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  1. Jeez, I'm really loving the forum community for TDM. I mean, the replies I get for my topic is damn amazing. I jus post a topic asking about a release date, and I get 50 replies talking about wether or not we should add a bloody sword to the game(I personally think you should, as it came in handy when I got cornered). And im getting tired of people saying "If you get caught, or if you run out of flashbangs to use to run away with you dont even deserve to be playing the game" or something like that, I mean, not everybody spends so much time playing a damn stealth game so that they never ever get caught, plus a sword, and (my favourite weapon by far in any theif games) the bow, added more replayability, so you could always replay the game and just try to rampage through the level, or sneak, but be a bit more brutal, using the aggression to pick off your enemies in the dark with the sword, or bow, or (I almost forgot another useful tool) the blackjack. If theres one this that I dont like about the forums its that I cant figuire out how to reply in a topic... or maybe thats just my problem for being so stupid, but either way, can somebody please tell me before I have to start a new thread everytime I want to say something?!
  2. You guys should totally add the Sword Gattsu uses in this anime 'Berserk'. I wonder if your thief can bypass a doorway with that... (Great anime btw.) Edit: added a better picture oh, and can't bother to start a new topic: can we get a direct link to these forums? It always throws me in to the Dark Mod page when refreshed. Pretty Please~~!
  3. I just got DOOM3, so instead of playing it, I went out and checked what kind of stuff there is out there for the game. Now of course I knew about The Dark Mod before, you can find 2 of my posts here, as a guest, but I have been watching this project for a few month now, began visiting the site about 2 month or so after the Thief 2D project was promoted through the TTLG forums (ya I know I got weird ways of orientation in time). Anyhow I got DOOM3 for 2 reasons, (1) This mod, and SScar, even though it now looks as if it is going through some rough times(hope SScar team will make it through to finish the project), and (2) to maybe start learning how to mod. I was always a "Quest" game fan, games like Monkey Island, or the more recent The Longest Journey. And so today while watching stuff to get inspired with for something I might try do make after getting through the basics, I found this really cool thing, it had lots of "Interaction Points" of various types, I began thinking about MYST, a game I have never played, but just seen a few video reviews, and screens. So anyhow, after seeing what can be done with the engine, I decided to try and map my first room. As someone who's most "codeing" was making a +/- calculator in Flash ActionScript, and work with 3D environments was about nothing (tried looking at the DeusEx unreal 1.0 based MODing tools, but it was to much for me, to much stuff to remember...), I expected it would take me some time to make my first "map". but it was not so, I was able to make my first room in less then 20 minutes, using a video tutorial form Trepaning.com, and when I got an error during BSP it was so well laid out in the console window, in such nice human like syntax, I was able to understand my error and fix it. I am now pretty sure I was right when I was saying you should stick to TDE when I posted a week ago. Especially after seeing what can be done with it, apart from the DOOM3 Demo. As always I apologize for any inconvenience caused by my poor English, I used a word processor this time, so I hope I don’t have many mistakes. If you believe a mistake of mine stands out to much, and makes it hard for you to read my posts, please point it out, preferably in a PM. (this kind of thing happens a lot when you chat with people with Masters in all kinds of languages, so I am just being careful as it happens too me a lot)
  4. I've been using Flash since v4 hit the market, and been on the beta team for every release from 5 on. I've run a Macromedia user group for the last 4 years. I've only ever done an intro one time just to play with some animation techniques, which were heavily script-based. And that was offered as a 'goodie' on the site... The vast majority of sites I've developed with Flash use it to configure content easily. Only a few are meant to be eye candy. Over time, it actually becomes easier to develop robust, rich sites in Flash very quickly, especially when dealing with dynamic data and small animations (buttons, etc). I view Flash as a wrapper for content, whether it's a website, game platform, or mobile device application (yes, X-box games have used Flash as a menu interface, and many home automation systems are using the Flash API as a configurable interface, much like the context-sensitive consoles on Star Trek: TNG). So, Flash should be viewed as a front end that doesn't have the same browser compatibility problems that CSS, JS, or even HTML has. If the player is current, it looks the same everywhere and acts the same everywhere. And the player is a tiny download, which is usually included in most browsers today. Anyway, I'm not trying to push Flash, just trying to give some information to hopefully eliminate what I see as an unfair bias. Back to the subject at hand - I think something like Mambo wrapped around this forum software would be an excellent (and pre-buit) solution. It has lots of content editing features, and some of the modules are built with the idea of having a CMS or versioning system online. There might be some bug trackers out there, already, or one could easily be integrated once the features are built.
  5. The thievery community has heard (EDIT2:http://forums.blackcatgames.com/showthread.php?t=5086), but the last time I went there was a while. Also, it was made for mainly personal use and anyone wanting it is free to use it/change it/etc, not that I care. Just that since I changed so much, a lot of people here wanted those kind of changes so I thought, hey waht the hell, and so that's why you hear about it. Don't worry, it's not like I'm against the Thievery community anyway (I play Thievery very often, though not lately), so yeah. BTW, when I made it, it was made to balance a 1-on-1 thief vs guard LAN-Play with my bro, so there is no good balance in multiplayer. EDIT: Yeah, I know that the sounds are copyrighted (probably), but it just isn't the same without them . I am not trying to be illegal anyway . Just wanted to share the spoils --Dram
  6. Actually Dennis Nixon (DenTheef), Modetwo just supplies the lovely forums. It's due to both of them that we're still here!
  7. Not sure, I've never come up accross that particular problem. Might be best to visit http://ttlg.com/forums and check the FAQ. If someone else has experienced the problem, it's likely there.
  8. Nice. A couple of suggestions though. First off you gotta have the hat...the hat is teh style. Secondly I didn't want to have them too close to mages in appearence because that seems to make them less inclined to be (for lack of a better word) physical. They need to have magelike attitude, they are intelligent, educated, and in their own way quite sophisticated, but they're also capable of sudden violence and prefer to get down and dirty when the need arises. The mages are the mages, these guys are more akin to assassins when it comes right down to it. Make the robe more like a long coat, so that you can see their legs and feet when they walk...other than that I really like the design. Oh, and almost black eyes would be better in my opinion. Not totally black, have some slivers of white at the left and right side of the irises...like their eyes are a bit enlarged.
  9. That's a cool take on them, Saxmeister. With them floating, they can gracefully float in or out of a scene. Gives them a sort of "heir apparence" to them. I suck with cliches, so I have no clue if that's the right one You know what I'm trying to say, ROFL. EDIT: Dude, just went over to the TTLG forums and someone wrote something about an "air of mystery." Heh. Please toss this cliche into my above description also. Thank you very much.
  10. Here is a sketch of my take on what could be a leader from "The Order". Definitely a darker and moodier bunch than the wimpy Keepers... I do like the idea of a dark mafia that isn't really involved in a hands-on way, but moves the story line along by shifting balances in the background... Possibly someone who floats and can cast spells like the shamens and priests of T:DS but not one you would actually fight.. remember, we don't fight with The Order.... they just control us!!!! I couldn't decide whether to have solid white eyes or almost black shiny eyes.....
  11. Hippo

    New To Thief.

    I couldn't give a damn about hockey. I haven't never really been keen on any sports. Yes, call me a nerd. I've no life. Maybe that's why I'm writing on these forums.
  12. Black Cauldron!
  13. TYROT

    New To Thief.

    dear Kris ! HEY i just noticed ...Thanks for stopping by...I dont know what to say.. I m about to finish that Lost souls.. status report to Phobos Mod from the DARK mod forums...But HEY accept me as i am.....I have three sides in my brain. 1-Thief side... the DARK MOD 2-Sci Fi side...Phobos MOD..(Im the only guy here actually fell in love with DOOM3) 3-........side... .......... MOD... Wait for 31 th of JAN. Finger! calm down..i cant help it!.. i have to make a teaser every month otherwise Life is becoming BORING and DULL.. Kris I am definetly so happy that you loved the thief...Every thief player acting like a evangelist and spreading the word of thief... so ... it s your turn...GO outside and find a stranger....Tell him to play THIEF if he doesnt ..Push him..if he still doesnt care...you know the first rule of Fight club.......IF you cant reach Tyler Durden...call garrett ...he must be in that particular room in T3 and waiting for help..SO..remember we do not have names...we are not snowflakes...(*)... BEST (*) mixture...(**) (**) in case you dont realize... (*) see i have created a DEEP NOTE WARP
  14. A Very Basic, Simple Version of the Plot (V 1.0) I have no idea what the Thief is called, so far now I’ll just call him ‘Thief’. I’d thought of ‘Picasso’ (he’s an artist, see?), but maybe that’s too exotic. I’ve tried my best not to let the plot get ‘epic’ towards the end. In fact, the whole crux of the ending is that the character does not want to get involved. He is not a Garrett, out to save the world. He is just out to save himself and… well, I don’t want to spoil it. --------------------------------------------------------------------------------------------- Level 1: Escape From Low-knot Prison Background: “Six years of war had made a general of me, but once I heard my City had been taken over by the enemy I knew I’d have to go home by the quickest route. So I allowed myself to get caught; nothing hurt but my pride, and much better than going back home on the back of a cart to be buried in some anonymous grave with the rest of the taffers. Now I’m here in the City again, a prisoner of war, and all I have to do is escape to see my wife and daughter again.” Information: The title says it all. You simply have to escape the Prisoner of War building. This level takes place in the old part of the City, the medieval part. Enemies are normal prison guards. Level 2: No Honour Among Thieves Background: The Thief finds that his wife and seven year old daughter have died in his absence. “They were both dead; killed by who, I didn’t know, and it didn’t seem to matter at the time. The City was responsible. I lay around in its dingy bars for a while, no one knowing or caring that an enemy was in their midst. The war seemed to be taking place in another world, beyond the tight stone shell of the City. After a while I decided that it was time to get my old job back.” “The Thieves Guild was still there, but after six years I wasn’t known and they certainly wouldn’t welcome me back with open arms. You couldn’t kill your way to the top of the Thieves Guild; well, you could. But then you wouldn’t have a guild to control. And after six years of war, I’d seen enough of death for one lifetime.” “I had to work my way to the top, with old fashioned thieving. The head man was a rich alchemist called Tybalt with strong ties to the Guild of Mages. He lived on the wealthy side of the city, out of the shadow of the Builder’s Palace. If you can’t kill your way to the top, apparently you can just buy it.” Inside Tybalt’s Office in the Thieve’s Guild Tybalt: Any thieving experience? This isn’t just a case of hacking and slashing like in that war. Talent is thin on the ground these days, and rationing make the rewards meagre. I of course, have other means of getting what I want. Tybalt places a gemstone with a lions head on it into his desk. Tybalt: This is a rare gemstone of great worth. It shall stay in this desk. If you can hand it to me at five o’ clock tomorrow morning when I awake, the job is yours. Information: The test is to sneak into the Thieves guild and steal the gemstone. The Thieves Guild is also in the medieval section of the City, but there may be some steampunk devices and victorian architecture in the upper floors around Tybalt’s office. This is up to the level designer. Level 3: Brotherhood of the Renaissance Background: You return the gemstone to Tybalt. Tybalt: “I’m very impressed, not only because you stole the gemstone but because you brought it back. It shows loyalty.” You: “It’s a fake.” Tybalt: “Of course it is. You can tell by the triplets. You’re a clever man.” Voice Over: “He didn’t know the gem used to belong to me when I played the same game with new recruits. Calling me clever could have meant two things: a career, or a rusty knife through the mattress of my bed one night. But he gave me a job, regardless of any dangerous intelligence.” Tybalt: “The Builder’s who 'conquered' us have set up residence in the Old part of the City. Those religious fanatics are powerful, and they don’t like us ‘heathen’ mages with our pagan magic and colourful alchemy. I fear a war in the City one day, when there’s naught abroad to distract them. We must ally ourselves with the enemy, supply them with our technology, worship their god, and kiss the Emperor’s feet.” Tybalt: “There is a cult calling themselves the Brotherhood of the Renaissance that meet monthly in one of the richer districts of the City. I can’t have them killed because they’re all nobles, politicians, people like me with more money than brains who like to meet up under a full moon, dabble in witchcraft and necromancy; the exact kind of thing the Builder loves to smite. It is essential that these kinds of activities be put a stop to if we are to survive the Builders occupation.” Information: The first part of this level resembles the classic ‘Thieves Highway’ of Thief 2, as you make your way cross the City to the mansion where the meeting will take place. The second part takes place in the mansion itself. You overhear a meeting in which the members of the secret guild discuss a planned resurrection. They mention a ‘Renaissance Cauldron’. The leader of the cult departs, and you are told to follow him. But when you leave the mansion he is gone. A young girl who tells you to follow her after the men approaches you. The architecture of the mission is wealthy Victorian, set in the advanced half of the City, with the most advanced steampunk technology guarding the nobles houses. Level 4: Nocturne of the Dead Background: “I followed the little girl through the busy streets, the crowd parting before her like a sea of black. I struggled to catch up. As we reached the borders of the city we saw the two men leave by the East Gate. I have a feeling they’re not going for an afternoon stroll.” Information: This is the scary dead mission. It begins on the outskirts of the City from where you have to follow the two men out towards an old, evil castle. Your objective is to steal the Book of Going Forth which the necromancers are suing in their resurrection rituals. However, before you can steal the book you see a ritual taking place. The necromancers place a body into the Renaissance Cauldron, which rises out reborn. The resurrected man is The Baron, a horrible, scary, skeletal man. After the ritual you steal the book and leave. Architecture is a kind of very evil gothic. The level designer should have fun with this one. Level 5: Classical Tyrannicide (working title ) Background: You return to Tybalt’s house with the Book of Going Forth. You step into the living room and see that he is... drinking wine with the Baron and his female aide. Tybalt: “Ah, I see you’ve already met the gracious Baron Marw.” You: “But…” Tybalt: “Don’t. I must apologise for the actions of my thief, but do not blame him. He was acting strictly under my orders. I believe you have something that belongs to this gentleman?” You hand over the Book of Going Forth. The Baron’s aide extends a bony hand and takes it. Tybalt: “The situation has changed, Thief. We must adapt. The Baron has come to me with quite a tempting proposition, one that would solve many of our problems.” Baron: “Yes.” Tybalt: “You know of this Renaissance Couldron, Thief? And you have witnessed its power? The Baron’s plan is genius, and would ensure the alliance between us and the Builder’s children for many years to come. Perhaps you would like to tell him the rest?” The Baron smiles his skeleton grin. He holds up a ball. In it we see the Emperor of the Builders upon his throne. He is pierced by an arrow. Builder: “The Emperor is struck down! He is dead.” We see the Baron carry the dead body of the Emperor towards the Renaissance Cauldron, and place him in. The Emperor awakens, grasping the side of the cauldron. Builder: “He lives! The magic of the Builder inspired these mage’s work.” Baron: “He owes us his life!” Information: This level involves sneaking into the Builders palace and killing the Emperor. The way the player chooses to do this would depend on his playing style. Those who prefer ghosting can poison his food, etc, and leave the level without technically having killed anyone. The less bothered could just put an arrow in him. The architecture should be the most magnificent Gothic imaginable, with huge cathedrals, stain glass, ecetra. The palace is in the old section of the City. Level 6: Background: You walk down near the sea. There are celebrations in the distance. You hear a sound behind you. It is the little girl. Girl: “You shouldn’t have helped them. You have to stop them.” You: “It isn’t my place to stop them. I was just a pawn in their game, and now I am leaving the chessboard.” Girl: “You shouldn’t kill people, father. It hurts. I know.” She reaches out her hand, and it passes through yours. She is your daughter’s ghost. You: “Who did this to you?” Girl: “The Thieves Guild took care of us after you left, but then Tybalt took over and sold us to ‘them’. They want to use the Cauldron to win the war, to bring their soldiers back to life.” You: “The war is no concern of mine.” You look down at the ghost. You: “But, my daughter, you are. I could… bring you back.” Information: Your mission is the final level is to break into the Mage’s Tower, steal your daughters body, bring her back to life in the Cauldron and then escape without either of you dying. You will also need to steal the Book of Life to do this. The level is a mix of steampunk and gothic elements. Outro: Tybalt’s living room. Tybalt: “You are to be made the leader of the Thieves Guild in my absence. Now that I am a Baron, we will of course be enemies. But I won’t come down that hard on you, my old friend. You know, I’m sure your daughter looks familiar.” You: “You might have met her mother.” Tybalt: “Yes, probably. You meet a lot of people in my line of work. Almost never in social situations, though. (Sighs) Happy thieving.” LE FIN ---------------------------------------------------------------------------------------------- Any elements you like, or dislike, say so.
  15. Fingernail

    *sigh*

    We sorted a lot of stuff out, reorganised the forums, set clearer targets, but I think the big step was assigning department heads. We'd be nowhere without delegation, and at the very beginning it was just me trying to coordinate the whole thing.
  16. lol, I never posted anything about em cuz I had already spent tons of time raving about my ideas on IRC. I'll toss out my original idea for em and see what everyone thinks...I've tweaked it a tiny bit due to some good issues Springheel brought up when we last talked about em. The Order (as they shall henceforth be known) should only SEEM to have a purpose, they're never fully explained during the course of the game. On the occasions when you do see em during the earlier missions they're either standing off to the edge waiting for you to leave or are just making an exit themselves and you just catch their leaving. Anything they do, any clues they happen to leave behind, should be vague and mysterious...just giving you enough insite to make you THINK you might know what's going on only to have it change or be contradicted later on. They're our G-Man...they enforce the idea of mystery and leave alot open for interpretation, they're there to make you even more curious about the world you're playing in. Originally I had them set up as sort of a behind the scenes superpower but Spring had a few issues with that...and after thinking it over for awhile I agree with him. They do have the occasional dabblings in innerfaction affairs, and they have the power and strength to push just about anything in their favor with a bit of time and subterfuge, but they usually stay to themselves for the most part. They will on occasion call upon someone from outside to do a favor for them, it could be anyone...from a lowly kitchen maid to a powerful baron. Most that recieve this call know it's in their best interest to oblige them and do what they want...those that don't disappear mysteriously never to be heard from again. They always work in the shadows and have connections from the black market to the richest nobleman. No one knows exactly who they are or what they're doing, they just know them by reputation. If we do have a mission where you invade one of their outposts (and I think we should), it shouldn't be too grandly decorated...they usually stick to the slums as base their operations, only equipping their surroundings with their odd machinery and magical artifacts they need. Any books you find here will give you some idea of how they work, but it won't tell you why they're doing it or what their goals are beyond some very vague hints. Writings and conversation should also vary, from lucid explainations in one book, to odd rambings and drawings in another. Sometimes their plans will even contradict each other...like their own faction has layers upon layers upon layers of conspiracies existing right under their noses. Generally they should be scary as hell, confusing, and very threatening. Even the lowliest of their order exudes an aura of almost unimaginable knowledge and power.
  17. actually I was just too lazy to change dave's wallpaper edit: oh and before I forget: as you can see your painting-model is rather small ingame, Oddity. we could use some bigger versions as well. and I noticed a little uv-mapping mistake on the edge - nothing important though. @ dave such areas are great, but I think we should really start to try to make some bigger maps for playtesting (performance etc) now. If you need inspiration check out the mansion reference thread http://forums.thedarkmod.com/index.php?showtopic=1038
  18. Quote: ---------------------------------------------- Thief 1 and 2 are still the greatest games in the world... but sneaking past AI will never be as intense, difficult, or fun as sneaking past people. The thievery formula is probably one of the best multiplayer thief formula's out there. It's not perfect, but it's a lot better than most people give it credit for. They should try it. ---------------------------------------------- you should try my mod . (lockpicking that ai can hear which is also gui, as in it is on screen, not the normal thievery way. Moving the slightest bit lights you up to 20%, and walking or running to 40%[this the ai can see easy] and when walking or running, the player model becomes unlit [cos i put in silhouette mode, making it hard to hide in those annoying tiny shadows but the shadows in every map are tuned automatically at start to be REAL dark]. Basically, it makes the game super-intense [even against the ai]. LOL, I have'nt even passed my version of Bourgeois ) BTW, SE, I heard the nightblade torches couldnt be taken out on the forums cos of lighting problems (theyre apparently not dynamic). Quote: ----------------------------------------------- If we ever do a multiplayer I would prefer it to be like a normal Thief map. One thief and the other players are taking over what would be the AI. ----------------------------------------------- Sparhawk, I agree with you on that
  19. dear oDDity as you wish.......black jack is all yours... i did it all for the nookie c'mon nookie so you can take that cookie ..stick up your ... stick up your.... :)i did it all for the jackie... c'mon..jackie... stick up your...stick up your... BEST (by the way YOu are a MASTER...!!!! YES TEAM oDDity is official master of Lightwave and 3d modelling.. i have got email from ID(brain and menard seneca)..and they are exactly doing in oDDity's way..Deep exploration .MB export (or OBJ) then Maya animation..(But i still couldnt make it... still deep exploration not finding MAYA im about to kill myself..) but i did it all for jackie..c'mon..jackie...)
  20. Guest

    You've Caught My Eye...

    Not at all. You either join the guards or the thieves, and while the thieves can DM the guards if they like... their actual objectives include loot and special treasures and the like. As for me, I actually try to ghost as much as possible. I'll go through every round I thief trying not to be seen by anyone and not killing or koing anyone. Sure it's nearly impossible to follow real ghosting rules in thievery... However if you've never played it then you just don't understand how intense an experience it is to sneak into a heavily guarded, heavily trapped house. Your heart pounds out of your chest as your hiding right under the noses of actual people, moving only when their backs are turned, waiting patiently for the perfect moment to swipe that precious ruby they've tried so hard to protect, and yet they haven't a clue that you're even in the house. Thief 1 and 2 are still the greatest games in the world... but sneaking past AI will never be as intense, difficult, or fun as sneaking past people. The thievery formula is probably one of the best multiplayer thief formula's out there. It's not perfect, but it's a lot better than most people give it credit for. They should try it. Sorry for the thievery plug... but I found some misinformed people I needed to enlighten. I respect your decision to focus on the editor and campaign. This is just a suggestion to keep in mind if it should arrize someday. I can't say this enough times... Thanks so much for the hard work you're doing for the thief community. Just like Black Cat Games... you guys are my heroes!
  21. I hath returned! My feet no longer shackled by the chains of work. :lol: Classic Thief style cut-scenes would be best. I wouldn't turn my nose up at those sepia/black & white intro movies with voice over either. *nostalgia* How is the list of rules and limitations for the plot coming along?
  22. I don't so art. I only do site code. HTML, CSS and JavaScripts, although I like to avoid if at all possible since I also use the far superior PHP (and JS is not always cross-browser compatible, but PHP is). Oh, and of course mySQL. You've seen thiefpetition.com. That's all my hand coding. I don't do art though, and the colours are just those of the forums (I thought they looked nice ). I chose JScripts for site wide stuff there because it was easy and quick. And now there is no need to change it to PHP as the editor is on it's way and the site doesn't need any further work. I like this site. But the versions that whassisname did were pretty nice too. And I still cannot understand why you guys don't have thedarkmod.com. I'm also of the opinion that graphical links are bad, unless they are specially fudged to still work sans images/scripts. Eg, on this site removing images borks the menu. If you want to read without viewing the screens and whatnot you are screwed. You can't get to the forums either. Why would you want to do it? Many reasons - slow connection, machine has images turned off by admins/parents/ebil forces, resolution issues, browser issues. The only sites that can have heavy graphical interfaces are those that are all about graphics as if you can't see the interface there is no point being there anyway. Not so this site.
  23. I like it (the black one), but change the bow tyo the shape SH has in this concept art. That'll avoid the 'walkie talkie' look.
  24. When that happens, I think I'll throw in the towel too. I vowed never to, but if even the biggest modding Doom 3 forum kicks the bucket, I don't think there's any more point in me modding I really don't think so though, cos BNA himself is a modder, and theres still a lot of activity going on (even id developer Brian Harris visits that place from time to time) Sure wish someone would go hack the HL2 forums though. Time to teach them a lesson or something
  25. A multiplayer Thief inspired mod is already being produced over at Black Cat Games. It's called Nightblade. We've chosen to focus only on single player as they are sure to produce an amazing product.
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