the thing about art is that it was always supposed to be about us, about the human-ness of us, the impossible and beautiful reality that we (for centuries) have stood still, transfixed by music. that we can close our eyes and cry about the same book passage; the events of which aren't real and never happened. theatre in shakespeare's time was as real as it is now; we all laugh at the same cue (pursued by bear), separated hundreds of years apart.
three years ago my housemates were jamming outdoors, just messing around with their instruments, mostly just making noise. our neighbors - shy, cautious, a little sheepish - sat down and started playing. i don't really know how it happened; i was somehow in charge of dancing, barefoot and laughing - but i looked up, and our yard was full of people. kids stacked on the shoulders of parents. old couples holding hands. someone had brought sidewalk chalk; our front walk became a riot of color. someone ran in with a flute and played the most astounding solo i've ever heard in my life, upright and wiggling, skipping as she did so. she only paused because the violin player was kicking his heels up and she was laughing too hard to continue.
two weeks ago my friend and i met in the basement of her apartment complex so she could work out a piece of choreography. we have a language barrier - i'm not as good at ASL as i'd like to be (i'm still learning!) so we communicate mostly through the notes app and this strange secret language of dancers - we have the same movement vocabulary. the two of us cracking jokes at each other, giggling. there were kids in the basement too, who had been playing soccer until we took up the far corner of the room. one by one they made their slow way over like feral cats - they laid down, belly-flat against the floor, just watching. my friend and i were not in tutus - we were in slouchy shirts and leggings and socks. nothing fancy. but when i asked the kids would you like to dance too? they were immediately on their feet and spinning. i love when people dance with abandon, the wild and leggy fervor of childhood. i think it is gorgeous.
their adults showed up eventually, and a few of them said hey, let's not bother the nice ladies. but they weren't bothering us, they were just having fun - so. a few of the adults started dancing awkwardly along, and then most of the adults. someone brought down a better sound system. someone opened a watermelon and started handing out slices. it was 8 PM on a tuesday and nothing about that day was particularly special; we might as well party.
one time i hosted a free "paint along party" and about 20 adults worked quietly while i taught them how to paint nessie. one time i taught community dance classes and so many people showed up we had to move the whole thing outside. we used chairs and coatracks to balance. one time i showed up to a random band playing in a random location, and the whole thing got packed so quickly we had to open every door and window in the place.
i don't think i can tell you how much people want to be making art and engaging with art. they want to, desperately. so many people would be stunning artists, but they are lied to and told from a very young age that art only matters if it is planned, purposeful, beautiful. that if you have an idea, you need to be able to express it perfectly. this is not true. you don't get only 1 chance to communicate. you can spend a lifetime trying to display exactly 1 thing you can never quite language. you can just express the "!!??!!!"-ing-ness of being alive; that is something none of us really have a full grasp on creating. and even when we can't make what we want - god, it feels fucking good to try. and even just enjoying other artists - art inherently rewards the act of participating.
i wasn't raised wealthy. whenever i make a post about art, someone inevitably says something along the lines of well some of us aren't that lucky. i am not lucky; i am dedicated. i have a chronic condition, my hands are constantly in pain. i am not neurotypical, nor was i raised safe. i worked 5-7 jobs while some of these memories happened. i chose art because it mattered to me more than anything on this fucking planet - i would work 80 hours a week just so i could afford to write in 3 of them.
and i am still telling you - if you are called to make art, you are called to the part of you that is human. you do not have to be good at it. you do not have to have enormous amounts of privilege. you can just... give yourself permission. you can just say i'm going to make something now and then - go out and make it. raquel it won't be good though that is okay, i don't make good things every time either. besides. who decides what good even is?
you weren't called to make something because you wanted it to be good, you were called to make something because it is a basic instinct. you were taught to judge its worth and over-value perfection. you are doing something impossible. a god's ability: from nothing springs creation.
a few months ago i found a piece of sidewalk chalk and started drawing. within an hour i had somehow collected a small classroom of young children. their adults often brought their own chalk. i looked up and about fifteen families had joined me from around the block. we drew scrangly unicorns and messed up flowers and one girl asked me to draw charizard. i am not good at drawing. i basically drew an orb with wings. you would have thought i drew her the mona lisa. she dragged her mother over and pointed and said look! look what she drew for me and, in the moment, i admit i flinched (sorry, i don't -). but the mother just grinned at me. he's beautiful. and then she sat down and started drawing.
someone took a picture of it. it was in the local newspaper. the summary underneath said joyful and spontaneous artwork from local artists springs up in public gallery. in the picture, a little girl covered in chalk dust has her head thrown back, delighted. laughing.
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There's always those stories of Fae would have a fuck ton of kids with humans and I can't help but think it's a breeding kink. Like maybe fae pregnancies are really long, especially in comparison to human pregnancies (9 months is nothing to a fae) so when Fae realize that they just can't stop themselves from grabbing the first pretty fertile human they see.
Just imagine it; being some pretty young girl who happened to catch the attention of a fae and getting whisked away to be treated like a prized broodmare, constantly being breed. If your fae gets really attached they might just use their magic to keep you young and fertile forever.
I need to brush up on faeries 1000% because I did not grow up with them and did NOT know that lol. How... curious... 👀👀 I am very intrigued ehe
tw.yandere, noncon, pregnancy, minors dni, as always my shitty version of being kidnapped by ... something not human
You know, right now I'd walk straight into any otherworldly little trap, so let's follow that thought for a bit.
You're stressed, you feel like you're absolutely drowning in responsibilities, work, a million deadlines - so, so sleep-deprived and mentally exhausted that your judgment softens, your senses dull, your mind grows hazy. And while it will pass (all things eventually pass, don’t they?) and you’ll be fine some weeks, months from now on - the way through it all is grueling and hard, mundane and repititive.
Wouldn’t you be fortunate to catch the eye of someone out there? Someone, something who thinks you’re quite charming; soft and human and almost clumsy in the way you putter about and oh, you’re so weak. Some beautiful stranger who whisks you away, to somewhere so odd you think you’re dreaming at first. It’s so surreal, you have to be asleep, right?
And how harrowing it has to be to wake up for the first time, realizing that you made a stupid mistake some weeks ago, something you can’t even quite remember. Maybe the stranger caught you sometime during the dawn when you were half asleep- maybe they got you when you wandered too far into the forest on one of your nightly walks- it doesn’t matter, really, does it?
Your head feels as sticky as cotton candy and heavier than a brick, and they keep you in a bed of soft linen and way too many pillows, and fuck you so full you can’t make out left from right-
You can’t fight against them, and your rational thought is merely scratching at the door to your consciousness - but that underlying dread mixed with too-sweet dreams and kisses has to be terrible. Every passing day turns sweet to sour and when your stomach swells you finally manage to break away from the spell, if only to vomit out the food the stranger has stuffed you with... I feel like they’d basically keep you drugged and pliant for all eternity- with you just being able to feel that foreboding sense of ‘something is fundamentally wrong’ but not able to formulate a single clear thought. Any time you manage to free yourself from their influence, you’re immediately pulled back into it; and the memory erased. I can see them not even really talking to you - you’re like a sweet little pet to them, stupid and only there for what you can provide for them. Kept happy and dumb and pregnant, doomed to be a drooling broodmare...
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Something I both love AND hate about FF7 (the original game and everything after, including the Remake trilogy) is that it is just ambiguous and/or player-driven enough that no matter which side of the love triangle you fall on (assuming you do in fact ship Cloud with one of the girls), the majority of fans for that ship are 100% CONVINCED it's the correct/canon option.
Like, certain scenes are definitely up to interpretation, and people are going to thus have varying reads on those scenes and the characters/relationships the scenes are about. It doesn't help that several scenes change depending on the player's choices, which acts as a confirmation bias as you naturally get more time and romantic moments with the girl of your preference. It really seems to me that MOST people who ship Cloud and Aerith have one solid interpretation (with a plethora of supporting evidence) of the series and the romance, while most people who ship Cloud and Tifa have their own solid interpretation with plenty of evidence that is VASTLY DIFFERENT from the Clerith reading of the game.
This is not a case of "one ship is clearly, explicitly canon and fans of the opposition just like their pick better and/or think it made more sense narratively and WISH it was canon" - for an example of that, look to the Avatar the Last Airbender shipping wars. This is a case where both sides literally interpret the story just differently enough that they come to entirely different conclusions about which girl is Cloud's true love. And if either side reaches out to try and explain their viewpoint to the other, they're just met with "uh, no. You're wrong." Try and explain what Cloud might be thinking in a given scene with one of the girls, why he acts a certain way... "That's not it at all, where are you getting this? Are you delusional?"
Like, I am a Clerith shipper. I have played all the games in the compilation and watched Advent Children. I tried to be as completionist as possible, even. And I came out on the other side of really digging into the story of this game loving Cloud and Aerith's dynamic and pretty firmly convinced they were canon. Or as canon as possible in the timeline where she died.
As any Clerith fan who participates in the fandom would know, if you try and explain your interpretation of these characters and the romance to a diehard Cloti supporter... you're met with a lot of "you're misinterpreting! Cloud and Aerith were just friends! She loved Zack to the end and Cloud loved Tifa since childhood and never stopped! Also Aerith is actually BAD for Cloud because she's too pushy/abrasive. She's not helping him open up, she's just forcing him to go along with her and making him uncomfortable!"
All of this is of course infuriating, but I'd like to think I'm self-aware enough to know we are kind of guilty of the same thing. The majority of Tifa fans are SO happy about the kiss in Rebirth, while we're over here dismissing it because, one it's optional, and two Cloud is "obviously" using Tifa as a rebound or settling for her since Aerith is seemingly unavailable. But that's not how Cloti fans see it at all.
We can talk until we're blue in the face about how TIFA deserves better than Cloud because she shouldn't be the second choice - the one he settles for. But I think most people who really love Cloti genuinely don't see it that way. In their eyes, she's NOT second-best. Cloud loved her all along and this kiss is finally confirming that. And nothing we say will dissuade them, just as nothing they say will actually change OUR minds about Clerith.
It is honestly really difficult for me to try and see the story and romance the way Cloti fans do, but I know the reverse is also true. Both groups of fans interpret the characters and relationships differently. The compilation ALLOWS us to interpret them differently. And this is why the ship war for a game from 1997 is still raging on.
Because both camps are certain they're right, they defend their position viciously. Sometimes that means invading the "other side" to tell them how wrong they are. This discussion/rant was prompted by a Cloti fan on a Clerith vid who wanted to debate MY comment about how wonderful the ship was and how good they were for each other. He was "confused" and "concerned" because Clerith fans were reading the story wrong or warping it to suit our ship.
I wanted to tell him, "buddy that's what YOU'RE doing". I wanted to write a goddamn essay explaining why Clerith is canon actually. But considering in my INITIAL comment that he first responded to I'd already brought up why I thought Clerith was great, and he was IGNORING that... I knew it would be pointless. There is nothing I could possibly say that would change his mind. There is nothing he could possibly say that would change my mind.
As long as both sides of this war are fully convinced they're right, this war is going to be endless and brutal. And that's why my absolute biggest fear for part 3 is an open, ambiguous ending regarding the ships. Maybe it will canonize nothing. Maybe it will canonize BOTH by having the actual ending change depending on which girl the player favors.
Either route will offer no relief to this eternal battle. I would honestly prefer for Cloti to explicitly and unambiguously win than an ending where neither girl does. Because I can accept a loss. I can accept being told that actually I WAS interpreting the story wrong, but I'll only accept it from the text itself. If anything, a Cloti ending might encourage me to go through the entire compilation again trying to view it with that canon couple in mind. I'm sure I'd see things differently, even if I'd always have a place in my heart for Clerith. And I sincerely hope that if Clerith were to win that Cloti fans could do the same.
All I know is that I'm sick and tired of this ship war. I personally have never gone after Cloti fans or engaged in Cloti content with the intent to debate or hate on the ship. But I don't speak for all Cleriths. I'm sure at least a few fans of my ship are guilty too. I have seen many obnoxious Cloti fans invading our spaces to disparage us - mostly on YouTube and Twitch, less here on Tumblr - but I KNOW there are plenty of kind Cloti fans who just happily enjoy their ship and leave us to ours as well.
At the end of the day, regardless of how part 3 ends things, I just wish we could live in peace. Please enjoy your ship. Your interpretation of the text and romance is valid. But so is mine. If neither side can agree, then the best thing to do is leave each other alone.
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Asking because I’m extremely curious about this, how did MonProm’s writing get different over time? I remember you saying that the lore and characters feel different, and that it's missing sincere character interactions, too. I know almost nothing about the lore and I’ve only seen a few people mention the characters, so I’d be interested in a rundown of what aspects you think got worse in the series
I wouldn’t mind a very long response since I’m not that active in the fandom, I need to catch up on what happened
sorry for taking so long to answer this! i kinda waffled on it for a long bit, mainly because i started doubting myself again, and whether or not this was me simply overreacting or being tinted by nostalgia or simply being extremely picky and choosy in what i like (the last of which is true, i seldom get into fandoms at all for this reason and stay away from most popular media, but i wasn't sure if it applied here). i've posted about it already, but i'm in the middle of a psychotic episode where i can't feel a lot of pleasure to begin with + most things i do experience ending up solidly in the "very bad" category, so as you can imagine, i really didn't want to mislead and check that i was actually in objective reality.
as it is, this is also when a lot more screenshots started to be posted in the monster prom tag, and that helped me bridge the gap back into returning to the games themselves and feel like i was making a more accurate judgement. if you're one of those people who have been posting screenshots, i sincerely thank you, and i appreciated seeing you in the tag greatly.
for those not in the know — i've been in the monster prom fandom since it first released, prior to even the first additional ending to be added (the "Punch the sun" ending, and i recall the minor fandom drama that happened at that time due to it). my impression of monster prom is very much influenced by this, as what got me into the first game was the fact that the characters genuinely seemed to care for each other and were friends with each other (not merely tolerating each other's presences nor dressing it up, they sincerely thought of each other as friends and were open about that fact), on top of the wide variety of small details and statements that, if taken at face value, could create compounding complexity in the lives of each and every character and had wider implications for their lives.
no, they were not necessarily explored nor even necessarily "real", with so many conflicting events and statements, but i liked this too, because it meant a wider flexibility in what you could imagine, helping to create a more tailored experience for everyone who thought about these characters. this was what i liked about the early fandom too. what was baseline "canon" was so vague and minimal that you could have wildly different interpretations of the same characters' histories and relationships with each other. you would have radically different perspectives on what the world itself looked like, what it was like, that there wasn't really any wrong answers so long as their personalities remained the same. this is where you got the old headcanon of polly and liam being childhood friends who knew each other as humans, or that the world of monster prom was post-apocalypse where humanity itself had gone extinct or only existed in tiny pockets, or my personal headcanon that both monster and human society existed right next to each other and had minimal crossover for petty cultural reasons. this was also prior zoe-as-ro, and there were wildly different interpretations of zoe's personality, with most going for a far more disquieting creepy-cute than the deep nerd we got.
this is why you get stuff like the timeloop theory, where everyone is repeating the same weeks leading up to prom over and over, and are perhaps vaguely aware of it but broadly unconcerned. this is also why it felt like the joke that, the characters were still in high school but were all fully legal adults with most in their 20's, best landed, because it was absurd and strange and didn't quite make sense, but the world itself was inherently absurd and semi-malleable to begin with. realistically, i felt like everyone understood it was making fun of the trope of having adults play teenagers in american sitcoms and wildly casting outside the age range, but for more in-universe explanations it wasn't any different from the way that you would have a large, dramatic ending in which everything changed, but then you'd restart and everyone would be right back at the beginning with nothing different, or even having conflicting events in the same run. it was a dream-logic that fit with the tropes and, thus, diagetically made sense.
to be clear, i don't mind canon having a set, well, canon on which it refers back to itself. i don't mind expanding that or including more things which are set in stone. but there was a perceivable shift in how the games handled this over time, becoming a lot more... bitter, it felt, towards all of these different branching ideas and concepts that, yeah, the people making them knew wouldn't necessarily be "canon" because "canon" already liked to contradict itself so much. most people weren't even sold on any one idea, and there was a much greater sense of enjoying and appreciating all the varying ideas people would come up with even if you personally didn't share them. making the characters be out of character was the real crime, because then it didn't diagetically make sense in the same way, didn't wholly fit.
(again, this is not to say fanon didn't happen and characters weren't smoothed down into a simplified personality that fit these varying fan-interpretations instead of the game itself. certainly damien love/lust was just as bad as it had ever been, and everyone loved to mangle his character into a more stereotypical "bad boy with a heart of hold" all the time. but it certainly felt less set-in-stone about it than it does now, with any deviation from the norm being considered strange and odd and even broadly shunned from the wider fandom.)
all of this is setup for establishing what the writing, lore, and characters felt like in the earlier days. the characters were the strongest part, with their relationships to each other being equally as important. the lore played it fast and loose and was far less interested in setting anything in concrete because that wasn't the important part. the lore wasn't the important part, which was what made it all the more intoxicating to think about, all the more fun to play with.
montrip is easily the biggest offender when it comes to setting everything in all-or-nothing terms and demanding absolutism from the world. broadly i blame the hitchhiker conversations for the worst of it, but i think ultimately the way they handled the entire premise of the game is where this problem stems from. it's not really an exploration in the same sense that you might explore the first game, discovering different perspectives and different people with different relationships to each other. it's an exploration in the sense of a sequel that over-explains the monster, that takes the most boring option out of all those that were possible and floating around and settles on something that was blatant, obvious, typically rejected not because of how novel it is but how trite and par for the course it is in the rest of the genre.
yeah, okay. humans know nothing about monsters and there's a "monster dimension" that exists separately from the human dimension. there's no crossover between the two of them. of course there's a big grand-scale fight between the eldritch powers that zoe used to be a part of, from which not only are slayers the main organization against them, but also the merkingdom has some horse in this race too. it's an urge to make things so universal in explaining them, in revealing connecting threads which unite everything that's ever happened in here, that makes the worldbuilding and lore immediately much more boring than it ever was before.
and it didn't have to be this way! nothing in the first game contradicts any of this too explicitly (see the above, the first game loves to contradict itself), and i would even be happy if this was basically canon but never stated or confirmed to be the big overarching everything going on underneath it all. i believe you should probably know these things about any world that you create and have them in the back of your mind. the difference is that you can know these things and keep them in mind, even focusing on things where its very relevant, and still not reveal them. this is why you have lore bibles, after all. every horror writer knows exactly how their monster works and the full underlying reason for everything that happens, but that doesn't mean the audience will see it or possess this same information too, and leaving it intentionally obscure will make far better stories.
which, this is bad enough, but it wouldn't be the breaking point for me if this was all there was.
but the worst thing of all has to be the slow decay of the very same characters that sold me on this world, this lore, this game in the first place. monster prom is nothing without the characters in it. it's a dating sim, it has nothing but characters to get you to play, and liking these characters are the entire reason anyone would pick up monster prom in the first place.
and the first game pulls this off extremely well. it's all in the tagline: be your worst self. they are, indeed, all terrible people. yes, even that character that you just thought of right now. they all have points in the game where they commit atrocities, where they kill or hurt people, where they do inexcusable things that could not be ignored in a more serious setting.
but that's the point. i think there's something very powerful in creating a character who not only do you love and love their personality and the way they interact with the world, but who also are inapologetically terrible, and to have the humor and the charisma be so good that you don't get bogged down in the "this is awful". likewise, it never feels the urge to really go out of its way to justify what's going on. this is not to say theres no discussion of if someone "deserved it", but usually there's still the sense that the joke is on them, that this is still an extreme reaction specifically for comedy and not necessarily something that can be justified. you can have damien set leonard on fire and have it feel earned, without prompting the needed reaction of what it's actually like to watch someone burn to death.
this is what sets the prank masterz ending apart from the rest of the game, and really establishes it as the first real "bad ending". because nothing that you do or happens in the prank masterz ending is any different from anything else that happens in any other run. you summon evil beings from other dimensions as a throwaway gag on how visiting one location raises your stats. you kill other people and damn them to terrible fates. you watch as body horror happens. the only difference is that, in the prank masterz ending, the laugh track doesn't play.
the rest of the game and the writing echoes this philosophy, this careful interplay of tropes that keeps everything tongue in cheek and yet sincere enough to make sure emotional beats still land when they're needed. the characters feel true to themselves and their own emotions, even when the world is extreme and excessive, when everything else runs on comedy logic.
this is also what i noticed failing first as time went on.
like i said, fanon has always existed and there's always been very specific ideas as to what characters are like in the same way fanon always flattens down characters into the same tropes over and over. scott is stupid and innocent and doesn't know what sex is. damien is violent and hot and too cool for anyone else. miranda is the idiot girl character. repeat over and over and over until you get sick of it.
but it's been an issue as time has crept on that canon has started to approach fanon and began to merge with it. now, scott is so innocent that he can't even curse. polly starts being mean to her friends and saying things that would be very hurtful to hear. the merkingdom isn't really super evil and fucked up, it's just miranda that's like that. they become simpler, easier to digest, streamlined for social media posts and mass-sharing. they become less and less subversions of existing tropes and moreso just another example of them, something else to add to the collection, not their own individual stories.
even further from this, what more complex traits they had are now stated and not shown. polly is stated to be smart and clever in a way that her party girl persona doesn't imply and to be sincerely rather down to earth with the people she cares about, but we seldom ever see this anymore unless its the game specifically trying to make a point about it, in which case it won't let her do anything that implies cleverness and moreso will just outline it in the narration. vera is stated to care for people in a very genuine and heartfelt way, but seldom will get a chance to do so, and every opportunity for her to do so to their faces is missed while she will just outright state it later. it does not feel consistent, it does not feel like any of these are intended reads of their actions. it feels like the devs have something they want to do but no idea on how to actually do so. and forget it if you want these traits to manifest in small ways that show up in unrelated moments and scenes.
the dialogue becomes harder and harder to tell between each speaker, if you are just looking at what's said and not at the pictures attached to it. the characters' distinct voices have been eroded away, so that they speak more and more like each other, relaying the same terms and ideas in the same words. perspective becomes a suggestion, instead of a must.
this is something that started back in monster camp too, as all of the endings in that game felt ultimately the same as every other ending. it's very hard to place or define the full reason why, why there feels like there's no emotional stakes nor investment, why everything feels moreso like selecting different coats of paint and trying to find all the different ending pictures rather than being interested in exploring the characters as characters.
stranger yet, the series that started with the tagline of "be your worst self" has experienced a kind of... softening, for lack of a better word? what i mentioned about being able to handle the balance between terrible people who do terrible things and the light tone of the game starts to change, as abruptly the same characters who were down with violent murder in the first game start to lose their nerve, acting more and more on more typical morality. it's one of those things that feels like it's starting to damage the tone, as abruptly it's not as absurd as it used to be, demands less suspension of disbelief which could buffer and support the rest of the setting on it. there's even a part in one of the endings in montrip which involves current-polly and current-scott looking back on their monprom selves and reacting in horror at how violent and careless their pranks are, in a way that fundamentally felt like it was undercutting and disparaging all the things that felt fun and made monprom what it was.
which is odd, really, because more and more i feel like the characters in these games like each other less and less. the friendships and genuine enjoyment of each others company that brought me to this game in the first place has gone. now they don't mention each other as much, don't care for each other's feelings and reactions as much, aren't as willing to support each other. they are more and more found on their own, relied on their own, seem to seek out contact and interaction with their own friends less and less. it feels like they're all separating out into their own worlds, but also feels like they wouldn't willingly want to interact with each other if they weren't already forced together by some other outside contrivance.
if anything, i'd compare it to every other dating sim out there, where you, the player, are the most important person in these characters' lives, and they only feel ambivalent or antagonistic towards every other character. which, again, is not why i picked up monster prom or why i liked it so much in the first place.
and it's because of this that it feels like the current state of the series has to focus on its increasingly weak worldbuilding and lore, trying to form a more serious foundation without character relationships being so tightly bound together, without the characters themselves being more developed and rich, without an aspect of absurd humor to rely on.
more and more i've noticed monprom has to rely on referencing other series to make itself funny and create humor, which, again, it's always done. it was just easier to ignore back then, if you didn't know what was being referenced, because there was always more going on in the exact same scene to bolster it and give context clues as to the setup and punchline at play. it feels like the current games are much more dependent on you knowing pop culture references in order to have any fun with it, and i'm someone who, again, is very picky in what i like or what i'll seek out. i'm not interested in a stream of references about other things that i would much rather be doing than playing through a game that feels like it hates that i like it at all, when i could, again, just be engaging with the thing that takes itself seriously and knows what it wants.
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