Thursday, January 31, 2013

GTA V Delayed

GTA-V-11-Guide4GameS.com-

I changed my mind, sucker. Get lost before I sic Brutus on you..

 

Rockstar’s eagerly awaited Grand Theft Auto V has slipped from its expected spring release to a confirmed date of September 17, 2013.

GTA V was confirmed as a spring release in October last year, but a statement issued by Rockstar has indicated that the game needs more time in development. This also happened to its predecessor, Grand Theft Auto IV, which was launched in April 2008 after a delay of more than six months.

“Grand Theft Auto V continues to push the series forward in new ways; Rockstar North are creating our deepest, most beautiful and most immersive world yet,” said Rockstar founder Sam Houser. “We are very excited for people to learn more about the game in the coming months.”

The delay of Grand Theft Auto IV seemed to work out well for Rockstar. Strong sales of the game led to many of the company’s subsequent releases launching in the same April/May window, including Red Dead Redemption in 2010, L.A. Noire in 2011 and Max Payne 3 in 2012.

UPDATE: Investors were clearly unhappy with the game’s delay. During mid-day trading, Take-Two stocks were down more than 7 percent, off $.94 to $12.12.


GTA V Delayed

Next Gen Consoles Will Lose Ground Over The PC

chrisrobertsinterview

The next-generation consoles from Sony and Microsoft won’t enjoy the success of their predecessors, according to Wing Commander creator Chris Roberts. Speaking with NowGamer about his current project Star Citizen, Roberts dismissed concerns that the next wave of consoles would undermine enthusiasm for Kickstarter projects like his own.

“I think consoles will be there and they’ll do decent business but I don’t think that the next generation of consoles will be as big as the last generation,” Roberts said. “Essentially, I can build a high-end PC now that’s much more powerful than the new consoles that will be announced this year.”

While that PC might cost a lot more than a standard console price point, the cost of PC power is always decreasing, and Roberts said the tools to stream content to a living room TV set is similarly coming down. At the same time, console makers are less likely to rack up the huge losses on hardware out of the gate that they did in the last generation.

“So they’re going to be on an even footing with everyone else, whether it’s Steam Box or whatever, and then what’s the best platform,” Roberts asked. “Is it a closed platform, which is controlled and curated like Microsoft, Apple and Sony, or is it an open platform that isn’t controlled? There are good and bad things about both sides but that’s basically the PC platform.”

Roberts went on to say that despite the consoles’ ability to run Star Citizen, he wouldn’t bring the game to them in the next generation unless Sony and Microsoft made their platforms considerably more open. In particular, he said the lack of control over the update cycle and inability to push out new content whenever it suits the game would be two major obstacles.

source: Now Gamer


Next Gen Consoles Will Lose Ground Over The PC

Tuesday, January 29, 2013

TellTales Signs Of Success

1_walking_dead_the_game

On any given year, my favourite gaming moment is likely to involve an act of aggression. A gun battle, a fistfight, an all-out war. With guns or lasers, in landscapes both historically derived and entirely imaginary. There was that unexpected tangle between a giant and a dragon, with me caught in the middle. The blithe destruction of a small town against a vast irradiated wasteland. A flamboyantly brutal siege set to Tchaikovsky’s Waltz of the Flowers. In 2009, it was a down-and-dirty brawl with a renaissance-era Pope.

Last year was somewhat different. Last year, the moment that lingered on as the others began to fade involved digging a hole. There was no treasure at its bottom. The last thrust of the spade didn’t reveal a hidden Nazi bunker or a race of sub-surface humanoids bent on world domination. It was just a hole in the ground, laboriously dug to house the body of a young boy, who died alone in an attic as the world went to hell just outside his window. In terms of gameplay it was inescapably mundane, but in the context of The Walking Dead it was a moment of resonant valediction – simple button presses translated to something approaching profundity.

“From the start we wanted the violence to be in its proper place. We wanted the violence to come with regret and consequence, so you couldn’t always feel good about it”

Kevin Boyle, executive producer

Thanks to moments like this, Telltale Games emerged as one of the true winners of 2012, though few could have predicted that outcome. After seven years of refining its progressive episodic model with a string of cannily licensed products, the company appeared to hit a creative wall with Jurassic Park. The winning combination of goofy humour and abstruse puzzles that buoyed Sam & Max, Tales of Monkey Island, Wallace & Gromit’s Grand Adventures and Back to the Future was gone, replaced by a more straight-faced, hands-off approach that positioned the player as more of a spectator than a participant. At present, Telltale has a career Metacritic average of 76 per cent. Jurassic Park: The Game didn’t make it out of the 50s.

“Jurassic Park was really us stepping out of that comedic content area and towards dramatic content,” says Kevin Boyle, executive producer on both Jurassic Park and The Walking Dead. “In a way that was really the stepping stone that allowed us to get to The Walking Dead.

“One of the things I really looked to was that [in Jurassic Park] we were taking the player on this thrill-ride, but they weren’t really driving. They didn’t have ownership over their choices and their relationships and what happens. They’re going along with a story as it’s being told, as opposed to crafting the outcome for themselves. We really took that criticism to heart, and it allowed us to put those choices at the core of The Walking Dead.”

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Indeed, Jurassic Park’s similarities to The Walking Dead are striking. In their moment-to-moment gameplay neither is particularly interactive, with long stretches of time passing between sequences of limited exploration and rudimentary puzzles. The gulf between the way the games were perceived by the press is substantial, but the truth is that Telltale’s approach to design is broadly similar in both. For Boyle, so used to assimilating user feedback between episodes of any given series, the way forward was clear. Interactivity could be about more than just pushing buttons and solving riddles. In terms of storytelling, just a little extra agency would go a long, long way.

The Walking Dead was an ideal test-bed for these new ideas. Robert Kirkman’s morally opaque and brutally violent comic was full of tough, high-stakes decisions that constantly played with the way the reader perceived the characters, and the way the characters perceived each other. If Jurassic Park was a step away from the light touch of Telltale’s previous work, with the right execution The Walking Dead could be a running jump.

Here’s the thing: Telltale didn’t just adapt The Walking Dead into a video game; it created the definitive version of Robert Kirkman’s nihilistic universe. On a personal level, I stopped reading the comic due to its glib, off-hand way with violence. Of course, that could be seen as essential to what Kirkman was trying to achieve, but the brutality meted out to the characters often seemed needlessly excessive, even gleeful. Telltale’s The Walking Dead doesn’t go to such gratuitous extremes, but it is no less bleak, and all the more powerful, as a result.

“You shudder with every blow of the axe. That’s something that the medium has at its disposal. How to properly use it is for creators to figure out as they go forward”

Dan Connors, CEO

“There’s definitely more in the realm of, say, sexual assault in the comic book than we ever did in the game,” Boyle says. “You’d have to handle that so delicately, and that just didn’t fit in with the story that we wanted to tell. But the violence, and people turning on each other, I feel that we did a good job of staying true to just how gruesome the comic can get.

“We did go to violence towards children in the game, but in a way that was kind of sombre and awful. From the start we wanted the violence to be in its proper place. I’ve played so many games with zombies in which you feel great about just mowing down tons of them. We wanted the violence to come with regret and consequence, so you couldn’t always feel good about it, and mostly you felt bad about it. I feel that the content goes to that place where it can be pretty gruesome, but we always keep it in that context.”

Both the comic and the TV show linger over scenes of violence and stress to create the appropriate impact, but the interactive nature of gaming gave Telltale a unique advantage. When, at the start of the second episode, Lee needs to choose between cutting off a character’s leg or leaving him for the approaching zombies, the gravity of the situation is amplified by the fact that it is at the player’s behest that Lee raises the axe. Compared to the violent rape and decapitated children of the comic a severed leg is relatively tame, but that sense of complicity changes everything.

“With the leg-chop, people couldn’t bear to hit the button any more,” says Dan Connors, co-founder and CEO of Telltale. “They didn’t want the responsibility of making the character feel that way, and that felt like a real accomplishment. You shudder with every blow of the axe. That’s something that the medium has at its disposal. How to properly use it is for creators to figure out as they go forward.”

After a year laden with discussions of violence in video games The Walking Dead feels refreshing, even vital. Here, the violence is fraught, desperate, messy, occasionally sombre, but never fun. It isn’t the first time that a game has attempted to attach more than a burst of adrenaline to its bursts of mayhem – Bioshock springs to mind, as does Spec Ops: The Line – but generally speaking they are isolated moments shrouded in hour upon hour of consequence-free slaughter. The Walking Dead, on the other hand, never once falters in its intent to keep violence “in its proper place,” and for that reason alone it is remarkable. One can only hope that it’s queued up and ready to download on Joe Biden’s Steam account.

“It’s really at the core of what we’re doing,” says Boyle. “It’s not in addition to a series of other mechanics. That was the thing that we wanted to get across. It’s centre stage in the game.

TheWalkingDead.jpg

“It’s about the emotional response to the storytelling and the interactivity as opposed to the visceral response and the surge of adrenaline. That’s not very well explored [in games], and that’s really what we were setting out to do. That’s the opportunity. That’s where The Walking Dead’s power lies.”

Where so many games rely on violence as both the means and the end, Boyle regards the violence in The Walking Dead as, “a strong tool to give consequence to decisions, or to make decisions harder.” The game’s violent sequences aren’t powerful because they are violent; they are powerful because the player is emotionally invested in the outcome. According to Connors, the same theory could be applied to any dramatic situation, zombie apocalypse or no zombie apocalypse.

“For the industry in general, this idea that you can provide depth to the world and the characters in a way that isn’t just about them being an enemy or an obstacle to overcome is an area that there’s a lot of room to succeed in, and something that there’ll be a lot of demand for,” he says. “There’s no reason why any drama shouldn’t be able to be an interactive experience. It’s just that, right now, that audience isn’t the obvious choice for the games industry. That isn’t the audience that the industry generally speaks to.”

“If developers are looking to take something away from The Walking Dead, we could do worse than to have an industry that’s moving towards spending more pre-production energy on writing”Kevin Boyle, executive producer.

Indeed, Telltale’s laser focus on creating believable, empathetic characters worked almost too well. Boyle claims that it was “hard work” to devise situations dire enough for players to see death as an attractive solution, even when it came to unpopular characters like the abrasive, belligerent Larry. Time and time again, players would tend towards the least destructive option, and if Clementine or Kenny were watching it was highly unlikely that Lee would end up pulling the trigger.

“You hear all of this talk about how players can’t wait to get rid of so and so – ‘so and so is dead as soon as I have the chance’. But you sit them down with a controller and you get a completely different reaction,” says Boyle. “The average player out there is fairly sympathetic, even to horrible people.

“If there are developers looking to take something away from The Walking Dead or our process, we could do worse than to have an industry that’s moving towards spending more pre-production energy on writing.”

But The Walking Dead is significant in terms of more than just content. Its victory at last year’s Spike VGAs was an unlikely success story, and all the more so because every previous winner of game of the year was a full-price retail release. That Telltale earned the accolade with a digitally-distributed episodic game is significant not only of the rapidly changing times, but also the distinct strengths of the form. More than any other product in Telltale’s portfolio, The Walking Dead left players hanging between episodes, desperate to find out what happened next. Like the best TV shows, it was water-cooler entertainment.

“That space between episodes really gave players the time to have Lee and Clementine in the front of their minds,” says Boyle. “And I don’t know that we could have established such a strong connection if it wasn’t for the episodic format.”

“I think the fact that had this anticipation building between episodes every month, so it was this sustained experience from April till November, that all played into its success,” adds Connors. “It was our best execution of the episodic model to date.”

After ploughing its own furrow for so long, it’s likely that Telltale will now be flattered by imitators. The episodic model has been associated with the company since its inception, but The Walking Dead has attained a level of success and recognition that very few developers enjoy. “We’ve shown that it can be really big business, it’s going to get far more people interested in trying to execute it,” says Connors. “We definitely believe that it’s a viable way to deliver content, and it’s consistent with the way people consume content in 2013.”

This is lent credence by the way that The Walking Dead bucked the trend of games selling strongly for a few weeks then rapidly dying away – particularly on consoles. The episodic format helped to keep the audience engaged with the story, but it also sustained the conversation around the game, pulling more and more people in as the season progressed. When new customers decided to take the plunge, even as late as the fourth or final episode, the conversation was far from over. The experience still had gathering momentum.

Walking-Dead-Game-Ep-5

That was particularly true on iOS, where Telltale gave the first episode away for free. Despite being a paid download, this concession to the App Store’s dominant business model kept The Walking Dead high in the free charts, significantly increasing its visibility. Even now, with the season over, interest in the game on iOS is strong, and Connors anticipates another spike in popularity when the TV show starts up later this year.

“What we’re seeing right now on iOS, where it’s more of a mainstream audience than a gaming one, is that people are becoming more and more aware of it the longer it’s out there and the more plaudits it receives,” says Connors.

“This is the first instance that we’ve really seen the popularity of the franchise grow from launch time to the finale [on all formats]. It became a must-play, you-must-get-involved-in-this type of thing, and by the time it was done it had all this momentum and a whole bunch of discussion around it. That really gave it the legs to keep going.”

But this isn’t evidence of a fool-proof strategy for guaranteed digital dollars. People talked about The Walking Dead between episodes because it gave them something to talk about. Those that downloaded the first free episode on iOS paid for the next one because the experience justified the expense. Whatever can be said about Telltale’s business strategy or knack for picking licenses, the success that followed was directly proportional to the quality of the product.

“The Walking Dead is really just the tip of the iceberg for how interactivity can enhance storytelling. That’s where we’ve been driving towards since we started” Dan Connors, CEO

The Walking Dead strikes such a fine balance between gameplay and story, between abstraction and immersion, that it was embraced by the entire spectrum of the gaming audience. First-person shooters and RPGs may top the sales charts at the end of a typical year, but as the addressable market grows the limits of their appeal become increasingly obvious. They demand a prior knowledge and understanding that the casual audience will need time to acquire, if it has the impetus to do so at all. It has taken eight years for this gap in the market to form, and Telltale intends to fill it with that most universal of entertainments: a damn good story.

“We had a lot of other things in place, like distribution, like the episodic production model, like the ability to attract huge licenses. So the idea that the gameplay formula needed to be right and people needed to respond to it was the big thing to be solved,” says Connors.

“Historically, we’ve been dismissed with, ‘I heard about Telltale, I heard about Sam & Max, that’s cool but I don’t like adventure games’. We knew we needed to have people sit down and think we’d made a good game – and by that I mean everybody. At its core, The Walking Dead has that, and that’s why it won game of the year.”

“Interactive storytelling is a bit of a holy grail for games. People have been working on it forever, but in my mind it’s the area where there’s the most room for exploration and the most opportunity to be revealed. It was so interesting in The Walking Dead to see how people respond to being able to interact with characters and be a part of the story in that way – basically having a suspension of disbelief for 2.5 hours that’s greater than anything they get from a movie or a TV show.

“That was a big deal for The Walking Dead, and it’s really just the tip of the iceberg for how interactivity can enhance storytelling. That’s where we’ve been driving towards since we started. It’s the question we live with on a daily basis.”


TellTales Signs Of Success

Mission Details, Character Switching And Open World Heists

grand-theft-auto-v-wallpaper-4

Dutch gaming website GameKings managed to get some face time with Rockstar Games’ Dan Houser to talk about Grand Theft Auto V. They’ve posted up their findings on a video to describe all they learned about the game during their trip to the studio.

GTA fans have since translated the video feature into English, with some new details about the game and some clarifications about what the press saw at an event recently held by the studio.

According to the feature, Houser confirmed that the scene in which press members who witnessed a gameplay demo of GTA V can see Michael sitting by the pool isn’t a cutscene, but a playable section of the game. Likewise, the mission showcased to the press was real gameplay, and not a scripted sequence. Neither of these scenes have been shown to the public as of yet, and should not be confused with the game’s second trailer.

Each character approaches a mission through different means. For example, Michael and Trevor approach the mission by helicopter, while Franklin gets there on his motorbike.

The game’s switching mechanism gives players an indicator for each and every protagonist on the zoomed out map, which you can switch between. It switches between the game’s three protagonists, Michael, Franklin and Trevor. The system is unscripted, so you’ll be able to switch to these characters throughout the game. This differs from Heavy Rain’s linear narrative, which forces players into the roles of the different protagonists throughout the story.

In line with GTA V’s free-form gameplay, players will be able to perform heists and hijackings by following armored vans (displayed as money symbols on the map) and take the money for themselves. It’s not too different from Red Dead Redemption in that sense.

Both Michael and Trevor are former bank robbers with criminal pasts, and the much younger Franklin sees them as anti-role models.

Rockstar is said to have done a lot of research on the LAPD, and San Quentin State Prison. Presumably, these real life places will have analogues within Los Santos.

You can watch the original video at GameKings if you can understand the language.

source: GTAForums


Mission Details, Character Switching And Open World Heists

CPU, GPU, APU And What Not.....

LIVERPOOL SOC

Custom implementation of AMD Fusion APU Arquitecture (Accelerated Processing Unit)
Provides good performance with low power consumtion
Integrated CPU and GPU
Considerably bigger and more powerful than AMD’s other APUs

PU:

Orbis contains eight Jaguar cores at 1.6 Ghz, arranged as two “clusters”
Each cluster contains 4 cores and a shared 2MB L2 cache
256-bit SIMD operations, 128-bit SIMD ALU
SSE up to SSE4, as well as Advanced Vector Extensions (AVX)
One hardware thread per core
Decodes, executes and retires at up to two intructions/cycle
Out of order execution
Per-core dedicated L1-I and L1-D cache (32Kb each)
Two pipes per core yield 12,8 GFlops performance
102.4 GFlops for system

rumored-ps4-orbis-final-specifications-unveiled-updated-gpu-details-33702-1

GPU:

GPU is based on AMD’s “R10XX” (Southern Islands) architecture
DirectX 11.1+ feature set
Liverpool is an enhanced version of the architecture
18 Compute Units (CUs)
Hardware balanced at 14 CUs
Shared 512 KB of read/write L2 cache
800 Mhz
1.843 Tflops, 922 GigaOps/s
Dual shader engines
18 texture units
8 Render backends

Each CU contains dedicated:

- ALU (32 64-bit operations per cycle)

- Texture Unit

- L1 data cache

- Local data share (LDS)

About 14 + 4 balance:

- 4 additional CUs (410 Gflops) “extra” ALU as resource for compute

- Minor boost if used for rendering

Dual Shader Engines:

- 1.6 billion triangles/s, 1.6 billion vertices/s

18 Texture units

- 56 billion bilinear texture reads/s

- Can utilize full memory bandwith

8 Render backends:

- 32 color ops/cycle

- 128 depth ops/cycle

- Can utilize full memory bandwith

Memory:

4 GB unified system memory, 176 GB/s
3.5 available to games (estimate)

Storage:

- High speed Blu-ray drive

single layer (25 GB) or dual layer (50 GB) discs
Partial constant angular velocity (PCAV)
Outer half of disc 6x (27 MB/s)
Inner half varies, 3.3x to 6x

- Internal mass storage

One SKU at launch: 500 GB HDD
There may also be a Flash drive SKU in the future

Networking:

1 Gb/s Ethernet, 802.11b/g/n WIFI, and Bluetooth

Peripherals:

Evolved Dualshock controller
Dual Camera
Move controller

Extra:

Audio Processor (ACP)
Video encode and decode (VCE/UVD) units
Display ScanOut Engine (DCE)
Zlib Decompression Hardware.

Okay, now where is The Last Guardian?

source: VGLeaks


CPU, GPU, APU And What Not.....

Monday, January 28, 2013

The Alliance

ElderScrollsOnline

To put it simply, this is the best cinematic trailer I have ever seen. The graphics quality so real, it would seem that real footage was used to create this trailer.

Enough talk! Enjoy the trailer.

Beta will be available as soon as the game is ready for testing. Everybody will have a chance to participate and make the game better. You will be able to be among the first who enter the world of Elder Scrolls Online. It is a great honor and a great responsibility. You must do all your best to improve the game. So get cracking and sign up.


The Alliance

Friday, January 25, 2013

Creating A City Of Joy

simcity-2013-trailer-00

SimCity creative director Ocean Quigley is not the type to obsess over building a perfect replica of New York City. He is not obsessed with building the perfect seaport or an accurate toll road. Having been the art director for the series going back to at least SimCity 4, his background is in art, which may explain why he tends to paint his worlds in broad and colorful strokes.

“I don’t have a top-level philosophy on how things should go or how things need to go. I’m more of a tinkerer and an experimenter with it,” he muses, “so it’s more important to me to get a somewhat plausible representation of the systems that make up a city than to have a particular agenda about what cities should be like or need to be like.”

For some, the lack of true fidelity is a major sticking point. For others, it’s finding out what really makes a city tick within the context of making an enjoyable game. And it also provides some insight into Maxis’ decision to make SimCity online-only, beyond the obvious desire to limit piracy.

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Among other things, Quigley wants to take the opportunity track the flow of resources out of the global marketplace and through the city. Things like purchasing oil off the global exchange once the local wells run dry, for example, or exporting jobs to the neighboring city because there isn’t enough room for commercial development.

“You can think of [resources] as the metabolism of the city. So instead of just being decoration, I wanted to have individual people be tracked as they go through the city. I wanted to track the flow of resources that make, for example, power work. Where does the coal come from? How does it get transported to the power plant?” Quigley says. “We wanted to make decisions about the efficiency versus the pollution of the power planet, and I wanted to track the flow of the electricity through the system to people’s houses. I wanted resources that we could keep track of, that we could count, that let you substitute for and manipulate. So that was one of the biggies.”

The genesis of some of that was in SimCity 4, which commenced development way back in 1998. Late in the project, Quigley says, he came up with the notion of regions and found a way to implement them into the game. Unfortunately, he didn’t have a lot of time to truly flesh them out: “We didn’t know how we were going to render them, represent them, or connect them to one another.”

SimCity-2013-Inside-SimCity-Part-One-GlassBox-Game-Engine-Trailer_10

Workers weren’t being tracked as resources as they went into the city to work, nor was the flow of electricity or other commodities. Quigley wanted to change that, which in turn helped pave the way for the franchise’s reliance on server-side integration that has caused so much consternation among the fans.

“Previous Sim Cities weren’t resource and transactionally based games, so they could be completely self-contained. In the new SimCity, a bunch of the region stuff, and of course the global market, are being simulated here on the servers at Maxis,” Quigley says.

In turn, the decision to simulate the flow of goods and services nudged SimCity toward a more cooperative experience. Friends can take control of another spot in a region and develop it, cut a deal to send some ambulances across the way for a few extra Simoleons, and provide a commercial district for Sims who are willing to commute. From there, something resembling a bona fide economy can begin to take shape, even if it’s only being painted in broad strokes.

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Among fans though, the decision to focus more on multiplayer hasn’t been an especially popular one. They fear that they will lose the kind of control that they had grown used to having in previous SimCitys. Among other things, modding won’t be available at launch, though Quigley has said in separate interviews that the team will be looking into it (“We’re very cognizant of that–we’re not idiots,” he said last year).

For those worried that the single-player experience will be thrown out with the bathwater, Quigley responds: “I think [single-player] is a legitimate and probably fairly popular play style. But one of the cool things about this SimCity is that you can experiment with playing with friends if you want, and in a way that’s not terribly threatening. You’re inviting friends into your region, or you’re inviting other people into your region. It’s not as if you’re being thrown into the shark pool of the Internet. This is a private but social play space.”

He adds: “You want to avail yourself of the technology of your time. We don’t want to be historical re-enactors of what 1998 was like; we want to make a game of our era, and a big chunk of our era is connectivity, doing things with other people, and relating to what other people are doing.”

Simcity1

What will be interesting is how online-integration affects SimCity going forward. In a way, the reboot is really just a skeleton. Quigley describes the parts they’ve put in place as “composable.” Instead of being “a giant, monolithic object that’s impossible to change, we built it out of components you can accumulate, change, and grow.” From the sound of it, Maxis wants to establish SimCity as a platform that they can build and develop for many years to come, not unlike The Sims 3.

One difference though is that SimCity won’t be awash with virtual goods, at least not at first. Asked whether some sort of additional monetization might be making an appearance, Quigley laughed, “What would we sell? More coal?”

Having spent a day with SimCity, it’s easy to leave some of the cynicism about the project at the door. The general impression is that the online-only integration stems in part from Maxis’ desire to have as many tools at their disposal as possible, whether as a content delivery system or as a means for delivering on Quigley’s vision of a global marketplace. Inevitably, it will rub some long-time fans the wrong way. But one leaves with the sense that we’re only scratching the surface with what Maxis can do with SimCity over the next several years, and that online integration is a big part of that.

source: Shack News

 


Creating A City Of Joy