[Wii] No More Heroes 2: Desperate Struggle

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[Wii] No More Heroes 2: Desperate Struggle

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Es gibt einige kleine Infohappen:
“This time, Travis [Touchdown] is looking for revenge. It’s a serious fight this time, and the word shito reflects that. There’s a series of Japanese movies called Jingi Naki Tatakai that are about the yakuza. They’re really famous in Japan — sort of the equivalent of The Godfather. They focus on the relationships between members of the Yakuza. The subtitle for the second one is Hiroshima Shito Hen. That roughly translates to The Desperate Struggle of Hiroshima. Inspired by that, I wanted No More Heroes 2 to be The Desperate Struggle of Santa Destroy. There’s a really intense fight in Hiroshima Shito Hen, and I wanted to sort of recreate that in No More Heroes 2.”
Nicht Suda führt diesmal Regie, sondern Toshihiro Fujikawa, Assistant Director von NMH und Killer7. [...] Suda wird das Drehbuch schreiben und als Executive Producer fungieren.
Zuletzt geändert von America`s Most Wanted am Fr 29. Mai 2009, 18:37, insgesamt 1-mal geändert.
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Re: [Wii] No More Heroes: Desperate Struggle

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Interview: Grasshopper's Goichi Suda Talks No More Heroes 2, Time Travel

Grasshopper Manufacture's always interesting CEO Goichi Suda (aka Suda51) has a lot on his plate, what with No More Heroes 2: Desperate Struggle slated for 2010 and an untitled EA Partners project in the works with Q Entertainment (Lumines) and eminent designer Shinji Mikami.

His company's visually unique titles like Killer7 and the original No More Heroes have kept Suda and Grasshopper in high demand.

In particular, Marvelous Entertainment noted the studio's growing popularity and published a Nintendo DS remake of Flower, Sun, & Rain, one of its older PS2 games, earlier this year in Japan. Marvelous' U.S. branch plans to bring the game stateside next month.

In this candid interview, Suda talks with Gamasutra about where the No More Heroes sequel is going, why that destination isn't away from the Wii, and what he'd tell himself about Flower, Sun, & Rain if he could go back in time.

When we first spoke, you talked about how you wanted to make an open-world game. No More Heroes is kind of along the path to that. Are you going to take that further into the user sandbox environment with the second game?

Goichi Suda: Yeah, we'll once again manage to do what we want to do with realizing the open world, but expect big changes for No More Heroes 2's open world.

Now that there are no more heroes, what happens from now?

GS: Actually, there are still some heroes left. (laughter)

I thought maybe it should be called No More Heroes More, or Some More Heroes.

GS: We'll probably have to change it as we go ...

Before, Grasshopper developed games one at a time, finishing one and starting the other. Now that you're working on multiple projects, do you have to have a multi-team structure within the company?

GS: Right now, Grasshopper has two development teams. They've been in alignment.

Is it different, having to manage that? I know you have a lot of creative input yourself on all of the projects, so are you having to share directorship with other people and things like that in order to make these two flow?

GS: For No More Heroes 2, I'm going to be credited as executive director. I'm just going to take care of the character script and the scenario, but the director's going to be someone else. We actually have set a director at Grasshopper -- a young one.

Are you going to be grow more in the future, as you work on more projects?

GS: In my mind, the studio would like to keep the team under one of the people.

Each team, or the whole of Grasshopper?

GS: The whole of Grasshopper.

Maintaining smaller sizes probably helps keep a consistent creative vision. What are the things that you feel you still need to accomplish with the No More Heroes universe? You haven't really made sequels before at Grasshopper. What do you feel you still need to get across with that game and style?

GS: The world of No More Heroes should have more parallel stories running at the same time. The evolution of Travis -- I still have some stuff to write about with him and his growth.

So are you anticipating doing that kind of parallel story stuff in No More Heroes 2? Is that possible to do with one character?

GS: In the case of No More Heroes 2, it's just going to be one story again that takes place after No More Heroes 1.

Why target the Wii with this game when there are a lot of action games on the Xbox 360?

GS: One of the main reasons why we're back on Wii is because of the controller. When we released the first one on Wii, you had this feeling just finished with moving the controller; it was really good.

So, if we released it on Xbox 360, for example, we'd have to rethink this feeling. I wanted to keep the game's controller gimmick, so that's why the fighting was more fitting on Wii, rather than on other platforms.

More Japanese companies nowadays seem to be targeting the North American market as the first, primary market. I feel like Grasshopper's games do this as well. Are you specifically targeting North America first?

GS: Yes.

As a company in Japan, how are you going about targeting the Western market first?

GS: First, we check all of those games that set a standard, for example, in the FPS style in the U.S. We always want to make new stuff and new games, and try to create something innovative there, because there's always a market there for people who are tired of playing this style or level.

Would you ever consider doing something like an FPS, in order to gain more of that market? It's kind of flooded right now.

GS: Definitely, if it's for our audience. If we need to make an FPS to get into this market, we will.

I'm curious to know how you feel about Flower, Sun and Rain finally coming out in the West on the DS now. Traditionally, these games come out in sequential order, in terms of when they were released, but in the case of your games, it's more like now that Grasshopper is more popular, some of the older games are able to come out in the West.

What do you think about people now playing games that you made previously? Obviously, you're continuing forward with your game design and creation philosophy. What do you think about people playing the older games now, perhaps not knowing that they're actually older?

I'm just happy about that, because we had these games that were made eight years ago that I couldn't really sell outside of Japan. And now, because I have Killer7 and No More Heroes, and I have some working conditions outside of Japan, too, people are really enjoying this project.

When I developed Flower, Sun, and Rain on the PS2 all those years ago, it was one of the most difficult times at Grasshopper. I would like to jump into a time machine, go back to eight years ago, and tell myself not to worry, and that things were going to be all right, and that we were going to release this title on the DS, too.

But if I told myself that the game was going to be released on a handheld with two screens, I wouldn't believe it. (laughter)

If you're going back, you should convince your old self to patent the idea.

GS: (laughter)

You'll be rich! I actually really liked Flower, Sun, and Rain. None of the characters spoke properly. Actually, I thought my copy was defective, because they had the...

GS: (laughter) Don't worry, because when we released it on the PS2, we got some comments from Japanese users saying, "There's something wrong with my copy. The voices aren't working for me." So it's not just you.

I think it's because it had the subtitles. Do you think that maybe Silver Jiken [PS1 and now DS murder mystery The Silver Case] would come to the West? Many people have said it's one of the top games from Grasshopper, story-wise.

GS: It needs time. Presently, I'm really busy with No More Heroes 2.

I was wondering how having foreign staff was working for you.

GS: It's good. Of course, nothing is perfect. Sometimes we have issues with foreign staff, but we always try to solve and fix them. It's not really a problem of nationality with foreigners. We just have issues with communicating with employees, too.

How important do you find it for them to be able to speak really good Japanese to fit in?

GS: It would make things easier if they could speak decent Japanese, but even if their Japanese isn't great, I can still, to some extent, manage to explain what I want them to do.

Does it help with trying to release games that are targeted to the Western market? I assume it would.

GS: Yeah ... When it comes to designers and programmers, [they bring] some know-how that we didn't have here. Even if [they weren't] here, we'd be trying to think of strategies on how to get into this market, but it would never beat an actual, real foreigner who's coming to the company and doing stuff himself.

Do you consider No More Heroes as a continuing series for you? Will it keep on going, or is 2 it?

GS: That's something I don't really think about -- the future or the sequel. I'm just focusing on each title, so now I'm focusing on No More Heroes 2, and then we're going to see later.
Quelle: www.gamasutra.com
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Re: [Wii] No More Heroes: Desperate Struggle

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Erster Scan:

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Re: [Wii] No More Heroes: Desperate Struggle

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Ich hoffe es ist diesmal uncut...
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Re: [Wii] No More Heroes: Desperate Struggle

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OMG,
sieht das geil aus :cry: <-Freudentränen

Selbst wenn ichs mit schwarzem Blut spielen muss, drauf gesch**** :ugly: :falconpunch:
Toad: "Naja, Gin hat, wie schon bekannt ist, eine absolut bescheuerte Spielweise."
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Re: [Wii] No More Heroes: Desperate Struggle

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Am 30.5. soll es einen neuen Trailer geben. Infos aus dem Scan:
- Story : it's been 3 years since Travis became the Number One assassin. Santa Destroy is now at the hand of big companies which thanks to massive investments, transformed the small town into a big city. And not only is it the time Sylvia Christel chooses to suddenly reappear into Travis' life as an organisation agent, but his friend Bishop also ends up being involved in a pinch with some bad guys. Just the time for Travis get back to the grind and face some new battles...
- Wrestling moves are back, and along with some fresh dual-wielding swords action, they promise a more varied battle system.
- New characters introduced : an afro dude, Nathan Copeland, ranked 50th on the UAA ranking, and which is apparently a Travis fan ; as well as a mysterious beam-weapon wielding school girl, which seems to be related to Travis somehow.
- Famitsu's website should have a trailer on May 30th, and they'll also start taking applications for a T-shirt design contest.
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Re: [Wii] No More Heroes: Desperate Struggle

Beitrag von GevatterTod »

America`s Most Wanted hat geschrieben:along with some fresh dual-wielding swords action, they promise a more varied battle system.
Sehr gut!
Dann wird wohl das Kämpfen auch weiterhin durch Buttonpressing gelöst :)
America`s Most Wanted hat geschrieben:which seems to be related to Travis somehow.
Na, das wird dann wohl eine Schwester, die Mutter oder sonst ein verwandter sein :ugly:
America`s Most Wanted hat geschrieben:Nathan Copeland, ranked 50th on the UAA ranking, and which is apparently a Travis fan
Secret Final Fight und sein Bruder oder/und Cousin :asd: :ugly:
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Re: [Wii] No More Heroes: Desperate Struggle

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Neuer Trailer, klick.

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Re: [Wii] No More Heroes 2: Desperate Struggle

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Wunderschön :hase:
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Re: [Wii] No More Heroes 2: Desperate Struggle

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:lol:
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Re: [Wii] No More Heroes: Desperate Struggle

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America`s Most Wanted hat geschrieben:Neuer Trailer, klick.

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Game of the E3, völlig egal was da noch kommen mag .
:kruemel:
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Re: [Wii] No More Heroes 2: Desperate Struggle

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Muss den ersten Teil immernoch nachholen, bin aber irgendwie zu faul den Homebrew Channel auf meine Wii zu machen damit ich die US zocken kann. :|
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Re: [Wii] No More Heroes 2: Desperate Struggle

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Starker Trailer :shock: , wird wohl echt mal Zeit Teil 1 zu spielen.

Und SoulBringer, krieg deinen Arsch hoch. Hinterher biste froh drum. ;)
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Re: [Wii] No More Heroes 2: Desperate Struggle

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Glaub ich dir sofort.

Die hab ich auch hier rumliegen, kostet ja immernoch nur ~13€ + ~5€ Versand bei VG+. Fehlt halt nur die Lust. UND ne SD Card.
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Re: [Wii] No More Heroes 2: Desperate Struggle

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Neue Details zu No More Heroes 2: Desperate Struggle

16.06.09 - GameTrailers führte ein Interview mit Goichi 'Suda 51' Suda von Grasshopper Manufacture über No More Heroes 2: Desperate Struggle. Alle neuen Infos in der Zusammenfassung:

- Santa Destroy wurde von Pizza Bite übernommen.

- Die Hintergrundgeschichte soll ein kleines bisschen tiefgründiger sein.

- Es sind mehr Boss-Kämpfe geplant.

- Das Kampfsystem soll 'cooler' werden.

- Die Blondine im Trailer ist ein Fan von Travis. Sie wurde zu einer Auftragsmörderin, damit sie ihn treffen kann.

- Travis hat immer noch sein Motorrad, das aber getunet und frisiert ist.

- In Travis' Zimmer lässt sich mehr machen.

- Die Gegner KI soll sich variantenreicher verhalten.

- Die Physik Engine ist verbessert.

- Wii MotionPlus-Unterstützung wird in Erwägung gezogen.

Quelle: http://www.gamefront.de
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Re: [Wii] No More Heroes 2: Desperate Struggle

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Neues Interview mit Suda in dem er auch über die weitere Zukunft der Franchise redet wonach ein möglicher dritter Teil wohl nicht mehr auf Wii erscheinen wird [Teil 3 wird aber wohl eh erst 2012/2013 erscheinen, ergo Wii HD Bild ]:
"It's like taking a shit," says Goichi Suda, Grasshopper Manafacture CEO, as he relaxes on his (office) seat. We blink first. "A lot of things influenced No More Heroes - things I saw, or heard, and something that came from inside. Something that needed to be eliminated from my body, like waste. That's why I created No More Heroes.
Edge goes on to write about how his colleagues are smirking and his translator becomes hesitant. "...No More Heroes 2? New taking-a-shit."

Suda claims the AI has been improved and enemies will now attack depending on their class and weapon, being ranged or more up in your face. They say the dual beam katana is pretty and the animation is suitably awesome with "effortless style". "It's a spectacle as much as a slaughter."

On secondary playable characters: They'll each have their own style and cool factor. Will Travis be overshadowed? Hardly. "He gets to pilot a giant robot! This lets you fight on a larger scale - there will be plenty more variety as well."

The game's city has been scaled back a little bit, improved visually with motion blue and HDR lighting. Suda says it's closer to the game he wanted to deliver originally. Edge says the city is a lot more lively and the streets more populated. He describes it as one-and-a-half times the original.

Regarding mini games: "The reason that I put these elements in is that it's a challenge to make a game," says Suda, "and so I want too make the player feel challenges to even play the game... Travis has to work..." it's a principle that, according to Suda, permeates his games.

On No More Heroes as a franchise: "I think this is the last NMH that is going to be developed on Wii. To expand NMH to new possibilities, we need a new platform. Wii is a great platform, but we've done everything we can with it now."
Quelle: CW [Forum]
"Hardware-wise, it was all about Project Natal," Suda said. "It's hard to really understand it unless you use it, and it remains to be seen what you can do with it, but I think it'll be a huge device. We developed No More Heroes with the Wii remote in mind, but now I want to think about games with Natal in mind. I have to ask myself, as a game designer, what new games can be done with this, what can be an interesting experience and challenge, and I'm looking forward to that."
Quelle: 1Up.com
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Re: [Wii] No More Heroes 2: Desperate Struggle

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Re: [Wii] No More Heroes 2: Desperate Struggle

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1. What makes Travis' Schpeletiger new is that it is now twice as long (in addition to the better controls).

2. This has already been verified, but there have been doubts and concerns as to how Grasshopper is going to have 50 unique bosses, from their appearance to actual fighting capabilities. Suda explains to EDGE that basically there is nothing to worry about as they incorporated both the original NMH development team and the NMH2 team (many members being of both teams including the character creator) to brainstorm and according to Suda they had no problems shooting out several ideas and characters from that.

3. The name of the "schoolgirl assassin" we all know about is Kimmy. How appropriate. Suda also mentions that Kimmy wants to keep Travis "all to her self." Possible Misery references?

4. At the end of every boss fight, a 2D image of Travis will walk from one end of the screen to the other to hop onto the Schpeletiger and drive off, accompanied by some new piece of midi music.

5. The idea of Travis using other weapons, even projectiles, was considered by Suda, but ultimately canned as Suda says that the sword/beam katana is what Travis should always use. Suda calls Travis the "modern samurai."

6. It was implied that Bishop actually does not die or get killed off, as the article explains that Bishop will have a bigger role to play in the game. At the same time, Suda says that "Travis is fighting for himself" not for anyone else. Travis is fighting for revenge, but perhaps for someone else other than Bishop?

7. Speaking more specifically on the city, Suda explains that Travis had actually left Santa Destroy for those three years, and it wasn't until he came back that he had seen how much it had changed. Where Travis had gone is not said. Only a portion of the original city will be traveled, based on fan responses on the first game. The streets and sidewalks will be much more busier and cars will "get out of the way" of Travis' bike. There are construction signs and lights everywhere. One of the fighting grounds will be a "new school", "construction yard", and a graveyard. Not sure if the school is new in the sense that it is an additional one to the Santa Destroy High School or if it is just a remodeled SDHS.

8. There are still side jobs such as coconut collecting and a new one involving plumbing. Suda explains that he still wants the player to feel like he has to work hard to play the game as that is what it means to be a punk. Otherwise, he says, there is a disconnect between the videogame world and reality. Still, the side jobs are still improved and provide humor as well as entertainment.

9. It is confirmed that Destroyman comes back as a cyborg as wanting revenge against, who else, Travis.

10. Finally, the bosses themselves: it will not be as difficult, time consuming, and at times boring to collect enough money to advance to the next boss fight. In fact, Suda purposely wanted to mix things up to keep it from getting repetitive by having Shinobu and Henry as playable characters and, at times, fighting more than one boss fight, sometimes one right after the other, and sometimes simultaneously.
Gamespot

:waah:
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Re: [Wii] No More Heroes 2: Desperate Struggle

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Das Ende von Punkt 10 :waah:
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Re: [Wii] No More Heroes 2: Desperate Struggle

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Neue Bilder [Achtung: Spoiler!]
Spoiler: anzeigen
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Preview von 1Up, Link.

Wii MotionPlus wird nicht unterstützt, dafür der Classic Controller.
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Re: [Wii] No More Heroes 2: Desperate Struggle

Beitrag von America`s Most Wanted »

Mal etwas aus der Freak-Ecke:
Spoiler: anzeigen
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Suda trägt ein Nirvana-Shirt! :ugly:
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Re: [Wii] No More Heroes 2: Desperate Struggle

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Dass er Nirvana Fan ist wahrscheinlich? :ugly:
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Re: [Wii] No More Heroes 2: Desperate Struggle

Beitrag von America`s Most Wanted »

Hatte es nicht.

Neuer Trailer [Achtung: Spoiler!], klick.
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Re: [Wii] No More Heroes 2: Desperate Struggle

Beitrag von Onilink »

So, ich denke, ich habe genug gesehen( /mich genug gespoilert ). Sieht alles toll aus, etc., aber ich werde mich wohl bis zum Erscheinen vom Spiel von weiterem Material fernhalten.
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