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Post by Apollo Chungus on Jul 10, 2024 18:57:55 GMT -5
Some more write-ups imported from my Backlogged.
Banjo-Tooie (Xbox 360; First Time; Gave up around Grunty Industries)
I first played this back in 2019, and managed to get a good way's into it before deciding to call it quits (I'm fairly sure I got to Cloud Cuckoo Land). I remember being really impressed by how ambitious it was, being this gigantic sequel to a relatively compact game full of huge worlds dense with secrets, collectables and interconnections. I also remember finding it to be a bit of a slog after a while, where a puzzle would take ages to solve even if the solution was dead simple thanks to having to trek across too big worlds, swapping characters and partaking in a medley of unskippable cutscenes.
The same thing happened again on this playthrough, though at a much earlier point since I tapped out after only barely digging into Grunty Industries. This was sorta on me, as I picked up Tooie on an impulse and thought I could beat it relatively quickly since I was more familiar with it. Nope, not even remotely.
The thing with Tooie is that it's a lot like the original Legend of Zelda; it's this gigantic game full of secrets intended to be played over a matter of weeks or even months. Where you take notes of places you've been so you know where to use new powers or transformations, or chat with your friends to help each other out and find things you didn't even know existed, and keep a map of some kind handy so you don't get completely lost. I usually don't have problems keeping a 3D world in my head, but I found myself getting frequently lost after a point.
This isn't a game that favors the impatient or the impulsive, but one you gotta play with some degree of deliberation. I think there's absolutely some stuff that just pads out the playtime, and the fact that warp pads had to be employed both within worlds and the overall hub isn't a great sign. But I went into this with the wrong mindset and paid the price by getting lost and bored after only a few hours. If you're gonna play this, make sure to take your time and take notes. It's a long-haul kind of adventure you don't often see.
Gato Roboto (Nintendo Switch; First Time; Gave up around the fourth area)
I grabbed this a couple of years ago, being fairly excited to try out a metroid-like game where the super powerful robot suit was piloted by a lil dumb cat, but I gave up super early on because of how difficult I found the first boss fight. The lack of difficulty options or places to go meant I had to shape up or ship out, and so I shipped out.
I was in the mood to grab a bunch of small Switch games so I had something I could play on the go without taking up loads of memory, and I figured I might as well give this another shot and hope for the best. Surprisingly, I managed to overcome that first boss after a couple of tries, learning its strategies and figuring when to move and shoot. It was nice to do that, and that stayed the same for the next few areas.
I was rather surprised to find that things, at least to where I got to, were quite linear - you could only visit one area with your current moveset, and only acquire the abilities to help you reach the next one after you did everything you were supposed to. You can find health upgrades and cartridges to change the game's monochrome colour palette, but getting anywhere is more a question of your reflexes and skill rather than diligent exploration.
It's not my cup of tea, though I can see how it can make for a challenging search action where the focus is more on the action than the searching. Unfortunately, it kinda came to a head with the fourth major area - the ventilation shafts where you have to forgo the mech suit and explore as the cat. You die in one hit so there's a higher risk to everything, including the major boss battle where you have to avoid missiles and rotating lasers. It's a bit too much for me, despite being a cool change of pace with some decent set-pieces and all.
And cuz of how linear things are and the way checkpoints are structured, I can't even go back and mess around somewhere else for a while, so either I shape up or ship out. So I've shipped out again. Ah well, at least I made better progress than on my first go.
MindJack (Xbox 360; First Time; Gave up around Scene 5-0, I think?
Over the last three or four years, I've played a lot of games discussed in ThorHighHeels' excellent videos, because they'd always point out something cool or interesting that I would've otherwise overlooked. Every time, I'd go into a game and come out with a new favourite that made me appreciate how varied and expressive video games can be, or at least have an enjoyable time with a pretty cool game.
Mindjack is the first (and hopefully only) exception to that, being a cover shooter that's got a neat hook of being able to take over and control bystanders, along with weakened robots and enemies. If you're connected to the internet, you can even hijack someone else's session. I thought it'd be a brainless but fun enough shooter to blast through for a couple hours, but at best it's mostly adequate and at worst tediously annoying.
It's a string of rooms where you have to kill enough enemies to move on, with most encounters lasting a pointlessly long time and even sometimes contradicting what the game is telling you. "Quick, we've gotta escape!", shouts the game before locking you in the room and not letting you escape until you've killed enough people. The pacing reminds me a bunch of a gallery shooter, but without anything particularly exciting in the sights and sounds to keep things interesting.
It plays alright enough for what it is, though it has a heinous habit of getting in its own way. Cover frequently blocks your ability to shoot at certain angles, you have to weaken enemies to use your mind control powers on them but then they'll be too weak to survive for long, and sections that require you use specialist weapons without giving you spare ammo are simply asking for trouble. I wouldn't call it awful (the rating is a reflection of lack of enjoyment more than anything), but I can see how it could bore and annoy someone to the point where they call it awful.
Also, the story is nonsense. The premise itself is fairly stock action movie stuff of "people get caught up in a corporate conspiracy and have to stop it", but it feels like there's so many details or bits missing that scenes feel incoherent. It's not a deliberate move towards something strange or dreamlike, it really does lack a lot of basic connective tissue that even the sloppiest of action thriller slop would include as a force of habit. Very weird.
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Post by Apollo Chungus on Jul 12, 2024 11:14:35 GMT -5
One more batch of my Backloggd write-ups for games I ditched!
Brandish: The Dark Revenant (PlayStation Portable; First Time; Gave up around Floor 8)
I grabbed a load of action-RPGs for the PSP to mess around in, mainly Falcom games cuz I figured it would be a brainlessly enjoyable time. This is my first attempt playing a Brandish game, so I didn't really know what to expect beyond the very vague impression of "an action-RPG made by Falcom" which could mean anything. As it turns out, this is very much one of those RPGs that's focused on bringing the dungeon-crawling side of things to life, with not much else to go on if you're not into that. (Actually, now that I think about it, a lot of first instalments in various RPG series have done this; King's Field, Diablo, Wizardry, Ys...)
Of course, that's not a bad thing and there are plenty of people who love RPGs that do exactly that, and this is quite a neat take on that with real-time exploration and combat, loads of floors full of traps and tricks to keep you on your toes, and even a limited inventory system with degradable weapons which demands you play more thoughtfully. I believe there's even a new campaign exclusive to this remake if you want even more dungeon-crawling, so that's quite rad.
Thing is, it's not my cup of tea. I like having a sense of adventure and exploration that characterizes the gameplay as more than "explore dungeon, open chests, fight monsters", and there isn't much to tide me over here beyond how relatively pleasant it is to play. (Though the running gag of your pursuer being just as confounded by the traps as you are is pretty funny.) I got to the first boss, a teleporting wizard who I could barely hit nevermind hurt, and decided to call it quits.
Yooka-Laylee and the Impossible Lair (Nintendo Switch; First Time)
Fun fact: this was the first game I ever got on the Nintendo eShop after being given a Switch back in Christmas 2020, so I've a bit of a soft spot for it even if it's mostly not the sort of game I'm into.
Although I liked the original Yooka-Laylee well enough, I think it was a good idea to change genres and go for a more straightforward "hop, roll and bop" 2D platformer. Allows the team to explore more ideas without crumbling under the weight of having to make something of so huge, though Impossible Lair is quite huge and certainly ambitious within its framework. Each level having an alternate version where the environment or design is substantially reworked gives you 40 levels to mess around in, there's loads of Playtonics to find which can make things easier or harder at your discretion, you can play the final level at any time, and it's all tied together by a nicely large overworld full of fun puzzles and exploration.
The overworld was the part of the adventure I enjoyed the most, since it played well with my interest in exploring a world - discovering new places, seeing how all the pieces connect together, and pushing through to find there's even more than I originally thought. The main gameplay is quite good with a variety of memorable and challenging stages, but ultimately not what pushed me to keep playing back in 2020 and now.
Though for what it's worth, I did manage to beat as many of the stages as I possibly could this time around, and that was nice to do. Unfortunately it still wasn't enough to help me against the genuinely stupid-hard Impossible Lair, which I gave up on after two attempts. I get what they're going for and appreciate the idea, of a final level you can play at any time but is so difficult that you need to play the rest of the game just to find extra hit points to help you out. But the spike in difficulty is so steep it's basically vertical, and I'm unable to even make it halfway through the thing before running out of hit points.
It's pretty much a game I'm never going to beat, cuz I don't have the ability to do what it's asking of me nor the patience to bash my head against the wall until I either figure it out or I've painted the wall with blood and brain bits. Cool game, but no thanks lol.
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Post by Apollo Chungus on Jul 16, 2024 11:27:34 GMT -5
Star Wars: The Force Unleashed (Xbox 360; Replay; Gave up at the end of Imperial Raxus Prime)
I rented this way back in 2008 or 2009, and managed to beat it, but I don't remember if I had any strong feelings despite well into Star Wars games at the time. During the week, I stumbled across it in a charity shop for a fiver and thought it might be fun to give it another shot. It's often fun revisiting games you haven't played in years to see how you find them nowadays and appreciate new aspects you never noticed before.
Unfortunately, this wasn't a positive revisit. It's an adequate enough action game, but I find it's too at odds with itself. It wants to be a power fantasy where you can do crazy stupid things with the Force, and yet it keeps increasing the difficulty with enemies you can't just toy with and an onslaught of projectiles and other nonsense that can knock you down. So it wants to be a challenging game, but it's not fine-tuned or polished enough for that to happen in an interesting way. Instead, things are tedious and annoying past the first couple of stages, and escalate in those areas only as the game goes on.
Eventually this reached a climax with the notorious Star Destroyer sequence, where the game has you pulling down a gigantic ship with the Force but also throws an army of TIE Fighters that just won't. stop. shooting. at you until either you pull the thing down in a long and arduous motion or you die and have to take it from the top. I've no idea how I managed to do this 15+ years ago, but I haven't the luck or patience to do it. Since there's no cheats to skip levels or make yourself invincible (which is a bonkers omission when there's already so many cheats you can activate anyway), I'm calling it quits. I don't mind, really; it felt like a battle of attrition more than anything.
As an aside, I've heard from a couple places that Force Unleashed is considered something of an cool edgy game, and while I can kinda see that in the premise, colour palette and even the costumes your main man wears, I just don't FEEL that edge. And I think that's largely down to the soundtrack, which sounds way too much like standard Star Wars music - melodies are often pulled straight from the films, or the arrangements are almost exactly like what you'd expect to hear. I get that this was intended as a canonical interquel so it has to SOUND like Star Wars, but for me it robs the game of its own identity when it sounds like the countless other SW games that recycle the movie music ad nauseum. Had to start listening to early 30 Seconds to Mars albums to get some semblance of edginess and not die of musical boredom.
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Post by Apollo Chungus on Jul 30, 2024 6:11:35 GMT -5
Croc: Legend of the Gobbos (PlayStation; First Time; Gave up around World 3)I never played Croc as a kid, or even heard of it. It was only when a couple folks asked me to review the game on YouTube (back when I still did those) that I learned about it, and of its cult following. At some point I finally bothered to pick up a copy and played it for a couple worlds, but I didn't think much of it. Recently, an online friend named Video Witch put out a pretty cool video talking about Croc, and it piqued my interest enough that I decided to try again. I'd say it's a pretty decent game; the graphics are cute, the music absolutely SLAPS, and I dig how the levels are structured as a series of rooms with self-contained platforming puzzles. It gives me the vibes of isometric platformers from the 80s like Head Over Heels and Knight Lore, hailing from Britain much like this game did. However, it's just a bit too annoying for me to play. I don't mind that you move via tank controls, the game works fairly well within that structure and I quite like Video Witch's suggestion that Croc moves like that cuz he's a literal baby who grew big too quickly and is therefore not as agile as he could/should be to tackle the world. It crafts a nice bit of tension that's sometimes reflected in some seriously spooky dark levels with ominous backgrounds and music. But I find moving around and turning can get a bit tedious after a while, and it soon turns to frustrating when the level design demands more precision than I'm able to demonstrate. The third world is especially a pain, to the point where I just legged it to the end instead of trying to collect the Gobbos or coloured gems. (Nice that the levels let you choose between quick blasts and more dedicated exploration/puzzle-solving tho) Also thank goodness for passwords, cuz the boss battles are particularly jank when it comes to hit detection and dying means you respawn in the same room with no orbs to protect you from attacks. I'd have never gotten past the first handful of levels without them. I think I'd prolly enjoy this more with cheats, for infinite lives or always some degree of spare health or both. Ah well.
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Post by dsparil on Jul 31, 2024 6:42:48 GMT -5
[EGGCONSOLE] Hydlide II[PC-8801] (Switch/PC88, Too Grindy)
After Fairune, I decided to give the other Hydlide games a go through having played the first relatively recently. The first game has a reputation for obtuseness that I think is slightly undeserved, but that applies here basically 100%. It's less the "get the Pot to open a hole" type of struggle and more that so many things are totally unmarked. In dungeons, treasure chests (many of which contain required items), exits and warps are totally invisible requiring the use of the Search spell (or a map) to find. To even use Search, you have to spend gold to upgrade your MP at least once which doesn't raise with level. Strength doesn't either and requires playing a mini-game to raise.
The grinding comes into play mainly for gold. Gaining MP costs a weird number like $1278, training strength costs $3000, you have to buy the oil lamp for $1980 to see in dungeons and oil is $5 a unit. Then there's the tens of thousands of gold you need for anything beyond the most basic shield. The sole consolation is that the best weapon in the game is found in a dungeon you can finish relatively easily towards the start of the game. If you get good at the strength mini game you can max out your strength in one session at least.
The problem with all this is that your only reliable source for money is the ghouls in cemetery near the starting town. They drop about $20. Enemies in the final dungeon (which is fairly large) do drop more, but it's actually much less reliable and way more dangerous than just grinding thousands of ghouls. They drop more, I think $200 is the most I saw before giving up, but it's greatly out of proportion with how much damage they do. Even with the ghouls, it seems like you never actually do more damage. Having a higher attack rating only seems to impact what enemies you can damage.
On top of all this, it's difficult to even understand what you're supposed to do. Aside from the cemetery and a few "cemetery tiles", the overworld is all friendly NPCs. If your Forth is high enough (increased from killing enemies, decreased from killing NPCs) you can hypothetically get hints from NPCs, but you have to touch them from the front which is easier said than done since the movement of everything is totally random. That seems to be how you find out to progress, but you really need a guide and even then the game just does not feel worth it at all. I think there's a reason by the first and third get all the attention.
I don't know how much time I spent, but the HLTB time is 17 hours. I believe it.
Rating: 4
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Post by dsparil on Aug 9, 2024 5:45:22 GMT -5
Myst III: Exile (macOS, First Time, boring)
With Cyan themselves working on what would become the semi-boondoggle of Uru, Ubisoft brought in Presto Studios to work on a third game. I think this did make sense considering their good work with the time-travel based Journeyman Project series, but they really missed the mark here. This isn't even a case of an outside developer not getting an amorphous series right. Myst III is bad in so many ways but worst of all is the overwhelming boredom. The original Journeyman Project was very Myst-like despite coming out before it, but they had moved into a more traditional direction over time. That was good for those games, but maybe they had lost some of those instincts over time.
Rating: 4
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Post by dsparil on Aug 12, 2024 6:19:28 GMT -5
Myst IV: Revelation (macOS, First Time, too clunky)
IV was a little mixed for me. It feels like it has potential, but Ubisoft developed it themselves. I don't think they had enough (any?) experience with adventure games which shows. Tthere's something salvageable here, but the game is too difficult to control e.g. the hand cursor is awful and almost half the problem, and it's way too unclear what you're supposed to be doing. It's sort of like a B tier Dreamcatcher game.
The site's articles don't go into this, but DreamForge was originally going to develop III which got pushed back to being IV with Presto subbing in to make a different III. After DreamForge's game got cancelled, Ubisoft stepped in to make a new IV. I am sort of the odd one out for not liking these much, but it might have made sense for Ubisoft to go with a different company if they wanted a quick IV out the door. I'm not sure who they could have gone with other than Cryo although their record is a bit spotty.
Rating: 6
I also want to note that the GOG Mac version of IV does not work on Apple Silicon Macs. It's just the Windows version wrapped in Crossover/WINE, but it's an old version that doesn't work on them. WINE in general has supported AS for years, so it is possible to run it that way or through a modern Crossover which is what I did.
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Post by Apollo Chungus on Aug 16, 2024 15:54:41 GMT -5
"Have you been posting your Backloggd write-ups again?" Yes, I have! Diddy Kong Racing (nintendo 64; First Time; Gave up around the fourth hub area)Been in the mood to play some kart racing games, and I also wanted to try out the RMG emulator which apparently plays N64 games very well with little hassle, so I finally checked out the famous Diddy Kong Racing. I'd always heard it was one of the best of its kind, and after playing through a good bit of it I can definitely understand why. It's a zippy little racer with lots to do, it plays quite well and has some cool mechanical depth to keep things interesting, and the ability to replay tracks as a car, plane or hovercraft adds more layers to the variety of fun tracks you can race around. I also respect the gigantic single-player campaign it throws at you, giving you plenty of missions to do - it feels very much at home with Rare's other N64 games where you had to do damn near everything if you wanted to see the end credits. That maximalism certainly gives you plenty of bang for your buck, especially at the time when you might've only gotten a N64 game every now and again (especially especially if you were a kid). But at the same time, I found that the scope and challenge in particular is way too daunting after a while. You really need to do EVERYTHING - races, silver coin challenges, boss fights, challenges, grand prixes - and it gets tough quite soon. You've got to learn this game like the back of your hand and demonstrate that knowledge through racing prowess, or you're gonna crash and burn. I guess it's fitting that Diddy Kong inherits the Donkey Kong Country trilogy's habits of being tough as nails, even if it means that I bounced off this pretty hard like I bounce off those games. I wish there was at least difficulty settings to make things more adjustable (the bloody cheat codes don't have anything to mitigate this and had the nerve to include a cheat that makes the CPU racers even harder, the cheeky swines). Ah well, if you can roll with that challenge, this is a heck of a fun kart racer. I couldn't, but it was nice to play it and see what the fuss was about. Donkey Kong Country 3: Dixie Kong's Double Trouble! (SNES; First Time; Gave up near the end of Mekanos/World 4)I can't be 100% certain of this, but I think DKC3 might've been one of the earliest 16-bit games I ever played. I went to a friend's house back in 2003 and he had both a Mega Drive and a SNES that we played while eating chips. I can clearly recall playing Sonic 3D Blast and the first Mighty Morphin' Power Rangers game, but there was a third game that I can't quite picture yet looked enough like DKC3 that I'm fairly sure that's what it was. Been wanting to give it a proper shot in the years since, primarily due to the pretty cool vids released by MistareFusion and the Geek Critique discussing the game. It having a slower pace and a somewhat more explorative bent appealed to me, in general and because I thought it might be more my speed than the other two entries in the series. I played it on-off during the last week and a bit, and I got further into it than any other DKC game (getting to the middle of the fourth world). But it also got a bit too difficult for me after a point, despite some neat challenging stages like "Fire-Ball Frenzy", enough that I'm fairly okay calling it quits. The DKC trilogy are quite good platformers, and I can imagine them being a hell of a time if I could rise to the challenge when there's so much to enjoy. Rising to the challenge is the thing I can't do though, due to a mix of my general clumsiness, fairly strict level designs and only being able to take two hits at the very most before dying. You're not given much margin for error, which is fair enough within these games' intentions except that I need more room to screw up. Not even cheat codes can help me here, only supplying me with more lives or making things more difficult by removing checkpoints and DK barrels. It's a cool series, and I'm pleased that I got as far as I did here, but it's also not my speed.
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Post by Woody Alien 2 on Aug 18, 2024 15:18:48 GMT -5
Blasphemous (Steam, gave up)
As a metroidvania fan I bought the game a little after it came out, three years ago; then, like other games, I stopped playing it before finishing it and only recently decided to take the challenge again. Now I remember why I quit back then: I just couldn't get past Crisanta of the Agony! Back then I was playing it with the keyboard, now I was using a controller and I also completed other missions to get new powers... and I still can't get past that boss, despite trying for almost a couple hours. Then the old controller (that was already cheap and ruined) broke so I lost the will to fight again and I don't know if I'm going to try again in the near future (hopefully not waiting 3 years again). That's also why I decided against buying the sequel during the sales being afraid of another similar situation. Screw this Dark Souls mentality that's infecting all action games: Blasphemous was difficult but approachable with some patience, and then they drop this boss that you can't defeat unless you perfectly memorize all the moves and become akin to a fighting game champion. This is not my idea of fun.
Fiend Heart (Steam, bad design)
Random freebie that I found, a precision platformer starring some cute monster girls (but not sexual elements, only just a bit of innuendo). The progression is nice, but then the final stage becomes ridiculously difficult and frustrating... I managed to beat it once with a bit of luck, but there's still a final boss after it... in a game where there is combat but it is perfectly avoidable and badly implemented. Suffice to say that the boss kicked my butt, I thought that the game saved the final confrontation like it did with all the other stages, but no! you still have to redo the final stage all over again if you don't want to continue after being beaten by the boss (by the way our character has a pitiful attack range and the boss is super fast and damaging). So I just closed the game and didn't touch it again.
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Post by dsparil on Sept 1, 2024 8:07:35 GMT -5
Risen (macOS via Crossover, First Time, Boring)
So I did end up trying to get Gothic II to run which wouldn't due to a DirectSound issue that also happens on Windows. Gothic 3 wouldn't either getting stuck on a first-run cache creation issue which also happens on Windows. Next up for Piranha Bytes games, and the last one I have, is Risen. This did run and install without issue. The one weird quirk of it is that it supports running in a window, but the config file has to be edited manually.
Anyway, Piranha Bytes eventually gained a reputation for just making the same game over and over again and I see why now. I don't have memories of Gothic 3 aside from it being a buggy mess, maybe the Switch port will run well, but Risen is more or less Gothic but Worse. Less interesting set up, fewer factions, duller world and worse combat. There's also general weirdness like using a gamepad changes the UI for the worse and disables the use of the keyboard and mouse excluding using Escape to get to the main menu. This also means that you can't quick save or quick load since there's no gamepad binding for it. If you've played Gothic 1 or 2, there isn't much new here. If you haven't, you're still better off with those despite their clunkier nature.
Judging from GOG reviews, neither Risen 2 or 3 nor the two sci-fi ELEX games improved things either. For someone that was a fan of their games, picking up a new one every few years was probably fine. Considering that PB got shut down by Embracer after they couldn't find a buyer just two months ago, it's a little sad that they seem to never have knocked it out of the park again. I'm mildly interested in seeing how ELEX II faired especially since it has a proper Mac version, but I'm not sure if I'm $50 curious.
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Post by Apollo Chungus on Sept 4, 2024 3:48:38 GMT -5
Crash Bandicoot 4: It's About Time (Switch; First Time; Gave up around at the final world)Well, this is badly timed. The excellent Game History Secrets series posted a new video a couple weeks ago, delving into the development of the cancelled sequel to this game that Toys For Bob were gonna make. I haven't seen it, I don't know when I'll see it because I know it's only gonna make me sad seeing their talent and hard work getting shot down by those pricks at Activision. But I was playing through this for the first time and gave up on it the day that vid got posted, and I feel bad that Crash 4 didn't gel with me. It's a very well-crafted game of the maximalist revival kind previously seen with Sonic Mania and Streets of Rage 4, where the package is bolstered by a head-spinning amount of ideas, stages, characters, and mechanics that ensure there's always something new to discover for returning players and gives the completionists a true mountain of game to conquer. (Just in case the devs don't get the chance to make a follow-up.) All the fundamentals are solid - the levels have so much going on and really feel like epic journeys, there's a ludicrous variety in obstacles, enemies and themes, the music's really good at punctuating the beats of the gameplay (even if I couldn't hear it), the game controls well, and the sometimes abrupt story often has great animation. (And of course that redesign of Dingodile is a thing of beauty.)I should like Crash 4. But I don't. It's too hard, and not even in the "god it's too exhausting to do everything" way that often gets brought up. There's little margin for error, both in how tightly timed everything is and how there's few Aku Aku/checkpoint crates to give you breathing space. Levels are way way long most of the time, and often crammed with so much detail that I find it difficult to discern hazards and enemies before it's too late. I frequently found myself playing cautiously, to the point where I felt exhausted after only a couple stages. I managed to get to the final world, where the gravity flipping puzzles amidst the insta-kill gears was the last straw and I chucked it in. Although I'm shocked that I found the ability to persevere to this point, Crash 4 is just too overwhelming for me to sincerely recommend. I hate that it turned out this way, and I hate the TFB didn't get another shot to elaborate on what they'd done with future games that would've been equally as cool and hopefully less intense. Dammit.
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Post by dsparil on Sept 4, 2024 7:54:23 GMT -5
I have watched it, and it's more complicated than it being totally on Activision. I mean, it is partly but scope creep on TfB's side played a role too.
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