Showing posts with label Playstation. Show all posts
Showing posts with label Playstation. Show all posts

Wednesday, May 11, 2016

In defense of 'Vice City'

Heralded upon its release in 2002, Grand Theft Auto: Vice City is a game that has a dubious honor I will call "the middle child syndrome."

Despite voice acting from Hollywood megastars like Ray Liotta (protagonist Tommy Vercetti), Burt Reynolds (real estate mogul Avery Carrington), NFL tough guy Lawrence Taylor (car salesman and former football pro BJ Smith), Dennis Hopper (porn movie auteur Steve Scott), Debbie Harry (taxi controller) and more, in the years since its release Vice City has been overshadowed by its predecessor GTA3, which rocketed the franchise into 3-D, and its follower San Andreas, heralded at the time for its massive, realistic world.

The high-definition era of Rockstar's signature franchise has revisited Liberty City and San Andreas, but never returned to the sandy, satiric shores of the GTA universe's Miami doppleganger. Some would argue that's because the pastels and excess that made sense in a game set in the 1980s wouldn't work with the new approach Rockstar has taken with the franchise. But many of those themes were present in Grand Theft Auto 5, set in southern California, and Michael De Santa was the closest thematically to Liotta's Vercetti that we've seen inhabiting the shoes of a GTA protagonist since 2002 (white man w/ ties to organized crime).

After achieving 100 percent completion in GTA3 recently, I fired up Vice City, a game I spent a lot of time with in the early 2000s both on my Playstation 2 and PC. The game's look and feel were immediate hooks, but many of the game's missions weren't as memorable as GTA3's were when I was replaying that game. At first, I thought this might be another reason Vice City gets lost in the shuffle of Rockstar's GTA history. But the truth is, it's because Vice City offers greater freedom, while at the same time funneling the player toward a satisfying conclusion to the main storyline, something that subsequent GTA games haven't been able to recapture.

An early mission in Vice City has you attending a yacht party thrown by Colonel Juan Cortez (voiced by 'Goonies' alumnus Robert Davi). At this party, you meet every character of consequence you'll see/work for later in the game: Carrington, Ricardo Diaz (Luis Guzman), Scott, Smith, members of the fictional rock group "Love Fist." Rockstar sets the table for the story of revenge and conquest you're about to embark on.

Then, the first portion of the game has you learning Vice City's new mechanics, like changing outfits, driving motorbikes and piloting helicopters. While these tutorials aren't perfect by any stretch of the imagination (can you say 'Demolition Man'?), the early missions serve as a stepping stone to the freedom that opens up once you waste Diaz.

From there, the decision falls to the player how to proceed. Which assets do you want to acquire? Do you go after the flashy Malibu club and pull off the series first true "heist" sequence (a mission structure revisited in just about every GTA game since)? Do you work for Scott, and find out some secrets about conservative congressman Alex Shrub? Do you spend the most money, but also attain the greatest reward, completing the missions for the Print Works, essential to unlocking the final showdown with mobster Sonny Forelli (Tom Sizemore)? Maybe street racing is your deal. Smith's Sunshine Autos is for you.

In a game series that emphasizes player choice, the way your reach the end game in Vice City is perhaps the most revolutionary that was seen in the franchise until the introduction of heists into GTAV. You choose what story elements you want to unlock first, rather than being guided through a series of missions that will ultimately result in the final confrontation. Not even San Andreas, voted the best GTA game in a fan poll just before the release of GTAV, had that kind of freedom. It's also a callback to the early 2D roots of the GTA series, which required only that you attain a "high score" (cash in the GTA universe) to progress through the game.

Vice City is an imperfect game, to be sure. It's targeting system is still awful, compared to later GTA titles, and the motorbikes just don't handle as well as they could. Many of the game's missions fall prey to the constricted structure of early 3D GTA titles: go here, kill some guys, pick this up, return.

But in terms of player choice, GTA: Vice City is perhaps one of the earliest and most successful experiments in the franchise. And it's still a blast to have that freedom at your fingertips, 14 years later.

Sunday, April 13, 2014

Virtual Dork: Infamous Second Son Review

While I've owned a PS4 for the better part of three months now, I've used it mostly to watch Blu-Rays and play free downloadable titles. With the launch of any console comes that inevitable dead period that can last anywhere from a few months to half-a-year in which software is at a premium and exclusives are almost unheard of.

I was eager, then, to get my hands on Sucker Punch's Infamous: Second Son. While I was an Xbox guy in the last generation and, admittedly, haven't played any of the series' titles to date, I'm a sucker (no pun intended) for a good open-world title that gives my character the power to wreak havoc on a massive scale.

What Sucker Punch does well in Second Son, it does as well (if not better) than anyone in the business. Sadly, however, Second Son is little more than a graphical and storytelling step-up from a number of other games already available in the current generation.

The story sucks you in immediately. You're Delsin Rowe, a member of the Akomish tribe whose past is clearly checkered. The player is immediately introduced to the spray-tagging mechanic, a nice use of the DualShock 4's motion sensing and built-in sound system. While I still think motion detection and the controller's touchpad are nothing more than gimmicks, they're used to good effect in Second Son, immersing you further into the game world without becoming too much of a hindrance.

From there, you're off on the grandest of the game's many fetch-quests, to attain cement-altering powers from the game's main antagonist: Brooke Augustine, leader of the Department of Unified Protection who has captured all of the element-controlling superheroes known as "Conduits" (or Bio-Terrorists) in the game world. She's made Seattle her base of operations and you'll have a blast shredding it to pieces with smoke, neon and video powers, each with its own set of visual and combat goodies.

Along the way, you'll make choices about whom to save or who to throw to the wolves; whether you'll use nonlethal force and blast away the bad guys and innocent civilians alike; and learn more about the D.U.P. from an intriguing alternative-reality game (ARG) that takes place in the Seattle game world and on your browser. Infamous: Paper Trail may be the most unique thing the game does and it extends the life of an otherwise repetitive series of missions that never truly opens the sandbox entirely to your will.

Seattle looks gorgeous, Delsin's character is incredibly detailed (down to the buttons on his denim jacket) and you'll want to stop on a rooftop all Batman-like and watch the Seattleites go about their day in a society on the brink of dystopia. In particular, Delsin's relationship with his sheriff's deputy brother, Reggie, is a high point in the game. These guys feel like brothers, and when the weight of the narrative gets too heavy, they're bantering always brings it back to a lighthearted spot.

The cutscenes, which are in some cases artistically rendered as panels in a comic book per the series' stylistic motif, are really the only reason to slog through what quickly becomes a repetitive series of missions that only alter slightly as the game progresses. You'll be doing the same thing on the game's second island as you did on the first - tracking down secret DUP agents by their mug shots, chasing hovering security cameras for their shards that act as the game's currency for upgrading your powers and occasionally choosing whether to decimate a crowd of drug dealers or subdue them and smash their goods. The only thing that changes is how much punishing the enemies can take and the presence of Augustine's cement fortifications. That's it.

Meanwhile, you become much more powerful as the game progresses. In open-world games, I like to knock out all the sidequests so I can be sure my character has an entire arsenal at his disposal in the end game. Because of this, I unlocked the neon karmic streak ability (a devastating attack that slows the game to a crawl and you blast neon juice out of your arms, subduing all enemies in a 2-block radius) rather early on. I also earned the ability to blast at weak subdue points on enemies in bullet-time that made wrapping them up a breeze.

As a result, every combat situation turned in to the same rinse and repeat, subdue enough guys to earn the karmic streak then take everyone else down checklist. Combat became a chore that was as simple as lifting a pinkie, no matter the abilities or resistance of the enemies I faced.

The game rushes to an inevitable showdown with Augustine that does pack a whallup and ingeniously includes the "learning a new power" schtick in the final boss battle that made me feel like a badass. Getting there, however, was another story. You have to climb the tallest tower in the game, and with two allies in tow and hundreds of enemies firing at you, an errant missile is bound to send you plummeting over the edge, which is an instant MISSION FAILED screen. Sure, you respawn rather close to where you were, but in a game that pushes how much of a badass you are falling 10 feet equating to a game over is a ridiculous conceit that pulls you out of the game world.

Infamous: Second Son is the first truly exclusive, next-gen game on the PS4. For that reason alone, I recommend playing the title. But it isn't the huge leap forward in terms of gameplay you'd expect from a next-gen game. It's a better-than-average open world game designed with the last generation in mind that looks simply stunning and is written by people who get storytelling in games.

I recommend a bargain-bin purchase.

Verdict: 3/5 stars.

Saturday, September 28, 2013

A postmodern meltdown: Some thoughts on GTAV and contemporary culture

'Cause I got bats in the belfry
I'm in the kitchen boiling society
I'm in the open catching all the leaves
We all see what we want, yeah


-Dispatch, "Bats in the Belfry" (Bang Bang 1997)

As Franklin Clinton, one of three protagonists in Rockstar Games' latest iteration of their billion-dollar Grand Theft Auto franchise, I'm cruising back to my pad in Vinewood, GTAV's version of Hollywood set in the hills over Los Santos (read: Los Angeles). I notice a patrol car speeding toward me, a not uncommon occurrence in a title that sets fits of unbridled rage as a gameplay mechanic. Except this police officer is chasing another violent offender, who is seconds away from veering in front of my vehicle's path.

Here's where choice sets in. And we're not talking the "will you or won't you" narrative mechanic like something out of Bioshock. This decision in front of me will have no bearing on my character in the long-term or how the game's story unfolds. It's simply a moment, in the countryside of San Andreas, where I as a player have to choose.

I swerve in front of the crook, blocking his path and making the pursuit all that easier for the patrol car. Both pursuer and pursuee (word?) emerge from their vehicles, weapons drawn. I do the same, hunkering for cover behind my sedan's engine (in retrospect, not the likeliest choice for safe-hiding-spot in a shootout). I pull the left trigger on my Xbox 360 game pad to go into targeting mode with my pistol. In another subtle nod to my choice as a player, I default to targeting a police officer, but I don't pull the trigger. Instead, the crook blasts him away before my eyes. Law is restored when his partner, at a different angle, takes one shot to put the murderer down.

GTAV isn't a perfect recreation of modern life. Following this encounter, the involved officer simply strolled back to his patrol car (I half expected to see him whistling) now sans one of its prior occupants and drove off. But these serendipitous moments of choice, and just HOW MANY there are in this massive game world, elevate Rockstar's latest above mere interactive entertainment to something more.

The chorus above is from one of my favorite ditties by 90s jam rockers Dispatch. The song begins with some psychedelic riffs on the electric guitar that fade into more ska/reggae beats at intervals. In the song's final act, the guitar swells to a pulsating fit of hyperactivity, echoing the mind of our speaker as he descends slowly into madness (hence the title) by the frenzied pace of modern life.

The Grand Theft Auto series has always been about choice. It was arguably more about choice before its 3D days, when the first two numbered installments in the series were "beatable" only after you obtained enough cash to proceed through a series of locations. GTA grew up with its first appearance on the PS2 and Xbox (GTA3), and has become a cultural force to be reckoned with.

The genius of GTAV is that it perfectly encapsulates the kind of frenzied mind that is created by the postmodern world. Michael and Trevor, the two other protagonists in the game, are relics of a bygone era, former heist aficionados sinking their teeth back into "the game." Because of ten years of cultural evolution that have left them behind, both have become mentally unstable in their own ways. The player, faced with a map the size of Rockstar's previous open-world games combined and numerous potential tasks throughout that world (in addition to just wreaking mayhem, a staple of the series) faces a similar kind of emotional distress (or, at least, I have multiple times while playing).

I'm not nearly finished with GTAV. I plan to sit down for a good long while with it today, some caffeine and alcohol at the ready for my fits of existential calamity. But, to date, the most impressive thing about the title is its ability to mimic the malaise of living in a world where choice is omnipresent and morals are blurry at best.

Tuesday, July 5, 2011

Virtual Dork-Top Video Games of the 00s

Here's a list I compiled for Facebook a few years back that I'm unearthing for the Shallow End. I've included a few games from the past couple of years to make the post a bit more current. These titles will likely show up somewhere on the inevitable 2010s list that will follow sometime in my late 20s and early 30s, which would put my nerd-dom level between "hopelessly desperate" and Val Kilmer in "Real Genius." You've been warned.

If there's one thing I love more than movies, it's sitting in a darkened room by myself on Saturday nights screaming obscenities at ten year olds on Xbox Live. At least, in the past ten years, the medium has become a bit more socially acceptable, stereotypes furthered in Grandma's Boy notwithstanding. While no game will ever dethrone Galaga's place in my heart, here are the titles from the 2000s that attempted that feat.

Honorable Mention: Grand Theft Auto: Vice City (2002), Manhunt (2004), Guitar Hero (2005), Star Wars: Battlefront 2 (2005), Gears of War (2006)

20. Black (PS2, 2006)
Predating the Xbox 360/PS3 generation by only a couple of months, this drop-dead gorgeous FPS for the PS2 and original 'Box was gun porn, eye candy, and frustratingly sparse narrative action all rolled into one. The game only lasted a few hours even on the hardest difficulty setting, and the story (I use the term loosely) wasn't anything to write home about, but damn if it didn't look simply stunning, and continues to inspire awe visually today. The lack of a sequel due to what I have to believe were sour sales (I didn't buy the thing, even the draw of fighting with gold-plated weapons couldn't convince me to shell out fifty bucks for a few hours of entertainment) is a crime against humanity.

19. Shadow of the Colossus (PS2, 2006)
Another late classic for the PS2, Shadow of the Colossus was the spiritual successor to the excellent Ico. Where Ico bucked the traditional action/adventure/platformer trend, Colossus went all tabula rasa and rewrote the rules of design-specifically, that you needed an environment filled with enemies. Instead, in this game you only fight a handful of foes-all of which occupy an area about 3,000 times that of your character. The developers did an astounding job of making you care about the characters and introducing moral quandaries to gameplay years before Bioshock did it most famously.

18. Borderlands (360, 2009)
I put this game on the list despite the fact that I've only played it for about three hours now, that's how damn good it is. Gearbox has managed to take a formula that has paid dividends in the past few years-mixing RPG elements with FPS action-and introduced a looting system in a beautiful, post-apocalyptic cel-shaded environment that arrests your attention both while playing and otherwise. There are definitely some minor kinks in hit detection, and the complete lack of narrative is a bit troubling, but these are quibbles for an open-world, loot-heavy RPG shooter that promises hours of fun during several thrilling playthroughs.
Note: I completed the game about two weeks after posting this list originally, and it's payoff more than made up for the potential on display in its first several hours. This game is so hopelessly deep and addictive that I was afraid the cable repair van down the street had bugged my room.

17. Timesplitters: Future Perfect (PS2, 2005)
As I, using the character model shaped most recognizably like the Hamburger Helper mitt, swung a baseball bat into a crowd of zombie monkeys in a beat-crazy disco while chased by several other human-controlled characters online for the seventh time in an hour, I realized just how incredible this particular iteration of Timesplitters was. To be sure, the Timesplitters franchise has hit the mark every single time with a shooter experience that is both responsive, fun, and downright hilarious. Future Perfect added online multiplayer to the mix, and it was pure heaven. Here's hoping Crytek gets down to making a worthy successor to Future Perfect very soon.

16. Psychonauts (PS2, 2005)
Tim Schafer's look into the minds of several troubled individuals at a summer camp for children with psychic abilities was disturbing, hilarious, and perfect platforming action all rolled into one. Though the gaming public at large overlooked this gem, I look back with fond memories on this title. I wasted most of my own summer trying to clear censors from the minds of the troubled inhabitants of Camp Whispering Rock.

15. Max Payne 2: The Fall of Max Payne (PS2, 2003)
I'm not a huge of film noir, or pinot noir for that matter. However, the insane gunplay of the Max Payne series drew me into the first game. In the second, the formula is perfected as the gamer plunges deeper into the perturbed mind of Max Payne with flurries of bullets, action reloads involving flowing leather jackets, and deeply reflective (to the point of nausea) inner monologues. I knew Max would end up with Mona, but I can't wait to see what's happened to him in the meantime when Max Payne 3 releases this year.

14. The Warriors (PS2, 2005)
Rockstar brought back the visceral thril of beat 'em ups like River City Ransom with this adaptation of the cult classic film. The look and feel of the game is identical to that of the iconic movie as Rockstar showcases its ability to set a mood through storytelling for seemingly the 90th time of the decade. I loved the flashback sequences that allowed you to garner some real emotional attachment to each of the members of the titular gang, and then replay the escape sequence from the film in the second half of the title. The fact that the backwards compatibility of the 360 has not extended to include the original Xbox version of this game is a crime against humanity.

13. Freedom Fighters (PS2, 2003)
From the guys who would eventually bring us the underwhelming Kane and Lynch: Dead Men came what amounted to an imagining of the plot of Call of Duty: Modern Warfare 2 six years earlier. The Soviets, who dropped an atomic bomb on Berlin before the Americans could do so in the Pacific, eventually invade the Americas in the early 20th Century. You play an unlikely hero, Chris Stone, a plumber (aren't all video game heroes?) who starts out trying to save his brother from the invading Ruskies but ends up liberating most of New England from the Commie threat. The squad-based shooting mechanics were fantastic for a PS2-era game, and the story had some real weight to it. An unacknowledged gem.

12. New Super Mario Bros. Wii (Wii, 2009)
Take a classic 2D platforming formula, thrown in simultaneous four-player support and some motion controls, and you've got yourself a fantastic throwback title. NSMBWii will make you hate all of your roommates for bumping you off a platform while trying to grab some coins, even though you both are seemingly attempting to save the princess, who's been kidnapped again. Who cares that we've seen it all before? The fresh coat of paint both graphically and gameplay-wise make this an incredible, can't miss nostalgic title.

11. Bully (PS2, 2006)
Take Grand Theft Auto, throw in equal parts schoolyard charm and adolescent mischief, and you've got yourself a very impressive and focused open-world title. Jimmy Hopkins is both a sympathetic and fiendish protagonist, emotions Rockstar is used to fostering with its main characters. The highlight for me, of course, was the Halloween night pranking, but the whole game-which spans one school year at a strict New England boarding school, is entertaining from start to finish. Think interactive "Wonder Years."

10. Grand Theft Auto: San Andreas (PS2, 2004)
Quite possibly my most anticipated game of the decade, I still remember driving to the store after cross country practice to pick this game up. Gamestop was having a cookout and giving away tons of free shit, but I went in, grabbed, the game, and got the hell out of Dodge, because I knew what was waiting for me. Over 100 hours of pure, unbridled open-world crime goodness. I played the hell out of this thing well into 2005 (I had to get all of the graffiti tags in Los Santos, right?) and the only complaint I have to this day is that the focus of the narrative was lost in the sheer vastness of the world in which the game took place. But can that really be considered a complaint?

9. Bioshock (360, 2007)
There are so many images from this game that will never, EVER leave my head. One involving a putter comes to mind immediately. The team behind the incredible System Shock 2 (which missed topping this list by about 4 months) brought that gameplay into the 21st Century with a gut-wrenching morality play you participated in. The atmosphere, the gunplay, the RPG elements...it all blended beautifully to create a truly breathtaking experience.

8. Batman: Arkham Asylum (360, 2009)
You know the Joker is going to break out. That's about the only thing you can expect in this incredible game adaptation of the Batman universe. There's a focused story here, incredible stealth elements, and a truly maniacal Joker voiced by Mark "I Almost Had Sex with My Ficitional Sister" Hamill. Oh, did I mention the game looks absolutely beautiful? The combat mechanics are inspired and the inclusion of hidden messages from all of Batman's most sought-after villains makes this a nerd's (like myself) paradise.

7. Assassin's Creed 2 (360, 2009)
Ubisoft took everything that was wrong with the first game, scrapped it, and left the incredibly intriguing conspiracy story intact to create a historical panorama that the gamer can't help but be sucked into. Combat is still very satisfying and the villas of the Italian Renaissance are truly breathtaking. Bravo to the developers for making a sequel that surpasses the original in almost every single way.

6. Call of Duty 4: Modern Warfare (360, 2007)
The game that may have given me stomach ulcers. I still know my way around Wetwork blindfolded and I hear shouts of "Tango Down!" in my sleep. Though this year's iteration continued to incite ravenous multiplayer hunger in my mind, it did little to build upon the inspired setup of the first game, which clearly had superior single-player set-pieces and built the foundation for the FPS juggernaut that everyone will have to try to dethrone in the next decade.

5. Super Mario Galaxy (Wii, 2007)
Whereas Mario 64 had everyone's favorite plumber moving to the 3D plane for the first time, this title gave us the first glimpse of the potential of motion controls in a platformer while creating mind-bending gravity puzzles and gameplay that challenge gamers of all persuasions. That must be the reason Galaxy is the first game getting a true sequel since Super Mario World on the SNES. I can't friggin' wait.

4. Halo: Combat Evolved (Xbox, 2001)
I didn't own an Xbox, but thanks to the popularity of LAN parties that didn't stop me from logging probably over 100 hours on this game. I remember hours of CTF games on Chill Out with shotguns the night before high school cross country meets, and the thrills of sticking newbs with grenades and pistol whipping them in the back of the face. Halo also sported the most satisfying weapon-the scoped pistol-in all of gaming. Who didn't love spawning with that thing, watching your opponent's shield disappear with two shots, and then finishing them off, sending their body falling limply to the ground? Did I mention my violent streak began around 2001?

3. Fallout 3 (360, 2008)
The Fallout series was great in its own right in its isometric RPG PC days, but Bethesda took the formula, instituted its Morrowind first person touch, and created an instant genre-bursting classic. What begins as a search for your father becomes a struggle for survival in the irradiated Wasteland created by, what else?, nuclear Armageddon. The final chapter of the game, with a giant Commie-hating robot laying waste to guys you would have no chance of killing in the beginning of the game with your puny 1st-level rank, is up there in terms of all-time satisfying video game moments. Can't wait for the sequel (PLEASE make it an online MMORPG).

2. Half-Life 2: The Orange Box (360, 2007)
Half-Life 2 on its own is an incredible achievement in the first person genre, mixing puzzle, driving, and shooting elements together with a story and characters that have real emotional weight, but you throw in Team Fortress 2, Portal, and the episodic content that continues the Half-Life 2 story and you've got an incredible title that really gets you bang for your buck. Gordon Freeman, world's greatest physicist, awakes from stasis to find that creepy guy with the suitcase needing more help in the near future. As you save mankind, you realize just how fucked up all those Combine bastards really are. The tease at the end of Episode 2 really isn't fair, especially when you consider it's been two years and we still haven't heard anything about Episode 3's release date. Let's finish this fight, please!

1. Grand Theft Auto 3 (PS2, 2001)
I remember popping this game in the PS2 disc tray, the first time I'd played the system, and being completely overwhelmed by the world that surrounded me. I wasted days playing GTA2 on my original Playstation in my late-90s gaming frenzy, but nothing compared to the fully 3D world filled with seemingly endless possibilities that lay before me. Consequently, I wasted months driving around Liberty City as Claude Speed, the mute psychopath who probably killed over 100,000 inhabitants of the city during my reign of terror. There was so much to do...I remember wasting days just trying to get the game's clipped-wing plane to fly around the city, seeing which buildings were solid, which were transparent, and warping myself to different places in the city during my pursuits. When the glitches in a game become sources of entertainment, you know you have a contender for best game of the decade.

The Best of the '10s (so far):

Red Dead Redemption (360, 2010)
As you can probably tell from the list compiled above, I'm a bit of a Rockstar Games fanboy. I divulge this information with no shame whatsoever, when the studio consistently produces titles of stellar quality. RDR was no different, taking gamers through a Wild West adventure that nailed the shooting mechanics in a third-person action game to an unprecedented degree and toyed with notions of storytelling in an industry-revolutionizing way. Seriously, the final two or three hours you spend during the campaign will make you appreciate everything that has come before, and presents a protagonist that pulls at the heartstrings in a way Rockstar just couldn't do with its other big-budget, open world title of this generation (you may have heard of Grand Theft Auto IV). Redemption (in a way its predecessor, Red Dead Revolver, couldn't dream of doing) made the Western a viable platform for an action-packed adventure in the medium, and further proved the stellar pedigree of its publisher.

Donkey Kong Country Returns (Wii, 2010)

As a child of the Donkey Kong Country generation, I watched the first few gameplay videos for DKCR and swooned in anticipation. A stunningly beautiful game that, as a kid who grew up playing the SNES titles can attest to, just feels right as a platformer, DKCR takes the model provided by New Super Mario Bros. and adds pizzazz, speed, and the right amount of nostalgia to create not only one of the greatest re-imaginings in the history of the medium, but perhaps the greatest platform game to date on any system. The drop-in drop-out co-op ensured that my memories of rollicking through the jungle with my dad and brother as a grade-schooler could be relived in the living room of my college home. And that's to say nothing of the ridiculous soundtrack, which manages to both retain the sound of the original while bringing the score up to date for a new generation. Bravo, Retro Studios, bravo.