Heretic II: Difference between revisions
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{{Short description|1998 video game}} | {{Short description|1998 video game}} | ||
{{Use mdy dates|date=August 2025}} | |||
{{Infobox video game | {{Infobox video game | ||
|title = Heretic II | |title = Heretic II | ||
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|composer = Kevin Schilder | |composer = Kevin Schilder | ||
|engine = [[Quake II engine|''Quake II'' engine]] | |engine = [[Quake II engine|''Quake II'' engine]] | ||
|platforms = [[ | |platforms = [[Windows]], [[Linux]], [[AmigaOS]], [[Classic Mac OS|Mac OS]] | ||
|released = '''Windows'''<br />{{vgrelease|NA|November 24, 1998<ref>{{cite web|url=http://headline.gamespot.com/news/98_11/24_pc_new/index.html|title=New Releases|date=November 24, 1998|website=[[GameSpot]]|archive-url=https://web.archive.org/web/20000606102406/http://headline.gamespot.com/news/98_11/24_pc_new/index.html|archive-date=June 6, 2000|access-date=December 6, 2019}}</ref>|EU|December 4, 1998<ref name="euro">{{Cite news |date=December 4, 1998 |title=Britain's Biggest Choice of Software |pages=204 |work=[[Evening Standard]] |url=https://www.newspapers.com/image/723614320/?terms=%22Thief%3A%20The%20Dark%20Project%22&match=1 |access-date=June 11, 2023 |quote=Heretic II...Out Today...inc. vat £34.99}}</ref>}}'''Linux'''<br />{{vgrelease|NA|November 15, 1999}}'''Amiga'''<br />{{vgrelease|NA|May 8, 2000}}'''Mac OS'''<br />{{vgrelease|NA|January 1, 2002}} | |released = '''Windows'''<br />{{vgrelease|NA|November 24, 1998<ref>{{cite web|url=http://headline.gamespot.com/news/98_11/24_pc_new/index.html|title=New Releases|date=November 24, 1998|website=[[GameSpot]]|archive-url=https://web.archive.org/web/20000606102406/http://headline.gamespot.com/news/98_11/24_pc_new/index.html|archive-date=June 6, 2000|access-date=December 6, 2019}}</ref>|EU|December 4, 1998<ref name="euro">{{Cite news |date=December 4, 1998 |title=Britain's Biggest Choice of Software |pages=204 |work=[[Evening Standard]] |url=https://www.newspapers.com/image/723614320/?terms=%22Thief%3A%20The%20Dark%20Project%22&match=1 |access-date=June 11, 2023 |quote=Heretic II...Out Today...inc. vat £34.99}}</ref>}}'''Linux'''<br />{{vgrelease|NA|November 15, 1999}}'''Amiga'''<br />{{vgrelease|NA|May 8, 2000}}'''Mac OS'''<br />{{vgrelease|NA|January 1, 2002}} | ||
|genre = [[Action | |genre = [[Action-adventure]], [[third-person shooter]] | ||
|modes = [[ | |modes = [[Single-player]], [[multiplayer]] | ||
}} | }} | ||
'''''Heretic II''''' is a | '''''Heretic II''''' is a 1998 [[action-adventure game]] developed by [[Raven Software]] and published by [[Activision]] for [[Microsoft Windows]]. It is the fourth game in the ''[[Hexen: Beyond Heretic|Hexen]]''/''[[Heretic (video game)|Heretic]]'' series and comes after the "Serpent Rider" trilogy, continuing the story of Corvus, the protagonist of the original ''Heretic''. Although [[Id Software]] owns the publishing rights to the previous titles, ''Heretic II'' is owned by Activision since they own Raven Software and its IPs. | ||
Using a modified [[Quake II engine|''Quake II'' engine]], the game features a mix of a [[Third-person (video games)|third-person camera]] with a [[first-person shooter]]'s action, making for a new gaming experience at the time. While progressive, this was a controversial design decision among fans of the original game,<ref name="H2-IGN">{{cite web |url=http://www.ign.com/articles/1998/11/26/heretic-ii |title=Heretic II - IGN |last=Blevins |first=Tal |date=November 25, 1998 |website=[[IGN]] |access-date=2014 | Using a modified [[Quake II engine|''Quake II'' engine]], the game features a mix of a [[Third-person (video games)|third-person camera]] with a [[first-person shooter]]'s action, making for a new gaming experience at the time. While progressive, this was a controversial design decision among fans of the original game,<ref name="H2-IGN">{{cite web |url=http://www.ign.com/articles/1998/11/26/heretic-ii |title=Heretic II - IGN |last=Blevins |first=Tal |date=November 25, 1998 |website=[[IGN]] |access-date=April 9, 2014 |archive-date=April 13, 2014 |archive-url=https://web.archive.org/web/20140413155658/http://www.ign.com/articles/1998/11/26/heretic-ii |url-status=live }}</ref> a well-known first-person shooter built on the [[Doom engine|''Doom'' engine]]. The music was composed by Kevin Schilder. [[Gerald Brom]] contributed conceptual work to characters and creatures for the game.<ref>{{cite journal| last = Kenson| first = Stephen| author-link = Steve Kenson| title = Profiles: Brom| journal = [[Dragon (magazine)|Dragon]]| issue = #264| page = 112| publisher = [[Wizards of the Coast]]| location = [[Renton, Washington]]|date=October 1999}}</ref> This is the only ''Heretic''/''Hexen'' video game that is unrelated to [[id Software]], apart from its role as engine licenser. | ||
''Heretic II'' was later ported to [[Linux]] by [[Loki Software]], to the [[Amiga]] by [[Hyperion Entertainment]],<ref>[http://www.hyperion-entertainment.biz/index.php?option=com_content&view=article&id=50&Itemid=56&limitstart=1 Heretic II for Amiga - Technical Requirements].</ref> and [[Classic Mac OS|Macintosh]] by [[MacPlay]].<ref>{{cite web |url=http://www.macplay.com/games/heretic2.php |title=Macplay |publisher=Macplay.com |archive-url=https://web.archive.org/web/20030419032243/http://www.macplay.com/games/heretic2.php |archive-date=2003 | ''Heretic II'' was later ported to [[Linux]] by [[Loki Software]], to the [[Amiga]] by [[Hyperion Entertainment]],<ref>[http://www.hyperion-entertainment.biz/index.php?option=com_content&view=article&id=50&Itemid=56&limitstart=1 Heretic II for Amiga - Technical Requirements].</ref> and [[Classic Mac OS|Macintosh]] by [[MacPlay]].<ref>{{cite web |url=http://www.macplay.com/games/heretic2.php |title=Macplay |publisher=Macplay.com |archive-url=https://web.archive.org/web/20030419032243/http://www.macplay.com/games/heretic2.php |archive-date=April 19, 2003 |access-date=February 10, 2013}}</ref> | ||
==Plot== | ==Plot== | ||
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Unlike previous games in the ''Heretic/Hexen'' series, which were first-person shooters, players control Corvus from a [[Virtual camera system|camera]] fixed behind him in the third-person perspective. Players are able to use a combination of both melee and ranged attacks, similar to its predecessor. While there are still three weapons the player can collect that each use their own ammo, they also have the ability to use several offensive and defensive spells that draw from pools of green and blue mana, respectively. The Tome of Power is no longer an item scattered around the [[Level (video games)|levels]], but a defensive spell that still works in the same manner as the other games in the series by improving damage and granting weapons and offensive spells new abilities for a limited time. Melee combat is also more varied, with the ability to perform several attacks using Corvus' bladestaff and cut off the limbs of enemies, rendering them harmless. Players are also able to utilize magical shrines throughout the game that grant a variety of effects upon use, such as silver or gold armor, a temporary boost in [[Health (game terminology)|health]], a permanent enhancement to the bladestaff, etc. | Unlike previous games in the ''Heretic/Hexen'' series, which were first-person shooters, players control Corvus from a [[Virtual camera system|camera]] fixed behind him in the third-person perspective. Players are able to use a combination of both melee and ranged attacks, similar to its predecessor. While there are still three weapons the player can collect that each use their own ammo, they also have the ability to use several offensive and defensive spells that draw from pools of green and blue mana, respectively. The Tome of Power is no longer an item scattered around the [[Level (video games)|levels]], but a defensive spell that still works in the same manner as the other games in the series by improving damage and granting weapons and offensive spells new abilities for a limited time. Melee combat is also more varied, with the ability to perform several attacks using Corvus' bladestaff and cut off the limbs of enemies, rendering them harmless. Players are also able to utilize magical shrines throughout the game that grant a variety of effects upon use, such as silver or gold armor, a temporary boost in [[Health (game terminology)|health]], a permanent enhancement to the bladestaff, etc. | ||
The game consists of a wide variety of [[ | The game consists of a wide variety of [[dark fantasy]] medieval backdrops to Corvus's adventure. The third-person perspective and three-dimensional game environment allowed developers to introduce a wide variety of gymnastic moves, like climbing up ledges, back-flipping off walls, and pole vaulting, in a much more dynamic environment than the original game's [[Game engine|engine]] could produce.<ref>{{cite web|last=Staff |first=Raven |title=Official Heretic II FAQ |url=http://www.raven-games.com/h2faq.php |access-date=April 9, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20140625040221/http://www.raven-games.com/h2faq.php |archive-date=June 25, 2014 }}</ref> Both games invite comparison with their respective game engine namesake: the original ''Heretic'' was built on the ''Doom'' engine, and ''Heretic II'' was built using the ''Quake II'' engine, later known as id Tech 2. ''Heretic II'' was favorably received at release because it took a different approach to its design.<ref name="H2-GSpot">{{cite web |last=Kasavin |first=Greg |date=December 1, 1998 |title=Heretic II Review - GameSpot |url=http://www.gamespot.com/reviews/heretic-ii-review/1900-2537536/ |website=[[GameSpot]] |access-date=April 9, 2014}}</ref> | ||
==Development== | ==Development== | ||
The game was in development since November 1997 by a team of 20 people.<ref>{{cite web|first=Micheal|last=Mullen|url=http://headline.gamespot.com/news/98_04/17_heretic/index.html|archiveurl=https://web.archive.org/web/20001012155356/http://headline.gamespot.com/news/98_04/17_heretic/index.html|title=Inside Heretic II|website=[[GameSpot]]|archivedate=October 12, 2000|date=April 17, 1998|accessdate=November 6, 2022}}</ref> Inspired by the ''[[Tomb Raider]]'' series, Raven Software decided to make use of the ''Quake II'' engine to create a third-person action game. A major step in the early development was [[Gerald Brom]]'s concept art. In a month, the company had programmed the game's camera system. After Activision's approval of the game's [[Game demo|demo]], Raven Software aimed to get the full game finished by Christmas (it would release just prior to that Thanksgiving). To add to complications, they needed a [[software renderer]] to make the game playable to [[16-bit]] users (especially in Europe). | The game was in development since November 1997 by a team of 20 people.<ref>{{cite web|first=Micheal|last=Mullen|url=http://headline.gamespot.com/news/98_04/17_heretic/index.html|archiveurl=https://web.archive.org/web/20001012155356/http://headline.gamespot.com/news/98_04/17_heretic/index.html|title=Inside Heretic II|website=[[GameSpot]]|archivedate=October 12, 2000|date=April 17, 1998|accessdate=November 6, 2022}}</ref> Inspired by the ''[[Tomb Raider]]'' series, Raven Software decided to make use of the ''Quake II'' engine to create a third-person action game. A major step in the early development was [[Gerald Brom]]'s concept art. In a month, the company had programmed the game's camera system. After Activision's approval of the game's [[Game demo|demo]], Raven Software aimed to get the full game finished by Christmas (it would release just prior to that Thanksgiving). To add to complications, they needed a [[software renderer]] to make the game playable to [[16-bit]] users (especially in Europe). | ||
For the animation, the main character Corvus was provided with a backbone for realism and had a total of 1600 [[Film frame|frames]]. Most of the animations were done using [[Autodesk Softimage|Softimage]]. The static world objects and simplified animations were done with [[ | For the animation, the main character Corvus was provided with a backbone for realism and had a total of 1600 [[Film frame|frames]]. Most of the animations were done using [[Autodesk Softimage|Softimage]]. The static world objects and simplified animations were done with [[3D Studio Max]].<ref name="H2-Postmortem">{{cite web |title=Postmortem: Raven Software's Heretic II |url=https://www.gamedeveloper.com/programming/postmortem-raven-software-s-i-heretic-ii-i- |work=[[Gamasutra]] |publisher=[[UBM]] |first=Jake |last=Simpson |date=May 21, 1999 |access-date=March 5, 2018 |archive-date=August 27, 2021 |archive-url=https://web.archive.org/web/20210827073503/https://www.gamedeveloper.com/programming/postmortem-raven-software-s-i-heretic-ii-i- |url-status=live }}</ref> The engine was capable of showing up to 4,000 polygons on screen.<ref name="H2-MaxPC">{{Cite magazine |last=Simpson |first=Dan |date=March 1999 |title=Out of Body Experiences - Gaming in Third Person|url=https://books.google.com/books?id=2gEAAAAAMBAJ&pg=PT86 |magazine=[[Maximum PC]] |page=84}}</ref> | ||
Following [[ZeniMax Media]]'s acquisition of id Software in 2009, the rights to the series have been split between id and Activision Software; Activision holds the development rights, while id holds the publishing rights.<ref>{{Cite web|author = Chrisstead|url = https://www.finder.com.au/id-software-talks-heretic-hexen-and-commander-keen|title = Id Software talks Heretic, Hexen and Commander Keen|website = [[Finder (website)|Finder]]|date = 12 | Following [[ZeniMax Media]]'s acquisition of id Software in 2009, the rights to the series have been split between id and Activision Software; Activision holds the development rights, while id holds the publishing rights.<ref>{{Cite web|author = Chrisstead|url = https://www.finder.com.au/id-software-talks-heretic-hexen-and-commander-keen|title = Id Software talks Heretic, Hexen and Commander Keen|website = [[Finder (website)|Finder]]|date = September 12, 2016|accessdate = November 23, 2024|archive-date = April 7, 2022|archive-url = https://web.archive.org/web/20220407003520/https://www.finder.com.au/id-software-talks-heretic-hexen-and-commander-keen|url-status = live}}</ref> | ||
==Reception== | ==Reception== | ||
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Despite positive reception from critics, ''Heretic II'' was a commercial failure. According to [[PC Data]], its sales in the United States totaled 28,994 units by April 1999. [[Activision]]'s Steve Felsen blamed this performance on the game's design: he noted that "fans of first-person shooters—the target audience for this game—stayed away due to the third-person perspective".<ref name=10bought>{{cite web | archive-url=https://web.archive.org/web/20000616082501/http://www.gamecenter.com/Features/Exclusives/Notbought/index.html | url=http://www.gamecenter.com/Features/Exclusives/Notbought/index.html | title=The Top 10 Games That No One Bought | author=Saltzman, Marc | date=June 4, 1999 | work=[[CNET Gamecenter]] | archive-date=June 16, 2000 | url-status=dead }}</ref> | Despite positive reception from critics, ''Heretic II'' was a commercial failure. According to [[PC Data]], its sales in the United States totaled 28,994 units by April 1999. [[Activision]]'s Steve Felsen blamed this performance on the game's design: he noted that "fans of first-person shooters—the target audience for this game—stayed away due to the third-person perspective".<ref name=10bought>{{cite web | archive-url=https://web.archive.org/web/20000616082501/http://www.gamecenter.com/Features/Exclusives/Notbought/index.html | url=http://www.gamecenter.com/Features/Exclusives/Notbought/index.html | title=The Top 10 Games That No One Bought | author=Saltzman, Marc | date=June 4, 1999 | work=[[CNET Gamecenter]] | archive-date=June 16, 2000 | url-status=dead }}</ref> | ||
''[[Next Generation (magazine)|Next Generation]]'' reviewed the PC version of the game, rating it three stars out of five, and stated that "''Heretic II'' has a lot going for it. It easily earns it space on the shelf with the heavy hitters this season, but it also serves as a reminder to all that every aspect of game design needs to be pushed if you want your project to truly stand out".<ref name="NG">{{cite magazine|title=Finals|magazine=[[Next Generation (magazine)|Next Generation]]|issue=51|publisher=[[ | ''[[Next Generation (magazine)|Next Generation]]'' reviewed the PC version of the game, rating it three stars out of five, and stated that "''Heretic II'' has a lot going for it. It easily earns it space on the shelf with the heavy hitters this season, but it also serves as a reminder to all that every aspect of game design needs to be pushed if you want your project to truly stand out".<ref name="NG">{{cite magazine|title=Finals|magazine=[[Next Generation (magazine)|Next Generation]]|issue=51|publisher=[[Imagine Media]]|date=March 1999|page=91}}</ref> | ||
''[[Edge (magazine)|Edge]]'' praised the game for its mixture of [[Platform game|platform]] and [[shoot 'em up]] action, saying that ''Heretic II'' is different enough to stand out from both first-person and third-person games like [[id Software]]'s [[first-person shooter]]s or [[Core Design]]'s ''[[Tomb Raider]]'' games.<ref name="Edge review">{{Cite magazine |title=Heretic II |magazine=[[Edge (magazine)|Edge]] |publisher=[[Future Publishing]] |issue=67 |page=92 |date=January 1999}}</ref> ''Heretic II'' was a finalist for ''[[Computer Gaming World]]''{{'}}s 1998 "Best Action" award, which ultimately went to ''[[Battlezone (1998 video game)|Battlezone]]''. The editors wrote that ''Heretic II'' "proved that the ''Quake II'' engine could work in a third-person game ''and'' that a spell-casting, shirtless elf could actually kick ass".<ref name=cgwpremier1998/> | ''[[Edge (magazine)|Edge]]'' praised the game for its mixture of [[Platform game|platform]] and [[shoot 'em up]] action, saying that ''Heretic II'' is different enough to stand out from both first-person and third-person games like [[id Software]]'s [[first-person shooter]]s or [[Core Design]]'s ''[[Tomb Raider]]'' games.<ref name="Edge review">{{Cite magazine |title=Heretic II |magazine=[[Edge (magazine)|Edge]] |publisher=[[Future Publishing]] |issue=67 |page=92 |date=January 1999}}</ref> ''Heretic II'' was a finalist for ''[[Computer Gaming World]]''{{'}}s 1998 "Best Action" award, which ultimately went to ''[[Battlezone (1998 video game)|Battlezone]]''. The editors wrote that ''Heretic II'' "proved that the ''Quake II'' engine could work in a third-person game ''and'' that a spell-casting, shirtless elf could actually kick ass".<ref name=cgwpremier1998/> | ||
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[[Category:Video games about magic]] | [[Category:Video games about magic]] | ||
[[Category:Raven Software games]] | [[Category:Raven Software games]] | ||
[[Category: | [[Category:Sequel video games]] | ||
[[Category:Windows games]] | [[Category:Windows games]] | ||
Latest revision as of 13:55, 18 September 2025
Template:Short description Template:Use mdy dates Template:Main otherScript error: No such module "infobox".Template:Main otherScript error: No such module "Check for unknown parameters".Template:Main other
Heretic II is a 1998 action-adventure game developed by Raven Software and published by Activision for Microsoft Windows. It is the fourth game in the Hexen/Heretic series and comes after the "Serpent Rider" trilogy, continuing the story of Corvus, the protagonist of the original Heretic. Although Id Software owns the publishing rights to the previous titles, Heretic II is owned by Activision since they own Raven Software and its IPs.
Using a modified Quake II engine, the game features a mix of a third-person camera with a first-person shooter's action, making for a new gaming experience at the time. While progressive, this was a controversial design decision among fans of the original game,[1] a well-known first-person shooter built on the Doom engine. The music was composed by Kevin Schilder. Gerald Brom contributed conceptual work to characters and creatures for the game.[2] This is the only Heretic/Hexen video game that is unrelated to id Software, apart from its role as engine licenser.
Heretic II was later ported to Linux by Loki Software, to the Amiga by Hyperion Entertainment,[3] and Macintosh by MacPlay.[4]
Plot
After Corvus returns from his banishment, he finds that a mysterious plague has swept the land of Parthoris, taking the sanity of those it does not kill. Corvus, the protagonist of the first game, is forced to flee his hometown of Silverspring after the infected attack him, but not before he is infected himself. The effects of the disease are held at bay in Corvus’ case because he holds one of the Tomes of Power, but he still must find a cure before he succumbs.
His quest leads him through the city and swamps to a jungle palace, then through a desert canyon and insect hive, followed by a dark network of mines and finally to a castle on a high mountain where he finds an ancient Seraph named Morcalavin. Morcalavin is trying to reach immortality using the seven Tomes of Power, but he uses a false tome, as Corvus has one of them. This has caused Morcalavin to go insane and create the plague. During a battle between Corvus and Morcalavin, Corvus switches the false tome for his real one, curing Morcalavin's insanity and ending the plague.
Gameplay
Unlike previous games in the Heretic/Hexen series, which were first-person shooters, players control Corvus from a camera fixed behind him in the third-person perspective. Players are able to use a combination of both melee and ranged attacks, similar to its predecessor. While there are still three weapons the player can collect that each use their own ammo, they also have the ability to use several offensive and defensive spells that draw from pools of green and blue mana, respectively. The Tome of Power is no longer an item scattered around the levels, but a defensive spell that still works in the same manner as the other games in the series by improving damage and granting weapons and offensive spells new abilities for a limited time. Melee combat is also more varied, with the ability to perform several attacks using Corvus' bladestaff and cut off the limbs of enemies, rendering them harmless. Players are also able to utilize magical shrines throughout the game that grant a variety of effects upon use, such as silver or gold armor, a temporary boost in health, a permanent enhancement to the bladestaff, etc.
The game consists of a wide variety of dark fantasy medieval backdrops to Corvus's adventure. The third-person perspective and three-dimensional game environment allowed developers to introduce a wide variety of gymnastic moves, like climbing up ledges, back-flipping off walls, and pole vaulting, in a much more dynamic environment than the original game's engine could produce.[5] Both games invite comparison with their respective game engine namesake: the original Heretic was built on the Doom engine, and Heretic II was built using the Quake II engine, later known as id Tech 2. Heretic II was favorably received at release because it took a different approach to its design.[6]
Development
The game was in development since November 1997 by a team of 20 people.[7] Inspired by the Tomb Raider series, Raven Software decided to make use of the Quake II engine to create a third-person action game. A major step in the early development was Gerald Brom's concept art. In a month, the company had programmed the game's camera system. After Activision's approval of the game's demo, Raven Software aimed to get the full game finished by Christmas (it would release just prior to that Thanksgiving). To add to complications, they needed a software renderer to make the game playable to 16-bit users (especially in Europe).
For the animation, the main character Corvus was provided with a backbone for realism and had a total of 1600 frames. Most of the animations were done using Softimage. The static world objects and simplified animations were done with 3D Studio Max.[8] The engine was capable of showing up to 4,000 polygons on screen.[9]
Following ZeniMax Media's acquisition of id Software in 2009, the rights to the series have been split between id and Activision Software; Activision holds the development rights, while id holds the publishing rights.[10]
Reception
Despite positive reception from critics, Heretic II was a commercial failure. According to PC Data, its sales in the United States totaled 28,994 units by April 1999. Activision's Steve Felsen blamed this performance on the game's design: he noted that "fans of first-person shooters—the target audience for this game—stayed away due to the third-person perspective".[11]
Next Generation reviewed the PC version of the game, rating it three stars out of five, and stated that "Heretic II has a lot going for it. It easily earns it space on the shelf with the heavy hitters this season, but it also serves as a reminder to all that every aspect of game design needs to be pushed if you want your project to truly stand out".[12]
Edge praised the game for its mixture of platform and shoot 'em up action, saying that Heretic II is different enough to stand out from both first-person and third-person games like id Software's first-person shooters or Core Design's Tomb Raider games.[13] Heretic II was a finalist for Computer Gaming WorldTemplate:'s 1998 "Best Action" award, which ultimately went to Battlezone. The editors wrote that Heretic II "proved that the Quake II engine could work in a third-person game and that a spell-casting, shirtless elf could actually kick ass".[14]
References
External links
Template:Raven Software Template:Hyperion Entertainment
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- ↑ Heretic II for Amiga - Technical Requirements.
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<ref>tag; no text was provided for refs namedcgwpremier1998
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