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[Unik] Stalker : Shadow of Chernobyl - Jeu Out -

n°1855785
VydoLL
Cat Killer 0_-
Transactions (0)
Posté le 16-04-2004 à 15:38:07  profilanswer
 

Reprise du message précédent :

the gentleman a écrit :

Vous me desesperez les d'jeuns :/


 
Genre t'es vieux :o

mood
Publicité
Posté le 16-04-2004 à 15:38:07  profilanswer
 

n°1855788
Dakans
pouet pouet
Transactions (0)
Posté le 16-04-2004 à 15:38:51  profilanswer
 

the gentleman a écrit :

Vous me desesperez les d'jeuns :/

pardon papy  :sweat:  
 
 
PS: humour pour papy hein ;)

n°1855801
the gentle​man
-= PSN Id : StgBad =-
Transactions (0)
Posté le 16-04-2004 à 15:47:11  profilanswer
 

36 ans stou quoi ;) début avec un superbe c64 :)


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n°1855804
VydoLL
Cat Killer 0_-
Transactions (0)
Posté le 16-04-2004 à 15:48:31  profilanswer
 

the gentleman a écrit :

36 ans stou quoi ;) début avec un superbe c64 :)


 
 
Atari powa :o Mais bon 26 as, seulement :D

n°1855806
Dakans
pouet pouet
Transactions (0)
Posté le 16-04-2004 à 15:50:58  profilanswer
 

the gentleman a écrit :

36 ans stou quoi ;) début avec un superbe c64 :)

et son deck casette tres lent  ;)

n°1857513
CoolRod
Ze Coolest Rod In Ze World
Transactions (0)
Posté le 17-04-2004 à 18:33:47  profilanswer
 

[:drapo]


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Le Vortex - Kaboom !
n°1860064
Legotoutso​urire1
PSN ID : Legotoutsourire
Transactions (17)
Posté le 19-04-2004 à 10:22:12  profilanswer
 

pGm = joueur blasé qui rale à chaque mort et qui lame donc bien quand il perd, c'est bien un proGamer :)

n°1860499
the gentle​man
-= PSN Id : StgBad =-
Transactions (0)
Posté le 19-04-2004 à 15:41:43  profilanswer
 

http://www.computerandvideogames.c [...] amp)page=1
 
Le detail de la preview ci-dessus 5 pages :D
 
 
P.S. : je mets les screens shots même s'ils ne sont pas représentatif de la qualité des graphismes... :/  (font chier avec leurs screens shots pouraves)
 
http://www.computerandvideogames.com/screenshots_library/dir_242/vortal_pic_121248.jpg
 
http://www.computerandvideogames.com/screenshots_library/dir_242/vortal_pic_121249.jpg
 
http://www.computerandvideogames.com/screenshots_library/dir_242/vortal_pic_121266.jpg
 
 [:zerod]


Message édité par the gentleman le 19-04-2004 à 15:42:46

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n°1860605
zealot1337
Tu m'as vu quand j'ai bu
Transactions (0)
Posté le 19-04-2004 à 16:48:30  profilanswer
 

http://www.computerandvideogames.com/screenshots_library/dir_242/vortal_pic_121255.jpg
 
:love:


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-> http://www.32bits.co.uk/ <-
n°1861676
the gentle​man
-= PSN Id : StgBad =-
Transactions (0)
Posté le 20-04-2004 à 09:07:59  profilanswer
 

The full version of STALKER will be divided into 18 distinct levels (you can quickly move between them by making use of the Soviet trucks and armoured personnel carriers that litter the game) which cover key tasks plus a host of randomly-generated additional goals. You're free to pursue whichever tasks you like and the evolution of the story is based on which missions you tackle and whether you complete them before other Stalkers (there's an impressive total of 100 non-playable characters). So it's actually possible for a rival Stalker to 'finish' the game before you do, although this just means that, when you do finally reach the end, you'll be given one of the game's multiple alternative endings. There's also a multiplayer version of the game that simply swaps AI-controlled Stalkers for real players.
 
 
http://gamesradar.msn.co.uk/media/gamesradar/stalker74_6.jpg
 
 [:sstarshoot]


Message édité par the gentleman le 20-04-2004 à 09:09:54

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mood
Publicité
Posté le 20-04-2004 à 09:07:59  profilanswer
 

n°1863156
the gentle​man
-= PSN Id : StgBad =-
Transactions (0)
Posté le 21-04-2004 à 07:45:15  profilanswer
 

:bounce:  :D  :ange:


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n°1866908
the gentle​man
-= PSN Id : StgBad =-
Transactions (0)
Posté le 23-04-2004 à 07:44:35  profilanswer
 

La config minimum pour S.T.A.L.K.E.R.  
Posté le Jeudi 22 Avril 2004 à 22:16 par Rider - Jeux - Source : Oblivion-Lost  
 
   
La configuration minimum pour le jeu S.T.A.L.K.E.R. : Shadow of Chernobyl vient d'être diffusé sur le  forum allemand de THQ, l'éditeur du jeu.  
Au lancement du jeu, il va automatiquement détecté si votre carte supporte DirectX 8 ou DirectX 9 et ainsi utiliser le rendu qui correspond !  
 
Config minimum :  
Windows 98/ME/XP/2000  
DirectX 8.1 minimum  
CPU : 1.5 GHz  
512 MB RAM  
GeForce 3 64 MB / ATI Radeon 8500 64 MB  
Carte son compatible DirectX 8.1  
Multiplayer: Modem 56 Kb /ADSL  
 
 
:D


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n°1867025
dobeliou

Transactions (0)
Posté le 23-04-2004 à 10:25:42  profilanswer
 

:o ca a drolement augmenté par rapport au 1ghz 256 de ram du début :o


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Topic Cosplay@JV Reborn
n°1867934
krisix
Oldpadawan
Transactions (0)
Posté le 23-04-2004 à 15:32:51  profilanswer
 

dobeliou a écrit :

:o ca a drolement augmenté par rapport au 1ghz 256 de ram du début :o


 
Exact et ça risque d'évoluer encore avant la sortie...faut commencer à économiser  :sweat:


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Eklektikzik -  PSN:Ser_Kris
n°1868348
Gizmouf
w00t w00t
Transactions (0)
Posté le 23-04-2004 à 17:18:12  profilanswer
 

krisix a écrit :

Exact et ça risque d'évoluer encore avant la sortie...faut commencer à économiser  :sweat:


 
En emem temps par rapport à d'autres jeux c quedalle.

n°1869701
dobeliou

Transactions (0)
Posté le 24-04-2004 à 02:26:52  profilanswer
 

Gizmouf a écrit :

En emem temps par rapport à d'autres jeux c quedalle.


oui mais a l'époques il disais mini 1ghz... puis on est encore loin de la sortie du jeu...
Enfin ca devrait rester dans la moyenne :)


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Topic Cosplay@JV Reborn
n°1869723
PrianiK
battletag Vdz#1233
Transactions (0)
Posté le 24-04-2004 à 03:37:54  profilanswer
 

hmm mouais, c'est la config pour pas que sa rame dans les menus ouais ;) jamais se fier a ca, faut rajouter 500mhz a mon avis et une generation de carte graphique en plus ^^

n°1874607
the gentle​man
-= PSN Id : StgBad =-
Transactions (0)
Posté le 26-04-2004 à 07:53:13  profilanswer
 

NOFRAG :
 
S.T.A.L.K.E.R.: Shadow of Chernobyl | Développement
Quelques détails sur S.T.A.L.K.E.R.  
Dimanche 25 avril 2004 à 19h46 par Netsabes
Le fansite Oblivion-Lost.com liste dans son forum les principales informations que l'on peut trouver dans la preview de S.T.A.L.K.E.R.: Shadow of Chernobyl réalisée par les Allemands de Gamestar. Nous vous listons les principales informations que recèlent ces principales informations :
L'URSS sera toujours sur ses pattes dans S.T.A.L.K.E.R.
La zone de 30 km² est découpée en 18 zones dans le jeu, pour des raisons de performances.
Un jour dans le jeu correspond à 3h devant l'écran.
Le mode DirectX 9.0 devrait être présenté à l'E3.
Un bêta-test multijoueur de 50 000 personnes devrait être organisé avant la sortie du jeu par THQ, qui n'a peur de rien. :)  
 
Gamestar pense que le jeu ne sortira pas avant un an, même s'il est pour l'instant prévu pour le 24 septembre 2004 (rappelons qu'il y a encore peu, il était annoncé pour fin mai 2004).  :(  
 
*********************************************************************
 
TRISTE  ANNIVERSAIRE  :(  
 
PROFIL
Vassili Nesterenko, un scientifique transformé par Tchernobyl
LE MONDE | 23.04.04  ?  MIS A JOUR LE 23.04.04 | 14h16  
 
Jusqu'en avril 1986, Vassili Nesterenko était un scientifique soviétique modèle. Né en 1934 en Ukraine, il avait suivi une carrière rectiligne et prestigieuse : diplômé de l'Université de technologie en 1958, il est entré à l'Académie des sciences de Biélorussie en 1963, où il a mené des recherches en ingénierie nucléaire, jusqu'à devenir directeur de l'Institut de l'énergie nucléaire de l'Académie en 1977. C'est dans ce cadre qu'il a coordonné le projet Pamir de miniréacteur nucléaire.
 
L'accident de Tchernobyl a constitué un choc brutal chez cet homme qui, du fait de son travail, avait une connaissance rare des problèmes de radioactivité et disposait de nombreux équipements de mesure. Il est alors le premier à prôner l'évacuation de la zone entourant la centrale, la distribution de tablettes d'iode, le soin particulier à apporter aux enfants. Il est le premier responsable, en fait, à prendre rapidement la mesure de la catastrophe.
 
Si son diagnostic se révélera exact, l'homme n'en devient pas moins en rupture de ban, et perd ses postes et titres officiels. Mais il a un caractère et une volonté tenaces. Rompant avec tous ses travaux antérieurs, il s'engage dans l'analyse des conséquences de la catastrophe et cherche les moyens de les atténuer. Il fonde l'Institut Belrad en 1990, avec des fonds d'ONG occidentales à cette fin. Il commence, notamment, à analyser le sang des populations exposées, et parvient à la conviction que ce sont les enfants qui sont le plus menacés par la contamination radioactive qui perdure sur près d'un tiers de la superficie de la Biélorussie.
 
Il travaille notamment avec un autre scientifique, Iouri Bandajevski : celui-ci, qui est de formation médicale, mène des études fondamentales, montrant que, contrairement au dogme scientifique dominant, les faibles doses radioactives ont des effets pathologiques notables. Les deux hommes sont convaincus qu'en administrant aux enfants de la pectine (un composé chimique naturel se trouvant dans les pommes), on peut contrecarrer ces effets.
 
Mais dans la Biélorussie du dictateur Loukachenko, insister sur la menace toujours présente de Tchernobyl est dangereux. Bandajevski est incarcéré en 2001 sous divers prétextes - il est toujours en prison -, et Nesterenko jongle avec le régime, évitant les déclarations publiques. Mais il ne bénéficie guère, par ailleurs, de l'aide des instituts scientifiques occidentaux qui interviennent en Biélorussie.
 
***********************************************************************
 
Nucléaire
Voyage sous le nuage de Tchernobyl
 
En Biélorussie, les habitants des zones contaminées ignorent les risques pour leur santé. Dix-huit ans après.
 
Par Laure NOUALHAT
 
samedi 24 avril 2004 (Liberation - 06:00)
 
District de Gomel (Biélorussie) envoyée spéciale  
 
C'est une route déserte comme il y en a tant dans les zones évacuées de Biélorussie, pays mitoyen de l'Ukraine, à moins de 20 km de la centrale de Tchernobyl. Un bus dépose deux vieilles femmes devant des maisons fantômes. Babouchka Léna et sa voisine Liouda reviennent du marché de Vetka où elles sont parties s'approvisionner en pain, bière et sucre. Elles sortent les planches à roulettes rouillées qu'elles avaient planquées sur le bas-côté et y déposent leurs cabas débordants. Puis, elles s'éloignent en maudissant le froid, le vent et la pluie qui s'acharnent à éteindre leur cigarette.
 
Léna et Liouda vivent où elles sont nées, à Bartolomeevska, un des nombreux villages évacués de Biélorussie. Dans ce pays, 70 % des retombées radioactives de la centrale de Tchernobyl sont venues se répandre dans la plus grande invisibilité. Lorsque le réacteur n° 4 de la centrale ukrainienne a explosé dans la nuit du 26 avril 1986, personne ne s'est douté de ce qui se tramait. Quelques jours après, on a évacué d'urgence ce village qui comptait alors près de 3 000 habitants, une école, beaucoup d'enfants, une usine de briques... «Aujourd'hui, on est dix», explique Liouda. «On m'a bien proposé un appartement à Gomel mais je ne veux pas partir», ajoute Léna. La radioactivité ? Elles s'en fichent. «On en mange tous les jours, mais notre vie est ici.» Une vie de solitude non choisie.
 
L'ensemble de la chaîne alimentaire contaminé
 
Elles font partie des deux millions de personnes, sur les dix que compte le pays, qui vivent dans des territoires contaminés à des degrés divers. Dix-huit ans après la catastrophe, près de 25 % du pays restent souillés, par poches, par du césium-137, un radionucléide dont la demi-vie est de trente ans (voir page 6). Cela veut dire qu'en 2016, la radioactivité de cet élément aura seulement diminué de moitié. La Biélorussie est contaminée pour des siècles. Au sud du pays, une «réserve radiologique» totalement fermée contient aussi du Strontium-90. L'iode-131, 1 400 fois plus actif que le césium-137, a totalement disparu du fait de sa courte période radioactive (huit jours).  
 
La migration du césium est très faible et sa disparition de la surface des sols très lente. Dans les bois de bouleaux qui entourent le village de Léna et Liouda, le compteur Geiger crépite et atteint largement 200 à 300 micro-roentgen par heure. A Minsk, la capitale, sortie indemne, le bruit de fond de la radioactivité naturelle est de 12 micro-roentgen par heure. Si ces bois sont contaminés, tout ce qui y pousse, ou y vit, l'est aussi : les champignons dont raffolent les habitants, mais aussi les baies, les arbres et le gibier. De fait, toute la chaîne alimentaire est touchée. Les champignons de la région affichent 240 000 becquerels (Bq) par kilo, le lait des vaches, qui se nourrissent dans les champs voisins, compte 2 000 becquerels par litre. «La norme acceptable est zéro», affirme Vassili Nesterenko, patron de l'Institut de mesures indépendant Belrad.
 
Cataractes, coeurs fragiles, fatigue...
 
La république de Biélorussie compte 118 districts, dont 53 touchés par les retombées radioactives et répartis selon leur degré de contamination. Les autorités ont déterminé quatre types de zones allant de 37 à 1 480 milliards de becquerels (de 1 à 40 curies) au kilomètre carré. Dans ces zones, les habitants ont la possibilité de partir s'ils le souhaitent. Mais quel choix s'offre à une famille dont la seule richesse est la maison et la terre qui l'entoure ? Le classement détermine aussi les subventions étatiques que recevra le village. De maigres subventions qui sont pourtant essentielles : du fourrage «propre» pour le bétail, de l'argent pour nettoyer les parcelles de terre, deux repas à base de nourriture non contaminée quotidiens offerts dans les écoles et, pour les enfants, trois semaines de réhabilitation en sanatorium, loin de cette nature imprégnée de césium. Régulièrement, les autorités biélorusses éditent une liste des villages contaminés. Figurer sur cette liste est vital. Depuis 2001, 146 villages en ont été radiés. Comme Yurkevitchi. Le village affiche un sol relativement propre (moins de 1 curie/km2) mais la nourriture est contaminée parce que les vaches vont paître dans les bois. «Nous avons fait nos mesures sur le lait et constaté qu'à plus de 200 Bq/l, il dépassait les normes, fixées à 37 Bq/l pour les enfants», explique la maire, Elena Shpakevitch. Idem pour les champignons cueillis alentour. Sous la photo du président Loukachenko, Elena ouvre le registre des mesures radiologiques faites sur les enfants. En 2002, le corps d'Olya, née en 1988, contenait 122 Bq/kg ; celui d'Olga, âgée de 23 ans, 146 Bq/kg. Les mesures sont faites à l'hôpital. «Combien d'enfants sont malades ? Je ne le sais pas.» Officiellement, ils sont tous sains. Officieusement, ils ont des problèmes de cataracte, le coeur fragile, ils sont fatigués et ont beaucoup de mal à se concentrer. Mettre en relation la contamination par les aliments et les pathologies constatées sur place est à peine envisagé par la communauté scientifique internationale. «Ce lien est systématiquement refusé par l'information médicale officielle», explique Wladimir Tchertkoff, documentariste très engagé auprès des populations.
 
«Seul le cancer de la thyroïde a été reconnu»
 
Pour l'heure, seul le couple de médecins Bandajevsky a montré que l'exposition chronique des enfants aux faibles doses (à partir de 20 Bq/kg) provoque des problèmes de rythme cardiaque et de vue. Lui a fini en prison, accusé à tort d'avoir touché des pots-de-vin, et sa femme Galina a été virée de l'hôpital de Gomel, où elle officiait comme pédiatre et cardiologue. «Même si les taux de cancer augmentent, comment les imputer strictement à la radioactivité ?, interroge-t-elle. Officiellement, seul le cancer de la thyroïde a été reconnu par l'OMS comme maladie directement issue de Tchernobyl. Mais combien d'autres le sont ? Il faut lancer des études encore et encore.» Dix-huit ans après, il serait grand temps.
 
 :pfff:  
 
Hervé Kempf
 
********************************************************************


Message édité par the gentleman le 26-04-2004 à 07:54:09

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n°1874625
Profil sup​primé

Transactions (0)
Posté le 26-04-2004 à 08:44:50  answer
 

Ca fout les jetons !

n°1874655
VydoLL
Cat Killer 0_-
Transactions (0)
Posté le 26-04-2004 à 09:25:40  profilanswer
 

:/ Ca remet pas mal de chose en place. Mais surtout ca démontre bien le m'enfoutisme global de ces états...

n°1875003
VydoLL
Cat Killer 0_-
Transactions (0)
Posté le 26-04-2004 à 13:28:59  profilanswer
 

pas de photos?

n°1875059
philipppe

Transactions (0)
Posté le 26-04-2004 à 13:48:55  profilanswer
 

de son petit fils ???
faudrait rester sur le jeu et arreter le voyeurisme glauque à la TF1 :/
sur le topic de GTA tu veux des photos de gamins pris en fusillade pdt une guerre des gangs ?

n°1875061
VydoLL
Cat Killer 0_-
Transactions (0)
Posté le 26-04-2004 à 13:50:21  profilanswer
 

pas du petit fils, des animaux mal-formés. Certe le post n'a pas sa place, mais sans voyeurisme aucun, je ne suis pas convaincu par tou ca.

n°1875343
satrincha
Moi j'ai rien dit©
Transactions (1)
Posté le 26-04-2004 à 15:53:22  profilanswer
 

le jeu ne sort que dans 1 an ? :sweat:


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@ULTIMATE TopiK UniK JeuX GratuitS@
n°1875424
the gentle​man
-= PSN Id : StgBad =-
Transactions (0)
Posté le 26-04-2004 à 16:24:45  profilanswer
 

satrincha a écrit :

le jeu ne sort que dans 1 an ? :sweat:


 
Et oui du retard toujours du retard :/ [:skylight]


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n°1875465
Profil sup​primé

Transactions (0)
Posté le 26-04-2004 à 16:36:55  answer
 

satrincha a écrit :

le jeu ne sort que dans 1 an ? :sweat:


 
Non, pure spéculations. C'est HL² qui sort dans 10 mois (sources O.C.A)  ;)

n°1875570
satrincha
Moi j'ai rien dit©
Transactions (1)
Posté le 26-04-2004 à 17:06:19  profilanswer
 

en tout cas vie Doom3 ! ID tjrs respectueux de ses joueurs :jap:


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@ULTIMATE TopiK UniK JeuX GratuitS@
n°1876144
Profil sup​primé

Transactions (0)
Posté le 26-04-2004 à 20:20:22  answer
 

bon y'a rien de neuf alors ? pas de date pour une démo ?

n°1876254
danger

Transactions (0)
Posté le 26-04-2004 à 20:46:18  profilanswer
 

satrincha a écrit :

en tout cas vie Doom3 ! ID tjrs respectueux de ses joueurs :jap:


 
 
Chaque soir je prie pour qu?il ne soit pas reporté  :D

n°1876312
Xprocess

Transactions (0)
Posté le 26-04-2004 à 21:02:28  profilanswer
 

the gentleman a écrit :

La config minimum pour S.T.A.L.K.E.R.  
Posté le Jeudi 22 Avril 2004 à 22:16 par Rider - Jeux - Source : Oblivion-Lost  
 
   
La configuration minimum pour le jeu S.T.A.L.K.E.R. : Shadow of Chernobyl vient d'être diffusé sur le  forum allemand de THQ, l'éditeur du jeu.  
Au lancement du jeu, il va automatiquement détecté si votre carte supporte DirectX 8 ou DirectX 9 et ainsi utiliser le rendu qui correspond !  
 
Config minimum :  
Windows 98/ME/XP/2000  
DirectX 8.1 minimum  
CPU : 1.5 GHz  
512 MB RAM  
GeForce 3 64 MB / ATI Radeon 8500 64 MB  
Carte son compatible DirectX 8.1  
Multiplayer: Modem 56 Kb /ADSL  
 
 
:D


 
en esperant que çà soit moins gourmand que Far Cry  :heink:

n°1876555
xman
branleur
Transactions (0)
Posté le 26-04-2004 à 22:04:10  profilanswer
 

Il marche très bien FarCry avec ma config moyenne.
Faut juste que je mette les textures moyennes mais tout le reste est à fond.
(au fait, je l'ai fini et il est vraiment excellent et sublime ce jeu)

n°1877353
the gentle​man
-= PSN Id : StgBad =-
Transactions (0)
Posté le 27-04-2004 à 08:08:32  profilanswer
 

Nouvelle preview en ENGLISH ;)
 
http://www.cgno.com/games/409.html
 
S.T.A.L.K.E.R.: Shadow of Chernobyl    
Key Points:
  ? Man-made calamity, corrupt nature, psychological and physical threats, anomalies, odd deadly phenomena, mutated creatures, stalkers, military cordons, scientific camps.
? Dynamic day-night switching system, along with dynamic weather effects (rain, wind, fog, etc.)
? A non-linear storyline, with several endings to the game
? Over 30 types of weapons, along with extra devices and protective suits
? Extremely realistic graphics, with dynamic shadows and lighting.
? Ragdoll physics
? Ultra-realistic AI
? Set in Chernobyl in 2010
 
 
 
Preview:
Written by: Mark Williams
04.25.04
In a time where there's a swarm of all new first person shooters all fighting to be the best, S.T.A.L.K.E.R.: Shadow of Chernobyl steps in. Among the vast number of games coming out in the near future includes Doom 3 and Half-Life 2, as well as the recently-released Far Cry. These are all big name titles that almost everyone in the video game world has heard of, but then all of a sudden...it's Stalker. Who (or what) the heck is Stalker? Well, let me tell you, get ready, because S.T.A.L.K.E.R.: Shadow of Chernobyl is about to become a huge name in the world of PC gaming.
 
First off, S:SoC is still in the development process with GSC Game World, the same developer who came out with FireStarter, a recent shooter. One other quick thing to note is that the game was formerly called Stalker: Oblivion Lost, as you'll see in our recent interview with the developers of the game by clicking here.
 
Shadow of Chernobyl takes place, as you can guess, in Chernobyl, in and around the infamous nuclear facility. A deadly radioactive explosion rocked the entire area around the year 2006. When the radiation finally clears enough to allow expeditions within The Zone, many eerie phenomena were discovered. The player will become what's known as a stalker -- someone who shovels radioactive embers out of "The Zone" in order to make money. These "anomalous formations" are sold to underground scientists and dealers on the border of this area. When you begin to earn more money, you'll find that you can buy newer equipment that allows further access to areas previously inaccessible.
 
The developers of SoC stress the realism of the game. Everything, from the trade with underground dealers, to the physics system of the game, has been thoroughly planned out. There are incredibly dynamic weather effects as well as an all new day-night switching system. The storyline is very non-linear, so naturally, there are multiple endings to the game. Open-endedness seems to be one of Stalker's biggest claims to fame. They call the game both a First Person Shooter and a Role Playing Game. The only minor difference between many RPGs and Stalker is that there are no accumulating traits and characteristics, as GSC thought this would take away from the realistic experience they are trying to create.
 
As far as AI goes, Stalker seems to have it all. Nothing will ever be exactly the same twice. No character's location is predetermined, and the most natural reactions of characters to nearly every possible situation have been mapped. One wonderful example of this GSC mentioned was when a player attacks and kills a guard. Every other guard will immediately "seek hiding, radio their headquarters, and won't stand still, or what's worse, run out towards the player."
 
NPCs, or special radios used for communication, are essential to the development of the story and your success. You can find out important information, acquire new tasks, trade, or even make deals via the NPCs in the game. The possibilities are endless, which is exactly what the developers want.
 
One of the most exciting and most anticipated features of this game is the stunning visuals you'll see just from examining one screenshot. The new, proprietary X-Ray Engine shows unbelievable potential in its ability to dynamically shadow and texturize objects. And with 300,000 to 3,000,000 polygons per frame, this Engine will certainly bring out the finest of any PC.  
 
GSC says there will be up to 30 weapons in the game, many of which are used for stealth. Most weapons will be modifiable, meaning you'll be able to buy a silencer for your new pistol or a scope to your new rifle. These developers weren't kidding when they mentioned realism.
 
It's hard to include everything Stalker has to offer, but I think I touched on the main points. GSC Game World has said their release for the game will stay as the second quarter of 2004. Until then, we'll all be anxiously awaiting the arrival of S.T.A.L.K.E.R.: Shadow of Chernobyl. Patience is a virtue, my friend.
 
Be sure to check out our additional exclusive interview with GSC Game World, the game's developers. You can find it here.
Genre:Action  
Developer:GSC Game World  
Publisher:THQ  
# of Players: 1  
Release Date: Q2 2004  
ESRB Rating: Rating Pending  
 
SUITE ci-dessous :D
 
S.T.A.L.K.E.R.: Oblivion Lost    
01.28.04  
Written by: Mark Williams  
CGN recently spoke to Oleg Yavorsky and the development team at GSC Game World. Our exclusive interview gives an in-depth look at the highly anticipated PC title, S.T.A.L.K.E.R.: Oblivion Lost.  
 
CGN: It looks like S.T.A.L.K.E.R. may turn out to be one of the games of the year in the genre of first person shooters. Talk a little bit about the gameplay of Oblivion Lost. Along those lines, what have you done to separate the game from the other big competition?  
 
Oleg: S.T.A.L.K.E.R. will feature lots of unique ideas that will make the game stand out from others in the genre. The most important ones, we believe, are the life simulation system, the non-linear gameplay, an eerie atmosphere not attempted in FPS before, an incredibly «human-like» AI system and of course an incredibly realistic model of the Chernobyl area. The combination of these elements is supposed to make the project different from most of the games in the market.  
 
Speaking of the gameplay in particular, it will be based on absolute freedom of actions and movement within the Zone. Because of the implemented life simulation system, the creatures and characters in the environment constantly change. The player can never anticipate events, creature behaviour and enemy positions even if they've played the game through several times. This basically is the primary element of the gameplay.  
 
However the air of desperation, the very real fear of the anomalies and monsters, the enigmatic nature of the surroundings and the intriguing storyline will also bring an incredible experience and get the players adrenaline pumping. We want to create an original and gripping gameplay experience different from that of other games. And the players will decide how successful we were in this respect.  
 
 
CGN: Does the game reward stealth/non-kill solutions over kill solutions? If so, how?  
 
Oleg: Here everything will depend on the player, his imagination and temper. It is absolutely up to the player how to live and act in the Zone as initially very little confines your actions. Decisions you will make in numerous game situations will form your status and reputation amongst other intelligent creatures. You may become an ordinary researcher, help desperate inhabitants, solve universal mysteries, or may turn into a stealthy killer or fearless warrior eliminating everything on his way. There are different areas in the zone that will content both stealth players and gunslingers. As for rewards, we can say only one thing ? it will be as in real life. Other stalkers will never greet you or share secret information if you killed a member of their clan. Dealers won't even talk to you if they know you are a butcher who is detested throughout the Zone. On the other hand, respectable stalkers will be admitted into any company. They may even get important quests. Pretty logical, isn't it? We provide maximum freedom of choice, the rest is in the hands of the player.  
 
 
CGN: S.T.A.L.K.E.R. has been getting a lot of buzz due to its excellent graphics. What should users with lower-end computers expect from the play of this game? What are the system requirements?  
 
Oleg: Here are the specs for comfortable gaming: P IV-1.4 Ghz / Athlon, 256 Mb RAM, GeForce 4 (or any other card of the same level). The PC hardware market dictates its rules and sets new limits for the games ? the slower your computer and the older you video card is, the less details and effects you get. The better processor and video card, the better graphics you experience.. GeForce 2, GeForce 3, GeForce 4, GeForce FX cards and their counterparts have differences both in architecture and abilities so if your video card is more up-to-date you get more effects. For example, pixel and vertex shader effects (nice water surface, etc.) can be seen on GeForce 3 and higher cards. On the other hand, GeForce 2 will show an animated texture. GeForce FX will provide dynamic light sources and soft dynamic shadows cast from anything onto anything and bump-mapping on all surfaces which at least exceeds the Doom 3 technology.  
 
Players with older video cards will see a simplified model of dynamic lighting and shadows. The option menu of the game will give access to graphical settings. Adjusting these settings you can get a desired ratio of details, effects and performance. You can make the game do it for you automatically. We plan to implement vast possibilities in terms of game settings taking into consideration those who haven't purchased latest hardware resources yet.  
 
 
CGN: Who actually came up with the premise for the game, and how long did it take to get it into production?  
 
Oleg: It's difficult to name a certain person. Lots of professional people were involved in the concept development. Each of them has many ideas and suggestions on how to improve the game and make it unique. Perhaps, there are two guys who influenced the development of the game world and general concept development most. These are our Game Designer Alexey Sytianov and Project Manager/Lead Artist Andrey Prokhorov.  
 
 
CGN: Why was Chernobyl chosen as the setting of the game?  
 
Oleg: This idea came our minds long ago. It was quite hard to skip the Chernobyl idea as we live some hundred kilometers from the site and so we saw first hand the consequences of the catastrophe. We saw and felt its consequences together with our people and we know very well what the fear of radiation is like.  
 
Naturally, it had a certain effect on our lives and minds. The trip we took to Chernobyl, with all its vistas of abandoned towns, rusty vehicles and plundered shops eventually determined our intentions and the game subject matter. Of course the work of the Strugatsky brothers also influenced the project development to some extent. Dreadful anomalies, monsters, hostile characters, the depressing atmosphere of towns and settlements, the devastation ? all these elements that are within the world we created are meant to be a warning against similar calamities in the future.  
 
 
CGN: How long has GSC been working on S.T.A.L.K.E.R.?  
 
Oleg: About three years in total.  
 
 
CGN: How many people have been involved in the development of the game?  
 
Oleg: Currently, there are 25 people involved in the development process. Graphical and gameplay parts are developed by different teams which excludes any detriment to both elements.  
 
 
CGN: The graphics appear to be one of the most impressive things about S.T.A.L.K.E.R.. What have you done in particular to make this a unique game in terms of visuals?  
 
Oleg: In terms of visualization, the key game factor is realistic-looking surroundings. The graphical part was built basing on our proprietary photo and video materials we brought from the Chernobyl trip. Thanks to these materials you will see real architecture of Prypiat', ?live? weapon and vehicle prototypes, many things characteristic of the Soviet era, ruins of the buildings and many more. We worked out every single thing to the smallest detail to make the players believe in what they see on their monitors and to really feel the atmosphere of the deserted world. However, realistic graphics is not the only distinguishing feature of the game and we don't want it to be considered so. Gameplay, balanced filling of the world, absolute freedom and non-linear storyline ? these are foremost grippers. Given modern hardware and engines, the graphical quality is an obligatory tool for maximum involvement into the gameplay ? graphics of this quality help blur the line between computer games and reality.  
 
 
CGN: Will players be able to play as more than one player? Also, are there any customization options for the character(s)?  
 
Oleg: There will be no team control. The main character is an independent combat unit, so you'll control him only. You'll have to solve numerous problems yourself under conditions of severe competition on the part of other stalkers. You may join a clan of like-minded people, accomplish group quests or act as a loner. However, you'll have to act only on your own. Your character is not some cartoon-like model from the world of RPG. This is a living person created from a real model. Based on that, we decided to skip the character customization feature.  
 
 
CGN: What does it mean when you call S.T.A.L.K.E.R. an FPS/RPG?  
 
Oleg: If we try to roughly define the genre of S.T.A.L.K.E.R., it will then be an original mix of FPS with such elements as stealth, survival and RPG. We did not use a system of abstractly changing characteristics, levels and model skills on the screen, as we believe that would be out of place in S.T.A.L.K.E.R. Our understanding is that upgradeable player characteristics do not make the game a role-playing one. Where it may veer into RPG territory is in the interaction amongst characters, and circumstances that will change depending on the player?s own decisions - players continuously traverse the Zone territory, collect artefacts, weapons, reveal anomalous zones, communicate and trade with each other and help to support an ?economy?.  
 
Besides, we strive to create an utterly realistic world where all is entirely dependent on mastery of a certain player. Entering the Zone, your character?s destiny is purely in hands of your personal skills and experience, as the character in-game is the player himself. To succeed you will have to possess excellent reactions, have mastered peculiarities of the weapons, know enemy weak spots, be able to use anomaly detecting equipment and so on. Only when you master these skills will you stand a chance of success within this manmade disaster zone.  
 
 
CGN: How long do you think the game will take to beat? Along those lines, how many levels/missions are there and are there different difficulty settings? Also, how many endings will there be?  
 
Oleg: Fans of ?asap? play-through will be able to complete it within about 30-40 hours, but the belief is that they would not opt for such a choice. As the world of S.T.A.L.K.E.R. is so diverse we estimate that there is 70-100 hours worth of intriguing travel with gradual development, searching for secrets and participation in the storyline. The S.T.A.L.K.E.R. Zone will consist of 18 locations, joined into one global map, adjoining levels loaded at cross-points. With that you?ll be able to freely roam the area, selecting routes without limitations whatsoever. We plan over 8 different endings to the game.  
 
 
CGN: What about AI? What has GSC done to challenge the player?  
 
Oleg: Our pride and joy is the introduction of an original life simulation system. It allows for making the game world maximally dynamic, where every single (!) character lives his own life, directly impacting on the existence of others. Virtually in every other game you have characters and monsters preliminarily placed by developers in strictly defined areas, waiting for a trigger to get activated ? when you show up in the location. It is only then when they start jumping out, stir, attack you or tell you ready-made stories from the storyline. In S.T.A.L.K.E.R. we have it in a different way. All residents of the Zone, be it humans or mutants, continuously roam the map, sleep, eat, fight with the player and each other, obtain information, gain combat experience, and their skills.  
 
When you attack the enemy they are smart enough to evaluate their chances of winning, based on their numbers and the environmental advantages. Enemies can outskirt the enemy from behind, lay ambushes, circle him around or run away from the battlefield when they are wounded or feel death is imminent. All this happens not only when the player can witness it, but also without him participating too. At any moment you can witness combats with NPCs, freely join a brawl, taking one of the sides or simply pursue your interests.  
 
 
CGN: How do NPCs contribute to the gameplay?  
 
Oleg: The role of NPCs in the game is accomplished by a large number of peculiar characters. These include all sorts of groupings, guilds and clans of stalkers. Some are protecting the world from mutant invasion, some are studying the consequences and reasons of the catastrophe, as well as guys who came to the Zone simply in search of artefacts they think they can sell.  
 
The main goal of the majority is to stand up against the creatures and anomalies of the Zone and in doing so justifying them and raising their status among the guilds. Also there are regular army units and task forces who engage in rescue operations, as well as guarding entrances to the closed territory. Besides, as you progress in the game, you will encounter many dealers and scientists, each of whom have differing goals. As mentioned above, all the characters will be in constant contact with each other, which means direct impact on player and storyline too. Their impact can be so significant that it is even possible that a relatively passive player discovers that the main game objective was accomplished without him involved.  
 
 
CGN: Talk a little bit about the multiplayer options of S.T.A.L.K.E.R.  
 
Oleg: Multiplayer, allowing for up to 32 players in a game, will support several game modes. This will certainly include analogues of Deathmatch, Capture the Flag and team mode, ala Counter-Strike. Possibly we will add original multiplayer modes, which will make use of the unusual game world.  
 
 
CGN: Is mod creation still a possibility?  
 
Oleg: We are seriously considering supporting the mod-community with tools, but details on this will be available later.  
 
 
CGN: Will there be any music in S.T.A.L.K.E.R.: Oblivion Lost? If so, explain.  
 
Oleg: Sure, the in-game music of S.T.A.L.K.E.R. will be mainly dark, ambient, murky music to fully match the game atmosphere. You can listen to a snippet of the music at the official game site: www.stalker-game.com. For the main theme we prepare a nice surprise =) .  
 
 
CGN: How will the weather affect the gameplay? Does it make things harder for the player?  
 
Oleg: Rain, fog, earthquakes, energy blowouts, smooth change of day and night ? all this will be included in the game to add to the feeling of realism of the happenings around, to make the player believe the game world is natural. If talking about impact of weather effects on gameplay and player specifically, we think it?s pretty obvious. If it is raining, foggy or even at night, stalkers will find it more difficult to reconnoitre the area and discover anomalies and enemies. Also, under limited visibility an additional hazard will be posed by monsters, as some of these can see better in the dark and always use this factor for sudden attacks.  
 
 
CGN: What about the new X-Ray engine? How innovative is this engine and what does it do differently, in particular?  
 
Oleg: The X-Ray engine uses the latest achievements of 3D technologies:  
 
- Support of the full range of DX9 features;
- Up to 3.000.000 polygons per frame;  
- Dynamic shadows and lighting. Shadows of objects are cast correctly onto characters;  
- Powerful physics engine ? control of vehicles, detailing objects, bullet ballistics, skeleton joints and so on;  
- Realistic AI ? game characters behave adequately to events and environment;  
- Motion capture animation.  
 
You can find out more about X-Ray technology at the official game site in the correspondent section.  
 
 
CGN: Is the console market still an option?  
 
Oleg: It is just too early to speak about it now as our every effort is now focused on the PC version development.  
 
 
CGN: What kinds of weapons and equipment will be available?  
 
Oleg: The game will feature around 40 different types of firearms, cold steel and possibly artifact weapons. Most of them will be close to their real life prototypes both by the way they look as well as their technical specs. Since the game is set in Ukraine, the weapon models will be mostly of Soviet origin. At the same time the best Western ?babies? will not be neglected, including those only submitted for approval by the military. In S.T.A.L.K.E.R. you will see some of the common for most games traditional weapons like knives, pistols, shotguns, tommy-guns, assault rifles, sniper rifles, machine guns, grenades, grenade launchers etc. We will try to create models with near life exact parameters of fire as well as the comparative effectiveness of different models. However, we are not trying to develop a virtual SWAT simulator, which means the weapons will be best adjusted for the game. One of the features worth mentioning is the physics modeling of the weapons which will allow for realistic piercing of different surfaces, shockwaves, shrapnel and point blank blasting and other goodies. Most of the weapons will be customizable, allowing silencers, under-barrel items or sniper-sights. The players will get to discover the artifact weaponry as they play the game.  
 
Apart from weapons the player will need radiation counters, scanners, compasses, maps, and lots of other anomaly and life detectors to traverse the Zone. To protect himself from different impacts the player will require special suits and bullet-proof jackets of different types and levels. Some will protect you from radiation, others from acid burns, gravitational anomalies and mechanical impacts. All of the above mentioned as well as weapons will wear off with time and stop functioning. So the player will have to keep an eye on his kit.  
 
CGN: Finally, what should we expect from GSC in the future? What else is planned?  
 
Oleg: You can check out all of the projects currently developed by GSC if you go to our official web-site www.gsc-game.com. I guess, we shall leave the plans discussion until the next interview. =)  
 
CGN: Thanks so much!  
 
Be sure to check out CGN's S.T.A.L.K.E.R.: Oblivion Lost Game Profile for more information and screenshots of the game in action.  
 
http://www.cgno.com/media/409/21.jpg
 
;)


Message édité par the gentleman le 27-04-2004 à 08:09:17

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-= Fight =-  
n°1877368
the gentle​man
-= PSN Id : StgBad =-
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Posté le 27-04-2004 à 08:34:21  profilanswer
 

http://www.gsc-game.com/russian/images/_news/igrograd/igrograd8.jpg :D :)
 
http://dynamic6.gamespy.com/~stalker/modules/coppermine/albums/userpics/10002/2.jpg
 
http://dynamic6.gamespy.com/~stalker/modules/coppermine/albums/userpics/screen1.jpg
 
http://dynamic6.gamespy.com/~stalker/modules/coppermine/albums/userpics/screen2%7E0.jpg
 
 
Details de l'explosion  : 18 ans déjà :
 
The accident chronicle
 
25th of April
 
 
01:06 The planned power loss of the reactor begins
 
03:47 The power is set at the level of 1600 MW(t)
 
14:00 The emergency cooling system is disabled (as part of the experiment). The power should have been reduced but there has been an instruction from Kiev to keep the power at the same level (1600 MW(t)). The experiment program is delayed.
 
23:10 Repeated power reduce
 
 
26th of April  
 
00:05 The diminishing power level passes 720 MW(t)
 
00:28 The power level is about 500 MW(t). The automatic control switches on and unexpectedly causes the power to decline to 30 MW(t)
 
00:32 The operator tries to restore the power by taking out the reaction control rods. To keep less than 26 rods the permission of the chief engineer is needed. At that time the number of rods has already become smaller.  
 
01:00 The power level is increased to 200 MW(t)
 
01:03 The additional pump is switched on in the left cooling system hose to increase the water flow reaching the reactor (as part of the experiment)
 
01:07 The additional pump is switched on in the right cooling system hose (as part of the experiment). These additional pumps cool the core faster and the water level decreases in the steam separator.
 
01:15 The operator deactivates the system of low steam pressure reactor shut down
 
01:18 The operator increases the water flaw
 
01:19 Some control rods are removed to increase the power by rising the temperature and pressure in the steam separator. According to the rules the minimum number of manual control rods is 15 however at that point there are probably only 8 of them available
 
01:21:40 The water flaw is decreased to the level lower than the one permitted to stabilize the water level in the steam separator and reduce the cooling of the kernel
 
01:22:10 The formation of steam begins in the kernel  
 
01:22:45 The emergency situation warning is received but the state of the reactor is stable.
 
01:23:10 The automatic control rods are removed from the kernel
 
01:23:21 Steam formation sharply increases. It may cause rise of power  
 
01:23:35 The amount of steam begins to increase uncontrollably
 
01:23:40 Emergency button is pressed. Automatic control rods are returned into the kernel
 
01:23:44 The level of power exceeds the rated power a 100 times
 
01:23:45 Nuclear fuel reacts with the cooling water and it causes a high pressure impulse in the fuel channels
 
01:23:49 Fuel channels are destroyed.
 
01:24 Two explosions occur. They destroy the roof of the reactor and let air have access which causes the flammable gas formation and fire.
 
 :pfff:  
 
Bon allez a tchao...


Message édité par the gentleman le 27-04-2004 à 08:48:23

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n°1877380
the gentle​man
-= PSN Id : StgBad =-
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Posté le 27-04-2004 à 08:50:44  profilanswer
 

Tres bon Fan Site de STALKER :
 
http://www.3dactionplanet.com/stalker/
 
C'est de la que viennent presque toutes les dernières infos que j'ai postée. ci-dessus :)
 
http://www.stalkergaming.net/modules/My_eGallery/gallery/gamershell/OblivionLost04.jpg
 
http://www.stalkergaming.net/modules/My_eGallery/gallery/gamershell/OblivionLost08.jpg
 
http://www.stalkergaming.net/modules/My_eGallery/gallery/gamershell/STALKER104.jpg


Message édité par the gentleman le 27-04-2004 à 09:14:29

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-= Fight =-  
n°1877502
dobeliou

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Posté le 27-04-2004 à 10:15:18  profilanswer
 

satrincha a écrit :

en tout cas vie Doom3 ! ID tjrs respectueux de ses joueurs :jap:


des dévellopeurs qui sont respectueux de leurs joueurs cest ceux qui leur en donne pour leur argent et qui nous sortent un jeu bien fini, et bien optimisé...
Rien a battre que Stalker sorte dans un an...
apres cest vrai qu'ils pourraient etre un peu moins optimistes sur leur plannings de début... mais ils pourraient aussi nous sortir une bouse a l'heure :/


Message édité par dobeliou le 27-04-2004 à 10:15:52

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Topic Cosplay@JV Reborn
n°1877563
QuikBad

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Posté le 27-04-2004 à 10:53:28  profilanswer
 

moi un truc qui ma grave dessus dans une video que j ai vu recemment, c etait une qui etait sorti le jour ou je l ai vu, y a pas longtemps donc, dans la video on voyait, meme une horde, d espece de cochons mutants, attaquer un pont!
ben c est le bruit de certaines armes, c est les ùeùe que celles de cs!

n°1877565
the gentle​man
-= PSN Id : StgBad =-
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Posté le 27-04-2004 à 10:56:18  profilanswer
 

QuikBad a écrit :

moi un truc qui ma grave dessus dans une video que j ai vu recemment, c etait une qui etait sorti le jour ou je l ai vu, y a pas longtemps donc, dans la video on voyait, meme une horde, d espece de cochons mutants, attaquer un pont!
ben c est le bruit de certaines armes, c est les ùeùe que celles de cs!


 
 [:zerod]  Pour les sons cela a déjà été dit, ce n'était que du provisoir juste pour cette video en gros  [:sstarshoot]


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n°1877569
ALIEN411
H et une saloperie de robot
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Posté le 27-04-2004 à 10:57:27  profilanswer
 

lol
http://www.gsc-game.com/russian/images/_news/igrograd/igrograd8.jpg

n°1877581
the gentle​man
-= PSN Id : StgBad =-
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Posté le 27-04-2004 à 11:00:45  profilanswer
 

NOFRAG :
 
S.T.A.L.K.E.R.: Shadow of Chernobyl | Développement
L'I.A. de S.T.A.L.K.E.R.  
Mardi 27 avril 2004 à 09h03 par Netsabes
Gamespot publie un nouveau carnet de développeur sur S.T.A.L.K.E.R.: Shadow of Chernobyl. Ça parle de l'intelligence artificielle du jeu, et c'est Alexei Sytyanov qui s'y colle. Le but n'était pas de créer les meilleurs opposants, mais plutôt des ennemis avec lesquels on peut encore s'amuser.
For example: An opponent with instincts beyond its species loses sight of its prey. Our AI gives the creature the ability to guess the location of the opponent rather than unfairly having to know it for certain. The creature, with senses honed by the environment, metaphorically places itself in the mind of the enemy and tries to figure out where it would go.  
L'article est intéressant et tout, mais comme d'habitude avec l'IA, ça risque de n'être que du vent. Le tout est accompagné par quelques nouvelles images du jeu. Sales gueules, ces bestioles.  
 
http://image.com.com/gamespot/images/2004/reviews/540331_20040426_screen001.jpg
 
http://image.com.com/gamespot/images/2004/reviews/540331_20040426_screen002.jpg
 
http://image.com.com/gamespot/images/2004/reviews/540331_20040426_screen003.jpg
 
http://image.com.com/gamespot/images/2004/reviews/540331_20040426_screen004.jpg
 
http://image.com.com/gamespot/images/2004/reviews/540331_20040426_screen005.jpg
 
http://image.com.com/gamespot/images/2004/reviews/540331_20040426_screen006.jpg
 
 :love:  :love:  :love:  :love:  :love:  :love:  :love:  :love:


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-= Fight =-  
n°1877689
ParadoX

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Posté le 27-04-2004 à 11:50:56  profilanswer
 
n°1878145
dobeliou

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Posté le 27-04-2004 à 14:58:39  profilanswer
 

wow :love:
pour le son des armes, je sais pas si ta bien compris quils avaient un peu moins dun an de développement restant... spa pour rien ^^
cest vrai que le bruit des armes de CS est moche :sweat:


Message édité par dobeliou le 27-04-2004 à 16:55:59

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Topic Cosplay@JV Reborn
mood
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