Sting

by Mike Russo profile

Memoir
2021

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5 of 5 people found the following review helpful:
Memories built around an unexpected nuisance, January 24, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

Sting, which I beta-tested, is a slice-of-life game that never really intrudes on you or forces you to empathize. It never portrays the autobiopgraphical character as too outgoing or too deserving of your sympathy in a harsh society, or too woe-is-me-I-was-dumb-when-younger, or whatever. The main character's sister is clearly more outgoing and than the main character. But they have a sort of bond through Sting, which explores that and how they see less of each other over time and develop their own lives, but there's still an odd fulcrum.

Perhaps what I liked most about Sting was that it had the right distance. It didn't lean in on you with a Big Message or a Story You Had to Like, but it also didn't go into trivia you felt bad not caring about. It invited me to find my own memories and not worry if they were more or less profound than the author's. This isn't always the case with autobiographical works. They can either be too flippant, or too "you need to listen up for the good of society." These still work in their own way, but with Sting, I felt encouraged to imitate it badly if need be. It took a while after testing it and writing a review in the authors' forum.

That's a general assessment, but I also don't want to spoil too much. Part of the enjoyment is the discovery of something else as you guess how the scene is going to end. The boat race is funny and navigates the terminology well (I enjoyed both finishing last and second.) It has a nice balance of giving you an idea of what's going on and not forcing you to understand the terminology. Getting a player to feel lost is a tricky business, because too much, and they hit alt-F4. I definitely didn't. There's the feel that the people you're racing with aren't going to rub it in, and you've been there before, and you'd really like to do the best you can, but you just don't have the skill, yet. Maybe one day. (There is a way to win. It requires foreknowledge of what goes on. I think I'm close to figuring it out.) It was the most interesting and involving part of Sting to me, because backing up and putting on my game designer hat, I can picture what a hash I'd make of trying to show a player-character in a chess game against someone two or three hundred points higher rated than them. The terminology would be pretty horrible. Which is a bit confusing in the boat race, but not too confusing. Your sister yells at you what to do if you mess up.

The other bits are tougher to describe without spoiling, but the first scene, where you are very young, is well done. An object disappears if you try to examine it, but it's not surreal or crazy or anything. It reminded me of a bee sting I had when very young, and how I avenged myself killing a few bees after that. Yes, it wasn't their fault. Yes, mosquitos still got to me anyway. Yes, I grew out of it.

My later memories of bees are a bit more pedestrian, too: urban legends (?) of the bee in a beer can that stung someone's throat (one more reason not to drink beer, kids!) or bees at cookouts, or even at college football tailgates, especially when my family found lots of cans to recycle at the local Alcoa plant, and then how there weren't any when we moved to Evanston, because crowds were smaller and Northwestern was stricter about litter. I even had a beehive stuck in a dryer exhaust vent outside my condo. They liked the warmth, I guess. The reader may have stories and memories, too, as bees aren't a huge nuisance, but they're there, but not enough to become pedestrian. And certainly when I see kids get upset about bees nearby, that brings back memories. Learning to deal with them took some excitement from life.

The main events work for me because a bee sting isn't quite getting insulted or breaking a bone. It's embarrassing and painful and briefly debilitating, yet not fully embarrassing or painful or inconvenient long-term. And certainly every time I get a rash, even, I think back to the only bee sting I had, as well as the near misses, and the memory of adults taking out a hornet's nest down a gravel road to a pool I loved to visit as a kid, as well as learning the difference of bees vs. hornets and being very very scared of hornets for a while!

But back to the story: you have other small motivators to push the story forward later, too, like groceries getting warm (I almost missed this! Taking the bus to my favorite discount grocer, with good sales on refrigerated/fresh goods, got a lot riskier during COVID,) and the shift from the second-last to final scene made a lot of sense when I slowed down to stop plowing through the testing.

We all have a story like this. It's one we suspect everyone has, until we talk with people and realize it's sort of unique to us. Maybe it's parades or tricycles or poison ivy or even loose nails that tear up shoes or clothes. I'm left slightly jealous that someone could have these memories organized so well, because I don't with regard to a sibling, but Sting left me to sit down and piece through how I'd make a story of my own, of things I remembered from much younger that popped up again and again. They're that profound, but they were mine. For instance, every few years I kick an exercise weight buried under a pile of clothes. Or perhaps I remember the short walk and bus trip to the vet, where I got to show off a cat or two, and that time during COVID when my bus pass expired and I had to run to the vet. And perhaps a lesser work than Sting would have gotten me close to this or made me say "I bet I have that too," but Sting made it a lot more likely. I think and hope there will be such works in IFComp in the future that won't have to compare themselves to Sting, and they won't need you to be blown away by them, but they will be very worth telling, and they'll bring back memories for me and others.

NOTE: A couple days before I revised and posted this review to IFDB, I realized there was a thread I'd seen in chess games. It's sort of my own story, but I want to tell it here, because without Sting, I might not have made the links. I'll spoiler it, for those indifferent to chess or who just want me to stick to the game. Maybe Sting will do the same for you, or your own hobbies or phobias or bugaboos.

(Spoiler - click to show)When I was looking to get my rating up to 2000, someone showed me a weapon against the Sicilian Defense. One line went (sorry, notation is unavoidable!) 1. e4 c5 2. Nf3 d6 3. c3 Nf6 4. Be2 and if ...Nxe4?? 5. Qa4+! picking off the knight. I'll spare you the opening theory, but the point is, you set a few traps, and if your opponent knows them, you still don't have to face the sort of openings they can really prepare. Grandmasters wouldn't play or fear this, but then, I don't play many grandmasters.

A year later I played Ron, a chess hustler who went to my high school 20+ years before me (later Harvard--I didn't go there,) and he fell into the trap. But he started laughing and joking around and pointing out how he might be coming back and things I should watch out for. His extra pawn controlled the center! My extra piece maybe wasn't doing much! And so forth. I wondered if he was making fun of me, but we got to be friends, and he encouraged me and showed me other things.

But I gave up on chess for a long time and didn't see Ron my one college summer. In 2012 I read he'd drowned in an undertow, just offshore from his friends playing chess. And I never got to ask him if he fell into that trap on purpose. There were still a lot of lessons, from that and others, so it didn't matter, and it was fun to imagine either way. When I got back into online chess in mid-2021, I didn't want to face preparation, so I went for the system above. I guess I did the stinging--sort of. Sometimes I'd be shocked someone rated 2000 would fall into a trap and wondering if I didn't really deserve the win. Sometimes they'd bounce back, and sometimes they wouldn't. Black's center pawn mass made for an attack or tricky endgames. I even had some slip-ups where I blundered back against people rated 300 points lower. One pretty strong opponent fell into the trap twice--oops! (I've done that, too.) But no matter what happened, I saw the possibilities in the game, and I welcomed the fight, not worrying if I should be winning quickly or I deserved to cash in on the trap. It just encouraged me to take my chances better the next time I lost material early with a silly blunder, too. Or, for that matter, to bounce back better if I flaked in real life. I didn't feel too dumb or clever after the computer dissected the possibilities I missed, for better or worse. So there were a lot of wrinkles.

Ron wasn't related to me by blood. He probably did this for other people, too. But Sting helped remind me of him and that silly opening trap and pull my experiences apart to realize a few things, and it provided some closure.

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11 of 11 people found the following review helpful:
A life in six stings, December 2, 2021
by ChrisM (Cambridge, UK)
Related reviews: IF Comp 2021

[Note - I beta tested this game]

Sting is an autobiographical parser game that sketches a life through a series of six vignettes, each punctuated, as the author himself was punctured, by bee stings. Aside from the curious tendency of the author to provoke the ire of bees (the presumably pheromonal explanation for which is never satisfactorily explored – subject matter for the sequel no doubt) the underlying theme of the game is the author’s relationship with his twin sister Liz who, whether they are together or apart, remains a constant presence in his life. We follow Russo (as he is affectionately known by his half-a-minute-younger sister), from his early life through his awkward teenage years to early adulthood and onwards to the present day, where we discover him at the other side of the traumatic personal event that was the impetus to create this interactive memoir in the first place.

This is the sort of game that is bound to be polarising amongst players. It’s necessarily linear and puzzleless (comparison with Adam Cadre’s Photopia seems inevitable), and deals with real life issues that many players who come primarily to IF for escapism will likely find off-putting. I’m that sort of player and yet Sting really did work for me. I’ll try to explore a little some of the reasons why I found it so successful.

For one thing, the decision to use a parser rather than choice mechanic was, I think, the correct one. Sting is a memoir and each vignette deals with a specific place and time in the author’s life, but this being interactive (non)fiction, the memories are lived, not static. It feels important that we’re able to run about and poke into corners, to try to pick the flowers and jump up and down on the scenery; the parser confers an impression of agency that couldn’t be achieved to the same degree in a purely choice-based game. Of course, these being memories of actual events, our choices are still constrained and our freedom of action is illusory (even more so than in your average parser game) and that creates an interesting tension in the gameplay, exemplified in the second vignette, where the player finds themselves in the middle of a sailing race that they seem bound to lose – because, in the author's recollection, the race probably was lost – but the trying to win (a painful and prolonged fumbling and failure to competently execute various nautical manoeuvres beneath a constant tirade of scorn from Liz) become the driving force of the narrative. The author has described aiming for an ‘adversarial vibe’ here, and he definitely succeeds: the familiar experience of the IF player fighting with the parser is employed quite deliberately, and cleverly, to simulate the experience of being in what feels like an inevitably losing situation (the author has pointed out that there is alternative path here, but it isn't easy to find; the uncertainty of the outcome is nicely reflective of the unreliability of memory). I can’t imagine the episode having quite the same sense of urgency and immediacy with a choice-based mechanic. Similarly, I think the parser lends a tactility to the settings and situations elsewhere in the game (wandering around the backyard as a child, or the family home, or your shared apartment later in life) that it would be hard to achieve with choice selection. Of course, with a parser game implementation is the factor that can make or break the experience for the player and here the author doesn’t let us down – pretty much everything is amply (and amusingly) described and works as it should, and the game has obviously been put together with a lot of care and attention, right down to the custom default responses that help maintain the tone of the piece throughout.

Aside from that fundamental design choice, there are other aspects of Sting that allow it to come off far more successfully than it otherwise might have done. Most of these are to do with the quality of the writing, which is very good throughout: lot of pleasing descriptive prose and wry, self-deprecating humour characteristic of the author (anyone who has had a game tested by MR and read his in-transcript comments will know what I mean). The characterisation of Liz, and the depiction of Russo’s relationship with her, is excellently done and very effectively captures something of the tensions and antagonisms intrinsic to all, and particularly to sibling, relationships (people being, more often than not, rather difficult things to live with). Russo and Liz fight and bicker, and generally wind each other up but there is never any doubt about the strength of the affection underpinning their relationship. More often than not, those we are closest to are those with whom we have most conflict, and Sting depicts that very effectively.

Another noteworthy aspect is the uncertain, dream-like quality of certain elements of the game that, along with occasional intrusions of the authorial voice, remind us we are playing through remembered events - with all the fallibility that implies. For example, examining the swing in the backyard of the childhood home elicits a confession that the author’s memory was cheating him: the swing wasn’t there yet when the events happened. Similarly, if we try to examine something that isn’t implemented we’re told you can't see that anywhere around (or maybe you just won't remember it being there). Elsewhere, the dream become darker as we find ourselves locked into events that we’d rather avoid: in particular, the happenings of the fifth episode have a nightmare quality as the player is carried along towards an inevitable and terrifying event and any attempt to take refuge is only to postpone the encounter for a little while. A sense of unease and insecurity is effectively deployed here to accentuate the failing relationship that is the main theme of the episode.

The game builds, in its own discursive way, towards the final snapshot set in the present, where Russo discusses baby names with his pregnant partner and reflects on the particular, terrible event which lies at the core of the whole story. There are many ways that this central subject could have been handled but the way it does play out amply demonstrates the author’s skill. Liz’s illness could have been the dominant theme of the game, overshadowing every scene; it might have been dealt with in greater and more explicit detail. The author doesn’t do that – quite possibly, and understandably, because such things are too painful to write about but also, I would venture, because the story is firmly and resolutely about life, in all of its colour, weirdness and mundanity, far more than it is about death. The effect, when we realise at the end that Liz is gone, is as impactful and shocking as it ought to be and the particular mixture of grief for the passing of a loved one, and happiness at imminent arrival of a first baby - polar events occurring in close proximity - is masterfully communicated through the dialogue in this final section. We spent so much time together, and knew each other so well, that I feel like I've always had a mental model of her living in my head, says Russo towards the end, highlighting a central truth of the game and of life in general: that we’re nothing so much as the memories we make, in ourselves and in others, that we never truly live in the present moment, only a forever receding past, and that often, people we know and love can seem as vivid and real – sometimes even more vivid and real – in our memories as they are in life.

Sting isn’t a game for everyone – some will find the gameplay too linear, the fiddly parser wrangling (particularly in the sailing episode) too irritating, the tone too uncomfortably personal, the subject matter too melancholy. But for those prepared to engage with it there is a compelling story here, told with much love, humour, and honesty. In any case, there can be little doubt of the artistry on display in this finely crafted and unusually autobiographical piece and, taken on its own terms, I think it is entirely successful. I'd expect it to be remembered as one of the highlights of this year’s competition. It certainly was for me.

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6 of 6 people found the following review helpful:
A short memoir about bees, November 28, 2021

First, a disclaimer. Mike Russo reviewed my game and we talked over the course of IF Comp about other stuff. However, Sting caught my attention on its own merits fairly early on as it was getting good ratings on IFDB, and I ultimately decided to play it post-comp.

Obviously the main motif in the game is the fact that the player character (ie. Mike Russo himself) has been stung by a bee several times; it is also about (Spoiler - click to show) his sister, who recently passed away.

Other reviewers have noted that Photopia is a point of comparison for what the author was trying to create: an episodic game around a central point.

Like Photopia, Sting is largely driven by conversation menus, and this is blended with light tasks to complete at times. I particularly enjoyed the sailing segment. The tasks were not difficult, but they were just enough to deepen the feeling of immersion since I had to do precisely what I was told

Sting draws everything together at the end nicely by reflecting on the past events after one final bee sting. This is much more linear than what Photopia attempted, but suitable for Sting itself.

While bees work to tie the stories together, bees aren't really part of the game mechanically. I thought of other domestic IF games like Shade and Ecdysis, which recontextualize your actions around something. Instead of drawing a plot to a close, they reveal that you were unknowingly (or semi-knowingly) interacting with the main conceit of the game all long.

This isn't really what Sting is trying to do, and Shade and Ecydisis are extreme examples of how authors can make actions important to a theme. My point is that in Sting, you never really get to closely interact with bees in a game that is about being stung by bees.

So there are a few times where I expected more from the game. For example, I tried to step on the bee at the end and got "That's not an action you've contemplated" in response. Non-essential actions can't always be predicted by authors, but it seemed like the response was off-key at times.

Sting's story is well-written, but I hesitate to say much about it because it is autobiographical. I enjoyed reading it and thought it handled the weight of its topics well, and I offer consolations to the author. At the same time, I don't actually know the author closely, and offering consolations in a review seems kind of weird... so there is not much more to say there.

Overall, Sting is worth playing. IF Comp lists it at one hour, and the chapter structure means you will get to see part of it even if you don't finish it.

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6 of 6 people found the following review helpful:
A literary autobiography in parser form, October 18, 2021
by MathBrush
Related reviews: about 1 hour

In this interactive fiction piece (which I played as part of a group and then again on my own), you play as the author, going through all the times in his life when he was (early spoiler) (Spoiler - click to show)stung by a bee. It also deals with his evolving relationship with his sister and others, and experiences in the 90s.

A lot of the nostalgia references hit home for me; I was about 4 years younger than the author, and remembered being fascinated with Dragonlance, and both entranced and off-put by the weird card-based Saga system (which got retconned pretty quickly!). I didn't play MM VI but I would have been playing Diablo or Chrono Trigger right around then.

The game bills itself as puzzleless, which is true, but it's puzzleless like Photopia, not puzzleless like Rameses. The difference is that in this game you have to actively investigate and think what would actually happen at that point. You can get through much of the game by hitting Z by you'll miss out on a lot.

I had mixed emotions while playing the game, and for me I'd describe it most as being about the literary quality of this game.

I devour fiction for its escapism. I like to see different views on what and how the world could be. I love it for its potential. Because of that, I love genre fiction. I prefer Poe over Hawthorne, Christie over de Maurier, Sanderson over Wallace.

This game has the same raw detail and undifferentiated take on life that great literary work has. This game shows the world as it is, through a certain perspective (that of the author). But the world it shows is an uncomfortable one, filled with many of the things I personally seek to escape through fiction. I prefer the ideal worlds that could be to the lonely and often dreary world we live in.

Quality-wise, there is a lot of polish. I think on the boat there were a few sentences with a double period at the end, but that's the extent of bugs I saw. There is occasional strong profanity and some sexual references from the perspective of a teen boy's thoughts.

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3 of 5 people found the following review helpful:
Kaemi's IFComp 2021 Reviews, October 2, 2021
by kaemi
Related reviews: IFComp 2021

In this fragile world, how can we cling to our seams, hold everything together? Falling to pieces in the absence of the smile that used to hold everything together. Lives are built by those who fill it; how do you rebuild in desolation? Not the same life, not the one that rings in your mind memory after memory, beams that glimmer through your sinews so briefly you barely have time to register the rusts.

There you are, immersed in the economical dreaminess of the child’s eye view, hardcoded networks we lose as we learn to stitch together the world as adults: “The front yard is green and has lots of grass, but you’re not supposed to play there.” Everything latches together effortlessly, the world overgrowing always with new thoughts, new rules, simply Russo and Liz as they wheel out into ever opening possibilities: “Her legs are longer than yours so she catches you and makes you it, and then you’re too slow to catch her so you don’t feel like playing tag any more now.” The way children apply inflexibilities, certainties that as things are, so they must be necessarily, in the core of their beings these things entwined. Things just are, as a pagoda that defies the reader’s capacity to imagine it, which just is, as if there is no reason it could not be: “The pagoda is made out of concrete and looks like a little temple … It’s maybe half as tall as you are.” A toy pagoda made out of concrete, like a garden sculpture, but one that’s half the size of a child? Maybe the disjunction of a dream, the way our memories overload with presences, as in the aside ellipsised from the quote earlier: “(“pagoda” is probably the fanciest word you know right now, though there are lots more to come).” Your memory is flickering, things are appearing which should not be there, as when we try to GET ON SWINGS: “Wait, there wasn’t a swing set yet when this happened – my mistake.” The future is invading; there’s something wrong; we feel a sting.

There you are in the bay tacking to the wind, Russo and Liz deluged in a turbid stream of sailing terms immersing us in the quiet industry of movement, a ballet gauntlet of cues demanding poise, demanding you ride the stream as if you were generating it. Movement that can’t be explained, that supersedes every action, an orchestration. We are plunged into the unspoken connection between two twins who are in the sea both unified and utterly alone, an elemental dialogue. “You play the sheet out an inch or two, loosening the jib. Liz sees what you’re doing and adjusts the mainsail to match.” Everything rushes forward, you cannot hold on, the linear progression of the game, its mercurial and impatient parser, feels like its racing along without you, annoyed at how you’re slowing it down, and yet the momentum is too much, you cannot let go, you cannot let go, electrified suddenly with the sting, you try to heal it, but still the world comes back together in a light voice: ““That’s salt water, genius,” Liz says.”

And yet the world pulls. Liz returns from France, and Russo takes a moment to explain how much he missed her. She half laughs it off, again excitable Liz against the trying to be gracefully perpetually dismayed Russo, who, “as Liz has never tired of informing you, you are lame, and after sixteen years you’ve finally learned to embrace it.” And yet the world pulls. “Since summers stopped being sailing in Nantucket and started being bussing tables on Long Island, you’ve stopped liking them nearly as much.” Soon, Russo will be cast again upon the whirlwind zeitgeist in which across continents we are stranded with only a phone to communicate with those whom our hearts hold closest, though we admit this bridge does not hold, with Russo supplying reasons why he cannot call anyone on the phone, how he, jolted with the thought of Laura, decides to let the silence swell.

To fill the silence, as Russo gets older, the prose starts to presuppose the listener, reflecting a growing selfconsciousness, a nervous enmeshing of everything in a skein: “Liz’s stuff is a) hers and b) honestly pretty boring, just clothes and jewelry and that sort of thing, while her room is almost always c) a godawful mess, so you don’t see much reason to go in.” Things have to hold together, there has to be a way to fill in the world with details, details that stay where they are, that do not vanish, per this sentence which tries to ensure the reader’s brain buzzes with connections: “There’s no reason to go down into the basement. It’s small and unfinished, crammed with boxes and pieces of furniture that your mom couldn’t find a place for, plus the laundry machines. The only interesting thing about it is that it gives onto a crawlspace running under the rest of the house, which you spent a bunch of quality time in when you helped your uncle install some security cameras last month (the neighbor kid was sneaking in and stealing cash).” Russo’s repeated assertions that we should not pay attention to the basement collapses into his breathless attempts to fill it in with details. Everywhere a story to be told oozes glue between seams, and yet they widen just as Russo reaches a story so poignant, one he relishes being able to tease Liz with forever, we feel it, the stinging, the fraying, and the reader finds themselves in a house unwelcoming, with furniture that holds no stories, not for us, a place in which we feel like a stranger, in which Russo’s thoughts are, much like House of Leaves, “jammed into a space too small for it”, a house so much emptier on the inside than the outside; is it so strange, then, to expect the sting, to see it coming, to simply put on a sweater first to protect as much as we can? And the voice rings true from across another distance, even as it falls into silence: “There was an awkward minute when she asked how things were with Kaylee, and when you said “fine,” she got a little intense and asked if you were really happy. Even you could tell your “yes” was unconvincing, but while Liz can see through you as easily as you can see through her, she didn’t call you on it, just said a couple times that you deserve to be happy, and then let it drop.” The way we overcompensate for distance with sudden thrusts of intense emotional intimacy…

And the memories cannot hold, we find Russo in a post-pandemic world, and yet there is something the present holds: “Since last March, there are fewer cars and more people in your neighborhood, which is about the only thing about the past year that’s a change for the better – well, you revise your thought after glancing down at Paria’s belly, maybe one of two.” Russo goes through some names, deciding why they all don’t work. Paria and he go for a pleasant walk. And yet there is the bitter sting, but this time the world does not fray with the sting, the moment holds on, the memory holds together, because there is something to build a life with, and you can see it there, already filling up the world with stories. There will be someone to tell this one.

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4 of 4 people found the following review helpful:
Auto-biographical parser game that should have been a choice-based game, October 2, 2021
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour

First let me say that this game would have been much better if it had been a choice-based game. I think the author learned Inform 7 to make "The Eleusinian Miseries", his IFComp entry in 2020 (my personal favorite from that comp and one of the best first games ever), and just stuck with it for this game. Sadly, I think making this a parser game detracted from it overall. That said, it doesn't take long to play and is still worth your time.

The game is a combination of personal memoir, tribute to the author's twin sister, and diatribe against bees (preach!). It is broken up into six vignettes, all personal experiences of the author, each punctuated by a bee sting (or twenty).

The second section (and to a lesser extent the fourth section) frustrated me greatly as I couldn't find a rhythm with the parser. It seemed like I was always getting scolded for either waiting or trying to talk, and in the meantime a lot of sailing jargon was being thrown at me and it was up to me to guess which words of that mumbo jumbo (land-locked pleb here) I was supposed to parrot back to the parser to get the game to progress. My advice to future players would be to just fight through that second section in whatever way possible to get to the rest of the game, which is much better.

In the end the game becomes a story of love, both the romantic and sibling variety, where it was found and where it was missed. All the while getting stung by bees (what rotten luck!).

Halfway through the second segment this felt like a two-star game, but at the end it felt closer to four stars. I'll settle in the middle with three with the knowledge that this game will probably stick with me a lot longer than other three star games.

(Spoiler - click to show)My sincere congratulations and condolences to the author. I hope you keep making games, Mike. F--k bees and f--k cancer. Prayers and best wishes.

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