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  XONE - Let Them Come
Posted by: xSicKxBot - 10-13-2017, 05:30 PM - Forum: New Game Releases - No Replies

Let Them Come



Assume the role of Rock Gunar, mercenary gun for hire with alien blood on his hands. Twitchy trigger fingers and focused battle tactics are the order of the day as you take on this ultimate survival mode challenge to wipe out every Alien on this ship! You will die - a lot - but sheer brute force plus cool ammo and weapon upgrades will help you take these vermin down, one wave at a time.[Microsoft]

Publisher: Versus Evil

Release Date: Oct 03, 2017

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  PSVita - Bad Apple Wars
Posted by: xSicKxBot - 10-13-2017, 05:30 PM - Forum: New Game Releases - No Replies

Bad Apple Wars



After a sudden car accident on her first day of school, the protagonist finds herself in the afterlife, standing before a strange school for lost souls. The confounded protagonist attends the school?s opening ceremony. Then, chaos strikes?

Publisher: Aksys Games

Release Date: Oct 13, 2017

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  PS4 - Pinball FX3
Posted by: xSicKxBot - 10-13-2017, 11:35 AM - Forum: New Game Releases - No Replies

Pinball FX3



Multiplayer matchups, user generated tournaments and league play create endless opportunity for pinball competition.

Publisher: Zen Studios

Release Date: Sep 26, 2017

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  PS4 - The Evil Within 2
Posted by: xSicKxBot - 10-13-2017, 11:35 AM - Forum: New Game Releases - No Replies

The Evil Within 2



You are Detective Sebastian Castellanos and at your lowest point. But when given a chance to save your daughter, you must enter a world filled with nightmares and discover the dark origins of a once-idyllic town to bring her back. Horrifying threats emerge from every corner as the world twists and warps around you. Will you face adversity head on with weapons and traps, or sneak through the shadows to survive?

Publisher: Bethesda Softworks

Release Date: Oct 13, 2017

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  PC - The Evil Within 2
Posted by: xSicKxBot - 10-13-2017, 11:35 AM - Forum: New Game Releases - No Replies

The Evil Within 2



You are Detective Sebastian Castellanos and at your lowest point. But when given a chance to save your daughter, you must enter a world filled with nightmares and discover the dark origins of a once-idyllic town to bring her back. Horrifying threats emerge from every corner as the world twists and warps around you. Will you face adversity head on with weapons and traps, or sneak through the shadows to survive?

Publisher: Bethesda Softworks

Release Date: Oct 12, 2017

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  News - This Week At Bungie – 10/12/2017
Posted by: xSicKxBot - 10-13-2017, 11:35 AM - Forum: Lounge - No Replies

This Week At Bungie – 10/12/2017

This week at Bungie, we’re controlling some new zones.

Lord Saladin made his return to the Tower this week and players have been rallying to his flaming shield. We also launched an additional map with Iron Banner to give you more zones to control. Distant Shore is a Crucible map set on Nessus, but it will be very familiar to Destiny 1 veterans. After the weekly reset, Saladin will leave the Tower, signaling the end of this Iron Banner. Distant Shore will then go into the rotation for all playlists.

Launch Prep

In only 12 days, Destiny 2 will go live on personal computers all over the world. Every player on the PC will be able to start their adventure at the same time, but the clock may display a different time depending on where youre located. If you want to know the exact time when you can start playing, this nice map will show the ”Go Live” time in your region. If you are not close to one of the cities listed, you can also use this handy link
Now that you know when the games will begin, you probably want to make sure your PC is ready to go. We gave you some minimum and recommended specs for the Beta in a previous update. Now we have an updated chart for you to check out before the full release on October 24 at retail stores and digitally via the Blizzard Battle.net app.
MINIMUM RECOMMENDED
CPU: Intel Intel Core i3-3250 3.5 GHz or
Intel Pentium G4560 3.5 GHz
Intel Core i5-2400 3.4 GHz or
i5 7400 3.5 GHz
CPU: AMD AMD FX-4350 4.2 GHz AMD Ryzen R5 1600X 3.6 GHz
GPU: NVidia Nvidia GeForce GTX 660 2GB or
GTX 1050 2GB
Nvidia GeForce GTX 970 4GB or
GTX 1060 6GB
GPU: AMD AMD Radeon HD 7850 2GB AMD R9 390 8GB
RAM: 6GB 8GB

Operating System: Windows 7 64-bit or Windows 8.1 64-bit or Windows 10 64-bit (Recommended)
Hard Drive Space: 68GB available hard drive space

The Prestige

Earlier this week, we postponed the launch of the Prestige Raid. An exploit was discovered that could cast doubt on the legitimacy of the fireteam who captures the coveted title of World First. We have been working on a fix, but the short-term solution contains too much risk. The last thing we want to do is fix an exploit some players are using, only to break other parts of the game for everyone. Because of this, we are pushing the fix off to a later date.

“Does that mean you are delaying Prestige Raid again?”

No, the Prestige Raid will still begin on October 18 at 10AM Pacific. We don’t want to make you wait any longer to experience what the raid team has cooked up for those of you who enjoy a challenge worthy of your talents.

One thing we did accomplish as part of our investigation was the creation of a way to verify a clean finish. We can now detect if any teams use this exploit to gain an advantage. This will take some extra time to verify, but we will be able to crown the winners with the confidence they deserve.

A safe fix is still being investigated for this issue. Our current plan is to deploy it as part of a future update. We’ll give you more details before it’s ready to go. 

This isn’t the only upcoming raid news. We will be back next week to tell you about Raid Challenges that have been designed to make you rethink familiar encounters. 

Feedback Frenzy

Ever since launch, there has been feedback posted anywhere and everywhere that discussions about Destiny 2 happen on the internet. I’m always dialed into our own feedback forum, as well all other avenues you travel to share your ideas with us. Some topics are as broad as “ways to make the Crucible more fun.” Some are much more specific, like “Add a method to mass delete shaders.” 

We’re reading as much of your chatter as we possibly can. There are millions of you, after all. One thing we have noticed is a lot of discussions about the Endgame and how it can be improved. Right now, these discussions are also happening in our studio. We are listening, but need time to digest everything and draw up the best plans for the future. We will have more to say on this soon. Please stay tuned, and keep the conversation rolling.  

Reporting for Duty

Destiny Player Support is on the case. No matter what the issue is, they will seek out player reports and make sure the right people are working the problem.

Destiny 2 Hotfix 1.0.3.2: Resolving Tower Crashes

Earlier this week, Hotfix 1.0.3.2 was deployed to resolve issues where players would experience console crashes when attempting to load into the Tower. Initial monitoring has shown positive results, and players should not experience this issue moving forward.

We are continuing to investigate an alternate issue where players may encounter a black screen when loading into the Tower. This may occur on both PlayStation 4 and Xbox One. Many user reports detail that Tower audio can be heard, but players are blocked from fully loading into the instance. If a player encounters this issue, there are two known workarounds:

  • Launch an alternate activity or location through the Director and attempt to relaunch the Tower
  • Close and relaunch the Destiny 2 application.

We will provide updates on our investigation once additional information is available.

Destiny 2: How to report Clans or Players

When playing Destiny 2, players have multiple avenues to report players or clans that are suspected of cheating, using abusive language, or engaging in poor behavior during gameplay. The Bungie Security Team and Bungie.net Community Ninjas receive reports and execute moderation as necessary.

  1. If a clan name or description breaks the Code of Conduct, players may use the in-game Report Clan tool located on the clan inspection page.
  2. If a player encounters teammates or opponents exhibiting poor behavior during gameplay, such as griefing, engaging in exploits, or inactivity, they may use the in-game Report Player tool on the Player inspection page.
  3. When encountering players suspected of cheating, we ask that players visit the “Report suspected cheating” page on Help.bungie.net and submit a contact form.
If a player encounters others who are sending malicious messaging or engaging in verbal abuse through voice chat, we advise using platform report tools provided by PlayStation, Xbox, and Blizzard.

There’s No Business…

We are back with another edition of the most popular game show currently airing on This Week at Bungie. I’ll be your host as we take a look at some of our favorite video media created by the Destiny 2 community this week. All our winners today will be receiving a special emblem in game. There was an issue with how we grant the emblem, so if you are a past winner waiting patiently for yours, we will have it to you as soon as we can in a future update.

Move of the Week: Hardhat Area

[embedded content]

Honorable Mention: Double Double Fusion

[embedded content]

It’s good to be back. Lots of excitement in the air. Iron Banner this week. Prestige Raid next week. Then we get to welcome PC players to the community.

<3 Cozmo

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  News - Midweek Madness – The Surge, 50% Off
Posted by: xSicKxBot - 10-13-2017, 04:06 AM - Forum: Lounge - No Replies

Midweek Madness – The Surge, 50% Off

Save 50% on The Surge during this week’s Midweek Madness*!

Defy deadly enemies and huge bosses in tight, visceral melee combat. Target and slice specific limbs off your foes, with a next-gen loot system where you loot what you dismember. Equip, upgrade and craft new weapons and armors sliced from enemies, and make yourself stronger through a fresh take on leveling-up.

*Offer ends Friday at 10AM Pacific Time

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  Xbox Wire - The Open Highway Leads to the Danger Zone on Xbox One
Posted by: xSicKxBot - 10-13-2017, 04:06 AM - Forum: Xbox Discussion - No Replies

The Open Highway Leads to the Danger Zone on Xbox One

Danger​ ​Zone​ ​is​ ​a​ ​game​ ​that’s​ ​entirely​ ​focused​ ​on​ ​the​ ​things​ ​that​ ​we​ ​think​ ​matter​: ​playing​ ​a​ ​game​ ​for​pure fun​ ​and​ ​entertainment,​ ​a​ ​game​ ​that​ ​is​ ​suitable​ ​for​ ​players​ ​of​ ​all​ ​ages,​ ​a​ ​game​ ​where​ ​friends​ ​and​ ​family​ ​can gather​ ​around​ ​the​ ​television​ ​and​ ​play​ ​together.​ A ​about​ ​trying​ ​to​ ​cause​ ​the​ ​biggest​ ​car​ ​crashes whilst​ ​also​ ​trying​ ​to​ ​collect​ ​all​ ​of​ ​the​ ​bonus points.

The​ ​cars​ ​we​ ​give​ ​you​ ​to​ ​test​ ​in​ ​our​ ​special​ ​crash​ ​test​ ​facility​ ​are​ ​deliberately​ ​easy​ ​to​ ​drive.​ ​So​ ​anyone​ ​can drive​ ​into​ ​each​ ​crash​ ​test​ ​junction​ ​and​ ​cause​ ​a​ ​crash.​ ​But​ ​getting​ ​to​ ​the​ ​top​ ​of​ ​each​ ​leaderboard, ​amongst​ ​your​ ​friends,​ ​or​ ​being​ ​the​ ​best​ ​player​ ​on​ ​Xbox Live,​ ​is​ ​a​ ​lot​ ​trickier​ ​and​ ​will​ ​require​ ​not​ ​only​ ​driving​ ​skill,​ ​but​ ​also​ ​crash​ ​strategy​ ​and​ ​explosive​ ​tactics.

Danger Zone Screenshot

Skilled​ ​players​ ​are​ ​the​ ​ones​ ​who​ ​can​ ​cause​ ​maximum​ ​carnage​ ​as​ ​they​ ​drive​ ​along,​ ​checking​ ​other​ ​cars​ ​into oncoming​ ​traffic,​ ​and​ ​who​ ​can​ ​use​ ​their​ ​SmashBreaker​ ​explosion​ ​at​ ​just​ ​the​ ​right​ ​moment​ ​to​ ​rack​ ​up those​ ​bonus​ ​points.​ ​Each​ ​test​ ​scenario​ ​features​ ​three​ ​Bronze​ ​Pickups,​ ​two​ ​Silver​ ​Pickups​ ​and​ ​a​ ​single Gold​ ​Medal​ ​Pickup.​ ​Collect​ ​them​ ​to​ ​earn​ ​the​ ​“Smash​ ​and​ ​Grab”​ ​Bonus​ ​Award.​ ​But​ ​you​ ​must​ ​collect​ ​the pickups​ ​in​ ​medal​ ​order​ ​to​ ​try​ ​to​ ​earn​ ​the​ ​“Grand​ ​Slam”​ ​Bonus​ ​Award.

We’ve​ ​always​ ​loved​ ​Xbox​ ​Live​ ​for​ ​its​ friends-​centric​ ​approach,​ ​going​ ​right​ ​back​ ​to​ ​the​ ​early​ ​days​ ​of​ ​the very​ ​first​ ​Xbox.​ ​We​ ​know​ ​how​ ​much​ ​more​ ​fun​ ​it​ ​is​ ​to​ ​beat​ ​your​ ​Friends​ ​scores​ ​than​ ​those​ ​of​ ​strangers, hence​ ​why​ ​we​ ​always​ ​include​ ​Friends​ ​Leaderboards​ ​as​ ​well​ ​as​ ​Global​ ​ones.​ ​And​ ​in​ ​Danger​ ​Zone​ ​we’ve added​ ​more​ ​depth​ ​to​ ​the​ ​Leaderboards,​ ​so​ ​not​ ​only​ ​can​ ​you​ ​see​ ​your​ ​Friends’​ ​scores​ ​but​ ​you​ ​can​ ​also​ ​see how​ ​many​ ​times​ ​they’ve​ ​played​ ​that​ ​level.​ ​It’s​ ​sweeter​ ​to​ ​beat​ ​them​ ​with​ ​a​ ​single​ ​attempt​ ​when​ ​you​ ​can​ ​see they’ve​ ​tried​ ​that​ ​level​ ​50​ ​times.

Danger Zone Screenshot

Whilst​ ​our​ ​focus​ ​is​ ​on​ ​fun​ ​and​ ​gameplay​ ​first,​ ​we​ ​also​ ​like​ ​to​ ​push​ ​the​ ​Xbox​ ​hardware​ ​to​ ​bring​ ​the​ ​best possible​ ​gaming​ ​experience​ ​to​ ​our​ ​players.​ ​We’re​ ​really​ ​excited​ ​that​ ​the​ ​game​ ​runs​ ​at​ ​a​ ​native​ ​4K resolution​ ​at​ ​30hz​ ​on​ ​the​ ​new​ ​Xbox​ ​One​ ​X​ ​hardware.​ ​​​And​ ​if​ ​you​ ​don’t​ ​have​ ​a​ ​4K​ ​display​ ​​​(not​ ​all​ ​of​ ​us​ ​have upgraded​ ​yet​ ​so​ ​we​ ​know​ ​lots​ ​of​ ​our​ ​players​ ​haven’t​ ​either)​, ​we​ ​also​ ​support​ ​a​ ​1080p​ ​resolution​ ​at​ ​60hz​ ​for Xbox One​ ​X​ ​owners​ ​who​ ​will​ ​be​ ​using​ ​a​ ​1080p​ ​display.

Three​ ​Fields​ ​Entertainment​ ​is​ ​a​ ​small​ ​independent​ ​studio.​ ​There​ ​are​ ​just​ ​seven​ ​of​ ​us,​ ​all​ ​of​ ​whom​ ​have​ ​worked together​ ​for​ ​many​ ​years.​ ​We​ ​started​ ​Three​ ​Fields​ ​in​ ​2014​ ​with​ ​the​ ​desire​ ​to​ ​be​ ​free​ ​and​ ​independent​, ​to​ ​be able​ ​to​ ​choose​ ​what​ ​games​ ​we​ ​wanted​ ​to​ ​make​ ​and​ ​how​ ​we​ ​wanted​ ​to​ ​make​ ​them.​ ​We​ ​want​ ​to​ ​make games​ ​that​ ​will​ ​entertain​ ​you​ ​and​ ​put​ ​a​ ​smile​ ​on​ ​your​ ​face.​ ​Let​ ​us​ ​know​ ​how​ ​we​ ​did!

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  News - Random: The Voice Of Mario Once Rapped As Dracula For A Corporate Video
Posted by: xSicKxBot - 10-13-2017, 04:06 AM - Forum: Nintendo Discussion - No Replies

Random: The Voice Of Mario Once Rapped As Dracula For A Corporate Video


Charles Martinet is famous to Nintendo fans the world over as the voice of Mario, and has filled this role brilliantly since the ’90s. However, it would be doing Martinet a great injustice to assume this is the only thing he has done in his illustrious career; he’s acted on stage, in film and on TV, with movies such as The Game and Nine Months to his name.

However, like so many actors, Martinet has some skeletons in his closet; roles which were perhaps taken for the money rather than any promise of artistic fulfilment or critical acclaim. The 1986 corporate video shown above seems to fit this description; in it, Martinet assumes the role of a rapping Dracula, who rises from the grave to sing the praises of ECAD Systems. Later in the video, he becomes the swashbuckling Sinbad and continues to rap about things like time-saving system solutions and all that good stuff.

This may well be the best thing we’ve seen on the internet in the past year. No, make that the past decade.

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  News - Feature: Going Deeper With The Flame in the Flood on Nintendo Switch
Posted by: xSicKxBot - 10-13-2017, 04:06 AM - Forum: Nintendo Discussion - No Replies

Feature: Going Deeper With The Flame in the Flood on Nintendo Switch

We’re heading into another busy period of enticing releases on the Switch eShop, and The Flame in the Flood is certainly one to consider seriously. A ‘rogue-lite’ with a focus on survival in a post apocalyptic world may sound rote and by the numbers, but the game is more innovative than the description implies. From its visuals to its gameplay hooks and twists it aims to set itself apart, right down to an impressive soundtrack for which the composer (Chuck Ragan) immersed himself in the lifestyle of living in the country, alongside the American riverscapes that form the basis of the game.

It’s an eye-catching game, and with its arrival on the Switch eShop we took the chance to pose questions to the game’s designer, Forrest Dowling, to learn more about the release and the impressive team (The Molasses Flood) behind it.


First of all, can you introduce yourself to our readers and talk a little about your past work?

Hi, I’m Forrest Dowling, one of the founders of The Molasses Flood and the designer of The Flame in the Flood. I used to work in AAA as a level designer on shooters, including Homefront and BioShock Infinite.

The Molasses Flood was once described (by yourselves!) as a small group of “AAA refugees”; how did you come together to form a studio?

So after BioShock Infinite, Irrational Games closed and about 90 percent of the staff was laid off, including myself. Boston at the time was not a great place to be a game developer, as there had been layoffs at every major studio in the area recently. At that point it looked like the options for me were to move, or start my own thing. Fortunately, there were a lot of other talented people in the area that were also interested in starting an indie studio, so we were able to form a group from the ashes of Irrational.

The game was Kickstarted back in 2014; can you talk a little about the process of crowdfunding at that time? What were the biggest secrets to the campaign’s success?

At the time we didn’t really see any other means of funding the game, so we just kind of waded into it. It felt even by then like the wave had crested a bit and projects were getting smaller returns. I think The Banner Saga and Hyper Light Drifter were maybe the last truly original titles to get over a half million, and they were both over a year old at that point. The process itself was a lot like pitching a project for any source of funding. Come up with a bunch of stuff that communicates what you want to do, make a trailer or images that sell the idea, and put it into the world. There is the added complexity of needing to figure out rewards, price things out, determine what shipping will be, all that, but it wasn’t too tough.

As far as why it was successful, I don’t really feel comfortable saying it was absolutely one thing or another, because I really don’t know. I think it was that we told a clear story of what the experience would be, and focused on the game rather than us as creators. I don’t think that helping some bearded game dev in his mid 30’s make an independent game is a very compelling pitch, so we focused on what we thought was, which was a new take on survival in a beautiful world.

TFIF is described as “a rogue-lite river journey in post societal America”. First of all, how did the original idea, concept and look come together?

The original idea was really a merging of two ideas, one from me and one from our art director. I wanted to make a pared down survival game about real world survival, and Sinc (the AD) wanted to make a game about exploring tiny worlds… basically top down camera, limited spaces to explore. We jammed those two ideas together and everything else came from there. The river, the region, the music.

As far as the look, that was all Sinc. When I approached him about working together my initial pitch was that I wanted to work on a game that looked like his original paintings brought to life. The look was just him interpreting his existing work.


Can you talk about the soundtrack by Chuck Ragan and why it’s important to the experience?

Early on in concepting, I was working on playlists of inspirational music to use as reference, with the thought that maybe we’d get a musician to record an original piece. I didn’t realize at the time that we’d luck out and get not only an original track but an entire album. I think it’s most important because it comes from the same place that a lot of the inspiration for the game came from. Chuck wrote it in the woods, by a camp fire, while boating and fishing during the day. He got what we were trying to do immediately, as it’s about a lot of stuff that he loves. I think it does a huge amount to help ground the player in the experience of being in the wilderness.

For those unfamiliar with the game, can you talk about the modes on offer and the main gameplay loops they can expect?

There are two modes: campaign and endless. Both are procedurally generated and have the same gameplay, the only differences are that campaign also has an easier setting, and there are a few story beats that the player will encounter as well as an actual ending. The gameplay itself is a mix of river rafting and exploration. You encounter islands, stop, gather supplies, camp, hunt, craft, all that sort of stuff, then get back on the river and look for another island where you can gather more supplies. It’s sort of a constant stop and go.

What were the biggest challenges when originally developing the game? Were any particular aspects of the design tough to balance?

I think from a design standpoint, that making a survival game that’s just about actual survival, and not really about combat, was tougher than I expected as it’s surprisingly mathematical. It’s all about the numbers of how much you lose energy, how fast you get hungry, vs the frequency of supplies, how much they help you recover, and all that. It’s really a razor’s edge to balance, as on one side it’s trivially easy, and on the other it’s impossibly hard.


It arrived on PC in early 2016; what were the biggest positives and negatives of the launch? How was player feedback?

I think the positives are that we largely accomplished what we set out to do, and did so within the budget and timeline we established for ourselves. Player feedback was good overall, but there was a lot we patched up pretty quickly as well. The biggest negative was probably a really bad audio crash that we didn’t find pre-launch which took a week or two to figure out.

You released the game on consoles earlier this year, but at what point did you know it’d come to Switch?

It was only recently that plans were finalized. Really the whole port has been in the hands of Curve (Curve Digital, publisher of the game on Switch), they handled all the work with Nintendo as well as the tech side of things.

Have you had to make any notable adjustments to the game to bring it to Nintendo systems? Does it utilise any of the hardware’s unique features?

It’s really a straight port. We did need to do a bunch of UI work to make sure that everything was crisp and clear on both the portable and docked resolutions.

On a technical level, did Curve give much detail on porting to the Switch hardware in terms of its capabilities, engine support and so on?

I couldn’t really give a solid answer, but Curve was able to get the port up and running really fast. It seems like Switch support with Unreal is really great.

How do you think the game is best experienced, and how do you think Switch owners will play it? Do you see it as a game for longer sessions on TV, or dip-in play on the handheld?

One reason I’ve been excited to see The Flame in the Flood on Switch is because the pacing of it is such that it’s well suited for both short form and longer session gaming. You never spend too long on a single island or length of river, so it’s really easy to find a good spot to take a break.

Are you confident that the eShop audience will be drawn to the game’s concept and approach?

I am not, but I’ll couch that in saying that I’m not confident in my ability to predict anything. I hope so, and I think it’s a really good fit, but it’ll be up to the people browsing the eShop to tell me if it’s working for them.


Having now seen this project come to Switch, do you have plans to support the system again in the future? What are your broader personal thoughts on the device?

Personally I’m excited about it. I really love my Switch, and I think it’s really interesting that I hear the same sentiment from just about any Switch owner I speak to. I think that’s a good sign for the long term life of the console, particularly as it seems like it’s getting a lot of great support from 3rd parties. As far as doing a Switch version of future titles, assuming it continues to be a successful platform for 3rd parties we’ll definitely keep it in mind.

Finally, is there a big pitch you’d like to give out readers for TFIF on Switch?  

A big pitch! I guess I’ll say that I think the Switch is a really great platform for The Flame in the Flood, and the ability to play a river survival game while maybe even surviving on a river is pretty compelling.


We’d like to thank Forrest Dowling for his time; The Flame in the Flood launches on 12th October on the Switch eShop.

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