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SoulGrabber

Wii U

Рекомендуемые сообщения

Miyamoto says there's no one better than Iwata to manage Nintendo
 

A portion of a GamesIndustry interview with Shigeru Miyamoto...

Q: With Nintendo missing its sales forecasts lately, do you personally feel some of the business pressures? There's been some talk about Mr. Iwata and whether he can remain the CEO - does that ultimately affect you and your teams in terms of feeling like you have to do better to save his job?

M: Well, first of all, the entertainment industry is one that is inherently unstable and if people decide that they no longer need entertainment anymore then there's no way for you to make money off of that. Because of the waves in the entertainment industry and the way the cycles move, personally I feel that aiming for a specific numerical goal is almost silly, and instead our focus should be on doing our best to create something that's new and unique. So all of this talk of “Oh is Nintendo going to hit its numbers? Is Mr. Iwata responsible?” and all these discussions I think are just silly ones to have because Mr. Iwata is managing our company and I don't think there's anyone better to manage it than him.

So for me, I'm really focused on creating the most fun and unique experiences I can so that the entertainment can appeal to a very broad audience, and we're having fun doing that. So certainly I think there are other industries where I think their chance to appeal to a broad audience has been lost, but I still think within our industry we have a lot of opportunity to do that.
 

Full interview here



Miyamoto - Not going 3rd party, gameplay over graphics, no retirement yet, innovation, old/new IPs
 

A portion of a GamesIndustry interview with Shigeru Miyamoto...

Q: One thing we've repeatedly heard a lot of people in the industry say, whether analysts or executives, is that Nintendo would be better off making games on all platforms. Why do they have to keep on making hardware? Wouldn't they be able to be just as creative with their IP on tablets, and smartphones, and the PC. Nintendo could expand to a massive user base across the world. Would you see any advantage to doing that? And even if you ignore the business side, creatively would making a game on a smartphone or tablet appeal to you?

M: There's two ways to look at it - one is from the business side and the other is from the creative side. From the business side, we really look at the fact that we have not only the software side of the business but also the hardware side of the business as sort of our sphere, as being very important to us. On the creative side, I think what people may not realize is we're able to design the hardware the way we want so that our creative teams are able to work with that hardware design and create a piece of hardware that can meet our designers in order to create the games we want to create. So without that hardware side, then on the creative side we're no longer able to do that. And so, from the multiplatform standpoint we do see a lot of developers who are developing the main game on a console and then they'll have another team or group that's working on another version or a different type of gameplay within that same franchise on different platforms. And so you end up having all of these different teams working essentially on what amounts to the one main game and the derivative versions of it, whereas at Nintendo what we're able to do is we're able to focus on the one title for the one platform and the development team is then able to move on to the next thing. So we see some pretty strong environmental advantages from that standpoint creatively.

Q: One of your contemporaries here in the US, Sid Meier, has talked to me about how much more actual design he can fit into a mobile game compared to a console game. He doesn't have to worry about presentation as much and can iterate more on design and gameplay. Do you have a different view of mobile than Meier?

M: I guess I have a slightly different line of thinking, but to me the question really comes down to: what is the role of a game designer? My feeling is that the game designer's role is to create fun and exciting new interactive experiences for people to play, but what we're seeing is... as the graphics get more and more complex and they build up the production around the gameplay, then they tend to try to sell the game based more on the production rather than what the actual experience is. As a result of that you end up with the meaning of game design being weakened. Whereas from my perspective, as long as we're focused on creating that core and essential gameplay then certainly I think with a game like Pikmin 3, it's fine if you're able to build up production value around that as long as you do it in a way where that core, fun, gameplay element still remains the essential part of what that game ends up being.

Q: You've talked a little bit in interviews during the last couple years about retirement. Is that at all on your mind now, and whenever that day comes, do you feel confident that the designers who've been working with you will be able to continue making innovative products for Nintendo the way you have?

M: The one thing I want to say is I'm not actively thinking about retirement, but the thing is you look at my age and you have to naturally take into account that a time may come when I'm no longer there. And particularly at my age now, it wouldn't be strange if I were to just one day fall over. [Laughs]

So what we're doing is we're approaching it from the stance that there may come a time when I'm not there and then the big question is: how do you ensure that you've trained the young staff in a way that will allow things to continue? And so that's why we've been talking about the fact that sometimes when I'm working on a project with the teams, I say, “I'm not going to do anything; you have to do it all.” It's really to try to push them to prepare themselves for when I may not be there. Also going forward, the additional approach that we'll take is really more of me clearly defining the games that I'm deeply involved in versus just the ones that I'm keeping an eye on. Certainly, I think in the last few years we've done a really good job of raising up the younger designers and helping put them in a position that they'll be able to carry things on even if I end up not being there anymore.

Q: The marketplace has changed a lot since the Wii was first launched. Developers now have lots of other options and more open platforms. Innovating on those platforms may be easier for some, but how do you feel about innovation now at Nintendo? Has it become more challenging to innovate since you launched the first Wii?

M: We don't really look at it as being challenging. I think where the challenge lies is with all of the hardware using relatively similar technology. Then what you end up with is a lot of the different companies really competing from a production standpoint; and the more you start to focus on making the graphics spectacular or making the sounds spectacular the more the things seem to look and feel very similar. So for us, the challenge is always what are we doing that's different and unique and how can we differentiate ourselves from what the other companies are doing? That's something we instill in our development teams and so that's really where we're putting our focus, and we find that for us, that process of innovating by finding things that no one else has done is actually quite fun.

Q: A lot of that innovation has come within existing franchises, and no one can blame Nintendo for repeatedly going back to its incredibly popular IP, but at the same time there is pressure from some people who want to know why Nintendo isn't creating brand-new characters and IP. So creatively, when you're starting up new projects, how do you decide whether to build a new IP or to try and innovate something new within one of Nintendo's existing properties?

M: So this is actually a discussion that I think is tricky to balance, and certainly internally at Nintendo we have people on the teams who say, “Wouldn't this be better if we created a new IP around it?” But to me, the question of new IP really isn't whether or not [you have a new character]... I look at it from [the perspective of] what is the gameplay experience in the game you're playing? For a lot of people, they would say if you take an old game and wrap a new character around it, that's a new IP, but that game is still old, and the experience is still old. So what we're doing is we're always looking at what type of new gameplay experience can we create, and that's the same for whether we're playing with one of our existing IPs or we're doing something new.

Pikmin 3 is a good example; the Pikmin characters were something that were born out of a new gameplay idea when we first came up with that game. We created the gameplay idea first and we decided that the best characters suited for that gameplay idea were Pikmin characters. That's where the Pikmin IP came from. Similarly, if you look at our booth here, we're showing it as a showcase of all of Nintendo's great characters, but in each and every one of those games the gameplay experience is what's new. So from my perspective, it's not a question of just how can we create a new character and wrap it around an old game and put that out and call it a new IP. It's always about starting with a new gameplay idea and a new experience that's unique from an interactive standpoint and then finding a character that's best suited with that. In some cases, it may be an existing character, and in some cases it may lead us to a new IP at some point in the future.
 

Full interview here



Miyamoto - Direct of Zelda Wii U decided, may be shown off this year
 

Q: The one game many of us were anticipating to be announced today and that many fans have been looking for is a brand new Zelda on Wii U, apart from the Wind Waker HD makeover. Perhaps this is a better question for Aonuma-san, but why haven't we heard about a new Wii U Zelda?

M: So it certainly is a better question for Mr. Aonuma but we are working on a new Wii U Zelda ,as we do whenever we work on a new hardware system. Development on the new Wii U Zelda game, we've pretty much determined our direction on that and the teams are working hard on that. In fact, we actually did consider showing it at E3 this year but we were worried that if we showed the new Wii U Zelda game then that would attract all of the focus, and really what we want people to be aware of and pay attention to here at E3 are the playable games like Pikmin 3 that we have coming in the immediate future, because a lot of fun is with the games that are coming out this year. So that's why we decided not to show it this year at E3, but it's certainly something people can look forward to.

Of course, as I'm sure you're aware E3 used to be the place where you made all of your big announcements but as we're seeing more and more, particularly with the advantages we have with the internet, we're able to make announcements really at any time. So the other thing we didn't want to do was go through all the news here at E3 - we wanted to be able to have some news to continue to share with consumers over time.

Q: So does that mean Nintendo will tell us more about the new Wii U Zelda later this year?

M: I think so, maybe. [Laughs] Maybe after we've seen enough people enjoying The Wind Waker HD, then we'll think about sharing something with them about the new Wii U Zelda.
 

Full interview here



Miyamoto - Wii U not competing in terms of price, jump to HD caused software delay
 

A portion of a GamesIndustry interview with Shigeru Miyamoto...

Q: Yesterday Sony announced a $399 price point for the PS4 and the Wii U has struggled a bit with its sales at the $349 price point. Does Sony's announcement affect how Nintendo will look at its Wii U price? It would appear like the respective values of the platforms are not truly balanced...

M: We don't look at it as a competition in terms of price per se. Really, what we look at is we're providing a complete system in terms of the GamePad, the system and a complete environment that everyone can interact with and enjoy the benefits of. Certainly if you're a consumer - anytime you talk to a consumer about pricing, their answer is going to be, "Yes, I want to pay less." But we have to compete in terms of our uniqueness and what Nintendo does that's different from what the other systems have to offer. And as long as we do that, hopefully people will see the value of the system that we're offering with the GamePad and the fun and unique gameplay, but I really don't have anything that I can say at this point about what that may be in the future in terms of pricing.

Q: So Nintendo finally has a bunch of software coming for Wii U - it was a bit slow to build up from the launch - but it seems like Nintendo has some difficulty in lining up its development teams to bring out compelling software on time for hardware launches. Why did Nintendo struggle in the same way with Wii U as it did when it launched the 3DS? If the development teams you oversee know that a hardware launch is coming, should some of them be pushing to make sure the games are ready on time?

M: Well, obviously if you speak in terms of simple math you could say that Nintendo should just multiply its development team staff by four times and then everything would be fine, but unfortunately things aren't quite that easy. Our focus is always on delivering the highest quality content, and simply increasing the development team size isn't going to allow you to achieve the level of quality that we strive for. You really have to kind of bring those people up gradually and help teach them how to develop games in order to achieve that consistent quality level. So that's one challenge that we're always engaging with and one we're progressing on.

The other is a little bit coincidental in that the hardware jump from DS to 3DS was quite big in terms of the difference between those two [platforms] and it just so happens that that same scale of jump happened from Wii to Wii U, consecutively with those two pieces of hardware. And any time you have a big jump in the hardware technology it certainly takes the teams time to learn that and adjust their development environment in order to adapt to those big changes. So I think gradually as we're adding more staff and we're increasing our capabilities... and in the future as the hardware generation change doesn't result in significant change in the hardware environment or capabilities of the hardware, then what ends up happening is you have a smoother transition, as you saw from the Gamecube to Wii.
 

Full interview here

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[member='VLQ'], отличные ответы. Некоторые вопросы тупые.

Насчет Зельды, нифига... если ее покажут в этом году... mother-of-god.png

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[quote name='Sagara' timestamp='1371055664' post='3370430'] Ребята! Ну хоть в кратко, про что? [/quote]

 

Все идет по плану, решение о подготовке Zelda Direct уже принято, и он может быть показан в этом году, прайската не планируется. 

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Nintendo выпустила видео в котором показывает какие игры выдут  в этом году для Nintendo 3DS и Wii U от независимых разработчиков.

 

http://www.youtube.com/watch?feature=player_embedded&v=xHMJXy6lSHo

 

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[quote name='Sh1nn' timestamp='1371019800' post='3367818'] Это видео из версии для PS4 [/quote]

 

Эти видео кадры гемплея Watch_Dogs для Wii U были вырезаны из официального ролика Nintendo  :icon_smile:



[member='008'], выкладывал

 

 

Видимо проморгал .... слишком много роликов  :rolleyes07:  

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в миверсе появились кнопки фейсбука, твиитера, гуглплюса и тумблра.

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[quote name='Johann Gambolputty' timestamp='1371055935' post='3370458'] Все идет по плану, решение о подготовке Zelda Direct уже принято, и он может быть показан в этом году, прайската не планируется.  [/quote]

opr0JDB7.gif  Победа.

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Miyamoto has a secret Twitter account
 
A portion of a CVG interview with Miyamoto...

CVG: Miyamoto-san, you have millions of fans across the world. Have you ever considered joining Twitter?

SM: Every once in a while I post on Twitter via our official Nintendo Twitter account, but it's scary (laughs). Maybe I'm not supposed to say this, but I do use Twitter myself to communicate directly with friends on occasion. But don't look for me - you won't find me!

Full interview here
Miyamoto feels partially responsible for Wii U's slow start
 
A portion of a CVG interview with Miyamoto...

CVG: Wii U has had a slow start. Do you personally feel the responsibility to help steer the ship around with software?

SM: I definitely think I have responsibility. Certainly with the Wii U hardware itself, first and foremost we designed this to be a system that is incredibly convenient to use in the living room, but the challenge with the Wii U system is you don't really understand the benefits of it until you have experienced it in your living room.

"FROM OUR PERSPECTIVE YOU WANT TO CREATE A GAME THAT PEOPLE WILL WANT TO KEEP AND KEEP PLAYING FOR A LONG TIME"
What we're finding is that people that own the system and that have played the system enjoy it - their satisfaction level is quite high, but the challenge is we haven't had enough Nintendo software to provide a broader audience incentive to go out and purchase the system.

It's particularly clear at E3 this year that with Pikmin 3 and the other games that we're showing, I finally feel like I'm fulfilling my responsibility by providing people with the type of software that we think is going to make them want to purchase Wii U. And then once they bring it in to the home and they start to understand what kind of convenience it brings through the Gamepad and TV, I think we're going to start to see people really enjoy it.

Full interview here
Miyamoto - Nintendo more worried about piracy than used games
 

A portion of a CVG interview with Miyamoto...

CVG: Pre-owned game preventions have become a huge issue on other consoles at E3 this year. What is Nintendo's stance?

MIYAMOTO: We don't have a particular stance on used games. For us it's less about used games and it's really more illegal copying of games that we're really worried about. By creating the games that we create and selling those games, it enables us to then create new versions of those games.

We're more worried about piracy and we think used games are a whole other story. In fact, from our perspective you want to create a game that people will want to keep and keep playing for a long time. That's the approach that we always take and that's the best way to avoid used games.
 

Full interview here

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Development on the new Wii U Zelda game, we've pretty much determined our direction on that and the teams are working hard on that. In fact, we actually did consider showing it at E3 this year

 

Я же говорил! em31.gif

Изменено пользователем OffensiveBias

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601918_470455459705579_1286909647_n.jpg

 

Офигенное фото  :icon_lol:

 

Вообще, такое ощущение, будто нынче не год Луиджи, а год Данки.

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[quote name='VLQ' timestamp='1371052201' post='3370109'] he one game many of us were anticipating to be announced today and that many fans have been looking for is a brand new Zelda on Wii U, apart from the Wind Waker HD makeover. Perhaps this is a better question for Aonuma-san, but why haven't we heard about a new Wii U Zelda? [/quote]

жаль не показали(



[quote name='OffensiveBias' timestamp='1371061031' post='3370926'] Миямото в бочке сидит. [/quote]

ха,  я и не заметил  :icon_lol: 

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971775_470400796377712_1044744110_n.jpg



[member='MasterSword'], видимо не хотят мешать продвижению Винд Вейкера.



Nintendo discusses New Super Mario Bros.' series influence on Super Mario 3D World, focused on multiplayer
 

The following comes from a Eurogamer interview with director Koichi Hayashida.

"I guess you could say that the one influence from New Super Mario Bros that we do feel strongly is the use of the bubble as a catch-up mechanism in multiplayer, but when we came up with this game we were actually thinking along completely different lines, and that is how to make the gameplay focused on multiplayer when you have a 3D environment, a world for people to run around in rather than just in one direction. I think that's taking the gameplay into some very interesting and different directions."

Link



Miyamoto shows interest in creating 'super original' Yoshi game
 

Miyamoto was asked whether or not he had plans on bringing back any old and forgotten characters in Nintendo's lineup. Here's what he had to say.

"Not really. I guess this year we're working on a number of Yoshi games, but I myself haven't done a whole lot with Yoshi recently; maybe I'll make a super original Yoshi game."

Link



Nintendo free-to-play game launching this fiscal year, not set in Mario or Pokemon series

http://www.polygon.com/2013/6/12/4423616/nintendo-free-to-play-game-launching-this-fiscal-year-not-set-in



Кабуки (директор МК) и Конно

BMlbGkzCEAIk_Ps.jpg



Nintendo says they've talked to more than 1,000 3rd parties since unveiling Nintendo Web Framework
 

Coming from Mr. Iwata...

Also, at the March Game Developers Conference held in San Francisco, we announced to the attending game developers Nintendo Web Framework, which provides a way of developing Wii U software using open web technologies like HTML5 and JavaScript, and the provision of Unity for Wii U.

Since then, we have received great feedback. We have been in contact with more than a thousand parties.

Even though software for dedicated gaming devices has become advanced and complex, we have been working on those new approaches to expand the range of developers for the platform. As digital business expands, there will be even more opportunities for us to do business with small, independent software developers.

Link



Nintendo discusses the importance of digital content in their future, shows current success
 
29l.jpg



Coming from Mr. Iwata...

Next, I would like to talk about our digital business, which we believe will play a very important role in enabling us to adapt to the changes in the business conditions, as well as creating new business opportunities.

This graph shows the transition of download sales through the end of the last fiscal year. As you can see, the sales in the last fiscal year were the highest ever.
The digital download sales of “Animal Crossing: New Leaf” in Japan contributed to this result. This game is well suited to being a title that consumers install on their Nintendo 3DS devices because players tend to enjoy this game a little each day. We would like to provide our American and European consumers with the opportunity to play the download version.

For your information, as I announced in the Financial Results Briefing in April, it is clear that once people have chosen to download a game, they tend to choose another download version the next time they make a purchase. We expect this trend to continue.
The main reason for the significant growth here was that we started simultaneous digital download sales of packaged software. For this fiscal year, in order to expand our digital business, we are planning to offer new types of content. We will release titles such as “New Super Luigi U,” which is brand-new add-on content updating more than 80 courses from “New Super Mario Bros. U,” and the first free-to-play software from Nintendo.

Link

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Разве еще не банят за инфу на английском языке?

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Iwata talks Wii u slow momentum, plans to rebuild like they did with 3DS, unannounced 3rd party titles coming
 

Coming from Mr. Iwata...

Turning to our home console, Wii U has lost momentum due to the release pace of software titles after the launch period. However, just as Nintendo 3DS has been revitalized by consecutive software releases, we believe the basic principle of the video game business is that software sells hardware.

Starting with “Pikmin 3,” we will intensively release our key titles to give sales momentum to the platform beginning in the latter half of this calendar year and into next year.

As we announced yesterday, this is the current first-party release schedule.
We believe that a decisive factor in buying a console is the fact that you cannot play a much-anticipated title without the hardware. In this sense, Nintendo has the advantage of having a strong lineup of first-party titles which cannot be played without our platforms.

With these key titles being released in succession from next month into next year, we believe that we can dramatically improve the situation of Wii U.

When it comes to third-party software, this slide shows a list of games that have already been announced. It is not my position to mention which titles each third-party developer will release in the future. However, more unannounced titles will come. We hope to revitalize the platform with our strong first-party lineup, and then an enriched third-party software lineup will follow.

link



Sonic Lost World - dev time, composer, Deadly Six info, Nintendo exclusivity,
 

A portion of a TSS interview with SEGA's Iizuka...

TSS – How long has this game been in development?

Iizuka – We started prototyping the different geometries and stages during Sonic Generations. So, about 2 & 1/2 years.

TSS – Who is the music composer this time?

Iizuka – Tomoya Ohtani. He did the music for Sonic Unleashed.

TSS – Can you give us more details on the Deadly Six?

Iizuka – Deadly Six are a new set of creatures never encountered before called “Zeti”. They live in a unexplored area of Sonic’s world “Lost Hex” and Eggman is trying to force them to work with him and he loses control of them and he has to team up with Sonic to try and take them out.

TSS – What was the reason for going exclusively with Nintendo on these three upcoming Sonic games?

Iizuka – When we were first developing Sonic Lost World, the Wii U was not even announced yet and we were developing it on PC. So, the Wii U was the right choice for a couple of reasons. First of all, the second screen gave us extra options and advantages also, we think the Wii U is where fans of action platform games are going to. Plus we’ve had much success with Nintendo in the past.
 

Full interview here



Reggie gave up trying to figure out misleading information from journalists
 

Remember when a few outlets on the internet were saying Nintendo wouldn't be at E3 at all? That wasn't the case, and hearing that news upset Mr. Iwata. Here's what Reggie had to say about it.

I was emailing back and forth with Mr. Iwata a couple of weeks ago and he asked me why one reporter in the U.S. was saying that Nintendo ‘wouldn’t even be at E3’ this year. I told him I gave up a long time ago trying to figure out why people report what they do.

Link

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So, about 2 & 1/2 years.

 

Кое-кто тут говорил, что эксклюзивные для консолей Нинтендо игры про Соника делаются полгода. :-D

 

 

Реджи спрашивает директора Retro, почему они решили делать новую игру про Донки Конга:

http://youtu.be/InQ68YqU6oc

Изменено пользователем OffensiveBias

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[quote name='VLQ' timestamp='1371052201' post='3370109'] Miyamoto - Direct of Zelda Wii U decided, may be shown off this year [/quote]

Believe on! 

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[member='VLQ'], классные интервью, много интересной инфы... интересно что это за ф2п игра...



601918_470455459705579_1286909647_n.jpg

 

Офигенное фото  :icon_lol:

 

Вообще, такое ощущение, будто нынче не год Луиджи, а год Данки.

это 10 из 10 конечно :gigi:

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QKIqYPvuiBE.jpg

MzFz8xQZt-0.jpg

qPiG9Npy8xo.jpg
 

Изменено пользователем SnakeEater

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http://www.youtube.com/watch?v=EHMXp9h0VnI



http://www.youtube.com/watch?v=HT3diQX3i1I



http://www.youtube.com/watch?v=4_E7PZr6q44

http://www.youtube.com/watch?v=VuQJiFal-DY

http://www.youtube.com/watch?v=ZuM9oi-65O4

 

Босс играет

cfab33c6d3a011e2b9c722000a9e07b7_7.jpg

Platinum talks Jeanne's role in Bayonetta 2, the hair change and more
 

The following comes from a Siliconera interview with producer Yusuke Hashimoto.

On Jeanne's role in the sequel and if she'll be playable in two-player...

"As you can see in the demo, she will appear at some points, but where the story goes from there, that is something we’ll talk about later."

On Bayonetta's hair change...

"We think of it less as cutting her hair. Her personality is the type that would not want to remain stagnant. She would want to change her style, taste in fashion, and her costumes. Down the line in the series, she may make further changes to her appearance."

On more to the Umbra Climax...

"Those monsters Bayonetta summons will vary depending on your weapon combinations. That’s another element and won’t see all of them even if you play the demo."

Link

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