New Games |
- Nathan Fillion addresses a serious issue in new PSA
- Vote in Backlog Series 19: Modern Love
- Live Show: Backlog goes for broke in Pikmin 2
- New Destructoid Episode: Deus Ex, Skyrim, and Robin
- Torchlight reaches one million sales
- Left 4 Dead 2 community challenge offers early DLC access
- Dead Block out today on Xbox Live Arcade, soon on PSN
- DICE isn't making any modding tools for Battlefield 3
- Interview: Alex Ahad's inspirations behind Skullgirls
- Getting behind the scenes of Soulcalibur 5
- First full trailer for 3DS RPG Devil Survivor Overclocked
- Free App of the Day: Gravity Guy
- Review: Puzzle Agent 2
- Ubisoft 'extremely limited' by Xbox 360/PS3
- Nyko's Zoom for Kinect out August 23, small rooms welcome
- Hal Halpin tackles the 'Anti-Streaming Bill'
- First screens of Lunar: Silver Star Story Touch for iOS
Nathan Fillion addresses a serious issue in new PSA Posted: 06 Jul 2011 04:00 PM PDT
Nathan Fillion, current star of the show Castle, is a genuinely funny man but even he can set aside the comedy to address important issues that society faces today. The above video is a public service announcement about a condition that affects millions of gamers, and Mr. Fillion has been enlisted to help in the serious fight against swamp ass. Sometimes I wonder if Mr. Fillion is acting, or if that is just his personality. For a moment, when he mentions taking a walk, I honestly thought he was about to promote the value of going outside. Silly me. Either way, this video is worth the less than two minutes you will need to watch it. Remember: there is help, and Nathan Fillion understands. Swamp ass PSA starring Nathan Fillion [YouTube] |
Vote in Backlog Series 19: Modern Love Posted: 06 Jul 2011 03:30 PM PDT
[Backlog is the ongoing quest to rid Conrad Zimmerman's collection of unfinished games. As voted on by the Destructoid community, Conrad plays each game from start to finish live on Destructoid's Justin.tv channel every weeknight at 8pm Pacific] Time again to vote for another series of Backlog. The theme for our nineteenth game is "Modern Love," because I've had the David Bowie song stuck in my head for weeks and there seems to be no escaping it. All of the games available to choose from feature a modern setting. They're also all releases from 2010, so it's a bit of a double whammy. Take a gander at our list and help me determine what I'll be playing at for the foreseeable future.
The Splinter Cell series has never connected with me. I've never been quite skilled enough to succeed in the demanding stealth missions much further than the tutorial stages. I was led to believe thatConviction is much more forgiving in this regard and so I grabbed a copy which I never got 'round to playing.
I played the first Yakuza game for about the first two-thirds and I was really invested in its story and characters. Unlike most of these stories, this one ends because my save game was corrupted and not because I saw something shiny out of the corner of my eye. I have no idea what happened to my copy of that first game. Fast-forward to today. I've attempted to play Yakuza 3 no less than three times with no success. I can't seem to get into the pacing and while I'm still interested in the characters, an hour of cinematics from two games isn't having enough of an effect on me. But I know there's a great story being told and I want to experience it.
We all know it's coming. I've made no secret out of Heavy Rain being in my Backlog, its narrative elements making the game a chore that I found hard to become absorbed in. I was so fascinated by the potential of the title, its application of context sensitivity and quicktime events as core gameplay mechanics. And yet, I was so disinterested when its release finally came around. I've tried on several occasions to play and even got a little excited about the addition of PlayStation Move controls. Still hasn't captured my interest. But it's one of those games I feel obligated to finish. You can help make that happen.
Cops and dogs have long gone hand in hand. Turner & Hooch. Dooley & Lee. Hell, I'm pretty sure J. Edgar Hoover had a fling with Lassie at one point. The point is that Dead to Rights had a natural pairing and early promise but fizzled out in the last console generation. Namco tried this 2010 reboot of the franchise, which was met with less than an enthusiastic response. Don't let that dissuade you, though. It's probably middle-of-the-road stuff but we too often think that something that's really average should be looked upon as being poor and that's just silly.
Finally, we have the Mystery Game. Don't make the mistake of choosing this for curiosity's sake, as people have clamored before to know what it was and groaned when they learned. The intent here is to select the Mystery Game if none of the other games appeal to you, so voting for it just because you want to know what it is is kind of a dick move. If the Mystery Game is not chosen, it'll roll over into the next series where it will continue to be a mystery. There you have it. Make your selection in the comments below and get ready for a whole new series of Backlog!
|
Live Show: Backlog goes for broke in Pikmin 2 Posted: 06 Jul 2011 03:00 PM PDT
[Backlog is the ongoing quest to rid Conrad Zimmerman's collection of unfinished games. As voted on by the Destructoid community, Conrad plays each game from start to finish live on Destructoid's Justin.tv channel every weeknight at 8pm Pacific] In a game where the primary goal is to get yourself out of debt, perhaps this was not the best possible headline. Nevertheless, the Pikmin and I are going to make the final push towards getting Hocotate Freight out of hock tonight. We have less than ten percent of the goal to go and it won't be long now. Come and join me and the goons in the live chat as I attempt to finish Pikmin 2. We'll be hanging out and talking about whatever fool things they can come up with while listening to the alternately plaintive and terrified howls of the doomed creatures under my thrall. It's all going down right now on Destructoid's Justin.tv channel! |
New Destructoid Episode: Deus Ex, Skyrim, and Robin Posted: 06 Jul 2011 02:45 PM PDT
Hey guys! It's me, Max! Remember me? I'm back from my vacation with another episode of The Destructoid Show for you to rub your noses in. First up, twelve minutes of Batman: Arkham City exists on the internet. On top of that, there's some concept art of the new Robin (AKA The Dark, Brooding, Twenty-Something-Year-Old Wonder). Then, some fluffy PR nonsense about Aliens: Colonial Marines and a joke about Helen Hunt. There's some new stuff about Deus Ex: Human Revolution, which sounds very smart and important. Far Cry 3 is going to be very big, but is that good? Finally, here's a wacky rumor about Best Buy trying to get a foot into the ass of the used games market. Door. Foot into the door. Finally, some details on The Elder Scrolls V: Skyrim and what PC gamers can expect. I showed off some of my vacation photos, and shamelessly plugged Battle Hill Forge, my friends' blacksmith shop where they make swords and orc helmets and stuff. Mega jumbo thanks to Anthony Carboni and Jose Sanchez for substitute hosting last week, and super high-five thanks to Ghost Of Tom for sending us a copy of Fallout: New Vegas! |
Torchlight reaches one million sales Posted: 06 Jul 2011 02:30 PM PDT
According to Runic Games, Torchlight has surpassed an impressive one million sales across PC, Mac, and Xbox Live Arcade. That's a helluva lot of clicking going on. The game is fun, no question, but who knew people were still this into dungeon crawling? Not me. If you aren't one of the million and would like to be, both Steam and Xbox Live (Gold members only) are offering Torchlight at a reduced price right now. Continue taking your sweet time there, Diablo III. |
Left 4 Dead 2 community challenge offers early DLC access Posted: 06 Jul 2011 02:00 PM PDT
Valve has been up front about wanting to get players involved with testing the Cold Stream campaign for Left 4 Dead 2 on Steam. As an extension of this, the studio has issued a challenge to the community, complete with its own reward -- early access to downloadable content. 20,000 people need to survive a campaign of Cold Stream on any difficulty (see: the Stream Crosser achievement) by the end of Sunday. Doing so will result in Dead Air going live for all Steam players on July 22. Speaking of which, Left 4 Dead 2 is on sale for $4.99 today. How convenient. |
Dead Block out today on Xbox Live Arcade, soon on PSN Posted: 06 Jul 2011 01:30 PM PDT
More zombies! This time, of the lesser-portrayed 1950s variety. Xbox Live Arcade got Dead Block earlier today, while PlayStation Network is getting it slightly later -- on July 20. This new trailer should give you a glimpse at what Digital Reality and Candygun Games are going for: namely, co-op zombie survival with a focus on defensive strategies. It's looking rough around the edges, but as a $10 budget title, it could very well scratch a specific itch for some of you. Might be worth trying the demo, if nothing else. Also out on XBLA today are MLB Bobblehead Pros and Deadliest Warrior: Legends. I'm told people are all about that second one. |
DICE isn't making any modding tools for Battlefield 3 Posted: 06 Jul 2011 12:30 PM PDT
In an interview with GameStar, Electronic Arts senior VP Patrick Söderlund revealed that there aren't any plans to put out modding tools for Battlefield 3. Not entirely the stance I would've expected them to take. The reason? "If you look at the Frostbite engine, and how complex it is, it's going to be very difficult for people to mod the game, because of the nature of the set up of levels, of the destruction and all those things ... it's quite tricky. So we think it's going to be too big of a challenge for people to make a mod." You'd be surprised by what motivated fans are capable of accomplishing. This excuse already sounds like a rather silly one; can't wait to see how it looks in retrospect. Interview with Patrick Söderlund from EA [GameStar via PC Gamer] |
Interview: Alex Ahad's inspirations behind Skullgirls Posted: 06 Jul 2011 12:00 PM PDT
Making my way through the flood of cosplayers at Anime Expo this year I found myself with the chance to pick the brain of Alex Ahad, creator and art director of Skullgirls. If you don't know much about this sexy hand-drawn 2D fighter that's set to hit XBLA and PSN later this year, check our our E3 preview. For everyone else, enjoy this friendly little chat I had with Alex's on his thoughts, inspirations and what the future may hold for Skullgirls. Where did the premise behind Skullgirls come from? These are characters that I had designed over time. I always enjoyed designing dark, cute, kind of morbid monster-girl type designs. It's something that I've been doing for fun ever since [my] high school and college days. I ended up piling up a few of them [characters] and thinking of a hypothetical, "oh this would be cool!" fighting game, but I didn't have an engine at that time. It was just art. Some mutual friends between me and Mike [Zaimont] told that he had an engine, but no characters, no art. So we hooked up and combined our two halves to make this whole thing. How long has the actual game been in development? I had been working with Mike on the side... for about a year and a half. Now it's been a little bit shy of a year, in terms of full-time under Reverge [Labs] officially and with Autumn [Games] backing us up... about 10 months. The art and animation look fantastic. What kind of hurdles did you overcome to get that much animation in, while keeping the framerate really high? Thank you. It's pretty intense. We have a lot of animators and cleanup artists. We have a lot of people backing us up. We have a pretty big team. A small internal team, but a lot of contractors. It's a pretty big undertaking. What were some of your inspirations for the art style? I'm a huge fan of both east and west stuff. There are a lot of cartoons and anime that I like. Things like Roger Rabbit, Batman: The Animated Series, FLCL and Gurren Laggan. I ended up combining a lot of the things I like into its own style, this sort of weird style of my own. Also Shane Glines, Bruce Timm, Hiroki Hayashi, George Kamitani -- these are all artists I look up to. [I] take elements of those styles and combine them into my own. Before Skullgirls was a game. I remember seeing the art at Comic Con five years ago. I usually shared a table with friends of mine. I've been pitching the idea of Skullgirls for a long time and selling postcards, buttons, or small sketch books of the art before we got picked up. How does it feel to have all your hard work come together finally? It's pretty amazing. It's almost surreal because it seems like "I can't believe this is happening and it's happening pretty fast too." It's pretty surprising, but also very exciting. A lot of trial by fire, but a lot of fun lessons learned too. For those who haven't had played Skullgirls, what game would you most compare it to? The gameplay style is similar to Marvel Vs. Capcom 2 but modified, addressing stuff like infinite combos and custom assists. We [also] have a ratio tag team. You can have three weaker characters, or one really strong character or two medium characters. It's what separates us from most Vs. games where you are always required to have three characters. In terms of style and the types of the moves and poses the characters do, I'm influenced by Darkstalkers, Jojo's Bizarre Adventure and Guilty Gear. You'll see elements of that both in the gameplay and in style. What would you want people to know about the game? It's going to start with an initial roster that might seem by today's standards to be on the smaller size. But we are planning DLC so there's going to be more additional support to come. Hold on tight we're going to have more stuff in there so keep supporting. You can look forward to more awesome stuff for the game. We have a lot planned for it. Do you have any future thoughts on something else you would want to do after Skullgirls? I do have other ideas actually. I always try to keep them active in some form in my head. I'll draw them every once in awhile or just kind of remember them because there are things other than fighting games that I would like to try. I would like to try a metroidvania style game for example. That would be a fun one as I always enjoy that genre. We can do a lot of things once the assets are made too. We can figure something out. It's kind of fun to think about what can be done both within the IP of Skullgirls or new things. |
Getting behind the scenes of Soulcalibur 5 Posted: 06 Jul 2011 11:30 AM PDT
Project Soul is hard at work on Soulcalibur 5, and this is a fact. Don't believe it? Here's a behind-the-scenes video of the team hard at work on Soulcalibur 5. I think I just did investigative journalism right there. |
First full trailer for 3DS RPG Devil Survivor Overclocked Posted: 06 Jul 2011 10:40 AM PDT
I traded in my copy of Shin Megami Tensei: Devil Survivor this week. This is coming from someone that likes to keep all of his games. I love the game, but I know a bigger and better version is on its way. Devil Survivor Overclocked will come to the 3DS on August 23, and with it comes a bunch of enhancements and additions, as you'll see in this new trailer. We'll get better audio, including voice-overs for almost every line of dialogue. All the art has been remastered, as well. Also, a brand new eighth chapter has been added to the story. Yes, I'll have to start over from the beginning with this new one. That's not a bad thing, though. This is shaping up to be the first real RPG for the 3DS. And we're getting it before Japan? Wins all around. |
Free App of the Day: Gravity Guy Posted: 06 Jul 2011 10:20 AM PDT
Gravity Guy is one of my favorite iOS games on the market, so there's no contest for today's freebie. The gravity-shifting runner game costs nothing right now, and it's easily one of the best Apps that FAotD has ever featured. The bright graphics, cool music, and increasingly challenging gameplay makes this one that should not be missed. In fact, if you don't get it, you're a damn cock. So sort it out! [Found a free App for iOS or Android? Think it's good? Hit up Jim Sterling or Maurice Tan and let 'em know. Please do so -- finding good free games is hard!] |
Posted: 06 Jul 2011 10:00 AM PDT
There are a few different philosophies that developers subscribe to when making a sequel. Some make wild design changes, some make iterative improvements, and some leave the basic pieces intact while expanding the narrative. Puzzle Agent 2 is definitely a product of the latter philosophy, and fans of the original will likely appreciate that fact. For others, Puzzle Agent 2 might be a bit harder sell. Your mileage may vary, and the variance is largely dependent on how tolerant you are of ordering photographs chronologically and sliding block puzzles. Puzzle Agent 2 (PC [reviewed], Mac, iOS) For the uninitiated, the Puzzle Agent series follows Nelson Tethers, of the FBI's Department of Puzzle Research, through a Professor Layton-esque point and click adventure with discrete, self contained puzzles. This sequel aims to tie up the some of the loose ends left by the first game, after Agent Tethers' first trip to the unsettling small town of Scoggins, Minnesota. While the government was satisfied that he got the eraser factory back up and running, Nelson took it upon himself to truly solve the mysteries of the missing foreman and the Hidden People -- red faced forest gnomes of legend. Continuing the Puzzle Agent tradition, the story takes a few unexpected turns and it's a bit darker and more bizarre than the art style might lead one to believe. The presentation works well, but it may surprise players who are expecting something slightly less weird. The art style is based off of the drawings of Graham Annable. It has a fantastic cartoon aesthetic that almost feels like it was drawn in crayon on canvas. The downside to the hand drawn artwork is that the animation ranges from jarring to nonexistent at times. While it looks great in still images, the animation (or lack thereof) takes some getting used to. On par with the previous game, Puzzle Agent 2 showcases voice acting done well. Each of the characters has a distinct personality, and a lot of that is derived from the voices. From the curious Tethers to the mysterious Korka, welcoming Valda or creepy Bjorn, you can tell that a lot of care went into directing the voice work to fit the universe. One slightly unfortunate result in this sequel is the recycling of assets from the previous game. Most notable is the music that plays during a puzzle, but certain locations have also been reused, including Valda's Inn and the Moose Ear Diner. The writers at least acknowledge the retreading of ground, as Tethers will occasionally reference occurrences from the last game. In the end, there are more new assets than old, so it is just a minor niggle near the beginning. One of the supposed benefits of reusing locations, characters, and music is that the development team had more time to spend on designing puzzles. As the central gameplay focus of the Puzzle Agent series, the puzzles were a bit disappointing this time around. Though I wouldn't go so far as to say that the puzzles were bad, none were particularly good either. A well designed puzzle is clever and elegant, leaving the player feeling satisfied after successfully figuring it out. Many of the puzzles in Puzzle Agent 2 are immediately obvious, some can be solved by brute force methods, and still others are borrowed from history and even the previous game. Puzzle aficionados will immediately recognize concepts like sliding blocks, crossing rivers, bouncing lasers, and ordering images, and they will already have strategies for those. One strange decision in the puzzle design is that a few require non-trivial mathematics knowledge in order to solve them. Knowledge of the digits of pi, understanding of base-2 counting, and even familiarity with basic Calculus all show up in various puzzles. While math nerds (like myself) will have little problem, it seems like another inelegant point that the puzzle solutions rely more on knowledge than logic. And then there are a select few puzzles whose rules are not quite explained well enough, causing the player to fail through no fault of his own. While the penalty for wrong answers is minor, it is a bit frustrating to have a submission rejected simply because a drawing wasn't clear or a rule was easily misinterpretable. Still, to reiterate, the puzzles featured in Puzzle Agent 2 are not bad overall. They simply could have been so much better. Rather than being the perfectly cooked, delicious steak that you miss immediately after you finish, they are the breakfast cereal that is palatable and will tide you over until lunch time. With about four hours of total gameplay, there are certainly worse ways to spend ten dollars. Fans of the first game will enjoy their time spent returning to Scoggins, despite the slight dip in puzzle quality and quantity. Newcomers would almost certainly be better off checking out the original Puzzle Agent, not only to enjoy superior puzzles, but also to start at the beginning of a truly bizarre, entertaining narrative. |
Ubisoft 'extremely limited' by Xbox 360/PS3 Posted: 06 Jul 2011 09:40 AM PDT
While many developers are quite happy to keep this generation going, at least one company has a pair of itchy feet. Ubisoft is apparently ready to usher in a new era of consoles, after declaring that it feels "limited" by the Xbox 360 and PlayStation 3, especially in terms of non-player character behavior. "Our challenge with the PlayStation 3 and Xbox is that we're extremely limited in what we can do," said executive producer of production services Yves Jacquier. "It's a challenge for the engineers to provide nice graphics and nice AI and nice sound with a very small amount of memory and computation time. "We think that the next generation of consoles won't have these limits any more. Games might have more realistic graphics and more on-screen, but what's the value of making something more realistic and better animated if you have poor AI?" I worry about a new generation because I don't know how many companies can afford it. Already, developers are struggling with growing budgets and rushed development time. I can only see a new generation leading to worse games due to these logistical constraints, not better. At least right now. Ubisoft: AI is the "real battleground" for new consoles [GI.biz] |
Nyko's Zoom for Kinect out August 23, small rooms welcome Posted: 06 Jul 2011 09:20 AM PDT
Folks with small gaming rooms rejoice! Nyko has the answer with its Zoom peripheral for Kinect. This brilliant little peripheral clips over the Kinect sensor, and let's you play Kinect games using "40% less space," per Nyko's calculations. |
Hal Halpin tackles the 'Anti-Streaming Bill' Posted: 06 Jul 2011 09:00 AM PDT
There has been growing concern over Bill S.978, a proposed "Anti-Streaming" bill that seeks to make felons of those who stream live entertainment without the permission of license holders. The concerns have extended to gamers, many of whom enjoy watching live plays of popular games, and now wonder if those who stream could face fines or jail in the future. Destructoid spoke to Hal Halpin, founder of the Entertainment Consumer Association and long-time gamer advocate, about the bill. He let us know why we, as gamers, should be concerned, what this bill could mean for the future, and what we can all do about it. I'd like to thank Hal for his time and for chatting to us about what is a very worrying issue. Dtoid: What does the so-called "Anti-Streaming Bill" mean to you, as both the head of the ECA and as a simple user of the Internet? Halpin: It’s very concerning. I understand the intent that the legislators and trade associations have with the bill, but it’s so broad that it casts a very wide net, including people who innocently post video captures of their gameplay! Alone, that represents a huge community of people. Dtoid: Bills such as this one and the California Videogame Law always seem to falter at the first hurdle due to being so vaguely worded. In your experience, why do you think they're so vague? Is it an attempt to give companies more wiggle room when interpreting a potential transgression, or are they just being written by people who don't know what they're doing? Halpin: I think we’ve seen that bills that are aimed, like in this instance, at IP protection, are developed and shopped to legislators by industry representatives who word them broadly so that the industries have the most latitude in using them. Sometimes that strategy works out for them, other times not so much ... Dtoid: Although the bill was written with film and TV in mind, it seems worded to an open enough degree to include games as well. Do you think gamers should be worried by this? What direct threat does the bill represent to those who stream gameplay via services such as Justin.tv and YouTube? Halpin: Gamers should most definitely be worried! This bill, as written, will apply to anyone who plays and posts their gameplay online, which is a huge percentage of gamers. It could also apply to pro gamers who stream their gameplay for fans as easily as it applies to companies whose entire existence relies on streaming technology (i.e. Steam, Netflix, Gamefly/D2D, Major League Gaming, EA/Origin, OnLive and Gaikai, etc.). Dtoid: Do you think streaming videogames does represent a financial problem to publishers in any way? I personally see it was a good form of viral marketing and way to raise awareness of a particular game. Would you agree, or is there any real risk of a company losing sales due to people having seen the content ahead of time? Are companies perhaps putting short-term gains ahead of the long-term potential of allowing more open access to content? Halpin: Ultimately, I believe that streaming represents far more plusses than minuses for publishers. Are there concerns about piracy and privacy, IP protection and enforcement? Sure, but all of that exists currently. It would be short-sighted and fiscally-irresponsible for them to look at it in those terms. Upsides for them -- not always for consumers, mind you -- include, as you said, raising awareness, marketing solutions, renting options, eliminating resale of physical goods, additional revenue models and distribution alternatives ... including retail-based ones. Dtoid: If not the pushing of legislation, what should companies be attempting in order to keep themselves profitable while dealing with the way in which Internet users consume content? Halpin: Well, they could be concentrating on making more really cool games that people return to play both online and off! But seriously, to the best of my knowledge, none of the publishers/developers or their trade associations are behind or publicly endorsing this bill, and I believe, for the reasons that we’ve discussed -- doing so wouldn’t be in their respective best interests. Dtoid: What are this bill's chances of passing, and what do you believe the chances are of it appearing again in the future, perhaps with clearer -- thus more dangerous -- wording? Halpin: The bill has a good chance of passing this term, and if not this year, it’ll definitely be back next term. Let’s look at it this way: any legislation that has no opposition looks like an easy vote to legislators. If it looks ok on its face, and none of their constituents are against it, they’ll likely vote for it. Simple as that. Dtoid: Why is it that companies seem so adamant on fighting Internet culture as opposed to working with it? The record industry suffered because it resisted the Internet, and it seems that everybody else is intent on making the same mistakes. Halpin: I think it boils down to fear. The old-school mentality is to react defensively to new technology and offensively to consumers, assuming that they’re all ill-intended. The RIAA was cut from that cloth in terms of how they reacted a decade ago, and I think you’re right in saying that it cost everyone in the process, industry and consumers alike. What’s clear to me is that the trade and consumers need to work together, and we’re seeing more of that happening ... slowly. Dtoid: What can gamers themselves do to fight against these types of laws if they take issue with them? Halpin: Gamers can make their voices heard through the ECA and take part in our campaigns against this and other similar legislation, by signing up to our Gamers for Digital Rights working group. They don’t necessarily need to be members of the association to join and they’ll then be able to get as involved as they like – getting updated information, newsletters, write letters to legislators via our online tool sets, etc. |
First screens of Lunar: Silver Star Story Touch for iOS Posted: 06 Jul 2011 08:40 AM PDT
Lunar lives on. The old Game Arts RPG still stands as one of my favorites, so it's good to know that I'll soon be able to tap an icon on my iPhone to play it once again. This iOS port of RPG Lunar: Silver Star Story finally has some screenshots to show off. TouchArcade says that an email from the devs jerked them around a bit on what version of the game was ported for iOS. They said that these screenshots are based on the Saturn remake, but that the Sega CD version is getting ported as well. Wait, what? SoMoGa will clarify soon, they say. Expect to see Lunar: Silver Star Story Touch hit the App Store before September. |
You are subscribed to email updates from Destructoid To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google Inc., 20 West Kinzie, Chicago IL USA 60610 |