Exoskeletor Δημοσ. 18 Δεκεμβρίου 2006 Share Δημοσ. 18 Δεκεμβρίου 2006 koita den ths epikrotoume, alla adiaforoume k to blepoume san ena akoma omorfo kaloftiagmeno video eine ena game pou fenete pos tha to kataferei ayto pou eipes. to project offset ειμαι σιγουρος πως ΟΤΙ game θα φωτογραφιζει αυτος, θα βγαινει πολυ καλυτερο απο την πραγματικοτητα. Ayto sto eixa pei k ego kapote pou ebazes photos apto oblivion me thn mhxanh sou, sifmono Συνδέστε για να σχολιάσετε Κοινοποίηση σε άλλες σελίδες άλλες επιλογές
p3tran Δημοσ. 18 Δεκεμβρίου 2006 Share Δημοσ. 18 Δεκεμβρίου 2006 ασε ρε!! τι το πιανεις το oblivion στο στομα σου?! βλασφημε!!! Συνδέστε για να σχολιάσετε Κοινοποίηση σε άλλες σελίδες άλλες επιλογές
Bourdoulas Δημοσ. 18 Δεκεμβρίου 2006 Share Δημοσ. 18 Δεκεμβρίου 2006 H αλήθεια είναι ότι οι off-screen φωτό με τις direct feed έχουν μεγάλη διαφορά! Παράξενο και ύποπτο ως ένα βαθμό. Συνδέστε για να σχολιάσετε Κοινοποίηση σε άλλες σελίδες άλλες επιλογές
privateer Δημοσ. 18 Δεκεμβρίου 2006 Μέλος Share Δημοσ. 18 Δεκεμβρίου 2006 Ti psaxnete me tis pics Edw exei hd videakia tou motorstorm http://ruliweb.dreamwiz.com/data/rulinews/read.htm?page=1&num=15225&find=&ftext=&main= Deite ta kai bgalte ta symberasmata sas. Συνδέστε για να σχολιάσετε Κοινοποίηση σε άλλες σελίδες άλλες επιλογές
privateer Δημοσ. 18 Δεκεμβρίου 2006 Μέλος Share Δημοσ. 18 Δεκεμβρίου 2006 VF5 PS3 Article + Interview With the highly-anticipated Virtua Fighter 5 set to hit PlayStation 3 in North America on February 18th, we went to Sega's Haneda offices in Tokyo to meet up with the development team at Sega's AM R&D No. 2 division (better known as AM2) tasked with putting the tremendously popular (in Japan) arcade game on PS3. 1UP sat down with Tohru Murayama [assistant manager at AM2] and Noriyuki Shimoda [producer of R&D Section #4 at AM2], the two men leading Virtua Fighter's charge home, to talk about the challenges in bringing the arcade game, based on Sega's Lindbergh arcade hardware, to PS3 and its Cell-based architecture, to get hands-on time with the latest build of the game, and to check out some of VF5's new features. But before the AM2 guys showed us any of the game's new features, I was challenged to a few matches by Murayama, who pulled out his best character, Brad Burns, the recent Muay Thai entry in the Virtua Fighter canon (as of Virtua Fighter 4 Evolution). Figuring that if I were to stand any chance at all against the AM2 dude I would need my best odds, I opted to use Pai -- my go-to girl -- thanks to her lethal combination of blinding speed, counters and reversals, and her ability to attack effectively from all angles. The pressure didn't let up, either, when Sega's U.S. producer, Erica Mason, declared that she was putting her money on Murayama. Sufficiently motivated, even I was surprised when I...stomped him to take round one. I obligingly agreed to a second match, assuming the first run was a fluke, and was prepared to get my ass kicked in. But I won. I asked if perhaps we should begin the demo, but Murayama wasn't having any of it, insisting on a third match, and using a different character, Kage. Same result. "One more round!" he said as we switched up characters and I gave El Blaze a shot...for the win. "You're in the hole, Mason," I chastised Sega's producer, who's lucky she didn't put any actual cash down on the table. At this point, some other folks from AM2 came in with various flat screen TVs to help facilitate the recording of our matches, and to help us get direct feed of the game, which you'll see on 1UP.com, GameVideos.com, and in the 1UP Show throughout the week. During this brief reprieve, I took the opportunity to shake out my right arm, which was tense from the occasionally fierce competition. Once the guys were finished setting up, Murayama and Shimoda began to show us the ins and outs of the revamped Dojo mode, which is essentially VF5's all-in-one training facility. The usual bells and whistles apply, like being able to check every character's move list and run through a timed gauntlet to see if you can perform them all. If you clear all of a character's moves in the Time Attack options of the "Free Training" mode at the Dojo, which is quite difficult, you unlock a specific dojo stage for your accomplishment. Obviously, some of the moves are incredibly difficult to pull of, so to assist in the learning process, moves, combos, and chains that are particularly challenging to execute are marked with a tiny icon. A player can pick any of these moves in the move list that feature this icon and watch the CPU perform them flawlessly. This really helps in understanding -- visually -- whether you're performing, say, the first part of the command correctly, or how fast you need to enter the commands. Dojo mode lets you tweak tons of settings, including your training opponent's behavior (attacking, blocking, standing, crouching, jumping, and so on) so that you can simulate any situation you'd encounter in actual combat, whether against a live opponent or in single-player against the computer. Ring settings can be adjusted to duplicate any in-game scenario, practicing ring-outs (or defending against ring-outs), juggles and combos off of walls in fully-enclosed arenas, and even in stages that have low, breakable walls, which impact how characters react when struck against them. New to the standard training options is a feature that the team added at the request of the fans: a mode which allows two players to beat each other up with no damage meter and no ring outs, nonstop -- in essence, a dojo mode with no limits. This lets gamers try out techniques and strategies without being interrupted every 30 seconds or by rings-outs, letting them attack each other relentlessly, which is a lot more fun than it probably sounds on paper. But while most of these things aren't new to Virtua Fighter veterans (or players familiar with most fighting games, like Tekken or Soul Calibur, there is one new feature guaranteed to make hardcore VF fans delirious with anticipation: a frame counter. In the dojo, one of the most basic options is to see your button inputs displayed on screen as you press them. Another quite common option is to see the damage your attacks register on screen as well, to show you just how much damage a certain move or combo makes. Now, in tandem with both of these optional displays is a frame counter, which gives hardcore VF acolytes all the information they need to study this game like a science. The frame counter basically displays the frames of animation in a particular move. While this feature isn't likely to set the casual gamer on fire -- any moreso than seeing stock exchange numbers floating across a digital readout to anyone not interested in stocks -- to people who view the action in Virtua Fighter as a science, a frame counter will help them decipher when, where, and how -- in conjunction with the myriad CPU training dummy options -- to counter, parry, and reverse any attack in the game. Knowing exactly at what point in a character's attack animation (their own and an opponent's) to launch a reactive move is obviously best performed through instinct and intuition, but the addition of a frame counter will help dedicated players become even better. Again, while this is a minor feature for the average player, for those who study Virtua Fighter, it's a godsend. To squeeze even more information out of Murayama and Shimoda, we put our controllers down, flipped on the cameras and the tape recorders, and got to talking about what people can expect out of Virtua Fighter 5 on PlayStation 3. Here's what they had to say. Interview with Sega-AM2's Virtua Fighter 5 arcade team 1UP: The PlayStation 3 version of Virtua Fighter 5 marks the first time in the history of the series that the home version could possibly look better than its arcade counterpart. Can you tell us a little bit about the technical challenges of bringing the game from the Lindbergh arcade hardware to the PS3? Noriyuki Shimoda: The video chip on the Lindbergh and the PS3 is the same, so with that part we didn't have much difficulty. But the CPU is different. Lindbergh is Pentium 4 and the PS3 is Cell, so we can't use the technology in the exact same way; we have to use the hardware in a different way. So that part was very difficult. Another issue is the memory. The PS3 doesn't have as much memory as an arcade unit, so it was difficult for us to put everything within the constraints of the hardware. We've since gotten past that challenge, so it's kind of a nice memory now, but at the time it was certainly difficult. 1UP: Does the PS3's hard drive alleviate any of the technical challenges? NS: Compared to the previous game, VF4, the amount of data we're moving is huge; it's totally different. So if you tried to load this during gameplay, it would be incredibly long. But since the PS3 has the hard drive, we can buffer in the data, so in this respect it was very good that the PS3 had this feature. 1UP: Can you give us a little background on the games you've worked on in the past? NS: Hmm, some of the games I've worked on are Ghost Squad, After Burner Climax, Sega Golf Club, and the PS2 versions of Virtua Fighter 4 and Virtua Fighter 4: Evolution. Tohru Murayama: Outtrigger for Dreamcast, the Virtua Cop 1&2 port on PS2, and on GameCube I worked on Beach Spikers. I also worked on Sega Golf Club with Shimoda-san for the arcade. 1UP: So you guys have been with AM2 for a long time. NS: [Laughs] Yes, we have. 1UP: AM2 usually makes many revisions to the arcade versions of Virtua Fighter. The VF5 arcade team is currently working on "version B" for the arcades. Will the PS3 version reflect any balance changes or item additions found in version B? NS: The game will be based on version B. 1UP: And how many of the items and features found in the arcade game will make it in the PS3 version? NS: This is a difficult question, since the arcade team updates the game several times, so it's hard to say whether we will have all of the items from the arcade game, but we will try to catch the newest items and get them into the game. 1UP: You've said the graphics chips in Lindbergh and PS3 are the same, but is it hard to fit all the data from the arcade version on a Blu-ray disc, or do you have plenty of room? NS: Regarding capacity, we have no problem with the Blu-ray disc. We can put whatever we want on there. 1UP: So getting everything in from the arcade version is mostly a time issue. NS: Yeah, exactly. The arcade game is being updated all the time, but once we commit to putting something on a Blu-ray disc, that's basically it. 1UP: In terms of versus play, I know you're not planning to put the game online, but are you thinking about using the PS3's online capabilities to offer things like microtransactions? In that way it would mirror the arcade experience somewhat, since you usually pay 100 yen ($1 U.S.) to customize your character within a certain time limit at a VF Terminal. NS: This time we're not using any online functionality in the game. 1UP: Is there any feedback from the arcade players between version A and version B that you guys used to balance the game, such as, "Vanessa is too powerful" or "Goh needs help?" NS: Actually, that might be a question for the arcade team, but version B isn't so much a balance change as it is that we're concentrating on making the single-player action more fun. Like if you go to the arcade and you don't have anybody to play with, you might feel kind of left out. So we added ways for you to enjoy the game even if you're playing solo. Version B is more about that than it is to adjust character balance. 1UP: In the past, the Virtua Fighter games on home console were very basic, featuring pretty much only the arcade mode, versus mode, survival, and time attack modes, and that was it. Then VF4 and VF4 Evolution came out, and all these customization options, A.I. characters, and quest modes were added, giving the games insane replayability that went beyond replicating just the arcade experience. To what do you attribute this change? NS: Basically, if we only included the single-player battle mode, the game would be deep enough that you should still enjoy the game. But this is a consumer version, and the users always want more and more and more, so if we just did a straight port, the consumer wouldn't be happy. So what we've tried to do is make the training mode very detailed and deep, but we also wanted to make it good enough to train you in preparation for competing in the arcade and playing against live opponents. What we've always been trying to do is make the consumer version something you could enjoy alone and use to train yourself so you can survive in the arcades. 1UP: One thing that's interesting is that the PS3 is undoubtedly going to be big in Japan, but in North America and Europe the Xbox 360 has a pretty sizeable head start, not to mention an installed-base advantage. Have you considered the financial benefits to bringing the game to the system (the 360) with the bigger installed-base in North America? I've heard that Lindbergh is closer in design to 360 due to the PC-style architecture of the systems. I don't know if this is true or not, but I'm interested in knowing your opinion on this. NS: Regarding the rumor that you heard that Lindbergh and Xbox 360 hardware are closer, that's not actually true. The PS3 is closer because of the same video chip, which is why we decided to create VF5 on PS3. However, we think that the 360 is a great piece of hardware, so there is a chance that we will create something on 360. It's not that we want to concentrate only on PlayStation 3. As to whether we've got anything scheduled at this point, we don't have anything that we can announce at this time. 1UP: I'm going to read between the lines here. Nice. Going back to the lack of online play for a moment, I know that AM2 has stated many times that the reason VF5 doesn't support online play is because the experience would be less than optimal, due to latency times and whatnot. But it doesn't take a mathematician to realize that if VF5 on home console did feature online play, that would threaten your thriving arcade business, which is dominant in Japan. After all, why would people pay to play and customize things in an arcade if they could do it for free at home online? How do you feel about that theory? NS: That's totally not true. It is because of the delay experienced online, and because the environment and atmosphere of online play makes it impossible to re-create the gameplay as it is in the arcade version, and that's why we're not putting VF5 online. 1UP: [To Murayama] Did you expect the results of our versus play to go in such a one-sided direction? TM: [Laughs] In the beginning, I actually thought that I'd have to throw a match or take it easy on you. But you came in and played well, so I had to play normally, but I kept losing. 1UP: So I earned my victory? TM: [Laughs] Yeah, you definitely earned your victory. 1UP: Is that the kind of fierce, friendly competition you're trying to create at home? TM: Yes, that is what we're aiming for. Of course when you're home alone it's going to be hard to have that kind of atmosphere. But when you have friends over and you're playing, it should be a much different result. 1UP: Which are your favorite characters to play? NS: My favorite character is Jacky. The reason for that is because I can only use Jacky because Jacky's the easiest to use. But I also like his motions and animations as well. TM: Brad is my favorite, but in Virtua Fighter 4 he wasn't that strong, which is why I liked the character, because it's cool to use a character that's not strong and yet you're playing strong and beating everybody's ass with a weak character. But in VF5, Brad is a lot stronger, so I was like "Darn!" but he's still my favorite character, and he looks cool too, so he's my favorite. 1UP: My last question is about the A.I. mode in the first Virtua Fighter 4 for PS2. It was so cool to program and train your A.I. character and pit it against other real, live players to see if they could beat it, which my coworkers often could not, but then it didn't return in Virtua Fighter 4 Evolution. What happened to the A.I. mode? NS: Talking specifically about VF4 Evolution, and the reason why we didn't bring back the A.I. mode to Evolution -- it was a very popular mode among the fans, but it was difficult for us to improve it, so that's why we didn't bring it back. But we used that A.I. feature to create the CPU opponents you'd face in the Quest mode. Finishing up With that, we wrapped up our recording session and I asked Murayama if he'd like to pick up where we left off. Wanting to mix it up a little, I picked Jacky this time around, and ended up losing -- finally -- although we did push the match to best out of five. For our last few rounds, I wanted to try the new characters, Eileen and El Blaze. With Eileen, playing against Murayama's Wolf, I actually went down 0-2 before coming back to win three straight rounds for the victory. The next match I used El Blaze, and won, although I wasn't doing anything particularly special with him, which means that I really need to put some time in once the game comes out on PS3. For our final, not-so-decisive match, we went back to Brad versus Pai, for the sake of old times, and like most of our previous matches, I walked away with my head held up high, having beaten AM2 -- literally -- at its own game. What happened later against real opponents at Club Sega in Akihabara is another matter entirely, but that story will have to wait for now. Συνδέστε για να σχολιάσετε Κοινοποίηση σε άλλες σελίδες άλλες επιλογές
Rebel21 Δημοσ. 18 Δεκεμβρίου 2006 Share Δημοσ. 18 Δεκεμβρίου 2006 re paidia epidei twra teleutaia vlepw olo news gia VF5.to eidate to paixnidi? kala ta screens ta kontina alla sto gameplay to paixnidi miazei les kai palevoun marionetes se kati backround tis plakas.auti i sega exei minei entelws pisw se ola. ti tha ginei me to remake final fantasy 7 re paidia.apla to edeixne i sony gia tech demo? Συνδέστε για να σχολιάσετε Κοινοποίηση σε άλλες σελίδες άλλες επιλογές
kallair Δημοσ. 18 Δεκεμβρίου 2006 Share Δημοσ. 18 Δεκεμβρίου 2006 Sony may have called the Wiimote a bit of a gimmick, but just a week after this statement from a Sony spokesperson comes a public demonstration of a PS3 running Linux using - you've guessed it: a Wiimote as a mouse. Last week the exact words of Sony were, "We feel very confident that the PlayStation fan is going to wait until they can get a PlayStation 3...If they do pick up a Wii, it's as more of a novelty", but as the images from the Binary 2.0 conference 2006 in Japan show, this novelty can now be used on a PS3! The demonstration shows an ordinary PS3 running Linux using a Wiimote as the pointing device (as opposed to a mouse), with the Wiimote simply plugged into a spare USB port on the PS3 system. The only modification needed for this operation was a driver to allow the Wiimote to run on Linux and that's it! The presentation that ensued using the combination of the Wiimote and the PS3 running Linux consisted of a cube background which elegantly moved backward and forward depending on left or right movements by the Wiimote. I personally found it very impressive, especially since the PS3 is supposed to be a gaming device. This proves that it has business potential, too! Although this seems very cool, the one question left on a PlayStation gamer's mind after seeing this is wouldn't the tilting Sixaxis controller be just as effective? source Συνδέστε για να σχολιάσετε Κοινοποίηση σε άλλες σελίδες άλλες επιλογές
privateer Δημοσ. 18 Δεκεμβρίου 2006 Μέλος Share Δημοσ. 18 Δεκεμβρίου 2006 SEGA UNVEILS SHIP DATE FOR VIRTUA FIGHTER 5 Premiere Fighting Game Franchise Debuting on the PLAYSTATION®3 System in North America and Europe in 2007 SAN FRANCISCO & LONDON (Dec. 18, 2006) – Let the global countdown begin! SEGA® of America, Inc. today announced the ship date of Virtua Fighter™ 5 will be February 20, 2007 in North America for the PLAYSTATION®3 computer entertainment system. Complementing the early 2007 release date in North America of the highly anticipated fighting game, SEGA Europe Ltd. has confirmed that Virtua Fighter 5 will be an official launch title for the PLAYSTATION 3 system in Europe in early 2007. “SEGA is once again blazing the trail for fighting games with the next installment in the award-winning Virtua Fighter series,” said Scott A. Steinberg, Vice President Marketing SEGA of America. “Virtua Fighter 5 will be the first martial arts style fighting game available on the PLAYSTATION 3 system with brand new offensive moves, customizable characters, stunning graphics and highly detailed 3D fighting environments.” Virtua Fighter 5 will deliver fast-paced, adrenaline-pumping action as players head into battle, taking on a host of popular characters. The game will introduce two new dynamic characters, El Blaze and Eileen, complete with new fighting techniques and from completely different backgrounds. Play as one of the 17 default characters in the game or customize a character. Players will be able to modify their characters by selecting from four base costumes and then decorate them by attaching a wide range of unlockable and earnable items. Players will not only achieve victory by defeating highly-skilled opponents, but also by competing for prizes and earning in-game money allowing them to buy many items at an in-game shop. Further building upon the depth of the series, players will now be able to move around their opponent using an “Offensive Move” technique, adding a new strategic element to their battles. Συνδέστε για να σχολιάσετε Κοινοποίηση σε άλλες σελίδες άλλες επιλογές
privateer Δημοσ. 19 Δεκεμβρίου 2006 Μέλος Share Δημοσ. 19 Δεκεμβρίου 2006 MotorStorm Import Impressions If you're desperate to get your hands on MotorStorm, you might have considered importing the Japanese version of the game. Well I'm here to save you fifty bucks with a quick mental exercise. First, power up your PS3, go into the PlayStation Store, and download that impressive MotorStorm demo that everyone has been talking about. Play it, taking note of a few areas in particular -- the title screen, with the rolling video in the background, the festival mode, which uses "tickets" to stand for racing events, the car select screen, which likes to keep you waiting while it loads up new car models, and so forth. Now (and here comes the mental part), close your eyes and picture that exact same demo, but with the following: 1. More video in the background during the title screen. 2. A set of six high definition movies under the movie section of the main menu. Included is a neat little look at how Motorstorm has progressed from an early demo featuring rough polygonal cars, to its not-so-final shape in the Japanese release, and a live action flythrough of Monument Valley, the setting for the game. 3. A bunch of additional racing tickets, some locked away until you've cleared the easier events. 4. An additional selection screen prior to some races that allows you to select a type of car. This allows you to, as just one example, drive a truck in a race full of motorcycles. I don't think I need to let you know what happens next. 5. A few additional effects to make an already pretty game even prettier. Got all that? Congratulations! You've just imagined the final Japanese version of Motorstorm. Based on its Japanese release (and I'll remind you that the version I'm writing about isn't the one that's due out in the West), Motorstorm is the most featureless racer I've ever played. There are only a couple of options, for adjusting the sound and screen and switching the motion sensor controls on and off. Missing are options for adjusting the number of opponents and track count, and such standard modes such as free run and time attack. The game doesn't even have any form of multiplayer racing. While we knew about the lack of online in the Japanese version, there's no multiplayer what-so-ever, not even split screen! Motorstorm also shipped to Japan with some of the glaring problems from the demo still in place. Load times prior to the start of a race can take up to 45 seconds. Car selection requires that you wait for new car models to load up, and you can't even see your car's stats on the selection screen (the stats are available in the manual). It's exactly like the demo, and is unacceptable for a final product. The PS3 is software starved in Japan (since launch, there have been only two mahjong games, and I, the reigning mahjong champion of Northeast India, have no need for the digital variety), so I put up with the missing features and spent the weekend playing Motorstorm's racing events. And sure enough, I agree with the glowing impressions our boys in Europe have previously posted here at IGNPS3. The driving component of Motorstorm is a blast to play. You've never played a racing game quite like this, where the type of car you select can totally change the feel of the course, where the bumps and other obstacles that line the course are more of a challenge than your opponent racers, and where each lap can be raced on a different path. As I played, I found myself thinking that no two races are ever alike, and every race is better than the last. Motorstorm is also the first real proof of the PS3's true technical prowess (Resistance provided just a few hints). The game manages to deliver sharp detail up close for the cars and tracks, along with distant views full of extraneous details, including lots of waving banners. And beneath all that is an impressive simulation of 20 cars interacting with the track. While a few shortcomings get in the way, including the occasional unfortunate camera angle during replays, a bit of slowdown here and there, and mud effects that need a bit of work, this is the most technically impressive game I've ever played. And it will likely be even more impressive once Evolution Studios finishes up development. Motorstorm was clearly not ready for its Japanese debut, and considering how poorly non-Japanese games tend to sell in the Japanese market, we're not sure why Sony wasted the team's precious time on rushing the Japanese release. We look forward to playing the real version of Motorstorm early next year, and, based on the preview provided by the Japanese version, fully expect it to be one of the finest racing experiences ever. http://ps3.ign.com/articles/751/751452p1.html Συνδέστε για να σχολιάσετε Κοινοποίηση σε άλλες σελίδες άλλες επιλογές
panther_512 Δημοσ. 19 Δεκεμβρίου 2006 Share Δημοσ. 19 Δεκεμβρίου 2006 Phil Harrison: “Κανένας δεν θα καταφέρει να δαμάσει όλη τη δύναμη του PS3″ Συνδέστε για να σχολιάσετε Κοινοποίηση σε άλλες σελίδες άλλες επιλογές
The_Sheep Δημοσ. 19 Δεκεμβρίου 2006 Share Δημοσ. 19 Δεκεμβρίου 2006 pragmatika aparadekto pou den exei multiplayer! oute kan sto idio ps3!! ayto einai loipon to next-gen tis sony?? krima,perimena na einai kalo pexnidaki. alla se teties veviasmenes kiniseis apo tis poliethnikes etairies armozoun mono sigkekrimenes kiniseis - apantiseis apo tous katanalotes. min to agorazete! den einai dinaton na dinoume 60+ euro gia ena miso paixnidi!! Συνδέστε για να σχολιάσετε Κοινοποίηση σε άλλες σελίδες άλλες επιλογές
Daredevil Δημοσ. 19 Δεκεμβρίου 2006 Share Δημοσ. 19 Δεκεμβρίου 2006 Phil Harrison: “Κανένας δεν θα καταφέρει να δαμάσει όλη τη δύναμη του PS3″kai 8a ftasei mioa mera pou ola ta ps3 8a env8oun mazi kai 8a ftia3oun thn super mhxanh pou 8a katalabei ton kosmo... Συνδέστε για να σχολιάσετε Κοινοποίηση σε άλλες σελίδες άλλες επιλογές
poromenos Δημοσ. 19 Δεκεμβρίου 2006 Share Δημοσ. 19 Δεκεμβρίου 2006 afou einai router,exei 4d,2 hdmi kai eisoutai me 2xbox 360..... ti na leme twra... Συνδέστε για να σχολιάσετε Κοινοποίηση σε άλλες σελίδες άλλες επιλογές
Exoskeletor Δημοσ. 19 Δεκεμβρίου 2006 Share Δημοσ. 19 Δεκεμβρίου 2006 Ta games eine region free sto ps3? Συνδέστε για να σχολιάσετε Κοινοποίηση σε άλλες σελίδες άλλες επιλογές
kallair Δημοσ. 19 Δεκεμβρίου 2006 Share Δημοσ. 19 Δεκεμβρίου 2006 nai (ta ipoloipa grammata pou grafo einai gia na simplirothoun oi 10 xaraktires pou xreiazetai gia na dimosieuthei to reply moy) :-P Συνδέστε για να σχολιάσετε Κοινοποίηση σε άλλες σελίδες άλλες επιλογές
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