Monday, 14 April 2014

EARLY ADVANCEMENTS IN THE PLAYSTATION - PART 1: HISTORY

    Over the next two blog posts I’ll be talking about Sony’s Playstation, involving the graphical evolution of the early games to maximise the processing power of the console as well as its interesting history.


[1] - CARCERGAMING (????) Playstation [Online Image] Avaliable from: http://koikoikoi.com/wp-content/uploads/2008/11/04sony_playstation.jpg [Accessed 13/04/14]
    In 1994, Sony released its first console, the Playstation, after a deal between Sony and Nintendo in 1988 went south. The two companies were working together, developing an add on for the Super Nintendo Entertainment System. The add-on was planned to be produce due rise in usage of Disc based formats, along with the discs memory capabilities far succeeded the traditional cartridge memory format. This would allow games could have far more content within them to tell expansive stories and explore lore filled worlds. This wasn’t the first collaboration between these two companies though as one of Sony’s employees, Ken Kutaragi worked in secret to produce a new sound chip for the SNES[2]. This decision for him came about due to his interest in video games which developed by watching his daughter play the NES. All was going well in the production of the audio chip until the board of directors discovered what he was creating and wanted to put an end to it. Norio Ohga, the CEO of Sony stepped in and allowed Kutaragi to carry on developing the sound chip as long as the company was allowed to present it to Nintendo. The sound chip had the best audio quality of any of the competitors at the time and went on to be used in the SNES. This laid the foundations for the collaboration between the two developers, with Kutargi as the lead for the development project of the Super Disc add on[3].

The SNES featuring the CD addon.
[4] - DAILY TECH's JASON MICK (2014) SNES Disk Drive addon [Online] Avaliable from: http://images.dailytech.com/nimage/SNES_CD_Nintendo_and_Sony_Wide.jpg [Accessed 13/04/2014]
    With this collaboration, Sony was allowed to develop their own branded console which could run both cartridge and disc based SNES games as well as having large amount of control over licensing for the upcoming format. It was rumoured that Nintendo was not happy with the deal and turned to Philips, Sony’s rival, in secret to negotiate a more favourable deal for a CD based add-on. This deal gave Philips the right to use some of Nintendo’s most well known characters in their own games on the Philips CD-I.

Concept of Sony's Brand Console which could run both cartridges and CDs.
[5] - NINTENDO NERDS (2011) Concept of Sony's Prototype Console. Avaliable from: http://www.nintenerds.com.br/2011/01/prototipos-da-nintendo.html [Accessed 13/04/14]


    At the 1991 Summer Consumer Electronics show, the Nintendo Play Station was announced to the public, having a port for the SNES Cartridge, and a disk drive. The day after the announcement it was believed that Nintendo would confirm the collaboration with Sony, they instead announced a partnership with Sony’s rival, Philips. This betrayal of trust and infringement on the Japanese rules of business infuriated Ohga, but Kutaragi stood in and informed Ohga that the project could be savaged and a stand alone console could be produced. Ohga out of spite convinced the board of directors to continue with the project. Nintendo on the other hand did not have the rights to the Sound Chip, so the two companies had to retain friendly relations.
    As autumn 1992 was in full progress, the storm of the previous year between Sony and Nintendo had calmed and the contract between the two reworked[6]. Both companies CD drives would be compatible with one another while most of the licensing royalties was awarded to Nintendo. Either due to the restrictive nature of the contract, or the end of the cartridge era, the collaboration between the two giants came to an end, with Sony releasing the Playstation, and Nintendo following afterwards, two years later with the Nintendo 64. During this time Philips did not produce the desired add on for the SNES, ending the relationship between them and Nintendo.


 Bibliography

[1] - CARCERGAMING (????) Playstation [Online Image] Avaliable from: http://koikoikoi.com/wp-content/uploads/2008/11/04sony_playstation.jpg [Accessed 13/04/14]
 
[2] - DID YOU KNOW GAMING. (2014) Playstation - Did You Know Gaming? Feat. Caddicarus. Avaliable from: http://normalboots.com/video/playstation-know-gaming-feat-caddicarus/ [Accessed 13/04/2014]

[3] - MARY BELLIS (????) History of Sony Playstation [Online] Avaliable from: http://inventors.about.com/library/inventors/bl_playstation.htm [Accessed 13/04/2014]

[4] - DAILY TECH's JASON MICK (2014) SNES Disk Drive addon [Online] Avaliable from: http://images.dailytech.com/nimage/SNES_CD_Nintendo_and_Sony_Wide.jpg [Accessed 13/04/2014]

[5] - NINTENDO NERDS (2011) Concept of Sony's Prototype Console. Avaliable from: http://www.nintenerds.com.br/2011/01/prototipos-da-nintendo.html [Accessed 13/04/14]

[6] - IGN STAFF (1998) History of the Playstaion [Online] Avaliable from: http://uk.ign.com/articles/1998/08/28/history-of-the-playstation [Accessed 13/04/2014]

Friday, 11 April 2014

ART DIRECTION ANALYSIS OF HYPER LIGHT DRIFTER

 Please keep in mind at the time of writing this blog post Hyper Light Drifter is currently in development, set for release in mid 2014 so I could jump to incorrect decisions or ideas about this game.

[1] HEART MACHINE (2013) Title Screen. Avaliable from: http://media-cache-ak0.pinimg.com/736x/a1/34/71/a13471171c54e41a71ccf417afe7a670.jpg [Accessed 10/04/14]
 
    Hyper Light Drifter is a pixel based indie game, currently in development by Heart Machine. The game was successfully kickstarted on October the 12th, achieving their set goal of $27,000. The kickstarter for this game was incredibly successful for this five man indie team, receiving funds of $645,158 from 24,150 backers, earning 23 times more than they anticipated[2].

      What originally attracted me to the game was word of mouth via the Co-Optional Podcast[3], hosted by John Baine (TotalBiscuit, the Cynical Brit) with his co-hosts, Jesse Cox (OMGFCata), and Dodger (Presshearttocontinue), featuring Josh Mattingly (Indiestatik) as their guest one week. Mattingly’s job during the streaming of this podcast, involved him being the CEO and founder of the website, Indiestatik[4]. A site devoted to finding new indie games on Kickstater, the Greenlight System on Steam and other such websites, to give them coverage that they might struggled to get between the triple A releases. Conversation during the podcast moved to his job and this game was brought up during the talk.


Video off the Kickstarter Page for the Game.
[5] HEART MACHINE (2013) Hyper Light Drifter Trailer. Available from: https://www.kickstarter.com/projects/1661802484/hyper-light-drifter?ref=project_bar [Accessed 10/04/2014]

    When I reached the Kickstarter I was greeted by the colourful painting above. Its bright and vivid colours drew me in, intriguing me, standing out from the recent plethora of games which feature a saturated or neutral colour scheme. I clicked the play button and what was shown to me invoked an emotional response on par with the Dead Island announcement trailer[6]. The exploration through bright, vivid, wondrous worlds, shrouded in technology, forgotten past, and darkness. Along side the music and gameplay instantly sold this game for me, much like the Dead Island trailer I spoke of above. 
    Having seen the art for a short amount of time, it struck me that the game was partly influence by the art direction of Journey. Coming through with the simplistic depiction of the elements, such as the environments and the characters as well as the usage of colours. The trick of additional simplistic shapes helps to add detail to minimalist environments, making them feel more complex and fuller[7].

One of the many abandoned hallways.
[8] HEART MACHINE (2013) Drifter in ruined hall. [Online Image]. Available from: http://media-cache-ak0.pinimg.com/736x/fc/76/99/fc7699b15d16050eb426828a8991de9b.jpg [Accessed 10/04/2014]
    The surroundings helps to tell the story with decaying machinery, left over skeletons of previous Drifters, broken platforms and fallen buildings descended into disarray hinting at the world’s technological past that fell into ruin. The halls are full of monsters, mixed with areas with little life, helping to add to the feeling of loneliness which appears to be a theme in this story.

The Protagonists of each game with their respective colour schemes.
[9] HEART MACHINE (2013) Figure of the Drifter. Avaliable from: https://www.kickstarter.com/projects/1661802484/hyper-light-drifter?ref=project_bar [Accessed 10/04/14]
[10] THATGAMECOMPANY (2012) Figure of the Pilgram. Avaliable from: http://community.us.playstation.com/t5/PlayStation-All-Stars-Battle/Who-wants-the-quot-Journey-quot-character-as-DLC/td-p/38983287 [Accessed 10/04/14]
[11] RACHEL YEOMANS (2011) Colour Wheel based upon her depiction. Available from: http://www.theworkingwardrobe.com/men_/the-working-man-simple-rules-for-color-coordination/ [Accessed 10/04/2014]
    The two leads feature a similar art style through the usage of minimalistic elements in the design. This comes through in the clothing depictions of minimalistic patterns and using colour to reveal changes in clothing. The faces in each protagonists is extremely minimalistic only featuring the eyes, meaning that the person can identify more with the protagonists as they do not have any obvious personality to dislike.
    I decided to look closely at the protagonists colour schemes, discovering the original colours by manipulating only the saturation and brightness level in order to see if there is a link between the character's overall colour theme and the environment's colour theme. 
 On the left is the Drifter from Hyper Light Drifter clothed in a split complimentary colour scheme. The red in this colour grouping is the dominant colour, the light blue is the tonic, while the darker blue is the mediation, giving a overall colder feel to the character.
    To the right is the Pilgrim or Journeyer from Journey featuring a analog colour scheme from yellow to red. These tones give a warmer appearance, matching the start of the game which occurs in a desert. The environment in this game, also uses a prominent analog colour theme.

    The colours mixed in with the darkness and ruins, creates and holds up a eerie atmosphere, goes away from the typical horror genre appearance of using reds and blacks to promote fear and danger. But the colours also promote the opposite feeling, producing and carry the feeling of wonder, maybe even hope for the future in the abandon hallways. Everything has the air of energy produced by the vivid colours, giving the appearance that everything is alive, brimming with unreleased power.


Screenshots from the Hyper Light Drifter Trailer on the Kickstarter Page. 
[12] - HEARTMACHINE (2013) Hyper Light Drifter Gameplay. Available from: https://www.kickstarter.com/projects/1661802484/hyper-light-drifter?ref=project_bar. [Accessed 10/04/2014]
 [13] - RACHEL YEOMANS (2011) Colour Wheel based upon her depiction. Available from: http://www.theworkingwardrobe.com/men_/the-working-man-simple-rules-for-color-coordination/ [Accessed 10/04/2014]
    I’ve noticed via screenshots of the game and videos, the colours in the bright places compliment one another, while the in the darker areas use an analogous colour scheme. The picture on the left show the complimentary colours of blue and orange, while the picture on the right shows the analogous colours starting with the primary colour of blue, coupled with indigo and aqua which are beside one another in the colour wheel. The analogous colour scheme was used a lot in Journey as the main colour scheme of the environments.

The shades of the Environments in Journey, featuring an analogous colour scheme.  
[14] THATGAMECOMPANY (2012) Shades in Environments. Available from: http://www.creativeuncut.com/gallery-23/art/jrn-world-color-flowchart.jpg [Accessed 10/04/14]
    Analysing this game's art direction I feel that it successes in something I struggle with, the understanding and implementation of colour, especially the bright and vivid ones, using them to produce amazing colourful pieces filled with emotion. While it’s simplistic use of shapes, produce a detailed environment without needing to describe every small bit of detail. As someone who wants to add detail to every little thing, knowing that a few strategic pixels or a few critical lines could show an equal amount of visual information as a highly rendered piece.

Bibliography

[1] - HEART MACHINE (2013) Title Screen. Available from: http://media-cache-ak0.pinimg.com/736x/a1/34/71/a13471171c54e41a71ccf417afe7a670.jpg [Accessed 10/04/14]

[2] - HEART MACHINE(2013) Hyper Light Drifter [Online] KICKSTARTER. Available from: www.kickstarter.com/projects/1661802484/hyper-light-drifter?ref=project_bar [Accessed 10/04/2014]

[3] - JOHN BAINE (TOTAL BISCUIT)(2013) The Co-Optional Podcast Ep. 8 Ft. IndieStatik. Polaris. 19th September Available from: https://www.youtube.com/watch?v=pMkpXEoAv-U [Accessed 10/02/2014]

[4] - INDIESTATIK (2012) About Indiestatik [Online] INDIESTATIK. Available from: http://indiestatik.com/about/ [Accessed 10/04/2014]

[5] - Heart Machine (2013) Hyper Light Drifter Trailer. Available from: https://www.kickstarter.com/projects/1661802484/hyper-light-drifter?ref=project_bar [Accessed 10/04/2014]

[6] - VE3TRO (2011) Dead Island Announcement Trailer. [Online Video] Available from: https://www.youtube.com/watch?v=Gqz-ggWnsV4 [Accessed 10/04/2014]

[7] - IAmSp00n (2012) Journey - Gameplay / Playthrough (No Commentary) [Online Video] Available from: https://www.youtube.com/watch?v=bkL94nKSd2M [Accessed 10/04/2014]

[8] - HEART MACHINE (2013) Drifter in ruined hall. [Online Image]. Available from: http://media-cache-ak0.pinimg.com/736x/fc/76/99/fc7699b15d16050eb426828a8991de9b.jpg [Accessed 10/04/2014]

[9] - HEART MACHINE (2013) Figure of the Drifter. Avaliable from: https://www.kickstarter.com/projects/1661802484/hyper-light-drifter?ref=project_bar [Accessed 10/04/14]

[10] - THATGAMECOMPANY (2012) Figure of the Pilgram. Avaliable from: http://community.us.playstation.com/t5/PlayStation-All-Stars-Battle/Who-wants-the-quot-Journey-quot-character-as-DLC/td-p/38983287 [Accessed 10/04/14]

[11] - RACHEL YEOMANS (2011) Colour Wheel based upon her depiction. Available from: http://www.theworkingwardrobe.com/men_/the-working-man-simple-rules-for-color-coordination/ [Accessed 10/04/2014]

[12] - HEARTMACHINE (2013) Hyper Light Drifter Gameplay. Available from: https://www.kickstarter.com/projects/1661802484/hyper-light-drifter?ref=project_bar. [Accessed 10/04/2014]

[13] - RACHEL YEOMANS (2011) Colour Wheel based upon her depiction. Available from: http://www.theworkingwardrobe.com/men_/the-working-man-simple-rules-for-color-coordination/ [Accessed 10/04/2014]

[14] - THATGAMECOMPANY (2012) Shades in Environments. Available from: http://www.creativeuncut.com/gallery-23/jrn-world-color-flowchart.html [Accessed 10/04/14] 

Tuesday, 3 December 2013

The Legend of Famicom: The Nintendo Entertainment System

    I’ve never had any first hand experience with the Nintendo Famicom, so I’m definitely not the best to talk about the console, but I feel I have felt its influence on gaming. The way the stories were presented, the graphics and the gameplay with its two buttons and D-pad controller, has made it something I admire. And I admit it did have its far share of awful games like any console has. The games from this machine are used on Youtube by many different gaming channels, for retrospects and reviews, either praising them, or condemning them. The Angry Video Game Nerd, Egoraptor, Spoony and Jontron to mention a few, often go back to the times of the SNES and NES to create their content. Often, they grew up with the console, playing many of its games, becoming collectors of the cartridges to preserve them. I want to discover if the games themselves, will still be enjoyable in the years to come, if they really are as timeless as I’ve heard them to be. This console would become the origin console for some of the longest running game franchises of our time, franchises such as; Castlevania, Mario, Legend of Zelda and Megaman, with many gamers having played these games and experienced its adventures. And this is what I’d like to talk about the most in this post, even though the console itself had a pretty interesting history as well.

    The Nintendo Family Computer, often shortened to the Nintendo Famicom or just Famicom, was first released in 1983 on the 15th of July in Japan. It was marketed as a family console, while also in competition to SEGA. By the end of 1984 it became the best selling console within the country.
    The Famicom came with two fixed controllers, with the second one having an inbuilt microphone. The front of the console was designed to connect accessories to enhance the gameplay of a few games, such as the Gun for Duck Hunt. The Famicon also had a large red knob on the top, used to slide game out of the cartridge slot, minimising the cartridge or the console itself being damaged.
    The Famicom had its fair share of issues though. The cables that connected the controller to the console were quite short, meaning players had to sit fairly closer to the TV. Another issue which came with the earlier release of the console was it’s buttons, made out of rubber, the A and B button would wear down easily. The cartridges often glitches or stopped working as dirt would build up on the contacts. Nintendo did encourage users to clean them but the cartridges were often difficult to open.
    The console’s appearance in the American market featured a rebrand to the whole console. Renamed ‘Nintendo Entertainment System’, the NES’ whole rebranding was based on the resorting consumer confidence in the video game market which occured via the Video Game Crash. To combat this, they didn’t exaggerate features on the box, and tried to make it look anything else but a games system. The console specification also was not exaggerated in anyway. Another part of the rebranding was that the NES was branded as a children’s console, instead of the family orientated console. With all these in safety nets in place, Nintendo eventuality went on to own the monopoly of the video game market for a long time.

    As I spoke about at the beginning, I wanted to know why some NES games have stood the test of time. Games such as the Legend of Zelda, Metroid, Super Mario Bros. 3 and Castlevania, which are still held in high regard to this day. Playing some of games and watching Lets Plays, I believe it is all down to the story aspect and the gameplay. The story, on the surface, was simple, giving you enough reason to play, but gradually opening up throughout the game. But, taking the time to explore, you’ll be greeted with vague hints of exposition, such as in the Legend of Zelda. The land of Hyrule is almost completely devolved of humanity, as the land ravaged by monsters. The only form of human life you come across is in temple ruins, where you encounter an elderly man who will help you on your quest to restore the land. While searching the caves in the overworld will sometimes reveal merchants, or other elderly men and women willing to help. From this, the different players end up drawing similar, and at times, the same conclusion to you. For me, Hyrule was ravaged by a great evil, which you set out to destroy. The only existence of human life is the elderly, which would imply that they are the last remaining citizens of Hyrule, who have resorted to cave dwelling to escape Ganon.
    Another game I particularly enjoyed playing was Castlevania, a linear side scroller which involved traversing Dracula’s Castle, in order to confront and defeat him. The game is known for being relentless; patterned enemies which deal heavy damage, having to find health by breaking certain walls, and having to start from the beginning of the level if you lost all of your lives in the three stages. But still, this game was fun, it was a challenge, it pushed you to try to get further and further into the game, overcoming all obstacles and monsters it could throw at you. The colours, and the intensiness of the gameplay, all produced a scary, unnerving feel. The bright, vivid colours, contrasted the dark subject matter in both the decaying environment, and tense atmosphere.

    The cynic in me makes me think, there might be an overarching reason why the games had to be good, which leads back to the time of the Video Game Market Crash. As the market at the time was oversaturated with consoles, and pirated games, as well subpar ones. Consumer confidence was at an all time low. Nintendo succeeded in recovering this in their product. Having said that, that other part of me likes to think that its success was down to the fact that they perfected their craft.


Sources for this post:
http://www.engadget.com/2013/07/15/nintendo-famicom-30th-anniversary-nes/
http://famicomworld.com/system/
http://www.officialnintendomagazine.co.uk/12380/features/history-of-nintendo-famicom-nes/
http://www.engadget.com/2013/07/15/nintendo-famicom-30th-anniversary-nes/
http://uk.ign.com/articles/2011/09/21/ten-facts-about-the-great-video-game-crash-of-83

Sunday, 1 December 2013

Kind of Philosopical? I have no idea. An Early History of Computing.

    I’ve never been interested in modern history, finding more enjoyment in the mythological legends of heroes and gods. Stories and tales which have captured our imagination and continue to do so to this day. But now and again, I come across some parts of modern history that I’m fascinated by. What really grabbed me at first, was how early the conceptualisation of computers was occurring. It came as a surprise to me. The advancement of the industrial era lead to one of the first prototype of computers, the Difference Engine. In the mid 1800s the design of the difference engine was produced by Charles Babbage, it was the first conceptualised computer, designed to devise complex number equations and mathematical number charts, such as sine, and cosine tables.The machine would be able to press out its results on Plasticine which then could be used to create prints, while also creating an inked copy, so it could be checked to see if the device printed out correctly. The Difference Engine for a long time, only existed in it’s concept, due to the advancement of the machine at the time.
    I felt I should talk about the Difference Engine, not only because of the advancement of it for that age, but the mirroring of computers from recent history and now. Computers everyday produce and solve complex algebra equations and calculation while loading, using and rendering in programs, and the calculator app is always a feature that appears on computers. With an edition of a printer, we pretty much at the core, have an complicated version of the Difference Engine.
    With this the comparison, I realised that we look to the old, to see how we can advance the new, using ideas and concepts that had failed before, to see if it’s possible to make it happen with the knowledge and technical advancement we have now. We want to see how far we have advanced, how far we can take human imagination and invention. This isn’t the only realisation that occurred to me, but I’ll start with the next big creation.
    The audio oscillator 200a appearance had a large time gap between its creation by HP in 1939 and the Difference Engine conceptualisation back in 1833. Technological and mechanical achievements were occurring within households and industry, as well as weaponry and tactics when World War 1 occurred. The Oscillator was the one of the first advancements in mechanical computing since the Difference Engine, becoming the first electrical computer device.
    As World War 2 began, different electronical machines started being produced funded by the governments and its military in order to defeat its enemies. War tends to cause heavy advancements in elements such as different forms of weaponry, tactics and machinery, anything that would allow an advantage over the enemy. An arms race begins. Early machines involved creating code breaking equipment, and technology which could be used in extending the life of troops on the battlefields, such as flight simulators.
    After war time, technology evolved to the point where it became cheap enough and small enough, to manufacture for personal use in homes. Filtering down from the government, to large corporations, and then to the smaller ones. During this time, the emergence of video games occurred. Device were created in order to amuse people with this cheapened technology, through experimentation and looking at other creations at that time. One such product of this, was the Cathode Ray Tube device. The games concept was based off World War 2 radar displays, where incoming enemies could be detected in any situation. The game itself was pretty much this, the player uses the knobs to move the light beams, which indicate the missiles, and the player attempts to hit the targets printed on clear screen overlays. Again, we find ourselves looking at elements and concepts that existed and reusing them for different uses or advancing them to make them more useful.

    For this post, I felt that the elements learnt about philosophical side of this time period was more important than some of the technological advancements. I’ve learnt that looking back at the past, can provide a more updated version of an idea, perhaps an element emerging from that, which is only linked to it by the tiniest thread. But in the end, the core of this idea, originated from that old piece of history. 


Sources for this post:
http://www.hp.com/hpinfo/abouthp/histnfacts/museum/earlyinstruments/0002/
http://www.computerhope.com/jargon/d/diffengi.htm
http://www.sciencemuseum.org.uk/objects/computing_and_data_processing/1862-89.aspx
http://classicgames.about.com/od/classicvideogames101/p/CathodeDevice.htm

Monday, 14 October 2013

An Introduction

    I’m never good when it comes to these things. I always wonder what I can write about myself. What sounds interesting about me? Are things I’m talking about too personal? Is what I’m writing gripping? At this point, I’ve already written this beginning part six times. I don’t know where to start, or what to tell you. All I do know, is that I want to show my personality and passion within these blogs, without it sounding self-loathing, or ‘I’m not interesting enough’. The truth is, I don’t think I’m interesting because everyone else usually has a more exciting story to tell about heroism and adventures, and then... well then there’s me.
    I'm Hannah, but you’ve probably already read the bio bit on this blog. I’m from the North West of England. And like everyone else on the course I’m taking, Game Art Design, I like art and video games. Spoiler! I've played video games and drawn from a very young age, so art has always been something I tried to improve on, both in my spare time and through education. I got an A* in graphic design and a C in Art in GCSE. I went on to do Product Design in sixth form, only to come out with an AS level of C. I then dropped out, and went to college to do a BTEC Graphic Design Extended Dipolma. I came out with three distinction stars. But during this time in college, a lot about me changed. I became more confident, met people I never want to lose contact with, participated in fairs selling postcards I made and now, generally being able to speak my mind. This may seem petty to you, something you wouldn't call "achievements", but as I find myself sitting here, typing this out, two years ago, if you told me I would be in University, living in a flat with people I've only known for three weeks, and have met people that share such similar likes and dislikes to me, I would have thought you were out of your mind. And that's a fraction of my life, the short story about me. The longer story will come out in time, smaller bits may filter into this blog, but for now, that's really all you need to know about me.
    But, I will leave you with one more thing; a dream. Well, I would like to call it a goal, but I feel it’s too far away from me at the moment, maybe someday in the future I could call it that. My dream was too become an artist... and a forensic scientist, but that didn’t happen. 

    I want to forge a world, a world full of people, a world full of environments, a world full of animals, politics, plants. I want to make beauty, I want to make horror, I want to make a scene where you could look far into the horizon and see the world created, open up.

    At the moment, I feel pretty unremarkable, but I really want my art to be the opposite.