Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Leaderboard

Popular Content

Showing content with the highest reputation since 04/16/2022 in all areas

  1. Yes, lots 🙂 Can't talk about specifics yet, but I am certain you will catch many of them when you see new footage. Not just yet - I am waiting for greenlight to get started with the dev diaries and am just as eager as you all.
    5 points
  2. 1. I agree, nice maps with a natural feel that force you to use your head to get to cover or take risk. (one of the problems with many turn-based games is the constant "cover-to-cover", like xcom. The maps are built FOR the game, with walls and cover strategically placed to help or hamper movement and cover. Jagged Alliance 2 was the opposite. Maps were built to be a representative realistic country (to a playable scale).. meaning, you had to either find your own cover or even sometimes fight in the open, use diversion tactics, smokes, suppression to either pin the enemy down, or yourself retreat to a safer area. 2. I doubt we would get THAT much vehicle freedom to be honest, but having a jeep/hummer/toyota hilux as a place to store a bunch of HK G3's, or maybe mount a technical.. would love that! 3. Weapon variety is somewhat important after being spoiled by 1.13. But I don't expect THAT many to be honest, as weapons in 1.13 much simpler 2D image to add with stats. In this game, they will be modeled in 3D (I expect). I would in this case prefer quality over quantity.. if you give me 20 different AK variants, I want to see the model look different.. but that is more modding territory. I'd be satisfied with slightly more weapons than JA2 + UB combined.. as long as we can get attachments and some special unique weapons. When I say quality > quantity; I would prefer well balanced weapons with realistic stats and "damage" compared to weapons that level their damage with the player (I don't want to start with a 9mm pistol that does 20 damage, and late in the game find a 9mm pistol that does 40 damage, because of my level). 4. Keep in mind JA3 isn't happening in 2020. It has to stay a little bit like JA2, because we are dealing with a sligthly retro era of tech if I'm correct, so we can't have crazy websites. Back then, stores weren't like what we see in the net nowadays. This is also why JA2 was so immersive, it felt like a laptop of the 90's with an interface of the 90's and websites of the 90's. Anyways, I like your points!
    5 points
  3. I don't know at this point. Most marketing decisions are up to the publisher, including starting date for the dev diaries and the decision where to publish them. THQ Nordic have been an excellent partner to us and I am sure they will make the best decisions for the game regarding the dev diaries.
    4 points
  4. I can imagine for most of us Jagged Alliance lovers, a multiplayer mode is always on our minds. Can remember on JA2 there was a modded VS mode were we could battle with each other. Hopefully there will be a similar mode like that too, were each player can select some mercs like 3 VS 3 or 5 VS 5 as example then select a sector to battle with each other, this would create surely extra fun to us after finishing the game multiple times. Also see who owns the better tactical strategy. Just imagine a battle between mine and your mercs in 1 sector that last like for a hour. With lots of stealth action, flanking, taking cover etc... This would be simply legendary.
    3 points
  5. Information from @Haemimont_Boian presented in a short film.
    3 points
  6. Hello, everyone! My name is Boian Spasov and I am one of the two Boians leading the efforts of the Jagged Alliance 3 design team. Allow me to introduce ourselves, as we're excited to start sharing a little more about what's happening on JA3's development.. First off - the introductions! It is unusual for a game to have two design leads, but I and my colleague Boyan Ivanov have been working in tandem like this for more than 15 years now here at Haemimont Games. Yes, we do spell our first names differently, only reason being we want to confuse people and sow chaos in an otherwise orderly world. We both love strategy and tactical games and created together our fair share of them (Tropico 3-5, Omerta, Surviving Mars), but Jagged Alliance 3 is our most ambitious project yet. Jagged Alliance 1 and 2 both hold a special place in our hearts and like many other fans we've dreamed for a true sequel for many years. Turns out that fate decided to grant us the monumental task to craft that sequel, something that makes me giddy with joy even now, years after it has been decided. Now to address the elephant in the room - why has the dev team been quiet since the game announcement back in September last year? We understand how this can be frustrating for the community, but the simple reason is that the game is in a rapid iteration development stage that prompted us to look more inwards than outwards. With some core mechanics still being refined it felt too early to talk about specifics publicly. We knew things were going to be constantly changing, and having to discuss a moving target could provide even more frustration. Finally, there are many things that we are simply not at liberty to discuss yet. Still we appreciate your patience and passion, and we feel that some elements of the game are starting to settle enough that we’ll start sharing a little more in the near future. The game is slowly becoming more solidified and it will not be too long until we publish the first DevDiary. From this point on, you can expect to hear more from both me, Boyan and the other team members. In the meantime, rest assured that we are reading your discussions, hopes and expectations both here and on other venues (Discord, Steam Forums, Facebook, etc.), so please continue sharing them! They may very well set the theme for our first DevDiaries, not to mention there is time for them to change the game yet! See you in JA3! Boian
    3 points
  7. Well, I'm no psychologist, but maybe this is where we can start seeing how everyone will enjoy different aspects of different content. You know, like between what one finds acceptable as "boring" or "action-packed" can have an effect on what you will want for the next game. I think I am more laid-back. I like Forgotten Weapons, Hickock45, Paul Harrel, Iraqveteran8888, ... I'm NOT saying they are better, but I prefer the way they bring us the information and the shooting, I see more of the type of personality I think I am with these Youtubers than others who are a little more entertaining and "explosive", like demolitionranch, fpsrussia, etc.. And I think this also shows in the way I will play my games. I enjoy taking all my sweet time in inventory management, thinking what weapon would this or that merc want to use, what kind of gear would make sense to give them. What vest would he or she wear, depending on the experiences they've had (I will put alot of roleplay into the equation). Maybe JA2 is a more analytical and slow game compared to something like the modern xcom or Rage, that take you mission to mission quicker without having to deal too much with micr0-management in between? Typing this just made me realize.. You see? I like to analyze things just to understand the reason of this or that.. and those Youtubers explain those types of things. (Jeez, I should have become a psychologist or something! 🤣)
    3 points
  8. Am waiting extremely excited for this moment over 20 years now.... Its simply like a dream comes true to me, thats why we the Jagged Alliance lovers have somehow big expectations about Jagged Alliance 3. Jagged Alliance 3 will not be a dream come true just for the Jagged Alliance 2 hardcore fans but the aim should be also to bring much more new players to this wonderful turn based strategic game. Once Jagged Alliance 3 will be a successful masterpiece, it will be just a matter of time for you guys to work on the sequel Jagged Alliance 4 (probably could take place on the 2010s or today 2020s as example.) Launching this game on console would be also play a very big factor for marketing, cause todays most players are on console (including myself). So we hope & pray, since we really hoping for the very best outcome from you guys. 😇🙏
    3 points
  9. Anyway, I thought you had them prepared a long time ago and all you need to do is publish them. But that's okay, we've endured so long, we'll wait a little longer. 😉
    3 points
  10. For me, the most important thing is whether the appropriate modding tools will be created. 😉
    3 points
  11. After all, we have developers from Haemimont Games on the forum, so I'm sure that we will soon find out if the portraits of the mercenaries will be animated. 🙂
    3 points
  12. Back in the days I had never been able to complete Fallout 2 due to blocking bugs. Now we have all the patches and mods we need though, and 22 years after the release I reached the final cinematics. And WHAT A BLAST! It motivated me to write an extensive review: https://steamcommunity.com/id/stscylla/recommended/38410/ Have you played it? Any feedback is very welcome.
    2 points
  13. Hey Boian and Boyan, so You guys played the first two parts extensively? That would be good news! I think the possibility for modding will be important. Personally I think that the content is more important than the looks. I also liked about JA2 that one could make own decisions about how to progress in the game. Some games lead the gamer through a story too tightly, I don't need that. The tactics and strategy should be the main part. The story in JA2 was as simple as it could be and it was perfect.
    2 points
  14. Yeah, that could also be a nice touch. Having a in-game-online-newspaper reporting the events in the game. The "in-game-media" could also be used to direct players to interesting places and stuff in the game world.
    2 points
  15. Regarding @LoboNocturno idea of ambient sounds. A bit of a random thought hit me. Would it be cool (or not) to have radio stations / tv stations reporting on what is going on in the country during the conflict? Maybe from different angels depending on who supports the specific station?
    2 points
  16. Its funny because I keep saying there's no new games to play, then I look at my steam list and GOG.. hmm. Less is more, more is less I guess.
    2 points
  17. The attention to detail is one of the things that made JA2 stand out from other games.
    2 points
  18. I think ja2 had only little weaknesses. Some more variety in furniture and landscape would be nice. The AI wasn't very good, but otherwise the combat system is just pure gold. Great chances to make it worse, if trying to change that at all! I also would not necessarily change the character development, because we are talking only of a couple of weeks of time here. So the only real thing to change would be graphics, terrain and slight changes to the interface. Maybe more vehicles and stationary weapons. I think the detail of story, surroundings and character interaction will be key. The gameplay is highly proven. Also the humour should be kept.
    2 points
  19. This please! @LoboNocturno This is among the best ideas I've heard in a long time! I wold like it to be dynamic. Meaning, when there is some tense situation, or battle, there has to be music to make you FEEL something is going on. But outside of combat, I want to hear the wind, the leaves, the frogs and crickets. when I walk into a village, I want to hear the noise of a nearby vehicule, some voices talking near a bar, some birds flying by. I wish we could pin this post.
    2 points
  20. Oh hell yeah!! I would definitely enjoy playing a game with my fellow JA fans here! 🍻
    2 points
  21. I don't know much Russian language, but Google Translate translated that into: "How do you like it?"
    2 points
  22. Have to add, that I also hate the class-based X-com system, in which several guns are restricted. In JA2 it was obvious when somebody could handle a grenade launcher and somebody could not. The skill-system in 1.13 does this very neat with the various traits. The Hunter/Ranger likes shotguns and bolty rifles, the Sniper can hold his breath (invest more TU in aiming) - I liked that very much.
    2 points
  23. @Haemimont_Boian the first DevDiary will be released this week or not until May?
    2 points
  24. I would be incredible happy to see exact clone of JA2 with mod-ability as a base. With some interface changes only. Then on that base you can release additional huge campaign and call it JA4. But for me bare minimum is basically JA2 functionality, size and all its features. Perfect example is Diablo 2 Resurrected. If they removed any of its base features it wouldn't be a success.
    2 points
  25. Здравейте Бояни и целия екип! Hello to Boian, Boyan and all other team! I represent a slightly different community - fans of the XCOM series. However, JA is not an empty word for us. We really want you to create a worthy heir to the brilliant games from the past. I registered on the forum specifically to allow myself to give advice while the development stage is so early. XCOM 2, although released 6 years ago, remains so popular primarily because it has amazing replayability. This is achieved primarily by the fact that along with the game there is a built-in modding tool that allows anyone to become a modder. A talented mod community has grown up around XCOM 2, and today there are more than 6000 mods for XCOM 2. It's clear that the requests from JA fans can be very different, so releasing a modding tool along with the game would be a great move for developers. Good luck with the game!
    2 points
  26. @Haemimont_Boian Seven months have passed since the announcement of the game. Have there been any changes to the game mechanics that we saw in the trailer since then?
    2 points
  27. Both Boyan and Momchil (one of our key combat designers) are huge fans of the channel. Momchil has been watching it since day one.
    2 points
  28. I would like to suggest the developers (@Haemimont_Boian @Haemimont_Boyan) to check out Ian "Gun Jesus" MacCollum's awesome YouTube channel Forgotten Weapons (maybe you already know of it). I do not belive you can find a broader vault of information regarding all sorts of guns. Who knows, you might find something really cool over there for the game!
    2 points
  29. I guess this might be where our opinions differ, and they are only opinions, naturally. (I like sharing my opinions and hope they stay friendly) 🍻 Rage was the first JA game I never completed, I actually only played about an hour before I quit and uninstalled because it really didn't feel like Jagged Alliance in any way. Jagged Alliance is about choice, inventory, management. Actually, if there was one word I could use to sum up the gameplay of Jagged Alliance 1 & 2, it would be "FREEDOM". You have the ultimate freedom of approaching situations in any way you want, from all out assault to trying to sneak, either day or night. This freedom means everyone will have a different style of play, from different mercs we compose our teams of (from our own stereotypes, "racism", fondness, etc..), or different types of weapon styles, etc.. there is something for EVERYONE. I felt rage was a little bit like JA Online in taking away freedom and giving you set puzzle pieces to challenge you, maybe a little closer to the modern xcom formula. Unfortunately, without going into too much detail here, because many know my viewpoint on the modern xcom; let's just say, I did finish xcom 1 & 2, and I've never went back. Not my style. For myself, I really hope they stick to the original formula, which was very unique and would be something that would make it standout from the overcrowded xcom-clones we have. If we get anothe xcom-like game, it'll simply sit somewhere in a wishlist of "maybe I will eventually play it after a heavy sale". Sorry if this is not exactly what you wanted to hear... I mean, if you enjoyed Rage? then I mean that is really good and it's nice to see someone not thrash talk it in a way.
    2 points
  30. So true, hopefully they will bring it. In Jagged Alliance Rage when a merc talked (as they did gave a speech on each sector once they enter and once you would finish the mission) there came out a window were a 3D portrait appeared with moving mouth, if they can bring at least a stuff like that it will be surely very cool.
    2 points
  31. Well, hello Boian! We'll try to not tear you to shreds in happiness here; I promise I'll try my best anyways... ... wait, I think we've compiled a 500-page book of needs, wants, features and luxuries we want. It'll be easier that way than repeating everything here, right? Just kidding. Seriously, as much as I want MY version of JA3, I expect to see seomthing YOU are proud of working on. I am extremely anxious (but patient) to see what you guys share with us. I'm looking for that conversation we had quite a while back about looking back at our gunracks and tying up the devs to chairs. We have demands. We have guns, chairs, rope... anyone have some glass jars and RDX crystals? 🤣 @Haemimont_Boian I promise those are non-violent threats in reality! 🍻
    2 points
  32. Hi everyone, my first post here or anywhere regarding Jagged Alliance! I love X-Com and JA2. I haven't played Wildfire or 1.13 or any of the others. I had a quick look at 1.13, started a game, but couldn't read any of the inventory slots: there were so many of them and the size and fonts so small, and I didn't want to spend the whole game squinting. Intro out the way, I'll answer the OP's question, and then make some comments on what I'd like to see on JA3 guns. I'm not a gun nut, but I'm not completely ignorant either. My favourite guns in JA2 are the Draganov, the Steyr, the AK-74 and the Russian machinegun. I like range and fast firing. I felt the JA2 was lacking a decent hunting rifle. It had the SKS, but the range on it should have been a lot longer, 35 or 40 maybe. Slow, bolt action, but accurate and decent range and ubiquitous. Molotov coctails would be cool. Flammable buildings? Drop and roll if you're on fire, or take continuing damage? I think making the weapon improvements out of junk had promise, but could have been better. What if there was a lot more junk, and it was easy to do, but either the improvements weren't much good or they permanently damaged the weapon, ie rod & spring makes the gun fire faster but also degrade faster and require near constant repair? How about a silencer made from a can and duck tape? These improvements could be first tier. There could be a gunsmith shop in city no.3 that sells better quality guns, and also mod them. Drop off a gun, pay $1000, and pick it up a couple of days later with the mod you want. Or there could be different shops. A hunting and fishing shop in the first town sells shotguns and rifles. A shady weapons dealer has a boatload of AKs or M16s that fell off the back or a truck. Later he might or might not have a heap of something else. Bobby Rays exists, but they sell top of the line specialist models of whatever you want - fully suppressed submachinegun with subsonic ammo, thank you - but you pay top, top dollar for it. Oh, one other thing I was thinking about today while driving. Militia. Militia only get the shittiest, crappiest weapon available. The Smith and Wesson, maybe, and machetes. Level 2 militia only exist if we arm them. So either we run back and forth to gunshops selling all those shotguns we are picking up, or we use them to arm militia at key areas, mines and SAM sites for instance.
    1 point
  33. While I agree, that I would prefer them to focus on the single player aspect because that's also how I've always played these (because never played Deadly Games).. ..for one thing, the Multiplayer part of the 1.13 mod is pretty fantastic! Not only is it incredibly tactical to choose a map, your mercs, and play against a buddy in a Turn-Based game of JA.. but it simply adds an extra layer of playability, options and friendly competition. It REALLY does have something to offer in that department.... once there is a solid single-player base.
    1 point
  34. 1 point
  35. fully support!!!!!
    1 point
  36. I think so! Like preset radio news while walking by a town, where they talk about the gain or loss of the most recent city or sector that was lost or captured.. with some flavour talk added. This is a little bit like the idea of the "newspaper" articles in a version of 1.13 I believe (I know other games have also touched this style of thing with newspaper articles in loading screens and such). AWESOME IDEA!
    1 point
  37. Oh ok cool, thanks for the translation 😃👍
    1 point
  38. The music (soundtrack) should be full of adrenalin but most times when i play i turn off the soundtrack anyway, instead i would like to hear the sound of the environment, more like realistic nature or animal sounds. Like as example when we are around the swamp area at the night we should be hearing a wonderful frog 🐸 orchestra. When we are in the forest, jungle area or ruins there should be owl sounds to creep up our skin even more, it would add us up much more excitement, then suddenly out of nowhere we get ambushed.
    1 point
  39. Blood & some gore effects is totally a must on JA3. The topic of the game itself its about blood money, blood diamonds.🩸💎 But somehow i think it will be a lil more childish way (like on JA Rage with nearly none blood or gore effects), even on the trailer when our enemy got hit by Ivan, he says "that hurt" like a bee stung him lol, instead would like to hear more agony like sounds like aaarrggh, to express more realistic pain expression. There should be also some gore effects that appear rarely in the game so when it happens it can be something special to us. A fun gun battle without blood (the blood should be staying on the ground, water or when we make headshots splash some blood to the walls) & gore is somehow no brainer to me. Bodies should be also laying on the ground for days, when we comeback to the sector after few days the body should start to decompose and be surrounded with crows (since we are in Africa obviously with vultures).
    1 point
  40. 1 point
  41. Will JA3 have talking heads and a list of questions and answers that you can reply with? like in the picture below.
    1 point
  42. Glad to have you here @Haemimont_Boian! @GODSPEED! Now's our chance to get all those 1.13 features in and AIMNAS level of gear and weapons! 😂
    1 point
  43. The weekend gave me some room to think things trough (don't judge me, I am slow, ok!) and here my guess. The main reason for the reveal of the title, and the forums etc. is all due to the normal corporate bullsh... I mean procedures. To give their (THQ's/Embracer group, whatever) stocks the best boost they can for the end of the year (2021), they reveal a bunch of titels. Nevermind how far away each title is from release. Makes sence right? THQ can then tell the shareholders: Hey we got this many upcoming titels! Dosen't it look great? Shareholders caring about the next quarterly return on their investment, runs trough their checklist: Sounds good. Are preorders up? THQ: Ofcourse! SH: GOOD. What about trailers for the game to incriese hype? THQ: Got'em! SH: Excellent. And sites for publishing more hype? THQ: Yes! We are already listed on these stores (shows list). SH: Very good! Haemimont over in the corner: Uuuh guys, we are like... a year away from showing anyth... THQ: Shhhh! Quiet! Stocks are up! I have experience similar things myself. Just last year, I among a few other colleagues were forced into a project by the company we work for. An idea that really was no more than a few notes on a piece of papper that a few of my colleagues had a discussion about. The idea was great, no doubt about that. The company got wind about the idea and demanded that a project was to be established and finished whitin the very same year. Normally we spend a year just in preparation, risk assessments, pre-constructions etc. And why the rush you ask? Because the idea was so good and running the project trough at less than half the time we normally take, gave the company a very nice incriese in stock value. I myself had a very small role and was not affected much by it but a few of my colleagues worked themselves to the bone to make sure the project was successful.
    1 point
  44. April Fool's jokes using the world situation would not sound so much out of line considering the sense of humour Jagged Alliance is known for... but somehow, part of me thinks these kinds of "jokes" don't work so well in this "woke" world of crap where if you say the wrong joke, you lose your job. Maybe the article is a joke. I would certainly hope so, because if they cancel (or put an entire game on hold) with the explanation being Ivan.. that is absolute BS and they were never even serious about the game in the first place. Anyways, as @Hendrix mentionned: I agreee fullheartedly! Ivan is a character in a video game, he is of Russian culture and was a soldier and now a mercenary. Having him in a game doesn't make you a supporter of the war or the choices and morality that a leader of a nation has imposed on its people. If in ANY case, the game, character or anything is changed because of real-world political situations, I'm sorry, but that is a sign of pandering to public opinion. ... but I am not surprised ... Every big corporation has to jump on the bandwagon of banning eveything Russian, right? Because Russians are evil bad people. What bs hipocrisy! I love my Russian brothers and sister as much as my Ukranian brothers and sisters... as much as any other culture or person. -PS- Apologies for a long-winded rant. I needed to let it out.
    1 point
  45. - The inventory can be picked up from a map screen. Once a combat is finished all (accessible) items become visible automatically and can be picked up easily. - There are alternatives to fight your way through the forces: Use explosives for simple entrance. Be stealthy to be attack enemies one by one. Create distractions to lure oppnents away. Use mines to create traps. Also I am back fan of the disguise / spy feature in 1.13. - Weapons types give you an actual choices. Quick shooting required? Take a SMG. More range? Take the assault rifle. More range? Take the sniper rifle. But they are really heavy. There is no best weapon, but instead weapons have advantages and disadvantages.
    1 point
  46. 1) Don't do it like most modern tactical games, keep to the original version: each player has action points (15+, depends on chars stats like agility and such) and can spend them as you like, do not adhere to nowadays stupid 2 steps system, where shooting at the first step ends the turn, or one move and one shoot. Its simply ruining everything. This 2step idea reminds me of devs who never played, never enjoyed original tactical games. 2) Loot them all system. You kill, u gain all the items (armor, grenades, weapons, ammo, ...) (not like original JA) but like original XCOM in 90x. I think its a way better system. Armor / weapons can be damaged. And add sellers to villages/towns. Number of pockets should be limited, a team can be on wheels however with a real trunk, so a need to decide what to drop and what to keep becomes apparent. Different vehicles should have different trunk capacity. Make it real ! 3) Random encounters is key feature. You traverse through the map, and can encounter different people, some may join your team for free, others for money, some places can be discovered only when a team has specific people, like abandoned secret military base randomly spread on the map with local thugs in it, or some laboratories with some experimental items. And so, no limits here, I mean no need to add an alien ship, its not a fallout series after all, but the idea is clear I hope. 4) Keep a crafting elements as the original games had, its a really nice touch. 5) If devs would listen there is much more to come 🙂
    1 point
  47. I agree with just about all the features listed by Hendrix earlier, but there are two main features I would single out as being the absolute minimum required by me to make JA3 worthy of the name: 1. Merc and NPC Characterisation OK, the characters in JA2 were stereotypes but they were well crafted stereotypes. Their bits of dialogue were were well written to reflect their personalities. Who could forget Fox saying “That was worth bending over for,” as she picked up some useful piece of loot, or Len telling you that he couldn’t extend his contract because he was going off on an RV trip with his wife? Allied to the writing was the absolutely excellent voice acting. The result was a very immersive game peopled by characters you could really relate to and it was something that made JA2 so special. The humor in JA2 was built into the characters and I’m just a bit concerned that JA3 ends up trying to be too jokey. I notice in the announcement trailer that when Ivan shoots the marauder, the guys says: “Uh - that hurt”, like that’s the sort of thing someone would say when they’ve just had a bullet put through them. Please devs, try to keep it real. If you’re going down that route with JA3 you may as well bring in dragons and zombies. 2. Strategic Freedom Side quests are fine and well worth having in the game, as long as they remain optional. The great thing about JA2 was that you were given the single overall objective of overthrowing Dedrianna and it was up to you how you went about it. Playing the game was like writing a new story every time you played it. Too many games today are quest straightjacketed: you gotta do this to gain that before you can do that other thing. JA3 must allow you the ability to develop your own strategy and your own route to achieving the final goal. I can understand the concerns some people have about JA3 become a bit of an XCOM clone and I hope the designers don’t take the easy route of just lifting stuff from XCOM. The original Jagged Alliance games were innovative, and it would be great to see some surprising new features that none of us are expecting. I can’t suggest what they should be because then they wouldn’t be a surprise!
    1 point
  48. I like what was playing in the cinematic trailer starting around 0:35, but the game play music sounds like an overly epic misstep...
    1 point
  49. Yeah I'm sure some modder(if there are mod tools) will put the old music back in, I only say this because I love the old JA2 music, it added so much to the vibe of the game. But I'll give them the benefit of the doubt and hope that they create a good music soundtrack for the game.
    1 point
  50. No I doubt it will be available at launch. However, if there are Mod tools to be released I am sure some crazy modder would fix it. Although truth be told, XCOM 2 has that option to play music from the first XCOM, but I never use it as the second soundtrack is excellent by itself.
    1 point
×
×
  • Create New...