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41  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 16, 2015, 04:04:14 AM
OK, this is probably a dumb question, but I've had my mind wrapped around this so much I'm having trouble seeing it clearly. Am I supposed to provide leisure buildings for commercial, industry and office zoning? Like parks and unique buildings? I'm not getting any trouble icons over those kind of buildings that aren't near parks and stuff and some have reached their top level.

When I use the overlay I see a lot of red buildings that aren't near parks or special buildings, but many of them (non-residential) are at their highest level. I'm confused icon_confused
42  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 16, 2015, 01:49:36 AM

Quote from: Autistic Angel on March 16, 2015, 01:32:07 AM

Yes, exactly like that time New York City triggered the Great Depression by opening Central Park to the public.

-Autistic Angel

I realize you're being sarcastic (aren't you?) but you are more correct than you might think; Central Park opened in 1873, the same year of the Panic of 1873.
43  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 16, 2015, 01:20:47 AM
Here's the actual post. I posted the text below because it's interesting. I don't know that I agree, but it's worth reading.

Quote
Quote
Originally Posted by barstein
Wondering why your growth is stagnant and why there's no demand for commerce? Blame your parks.

Yep, look upthread. We've been talking about it.

Playing the game, I'm pretty sure that this "bug" is in fact working pretty much as intended. If you actually only build parks when the Leisure need is high in an area, Commercial demand is fine. Yes, it's the most easily fulfilled of the three demand types, and you don't need a lot of Commercial space. But it doesn't go away altogether. It'll come back as you build more Residential and Industrial/Offices.

I think what's causing the outcry is the following:

1) Players are spamming way, way more parks than they need to. That's because Sim City trained them to think of parks as an easy and completely tradeoff-fee way of raising property values. C:S doesn't work the same way: there is a tradeoff to spamming more parks than you need in the form of sucking up all your visitors.

2) I suspect many of these same Sim City players are vastly under-zoning office space, because Sim City treated offices as part of Commercial leading Sim City players to think they need Commercial in situations where they don't. You can build soaring skyscrapers downtown in Cities: Skylines even with no commercial demand at all. Commercial is really just retail in this game, and so it's not surprising you don't need a lot of it.

3) The game gets much tougher once you get to the large city sizes, as we talked about upthread. You need to develop the specialized industries, your tourism, and your non-road transportation networks. I think people are seeing flat overall demand when they reach this stage and are blaming the "park bug" when really its a whole bunch of different things they need to work on.

In short it's a "WTF, I tried to rocket jump and just blew my legs off!" situation. People assume this game works the way another game does, even though there's no reason it has to and is perfectly fine when taken on its own terms.

... But I'm also pretty sure Paradox is gonna change how it works to "fix it," because The Customer Is Always Right. Even when they're not.
44  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 15, 2015, 08:02:54 PM
Sometimes it's all about having a nice house in the 'burbs on a Sunday:


Some shots using the First Person Camera and HideUI mods (click the image to enlarge)






45  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 15, 2015, 06:19:14 PM
Some interesting recently posted mods:

Extended Road Upgrade - Upgrade between one- and two-way roads!
This is a very slick mod that adds two new buttons to the roads menu, to convert a two way to a one way or vice versa, without deleting and rebuilding.
Quote
This mod adds two new road building tools that allow you to upgrade between one- and two-way roads and to change one-way road directions, without having to demolish and rebuild the road.

The tools work very similar to the default road upgrade tool. To convert an existing one-way road to a two-way road, you simply select the two-way upgrade tool and click on the segment of the the road you want to upgrade, and drag along the road to convert multiple segments. To convert a two-way road to a one-way road, however, you must drag to the direction you want the road to go instead of just clicking. One-way roads can also be changed to go to the opposite direction in the same manner.

The roads are always converted to the same type counterparts, so it does not matter which road type you have selected in the road tool. This also means that it is not possible to directly convert a 4-lane road to a one-way road, because there is no 4-lane one-way road type in the game. Instead you must first upgrade the road to a 2- or 6-lane road and then convert it to a one-way road.

While there are not known issues with the mod, it is still somewhat experimental. Therefore it is recommended that you always save your city before using the mod.


ChirpFilter
Note, it doesn't prevent these non-informative chirps from happening, it just deletes them immediately.
Quote
Filters non-informative chirps from chirper. No more chirps about lost wallets and vacations.

DISCLAIMER: Due to the high amount of these "random" chirps, the mod may not filter all of them. I will add & update the mod as I come across them.


Traffic Report Tool
This one is very cool, adds some functionality from SimCity 4 in monitoring traffic. The third function, the one about all traffic to and from a building, doesn't seem to work for me, but the first two do and it's nice.
Quote
Having problems figuring out why traffic is backed up? Want to know why a dohnut van is in the middle of an industrial district? This maybe the tool for you.

To activate the tools, select the "Traffic Report Tool" button in the to left. Your cursor will switch to a magnifying glass. To cancel this, press the button again or choose another tool.

The tool has 3 modes depending on the sort of thing you examine.

1. Selecting a vehicle will show its current path to its destination.
2. Selecting a stretch of road will show you the paths of all vehicles that will pass through it
3. Selecting a building will show you all paths of vehicles either going to or leaving from it

Selecting a road or building will halt the simulation for several seconds (depending on city size). Please be patient you game has not crashed.

Please note this is very very beta and has some funky bugs, particularly with displaying paths.

http://steamcommunity.com/sharedfiles/filedetails/?id=408092246
46  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 14, 2015, 10:41:24 PM

Quote from: TiLT on March 14, 2015, 10:37:12 PM

Quote from: jztemple2 on March 14, 2015, 10:24:41 PM

Alternatively you can use the Automatic Bulldoze mod.

Which solves nothing.

Makes my city prettier, no more of those annoying flashing icons icon_biggrin
47  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 14, 2015, 10:24:41 PM
Alternatively you can use the Automatic Bulldoze mod.
Quote
Automatically destroys abandoned and burned buildings

Trains are what's killing me, specifically passenger trains. Since you don't have signalling, inevitably they get tangled up in themselves. Hardly anyone rides them. I might have a dozen people use a particular station while the subway station next door had over 1600 riders.

I'm beginning to think that I might just delete all the passenger stations and only provide cargo stations and just enough track layout for those stations to reach the edge of the map.
48  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 14, 2015, 08:16:09 PM
Just a note for folks who are less than pleased with Chirpy. There's a good mod called Chirper Position Changer. It allows you to move the Chirper, and so I've moved him to the menu bar:



When a message does display, it opens to look like this:

49  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 14, 2015, 06:29:48 PM
Just a heads up to folks. First of all, by default in the game "F1" will do an Quick Save, which is nice. I don't remember this being mentioned in the tutorial pop-ups. The bad news is that "F4" will without a verification step automatically load your Quick Save file, possibly ruining a lot of work. I therefor recommend setting your key assignments to something like this:



I cannot figure out how to set Quick Load to "None", otherwise I might just do that instead.

UPDATE: Sorry, I got confused with Quick Saves versus Auto Saves, I've updated my post to use what I hope is the correct terminology.
50  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 14, 2015, 05:41:44 PM

Quote from: Lee on March 14, 2015, 05:09:54 PM

Mods disable achievements, if that matters to you.

There's now a mod that re-enables achievements icon_biggrin
51  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 14, 2015, 04:59:08 PM

Quote from: Eco-Logic on March 14, 2015, 03:31:52 AM

So I find the text in this game incredibly hard to read (small and blurry) and at first thought I had some resolution issue, but after researching, there are tons of posts about it on the steam forums and the game's forums. 

Glad it isn't my eyes, as I can see up close fine normally!

I'm going to wait and start this once it's fixed for me though, as I want to take my time and read the text.

There's now a mod that adjusts text size in-game. It's pretty new, so you might want to check the Workshop page over the next couple of days to see if people are happy with it.
52  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 14, 2015, 02:03:32 AM
Interesting article on PCGamesN, The best Cities: Skylines mods. GTA V map, first person view, tree brush and a bunch of buildings.
53  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 12, 2015, 04:44:09 PM

Quote from: JuniorDan on March 12, 2015, 04:16:15 PM

I'm curious, Did anyone try tracking a Cim yet? For example from a child in elementary, High school, young adult, adult, elder and finally to death. I tried naming a cim but then I could not find him as my city grew.
 Maybe I will build a small town and track a few cims there to see how it plays out.

This article on PC Gamer might interest you: The strange tale of a Cities: Skylines town with only one house.
54  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 11, 2015, 11:41:46 PM

Quote from: EngineNo9 on March 11, 2015, 09:52:19 PM

Anyway, I apparently suck at this sort of game and I'm constantly broke.  How do you earn any money?  I have to keep raising taxes and then my people keep getting mad.  And I've already taken 2 loans out to pay for emergency stuff.

Actually it's not so much earning money as not spending it too fast. I always overdevelop too fast and end up in a negative cash flow. Zoning makes you money, pretty much everything else costs money initially and for upkeep.
55  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 11, 2015, 01:45:41 PM

Quote from: TiLT on March 11, 2015, 07:41:29 AM

You can click on a non-abandoned industry building to see the expected education level of its workers and the education they actually have. If there's the kind of mismatch I think you're having, the building will actually outright tell you that its workers are over-educated.

Oh, I did that and it does say that my workers are over-educated. It's just that it's just not a few buildings, every building in one several block area ended up being abandoned. I guess I'll have to build some run down neighborhoods Roll Eyes
56  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 11, 2015, 07:20:19 AM

Quote from: TiLT on March 11, 2015, 05:52:59 AM

Quote from: jztemple2 on March 11, 2015, 05:48:59 AM

Anyone else having a problem keeping their farms and forestry industries from being abandoned? I'm having a rash of it right now.

Could it be something like your population being too well educated for those kinds of jobs?

Could be... I finally dezoned those farms and forests and then after a half hour, I saw a rise in the RCI for industries, so I decided what the heck and zoned some farms and forestry and this time they seem to be staying in business. And this is with all sorts of schools and universities in place. Weird.

I've put in ten hours today, but it's time to got to bed...   crybaby
57  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 11, 2015, 05:48:59 AM
I have a new tourist attraction... think anyone will notice it's missing?  eek


Anyone else having a problem keeping their farms and forestry industries from being abandoned? I'm having a rash of it right now.

58  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 11, 2015, 03:18:16 AM

Quote from: EngineNo9 on March 11, 2015, 02:38:21 AM

Quote from: wonderpug on March 11, 2015, 01:40:25 AM

Hmm, I wonder if they reviewed an earlier build. There was a bug just recently before release that was making cars not properly use all available lanes.

Yeah, I would assume they had been playing a pre-release review build.  Hopefully this is fixed, though I have seen it mentioned in multiple reviews.

I've had traffic problems too, partly the result of my own poor planning, but also because I'm playing around a lot. Still haven't reached nine thousand population but I'm really enjoying the game. Truly the spiritual successor to the SimCity series, IMHO.
59  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 11, 2015, 12:14:12 AM
Kotaku has posted their review of the game. Mostly they liked it, except for the terrible traffic problems:
60  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 10, 2015, 10:22:09 PM
Here you go, very non-griddy:
61  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 10, 2015, 10:02:29 PM

Quote from: TiLT on March 10, 2015, 08:19:47 PM

My first city is doing quite well at the moment. I've passed a population of 10,000, and I'm keeping traffic under control so far. A couple of screenshots:

I've seen many people fall into the trap of designing their cities on a grid, as if they were still playing SimCity 4. There's no need to do that for the majority of your city. You've got plenty of space to grow on, and your city will look much, much more organic and interesting if you're willing to think outside the box. Also, a grid seems to be a recipe for traffic disaster in this game.

I'm up to about seven thousand on my city and yup, I'm still stuck in that grid building mode. However, for low level residential it's not too bad. I'm still confused about the buses however. Can I build just one depot and have a very convoluted single route? Do I need to add more routes and use the same depot? Or do I need a new depot per route?
62  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 10, 2015, 05:08:43 PM
If you got the digital deluxe edition, you also got:


Manual is now also online, for those folks who want to peruse it (and might be stuck at work  icon_wink)

Steam Overlay doesn't seem to be working, nor the F12 for screenshots, so I'm using FRAPS for the time being.

If you log in in-game with your Paradox ID (not necessarily your Paradox forum ID) you get a freebie.


And a quick look at Temple Town:


More to come.
63  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 10, 2015, 04:14:15 PM
Installing now...  icon_biggrin
64  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 10, 2015, 02:06:11 PM

Quote from: TiLT on March 10, 2015, 12:20:06 PM

Quote from: Punisher on March 10, 2015, 11:14:22 AM

I wonder what the holdup in the release is. Other games have no problem unlocking at midnight from Steam, but they are saying that Steam is the reason for the delay. I think it is unlocking at 2:00PM EST.

It's unlocking in a little under 5 hours from now. That's the standard release time for Steam games that aren't deliberately going for a staggered release for each time zone. Steam always does its updates at that time, at least in Europe, and it's one I've become quite familiar with. Remember, the development team consists of 13 people and is in Finland. You can't expect them to do this in the same way that huge AAA studios can.

I'd be surprised if Colossal Order has much to do with it today. Wouldn't it be in the hands of Paradox and Steam?

I did get my Green Man Gaming email with the Steam key so I was able to activate the product on Steam, but there's no "Install" button yet. There's still no countdown time on the game's page either, so I guess I'll be hitting refresh a lot icon_biggrin
65  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 10, 2015, 02:26:45 AM
Here's some release information posted over at Paradox this morning:

Quote
When will it go live on March 10th?
Expect release late afternoon/evening European time, around or after 19:00 CET. This is unfortunately out of our hands and relies on Steam.

Can you pre-load the game on Steam?
Nope, but the download is only (roughly) 3gb!

I have bought the game via not-steam when will I get my key?
You have to contact your retailer for details.

I have bought the game via your webshop (Paradoxplaza.com) when will I get my key?
We'll start to send out keys this evening and keep going through the day tomorrow.

What if I have a physical copy?
Same deal, the game won't activate until launch.

I need help!
If you're experiencing technical issues, please first refer to our tech support forum to see if someone reported something similar.
If you're having an issue with your purchase (such as not reciveing keys) please contact your retailers support.
If you find an issue that has not been reported nor declared as a known issue, please issue an as detailed as possible bug report in that subforum. (Bug reports that do not include information on how to replicate bug will most likely be removed/archived)

Where do I find my DDE content?
In the Skylines install folder, generally located here: C:\Program Files (x86)\Steam\steamapps\common\Cities Skylines

How do I claim my Zen Garden from the signup?
We will send you a key to the email address you signed up for the newsletter with.

Where do i find my pre-order content?
It will be in-game, you do not need to claim any additional keys.

Are tunnels going to be added after release?
Yes, some time after launch we are going to add tunnels to the game.

What are the known issues and bugs? (Living list, will update as we progress)
- 16:9, 16:10, 21:9 and 4:3 ratios are supported. This can result in black borders when playing with a TV. To use a custom resolution, launch the game from the command line. Some UI clipping can occur if the game is played with a non-supported resolution.
- Trophy icon on saved games means they have achievements enabled. Saves that use or have used mods do not have achievements enabled.
- Space Elevator is highlighted in the Public Transport Info View, but it's missing a line in the legend to tell of how many people use it.
- Splash screens cannot be skipped with a mouse click.
- On Windows the default fullscreen mode is borderless window which means that some third-party features such as G-Sync don't activate. You can start the game in exclusive fullscreen mode if you force it to use DirectX9 instead of DirectX11 by adding -force-d3d9 as a launch parameter. However, there seems to be problems with 4K resolution when using DirectX9.
- All texts do not update "on the fly" when language is changed from the options. The game requires restart to update the texts.
- Ships can cross dams and go through low bridge.
- Planes can fly through tall buildings.
- VERY steep cliffs in the map editor can make textures break open.
- On OSX, some hardware have trouble with the Steam overlay in game. If the textures disappear when the overlay shows up, just disable the Steam overlay from the game properties in the Steam client until we work out a patch.
- Asset Editor: some assets such as public transport can be imported and customized, however, they will currently not be functional if placed in the game.
- Asset Editor: It is not possible to assign thumbnails for intersections and parks at the moment.
- There is no easy way to Update an existing item you have previously uploaded on the Steam Workshop at the time being.
66  Gaming / Console / PC Gaming / Re: What are you buying this week? (3/10) on: March 09, 2015, 04:04:40 AM
Already have Cities: Skylines on pre-order. Am going to wait for some impressions on Sid Meier's Starships.
67  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 05, 2015, 04:44:04 PM
I have it pre-ordered, so barring unforeseen events, I should be posting some first impressions next Tuesday.
68  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 05, 2015, 04:14:52 AM
Oh, just found this, a link to the FAQ over on the Paradox Forum.
69  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 05, 2015, 02:52:26 AM
I've been playing the SimCity series since the first one (all except that last abomination) and I'm cautiously excited about Skylines. It's a nice price on GMG, although I'm trying to fight the silly urge to buy the Deluxe edition so I can put five Monuments right in the center of my little town  icon_lol.

I'm a bit concerned that the game developer Colossal Order is working with Paradox Interactive. Paradox, from my personal experience, seems to get games out the door without enough testing and then starts planning for major patches. Maybe it's different with this developer, hopefully so.

Nice to see that it's going to use Steam Workshop.

I've been buying and burning out on games for the past few weeks, which I irrationally blame on the delay in releasing the PC version of GTAV. Maybe this one will be different. Maybe...
70  Gaming / Console / PC Gaming / Re: Rimworld [PC} on: March 02, 2015, 09:27:55 PM
It certainly looks interesting and I'm not bothered by Prison Architect-like graphics myself, so that's good. I've never played Dwarf Fortress either but I do like the idea of this kind of more intelligent survival game.

Looking forward to more impressions, especially if it has good potential for long term play.
71  Non-Gaming / Steals and Deals / Re: Steam Deals Thread: Daily, Weekly, Midweek, Weekend and all other sales! on: February 27, 2015, 06:53:05 PM

Quote from: Caine on February 27, 2015, 06:20:54 PM

02/27/15
Release Date: Sep 4, 2014



66% off. Sale price $11.89
Metacritic score - 68 Critic 70 User
Steam user score - 65% positive in 1,154 reviews


I just picked this up, although I've been following it for awhile. The early reviews were pretty lackluster but the developer has been putting out a number of upgrades to address the issues, so check the more recent Steam reviews. Also, today saw the release of the free USA DLC for the game.
72  Gaming / Console / PC Gaming / Re: [PC] Medieval Engineers (from the Space Engineers folks) on: February 27, 2015, 04:00:23 AM
If you liked the Clocktower, you'll love Automatic Catapult II
73  Gaming / Console / PC Gaming / Re: [PC] Medieval Engineers (from the Space Engineers folks) on: February 26, 2015, 09:31:23 PM

Quote from: Lee on February 26, 2015, 08:25:45 PM

So how is the game part jztemple?

Really not much of a game there yet, just a lot of building blocks. It's like having a Tinker Toy set (or an Erector Set for those old enough to remember), you can build and mechanize your designs but in the end there's not much to do with them right now. There is still only Creation mode, no Survival mode yet.

The last update did add AI barbarians, but they are pretty simplistic. They just move to attack a certain type of block, a king statue. The value of this is that you can use them as guinea pigs to test your defenses.

This may all sound like there's not much to ME, but Space Engineers doesn't even have that and they've sold a million copies with the game still in Early Access. For players of Medieval Engineers, beside the building they can also make inputs to the game's developers as to what folks want to see in the game.
74  Gaming / Console / PC Gaming / Re: [PC] Medieval Engineers (from the Space Engineers folks) on: February 26, 2015, 08:10:17 PM
People are making some awesome stuff, like this clocktower with functional clock.

Steam Workshop file available here
75  Gaming / Console / PC Gaming / Re: [PC] Frozen Cortex (formerly Frozen Endzone) on: February 26, 2015, 03:25:34 AM
So I'm playing in a season game against a team that includes this player:


And here's the video of my drubbing (I'm the blue team)

And here's the result (I'm The Zebu):


And here's what the commentators had to say:


And here's the status of my season:


And here's what Georgio thought about it:


76  Gaming / Console / PC Gaming / Re: [PC] Frozen Cortex (formerly Frozen Endzone) on: February 25, 2015, 08:43:38 PM
Here's a YouTube replay of an interesting game where the ball starts off on the sidelines. It was recorded using Bandicam to capture the overhead replay of each turn, then splicing them together in Windows MovieMaker.
77  Gaming / Console / PC Gaming / Re: [PC] Frozen Cortex (formerly Frozen Endzone) on: February 25, 2015, 02:22:35 PM
I found it useful to find and print out the help files, and I've also put them into a .doc format and posted them in my Dropbox public folder for folks to download if they wish.
78  Gaming / Console / PC Gaming / Re: [Xbox One/PC] Roundabout on: February 25, 2015, 06:17:06 AM
OK, I have to say, it's a lot of silly fun. The FMV, the concept of a spinning limo, the whole 70's vibe, very cool. Don't know if it's worth dropping $15 bucks for, but maybe if it goes on sale...

And oh yes...



Baby You Can Drive My Car... Bring your own!
79  Gaming / Console / PC Gaming / Re: [Xbox One/PC] Roundabout on: February 25, 2015, 05:43:34 AM
In view of your rather convincing post, I'm currently downloading the demo now. Impressions to come!
80  Gaming / Console / PC Gaming / [PC] Frozen Cortex (formerly Frozen Endzone) on: February 25, 2015, 05:37:47 AM
Frozen Cortex (formerly Frozen Endzone) was released last week. We have had a thread about it going on over at OO (look nearer to the bottom of the first page for impressions). It's a futuristic game of football played by five man, err, robot teams on a field (or pitch) that has various blocks that restrict running and/or passing. As odd as this might sound, it's actually a lot of fun. You can play against the AI and complete a game in fifteen or twenty minutes. There's a number of modes, both SP and MP.

The MP games are actually like PBEM chess, in that each player uploads their moves and the server resolves the results and notifies the player. You don't have to be online constantly for a game, and it's possible to play a number of games at once.

The SP mode works really well. The tournament mode puts you as one of the twenty teams competing in a round robin tournament, and the layout of the fields vary as do the players on each team. As you accumulate money (more if you win of course, and you can bet on your games) you can buy upgraded players. The AI is no slouch and will give a good game.

The developers have put out several updates since release to address some issues and tweak some features. They've been pretty responsive on the Mode 7 and Steam forums if folks have questions or issues.

It's still on sale for the next 36 hours at 20% off. If anyone has questions I'd be glad to answer them here. And when you buy the game, you get an extra Steam key which is a nice touch.
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