Retrospective: Another World 15th Anniversary Edition
It's okay to die.
When developers at Valve make a game, from the moment a single room has been crafted in their Hammer editor, they playtest it. Outsiders come in once a week, with no previous experience of the game, and play with whatever's been created. The developers must watch without comment, and observe how the player encounters the game.
This is not how Another World was developed. Released in 1991, Another World was the one-man project from Eric Chahi, a visually striking 2D platform game about a man transported to an alien world after a disaster with his particle acceleration experiment. (Which oddly enough is the very same premise as Outcast.)
It's minimalist in many senses - you have two action buttons (run and fire on one, jump on the other), and movement. With this, you and a friendly alien must escape an enemy complex, a series of caves, and a tower.
Valve's process is designed to ensure that its games are as intuitive, as user-friendly, as is possible. If someone gets stuck at a certain point, and is unsure where to go next, Valve redesigns that area so that subtle, ambient clues give suggestions to the player almost unconsciously.
I must have restarted at this point over a hundred billion times.
The reason you thought to look up and spot a potential route in Half-Life 2: Episode 2? That's because the broken fizzing wires that caught your eye were put there after someone else never thought to look up.
Another World does not provide broken ladders. Possible to finish in under an hour - although it's impossible to do so on your first playthrough - Another World only lasts longer because for the most part you really don't know what to do, nor how to do it.
Mostly your goal is to reach the right side of the screen, but just how or why that can't be done is not flagged up to you. What is blocking your buddy's progress through a tunnel? Why, it's the dangling lampshade five screens away that in no visible way changes anything above it when you shoot it down.
Games have unquestionably changed. From first-person shooters to point-and-click adventures, third-person action to platform, what is understood as "difficulty" has changed. Difficulty is a setting, a lever we pull to decide how many bullets the enemies should be able to absorb, the density of monsters, or the rarity of med packs and ammo. Back then, difficulty was how incredibly bloody hard it was to play something successfully.
Sexy alien babes' bottoms!
Perhaps the most remarkable thing about Another World is that it will quite happily let you charge off in completely the wrong direction to your absolutely certain death, because you hadn't completed a task that would have been found if you'd chosen a different, equally unmarked exit than the one that initially appealed to you. But your death seems to be your fault, so you attempt that route again. And again. And again.
Trial and error could not be more out of fashion. In fact, the necessity of trial and error can now be considered a failing in a game. Were I reviewing an FPS that repeatedly required me to make blind guesses about which of three corridors would render me helpless to an instant death, I would criticise it for this. Dead ends are one thing, death ends are another. We want a game, more than anything, to be fair.
Another World certainly isn't fair. One screen sums this up perfectly. You're in a series of tunnels, but you can only see about a metre either side of your character, the rest of the screen enveloped in darkness. You can roll left or right, dropping into blank spaces. Some of them have spikes at the bottom! So the only way to get through the level is to fail until you don't.
A restart at the top of the screen prevents this from becoming too infuriating, but it very much removes any element of skill from the process. It's a process of elimination.
While that stands as a good, simple example of what I'm discussing, it's not true of the game as a whole. You're still forced to use trial and error, but mostly during long distances across complex screens of tough fights and tricky jumps. Failing means going back to the previous checkpoint and starting the whole process over again.
This all sounds rather negative, doesn't it? I think Another World is completely lovely. In fact, I'm beginning to wonder if we've lost something in not having games that work this way any more.
Unquestionably a vast amount of Another World's charm comes from the art style. It's just fantastic. Chahi's design is exquisitely simple and enormously evocative. Built from spare polygons, its paper-craft-like animation conjures the world, the creatures and the threat wonderfully. And never more wonderfully than Chahi's own 15th anniversary remake.
After reacquiring the rights to the game after the original publisher, Delphine, closed in 2004, Chahi ported it to mobile phones, and then in 2006 remade the PC version to work on modern machines. The resolution went up from 320x200 to 1280x800, with repainted backgrounds, and the polygonal characters resized to fit. The result is something far lovelier, and yet completely true to the original design.
The other big difference with the remake is the checkpoint system. There are twice as many of them. Which to a cack-handed buffoon like me makes the game something I like to describe as, "playable". Hardcore fans of the original, or its console ports, will sneer their most wretched sneers at this, but then this is a compromise I demand in return for being required to fail in order to know how to proceed.
OMG spoilers. This is the end of a 19-year-old game!
However, even the checkpointing is a little trial-and-error. If you choose to go in one of two available directions, in an order other than is required to be successful, it won't recognise this as a time to trigger checkpoints. If I had known this as I played through, I'd have known something was up. Instead I repeated the same godforsaken section in the caves approximately 90,184 times, sobbing blood onto my keyboard.
It sounds negative again, doesn't it?
There's definitely a reason we moved on from trial and error. There's definitely a reason why we demand fairness from games. Failing in order to succeed is a strange attitude, a mindset into which one must insert oneself. You have to pop into the right department of your brain and make a note on a whiteboard saying, "It's okay that I keep dying - don't fling PC through window."
But once your brain is there, and also perhaps once you've found a friendly man showing you how to get through the game on YouTube, it becomes okay to die.
The direction in which Valve is taking games is tremendously exciting. Intuitive design, barely consciously recognised prompting, and behind-the-scenes difficulty rebalancing if you're struggling.
He's, what, 16 polygons? And yet such a vivid character.
It's creating a single-player standard where it just isn't okay to die. The player is having fun when he's succeeding, winning, overcoming. He isn't having fun when he's being killed by the same boss creature a dozen times in a row. And when a game lasts six to 12 hours, you want to be progressing, seeing what comes next.
But there's room for Another World. Under an hour of start-to-finish content (I imagine it could be completed in a lot less), it's okay in such circumstances to repeat sections again and again. It's about refining technique, practicing before achieving. It's about learning what will get you killed in order to learn what to avoid.
But then it's not just games who've changed. It's players too. I can remember playing this game as a kid, and almost certainly not getting further than the fifth screen. Just getting past the first charging bull-creature is tough enough.
And I was okay with that. I never got past the fifth screen of Chuckie Egg 2, but I must have played it a hundred times. Maybe we had more patience? Perhaps I, perhaps we, were idiots back then. That might well be it. We certainly had different expectations.
Another World, especially in its 15th Anniversary form, is still utterly beautiful. There's something compelling not just about the graphics, but the simplicity of the story. The relationship with your cellmate and friend, the sense of progression against the odds, is calmly and cleverly told.
It's utterly bloody ridiculously hard in places, but then, as it turns out, it's meant to be.
Another World is available on GOG.com, with its previous ghastly DRM removed.
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Comments (77) Latest comment 2 years ago
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If you can swallow your pride and look up some FAQ in places, by all means play 15th Anniversary Edition.
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My primary recollection of Another World - As soon as the opening cinematic ends you're dumped in the water. If you dont start swimming up the *second* you take control of your character you get killed. Which proceeded to happen over, and over, and over again, until I lost my temper and kicked a hole through my bedroom wall. My Amiga got confiscated for a month and I don't think I ever got round to completing the damn thing.
I'd like to think i've mellowed in my old age, but the box of broken controllers beside my desk would suggest otherwise...
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It some ways I found it quite similar to The Immortal which came out on the Amiga a year before it. In other words it was fiendishly difficult but very rewarding.
I don't think games this hard would be tollerated today.
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Flashback however, was far, far superior in every conceivable way.
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The need to smash your Kingston Pro against the wall.
I loved the art and I really wanted to play the damn game but I hated games designed this way.
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@ Pac: The Immortal was immense, loved that game, ridiculously hard though.
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It's maybe made worse by Valve's use of commentaries - their level design's still some of the best you get in FPS games and it's probably only due to them explaining it so well in the commentaries that I'm able to feel bored about it. I only voice these complaints as it seems right to hold Valve to a higher standard than your average shonky-arsed shooter.
I quite liked Xen in the original Half-Life, pretty much BECAUSE it was so weird and frustrating and different to the rest of the game.
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For some reason, most people don't know that there was a straight sequel (no, not Flashback). "Heart of the Alien" it was called, I think. The intro was entirely too long.
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[link url=http://www.actionbutton.net/?p=431
]http://www.actionbutton.net/?p=431
[/link]
This is great games journalism.
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The sad fact is it's probably still beyond the capabilities of my now mostly adult mind.
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Sure, the trial and error gameplay is oldfashioned and infuriating now, but that's only part of the things that stand out about this game. The wonderful visuals, the amazing puzzles (yes, there were puzzles that coud be solved with actual thinking rather than trial and error, although this retrospective would have you believe otherwise), the beautiful end sequence, and the great level design. Why in these 20 years have all the Tombraiders and Uncharteds and god knows what else stil not been able to come up with stuff as simple yet wonderful like escaping the bull thing by swinging on a vine only to double back over him, or that amazing crawling to the switch sequence near the end?
These are all great features of this game that still stand out as strong today. I'd have liked to seen them mentioned in more detail, rather then at the end of a retrospective that's essentially "This game is horrible to play now for all these lengthy reasons! Oh, but you have to take my word that it's really wonderful."
I still hate those slug things though. That cannot receive enough criticism.
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Then reading a bit further and seeing John's ruminations on trial and error gameplay and that there might still be a place for it I couldn't help but think of the wonderful VVVVVV. I think it's a prime example of how to do trial and error style gameplay without being "unfair" which it sounds like Another World is. The key to getting it right is generous checkpointing so that death is less frustrating, making it so that the player feels like it is their fault rather than the game's that they have died yet again and finally having some of the toughest parts of the game to be optional challenges so that those of us who aren't willing to persevere with insanely hard sections are still able to complete the game.
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The feeling, even though it was slightly cheaply gotten, of completing the game and watching the simply beautiful end has never left me. I was obsessed with this as a teenager. I even like bits of Heart of the Alien. Sadly, by the time Heart of Darkness came out, I was more into shooting people in the face.
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One of the upsides (maybe the only one?) of the trial-and-error gameplay in games like these is that it makes the alien world seem, well, alien - genuinely threatening and not at all accommodating to your presence.
I have to agree with that sentiment, though it doesn't excuse unfair difficulty or trial and error for the sake of trial and error. Sometimes it's nice when a game makes you the centre of attention, but every now and then you want to be sucked into a world that necessitates real learning and adaptation. For me, Oblivion and Morrowind are a good example of the difference between the two mindsets ... in the latter you could die or make a critical error by simply wandering into the wrong area and being curious, but it was never unfair. In Oblivion on the other hand, any such 'world' threat was removed in favour accessibility and gratification. Things to be said for both ideals.
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After this came the difficulty level - how hard is the enemy, how frugal you have to be with ammo, and so on as you mention.
Now we start to see games that read your progress and react accordingly. Enemies that get cleverer - maps that get harder to navigate - resources that don't show up. This is of course Valve's AI Director, but also Split/Second which ditches rubber banding but makes the AI cars just drive better and use their event triggers more effectively against you. And surely this is the final destination of difficulty - games that read your frustration level and make you play just this side of quitting the game.
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Siberian_Khatru: It does have an original mode too (although on my rig the lowest resolution I see is 400x300). Also I don't understand the DRM comment as my retail Anniversary Edition runs without the CD in the drive happuly (without any patches etc).
Have to play it again now
(as for the Outcast love I'm with peoplew on that, great game that I finished back in the day, very atmospheric and nice-looking if low-res wilderness).
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Despite the criticisms of its trial and error gameplay (which are part of its charm), Another World should be the ruler against which game developers measure the atmosphere of their creations. The art direction and design has aged as well as it has because it evokes so much in its simplicity (around 16 polygons for the main character as you said). To me this approach offers so much more than a photorealistic rendering and could almost be seen as a form of video game Impressionism.
It is precisely this reason that I am looking forward to 'Sword and Sorcery: EP'. I wish more game designers took this artistic approach to their games; not to please critics such as Roger Ebert, but just to step off the beaten track and bring their creations ALIVE!
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What a jackanape I am.
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Just can't believe it's been already 19 years since I played Another World for the first time on Amiga.
An absolute gem of a game.
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I'm replaying Outcast (which deserves a retrospective btw) which isn't the toughest game at the time, but its pretty unforgiving, soldiers dodge your shots, their weapons take a big chunk out of your health and they can take a beating. Plus they'll flank you. take it futher, Baldur's Gate 1 is about 10 times harder than any modern RPG. If you start off as a mage, you can get 1 hit killed in any fight for the first hour. (To be fair Dragon Age: Origins is a fair throwback to such an era, it's one of the few games where I've been challenged on a normal difficulty)
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And Chahi is a dude...a few years back he gave permission for homebrew GP32 coders to release an entirely freeware version of the original game. It worked surprisingly well, but was still ridiculously difficult :x
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I have, however, two words for our reviewer and for those who haven't experienced the glory days of trial and error gameplay:
Rick.
Dangerous.
It's who The Guy really wants to be
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@gamer zero: I agree rick dangerous was completely unforgiving but still good fun.
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No thanks - that artice has been SEO'ed and reads worse for it.
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The wonderful visuals, the amazing puzzles (yes, there were puzzles that coud be solved with actual thinking rather than trial and error, although this retrospective would have you believe otherwise), the beautiful end sequence, and the great level design.
Oh, for fuck's sake...
One example of Another World's puzzle: the moment when the guard grabs your neck and lifts you up, you're supposed TO KICK HIM IN THE NUTS. Neither to use your gun (which is out of your reach at the moment), nor to perform one of the moves you normally can perform, because you can perform fuck all but press the button TO KICK HIM IN THE NUTS during something that looks like just another death scene. I thought I kept doing something wrong before he was grabbing me; how on Earth I was supposed to know that it wasn't a death scene, but sequence playable in a way unseen in the entire rest of the game? Let me tell you something: I don't recall deus ex machina "puzzles" this anal featuring in Flashback, Ico or even Heart of Darkness (better designed game). Did you solve it with "actual thinking rather than trial and error"?
Yes, in some parts Another World is smart and indeed well designed, but in some other places is plain horrible.
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I did, actually. I don't know, I guess I didn't need the game to spell out for me which sections are interactive and which aren't.
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While I believe you did beat it, I still don't believe it was thanks to "actual thinking rather than trial and error". Not in this particular situation.
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I just started playing the SNES version yesterday night!
Imagine my surprise to see this here today!
I'm going to try to beat it now! Very cool game, the escape from the black beast in the first part was so awesome.
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Feel free to. But as I recall, at first I tried to struggle from his grasp with the arrow keys, and when that didn't work, I tried to attack. And that worked. It wasn't random button mashing after 30 deaths.
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You must understand that when it came out , it was mind blowing. Nothing out there was even remotely like it.
When I first booted the game. My jaw dropped. I phoned a friend and we spend whole night until morning , playing it.
We finished it that same night. Says something about difficulty I guess...
Its a wonderful game.
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the thing to understand is that most games back then were a lot harder so gamers never let their guard down. we're in an age where gamers expect instant gratification and meet a challenge with frustration. completing a game just doesn't mean the same as it did then
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If you are into such stuff, check out onEscapee - a free PC port of Amiga cinematic platformer with great production values.
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And yeah, it's weird that Heart of Darkness bombed. Although if I recall correctly, it was delayed over and over again so by the time it came out, excitement had sort of fizzled out and it wasn't nearly as innovative as it could have been. Maybe that was it, who knows.
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This was 'broken ladder pieces' and Portal, earlier. In fact, the broken ladder is mentioned in the next paragraph. And the prime example from the Portal commentary mode was the broken ladder. Why this weird change?
Also, having reread this article, I still think it's unfairly critical, if not promoting the so often criticized 'dumbing down' of video games. That level where you had to take a leap of faith across a broken bridge only to miss the other side and fall one screen down onto a ledge you couldn't possibly have known was there? That wasn't trial and error. Back then, you were so into the game that you didn't think of underlying ground rules that forbade trial and error and accidental death. You thought like the character. There's no going back to where you came from, and the only possible exit is across that chasm. So you took that leap of faith, hoping that Lester would be able to grab onto the other side of the brigdge. And when he didn't, and fell into the chasm, your heart sank, only to feel an instant rush of excitement when you saw him land on the ledge below. It was spectacular.
Same with the lampshade puzzle criticized by John. Gamers who actually paid attention to the game saw a chain running down from the object blocking Buddy's path. And gamers who kept a mental map of the rooms realised the room with the lampshades was right below the room where you could see Buddy in the tunnel. With a lampshade. On a chain. In the middle of the room, just like the chain running down from the object above.
I was an idiot back then, but even my 12 year old mind understood these visual clues. Visual clues that preceded the kind of thing John praises Valve for several times in this article by sixteen years.
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I'd love to see a remake of Outcast. Not only beautiful, it had superb dialogue, camera work, acting & lip syncing. WAY ahead of it's time. And it came before Stargate.
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You guys seriously need to be old-schooled.
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Oh, and bring Flashback to XBLA too!
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When Rick came out, we'd sit around my dad's tandy 3000, back in the time when PCs has their on-switch around the back, and all i remember is having a good time, ducking under spears and that kinda thing. I tried it a couple of years ago and I couldn't believe how much of it consisted of "duck immediately on the next screen or you die". Totally Ape.
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:>
good times.
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However, I can't help feeling that rose tinted spectacles are worn a little too frequently when we view old games like this. It is honestly not heresy of me to say that games 20 years ago were in many regards under-developed. A lot of what we take for granted about old games was not put in place because the devs at the time objectively knew that was the best way to do things, it was far more often a matter of just making it and shipping it and never really considering the diificulty curve. Game design was in many regards in its infancy, and the very same designers wouldn't make the same games today because they would KNOW there are better ways to do things.
We frequently make excuses for old games like this. They pepper this thread throughout. "The reason it worked when modern games don't was X" and "it wasn't annoying then when it would be now because Y". Why can't we accept that games that killed you often did so because that was all the designer knew at the time? And as gamers, we were so used to that sort of treatment that we would accept it?
I am not at all saying Another World was not brilliant. Not a bit of it. I am just saying that if the same game was made today, it would fail, and it would deserve to. At the time it was awesome, but lets not pretend "we should games that way today" (in terms of repetative dying I mean, in terms of visual style and story we absolutely should make more games like it). On the whole (as general statements like this can onoly ever be) we should not.
And a final thought, as its a bug bear of mine. "Its meant to be" without further explanation is NEVER a defense against critisism. Ever.
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What irritates me most is the fact it looked lovely (and still does), and I want to play through it, but I know I can't, and probably never could have. Just like the Metal Gear Solid series, I passionately hate them, but I wish I didn't. Maybe I should just fine a video of somebody playing through it on the internet.
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played for an hour or so, its still a very nice game.
not sure why the constant mention of valve in the article. I do like the portal comparison, i think in 15 years time people will look back the same on that game.
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I'd be interested to see what people think of this without the effect of nostalgia.
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Its difficulty comes down to 2 things: its controls utterly suck, and you have to learn the level design by heart. Truth be told, Flashback was a much better *game*.
But Another World has something for itself, which makes the game still captivating: its fantastic atmosphere and artistic touch. Yes it's a French game, and the sort of game which you either loved or hated. I always had a soft spot for it, and I still consider it was landmark of fiction design, but it's definitely not a great *game*.
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I picked up the 15th Anniversary Edition but never got round to playing it, maybe it's time I fixed my PC and did that....
"It's okay that I keep dying – don't fling PC through window."
I feel this is the reason I'm loving Demon's Souls so much.
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I loved Another World back in the day, and I completely understand that games were a lot tougher back then. You died frequently, there were no save points, total successful playtime was usually less than a hour. It was all part of what games were back then, but we loved them all the same.
Again, Another World is anything like games killing the player character in really punishing way. There are checkpoints and unlimited continues, and the password system makes for savepoints. Dying in Another World is not that different from making irreversible mistake in a block pushing puzzle, forcing you to start solving the puzzle (not even the level) anew. It's a chain of puzzle situations, not quite unlike, say, World of Goo. The thing is, solutions for some of these puzzles are far from intuitive if you ask me.
@Kaminari
Its difficulty comes down to 2 things: its controls utterly suck, and you have to learn the level design by heart.
The controls don't suck (unless you want them to) anymore. I played through it with DualShock 2 (no more up for jump) and had no reservations. If you wanna try out a legendary game with sucking controls, play Castlevania: Rondo of Blood. Even Castlevania nuts tend to be slightly critical in this regard.
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it's kind of ironic that eric chahi named the game heart of darkness and interplay named another world's sequel heart of the alien (which chahi had no involvement in)