Home Blog Page 6161

30 Questions – Michael Irving

You’ve probably seen those 30 Day Song or Movie Challenges going around on Facebook. Well, we found a Video Game equivalent, and thought it would be fun to have each of our editors list their answers in a 30 Questions format, as an introduction to the kind of gamers we are. 

Q1 – Your first video game.


Lemmings

Even with only 16×16 pixels, those little blue and green dudes have more personality than a lot of FPS characters today. 

Q2 – Your favorite character.


Waluigi

He may only exist to give Wario a doubles partner in sports games, but I love his tie-damsels-to-train-tracks brand of villainy.

 

 

 

Q3 – A game that is underrated.


Aliens vs. Predator (2010)

I loved the 2001 game, and although this one was given a “meh” in reviews, I loved the inclusion of execution moves and the focus on melee combat. Although it had a much weaker story.

Q4 – Your guilty pleasure game


Angry Birds

Seriously, if I have more than four consecutive spare seconds, my phone will come out and pigs will die. 

 

Q5 – Game Character you feel you are most like (or wish u were)

Mick (my Pokemon trainer)

Leaving home at age 10 to catch wild animals and subdue them into doing your bidding? I wish. 

Q6 – Most Annoying Character


Sonic the Hedgehog

Invented as a marketing tool to combat Mario, given an arrogant, douchey attitude, has the creepiest online fanbase, starred in way more terrible games than good ones, and is still somehow really popular. I don’t get it.

 

 

 

Q7 – The game you’ve spent the most time playing

Fallout 3

I spent so much time wandering around the Capital Wasteland, because I kept getting distracted from the main quests. In a good way. All up, between the main game and all five expansions, I clocked in almost 200 hours. 

 

Q8 – Best soundtrack.


Super Smash Bros Brawl

Features over 300 tracks from Nintendo’s history, some in their original state, some remixed with orchestral or modern instruments. I actually have a lot of them on my iPod. 

Q9 – Scariest game.


Dead Space

I’m not proud of it, but this game actually made me scream out loud. Just ask my old housemate. 

Q10 – Best game play.

Wow, extremely hard to pick just one. 

Q11 – Gaming system of choice.

Again, hard to pick. I play on just about everything. My PC, Xbox 360, Wii and iPhone all get about the same amount of attention. 

Q12 – A game everyone should play.


Plants vs. Zombies

Simple addictive gameplay and quirky art style. It can be “hardcore” if you want to play it that way, but it works just fine for a quick session on the bus. 

Q13 – A game you’ve played more than five times.

The Itchy & Scratchy Game

A pretty obscure Super Nintendo game I remember playing repeatedly back in the day. You basically play as Itchy and have to slaughter Scratchy with various cartoony weapons, across various cartoony settings. 

Q14 – Current (or most recent) gaming wallpaper.

Torn

This was the game we made as our final project in my Games Design course at Qantm. 

Q15 – The game you’re playing right now.


Penumbra

A fairly obscure survival horror game, with no combat. You see something, you hide. Or die. Often both. 

Q16 – Game with the best cutscenes.

Legacy of Kain series

This is a case where the story is given more attention than the gameplay, and you keep playing just to reach the next cutscene. The opening sequence for Soul Reaver, and the last few cutscenes in Defiance rank among my favourites ever. 

Q17 – Favorite antagonist.


Dimitri (Grand Theft Auto IV)

Man, I hate that guy! He screws Niko over big time, and you really want to see him die by the end. A well-designed final mission allows the player to decide if they exact revenge on him or follow the traditional narrative structure and not let the hero succumb to temptation. 

Q18 – Favorite protagonist.


Manny Calavera (Grim Fandango)

Manny works as a reaper in an Aztec-inspired underworld, but discovers he’s stuck there on account of a soul-smuggling operation. As a character, he’s resourceful, funny and determined. And his outward design is cool.

 

 

 

 

 

 

Q19 – A game setting you wish you lived in.


Oddworld

The world itself is fascinating, but I can’t decide where I’d want to live in it. I’d either have to be a mudokon slave, a slig crony, an imperialistic glukkon, or one of many species that are on the verge of extinction. Tough choice. 

 

Q20 – Favorite game to play with friends

New Super Mario Bros. Wii

Fairly standard single-player gameplay, but get a few mates and a few beers, and suddenly it becomes half cooperative platformer, and half competitive trollfest. Our first choice among pre-pub drinking games.

Q21 – Game with the best story.


Aliens vs. Predator 2

Tells the extensive story of a facility overrun with aliens, from the point of view of each species. The Alien, Predator and Marine campaigns intersect and overlap, and I’ve played through each multiple times. Then I went through and wrote down dates and times for each chapter, and played through chronologically.

 

 

 

 

 

 

Q22 – A game sequel which disappointed you.


Destroy All Humans! Path of the Furon

The first two games in the series were amazing! Fun gameplay with a decent story and a great sense of humour. After Pandemic Studios in Queensland closed down, THQ worked with the franchise to churn out an unpolished turd of a Wii game, and a half-finished buggy mess on the PS3/Xbox 360. Strangely though, the humour was kept relatively intact across all titles.

 Q23 – Game you think had the best graphics or art style.

 

Braid/Limbo

I declare a tie between these two quirky indy platformers.

Braid looks like a Disney cartoon, with vibrant colours, smooth animations, and very detailed characters and environments.

Limbo goes to the other extreme, presenting a greyscale, silhouette world that almost looks like shadow puppets.

Both succeed beyond expectation in creating unique worlds that stand out from the pack.

Q24 – Funniest game moment

Portal 2

In its entirety. Adding other hilarious characters like Wheatley and Cave Johnson give us a breather from GlaDOS’ thinly veiled hostility.

Q25 – A game you plan on playing.


Nintendo’s (very late) first party 3DS games. Super Mario 3DS and Luigi’s Mansion 2 are particularly high on my list.

Q26 – Best voice acting.

Oddworld

Every character or species in the Oddworld series has a very distinct voice and speech style.

Q27 – Most epic scene ever.


The final boss fight in Dead Space. When it grabs you by the foot and swings you round, and you have to shoot it in the eyes before it lowers you into its mouth… Wow.

Q28 – Favorite game developer.

Nintendo

Their major franchises may suffer from advanced sequelitis, but they’re almost always highly polished and extremely fun, and coupled with their tendency to reinvent the game industry every so often, we have a clear winner.

Q29 – A game you thought you wouldn’t like, but ended up loving.


Left 4 Dead

I assumed it was a standard zombie shooter. I assumed wrong. Valve have done a fantastic job of ensuring that teamwork is not just an option, it’s a necessity. The game is well balanced in Versus mode, as both the Survivors and the Infected have the potential to absolutely dominate the other team – depending on who can work as a more effective team.

Q30 – Your favorite game of all time.


Super Smash Bros Brawl (AKA Encyclopedia Nintendica)

There is no other game that my brothers, friends and I have played so consistently for so long. There is yet to be a space of more than a few weeks between sessions of this since its release mid 2008.

I’m normally not really into fighting games, but I love the looser controls of Smash Bros, the interactive environments, the unpredictability of each match due to outside forces, and the inclusion of characters, weapons, environments, and items from every major Nintendo franchise.

Call of Juarez: The Cartel and Driver: San Francisco Ubisoft Preview Night

We arrived at Ubisofts Sydney office at 6PM and asked the receptionist for ‘Owen’. Sam Fischer guided us to some nearby seats to wait for our host. It was there we met some other representatives from local media sites, this was also a good time to check my Streetpass for new inclusions. I had gained a few Miis from the people within the building, increasing my count by a few. Score.

It was a few short moments before we were greeted by Owen, our host, and lead into the preview rooms. The way it was set up was that we had four Playstation 3’s set up with preview multiplayer builds of Driver: San Francisco and we also had 3 Xbox 360 units set up with a multiplayer build of Call of Juarez: The Cartel. Our Capsule Computers party (consisting of Masterabbott, Matt Vella and Myself) were the first group to play Call of Juarez: The Cartel, with the other media outlets playing Driver: San Fransisco first.

Call of Juarez: The Cartel


Call of Juarez: The Cartel is a First-Person shooter (and third entry in a series of games) coming to the Xbox 360, Playstation 3 and Games for Windows live platforms in a week or so.

The game about a group of what seemed to be Bounty Hunter types working with an FBI agent (or similar) to bring down a crime cartel of what seemed to be drug dealers. The game had us running around, killing gangsters and blowing up stuff. The things we blew up were generally tents of drugs, as our first mission was set in a woodland area, and was quite fun to do. One of the things I liked about doing that in the mission was that if you stood in the smoke spewing out of the wreckage, you would get hurt by the smoke and take damage. It was cool.

The multiplayer in Call of Juarez: The Cartel is (from what we can gather from the build we played) a co-operative affair. Generally before a mission, players would be grouped in a lobby area just outside the beginning of a missions zone and would all have to get into the car to indicate that they were ready to start. Once all players got into the vehicle, the mission would begin and players would have to follow their objectives. To make the game more interesting, the developers have also included an interesting system where players playing a certain character will have their own secret missions to undertake throughout each main mission. Like, for instance, in a level we played set in a suburb, the leading female character had to make a secret phone call from a drug dealers house while avoiding detection from the other players. It was really interesting doing this and being busted by another player.

Driver: San Fransicso

Driver: San Fransisco is a driving game (and the fifth in a series of games) coming to the Xbox 360, Playstation 3 and Games for Windows platforms in September this year (unless there’s some kind of delay).

The game follows the story of a San Francisco police officer who gets into a car-crash and finds himself with the ability to possess other drivers within the city. This ability plays a prominent role in the multiplayer aspect of the game. The multiplayer in Driver: San Francisco is a competitive thing and is certainly a lot of fun. On the multiplayer we tried three game types, Trailblazer, Tag and Pursuit.

Each of the gametypes ended up being an incredibly chaotic and fun ordeal, with players trying to complete each objective all the while chaotically shifting between vehicles to do their best to win. Things got incredibly hectic in the Pursuit mode when everyone was charged with catching Phil.

In Takedown, players are charged with becoming police officers while another player is in charge of being a criminal. The police officers jobs are to deal damage to the criminal in order to bring him down. This is achieved by ramming and trading paint by the police officers. The player with the most damage dealt wins, unless the Criminals damage rate is higher than the next highest score. In this instance with Phil being the criminal, the opposing players managed to drive him into a corner and repeatedly ram him until he miraculously managed to escape by the breadth of a fiber of hair.

Trailblazer was an incredibly creative multiplayer gametype requiring players to follow a vehicle and stay within its trails. This is incredibly fun, especially at the point when it’s 3 players fighting over the position of just behind the vehicle. Much chaos ensues. If players eventually get taken off the trail, its incredibly easy to get back on by possessing a vehicle large enough and with just enough distance to collide with opposing players accurately.

Lastly, tag is pretty much how it sounds, one player is a vehicle that needs to be tagged while the other players need to tag that player in order to become it. Once you have the tag, you accumulate points in order to win. Whoever gets 100 points (not sure if this can be modified, it was 100 on the build we played) wins. Now, this would normally be a pretty straightforward affair, but once you slip in the shift mechanic, things suddenly become a little insane. Players who are not the tagged player can shift into other vehicles in order to catch up to and tag that vehicle. I remember at one point, I had shifted into a truck with a ramp on its back and had a player drive up that and get my tag and then also drive off. Was hilarious.

Overall we had tonnes of fun at Ubisoft and had a blast previewing these games! I hope that the final builds are as fun (or more fun) than these preview builds has been!

Capsule Computers Podcast Episode 013 – SuperNova

This week we have Michael Marr and Ben Webb back from Supernova 2011, but first we get into what we’ve been playing, talk about the weeks game news and before we wrap up we dive into our very own Zombie Survival Plans.

Cast: Alexis Ayala, Dustin Spencer, Ben Webb, Michael Marr

Music by The J. Arthur Keens Band

Thanks for listening and let us know what you think! 🙂

 

 

• Subscribe to our iTunes Channel
Subscribe to our iTunes Podcast Channel

• Subscribe to Podcast RSS Feed
Subscribe to Podcast RSS Feed

• Download The Show M4A
Download the Episode here – (right click save as)

Check out our new enhanced M4A shows with selectable chapters, changing artwork and links to all the stories right from your player!

• Download show directly from iTunes
Download the Episode here

All music for this podcast, by The J. Arthur Keens Band

New Soul Caliber V Characters Teased…

Soul Caliber V still has quite a while before we see a release as a solid date hasn’t even been given at the moment, but fans can now have something to speculate over due to a new tease that came via twitter. Today, game designer Daishi Odashima posted two new silhouettes of characters that will be in the upcoming fifth entry in the series along with the tweet “Silhouettes of characters who will be announced at Comicon! Show anymore & Im in trouble”.

Now as you can see in the image above, the one on the left resembles that of Raphael. Here is an image of Raphael just in case you may need a comparison:

Of course that is just speculation at the moment as I am personally just going off the hair style and body stature alone. I honestly have no clue on the second character as the only thing we can truly tell at the moment is that the character appears to be a female. Comic Con will mark the unmasking of both of these silhouettes though, which will take place later this month.

L.A. Noire Reefer Madness Trailer Coming on Thursday 7th July

Rockstar’s L.A. Noire title has received high accolades from many games websites, magazines, and gamers in general. With our demand for more, more, and more Cole Phelps, Rockstar wouldn’t make us wait that much longer before releasing their next trailer for the final planned piece of DLC.

Phelps and Earle get a tip off about a local drug dealer, however what they discover is far more incriminating: one of the city’s biggest narcotics rings. The Reefer Madness Vice Case, the last of the planned DLC for L.A. Noire and the final piece of DLC available for free on the Rockstar Pass, will be available for download on Xbox LIVE and the Playstation Network on July 12, 2011. However, Rockstar has to get us excited, so a trailer for the DLC will be available on Thursday July 7, 2011 (Friday 8th for us Aussies and Kiwis).

More information is available on the official Rockstar site here, and check back on Capsule Computers on Thursday for the trailer!

The BABIES comes to DVD!

1

Madman have announced the international film, The Babies is coming to DVD in the next few months.

The Babies is a film that follows four babies during their first year after their birth. From Mongolia to Namibia to San Francisco to Tokyo, this film spans all borders and cultures around the world. Directed by Thomas Balmes (a documentary filmmaker who has also directed Nokia: A Decent Factory and How Much is Your Life Worth?), The Babies looks at the first year of a human’s journey in life and reveals the universality of man.

The Babies will release on August 31, 2011, and is available for pre-order on Madman’s site here.

FIFA 12 announces pre-order bonuses!

Finally, us football fans can be rewarded. FIFA 12 will have exclusive pre-order bonuses in Australia and New Zealand for those who pre-order with EB Games, GAME, JB Hi-fi, and Mighty Ape.

Each store has a different pre-order bonus, although the EB Games one appears to be the one with the most goodies. Unfortunately, the Ultimate Edition is only available for Xbox 360, PS3, and PC. Check them out below, and don’t forget too take a look at our “All you need to know about: FIFA 12” article here.

Our pick: FIFA 12 Ultimate Edition, available from EB Games

This pack of goodies come with 24 FIFA 12 Ultimate Team Gold Packs (4 gold packs a month for 6 months), a FIFA 12 Steelbook, and a size 2 soccer ball. Check it out here at the EB Games website.

FIFA 12 Premium Edition, available from JB Hi-fi

This edition contains 18 FIFA 12 Ultimate Team Gold Packs (3 gold packs a month for 6 months), and a 3 month subscription to Inside Sport Australia. Check it out at the JB Hi-fi website.

FIFA 12 Standard Edition, available from GAME

GAME offers 12 Ultimate Team Gold Packs (2 a month for 6 months) and a signed Tim Cahill poster. Visit the GAME website here.

FIFA 12 Standard Edition, available from Mighty Ape

Customers who pre-order with Mighty Ape will receive 12 Ultimate Team Gold Packs (2 a month for 6 months). Check their site out here.

Interview With To-Fu Developer HotGen

It’s no secret that we here at Capsule Computers love To-Fu: The Trails of Chi. HotGen has put themselves on the map as a serious developer to follow in the mobile games space and I was lucky enough to be able steal a few moments away from Mark Norman to get a few questions in.


ALEXIS AYALA:
I’m a huge proponent of the return of “garage development” as you typically wind up with a more realised product considering you can focus on a singular vision with less cooks in the kitchen. To-Fu really has that feeling, so how many cooks are in your kitchen?

MARK NORMAN: We have a total of ten people at HotGen, although To-Fu’s team was only day to day consisting of about four people. The small team and tight ethics were what really helped shape To-Fu.
It was an idea that had been around since late last year, and something our designer and myself have been incrementally working on, conceptually, since that time. By the time it got to development we understood completely what it is we wanted to achieve, and from that day on we drove a straight line to the finish, with very little in the way of documentation or meetings, we just communicated well, managed ourselves accordingly and submerged ourselves into the character and the world we were trying to realise.


AA:
To-Fu really feels like a labor of love, but I find it’s rare for a developer to say they had enough time to really bake it, how long did it take from start to completion? And do you feel your development time helped or hurt the final product?

MN: Development on To-Fu only took about 50 days from scratch (with the exception of some pre-conceptual work). We gave ourselves a maximum of 2 months, and this really helped us focus on what was important for the project and what wasn’t. We cut away a lot of fat at the beginning and throughout, we had to, otherwise its original scope may have taken closer to 3 or 4 months, so it was important to work out what the soul of the idea was, and how to just support that rather than get bogged down in a fuller narrative.
My personal opinion is that it certainly helped the final product, because it made us cut to the chase. That in itself was a terrific learning experience, because it’s one thing working for a 3rd party and being given a tight time-frame, but when it’s your own idea, your own character and your own design, being ruthless with it’s scope and all the niceties that it could have, is a lot harder in my opinion. Ultimately though, your creation is governed by how long it has to grow. This made us make a lot of early choices to omit or curb elements of To-Fu that turned out to be very much for the good of the game, choices that looking back on now, have no unhealthy impact on the final adventure.


AA:
Any interesting hiccups you hit while developing?

MN: To be honest with you, at the risk of sounding pompous, To-Fu’s development was pretty much a breeze. We knew what we wanted to achieve from the offset from the look of it right down to the feel and design. Having a clear concise goal is essential, and as long as you head straight for that goal, then you can solve any obstacles that present themselves with greater efficiency.
Our only real sticking point at the start was how he would animate, and how we as the player would interact with him.  It was paramount getting his flick mechanic to feel  fun, intuitive, addictive and like a genuine extension of your actions , so the methods we used had to be sympathetic to these requirements. Although when all is said and done, you can’t beat having a hot coder to make all your wacky ideas and methods a reality. Thankfully, ours was a ‘can do’ kinda chap, and we solved these issues very early on, so a massive curtsy to him for that!


AA:
How close was the final product of To-Fu from the original inception? Was there anything on the cutting room floor that you really wished you got in there?

MN: Well, as far as the bare bones of the game’s feel and design go, then no not really. The main areas where we cut back were graphic variety and narrative. But then if you read those two words and then apply them to a 2 month deadline for a game with 100 levels, then they’re two very strong contenders for places to reign back and minimise risks of short changing the player.
We originally had 5 unique environments for To-Fu, then that dropped to 3, but I made a call quite early on after gauging our progress over time spent, and it was a no brainer to lose all but 1 of them, but try and make the one we did keep, one of variety.
Essentially I had to ask myself: Are people still going to enjoy playing the game? Personally, my answer to that was ‘Yes’, as the aesthetics are only there, in our case, to create a mood and backdrop to the gameplay. Both of these we were able to retain.
As for the narrative, well, there ‘is’ a story, there ‘is’ an antagonist, and both of these would have been a prominent overtone for the game had they gone in. As it is, for now, we’ve left a few suggestions in there that To-Fu himself has a larger arc to his story than the one we see currently. That’s all I’ll say for now. Haha.


AA:
To-Fu is a game with no enemies, only obstacles. Do you feel that this was freeing or constricting while you were designing the game?

MN: To be honest, the decision to dispense with enemies was an early one. As unusual as it is, we didn’t feel that is was going to add anything to the overall design of the game at this stage. To-Fu has always been seen more as a action/puzzler type affair, so we wanted to keep the focus on what was important to making it engaging, and utilising our time to make sure those things were nice and tight in the final game.
I think enemies would’ve detracted from the the overall in this early episode of our character.
Enemies were spoken about, right around the time we found out we had 2 months to make the game, so an early culling of such suggestions was prevalent.


AA: To-Fu is a remarkably well realised character with lots of personality, especially for something with such a minimalistic design. How long did it take for you finalise the character design?

MN: About 20 seconds Haha. I think the story goes, and he’ll correct me if I’m wrong; but our designer and I were walking through the car park after work one night and he was telling me about this idea he had for a touch screen mechanic. He described the ‘kind’ of character we’d need and I, wanting it to be something different, suggested To-Fu (not that tofu is stretchy, and Stuart, please write in to these good people if that story is inaccurate!). Anyway, the following day we went for a brainstorm and I grabbed a marker and drew the character in my head on the white board, and next to him I wrote To-Fu (as in Kung-Fu, sorry for explaining) and that was it, our martial artist was born.


AA:
Why tofu? Do you have something against meat products?

MN: No no, on the contrary our next game we’re calling Meaty-Man’s Beefy Adventure. I don’t believe that’s been done yet… Probably. – ‘That’s a joke by the way!’


AA:
There are a lot of people out there that compared To-Fu to Super Meat Boy. Was this intentional?

MN: Haha, great timing, I didn’t see this question coming at all. If I’m honest, then for me those are just lazy comparisons. I mean, other than the character being small and square (edible?), I’d find it very hard to identify any further similarities between the two games. If people were only talking about the characters then that’s one thing, but the games couldn’t be any more different. And our guy doesn’t have limbs!


AA:
To-Fu’s fling mechanic really makes the game and is perfectly married to the character and level design. So what came first, the mechanic or the game concept?

MN: The mechanic, hands down. The bottom line to discovering new ideas and possibilities for games on touch screen devices is the mechanic. Is it fun? Is it addictive? Has it been done before? For me, if you have a great mechanic then everything else just falls in to place.


AA:
Why did you decide to develop for iOS?

MN: Simple. This game wouldn’t work on any other format. The touch screen is paramount for controlling To-Fu.


AA:
Can you tell me a little about developing for mobile and what you like about it?

MN: Well, I didn’t personally treat it much differently to other games I’ve worked on in the past. Mobile has advanced to the point now where the line is starting to blur between this format and dedicated games units, as is the way you develop for them.
As with any project you want to find out what your limitations are early on, and the confines you are to create within. Then you just accommodate and go for it. The principle is still the same.
I just like that you can go to anybody who has an iPhone, whether it’s a house party, a bar, on the move, and in under a minute they’re playing your game. It’s very gratifying, and convenient simplicity at its best.


AA:
What can we expect from To-Fu moving forward? And more importantly, what can we expect from Team To-Fu and HotGen in the future?

MN: To-Fu has unfinished business, so who knows what’s round the next corner for him. As for HotGen, I believe it’s all hands on deck for Meaty-Man’s Beefy Adventure. Watch this space people!
Let’s have a big hand for Alexis Everyone!

-fin

So I think it’s safe to say that HotGen made a lot of really smart decisions during development and we’re all very excited to see what they have in store for us next. I for one, will be anxiously awaiting Meaty-Man’s Beefy Adventure and will certainly be on the lookout for the further adventures of To-Fu, that little cube of bean curd has stolen my heart.

Check out:
HotGen | To-Fu | facebook | twitter

Bodycount release date announced – Count the bodies like a Count

 

Bodycount is coming out to celebrate in the waning months of Summer in North America on August 30th, September 1st in Australia & New Zealand, and the EMEA region on 2nd September.  While your waiting, take a couple seconds to check out the final packshots that you’ll see on store shelves in a few short months. Check out the E3 2011 if your unsure of how insane the body count will be: http://www.youtube.com/bodycountgame

“Outrageous and stylish gunfights” is what Bodycount is all about as you travel the world and use destructible cover to to shoot the enemy down with plenty of crazy weapons.  Online coop and adversial modes will launch with the game.

According to Codemasters, “Bodycount will make you fall in love with firepower when it launches for Xbox 360 and PS3.”

PSN & Welcome Back program will be online in Japan

After being prevented from relaunching after the Playstation hacks, Sony has said that they will finally be able to to get the online service back online in the Land of the Rising Sun.  To get people back into the swing of things, Sony is also giving Japanese gamers a Welcome Back program.  A free Playstation Plus 30 day trial is also being offered.  Qriocity is also coming back online. For more information on the service’s restoration process, go to the Sony website here.

The services that will make a full return to Japan by July 6th are listed below:

  • Full functionality on PlayStation Store
  • In-game commerce
  • Ability to redeem vouchers and codes
  • Full functionality on “Video On Demand powered by Qriocity™” across all compatible devices
  • Full functionality on Media Go

The Welcome Back program will begin as soon as the above is fully implemented.