skill based action RPG in a Vikings settings. You can battle fearsome giants, terrifying barrow wights, and the dark creatures that lurk in the shadows as you strive to survive the growing cold that threatens to end all life forever. You can master your weapons to unlock fearsome Battle Powers, and earn Blood in battle to offer in tribute to the gods to acquire and enhance devastating Spell Powers as well as intriguing Gifts.</p>
<p><strong>How will the game differ from the previous games you&#8217;ve developed?</strong></p>
<p><em>Shadows: Heretic Kingdoms</em> was more complex RPG isometric but its potential was not yet fully utilized as we couldn’t finish the game due to problems with our previous partner. Fortunately <em>Vikings</em> was developed with very reliable partner &#8211; Kalypso &#8211; who supports us greatly with our creative ideas and vision. We also utilized a lot of experience we gained during development of <em>Shadows</em>.</p>
<p>So unlike <em>Shadows,Vikings: Wolves of Midgard</em> is more action skill based RPG developed with unique ideas. We focused a lot of attention to combat in <em>Vikings</em> and a lot of players who played it during tests enjoyed it greatly already so I believe that we have made some right decisions here. You can look for fast and dynamic battles, powerful foes and vast world to explore.</p>
<p><strong>From a gameplay perspective, what were your biggest inspirations behind <em>Vikings Wolves of Midgard</em>?</strong><br />
We cannot deny inspiration by <em>Diablo</em> as the genre defining game. I remember we spent sleepless nights running through the dungeons in first <em>Diablo</em> with our friends so it certainly made some mark on our minds. Some inspiration is also coming from Vikings series and other Vikings oriented movies and literature.</p>
<p>But we don’t want to create a simple clone of any of our inspirations.We considered a lot of different features to implement and we also implemented a lot of original ideas.To say the truth some of the ideas had to be abandoned or modified during the development when the gameplay experience was not working as expected. Though I believe that <em>Vikings</em> managed to keep a lot of original ideas and unique touch to it. But we leave it up to players and reviewers to evaluate how much we succeeded to achieve our goal…</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-284751" src="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"We designed the entire controls to easy to understand and use so even players who have never held a controller should be able to grasp the controls very quickly."</p>
<p><strong>For someone who plays a lot <em>Diablo</em>, do you think he/she will be able to adjust to the play style of <em>Vikings Wolves of Midgard</em>?</strong></p>
<p>Oh yes! We designed the entire controls to easy to understand and use so even players who have never held a controller should be able to grasp the controls very quickly. Any <em>Diablo</em> player should be able to adjust to <em>Vikings</em> play style within minutes while still benefiting greatly and having fun with different gameplay experience and familiar controls…</p>
<p><strong>The game is primarily designed for a single player experience but co-op is confirmed to be a part as well. What can you tell us about it?</strong></p>
<p>We wanted to give players multiplayer experience already at the beginning but we were not sure if we could make it on time with the original schedule. Fortunately, Kalypso agreed to extend the development schedule to make the game even better, so we were able to implement co-op mechanics in the end…</p>
<p>Co-op gives players the opportunity to play with friends and thus experience more intensive gameplay. We had to make some difficult decisions regarding coop multiplayer as some coop features influence in turn also single-player…</p>
<p><strong>Any chance of local co-op?</strong></p>
<p>We spent a lot of time discussing how to make local co-op on a single machine possible. Unfortunately, this would bring us a lot of challenges and we could further extend the development schedule. We hope to bring local coop in DLC extension, or future games. But it all depends on players’ responses and feedbacks we will get from <em>Vikings’</em> audience…</p>
<p><strong>The game has a fantastic art style, both from a level and character designs perspective. What kind of challenges did you went through to nail this direction?</strong></p>
<p>Thanks, we are really happy to hear you like our visuals. Our team is very precise and pays a lot of attention to the details. The simple fact is that we were missing any Viking’s game with more realistic art style out there. While I have to say that this art style fits perfectly to Vikings settings. This art style also very smoothly and naturally combines with action RPG genre. So itjust somehow naturally evolved into this direction where we could have utilized our experience from <em>Shadows</em>, fantasy and talents of our great designers and artists.</p>
<p>There were some discussions if we shouldn’t do more cartoon-like game; but this actually pretty quickly dissolved when we delivered the first playable and it was looking and playing beyond expectations already after very few months in development.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_01.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-284754" src="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_01.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_01.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_01-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"One of our unique features is Exposure which expresses the hostility of the environment and weather effects."</p>
<p><strong>Weather is stated to be a dynamic factor in the game. How will it affect the moment to moment gameplay?</strong></p>
<p>One of our unique features is Exposure which expresses the hostility of the environment and weather effects. There are multiple exposure types – heat, cold, and others. This brings some unique implications into the gameplay where players have to plan their actions more carefully to avoid freezing to death, or dying from heat&#8230; There are some locations where player is more exposed to Exposure (freezing and windy bridge) while there are other locations where player’s exposure is reduced (fireplace for example).</p>
<p><strong>Can you please tell us more about the weapon, skills, talents and upgrade system? Is it going to be a simple progression system or are you making some unique changes to the formula?</strong></p>
<p>There were several revisions to the skills system already and current implementation is the best system we came with so far. It features several unique points but it also is transparent and easy to understand. Players sacrifice Blood earned from fallen enemies to Gods and is rewarded with a new level. With each new level the player is granted Gift points which can be used to learn new Gifts or improve existing Gifts. Each God favors different combat style and depending on active combat style the player can use different skills granted by a particular God.</p>
<p>The player can also improve existing weapons by engraving Runes into the weapons and thus improving their properties. Mythology is essentially connecting all fragments of skills, weapons, Gifts and level up system into a single consistent mechanic.</p>
<p><strong>What can you tell us about the Berserker Rage?</strong></p>
<p>Berserker Rage is important feature of the game. It can be tactically used during the combat and can move the scale of battle when triggered in the right moment. The player can adjust Rage effect via passive Gifts and thus improve the effect of Rage by bypassing enemy block, gaining Exposure immunity, increasing critical hit, etc. The player can customize the real effect of Rage, or can ignore it and try to accomplish the game without using Rage at all…</p>
<p><strong>In a previous comment it was confirmed that <em>Vikings Wolves of Midgard</em> will run at 1080p and 30fps on the PS4 and Xbox One? But will it be the same for the PS4 Pro? Do you have any plans to update the game to run it at 4k/30fps on the Pro?</strong></p>
<p>We are still evaluating our options with performance. We definitively want to deliver the best gameplay experience on both consoles but the fact is that <em>Vikings</em> is heavy on performance because of its visuals. We aim to deliver a great gameplay experience in the first place and we are doing our best to get stable 1080p/30fps on both consoles. But we need some more time to confirm this is possible without staggering at some places. PS4 Pro will definitively support 1080p/30 fps. Unfortunately we may not be able to squeeze 4k/30fps from PS4 Pro; but we are still evaluating our possibilities with PS4 Pro.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_02.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-284753" src="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_02.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_02.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_02-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"We developed a lot of games for Nintendo back in the days so I am quite excited about upcoming NX."</p>
<p><strong>With the PS4 Pro, we now know the machine&#8217;s specs. What do you foresee being the biggest bottleneck to game development on the improved console? Would it be the CPU, which was always hamstrung even on the original PS4, but is even more so now, relative to the rest of the machine?</strong></p>
<p>The major problem for us as the developers is that there is going to be line-up of different but still same consoles with mandatory backwards compatibility. So it only adds more requirements we have to take care of instead of focusing on the development. Tuning the game to a single platform is well possible; but tuning the game to multiple performance wise different platforms is very annoying and requires additional costs without any real gameplay benefits beyond some visual improvements. I understand that incoming VR and 4K has different needs but the market may become a bit over-populated with income of XBOX ONE S and Project Scorpio.</p>
<p>I consider CPU and memory as primary drawbacks for PS4 – we already experienced certain performance issues during <em>Vikings: Wolves of Midgard</em> development… This did not improve a lot with PS4 Pro.</p>
<p><strong>What is your take on Sony&#8217;s Checkerboard technique for 4K rendering versus native 4K rendering that Microsoft are espousing with the Scorpio? To the naked guy, what will the difference be? And what are the differences from a development and programming perspective?</strong></p>
<p>This may be quite difficult question at this time. A lot of developers uses 3rd party engines who handles this low level access instead of developers themselves. Thus we will not see much of a difference I think. But we didn’t come across this point yet to be honest, so unfortunately I don’t have a lot of experience to share here…Overall I like the innovations which can help the development in any way and if the new checkerboard technique proves viable, I will be more than happy…</p>
<p><strong>What are your thoughts on the Nintendo NX? Presuming the rumors about it being a handheld-console hybrid are true, what are the unique challenges a system like that would pose for game development?</strong></p>
<p>We developed a lot of games for Nintendo back in the days so I am quite excited about upcoming NX. I have to admit that we are completely swamped with finalizing Vikings development and there was not really a lot of time to consider upcoming NX for our future projects.</p>
<p>It may appeal to a new type of player and bring something new to the existing gaming community which is definitively a good thing. I have to admit that I favor revolution above the evolution but unfortunately revolutionary ideas often fail&#8230; However I definitively keep my fingers crossed that NX will fall into successful revolution category.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_03.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-284752" src="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_03.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_03.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/12/Vikings-Wolves-of-Midgard_03-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"But regardless of PC comparison where consoles inevitably fail Scorpio will be something solid to work with and definitively the most powerful console on the market."</p>
<p>Connecting home-gameplay and portable gaming is a good thing; but how this will be implemented is hard to predict at this moment. We may see that people still prefer 4k + VR at home while use portable device (smartphone) when travelling… To change this NX will need to offer something more than just merging those two different approaches. Without detailed specs and controls in hand it is very difficult to say anything reasonable about NX from developer’s point of view…</p>
<p><strong>6 TFLOPs naturally means that the Xbox One Scorpio has an extremely powerful GPU. Assuming that the rest of the specs also see similar or comparable bumps, what are the kinds of graphical improvements developers will be able to deliver on Scorpio?</strong></p>
<p>Well, yes and no. It may look powerful now; but it shall be out on the market at the end of 2017 (at least that’s what they have on site). Also, it is important to note that GPU is strong but CPU and memory are also essential for games development. So the standpoint cannot be taken only from GPU point of view but has to consider also other components. Strong GPU says that the console will be able to target 4K and VR; but it says not much about the gameplay itself. Currently 1080 GTX offers 9 TFLOPs and until end of 2017 there will be at least another generation of graphics card released. So at the time it will hit the market it will be on par with average new gaming PC, or below.</p>
<p>But regardless of PC comparison where consoles inevitably fail Scorpio will be something solid to work with and definitively the most powerful console on the market. It will certainly allow developers to utilize new visual and gaming features in larger scale and develop visually more stunning games. We hopefully will be able to use more extensively dynamic terrain tessellation, better looking shaders, improved lightning techniques and at last (but not least) finally start with really working with 4k resolution which is in the moment tricky.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">284750</post-id>	</item>
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		<title>Vikings &#8211; Wolves of Midgard Gets A Teaser Trailer</title>
		<link>https://gamingbolt.com/vikings-wolves-of-midgard-gets-a-teaser-trailer</link>
					<comments>https://gamingbolt.com/vikings-wolves-of-midgard-gets-a-teaser-trailer#respond</comments>
		
		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Wed, 03 Aug 2016 17:57:25 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Games Farm]]></category>
		<category><![CDATA[kaplypso]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[vikings wolves of midgard]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=273818</guid>

					<description><![CDATA[It looks pretty neat.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2016/08/Vikings-Wolves-of-Midgard.jpg"><img loading="lazy" decoding="async" class="size-full wp-image-273819 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2016/08/Vikings-Wolves-of-Midgard.jpg" alt="Vikings Wolves of Midgard" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/08/Vikings-Wolves-of-Midgard.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/08/Vikings-Wolves-of-Midgard-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Kalypso have released the very first trailer for <em>Vikings &#8211; Wolves of Midgard</em>, the upcoming action RPG by Games Farm- and it should be something that appeals to fans of old top down CRPGs. <em>Vikings</em> looks to be most like those games, with a similar camera angle and similar kind of combat.</p>
<p>That said, there are new things about it that should definitely endear it to a broader audience- for instance, the game will support online co-op, and its Norse mythology based setting also makes it far more appealing than the often arcane <em>Dungeons and Dragons</em> based campaigns old CRPGs used to have.</p>
<p>There&#8217;s also the fact that while <em>Vikings</em> may be CRPG inspired, it will be available to more than just PC players. It will be launching in early 2017 for PlayStation 4, Xbox One, and PCs running Windows, Mac, and Linux- so you don&#8217;t have much of an excuse to not play it.</p>
<p>Check out the trailer below.</p>
<p><iframe loading="lazy" src="https://www.youtube.com/embed/HuZ1NBBZtF8" width="620" height="349" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">273818</post-id>	</item>
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		<title>Air Conflicts: Vietnam Ultimate Edition For The PS4 Detailed</title>
		<link>https://gamingbolt.com/air-conflicts-vietnam-ultimate-edition-for-the-ps4-detailed</link>
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		<dc:creator><![CDATA[Rashid Sayed]]></dc:creator>
		<pubDate>Tue, 10 Jun 2014 14:28:30 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Air Conflicts: Vietnam Ultimate Edition]]></category>
		<category><![CDATA[Games Farm]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[SOEDESCO]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=199032</guid>

					<description><![CDATA[The PS4 version will have an exclusive multiplayer mode along with enhanced graphical effects.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2014/06/acv_ps4-box_eng_3d.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-199035" src="https://gamingbolt.com/wp-content/uploads/2014/06/acv_ps4-box_eng_3d.jpg" alt="Air Conflicts: Vietnam Ultimate Edition" width="620" height="776" srcset="https://gamingbolt.com/wp-content/uploads/2014/06/acv_ps4-box_eng_3d.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/06/acv_ps4-box_eng_3d-239x300.jpg 239w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Air Conflicts: Vietnam Ultimate puts the player in the shoes of Joe Thompson who is a  U.S. Air Force pilot during the Vietnam war. Air Conflicts: Vietnam. Players can pilot fighter jets and helicopters, and take control over squadrons. The game will also comes packed in with the &#8216;Lost Letters&#8217; campaign which will put you face to face against invaders.</p>
<p>Air Conflicts: Vietnam Ultimate Edition promises to deliver an emotional story of the war and will also include special helicopter missions. The game will also have multiplayer modes of sorts with up to 8 players. Bringing the game to the PlayStation 4 has resulted into improved controls and revamped enemy AI, bigger maps, an enhanced particle system and improved sound effects. The PS4 version will also come with a exclusive multiplayer mode titled “Carrier Battle”.</p>
<p>The game releases exclusively on the PlayStation 4 later this month. Stay tuned for more news and updates.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">199032</post-id>	</item>
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		<title>Air Conflicts: Vietnam Review</title>
		<link>https://gamingbolt.com/air-conflicts-vietnam-review</link>
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		<dc:creator><![CDATA[Kurtis Simpson]]></dc:creator>
		<pubDate>Tue, 22 Oct 2013 08:32:31 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[air conflicts: vietnam]]></category>
		<category><![CDATA[Games Farm]]></category>
		<category><![CDATA[Kalypso Media]]></category>
		<category><![CDATA[pc]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=176003</guid>

					<description><![CDATA[This is no 'Vietnam.']]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">A</span>fter being greeted by a vintage war-tape recording that gives America an excuse to be involved with the Vietnamese, the game&#8217;s reasoning for existence comes into play. While I must admit this grizzly introduction grabbed me and had me keen on what was to come next. What was actually delivered failed to reach whatever expectations of enjoyment I may had hoped would be present in the game.</p>
<p>Without the motivation of the game&#8217;s wildish cut-scenes, the story that attempts to drive this game is a poor one indeed. Air Conflicts Vietnam borders the line of mediocrity that bares resemblance to the generic wannabes that attempted to outshine the Ace Combat series during the era of the PlayStation 2.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/10/ACV_09.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-176127" alt="Air Conflicts: Vietnam " src="https://gamingbolt.com/wp-content/uploads/2013/10/ACV_09.jpg" width="620" height="388" srcset="https://gamingbolt.com/wp-content/uploads/2013/10/ACV_09.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/10/ACV_09-300x187.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "t's a game about fast-paced fun in which you spend thirty minutes to an hour trying to kill time until something better comes along. The only problem here however is the limiting fun-factor that the game actually contains. "   
      </p></p>
<p>With that being said this isn&#8217;t a game intended to take itself too seriously. It&#8217;s a game about fast-paced fun in which you spend thirty minutes to an hour trying to kill time until something better comes along. The only problem here however is the limiting fun-factor that the game actually contains. I did appreciate the game&#8217;s music as its choice of classic rock seems to fit well into the action that drives its gameplay.</p>
<p>The missions of Air Conflicts: Vietnam try to give a sense of realism while providing enjoyment through the use of Arcady-like gameplay sequences, which feel as if they were just made up at that exact moment. This isn&#8217;t necessarily wrong and the variety provided within the missions are sufficient. Air Conflicts: Vietnam takes the same approach to learning the basics that most games involving flight do. The dialogue provided by non-playable characters instructing you to check the functioning of your vehicle through the means of steering, aiming and switching your vehicles weapon systems are light and simple.</p>
<p>The missions that follow directly after the game&#8217;s tutorial bring you directly into the action, and this is where the mission variety becomes noticeable. With the option to fly a choice of fighter jets and military helicopters when available, you control two to four vehicles as part of a squadron. You have the choice to switch between any vehicle at any time and this allows for a number of different choices for going about your missions.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/10/ACV_06.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-176126" alt="Air Conflicts: Vietnam " src="https://gamingbolt.com/wp-content/uploads/2013/10/ACV_06.jpg" width="620" height="388" srcset="https://gamingbolt.com/wp-content/uploads/2013/10/ACV_06.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/10/ACV_06-300x187.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "After one or two play-throughs of what is essentially the same mission under a different name, things start to become lackluster pretty quick. There's nothing wrong with the missions the game provides you with nor are their goals. They just feel slumped and empty at times, and the poor control schemes of manoeuvring the vehicles, don't do well to help."   
      </p></p>
<p>While some missions will require you to go head to head in full on dog-fights. The game also manages to bring a challenge to its slower paced missions. Such as rescuing civilians or team members off the ground. However the line between challenge and downright irritating is very noticeable and this is one of the game&#8217;s flaws, especially since it&#8217;s not meant to be taken too seriously. The game does give an attempt to spice things up a little and it&#8217;s here where the game is most consistent. While the missions involving military helicopters share similarities to those requiring fighter jets, the aims and goals of the mission seem practical when you&#8217;re required to take part in something that the other vehicle cannot.</p>
<p>Chasing enemy fighter jets around the map will keep you busy for a short while, and others such as rescue missions, bombing small villages, and playing on-rails with a mounted gun do their best to keep you guessing. But after one or two play-throughs of what is essentially the same mission under a different name, things start to become lackluster pretty quick. There&#8217;s nothing wrong with the missions the game provides you with nor are their goals. They just feel slumped and empty at times, and the poor control schemes of manoeuvring the vehicles, don&#8217;t do well to help.</p>
<p>The problem isn’t within the control mappings or the layout of the buttons themselves, as the player is free to use either a control pad, keyboard and mouse, or a flight stick. Fighter jets fair better than the military helicopters and that&#8217;s where the fun-factor of the game as well as its strengths lie. But the irritating, unjustified, and clunky pilot controls of the helicopters slow down the pace of the action and thrills you get from piloting the jets. Damage balancing also feels a little off-key at times as enemies have this amazing ability to sink rounds in to your health bar while not receiving anything of a similar sort. I&#8217;m all down for a challenge but the feeling of a broken game or a missing patch feels prevalent here.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/10/ACV_03.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-176125" alt="Air Conflicts: Vietnam " src="https://gamingbolt.com/wp-content/uploads/2013/10/ACV_03.jpg" width="620" height="388" srcset="https://gamingbolt.com/wp-content/uploads/2013/10/ACV_03.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/10/ACV_03-300x187.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "Why wasn't there an A.I. present to take on the role of the pilot while the player is attacking with the vehicle's main weapon? If not an A.I. why not an auto-pilot system? These questions hit you fast and the non-existent support of your generic voiced squadron members don't provide an answer."   
      </p></p>
<p>Playing essentially as a one man team in which you control up to four vehicles, the need for an auto-pilot or smart A.I. would have been gratefully appreciated. When you&#8217;re not in control of the other air crafts or choose to switch to a primary weapon on-board the same vehicle in which you&#8217;re stationed in, the need for an auto-pilot couldn&#8217;t have been more disappointing. Helicopter controls are a nightmare, having to control the direction in which it is flying when you&#8217;ve changed your camera view and placed your focus on controlling the door gunner is an awkward situation.</p>
<p>Why wasn&#8217;t there an A.I. present to take on the role of the pilot while the player is attacking with the vehicle&#8217;s main weapon? If not an A.I. why not an auto-pilot system? These questions hit you fast and the non-existent support of your generic voiced squadron members don&#8217;t provide an answer. A.I. is just about as useful as the environmental back-drop of the trees and rivers. The squadrons provide no beneficial existence to the gameplay never mind in aiding the mission. The fact that a friendly helicopter managed to fly into me when we&#8217;re at 8000 feet in the air is as much a mystery to me as it is an accomplishment. I couldn&#8217;t decide on whether or not I should have applauded him or been enraged.</p>
<p>With difficulty settings ranging on a scale of 1 to 4 with 1 titled Ground Rat and 4 by the name of Navy Pilot, my curiosity on whether or not this would cure the incompetent A.I. and actually motivate to me to play some more left me in suspense. Long story short the controls stayed clunky, squadrons remained moronic, and the difficulty caused more frustration than enjoyment. As ninety-nine percent of the game takes place in the air with the remaining one percent being your time in moving from the main menu to the game, scale plays an important role in flying the vehicles. Appearance wise the levels are acceptable and the diversity of the level design is fair for what the game sets out to be.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/10/ACV_11.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-176123" alt="Air Conflicts: Vietnam " src="https://gamingbolt.com/wp-content/uploads/2013/10/ACV_11.jpg" width="620" height="388" srcset="https://gamingbolt.com/wp-content/uploads/2013/10/ACV_11.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/10/ACV_11-300x187.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "The game's visuals aren't by any means an amazing spectacle and the low resolution cut-scenes that work their way into gameplay after specific in-game goals are met, look abysmal in comparison."   
      </p></p>
<p>The scale of the actual environment however is a different story. Environments are small…real small and the lack of detail within the game&#8217;s world doesn&#8217;t do anything to counter what is essentially an un-busy world. The mountains, rivers, hills, and rice fields do a great job of bringing authenticity to the world and because of this you know it to be Vietnam. But the game&#8217;s old-school approach to dealing with level closure is not one of nostalgic pleasure nor did it feel needed. The grid-like borders around the edge of the map comes off as ugly, you know it&#8217;s there to warn you that you’re leaving the game&#8217;s world and notifies you to turn back. But this outdated method of communicating with the player is off-putting and pulls you out of the game.</p>
<p>Due to the game&#8217;s small environments your enemy&#8217;s ability to leave the battle area while you are warned to turn back if you leave, makes it a little frustrating to engage them. The world should have been alot bigger and this feels game breaking at times as its not long before the grid-like structure of the boundaries start to appear in the distance. The game&#8217;s visuals aren&#8217;t by any means an amazing spectacle and the low resolution cut-scenes that work their way into gameplay after specific in-game goals are met, look abysmal in comparison.</p>
<p>Bearing that in mind the game is very scalable for a variety of configurations. But given that the game doesn&#8217;t turn any heads to begin with even on its highest visual settings, the graphical fidelity that you may expect from its fairly detailed graphics menu will leave you disappointed.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/10/ACV_02.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-176124" alt="Air Conflicts: Vietnam " src="https://gamingbolt.com/wp-content/uploads/2013/10/ACV_02.jpg" width="620" height="388" srcset="https://gamingbolt.com/wp-content/uploads/2013/10/ACV_02.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/10/ACV_02-300x187.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "Outdated level design and the irritation that comes along with the game's damage balancing and A.I. are not enough for me to experience Air Conflicts Vietnam for a second time around. "   
      </p></p>
<p>Although the single-player campaign may not be up to everybody’s liking, the multi-player may actually be one of the game&#8217;s strong points, providing it picks up a decent fan-base that is.</p>
<p>The multi-player segment of the game is all about dog-fighting with other players and it takes these elements from the game&#8217;s single-player campaign. Multiplayer is where the quick fun aspect of the game kicks in as it eliminates the mediocrity that the single-player campaign works so hard on bringing to the table.</p>
<p>Outdated level design and the irritation that comes along with the game&#8217;s damage balancing and A.I. are not enough for me to experience Air Conflicts Vietnam for a second time around. If curiosity and an inverted definition of challenge is what drives your game purchases then go for it.</p>
<p><span style="color: #ff6600;"><em><strong>This game was reviewed on the PC.</strong></em></span></p>
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