Thursday, 1 March 2018

Video: Check Out How Kirby Star Allies Plays Out in Co-Op

Video: Video: Check Out How Kirby Star Allies Plays Out in Co-Op

You've got a friend in me



from Nintendo Life | Latest Updates http://ift.tt/2F5jflg

Daily Deal - Comedy Night, 30% Off

Today's Deal: Save 30% on Comedy Night!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Saturday at 10AM Pacific Time


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Square Enix Publisher Weekend, Up to 80% Off!

Save up to 80% on Square Enix games as part of this week's Weekend Deal*!

*Offer ends Monday at 10AM Pacific Time


from Steam RSS News Feed http://ift.tt/2F26bRq

The Future Is Now With The Xbox Wireless Controller – Combat Tech Special Edition

Bree White, Global Product Marketing Manager on the Xbox Team, shares details about the new Combat Tech Special Edition controller releasing later this month.

Last spring, we debuted the Xbox Wireless Controller Tech Series – a line of special edition controllers inspired by military technology and performance patterns found in combat vehicles. Today, we’re excited to announce the third controller in the Tech Series, the Xbox Wireless Controller – Combat Tech Special Edition.

Pre-Order Xbox Wireless Controller – Combat Tech Special Edition from Microsoft Store

The Xbox Wireless Controller – Combat Tech Special Edition embodies a traditional army color palette with its classic Military Green base color (the same Military Green offered through Xbox Design Lab), bright orange accents and military insignia. Like the Recon Tech and Patrol Tech controllers that came before it, the Combat Tech controller features a textured laser-etched grip on the front of the controller and rubberized diamond grips on the back to help you stay on target. In select regions, you’ll get 14-day trials for Xbox Live Gold and Xbox Game Pass. The Xbox Wireless Controller – Combat Tech Special Edition will be available for $69.99 USD and will start shipping to participating retailers worldwide, including Microsoft Store, on March 27.

The first of the controller in the Tech Series, Xbox Wireless Controller – Recon Tech Special Edition, launched last spring and comes in a sleek, dark grey military design.  The second controller in the series is the Xbox Wireless Controller – Patrol Tech Special Edition that launched in the fall. It features a dark blue military design. Both controllers are available for $69.99 USD at select retailers worldwide including micrsoftstore.com.

All Xbox Wireless Controllers are compatible with the Xbox One family of devices and the Tech series controllers include the fan favorite features you know and love, a 3.5mm headphone jack and Bluetooth technology for gaming on Windows 10 devices or Samsung Gear VR. You can also take advantage of the custom button-mapping feature through the Xbox Accessories App.

Visit xbox.commicrosoftstore.com, Microsoft Store or your local retailer for more information.

 



from Xbox Live's Major Nelson http://ift.tt/2FH1QjO

Pillars of Eternity 2's new boat system looks like a barrel of fun

Forget Sea of Thieves' boats and check out Pillars of Eternity 2's! They're a whole new feature in the sequel and there's a lot more to them than I expected.

Your boat is a mobile home and your way around the Deadfire archipelago, although you have to keep an eye on resources you gobble while you explore - it's quite expensive in that regard.

Boats are operated by a crew you collect on your journeys around the world and they occupy positions on your ship according to their proficiencies, which seem to be Boatswain, Helmsman, Navigator, Cannoneer, Surgeon, Cook and Deckhand.

Read more…



from Eurogamer.net http://ift.tt/2F6Sn4f

'Bowmasters' Cheats and Hacks Guide - How to Hit The Target Every Time

Consistently a hit on the App Store since its release in 2016, Bowmasters [Free] is a quick and simple game of archery. Albeit, archery with a variety of different weapons and skills. Letting arrows fly is pretty easy to do, but nailing your aim is where things get trickier.

We thought we'd run you by the basics behind the game, how best to master your aim, and how to avoid paying up for cool stuff.


The basics of aiming

Aiming is easy. Drag your finger around to choose an angle (depicted by the number next to the reticule), and pull back to dictate how much strength you're going to use. Easy, right? Actually succeeding at hitting your target is where things get harder.

The best thing to do is choose a starting point. Typically, I go with 100% strength and about 13-14 on the angle. If I overshoot, I know to lower the angle, and if I undershoot, I bump it up. There's a few things to bear in mind though.

For one thing, you're rarely going to need to use less than 100% strength. The only time lowering it is worthwhile is if your opponent is amongst some very steep hills and the only way you're going to be able to hit them is to send your arrow or projectile very high. If you keep the angle high and the strength high, your projectile is just going to vanish into space. This is where you lower the strength so, in theory, the arrow falls on top of your enemy. It's one of the toughest moves in the game to get just right. Fortunately, you won't need to do it much as the randomly assigned levels are usually fairer than that.

Where you will need to tweak things a lot is when you're going for a more 'straight line' target. Sticking to the 13-14 principle isn't always going to work at first, even though it's a nice baseline.

Look out and see where your enemy is. Are they lower than you? Expect to have some hills to traverse. Tweak your angle a little higher so you can skim over those and hopefully fall down to your target. Similarly, if they're higher, the opposite is true. Keep an eye on the surroundings between you and your opponent. You don't want to hit the ground by mistake.

Once you do hit your foe, see how they fall. Do they get propelled backwards by your shot? This is especially common if you're using an explosive weapon like a magic card or molotov cocktail. You need to extend your angle just a teensy bit in accordance to this. Just an extra 1 or 2 will do it usually. If they hit you back, and you fall backwards, you also need to add 1 or 2 to account for that too.

If you find yourself repeatedly hitting body shots, that's good but you could do better. Tweak the angle up just 1 notch and give it another shot. Odds are you'll get a headshot which means more damage to your opponent, a faster victory, and some extra coins as a reward.

Make sure you don't forget what your last shot was. Bowmasters doesn't remember for you, and if you forget what you were doing, you're going to have to figure it all out for yourself again.


Know your weapons

Every weapon reacts differently but you can mostly work this out according to type.

Circular or rotating projectiles such as tomahawks, meat, and chainsaws are very satisfying if your aim is rarely true. They're heavier so they fly slower, but due to their wide load, they'll hit the target way more effectively than something thin and straight. Items like the tomahawk don't always deal that much damage though, despite their size.

Straight weapons such as the spear, flag, or arrow are considered the standard weapon here. They're small in size and fly straight meaning how you aim them is pivotal to your chances of success. If you're a good aim, they're awesome for headshots and inflicting significant damage but they're unforgiving. You need to work on your accuracy to gain the true benefits here. You want to be able to hit a headshot nearly every time to truly see the benefits, as body shots are often fairly low damage with these weapons.

Numerous weapons offer unique abilities that have to be activated. For instance, the Magic Card can be tapped to unleash multiple projectiles at once. It works well as a scattershot approach, providing you get close enough to your target. The propeller works like a boomerang once tapped, flinging back and hopefully snagging your enemy in the back along the way. There's a Minecraft style homage too, with a pickaxe that goes flying off at speed. Each of the special weapons can be tricky to master though. Timing when to activate the ability is often tough, and not always actually worth it. If you want quick success, focus on the straight weapons rather than these. Oftentimes, they work better as novelties than genuinely useful weapons.

Some weapons deal more damage than others such as the chainsaw. Try your best to unlock these characters as quickly as possible. How do you unlock them? Mostly via coins.


Earning coins

Coins are important in Bowmasters because they're how you unlock new characters. You can occasionally try out a new character in exchange for watching an advert. That's great for seeing if you like their play style. However, for permanency - you need to unlock them.

Each day, there are daily bonuses and free chests to unlock, but you can earn them yourself reasonably easily.

Every time you unlock a free chest, you activate the epic chest roulette. This gives you a chance for coins or, rarely, a new character. Some characters can only be won through the epic chest roulette. Flick through the characters. Any with a crown above their head can only be unlocked through roulette so don't count on getting them any time soon. Roulette almost always hands out coins, although at least they're usually about 500 or 1,000.

Besides landing headshots and gaining fatality bonuses for 'finishing' your opponent, you can also play Bird Hunt or Apple Shooting. These are heavily skills based requiring you to either shoot moving birds or take out an apple on top of someone's head. It's worth doing though. In Bird Hunt, you can earn a few hundred coins relatively quickly if you're a snappy shot.

When playing Bird Hunt, work on snagging any timer power-ups you see so you get longer to participate. Mostly though, just aim for anything that moves.

Apple Shooting is less profitable because it's much harder. Only really do this for fun or to practice your aim rather than profit.

There are plenty of opportunities to watch videos in exchange for coins too. These are tedious to the extreme, but it's worth it for a quick gain. Bear in mind though - you need to watch videos after every match which gets pretty dull. You can opt to buy a diamond subscription which removes all these as well as gives you regular bonuses, but who wants to spend money every month on this? Just expect each match to take slightly longer while you suffer an ad.

Typically, new characters cost about 5,000 coins. Some cost a lot more than this while others only cost 3,000, but that's the average amount. Don't rush into a purchase. Browse what's available. Crucially, see what weapon they have and whether it fits into your play style. You'll find yourself preferring heavier weapons or the straighter, more 'true' ones. It all depends on how well you've mastered aiming, or how much you want to see the blood fly. Heavier weapons are usually more bloodthirsty.

If you lose a duel or tournament battle, you can buy your way back to 50% health with coins or by watching a video. Never waste coins here. It's expensive and pointless when you could just restart if you really can't be bothered to watch a video. The only exception is if you're on the last part of a tournament and you stand to win a lot of coins. Even then, it's a big risk to take.

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This Zelda: Breath of the Wild Guardian Nendoroid Is Much Cuter Than We Remember

News: This Zelda: Breath of the Wild Guardian Nendoroid Is Much Cuter Than We Remember

"And he shall by my squishy"



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As Europe freezes, Frostpunk's endgame looks oddly prescient

As the Beast from the East freezes Europe to a standstill, and scientists worry this could be the first of many climate change anomalies to come, 11 bit Studios' imminent city-building game Frostpunk looks oddly prescient. It asks how far you would go to ensure the survival of the last human settlement on a frozen Earth.

We've seen, and I've played, how it begins - the immediate scramble in the opening days to build shelters, fuel the furnace and feed mouths. It's a constant battle. But what will it be like weeks down the line when you're up and running and people no longer fear daily for their lives? That, apparently, is when the dissent begins.

People will group themselves into factions and cause trouble. One group shown in a new developer diary is the Londoners, which is a bit close to home. Maybe they'll protest, maybe they'll riot, and how you deal with them will show what kind of leader you are.

Read more…



from Eurogamer.net http://ift.tt/2CQv7Wd

Blog: Game level generation using neural networks

Here's how we generated game levels using an artificial neural network in our game Fantasy Raiders. ...



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Nintendo Download: 1st March (Europe)

Nintendo Download: Nintendo Download: 1st March (Europe)

The EU eShops have been updated, and we have all the details



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'#WarGames', by Sam Barlow of 'Her Story', Launches March 14th, Will Revolutionize Interactive Video

Sam Barlow and Her Story [$3.99] fans, the wait is over. #WarGames, the next project by Barlow, will release on iOS on March 14th, so get ready to hack the world or die trying. As we talked about a few months ago, #WarGames reimagines the classic 80s movie with the same name (minus the hashtag) in some intriguing ways. In #WarGames, Kelly, played by Jess Nurse of Scandal and Grace and Frankie, is an ex-military brat who has decided that the world needs some fixing, and that type of fixing can only come through some "well-intended" activist hacking. So, she and a band of other international hackers (think Anonymous minus the cool masks) take it upon themselves to bring peace to the world, a laudable goal that will most definitely lead to a huge mess. As you can see from the trailer below, it doesn't take long for everything to fall to pieces around this hacker team, with the stakes getting higher and choices becoming much more consequential.

Speaking of choices, #WarGames will you have you switching between video feeds—since the hackers are communicating remotely—and experiencing the story from different perspectives. What's interesting about #WarGames is that the series will "learn" from your choices, which the developers claim will make experiencing #WarGames "unique" and "personal." The exact details on how that will work aren't that clear yet, but what is clear is that #WarGames will try and break new ground in what an interactive video game can be.

Specifically, #WarGames will use the technology developed by Eko, an interactive entertainment company developing a new live-action medium that enables viewers to truly shape the stories they watch. Eko uses its proprietary technology to let players control live-action narratives in a way that (the company believes) is nothing short of the future of digital entertainment. Eko looks at interactivity as a way to create deeper bonds with the audience while still retaining a structured narrative; "give them a way to react to your story," Eko's guidelines point out, "but don't forget you are the one telling it."

In an Eko show, the story changes seamlessly based on both explicit and implicit choices made by the viewers. Pretty lofty goals, but it does look like Eko is poised to demonstrate these capabilities to us pretty soon. If you want to find out more about Eko and how it hopes to change live-action video games, head over here.

As for #WarGames, the six-episode series will launch on March 14th on the Eko iOS app (among other platforms). No word on pricing yet, but I don't expect the game to be too expensive based on how Her Story was priced. I have faith that Barlow can give us another great live-action game, and I'm very curious to see how Eko helps him break new ground. I'm always intrigued by new technologies in gaming, so Eko and #WarGames definitely have my attention. Hopefully both the narrative and the technology will come together in a very memorable experience. Not too long to wait now until we find out.



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Achtung! Cthulhu Tactics - The Forest of Fear Is Heading To Nintendo Switch This Year

News: Achtung! Cthulhu Tactics - The Forest of Fear Is Heading To Nintendo Switch This Year

Fight the good fight



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How a collaboration with Valve created puzzle sim Bridge Constructor Portal, out on PS4 next week

Hello everyone, I’m Matthias Hilke from ClockStone Software! We are the creators of the Bridge Constructor puzzle games, and together with our publisher Headup Games, we’re very excited to expand the franchise next week by releasing Bridge Constructor Portal on PS4.

It’s a mash-up of two universes, the famous Portal universe (full of fun but dangerous Aperture Science technology) and the rather relaxing universe of Bridge Constructor.

After the collaboration with Valve was confirmed, it was pretty clear that bridge construction combined with the setting and mechanics of the Portal universe would become as unconventional as it could get.

Thanks to the indoor scenario and the possibility to use numerous pairs of portals, vehicles could now be traveling through a level in all sorts of directions – back and forth from left to right, in a diagonal crisscross and even shooting up and down vertically. This alone leads to an exciting number of extravagant new level layouts, including spider web-style intersections or multi-storeyed bridges.

Bridge Constructor Portal for PS4Bridge Constructor Portal for PS4

But this was only the beginning, as we were just about to open the fun box of Aperture Science test chamber technologies: Which mechanics would work in our game? What combinations would bring the most fun to the players?

To find out, we prototyped almost all of them into some test levels and played around – it was just hilarious! So we found many exciting assortments and finally ended with 60 challenging levels which will be played under the demanding gaze of GLaDOS.

For example, by introducing Portal’s Aerial Faith Plates (catapults) and the Repulsion Gel, players can send vehicles and cubes through the level flying and bouncing.  Companion Cubes, High Energy Pellets and Propulsion Gel allowed us to furnish the game with an extra portion of Portal-style puzzle solving.

Finally, our levels would not be real Aperture science test chambers without some serious hazards, so we added Laser Fields, Emancipation Grills, Acid Goo, and of course some lovely Sentry Turrets (“There you are.”) to make sure that there was enough potential for an extra portion of entertaining destruction and mayhem.

Bridge Constructor Portal for PS4

The evolution from Bridge Constructor to Bridge Constructor Portal

After the success of the initial Bridge Constructor title in 2012, Headup Games and we always thought about possibilities to improve the series. First we created Bridge Constructor Playground, offering an easier sandbox-style approach with optional challenges like building with specific materials or with a limited budget.

Bridge Constructor Medieval featured a little background story for the first time as well as roofs for protection against enemy fire and trap bridges that collapsed just in time, with the enemies on it.

With the “Slopemania” DLC for the original Bridge Constructor we managed to get away from just flat bridges, bringing more variety to the level design with sloped roads and much more complex and dynamic simulations. That DLC resulted in lots of great community videos, with jumping (and exploding) gas trucks and many hilarious attempts.

Bridge Constructor Portal for PS4

When we saw those videos, we wanted a game with considerably more action than the predecessors, so Bridge Constructor Stunts was conceived, featuring stunt parkour-style constructions and fast vehicles to perform daredevil jumps and loops. And, for the first time in the series, you were able to steer the vehicles yourself.

Eventually, during playtests with BC Stunts, where velocity and angle had become important game factors, the guys of Headup Games got the idea of combining Bridge Constructor with the Portal universe.

As we all are huge Portal fans, we immediately felt it would be a great thing to combine the puzzle elements of both worlds into a fresh new construction game. So they approached Valve with the idea. They really liked it and helped us with great support – thanks again!

Bridge Constructor Portal launches 7th March on PlayStation Store.

The post How a collaboration with Valve created puzzle sim Bridge Constructor Portal, out on PS4 next week appeared first on PlayStation.Blog.Europe.



from PlayStation.Blog.Europe http://ift.tt/2HROQsp

How Bridge Constructor Portal Became the Best Installment of the Construction Game Series

Hello everyone, I’m Matthias Hilke from ClockStone Software, we are the creators of the Bridge Constructor puzzle games. Together with our publisher Headup Games, we’re very excited to expand the franchise next week by releasing Bridge Constructor Portal on PS4. It’s a mash-up of two universes, the famous Portal universe (full of fun but dangerous Aperture Science technology) and the rather relaxing universe of Bridge Constructor.

After the collaboration with Valve was confirmed, it was pretty clear that bridge construction combined with the setting and mechanics of the Portal universe would become as unconventional as it could get. Thanks to the indoor scenario and the possibility to use numerous pairs of portals, vehicles could now be traveling through a level in all sorts of directions – back and forth from left to right, in a diagonal crisscross and even shooting up and down vertically. This alone leads to an exciting number of extravagant new level layouts, including spider web-style intersections or multi-storeyed bridges.

Bridge Constructor Portal for PS4Bridge Constructor Portal for PS4

But this was only the beginning, as we were just about to open the fun box of Aperture Science test chamber technologies: Which mechanics would work in our game? What combinations would bring the most fun to the players? To find out, we prototyped almost all of them into some test levels and played around – it was just hilarious! So we found many exciting assortments and finally ended with 60 challenging levels which will be played under the demanding gaze of GLaDOS.

For example, by introducing Portal’s Aerial Faith Plates (catapults) and the Repulsion Gel, players can send vehicles and cubes through the level flying and bouncing. Companion Cubes, High Energy Pellets and Propulsion Gel allowed us to furnish the game with an extra portion of Portal-style puzzle solving. Finally, our levels would not be real Aperture science test chambers without some serious hazards, so we added Laser Fields, Emancipation Grills, Acid Goo, and of course some lovely Sentry Turrets (“There you are.”) to make sure that there was enough potential for an extra portion of entertaining destruction and mayhem.

Bridge Constructor Portal for PS4

The evolution from Bridge Constructor to Bridge Constructor Portal

After the success of the initial Bridge Constructor title in 2012, Headup Games and we always thought about possibilities to improve the series. First we created Bridge Constructor Playground, offering an easier sandbox-style approach with optional challenges like building with specific materials or with a limited budget. Bridge Constructor Medieval featured a little background story for the first time as well as roofs for protection against enemy fire and trap bridges that collapsed just in time, with the enemies on it.

With the “Slopemania” DLC for the original Bridge Constructor we managed to get away from just flat bridges, bringing more variety to the level design with sloped roads and much more complex and dynamic simulations. That DLC resulted in lots of great community videos, with jumping (and exploding) gas trucks and many hilarious attempts.

Bridge Constructor Portal for PS4

When we saw those videos, we wanted a game with considerably more action than the predecessors, so Bridge Constructor Stunts was conceived, featuring stunt parkour-style constructions and fast vehicles to perform daredevil jumps and loops. And, for the first time in the series, you were able to steer the vehicles yourself.

Eventually, during playtests with BC Stunts, where velocity and angle had become important game factors, the guys of Headup Games got the idea of combining Bridge Constructor with the Portal universe. As we all are huge Portal fans, we immediately felt it would be a great thing to combine the puzzle elements of both worlds into a fresh new construction game. So they approached Valve with the idea. They really liked it and helped us with great support – thanks again!

Bridge Constructor Portal launches today at PlayStation Store.



from PlayStation.Blog http://ift.tt/2oI281U

Get to grips with Alt.Ctrl.GDC's unique controllers in these dev Q& As!

Funky games with even funkier controllers! Find out all about this year's Alt.Ctrl.GDC showcase by checking out these developer interviews. ...



from Gamasutra News http://ift.tt/2ESnXm3

Blog: Finding the fun in VR-centric design

VR is all about iteration and experimentation, but uncovering and locking down the fun of your design a tricky challenge. ...



from Gamasutra News http://ift.tt/2FbfLkq

Sony reorganizing PlayStation business to improve dev and marking ops

On the development side of things, the shake up is designed to help Sony woo customers by creating a "broad spectrum" of first-party experiences. ...



from Gamasutra News http://ift.tt/2F3yZ8g

Tactical RPG and fighting genres blend in City Of The Shroud, coming to PS4 next year

When we set out to design City of the Shroud’s combat, we knew we wanted to make 1) a tactical RPG and 2) combine it with the strategic thinking and a sense of split-second action found in fighting games. Simple, right? The end result is a tactical RPG / fighting game-inspired combat system that rewards both patience and think-on-your-feet strategy, allowing for rapid-fire battles in a story-rich world.

So how did we end up with this system? After a lot of iterating (you should see some of the prototypes), we came up with the “Combo Wheel” — a circle of inputs used to activate and chain together special abilities, similar to a fighting game. Think down-right-down to shoot a fireball and you’ve got it; if any of you ever played Legend of Legaia, it’s a similar approach, but in real-time.

Since abilities require specific input sequences to activate them, you can equip abilities that share a starting and ending point for easy combos. For example, if you set a Duelist up with both Dash (up-left) and Roundhouse (left-down-right-up), you can push up-left-down-right-up to activate both skills using only five inputs. This results in the Duelist dashing to her target to slash them with her sword (Dash), then following up with a powerful spinning kick to knock them backwards (Roundhouse).

City of the Shroud

One reason we settled on putting a big wheel up on screen for these combos is that there are so many abilities and potential combos in the game that remembering them all in real time battles would be a tremendous burden.

To make it so you can focus on combat and not have to recall a specific ability’s path, we set up the Combo Wheel to show each equipped ability’s starting input, with the following inputs appearing once you start the sequence. With everything laid out visually, there’s always guidance on how to activate a character’s abilities, so you can think about which ones to use, not how to use them.

So now you have a bunch of abilities and several angry opponents to use them on. Great! Or not, depending on your perspective! How do we manage real-time combat with all these characters and combos on a controller?

City of the Shroud

Two elements come into play here: the first is that the game rewards patience and strategy. Wait for the opportune moment to strike and victory will surely be yours. Mash buttons and, well, victory will probably not be yours. Finding the right moment to execute a powerful combo is key, and the pacing in combat reflects that.

The other is that we’ve put a lot of time and thought into getting combat to feel good with a controller. You can easily swap between characters, quickly navigate the battlefield, and pop open the Combo Wheel — all with just four buttons.

The Combo Wheel is currently controlled with the left stick: rotating the stick around in a circle is like moving around the wheel and letting it return to centre resets your combo inputs. It’s a lot of fun to enter combos this way, and it’s really fast. We’re still iterating, though! We’re thinking about additional options – for example, using the face buttons or directional pad to represent the four inputs on the wheel.

City of the Shroud

What we’ve created for City of the Shroud: Definitive Edition is a rapid-fire tactical RPG that’s chock-full of action and strategy. Throw in the combo mechanics we’ve adapted, and it’s quite the shift! We’ve worked hard to make the experience as awesome as possible on a controller, and we hope you enjoy the results when City of the Shroud: Definitive Edition launches in 2019 on PS4!

The post Tactical RPG and fighting genres blend in City Of The Shroud, coming to PS4 next year appeared first on PlayStation.Blog.Europe.



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