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Le Temple du Mal Elémentaire

n°1329053
ydayan

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Posté le 21-06-2003 à 13:19:20  profilanswer
 

Reprise du message précédent :
Dernier message augurant du meilleur pour TOEE:
 
GB: How close is the game following the original ToEE module? Can we expect to see the demi-gods and other powerful beings from the original module in the game? Will veteran PnP players who are familiar with ToEE know what to expect as they make their way through the temple?  
 
Tim: We are following the module pretty closely, and yes, some very powerful beings show up. But the module is very open-ended as written, and some details seem purposely vague. Many NPC's only have a few sentences describing them, and from that we have extrapolated their behaviors and their dialogs, and added lots of side quests for the players to explore. We also added starting vignettes, which are small maps that are explored before the party enters Hommlet, the module's main village and original starting point. These vignettes will provide a reason for the party to be traveling to Hommlet in the first place.  
 
If someone has played the module already, the game will feel familiar, of course. But there will still be plenty of surprises, and in true Troika fashion, they shouldn't expect a single possible end game either.

mood
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Posté le 21-06-2003 à 13:19:20  profilanswer
 

n°1329064
ydayan

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Posté le 21-06-2003 à 13:22:26  profilanswer
 

Une image de l'interface:
 
http://www.greyhawkgame.com/screens/pc/screen0001-b.jpg

n°1329228
ydayan

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Posté le 21-06-2003 à 14:41:04  profilanswer
 

Interview de rpgdot.com qui apporte pas mal d'éléments d'information sur le gameplay, la façon dont tim va s'accaparer le module TOEE, le sentiment de liberté, etc etc.
 
http://www.rpgdot.com/index.php?hs [...] 053&ID=615
 
 
RPGDot: When this project came up I know you looked through your old modules and decided on one of your favourites -The Temple of Elemental Evil. Why did you decide to recreate a classic module in the first place?
 
Tim Cain: After our first meeting with Infogrames, both sides had agreed for a classic CRPG. We wanted something that felt and played like "old school" D&D. So I went home that night and pulled down all of my old modules and went through them. It was a close decision. I really liked the whole GDQ series - giants, drow, Lolth. But that series did not start at level 1, and ToEE does, so that was my tie breaker.
 
 
RPGDot: How close to the original module have you stayed? Any variations will be scrutinised by fans - how have you balanced staying true to the source material against keeping a sense of discovery or suspense for players who might know the module?
 
Tim Cain: We have tried to stay very close to the original module. I am very sensitive to making changes, and most of the ones I have made have been due to engine limitations or simply the nature of a computer game (where reloading and trying again is a simple thing to do).
However, a lot of design is left unspecified in the module, things that a human DM would fill in easily. All of the personalities and dialogs of the NPC's had to be filled out, and several maps were changed because they were simply too big and too sparsely filled. Also, several new locations had to be created from scratch. I think that anyone familiar with the original module will still enjoy our version.
 
 
RPGDot: Troika is known for it's non-linear games with multiple paths. The original ToEE module was fairly combat-heavy -what changes or additions have you made to provide an open style of play?
 
Tim Cain: We have added multiple paths through the story so that combat can be avoided with certain groups, and many combat situations of a dialog-based alternative, although the player may not like the specific alternative ("Certainly I will not eat you. Give me 1000 gold and you may leave in peace" ). We have also recognized that not every party is going to be of good alignment, which was an underlying assumption of the module. Evil parties can make certain choices that dramatically change the end of the game.

 
 
RPGDot: What improvements or changes have you made to normal turn-based combat conventions?
 
Tim Cain: We've remained faithful to the D&D turn-based combat rules, but we have added an option to speed up combat by letting monsters with adjacent initiatives take their turn at the same time. So, for example, your characters A and B were fighting zombies Z1, Z2 and Z3 and the intiative bar looked like this:  
 
A, Z1, Z2, B, Z3  
 
So your character A would take his turn, then zombies Z1 and Z2 would both attack at the same time, then B would go, followed by Z3.  
 
This option really speeds up combat when there are a lot of opponents. It sometimes gives an advantage to the monsters and sometimes to the players, but overall it appears not to change the outcome of a combat. Even so, the player can turn it off if he wants.
 
 
RPGDot: The ending of the original module was not specifically detailed. Will choices made during the game affect the ending? How many endings will there be?
 
Tim Cain: Yes, your choices during the game have an effect on the ending. There are four major endings, meaning four main events that can occur that end the game, not counting your party dying a variety of horrible, painful deaths, of course. And we have a bunch of slides to show too, that detail the effects of your actions on the world (and some of those effects can be MAJOR ones on the Greyhawk world). So even if you play twice and get the same major ending, your end slide show will probably be different. Playing different alignments will also help you achieve different endings too.
 
 
RPGDot: Is the focus of Greyhawk more on story or more on action/combat or a mixture of the above?
 
Tim Cain: When I wrote the design doc for Greyhawk, I recognized the combat is a fundamental part of D&D. The classes are designed to form a party of adventurers with balanced abilities, true, but the main purpose of the game is to kill monsters and take their loot. So within that framework of combat, I tried to weave a story that the player would find interesting and compelling to follow. Their are a lot of choice points in the game, where the player can use his characters non-combat abilities to uncover plot information and to sometimes steer the plot in a different direction. So, I think I have provided a solid narrative that is punctuated with a great deal of combat.
 
 :love:  :love:


Message édité par ydayan le 21-06-2003 à 14:41:43
n°1329232
RN113

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Posté le 21-06-2003 à 14:42:59  profilanswer
 

oh quelle deception,meme troïka se fait à faire de l'heroic fantasy.
je suis degouté.

n°1329238
ydayan

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Posté le 21-06-2003 à 14:47:10  profilanswer
 

http://newspics.rpgdot.com/gallery/751//ToEE_Screen_03.JPG
 
 :ouch:

n°1329245
ydayan

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Posté le 21-06-2003 à 14:52:27  profilanswer
 

RN113 a écrit :

oh quelle deception,meme troïka se fait à faire de l'heroic fantasy.
je suis degouté.


 
Euh, tu as lu le topic au moins avant de te prononcer ?
J'en ai autant ral le bol que vous du médiéval fantastique, et j'aurai nettement préféré un arcanum 2 à ce jeu. Le truc, c qu'en y réfléchissant, le concept: troika (donc par extrapolation fallout) + d&d, jsais pas, j'ai l'impression que ça va être explosif  :love:

n°1329900
stilgars

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Posté le 21-06-2003 à 23:18:08  profilanswer
 

Bravo en tout cas pour ton enthousiasme YDayan fait vraiment plaisir à voir, et ton application à faire vivre ce topik ... ;)
 
Menfin au vu des screens, je reste plutôt circonspect  :whistle:
 
Ma prédiction purement gratuite, c'est que le "roleplay" va être concentré à 90% dans la première partie du jeu, à savoir le village -une fois dans le temple ce sera baston sur baston; d'autre part, les fins seront pour la plupart certainement prédéterminées par l'alignement des persos ...  :whistle:  
 
Qui vivra verra  :D

n°1329903
Jayk

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Posté le 21-06-2003 à 23:25:18  profilanswer
 

Arcanum, vous l'avez apprécié sinon ? Je l'ai pas fais celui-là ...

n°1330085
stilgars

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Posté le 22-06-2003 à 03:06:26  profilanswer
 

JayK a écrit :

Arcanum, vous l'avez apprécié sinon ? Je l'ai pas fais celui-là ...


 
les graphismes semblent rebuter beaucoup de monde (perso, moi aucun pb, c largement regardable); par contre c'est très vaste, beaucoup de possibilités, une bonne carte générale pleine de destinations à la Fallout, de bons gros mystères, cependant un scénar un peu trop binaire et attendu sur la dualité magie mourante/technologie envahissante.
Très bonne durée de vie! (je pense qu'Arcanum est deux fois plus long que le premier FallOut).

n°1330377
Leg9
Fire walk with me
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Posté le 22-06-2003 à 12:18:05  profilanswer
 

Arcanum il va falloir que je m'y remette. Vlad mon elfe mage est interdit de train depuis bien longtemps, heureusement que la téléportation c'est pas pour les ratons-laveurs! :D


---------------
If I could start again, a million miles away, I would keep myself, I would find a way... "Loreleï's dead ; Heaven is about to fuzz."
mood
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Posté le 22-06-2003 à 12:18:05  profilanswer
 

n°1330440
Jayk

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Posté le 22-06-2003 à 12:49:03  profilanswer
 

Stilgars a écrit :


 
les graphismes semblent rebuter beaucoup de monde (perso, moi aucun pb, c largement regardable); par contre c'est très vaste, beaucoup de possibilités, une bonne carte générale pleine de destinations à la Fallout, de bons gros mystères, cependant un scénar un peu trop binaire et attendu sur la dualité magie mourante/technologie envahissante.
Très bonne durée de vie! (je pense qu'Arcanum est deux fois plus long que le premier FallOut).


 
Merci bcp  :jap:

n°1330965
ydayan

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Posté le 22-06-2003 à 19:11:44  profilanswer
 

Merci pour le compliment Stilgars ;)
 
Pour Arcanum:
Lire un schéma qui t'explique comment fabriquer un piège à ours, ton nain bourru posé près d'un chemin de fer préalablement piégé par des mageos peu enclin à laisser la techno se proliférer au sein d'Arcanum, le tout, avec un fond sonore mélanco/baroque/violons/19ème siècle steam punk powered, c'est vraiment TRES conceptuel, en plus d'être surkiffant ;)
 
En gros, Arcanum, c'est dla bombe de balle  :bounce:  
Dommage que les "donjons" soient assez rébarbatifs quoi, encore plus que certains vault de Fallout (même texture répétée sur 40 km d'un couloir unique, bof bof...)


Message édité par ydayan le 23-06-2003 à 19:03:00
n°1332429
lovingbenj​i
J'en prendrai pour 1 dollar
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Posté le 23-06-2003 à 15:36:10  profilanswer
 

blue drapal
 
encore 2 mois à attendre : avec frozen throne + vacances on devrait pouvoir y arriver  :sol:


---------------
Chic not Geek
n°1332501
Meganne
Modérateur
Féministe Ardant
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Posté le 23-06-2003 à 16:18:29  profilanswer
 

Stilgars a écrit :


 
les graphismes semblent rebuter beaucoup de monde (perso, moi aucun pb, c largement regardable); par contre c'est très vaste, beaucoup de possibilités, une bonne carte générale pleine de destinations à la Fallout, de bons gros mystères, cependant un scénar un peu trop binaire et attendu sur la dualité magie mourante/technologie envahissante.
Très bonne durée de vie! (je pense qu'Arcanum est deux fois plus long que le premier FallOut).

+1 arcanum c'est un excellent jeu mêlant avec bonheur technologie et fantasy et un gameplay tout à fait original, une grande réussite ce jeu selon moi. :)
 
 
note: j'avais pas vu ce topik haaaaaaan :love:


---------------
#AOC2024 & #2028
n°1332503
Meganne
Modérateur
Féministe Ardant
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Posté le 23-06-2003 à 16:19:21  profilanswer
 

ça fait penser à pool of radiance 2 ce screen [:meganne]


---------------
#AOC2024 & #2028
n°1333751
Leg9
Fire walk with me
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Posté le 24-06-2003 à 08:12:44  profilanswer
 

Meganne a écrit :

ça fait penser à pool of radiance 2 ce screen [:meganne]  


Parle pas de choses qui fâchent....


---------------
If I could start again, a million miles away, I would keep myself, I would find a way... "Loreleï's dead ; Heaven is about to fuzz."
n°1341060
ydayan

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Posté le 28-06-2003 à 13:20:43  profilanswer
 

Petite interview (décidément, il ne fait que ça ou quoi) de Tim Cain par UGO.com qui complète les éléments d'informations donnés jusqu'alors.
 

Citation :

UGO: What challenges are inherent in sticking closely to the source material (the latest 3rd Edition rules)?
 
TC: D&D was designed for paper-and-pencil play, so many of the rules tend to be a little awkward for a CRPG, especially the ones that require constant input from the player. For example, having to specify a dodge target every round is fun in PnP, but tedious in a computer game. Similarly, having the computer stop the game every time a potential attack of opportunity arises to ask if the player wants to take advantage of it was, quite frankly, annoying. So we had to find a way to implement such rules in a way that was close to the spirit of the PnP game but still fun and exciting for a computer game. Trust me, this led to MANY discussions (and some arguments) over the best way to handle this disparity. But the result was a computer game that is faithful to the rules and very fun to play in its own right.


 
J'en étais à peu près certain, maintenant il faut attendre et vérifier une fois le jeu dispo mais j'ai confiance en Troika pour faire en sorte que les règles Dungeons&Dragons, plutôt inadaptées aux rpg pc, n'handicapent pas leur nouveau soft.  :love:  
 
 

Citation :

UGO: Could you describe how open-ended Temple of Elemental Evil's gameplay is with an example from the game?
 
TC: Sure, here's a typical example. There is a big hulking creature guarding the entrance to a dungeon level you need to enter. Now let's count the number of ways past this guy.
 
1. You can attack him. Simple, straight forward, and likely to get some of your party clobbered.
 
2. You can try to sneak past him, using your Hide and Move Silently skills. Assuming, of course, that everyone in the party has purchased those skills.
 
3. You can try to disguise your party as the people who are allowed downstairs, and maybe he will fall for it. Maybe he won't. Remember to act casual. How many points did you put into your Bluff skill again? Or maybe Diplomacy and a little gold? Intimidate works too, but you will need a VERY high skill to intimidate this guy.
 
4. There is a secret door that leads to a tunnel down to the level you want, but it's hard to find (you'll need a high Search skill), and the tunnel passes through an old crypt. You do have a cleric, right?
 
5. But wait, there is an entirely separate entrance to the dungeon, if you can find it. It's not even on the same floor as this brute. And it may have its own guards, who may easier or harder than this one.
 
Temple of Elemental Evil is filled with opportunities like this. If you ever get stuck, look around. There's probably another way to proceed.


 
Rien de bien nouveau par rapport à leurs précédentes productions, mais cet exemple, combiné aux autres réponses assez explicites de Tim Cain à propos de la liberté du joueur dans The Temple of Elemental Evil me rassure. Nous n'auront apparemment pas un diablo-like pur et dur quoi. Le combat constituera l'armature du soft (en jouant un tantinet soit peu au module pour D&D, il est clair que les phases d'hack&slash seront prépondérantes) mais Troika s'efforce depuis 1 an et demi à compléter son projet par des features bien de chez eux.  :sol:


Message édité par ydayan le 28-06-2003 à 13:25:15
n°1341075
ydayan

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Posté le 28-06-2003 à 13:28:22  profilanswer
 

Quelques images&screens, tjs récup chez ugo.com
 
http://www.ugo.com/channels/games/features/dnd_templeofelementalevil/images/greyhawkex_1.jpg
 
http://www.ugo.com/channels/games/features/dnd_templeofelementalevil/images/greyhawkex_2.jpg
J'aime pô les araignayy  :cry:  
 
http://www.ugo.com/channels/games/features/dnd_templeofelementalevil/images/greyhawkex_3.jpg
 
http://www.ugo.com/channels/games/features/dnd_templeofelementalevil/images/greyhawkex_4.jpg
 
http://www.ugo.com/channels/games/features/dnd_templeofelementalevil/images/greyhawkex_5.jpg
 
 :love:  :love:

n°1341116
lovingbenj​i
J'en prendrai pour 1 dollar
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Posté le 28-06-2003 à 14:02:55  profilanswer
 

YDayan a écrit :

Petite interview (décidément, il ne fait que ça ou quoi) de Tim Cain par UGO.com qui complète les éléments d'informations donnés jusqu'alors.


 
 :love:


---------------
Chic not Geek
n°1341134
maitre ren​ard

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Posté le 28-06-2003 à 14:19:43  profilanswer
 

Stilgars a écrit :


Déjà, un système de jeu D20, caricatural et désuet, masssivement aléatoire et totalement hors de propos dans un environnement informatique; malgrès les rafistolages de la 3e édition, mais qui consacre toujours en moyenne 90% de ses compétences au combat et au hack'n slash de streumons en général  


 
[citation]De plus, le choix du module, "Le Temple du mal élémentaire",  scénar ultime en matière de grobillisme et de hack'n slash -formidable en 1980 à la naissance du JdR, on l'on se contentait d'amasser les Xps, de passer des levels, et de collectionner les objets magique -c'est tout simplement rébarbatif et ennuyeux en 2003 !
 
[/citation]
 
Le jeu de role a changé depuis le porte monstre tresor du debut du jeu de role. le probleme, c'est que les createurs de jeu video en sont resté à cet archetype antediluvien, bien malheureusement.
 
Deja en 88, epoque à laquelle j'ai commencé à jouer au JdR, blasé par les parties de JdR informatique de Bard's tales, j'ai zappé donjon (aussi bien en tant que joueur et en tant que Mj) pour m'interesser à des jeux comme Reve de dragon.  
 
Il y en aura toujours pour dire que Donjon, on en fait ce qu'on veut. Neanmoins, il faut croire D&D ou ADD, reste et restera le representant d'un JdR basique, se limitant à la baston, et ce au depend de la richesse scenaristique et des possibilités de roleplaying.
 
C'est un veritable retour en arriere, malheureusement influencé par le relatif echecs d'Arcanum. En effet, les studios produisent des jeux pour vivre, et dès que les jeux s'egarent dans des contenus legerement plus intellectuels, ou culturels, ils sont abandonnés au profit de jeux tels que Diablo 2 (vraie parodie de faux Jeu de Role), commercialement plus atractifs.
 
Stilgars je suis entierement avec toi.

n°1341260
ydayan

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Posté le 28-06-2003 à 16:21:18  profilanswer
 

Maitre Renard a écrit :


 
Le jeu de role a changé depuis le porte monstre tresor du debut du jeu de role. le probleme, c'est que les createurs de jeu video en sont resté à cet archetype antediluvien, bien malheureusement.
 
Deja en 88, epoque à laquelle j'ai commencé à jouer au JdR, blasé par les parties de JdR informatique de Bard's tales, j'ai zappé donjon (aussi bien en tant que joueur et en tant que Mj) pour m'interesser à des jeux comme Reve de dragon.  
 
Il y en aura toujours pour dire que Donjon, on en fait ce qu'on veut. Neanmoins, il faut croire D&D ou ADD, reste et restera le representant d'un JdR basique, se limitant à la baston, et ce au depend de la richesse scenaristique et des possibilités de roleplaying.
 
C'est un veritable retour en arriere, malheureusement influencé par le relatif echecs d'Arcanum. En effet, les studios produisent des jeux pour vivre, et dès que les jeux s'egarent dans des contenus legerement plus intellectuels, ou culturels, ils sont abandonnés au profit de jeux tels que Diablo 2 (vraie parodie de faux Jeu de Role), commercialement plus atractifs.
 
Stilgars je suis entierement avec toi.


 
Ayant fait du jeu de rôle papier mon métier (il y a de cela qqes années), je suis au fait des problèmes que toi et Stilgars pointez du doigt. Pour tout vous dire, j'ai le même avis au fond de moi. C'est juste que, comme je l'ai expliqué plus haut, j'ai l'espoir que Tim Cain et son staff ont une déontologie vidéoludique qu'ils ne voudront pas abjurer. Leur créativité et leur style se retrouvent dans tout leurs softs, et je suis persuadé que cet état d'esprit qui m'avait tant attiré dans Fallout et Arcanum sera présent dans TOEE, même sous forme de résidu, de relents. Rien que pour cela, j'attends ce jeu avec impatience, module d'ad&d vieillissant ou pas, règles inadaptées ou pas.  :hello:  
 
Merde quoi, positivez un peu, sinon j'aurai du mal à contenir plus longtemps mon aigreur et ma circonspection vis à vis des jv, etc.  :fou:

n°1387549
ydayan

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Posté le 27-07-2003 à 01:20:51  profilanswer
 

Grosse mise à jour pour ce jeu prometteur qui arrive cet automne:
 
- Vidéos pas mal du tout dispos sur gamespot (il faut être membre)
http://www.gamespot.com/pc/rpg/gre [...] media.html
 
 
- Preview enthousiasmante de Gamespot
http://www.gamespot.com/pc/rpg/gre [...] 71847.html
 
Quelques extraits de la deuxième page de cette preview, la plus intéressante:
 

Citation :

Even though we were able to try only a small portion of the game, we discovered at least a few instances where it was possible to approach situations in different ways; for instance, in several situations, we had the choice of either speaking with characters to get extra information to avoid combat, or simply attacking everything in sight. But this is just one of the many choices you'll have to make in the full game. Simply choosing what kind of party you want to play will decide at which starting location you'll begin your adventure. This is where party alignment comes into play: Instead of letting evil and good characters mix improbably, the game requires you to pick one of the nine conventional Dungeons & Dragons ethical alignments for your entire party; that is, chaotic, neutral, and lawful variants of good, neutral, and evil.  
[...] Kindly adventurers may start the game out with a good deed and set off to destroy the source of local monster attacks, while less-benevolent characters may kick off their adventure with a killing spree and jump at the chance to harness the temple's evil power for their own. Troika also promises multiple endings for the game depending on your party's alignment and how you've played through the adventure.  
 
The preview version we played seemed to include a good variety of creatures to fight, including giant frogs, which emerge from nearby boggy water with a splash. These aren't ordinary frogs--they have a nicely animated tongue attack that can incapacitate one of your characters, and they can even swallow a character whole. We also encountered a range of more-ordinary threats, like large rats and lizards, zombies, bugbears, and an unsavory group of human guards that serve the priest Lareth. These low-level opponents gave us an idea of the game's combat, but  
 
The clean interface includes a contextual menu system that puts all character actions just a click away.  
 
Troika's next game should provide a substantial adventure, considering that the game includes 100 maps of varying size to explore and 140 characters to meet. [...] McCarthy said that completing the main quest will likely take anywhere from 30 to 60 hours, depending on how many side quests you decide to perform. A party of five characters that rush through the game may only end up at level seven or eight, but it's possible to play through the game with fewer characters to share the experience between fewer individuals. And you might really care about how strong your characters are at the end, because, if this game does well, Troika and Atari may release another adventure (possibly based on the classic Dungeons & Dragons adventure Against the Giants--another personal favorite of the developers) as a stand-alone game. And since Against the Giants is intended for characters from level 10 to 20, it makes sense to allow characters to be carried over. In the meantime, for those who might want more replay value than even the multiple story branches will provide, the game will offer the added challenge of an "iron man" mode--in this mode, if your characters die, they die permanently, and you can save your progress only when you quit the game.


 
Gamespot le confirme après avoir joué à cette version quasi-définitive, le jeu est bel et bien un mix entre le background de ce module d'ad&d et les nombreuses caractéristiques qui nous ont tant fait apprécier les prods de tim cain et de ses comparses dans fallout et arcanum, c'est à dire le sentiment de liberté quasi-totale, l'intérêt des quêtes annexes, etc. En outre, les règles d&d 3.5 paraissent vraiment adaptées à un rpg pc et les combats ne manquent pas d'intérêt, de subtilité, dixit gamespot.
Plusieurs fins mais également plusieurs "débuts" (localisation géographique différente, etc), suivant ton alignement, la façon dont tu appréhendes le jeu (bad guy abyssal destructor ou gentilhomme vertueux)
L'interface ressemble un peu à celle de neverwinter nights, sorte de mix entre point&click et menu radial.
Plus de 140 personnages à rencontrer. C'est pas mal pour un soft basé sur un module TRES bourrin et née d'une intention de rationaliser les immenses aires de jeu de fallout 2 et d'arcanum (entre 250 et 300 personnages pour Arcanum)
Entre 30 et 60 heures de jeu pour la quête principale + quêtes s'y rattachant.
 
Au final:The Temple of Elemental Evil is a very promising role-playing game that combines traditional Dungeons & Dragons rules with Troika's free-form role-playing design. The game is nearing its beta development milestone, and all features and content are complete. The entire development team will now focus on bug fixing and polishing for the next several months, and the game itself is scheduled for release in October. :love:  
 
 
- Preview là aussi très positive d'IGN, avec en toile de fond, la surprise du rédacteur face à l'accessibilité du titre et le brio avec lequel les créateurs ont su faire un soft estampillé "d&d ruled" pour une fois souple, explicite et pas du tout castrateur dans ses différents paramètres, etc.
 
Morceaux choisis:
 

Citation :

Also interesting is that depending on the alignment of your party to begin with, the story will begin in a different starting place with a different situation. For example, a chaotic good party will start with an opening scene where a caravan is under attack. Of course, being good, saving the caravan will be your path. But if you start as chaotic evil, you'll begin in a town, slaughtering and destroying things as evil characters would want to do. From there, the story will move whatever party it might be to town where the real adventure begins.


 
Vraiment pas mal cette idée, ça me rappelle Seiken Densetsu 3  :love:  
 
Bon en plus de ça, la preview indique que 300 sorts seront dispos, et le bestiaire monstrueux du soft parait vraiment impressionnant, avec plus de 90 bêtes uniques au design léché + les variantes (couleurs, feats, etc)
 

Citation :

Controlling all of these characters, and your game in general will be as easy as I've ever seen in an RPG, especially an AD&D game. When running through the world, your party will move as you would expect, in real-time and without any boundaries. With ease, you can stick your group into any formation based on a 5x6 grid. Once adopted the characters will automatically adopt the formation when moving. There are four slots available for these custom formations so that you can easily switch between custom set-ups without having to worry about setting them up each time. At first sight of a hostile force on the map, the game will pause and go into combat mode. Players will now have the opportunity to make their moves based off of a nice interpretation of the rules based on time.
 
Every action in the game is color coded to let players know what's going to happen if they make that move based on how much time that move takes. If an action is colored green you'll still be able to perform another action after that one is finished. If it's yellow that means you can do that action, but you won't be able to do another. If it shows up red, better luck next time.


 
La gestion des NPC qui vous accompagne à l'air terrible. Dans la preview, ils expliquent d'ailleurs qu'ils peuvent même vendre de leur plein grès un objet que vous venez de leur donner, ou bien refuser de manière véritablement argumentée (pas comme les gueulantes ridicules du nain dans arcanum quoi) d'accomplir une tâche, etc.
 

Citation :

The really cool thing about the movement is that you have much more control over where exactly your characters will be walking. With the press of a button, you'll be able to see the route that the character will be taking to the destination chosen. If that route ends up taking the character into range of an enemy giving them the occasion to attack, a little icon will pop up telling you this, allowing you to change your movement orders.


 
C'est cool, ça sera pas comme dans neverwinter nights où Daelan Tigre Rouge fait quasiment tout le jeu à ta place, en allant au devant des ennemis, même si tu lui a ordonné de rester près de toi  :pt1cable:  
Apparemment, le jeu est basé sur un code couleur très instinctif qui a vraiment séduit le testeur.
 

Citation :

While this interface is very streamlined for easy understanding, that doesn't mean that options aren't there for hardcore AD&D fans. A little button in the bottom right of the screen will allow players to see all of the rolls as they happen and what exactly is going on behind the combat. And from here, words that are highlighted blue, such as monster names and attacks, are actually hyperlinks that when clicked on, will bring up more detailed information about that word. The detail is certainly there for those that want it, but it won't be forced on anyone that doesn't.


 
En gros, une interface ultra simplifiée et instinctive, avec un mode "advanced" en plus pour les coregamerz
 

Citation :

The log book, which holds these quests is also a nice piece of work. Everything you get will be organized for you here so that you never lose track of what you're doing. After playing and being frustrated by Morrowind's journal (even after the improvements) this makes me especially happy.
Inside this log will also be information about your reputation as well as why you have that reputation so you know what you've done to deserve the lynch mob that's after your party when you enter town. Both rumors that you can follow up on if you wish and statistics about each of your characters will also be in the log. Want to know things such as "Most damage done in a single attack?" That's easy enough as a full range of these awards will sit for your perusal as well.


 
Le journal des quêtes à l'air très fonctionnel
 

Citation :

There are some companies that you can see really like making games. Troika seems to be one of them. It certainly looks like they care about what they're doing, and care about not only hard core gamers, but also those that might be a bit newer to a particular genre without skimping on the details. Greyhawk: Temple of Elemental Evil is looking to release in late October and early November at the latest. Either way, it seems that RPG fans have something to look forward to.


 
Après qqes louanges sur les graphismes très fins et colorés du soft, une conclusion vraiment positive de notre ami Dan Adams.
 
 :love:  :love:  
 
- Autre preview tjs aussi dithyrambique d'actiontrip.com
http://www.actiontrip.com/previews [...] evil.phtml
 
Ptit extrait pour l'aspect technique du soft cette fois:
 

Citation :

It's no surprise that the game uses isometric graphics. This is, by all accounts, a great advantage, considering Troika's experience with that kind of technique (i.e. their involvement with the Fallout series and Arcanum). Although slightly outdated, the isometric view always proves ideal for complex and intricate gameplay mechanics of RPG's. In any case, we were pleased to have seen such a huge variety of colorful visual effects that are achieved through dynamic lighting, solid particle effects, and realistic fog and smoke. The game will be taking us through an amazing variety of unique-looking environments (check out the trailer and screenshot gallery). Also, I think you'll agree that character art and model design is a very important aspect of any RPG. From what we've seen, characters were precisely drawn, well-animated, and then transferred into the game with meticulousness and great skill (courtesy of lead artist Mike McCarthy and lead designer Tim Cain, and of course the rest of the creative team at Troika).


 
Les screenshots suivent ;)  :love:


Message édité par ydayan le 27-07-2003 à 15:52:59
n°1387570
ydayan

Transactions (0)
Posté le 27-07-2003 à 01:33:12  profilanswer
 

Images gamespot, assez sombres (il est possible qu'elles ne s'affichent pas avec le système de redirection bizarre du site)
 
http://image.com.com/gamespot/images/2003/pc/greyhawk/0717/temple_screen001.jpg
 
http://image.com.com/gamespot/images/2003/pc/greyhawk/0717/temple_screen002.jpg
 
http://image.com.com/gamespot/images/2003/pc/greyhawk/0717/temple_screen005.jpg
Le menu radial
 
http://image.com.com/gamespot/images/2003/pc/greyhawk/0717/temple_screen009.jpg

n°1387584
Lexmark

Transactions (0)
Posté le 27-07-2003 à 01:47:33  profilanswer
 

drapeau !
Sur le site http://www.greyhawkgame.com il y a une music d ambiance ( :love: ) personnes ne sait ou on peut en trouve du meme genre ?

n°1387597
ydayan

Transactions (0)
Posté le 27-07-2003 à 01:59:52  profilanswer
 

Lexmark a écrit :

drapeau !
Sur le site http://www.greyhawkgame.com il y a une music d ambiance ( :love: ) personnes ne sait ou on peut en trouve du meme genre ?  


 
bah ça fait très musique des Vault et autres égouts dans Fallout cette zik ;)
Essayes de récup un original sound track de fallout si ca existe


Message édité par ydayan le 27-07-2003 à 02:00:26
n°1387601
Lexmark

Transactions (0)
Posté le 27-07-2003 à 02:08:26  profilanswer
 

Dans le temps j avais deja chercher la BO de Fallout 1 / 2 mais pas trouve.
 
Je vais le re install et ripper tiens [:meganne]
edit : ah elle sont excellentes les acm de fallout 2  :love:


Message édité par Lexmark le 27-07-2003 à 02:22:31
n°1387620
ydayan

Transactions (0)
Posté le 27-07-2003 à 02:44:15  profilanswer
 

Lexmark a écrit :

Dans le temps j avais deja chercher la BO de Fallout 1 / 2 mais pas trouve.
 
Je vais le re install et ripper tiens [:meganne]
edit : ah elle sont excellentes les acm de fallout 2  :love:


 
t'as vu ? bien oppressantes et tout ;)
Allez, vite que sorte Temple of Elemental Evil
je veux du bon rpg pc bordaile :fou:

n°1387621
Lexmark

Transactions (0)
Posté le 27-07-2003 à 02:46:14  profilanswer
 

YDayan a écrit :


 
t'as vu ? bien oppressantes et tout ;)
Allez, vite que sorte Temple of Elemental Evil
je veux du bon rpg pc bordaile :fou:

ouaip surtout celle de necro  :love:  
vivement qu il le sorte, ca va faire du bieng du tour par tour, ca manquait c est dernier temps  :o

n°1387746
lovingbenj​i
J'en prendrai pour 1 dollar
Transactions (0)
Posté le 27-07-2003 à 11:41:12  profilanswer
 

YDayan a écrit :

Grosse mise à jour pour ce jeu prometteur qui arrive cet automne:
 
- Vidéos pas mal du tout dispos sur gamespot (il faut être membre)
http://www.gamespot.com/pc/rpg/gre [...] media.html
 
 
- Preview enthousiasmante de Gamespot
http://www.gamespot.com/pc/rpg/gre [...] 71847.html
 
Quelques extraits de la deuxième page de cette preview, la plus intéressante:
 

Citation :

Even though we were able to try only a small portion of the game, we discovered at least a few instances where it was possible to approach situations in different ways; for instance, in several situations, we had the choice of either speaking with characters to get extra information to avoid combat, or simply attacking everything in sight. But this is just one of the many choices you'll have to make in the full game. Simply choosing what kind of party you want to play will decide at which starting location you'll begin your adventure. This is where party alignment comes into play: Instead of letting evil and good characters mix improbably, the game requires you to pick one of the nine conventional Dungeons & Dragons ethical alignments for your entire party; that is, chaotic, neutral, and lawful variants of good, neutral, and evil.  
[...] Kindly adventurers may start the game out with a good deed and set off to destroy the source of local monster attacks, while less-benevolent characters may kick off their adventure with a killing spree and jump at the chance to harness the temple's evil power for their own. Troika also promises multiple endings for the game depending on your party's alignment and how you've played through the adventure.  
 
The preview version we played seemed to include a good variety of creatures to fight, including giant frogs, which emerge from nearby boggy water with a splash. These aren't ordinary frogs--they have a nicely animated tongue attack that can incapacitate one of your characters, and they can even swallow a character whole. We also encountered a range of more-ordinary threats, like large rats and lizards, zombies, bugbears, and an unsavory group of human guards that serve the priest Lareth. These low-level opponents gave us an idea of the game's combat, but  
 
The clean interface includes a contextual menu system that puts all character actions just a click away.  
 
Troika's next game should provide a substantial adventure, considering that the game includes 100 maps of varying size to explore and 140 characters to meet. [...] McCarthy said that completing the main quest will likely take anywhere from 30 to 60 hours, depending on how many side quests you decide to perform. A party of five characters that rush through the game may only end up at level seven or eight, but it's possible to play through the game with fewer characters to share the experience between fewer individuals. And you might really care about how strong your characters are at the end, because, if this game does well, Troika and Atari may release another adventure (possibly based on the classic Dungeons & Dragons adventure Against the Giants--another personal favorite of the developers) as a stand-alone game. And since Against the Giants is intended for characters from level 10 to 20, it makes sense to allow characters to be carried over. In the meantime, for those who might want more replay value than even the multiple story branches will provide, the game will offer the added challenge of an "iron man" mode--in this mode, if your characters die, they die permanently, and you can save your progress only when you quit the game.


 
Gamespot le confirme après avoir joué à cette version quasi-définitive, le jeu est bel et bien un mix entre le background de ce module d'ad&d et les nombreuses caractéristiques qui nous ont tant fait apprécier les prods de tim cain et de ses comparses dans fallout et arcanum, c'est à dire le sentiment de liberté quasi-totale, l'intérêt des quêtes annexes, etc. En outre, les règles d&d 3.5 paraissent vraiment adaptées à un rpg pc et les combats ne manquent pas d'intérêt, de subtilité, dixit gamespot.
Plusieurs fins mais également plusieurs "débuts" (localisation géographique différente, etc), suivant ton alignement, la façon dont tu appréhendes le jeu (bad guy abyssal destructor ou gentilhomme vertueux)
L'interface ressemble un peu à celle de neverwinter nights, sorte de mix entre point&click et menu radial.
Plus de 140 personnages à rencontrer. C'est pas mal pour un soft basé sur un module TRES bourrin et née d'une intention de rationaliser les immenses aires de jeu de fallout 2 et d'arcanum (entre 250 et 300 personnages pour Arcanum)
Entre 30 et 60 heures de jeu pour la quête principale + quêtes s'y rattachant.
 
Au final:The Temple of Elemental Evil is a very promising role-playing game that combines traditional Dungeons & Dragons rules with Troika's free-form role-playing design. The game is nearing its beta development milestone, and all features and content are complete. The entire development team will now focus on bug fixing and polishing for the next several months, and the game itself is scheduled for release in October. :love:  
 
 
- Preview là aussi très positive d'IGN, avec en toile de fond, la surprise du rédacteur face à l'accessibilité du titre et le brio avec lequel les créateurs ont su faire un soft estampillé "d&d ruled" pour une fois souple, explicite et pas du tout castrateur dans ses différents paramètres, etc.
 
Morceaux choisis:
 

Citation :

Also interesting is that depending on the alignment of your party to begin with, the story will begin in a different starting place with a different situation. For example, a chaotic good party will start with an opening scene where a caravan is under attack. Of course, being good, saving the caravan will be your path. But if you start as chaotic evil, you'll begin in a town, slaughtering and destroying things as evil characters would want to do. From there, the story will move whatever party it might be to town where the real adventure begins.


 
Vraiment pas mal cette idée, ça me rappelle Seiken Densetsu 3  :love:  
 
Bon en plus de ça, la preview indique que 300 sorts seront dispos, et le bestiaire monstrueux du soft parait vraiment impressionnant, avec plus de 90 bêtes uniques au design léché + les variantes (couleurs, feats, etc)
 

Citation :

Controlling all of these characters, and your game in general will be as easy as I've ever seen in an RPG, especially an AD&D game. When running through the world, your party will move as you would expect, in real-time and without any boundaries. With ease, you can stick your group into any formation based on a 5x6 grid. Once adopted the characters will automatically adopt the formation when moving. There are four slots available for these custom formations so that you can easily switch between custom set-ups without having to worry about setting them up each time. At first sight of a hostile force on the map, the game will pause and go into combat mode. Players will now have the opportunity to make their moves based off of a nice interpretation of the rules based on time.
 
Every action in the game is color coded to let players know what's going to happen if they make that move based on how much time that move takes. If an action is colored green you'll still be able to perform another action after that one is finished. If it's yellow that means you can do that action, but you won't be able to do another. If it shows up red, better luck next time.


 
La gestion des NPC qui vous accompagne à l'air terrible. Dans la preview, ils expliquent d'ailleurs qu'ils peuvent même vendre de leur plein grès un objet que vous venez de leur donner, ou bien refuser de manière véritablement argumentée (pas comme les gueulantes ridicules du nain dans arcanum quoi) d'accomplir une tâche, etc.
 

Citation :

The really cool thing about the movement is that you have much more control over where exactly your characters will be walking. With the press of a button, you'll be able to see the route that the character will be taking to the destination chosen. If that route ends up taking the character into range of an enemy giving them the occasion to attack, a little icon will pop up telling you this, allowing you to change your movement orders.


 
C'est cool, ça sera pas comme dans neverwinter nights où Daelan Tigre Rouge fait quasiment tout le jeu à ta place, en allant au devant des ennemis, même si tu lui a ordonné de resté près de toi  :pt1cable:  
Apparemment, le jeu est basé sur un code couleur très instinctif qui a vraiment séduit le testeur.
 

Citation :

While this interface is very streamlined for easy understanding, that doesn't mean that options aren't there for hardcore AD&D fans. A little button in the bottom right of the screen will allow players to see all of the rolls as they happen and what exactly is going on behind the combat. And from here, words that are highlighted blue, such as monster names and attacks, are actually hyperlinks that when clicked on, will bring up more detailed information about that word. The detail is certainly there for those that want it, but it won't be forced on anyone that doesn't.


 
En gros, une interface ultra simplifiée et instinctive, avec un mode "advanced" en plus pour les coregamerz
 

Citation :

The log book, which holds these quests is also a nice piece of work. Everything you get will be organized for you here so that you never lose track of what you're doing. After playing and being frustrated by Morrowind's journal (even after the improvements) this makes me especially happy.
Inside this log will also be information about your reputation as well as why you have that reputation so you know what you've done to deserve the lynch mob that's after your party when you enter town. Both rumors that you can follow up on if you wish and statistics about each of your characters will also be in the log. Want to know things such as "Most damage done in a single attack?" That's easy enough as a full range of these awards will sit for your perusal as well.


 
Le journal des quêtes à l'air très fonctionnel
 

Citation :

There are some companies that you can see really like making games. Troika seems to be one of them. It certainly looks like they care about what they're doing, and care about not only hard core gamers, but also those that might be a bit newer to a particular genre without skimping on the details. Greyhawk: Temple of Elemental Evil is looking to release in late October and early November at the latest. Either way, it seems that RPG fans have something to look forward to.


 
Après qqes louanges sur les graphismes très fins et colorés du soft, une conclusion vraiment positive de notre ami Dan Adams.
 
 :love:  :love:  
 
- Autre preview tjs aussi dithyrambique d'actiontrip.com
http://www.actiontrip.com/previews [...] evil.phtml
 
Ptit extrait pour l'aspect technique du soft cette fois:
 

Citation :

It's no surprise that the game uses isometric graphics. This is, by all accounts, a great advantage, considering Troika's experience with that kind of technique (i.e. their involvement with the Fallout series and Arcanum). Although slightly outdated, the isometric view always proves ideal for complex and intricate gameplay mechanics of RPG's. In any case, we were pleased to have seen such a huge variety of colorful visual effects that are achieved through dynamic lighting, solid particle effects, and realistic fog and smoke. The game will be taking us through an amazing variety of unique-looking environments (check out the trailer and screenshot gallery). Also, I think you'll agree that character art and model design is a very important aspect of any RPG. From what we've seen, characters were precisely drawn, well-animated, and then transferred into the game with meticulousness and great skill (courtesy of lead artist Mike McCarthy and lead designer Tim Cain, and of course the rest of the creative team at Troika).


 
Les screenshots suivent ;)  :love:


 
Super résumé, du très bon boulot  [:xp1700]  
 
Et maintenant à cause de tes conneries je peux plus attendre ...  [:yaisse]


---------------
Chic not Geek
n°1388385
ydayan

Transactions (0)
Posté le 27-07-2003 à 19:08:51  profilanswer
 

lovingbenji a écrit :


 
Super résumé, du très bon boulot  [:xp1700]  
 
Et maintenant à cause de tes conneries je peux plus attendre ...  [:yaisse]  


 
Merci  :jap:  
J'ai hâte qu'il sorte moi aussi, même si c'est pour retrouver l'once de qui m'a plu dans les autres productions de Tim Cain et de troika / interplay

n°1414141
ydayan

Transactions (0)
Posté le 13-08-2003 à 10:21:40  profilanswer
 

http://www.penny-arcade.com/news.php3?date=2003-07-30
 
Un chroniqueur du site pennyarcadre nous fait part de ses impressions sur TOEE qu'il a essayé dans une convention à San Diego.
 

Citation :

Aside from that, which is irresistible, I'm bullish on RPG at the moment. At the San Diego Comic Con, Atari had a booth showing a playable version of The Temple Of Elemental Evil that put a fishhook through each cornea and pulled both eyes out of my face. I'm enjoying Kotor on the Xbox, but what it's made me do is pine for a new golden age of role-playing on the PC. I had to stop myself from going over to the Atari booth on every break I took, just to right click on something and see the most amazing radial menu bloom from a player character.


 
Ca se passe de commentaires  :love:

n°1414151
ydayan

Transactions (0)
Posté le 13-08-2003 à 10:26:55  profilanswer
 

http://www.actiontrip.com/previews [...] evil.phtml
 
Preview d'actiontrip qui nous indique qu'il y a près de 50 quêtes annexes différentes. D'après une énième interview de tim cain (je n'ai plus l'url), une bonne moitié de ces quêtes seraient on ne peut plus conséquentes (en gros, elles ne consisteront pas à trouver un objet de l'autre côté d'une rue et le ramener à son proprio quoi).
 

Citation :

Players will have a lot to do throughout the entire game, as they head out on various quests. The best part is that all quests have multiple starting points and multiple endings. Designing games with multiple non-linear paths and alternative quest endings has always been a distinguishing trademark of Troika's work - next to thorough dialogs and an in-depth overall design. Besides the regular challenges and events that are tied into the main story, The Temple of Elemental Evil will have over 50 sidequests to complete. That sounds like a lot, now doesn't it?

n°1414442
kris974

Transactions (0)
Posté le 13-08-2003 à 14:06:10  profilanswer
 

Drapationnage.
 
Miam, 50 quêtes annexes ??  :ouch:  
 
Septembre confirmé en VO ?

n°1414453
ydayan

Transactions (0)
Posté le 13-08-2003 à 14:11:38  profilanswer
 

Kris974 a écrit :

Drapationnage.
 
Miam, 50 quêtes annexes ??  :ouch:  
 
Septembre confirmé en VO ?


 
 :hello:  
 

Citation :

Atari - Aktuelle Releaseliste
Die aktuelle Releaseliste aus dem Hause Atari wollen wir euch natürlich nicht vorenthalten.  
Wenn ihr wissen wollt, wann z.B. UT 2004, das neue Addon von Rollercoaster Tycoon 2 oder auch Worms 3D erscheinen werden, solltet ihr hier mal einen genaueren Blick drauf werfen:  
The Temple of Elemental Evil - 18.09.
Horizons: Empire of Istaria - 30.10.  
Sinbad: Legend of the Seven Seas - 30.10.
Worms 3D - Okt. 03  
Rollercoaster Tycoon 2 Expansion Pack 2 - 06.11.  
Magic: The Gathering - Battleground - 06.11.  
Terminator 3: Krieg der Maschinen - 13.11.  
Unreal Tournament 2004 - 20.11.  
Civilization III: Conquests - 27.11.


 
mi-septembre VO yes :love:
Peut-être même en Europe (localisé ou semi-localisé qui sait), d'après rpgvault


Message édité par ydayan le 13-08-2003 à 14:13:00
n°1414515
kris974

Transactions (0)
Posté le 13-08-2003 à 15:18:57  profilanswer
 

:hello:  
 
Merci! j'étais aller promener ma souris là bas aussi  ;)  
Généralement, il tient ses dates l'ami Tim...  :??: :whistle:  

n°1416242
kris974

Transactions (0)
Posté le 14-08-2003 à 22:17:59  profilanswer
 

Je ne sais pas si le lien vers l'intro à été posté ?
 
au cas ou : (bon c fileplanet dsl  :o pas trouvé dautres miroirs)
 
http://www.fileplanet.com/download.aspx?f=129055
 
source : http://www.gamershell.com/news_BGr [...] ovie.shtml

n°1416646
Elesias

Transactions (0)
Posté le 15-08-2003 à 06:39:30  profilanswer
 

Prometteur ce jeu.
 
Je l'attends avec impatience, comme Lionheart.

n°1419032
lovingbenj​i
J'en prendrai pour 1 dollar
Transactions (0)
Posté le 16-08-2003 à 20:13:02  profilanswer
 

Kris974 a écrit :

Je ne sais pas si le lien vers l'intro à été posté ?
 
au cas ou : (bon c fileplanet dsl  :o pas trouvé dautres miroirs)
 
http://www.fileplanet.com/download.aspx?f=129055
 
source : http://www.gamershell.com/news_BGr [...] ovie.shtml


 
HAAAAAAAAAAAAAAAAAAAAAAA la vidéo me fait baver, c'est pas du gameplay mais vivement septembre quand même  :D  
 
on la trouve aussi ici maintenant.


---------------
Chic not Geek
n°1438567
lovingbenj​i
J'en prendrai pour 1 dollar
Transactions (0)
Posté le 31-08-2003 à 14:30:55  profilanswer
 

Qqun a une date de sortie approx ??


---------------
Chic not Geek
n°1445932
ydayan

Transactions (0)
Posté le 05-09-2003 à 01:36:56  profilanswer
 

CA Y EST LE JEU EST PASSE GOLD !!! :love: :love:
 
Il sort le 23 septembre aux usa :D

n°1446029
enufsed

Transactions (12)
Posté le 05-09-2003 à 08:32:49  profilanswer
 

:bounce:  [:prosper youplaboum]

mood
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