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    Moss: Book II Begins Its Second Chapter Next Spring

    GameInformer
    By GameInformer,

    moss_book_2_screenshot.jpg

    Moss is one of the better received PlayStation VR games, and Moss: Book II continues the adventure of Quill next spring. A new trailer gives a sneak peek at the journey that lies ahead for our diminutive heroine. 

    Quill has hatched a plan to bring down the Arcane’s violent rule, but she’s being hunted by a winged foe. As she explores the castle that held her uncle Argus captive in the first game, she’ll encounter friends new and old while also solving devious puzzles and cutting down obstacles with her trusty sword.

    Click here to watch embedded media

    Moss: Book II will be available on PSVR. You can read our review of the first game here


    Did you enjoy the original Moss, and how do you think the sequel is shaping up? Let us know in the comments!

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    The Game Awards 2021 Predictions | GI Show

    GameInformer
    By GameInformer,
    gishow_580.jpg

    Click to watch embedded media

    The hot streak continues as we have another banger on this week's episode of The Game Informer Show! Join the crew as they take out their crystal balls and predict not only what games will win awards at The Game Awards, but what reveals we have in store for us as well. While the News and Playlist sections will return on another day, be sure to stick around for a heartfelt and hilarious listener questions section to wrap up the show!

    Follow the crew on Twitter: Alex Stadnik (@Studnik76), Alex Van Aken (@itsVanAken), Marcus Stewart (@MarcusStewart7), Kimberley Wallace (@kstar1785), and Dan Tack (@dantack).

    The Game Informer Show is a weekly gaming podcast covering the latest video game news, industry topics, exclusive reveals, and reviews. Join hosts Alex Stadnik and Alex Van Aken every Thursday to chat about your favorite games – past and present – with Game Informer staff, developers, and special guests from all around the industry. Listen on Apple PodcastsSpotify, or your favorite podcast app.


    Check out the timestamps below to jump to a particular point in the discussion:

    00:00:00 - Introduction
    00:02:48 - The Game Awards 2021 Primer
    00:07:25 - Best Racing Game
    00:09:44 - Best Sim/Strategy Game
    00:12:55 - Best Family Game
    00:16:57 - Best Fighting Game
    00:19:39 - Most Anticipated Game
    00:23:30 - Best RPG
    00:27:12 - Best Action/Adventure Game
    00:31:34 - Best Action Game
    00:36:20 - Content Creator Of The Year
    00:37:55 - Best AR/VR Game
    00:40:11 - Best Debut Indie Game
    00:43:28 - Best Community Support
    00:47:01 - Best Mobile Game
    00:49:29 - Best Indie Game
    00:52:14 - Games For Impact Award
    00:55:26 - Innovation in Accessibility Award
    00:58:06 - Best Audio Design
    01:00:36 - Best Score & Music
    01:03:30 - Best Art Direction
    01:06:21 - Best Ongoing Game
    01:10:57 - Best Multiplayer
    01:15:56 - Best Performance
    01:20:34 - Best Narrative
    01:23:06 - Best Game Direction
    01:25:54 - Game Of The Year
    01:36:33 - Game Announcement Predictions
    01:50:54 - Housekeeping
    01:53:24 - Listener Questions

    the_game_awards_2021_trophy_2.jpg

    Topic Of The Show:
    The Game Awards 2021 Predictions

    It's that wonderful time of year again, folks. Canada's favorite son Geoff Keighley graces the stage to host the annual Game Awards ceremony next week. This year, gaming's biggest award show is back to in-person (try to spot Brian Shea in the crowd) and promising a huge night. To get hyped for this year's show, we assembled an expert panel of futurists, including Dan, Kim, and Marcus, to go over our predictions and tell you exactly who's going to win the big awards. Not only that, we end the segment with our wild guesses on what spicy reveals the night will contain. Will there be a new Splinter Cell announced? Could we see updates from huge Microsoft titles such as Avowed or Fable? Is this the night In The Valley Of Gods makes its triumphant return? Only time will tell, but we hope you all can enjoy this fun podcast discussion in the meantime.

    Learn more about The Game Awards 2021 here.

    Listener Questions:
    The Game Informer crew answers your burning questions.

    Join us on another hilarious round of listener questions where the crew sits down to discuss their favorite seasonal video game memories and what the best jaw-dropping moments are!

    Read their questions below, or submit your own via the Official Game Informer Community Discord or by emailing us at [email protected]:

    Do you folks have video games tied together in your memories with specific parts of the year? For me, Mortal Kombat is forever tied with Christmas ever since I got MK2 for Genesis as a Xmas gift as a wee young Buel. Thanks! - Bob Buel (discord)
    What is the most jaw-dropping moment you can remember while playing a game? For me, playing through Uncharted 2 for the first time was just that the entire way through from the very beginning with the train wreck. - One Mean Leafeon Machine (discord)

     

    For more Game Informer podcasts, be sure to check out https://www.gameinformer.com/podcast/2021/10/12/introducing-video-gameo…; delay="150" href="https://www.gameinformer.com/podcast/2021/10/12/introducing-video-gameo…; rel="noopener noreferrer" tabindex="-1" target="_blank">Video Gameography, our video game history podcast, and https://www.gameinformer.com/podcast/2021/10/06/introducing-all-things-…; delay="150" href="https://www.gameinformer.com/podcast/2021/10/06/introducing-all-things-…; rel="noopener noreferrer" tabindex="-1" target="_blank">All Things Nintendo with host Brian Shea which deep dives into Nintendo's library of games every week.

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    Patch 9.2 - Sylvanas VO, Set Bonus Changes, PTR Online, Sepulcher Encounter Journal

    Curse
    By Curse,
    Patch 9.2 PTR - Sylvanas VO
    Last night's PTR build added some spoilers from Sylvanas.





    Patch 9.2 PTR Server Online
    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    Bug fixed, and we’re good to go.

    Thank you for your patience.

    Patch 9.2 PTR - Shadow Set Bonus Changes
    Originally Posted by Blizzard (Blue Tracker)
    Greetings priests,

    The Shadow bonuses, specifically the 2-piece bonus, are going to undergo some changes based off the feedback provided. To start, the 2-piece bonus will move its focus to Devouring Plague. As the only spender in the Shadow Priest rotation, and with the abundance of Insanity in the Shadow kit, it seems like a good hook to pivot to. The 4-piece will remain largely unchanged, however, Your Shadow will swap their current single target channel for one that favors AoE situations as well. Thank you for the feedback and we’re eager to hear your thoughts on the next iteration.

    Patch 9.2 PTR - Restoration Druid Set Bonus Changes
    Originally Posted by Blizzard (Blue Tracker)
    Hey there druids,

    Both the 2-piece and 4-piece bonuses for Restoration will be changed for a future build. Thank you for your feedback and we’ll continue to watch the ongoing conversations!

    Patch 9.2 Hotfixes - December 1
    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    Classes
    • Priest
      • Fixed an issue where Pallid Command (Runecarving Power) would not trigger on hit and was instead triggering on cast.
      • Shadow
        • Fixed an issue where two Rattling Mages summoned from Pallid Command (Runecarving Power) could spawn unintentionally.
        • Fixed an issue where canceling the Pallid Command aura would not despawn the Rattling Mage.

    Sepulcher of the First Ones Encounter Journal
    The Sepulcher of the First Ones encounter journal was updated in this build, to include more boss descriptions and a more filled out description of the Jailer encounter.

    encjourn.png

    View the full article


    Diablo II: Resurrected | 12.2 - PC Patch Notes - 2.3 / Build 67314

    DiabloFans
    By DiabloFans,

    Diablo II: Resurrected | 12.2 - PC Patch Notes - 2.3 / Build 67314

    Patch 2.3 for Diablo II: Resurrected is now live on PC!

     

    Originally Posted by Hooley (Official Post)

    PATCH NOTES

    A new patch will be available this morning for Windows® PC.

    To share your feedback, please post in the Diablo II: Resurrected forum.

    To report a PC bug, visit our Bug Report forum.

    For troubleshooting assistance, visit our Technical Support forum.


    GAMEPLAY

    • Players now have a “Game Difficulty Scale” available in the options menu for offline games, which provides the same function as the /players debug command

    • Players can now enable “Force Move,” an option available in the control settings which can allow the player to command their character to move to a specific location without targeting monsters

    • Players can now enable “Quick Cast,” an option available in game settings which can allow the player to use abilities with hotkeys without having to select the skill in the UI

    • Players can now enable the “Active Skill Bindings” bar. This additional bar shown above the standard HUD represents the skills (up to 16) players have mapped for their character.

    ACCESSIBILITY & GRAPHICAL IMPROVEMENTS

    GAMEPLAY

    • A visual indicator has been added to show when a character’s attack misses an opponent in PvP (please reference the options menu to enable “Miss Text”)

    • Pets, Summons, and Mercenaries will now warp to a player’s location if they are far away from the player’s character

    • Pathing has been improved for player summons

    CHAT & SOCIAL

    • Players can now use the TAB key to cycle through all channels in-game and in lobby

    • The text color for Whispers now shows as a different color than system messages

    • Battle.net Real ID friends now show the Real ID names on your friends list in-game

    LOBBY MENU

    • A visual indicator has been added to represent PC lobby characters who are muted or ignored players

    • A visual indicator has been added to show character level and expansion type to PC lobby characters

    GRAPHICS

    • NVIDIA DLSS (Deep Learning Super Sampling) is now supported. To enable, please reference your options menu.

    MISCELLANEOUS

    • Added proper error messaging in cases where the game couldn’t retrieve online characters from the server

    • Deleting your character will no longer jump your character selector to the top of the list, instead, your character selector will progress to the next sequential character

    BUG FIXES

    ART | ENEMIES

    • Fixed an issue where NPC Talic, Korlic, and Madawc’s VFX may not always play

    • Fixed an issue that caused Hell Swarm enemies to appear as white when they spawned for a short amount of time before changing to their correct color

    • Fixed an issue preventing the Abyss Knight from receiving full color tinting on frozen or poison effects

    • Fixed an issue preventing the Imp monster deaths from being correctly tinted to match the monster’s color variant

    • Fixed an issue preventing the Amazon’s Valkyrie skill from showing as the correct color

    • Fixed an issue preventing part of the Willowisps from receiving the correct color tinting

    ART | WORLD

    • Fixed an issue where the exploding cow could reappear unexploded

    • Fixed issues where in certain areas, players could partially fall into the floor or float above the ground

    • Fixed issues where secret objects were incorrectly highlighting

    • Fixed issues where some assets could disappear incorrectly while on-screen

    • Fixed issues where some assets on lower detail levels had distorted geometry

    • Adjusted red light intensity in Throne of Destruction

    • Fixed various texture issues and graphical bugs

    ART | PLAYERS

    • Fixed an issue affecting the Necromancer where the Dim Vision VFX could stretch when teleporting

    • Fixed an issue where animation stutters could occur when continually casting Inferno or Arctic Blast

    • Fixed an issue affecting the Assassin’s Phoenix Strike VFX which could remain on screen for other players after the charges had been used

    • Fixed an issue affecting the Necromancers Fire Golem death VFX appearing offset from the corpse

    • Fixed an issue with Wolf and Dire Wolf summoning VFX causing poly-storming

    AUDIO

    • Fixed an issue preventing audio from properly playing in the Options menu when using a controller

    • Fixed an issue preventing the audio of auto-filling the belt from playing when pressing R3 on a controller

    • Fixed an issue causing an infinite looping of voice lines when Diablo spawned in a game with a Classic character

    • Fixed an issue causing music to start over while toggling in and out of the Legacy Mode

    • Fixed an issue in Act 3 where some quest items would not play audio when picking them up

    CRASH & STUCK FIXES

    • Fixed a crash that could occur if the Act 2 Mercenary uses Jab while transformed with the Delirium Rune Word

    • Fixed a crash that could occur if you max out your channel name length and select that channel in the dropdown menu

    • Fixed a rare issue where a player could become stuck in the Join Game state after failing to create an Online game

    • Miscellaneous Crash Fixes

    GAMEPLAY

    Online

    • Fixed an issue in multiplayer sessions where if one player smashed another player’s Soulstone on the Hellforge, that player would be unable to interact with their inventory

    • Fixed an issue in online games where waypoints could become unselectable when surrounded by monsters

    • Fixed an issue in online games with Korlic’s Leap Attack

    • Fixed an issue where entering a Town Portal of another player could cause you to load into the next area, before teleporting your character back into town

    • Fixed an issue with client to server synchronization when using Holy Shield

    • Fixed an issue where when attempting to trade a player who was either in their stash or hovering their cursor over an item would flash the trade prompt

    • Improved synchronization of ability and attack animations in online games

    • Fixed an issue where your trade with another player could close if another player joins the game session

    • Fixed an issue where other players’ corpses wouldn’t appear until they chose to respawn

    • Fixed an issue where player attack and skills would not always stay in sync between client and server

    Player Abilities

    • Fixed an issue where going hostile with a Druid character could show their summons at 1/3 of their actual health

    • Fixed an issue where using Telekinesis on the Altar of Ancients wouldn’t activate the Ancients

    • Fixed an issue where way pointing in Legacy mode while the Hurricane skill is active could cause a long loading screen

    • Fixed an issue with the Assassin’s Dragon Talon skill animation playing an extra kick

    • Fixed an issue where the Druid’s Fury skill was not properly animating as many hits as it throws when using the Werewolf and Werebear form

    • Telekinesis no longer requires line of sight to interact with a target

    • The Throw skill can now be equipped even if you aren’t holding a throwable weapon

    • Fixed an issue where overlapping Fire Wall or Blaze missiles could cause increased damage

    • Fixed an issue where a player would use Telekinesis on the Orifice in Act 2 that would cause an interface screen to become stuck on screen

    • Fixed an issue where if you are in town and cast Enchant on another player it could initiate a trade

    • Fixed an issue where Paladin characters couldn’t interact with their stash if they had certain abilities mapped to specific controller buttons

    • Fixed an issue where auras could toggle off and on briefly while performing inventory functions

    • Fixed an issue where the Paladin could begin rubber banding when his mana was depleted while holding down the Charge skill

    • Fixed an issue where you couldn’t equip Conviction if you were using a bow or crossbow

    • Fixed an issue where Shadow Master would not teleport when using the Dragon Flight ability

    • Fixed an issue where on occasion, monsters revived by the Necromancer couldn’t be unsummoned

    Controller

    • /nopickup now works properly for controllers on PC

    • Fixed an issue on controller where binding an oskill to a button and then binding a common skill would cause the incorrect tooltip to display

    • Fixed an issue where other party members death could cause vibration on other players’ controllers

    • Fixed an issue where quick moving items between stash and inventory could fail

    • Fixed an issue where the toggle “run” UI would display the wrong button if Swap Sticks option was enabled

    • Fixed an issue where if you accept a trade and then loot your corpse before the other player accepts, the trade would look like it was successful but was not

    • Fixed an issue where navigation past either end of the channel list would cause the user to be unable to navigate the channels again

    • Fixed an issue where players could not use UI buttons or pick up items when imbuing

    • Fixed an issue where using “R3” to autofill your belt would occasionally fail part way through

    • Fixed an issue where typing a message in game chat while on the quest panel would remove the quest UI

    • Fixed an issue where a key bind for run/walk toggle would interfere with Paladin auras

    • Fixed an issue where having a trade initiated while in the skill bind menu would cause players to lose controller capability

    • Fixed an issue where if the emote wheel was on-screen and a trade was initiated, the emote wheel interface screen would overlap the trade interface screen

    Mercenaries

    • Dead Mercenaries will no longer appear in town

    • Fixed an issue where a player with a dead mercenary joining another player’s game could cause the dead mercenary to appear in an idle animation

    • Fixed an issue where an Act 2 Mercenary could display the incorrect Aura

    • Fixed an issue where Mercenaries would not always teleport with the player

    Enemies

    • Fixed an issue where stunned Grotesques were not targetable

    • Fixed an issue where Tomb Vipers’ Poison Cloud attack was improperly dealing physical damage.; the poison clouds now deal proper poison damage

    • Fixed an issue where some of Baal’s projectiles and attacks could display different VFX for different players in the session

    • Fixed an issue where Death Lords’ frenzy attacks wouldn’t animate correctly

    World

    • Fixed an issue where hatched cocoons could reset and become unhatched

    Stash

    • Fixed an issue where if you attempted to deposit more gold into your stash than the stash could fit, no gold would be deposited at all

    PERFORMANCE

    ABILITIES

    • Optimized various player abilities

    ENEMIES

    • Optimized various boss encounters and monsters

    LOCALIZATION

    • Corrected audio translation on Greiz’s voice over for “Who goes there?” when playing in Chinese

    • Corrected audio translation on Kashya’s voice over for Act 1, Quest 5 when playing in Chinese

    • Corrected issues where some text in some languages could align improperly with the UI bounds

    • Removed the gender prefixes for the speaker’s name in non-English translations

    • Fixed an issue where in certain languages the voice lines were not translated in chat after defeating Baal for the first time

    USER INTERFACE

    GENERAL

    • Fixed an issue where the player hostility tooltip would be difficult to click to display in Online mode

    CONTROLLER

    • Fixed an issue where a red screen flash would appear when unequipping items that give life bonus or dropping specific items

    • Fixed an issue where the skill icon for Town Portals on controllers wouldn’t turn red when it should

    • Fixed an issue where a player’s cursor could get stuck on the potion belt if they had a sash equipped and used the directional pad while hovering over belt slots

    • Fixed an issue on controller where the join game button in the Lobby would unselect and go back to the lobby list if another person joins the game

    • Fixed an issue where the player could not navigate to buttons below the game creation options panel when using a controller

    • Fixed an issue where Baal’s health bar while using a controller would be improperly sized

    MERCENARIES

    • Fixed an issue where Mercenary skills would be displayed in the incorrect order when using a controller

    CHAT

    • Fixed an issue where if the chat channel list was large enough to create a scroll bar, and then channels are left, the player could have difficulty scrolling back to top of the channel list

    • Fixed an issue on where longer chat messages could be getting cut off by the chat window

    • Fixed an issue when clicking on a linked item, the game could incorrectly display the previously clicked linked item

    • Fixed an issue with the Chat window on blocking the player from casting

    • Using the /whois chat command without a username will no longer cause the game response to display twice

    LOBBY

    • Fixed issues where certain button highlights would be misaligned

    • Fixed an issue where clicking and dragging to highlight text didn’t display until the player let go of the mouse

    • Addressed inconsistencies with text highlight behavior

    AUTOMAP

    • Fixed an issue with the automap not showing explored areas when entering a new area from a portal until the player moves around

    • Fixed an issue where level exits wouldn’t always load on the Minimap when rapidly teleporting

    INVENTORY

    • Fixed an issue where the button highlight is improperly sized on the “Imbue” and “Add Sockets” button when using a controller on PC

    FRONT END

    • Fixed an issue where indestructible items weren’t visible on your character in the menus

    • Added error messaging for when a player attempts to create a channel with a name longer than 15 characters

    • Fixed an issue in the credits where music could stop playing

    • Fixed an issue where holding the “Escape” button caused the exit screen to keep popping up repeatedly

    • Fixed an issue where the players lobby character would be cut off if the player had an equipped helmet that was too tall

    • Fixed an issue where newly created characters were not selected or sorted properly upon returning to the front-end

    • Weapons, armor, and shields with no durability remaining will no longer appear on your character in the front end

    SETTINGS

    • Fixed issues where certain button highlights would be misaligned

    • Fixed an issue where the player could lose controller input when switching between Controller and Keyboard & Mouse on the HDR calibration screen

    PANELS & HUD

    • Fixed issues where certain button highlights would be misaligned

    • Fixed an issue where the Necromancer class text in the Party Menu would get cut off in Large Font Mode

    • Fixed an issue when swapping in and out of Legacy mode that was causing certain tooltips to shrink

    • Using a traversal skill while the waypoint menu is active will now correctly dismiss the waypoint menu

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    Respawn’s Vince Zampella Becomes Head of Battlefield Amidst Wider Franchise Changes That Include Creation Of Battlefield Universe

    GameInformer
    By GameInformer,

    bf-2042-blog-image-caspianborder.jpg.ada

    Battlefield 2042 had quite the rocky start when it launched just a few weeks ago, mainly regarding bugs that plagued the experience for many players. Recent updates, such as Update 3, which was revealed yesterday, indicate that EA is committed to improving the 2042 experience. Now, new shake-ups at the company provide further evidence that EA is doubling down on Battlefield as a core franchise. 

    In a new report by GameSpot, these shake-ups and changes are detailed, including news that Respawn Entertainment lead Vince Zampella, the person currently in charge of Apex Legends and other studio projects, is now the head of Battlefield. In this new position, Zampella will manage both his Respawn projects and serve as the overall boss of Battlefield. 

    Click here to watch embedded media

    “He creates culture-defining entertainment that resonates beyond games,” EA COO Laura Miele told GameSpot. “We are bringing one of the most influential and talented individuals in entertainment to a franchise that is ready to be unleashed into the modern era of gaming. It’s an extraordinary inflection point in game history. His ability to lead studios and bring developers together so they can create world-class experiences is unmatched. I believe the structure, process, and vision he brings will enable Battlefield to excel like never before. No one knows shooters and live services better than Vince.” 

    That’s not all, though, as GameSpot’s report reveals that former Halo designer Marcus Lehto, who just opened a new EA studio back in October, is “building a new development team in Seattle focused on injecting more storytelling into the Battlefield universe.” It also reveals that Ripple Effect, the studio behind 2042’s Portal mode, is working on a new experience in the 2042 universe. EA told GameSpot that in the immediate future, DICE, Ripple Effect, and Lehto’s new studio will work to expand and improve the current 2042 experience. In fact, EA developer lead Byron Beede said the work of Lehto’s team will likely show up in later seasons of 2042 and beyond. 

    GameSpot writes that “the other Battlefield games and experiences in the works are meant to serve as extensions, to a degree, of the new Battlefield universe that EA is trying to create,” noting that what those other games and experiences in the works are is currently unknown to the public. 

    Click here to watch embedded media

    All of these announcements, which include word that DICE general manager Oskar Gabrielson is leaving the company, are centralized around EA’s reveal that it’s creating a Battlefield universe. While some Battlefield games and stories are connected, most probably wouldn’t call those connections a “universe.” Battlefield’s biggest competitor, the Call of Duty series, recently made the jump from separate games to its own semi-connected universe by way of its popular battle royale mode, Warzone. Perhaps EA is looking to follow suit, building out its own type of universe that allows for connected stories, gameplay experiences, and more. 

    This universe will span multiple games and offerings, according to GameSpot’s report, and each will be developed by different studios across EA’s portfolio. 

    We’re excited to learn more about what this new Battlefield universe looks like and to see what changes, improvements, and new experiences come to 2042, but for now, we wait. While waiting, check out Game Informer’s Battlefield 2042 review and then check out the hundreds of fixes coming to 2042 in Update 3

    [Source: GameSpot]


    Are you excited about this new Battlefield universe? Let us know in the comments below!

    View the full article


    Kingdoms Of Amalur: Re-Reckoning Expansion, Fatesworn, Gets December Release Date

    GameInformer
    By GameInformer,

    reckoning_-_outer_rathir-2.jpeg

    The new expansion for Kingdoms of Amalur: Re-Reckoning, Fatesworn, will be released this month. 

    More specifically, Fatesworn will hit PlayStation 4, Xbox One, and PC on December 14, and it will be available for $19.99. Oddly enough, despite Amalur being available on the Switch, THQ Nordic’s press release about today’s Fatesworn news doesn’t mention the Switch when it comes to platforms for the expansion. 

    Click here to watch embedded media

    “This year on December 14, the journey of the Fateless One continues,” THQ Nordic’s press release reads. “After the Crystal War has been fought and Gadlow has been defeated, the people of Amalur were hoping for peace to return to their lands. And although peace has indeed come to Amalur, rumors of a new threat are starting to spread, rising in the far west, the icy lands of Mithros. None other than Telogrus, the God of Chaos himself has awoken and is gathering followers to throw the whole world into chaos.” 

    THQ Nordic says Fatesworn adds a whole new storyline to Amalur, a new environment to explore, multiple new quests and missions, new Chaos Realm dungeons, extra gameplay mechanics, more weapons and armor, never-before-seen enemies, and more. It will also raise the level cap of Amalur to 50 and it features a new soundtrack by composer Grant Kirkhope.

    You must own the base Kingdoms of Amalur: Re-Reckoning in order to purchase and play Fatesworn, which will be out on December 14. Perhaps more interesting than the content of Fatesworn is the fact that it’s an expansion for a game that came out 10 years ago. That’s quite unheard of in games, especially single-player ones. For more about the game, check out the Game Informer Kingdoms of Amalur: Re-Reckoning hub


    Will you be heading back to Amalur for Fatesworn? Let us know in the comments below!

    View the full article


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