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Suggestions for ME:A.


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#1
Bayonet Hipshot

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Greetings. Here are some of my suggestions for Mass Effect Andromeda.

 

1) Remove ammunition caches and stashes. Let us pick ammunition up from the battlefield or combat zone like in Mass Effect 2. Having no ammunition caches and stashes will also balance weapons like Derpberus Lolharrier and Lolreegar as well as discourage grenade spamming.

 

2) Have a equal distribution of weapons that use thermal clips / heat sinks and weapons use heat generation.

 

3) Remove the tiered weapon, tiered weapon mod and tiered ammunition mod. Essentially, get rid of the tiers. They do not do anything of significance. For example, just have M-7 Lancer and Assault Rifle Stabilizer Module. There is no need to have M-7 Lancer I, M7-Lancer II,...M7-Lancer X or Assault Rifle Stabilizer Module I, Assault Rifle Stabilizer Module II, etc. Instead, add more weapons and weapon modifications. I mean, the tiers don't really do anything much.

 

4) Give grenades and ammunition powers the Mass Effect 1 treatment. That is to say, remove them as skills and make them something you can just add on to your weapon. In Mass Effect lore, ammunition powers are modules you program into a weapon. Why should one have skills for modules which they can buy from stores is beyond me. The same goes for grenades. Grenades in Mass Effect also evidently seem to be generic with a module slot that modifies it into an arc grenade or an inferno grenade. Why these should be skills instead of slots is beyond me. Instead, have more combat skills, biotic skills and tech skills.

 

5) Remove biotic grenades and biotic ammunition. Why ? It makes little to no sense to have them. Biotics is something that is generated by a living being, not a machine or a ammunition or grenade module or programming. Additionally, how does someone store biotics into something ? Biotics is simply generated by a living being and used, not stored.

 

6) Have selective global cooldowns. By this I mean when you use tech powers, only tech powers go on global cooldown. When you use biotics, only biotic powers go on global cooldown. When you use a combat ability, only combat powers should go on global cooldowns. The idea that when you use, say one tech power and trigger a global cooldown on biotic powers is really ridiculous.

 

7) This is derivate of 5 and that is everyone should have shields. Barriers should be a power that Biotics cast, not something that is just there. Remember, Biotics is something generated by a living being and to date, there is nothing in the Mass Effect lore or Codex that says biotic energy can be stored as a power source. So having Barriers powering armors worn by biotics is also ridiculous.Mass Effect 1's way of giving everyone who wore armor shields and having biotic barriers as a power is the way to go.

 

8) This is a derivative of 7. Overload should not overload biotic barriers. Overload targets the battery which stores the shields in an armor. Biotic barriers are generated by living beings who use Eezo nodules in their bodies and thier minds. If you want a tech power to target Biotics, bring back Damping.

 

9) The classes should be unique and mean something. One thing that ME3 Multiplayer did that is not very good is that is ruined the class distinctions. For example, Sentinels are supposed to be combatants that uses biotics and tech but N7 Paladin has no biotic abilities.

 

10) Bring back Mass Effect 2's Insanity. Mass Effect 3's Insanity was a bad joke. Also, it would be really cool to have a super hardcore mode like Bioshock's 1999 mode.

 

11) Have weapon modifications that make sense. For example, it appears that the Submachine Gun Heat Sink / SMG Heat Sinks appear to disobey the Laws of Thermodynamics by negating heat, which is just ridiculous. Instead, bring back Frictionless Materials from Mass Effect 1 which is a modificiation that merely minimizes heat instead of negating it.

 

12) Have weapons that make sense.  I am specifically referring to the Reaper Blackstar. That heavy weapon is supposed to be something that can create a nuclear fission and a nuclear fusion. The devastation from that weapon  should be catastrophic. But that was not the case.

 

13) Tactical Cloak should be something that grants aggro drop, not damage boost. Make Tactical Cloak something like DAI's Stealth where when you activate it, you drop aggro and remove any debuffs on your character. Give Infiltrators bonuses for critical hit damage / headshot damage

instead of pure weapon damage. There, solved most of the problems of the infiltrator class. Now people have to actually have some skill to make the most of the Infiltrator class.

 

14) Have class interrupts for all classes. The Engineer interrupt for Mass Effect 3's Omega DLC was brilliant. There should be more like that for all classes. For instance, have biotics be able to shield someone from gun fire or pull them away from a troublesome spot or push them away. For example, a biotic should have been able to pull Tarquin Victus from his fall of death and push Kai Leng away from Thane and prevent Thane from being stabbed.

 

15) Bring back slots for Omni Tools and Bio Amps.

 

16) Biotic Charge should be an actual Biotic Charge. Currently, with the exception of Turian Cabal Vanguard, Aria T'Loak in Omega DLC for a short time and Tela Vasir, every other Vanguard can only Charge when they get a lock on an enemy. Vanguards should be able to just Charge when they like instead of charging only when there is an enemy.

 

17) Sentry Turrets in single player should have an option to be turned into a healing turret. That option should not be limited to the Geth.

 

18) Every class with the exception of the Soldier class should be limited to 2 weapon types only. Having said that, players should have the freedom to choose what 2 weapon types they want to bring.

 

19) Soldiers should have more varied powers instead of just lame ammunition power  types. In my opinion, a Soldier a set of powers from this list :-  Adrenaline Rush, Marksman, Tactical Scan, Carnage, Fortification, Concussive Shot, Proximity Mine, Havoc Strike, Hawk Missile Launcher, Devastator Mode, Ballistic Blades, Nightshade Blades. Soldiers are weapon specialists and combat specialists, not ammunition power specialists. Anyway, I already suggested previously that ammunition powers should be slots like in Mass Effect 1.

 

20) Since I suggested that ammunition power and grenades should no longer be skills and ammunition boxes should not be in game, if Bioware chooses to bring back Demogirl, give her Cerberus Engineer's Sentry Turret, Shield Pylon.

 

That's all the suggestions I have for Mass Effect Andromeda. Some of it is surely controversial but with good reason.

 

Thoughts and comments are welcome.
 


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#2
eyezonlyii

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19) Soldiers should have more varied powers instead of just lame ammunition power  types. In my opinion, a Soldier a set of powers from this list :-  Adrenaline Rush, Marksman, Tactical Scan, Carnage, Fortification, Concussive Shot, Proximity Mine, Havoc Strike, Hawk Missile Launcher, Devastator Mode, Ballistic Blades, Nightshade Blades. Soldiers are weapon specialists and combat specialists, not ammunition power specialists. Anyway, I already suggested previously that ammunition powers should be slots like in Mass Effect 1.

 

 

 

 

I agree with almost (pretty much) everything on your list, but this right here...I've been debating making a thread all day, and just how to word it, and then you came through with this. So thanks for that. 

 

Anyway, my idea:

Why not at character creation just allow the player to pick the abilities for their class from a list? Give a list of ALL the powers and abilities for that class and let them choose the 4 or five active ones they want? I mean multiplayer had some awesome ablilities that weren't in the game for SP and those guys really missed out (phase disruptor, omni-shield/bow, etc). For hybrid classes, all you have to do is limit the abilities to two or three from each side. 

And of course "iconic" abilities will remain with those classes:

Adept-Singularity

Sentinel-Tech Armor

Infiltrator-TC

Engineer-Drone

Vangaurd-Charge 

Soldier-Adrenaline Rush

 

Replay and roleplay value in my opinion would go through the roof. 


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#3
Bayonet Hipshot

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I agree with almost (pretty much) everything on your list, but this right here...I've been debating making a thread all day, and just how to word it, and then you came through with this. So thanks for that. 

 

Anyway, my idea:  Why not at character creation just allow the player to pick the abilities for their class from a list? Give a list of ALL the powers and abilities for that class and let them choose the 4 or five active ones they want? I mean multiplayer had some awesome ablilities that weren't in the game for SP and those guys really missed out (phase disruptor, omni-shield/bow, etc). For hybrid classes, all you have to do is limit the abilities to two or three from each side. 

 

And of course "iconic" abilities will remain with those classes:

Adept-Singularity

Sentinel-Tech Armor

Infiltrator-TC

Engineer-Drone

Vangaurd-Charge 

Soldier-Adrenaline Rush

 

Replay and roleplay value in my opinion would go through the roof. 

 

I thought of this as well and came up with one problem and that is balancing issues. Now if the game comes with a modding kit, which it won't, then we can make our own balances but at the moment, all the balancing falls on Bioware and I doubt they allocate that much of resources on game balancing.

 

Otherwise, I am all open for this idea of 2 fixed powers and the rest we pick and choose. In fact, my favorite class to play is a caster Sentinel which was only really present in Mass Effect 1.



#4
Karlone123

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I would like to see weapon modification have more depth. It was mostly basic modifying in ME3 by adding scopes and ammo capacity etc. Get rid of the ammo powers and bring back ammo customisation is another I would like to see. An onmi-shield for tech-focused classes or simply make it a power choice for the character.



#5
DuskWanderer

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Here is what I think they should do:

 

 

1.) Explore a galaxy - As far as I know, no other game in existence has taken place in the Andromeda Galaxy. We know a little bit about it, so don't ignore it. But this is a fairly blank slate. Let us see what it has to offer.

 

2.) An antagonist to root against - Everyone talks about how Dragon Age: Origins, is the best of the series. But it definitely had a weak final boss. The Archdemon was just a monster. Give me a character, a villain, that I can hate. 

 

3.) Deep, rich, engaging side characters - You can blame ME2 for this if you like, but as the strongest feature of the game, it will forever be reflected on by the ME community. It was about the companions. Maybe too much, but ME is associated with a large cast of sub-characters, each deep in their own way. You can't ignore this, this must be done thoroughly.

 

4.) If we can name our ship, great. But if not, call it the Perseus. Andromeda Galaxy, c'mon, do the math. 

 

5.) The PC is our window - The PC's traits should be defined by us, not by you. You have NPC's for that. If I don't associate with a character, I shouldn't be hugging them (like you did with Liara). You can't get everything, if the plot needs to move, the plot needs to move. But if it doesn't, don't force it. 

 

6.) The world is more than space dinosaurs and blue bimbos - The original ME trilogy spent far too much time with the krogan and the asari. The krogan were the worst by far, everywhere I went it was all "genophage" this and that. I do a Mordin playthrough each time, and I'm still stuck hearing all krogan all the time. 

 

7.) Give the soldiers new stuff other than ammo powers. I get what you were trying to do, but make that one of the weapon mods instead. ME3's system was simple, build on that just a little. 

 

8.) Let grenades be a universal thing. A random big boom now and then is just damn satisfying. 

 

9.) It's not just about screwing - The non-romances aren't really subject to this, but it seems like whenever there's a romance character I'm not screwing, their development is neutered unless I'm plowing them. Just because I'm not doing a character doesn't mean I don't want to help them.

 

That's it for now. 


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#6
eyezonlyii

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I would like to see weapon modification have more depth. It was mostly basic modifying in ME3 by adding scopes and ammo capacity etc. Get rid of the ammo powers and bring back ammo customisation is another I would like to see. An onmi-shield for tech-focused classes or simply make it a power choice for the character.

I read in another thread, the idea of just having basic weapons and then modifying them into other things. For instance, an Avenger with Certain mods can become a Lancer and so on and so forth. 



#7
The Night Haunter

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I'd rather all weapons used Heat as a resource, that was one of the 'cool' things about ME, if you made your weapon the right way it could fire forever. It was unique among shooters, then ME2 decided to go generic shooter with a clip route.

If clips do return, then I'd rather they make sense. In ME2/3 the clips added a certain number of shots to your pool, rather than clips. If the whole point of the disposable clip is that it solves heat issues then your gun doesn't have a certain number of shots before you are out of ammo, you have a certain number of clips. In addition heat should dissipate over time, your last clip should thus restore some amount of ammo periodically, and if your current clip should also regen shots over time that you aren't firing (and thus heat is dissipating). ME gave us a cool and unique mechanic, don't ditch it completely, at least keep part of the idea (regenerating ammo in your clip over time).

 

@eyezonlyii : Having a handful of weapons in each category then having different upgrades essentially produce the different weapons is a cool idea. A rifle with enlarged ammunition might become a slower firing, harder hitting beast, while one with a heat-capacitor (w/e jargon) could have a super sized clip and just unload like crazy. I love the idea.


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#8
eyezonlyii

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I'd also want to be able to upgrade/modify my biotic implants and omni tool again. 

 

Choosing between efficiency/power/duration like in the first game. 



#9
The Night Haunter

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I think the more items that are upgradable/customizable (weapons, armor, omnitool, biotic implants, mako, ship...) the better!


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#10
windsea

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 Most of my suggestions are already impossible, but one thing that could still happen.

 

A subclass system, basically changing power to allow more play style option like the kits from MP .



#11
eyezonlyii

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 Most of my suggestions are already impossible, but one thing that could still happen.

 

A subclass system, basically changing power to allow more play style option like the kits from MP .

That's what I was trying to get at with my CC suggestion. The ability to choose your powers from all of the ones that were available in the ME3 multiplayer (and any new ones in the Andromeda multiplayer as well). OH! and I want to be able to customize my dodge animation at the beginning too. A slide here, a teleport or hop there...


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#12
Bayonet Hipshot

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 Most of my suggestions are already impossible, but one thing that could still happen.

 

A subclass system, basically changing power to allow more play style option like the kits from MP .

 

Why are these suggestions impossible ?



#13
SubjectZer0

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MORE GAY ALIENS!!!!!!!!!!!

#14
themikefest

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Have missions involving a crewmember

 

for example

 

A mission calls for a communications tower to be fixed to get the location of a target or to rescue a group of folks. Bring a communications specialist to work on the tower while the squad protects him/her. 

 

Another could be to fight through the enemy to get to a location to find an injured person who needs to be rescued. When you get there, his/her injuries are severe that you don't want to risk any further damage, so a doctor is brought in to treat the individual. The squad protect him/her while the patient is being treated before being transported

 

Another could be finding some kind of vehicle that requires an engineer to fix it. That person is brought in to repair it

 

Another mission could be a demolitionist is needed to plant bombs to blow up a building or whatever needs to be blown up

 

I would like to see a weapon similiar to a M203 grenade launcher

 

I would like to see claymores used. Those cause a lot of damage


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#15
Khrystyn

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I really like themikefest's suggestion to have a 4th NPC as a mission specialist, who's called in to deal with a critical situation that needs their particular talents. Our protagonist's select team then needs to support them to complete their planetary mission. In "The Guns of Navarone," Edward Fox played 'Miller,' the demolitions expert that Robert Shaw's team had to protect in their inflitration unit, so they could destoy a bridge vital to the enemy's strategy to supply their next offensive. He was a really good character who provided interesting conversation, attitudes and dry wit, and explained to the soldiers what they didn't know about blowing a dam and destroying a bridge. When the detonation in the dam went off, the damn didn't break right away. In response to Shaw's consternation he said, "Give it some time." It took a few moments of suspense before the nature of water pressure took its course to break the dam and flood the valley to bring down the tall bridge. The anticipation of waiting to see the dam finally burst and topple the high span was a great moment of impending anticipation. Shepard helps Captain Kirrahe as the 4th character on Virmire, Shepard sort-of assists Nihlus on Eden Prime, and Mordin serves as both a combatant and mission specialist for releasing the genophage cure. Including a tag-along mission specialist with interesting banter would be nice to see somewhere in Andromeda.



#16
Metalfros

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MORE GAY ALIENS!!!!!!!!!!!

Meh

 

Have missions involving a crewmember

 

for example

 

A mission calls for a communications tower to be fixed to get the location of a target or to rescue a group of folks. Bring a communications specialist to work on the tower while the squad protects him/her. 

 

Another could be to fight through the enemy to get to a location to find an injured person who needs to be rescued. When you get there, his/her injuries are severe that you don't want to risk any further damage, so a doctor is brought in to treat the individual. The squad protect him/her while the patient is being treated before being transported

 

Another could be finding some kind of vehicle that requires an engineer to fix it. That person is brought in to repair it

 

Another mission could be a demolitionist is needed to plant bombs to blow up a building or whatever needs to be blown up

 

I would like to see a weapon similiar to a M203 grenade launcher

 

I would like to see claymores used. Those cause a lot of damage

 

Yea, in ME 3 I had kind of a feeling I took crewmembers only for the banter and not so for their support in battle. If they could have a mroe active role in missions, I would be very happy.



#17
Han Shot First

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Regarding soldiers....

 

I think one way to set soldiers apart and make them interesting would be for Bioware to bring heavy weapons back, but have the weapons be a soldier class exclusive. That, or have the soldier class not suffer any weight penalty, while other classes like biotics would take a huge weight penalty for carrying heavy weapons in their loadout.



#18
Larry-3

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I do not like random loot.

#19
Mastone

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What I think they should address above all  is the ending of ME3 and neatly wrap it up in a way that makes sense, even if it is only in an intro where they state that in order to save the galaxy from reaper domination they had to destroy our galaxy.

If they pretend the previous installments never happened I will probably wait until ME:A hits the discountpile or never buy at all.

 

Now before I start with my suggestions I would like to say that ME:1 was by far my favorite, ME:2 was endurable only because I hoped ME :3 would wrap it up neatly, which it didn't and aside from "the ending" I think a lot more went wrong with that game ( felt rushed, incomplete, day 1 DLC).

 

Now as to my suggestions:

-With regards to addressing the ending and main plot  I would suggest  that the Protheans were waiting in the Andromeda galaxy until the reapers showed up again and waited for someone to put up a good fight and luring in some "key reapers" and once these show up the protheans destroy our galaxy by blowing up the relays.

As the Protheans are not the friendliest bunch their opposition in the Andromeda galaxy  create escape routes (worm holes)  prior to the explosion for a number of survivors who can join their ranks.

As the Protheans ( think they) destroyed the reapers they reveal themselves and start what they have done earlier... try to conquer the galaxy again.

 

 

- Cut down on the emo/sims stuff; 
Everyone is a potential love interest and you have to be buddies with everyone in order for them to to their job properly, I think it should be a system based on success rate, so if you get the job done each time ( ie pass a mission) where you go in first and do your best to keep them alive ( which could be hidden in dialogue options in a debriefing) the crew's trust in you binds them to you even if they don't like you that much.

I think the companion missions should be reduced to side quests and not affect  the end game in a big way.

I might be the only one but I got really annoyed by that emo background music in ME3 and the fact that they had a party dlc where you actually went to a party before the eve of destruction of an entire galaxy and fight your clone....

It would be great if the human race was endangered and that it is vital that you pick a human love interest for the human race to survive making it an actual valid choice from a gameplay perspective

 

 

- Instead of  a standard character set up creation screen, start out as a replacement in a frontline unit somewhere, where an artillery shelling injuring/wiping out  the crew you are with triggers a choice:

-1- Pick up an assaultrifle and start shooting

-2- Fix  a defense grid to hold the position

-3- Pick up an experimental biotic syringe and inject yourself.

 

Then start fighting a horde of upcoming enemies with your chosen "class", after you cut them down  a shell falls knocking you back and before you pass out you see friendlies coming in and a medic saying that it will be all right.

You wake up in a hospital where you ( depending on your choice and how well you did in the things leading up to that point) are bandaged up from top to bottom, maybe missing a few limbs.

An maybe admiral hackett standing in front of your bed saying you are a hero and that they are going to patch you up where  a character creation thing starts and you can create your character ( decide if you want prosthetic limbs or grow them back etc) and start the game.

 

- Making the difference between classes actually mean something
-1- Soldier class:  being able to modify weapons, wear certain armor types and call in artillery on positions

-2- Tech class: creating decoys, have cloaking, set up barriers where infantry can get cover, only basic weapons

-3- Biotic class; shooting biotic charges instead of handling guns , next to that obviously all teh biotic powers that are known to us.

 

And make it possible to upgrade abilities according to your play strategy ( instead of picking it upfront by selecting Vanguard and infiltrator etc)

 

- Get rid of paragon-renegade balancing, I just want to be able to play morally grey where sometimes I save some salarians while another time I push a dude out of the window without this having affect my dialogue options, as said above it should be based on succesrate/respect/fear and progress in the game where news coverage in the game world basically determines how successful you are in certain type of situations.

If you keep punching reporters in the face your intimidation skill grows, but also things like killing prisoners of war instead of taking them in.

 

-Instead of starting out as topdog I think it would be better if you gradually progress from replacement in someone else's  crew where you have your own room where you can mod  your weapons, create techmods or refine biotic statistics/abilities and someone else calls the shots and assuming a war/conflict is going on( it would be great if Protheans destroyed our galaxy and the reaper treat angering survivors who start a war against them) at a certain point in time your leader and maybe some of your squadmates are killed really having an impact on you ( like Virmire did).

 

-Exploration coupled with more wildlife and forgotten civilizations where you can find stuff helping you further your cause.( new guns/tech upgrades etc)

 

-A plottwist where in the end just before you beat the enemy another one shows up creating a cliffhanger for part 2 ( maybe reaper/indoctrinated Shepard) 

 

-No more corridor based gameplay all the time I would also like to have some big battles where you fight with the entire crew and depending on in what position you place them they might survive or not.

 

- A higher NPC diversity and different cultures, even in the last ME3 worlds felt dead, no children wildlife or movement everyone was more or less glued to their spot when you visited a market place.

 

- Make players choice subservient to the story and don't try and make a game where you say there are 65 different endings and that they all affect 2 other games that follow which also have 65 possible endings.

I would stick to 2/3 endings with a bit of variation ( who survives or not , which alliance you picked ) but make the general outcome more or less the same and focus on great story immersion.

 

- make online (multi player) an addition but not mandatory  and I prefer an option where I can fight with bots instead of a 13 year old who just go in for the points and forget about holding a line or start jabbering through his headset--it's just not for me.

 

- Make a complete game and not rely on microtransactions  in order to have a "better gaming experience" nor DLC to "deepen the storyline", if you want to sell/create DLC please make it either completely trivial like the Citadel DLC or that it bridges the gap between two installments actually furthering the story a bit .

 

Just my two cents



#20
Mastone

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Also I forgot that it would be great if you had a greater diversification in missions , so you have to pay attention to briefings in order to successfully assemble a crew.

Maybe have NPC crewmembers have their own specialty.

And if you pick the right  crew ( so you get all the objectives) the mission success-rate goes up boosting morale and enhancing the reputation of your unit ( and you)it also makes sure you alternate between characters making it feel more dynamic



#21
Khrystyn

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I wish there would be an opt-out selection for decryption and unlocking in the pre-game customization choices; causes too many interruptions in game play.



#22
Big Bad

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More class-specific interrupts.  In general, I think anything that helps differentiate individual playthroughs greatly increases the re-playability and value of the game. 



#23
windsea

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Why are these suggestions impossible ?

mostly the semi-open word and focus on exploration being a incompatible format for what i would have done but what done is done, no point dwelling on what could have been



#24
themikefest

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In ME3 there was a firing range on the Citadel to use. Why not have something like that in the next game, but add a course to it. The main character runs through the course firing at targets. Even have the course setup to the class the player has chosen.



#25
themikefest

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I'm currently doing a DAO playthrough and there's a section that has heroic accomplishments. It shows the stats of what each companion has contributed in the game as well for the main character. Number of kills, most damage with one hit and total damage in the game. Maybe the next game can have something similiar showing how well the squadmates contribute to the game


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