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sorla78
Oct 11, 2012

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Am I doing it right?

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sorla78
Oct 11, 2012

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jaegerx posted:

This isn't weird or creepy at all.

Your AV is weird and creepy.

sorla78
Oct 11, 2012

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Safe Space - Safe Space - Safe Space - can someone condense the positive in this thread into one picture?

sorla78
Oct 11, 2012

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This was to be expected Patrick was based in Austin and their biggest allocation of environmental artists incl. the Global Environmental Art Lead are based in Manchester, it looks like the majority of art related functions is concentrated down there. It's a drat shame, Patrick seemingly wields a lot of experience, having worked at Blizzard and ID Software.

sorla78
Oct 11, 2012

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Already posted? Unable to keep up with this thread :)

Director of Games Ops - Jeremy Masker left in November and now works at Epic
https://www.linkedin.com/in/jeremysmasker

sorla78
Oct 11, 2012

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Also Ship Shape Woman still isn't working officially with Sony - assuming that it was a mcguffin provided by her to CIG to save face and gladly picked up by CIG to explain back to backers who gladly ate the cake.

Their jobs page hasn't changed much since at least two months, sitting static at 60+ something jobs with listings going back as far as 2014. Looks like they aren't really updating those headcount listings anymore - maybe to keep them around to simulate a healthy - staff hungry company.

Seeing that Billy Lord got fired but them still seeming to look for a 3d Artist at Santa Monica - this company is just plain weird.

sorla78
Oct 11, 2012

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Wuxi posted:

It was (at least a few years ago) the biggest in Europe, so its nice to see them making GBS threads on SC. (They're also really really good)

They didn't really poo poo on SC, regardless of them being unable to play anything for themselves - the article was rather positive and did not contain any critical stance against SC or raised any questions for that matter. It's clear that they aren't going to break their exclusive relation with CIG. They also claimed in the article that they have been told that CIG devs are able to play through all missions that make the first campaign as they exist in rudimentary state.

sorla78 fucked around with this message at 00:06 on Nov 29, 2015

sorla78
Oct 11, 2012

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There is also this one, which was posted a couple of days earlier that holds a bit more information, I liked the bit about work on Vanduul ship interiours not having started yet. I assume that this relates to the cap-ships.

https://www.reddit.com/r/starcitizen/comments/3tzawh/preview_two_pages_german_of_a_gamestar_article_on/cxaiqp4

sorla78
Oct 11, 2012

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The cast for SQ 42 has increased a lot on IMDB.
http://www.imdb.com/title/tt5194726/fullcredits?ref_=tt_cl_sm#cast


quote:


Mark Hamill Lt Cdr Steve 'Old Man' Colton
Gillian Anderson
Rhona Mitra
Gary Oldman Admiral Bishop
Andy Serkis
Mark Strong
Ben Mendelsohn
John Rhys-Davies
Jack Huston
Liam Cunningham
Eleanor Matsuura
Harry Treadaway
Craig Fairbrass
Sophie Wu
Joseph Millson
Richard Brake
Gemma Whelan
Silas Carson
Jonathan Bailey
Stephen Wight
Malachi Kirby
Andrea Deck
Peter Campion
Ben Peel
Daniel Ings
Kezia Burrows
Jane Perry
Steven Hartley
Sandi Gardiner
Neil McDermott
Cesare Taurasi
Parker Sawyers
Arkie Reece
Ian Duncan
Neil Grainger
Mark Caven Gunnery Officer
Daniel Ben Zenou
Charlie Anson
Alexia Traverse-Healy
Glenn Wrage
Philip Bulcock
Matthew Jure
Peter Silverleaf
Will Rastall
Elsie Bennett
Polly Eachus
Alix Martin Anvil Aerospace A.I. (voice)
Leemore Marrett Jr.
Stephen Bisland
Idris Damon
Cary Crankson
Patrice Maiambana

sorla78 fucked around with this message at 21:04 on Nov 30, 2015

sorla78
Oct 11, 2012

EAT THE PAIN AWAY!
Love this one

(。◕ ∀ ◕。) `ィ(´∀`∩ __ロ(,_,*) ・( ̄∀ ̄)・:*: ゚・✿ヾ╲(。◕‿◕。)╱✿・゚ ,。・:*:・゜'( ☻ ω ☻ )。・:*:・゜' :*:・(*´ω`pq゛ !(^3^)!

sorla78
Oct 11, 2012

EAT THE PAIN AWAY!
While I understand everyone's holding out for SC's ultimate demise, I still do hope that it does mature to a releasable state. The amount of tears to be shed in unfair space sim dogfighting that is clearly fought with malicious intent to assault anyone's space sims safe space would certainly be most delicious. The reaction of those peasants certainly explains why so many emotional comments have been made about people crying from watching promotional videos of SC. loving cult of snowflakes.

sorla78
Oct 11, 2012

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Hear Hear

sorla78
Oct 11, 2012

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D_Smart posted:

They've got about $11.35m left. Don't ask me how I know any of that.

Any new blogs on the horizon with any new revelations or did that source of yours got busted with some of the more recent layoffs?

sorla78
Oct 11, 2012

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I think James Wright isn't new, we knew that he was gone for a while now, it's clear that his area of expertise was re-settled to Frankfurt. I didn't know about the Dev Ops guy though, surprises me that they touched the Dev Ops team that hard (in view of also Jeremy Masker having left, Joseph seems to be the second highly experienced person they had), which is a shame because it felt like that they were quite a group that was rather highly motivated from the small impressions we got from them and seemed to be well skilled as well, wondering what the team looks like now.

sorla78
Oct 11, 2012

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Monthly Reports also have gone to poo poo and are infected by bad prose. They were interesting back when you noticed that the various elements were actually contributed by different people, but now someone is just coating everything in verbose nonsense, "The LA Tech design team achieved milestones that are as awesome as they are astronomical", yeah right.

sorla78
Oct 11, 2012

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Decrepus posted:

Just a reminder: In the latest interview Sandi slipped and said they need to attract a larger audience to "take pressure off of the backs uhh uhh gently caress not that we need the money."

Can you provide the link? Thank you!

sorla78
Oct 11, 2012

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Beer4TheBeerGod posted:

They're repeating the same content over again.

Most probably started with the wrong clip

sorla78
Oct 11, 2012

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Ravane posted:

I miss Betty's Big Tits and shitizen's ship gifting = Big Bang Theory.

Here you go



also taking silence for questions, most interesting.

sorla78
Oct 11, 2012

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The Star Citizen lead writer is so eloquent.

sorla78
Oct 11, 2012

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community press 1

sorla78
Oct 11, 2012

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Why are we watching? What's wrong with us.

Edit: at least they spared us the view of a butt crack.

sorla78
Oct 11, 2012

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typing on a keyboard is difficult - and a new video rolls in :)

sorla78
Oct 11, 2012

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LastCaress posted:

Vsync?
Chris can't spawn his ship :|

where is my ship?

sorla78
Oct 11, 2012

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lol, he is denied from his own game.

sorla78
Oct 11, 2012

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this is so embarassing.

sorla78
Oct 11, 2012

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star citizen in a nutshell.

sorla78
Oct 11, 2012

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Beer4TheBeerGod posted:

Wow that transition from orbit to planet was... sudden. As if everything was stationary.

Yeah I guess, there's is still a lot of work to do. But it's ok, it's nice actually it might push Frontier to up their ante as well :)

sorla78
Oct 11, 2012

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spacetoaster posted:

That poor girl in the bottom right doesn't have long. Get out now!



She is the HR head that reports into Sandi, she has been around for years now. Things I know.

sorla78
Oct 11, 2012

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G0RF posted:

Tracy is explaining that he was a party of the Cry team that generated the "Star Citizen" demo used for the original Crowdfunding video. A video which, if memory serves, pitched itself as a demo of a game Chris and his team had been prototyping for some time before the kickoff.

Does this seem like an accidental reveal to anyone else? That Chris showed something he claimed was the early game, when in fact it was just a work-for-hire demo a 3rd party created?

It's not new information, we knew this since their current Cinematic Director Hannes Appell, who was back then still employed at Crytek, put the original pitch video as PF credit on his personal artist webpage with a breakdown as to what he did on that, this was nearly two years ago. There were a couple of people at Crytek working and supporting Chris Roberts in their free time, for old Wing Commander's sake. (Back then, when this all was built the project was still pitched to be based on the Wing Commander franchise, it only changed and became Star Citizen/Squadron 42 once EA shut the door,, due to CR not bending down on him having absolute control and final say)

sorla78
Oct 11, 2012

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I just read again the article " The Conquest of Origin"
http://www.escapistmagazine.com/articles/view/video-games/issues/issue_14/87-The-Conquest-of-Origin

It has some interesting parallels to CIG:

- Origin paid lovely salaries, according to artist Steve Powers: "wages started out just above poverty level"
- Origin was all about delivering the vision, no matter the delays or budget - their cardinal virtue was the commitment to do whatever it took to ship the director's vision, they coined: "A game's only late until it ships, but it sucks forever"
- Marathon crunches at Origin was fact of life - Origin Program Director Stephen Beeman's doctrine "sleep is for the weak" was endorsed by project teams
- Richard Garriott made it a point of pride to start each new Ultima entirely from scratch, with not a line of code carried over from earlier games. Even the map editors and other tools were coded anew. Beeman says, "We started with the vision of what we wanted the game to be - a vision generally inspired by our love of film - then busted our asses to figure out a way to pull that off. By contrast, companies like LucasArts or id started with an idea of what it was possible to do, then crafted killer gameplay around that. When our creative vision turned out to be achievable in a reasonable time (as with Wing Commander I and II), we hit home runs. When the creative vision turned out not to be achievable, development dragged on until the next year (or beyond), when improvements to the hardware made it achievable."
- Warren Spector's feelings: "I always felt we were genuinely trying to change the world," he says. "There was a feeling of creating something new, of being on the cutting edge; that was incredibly exciting. That, more than anything else, drove people to do exceptional work"
- Garriott on the early years after the EA acquisition: "We doubled the size of the company from 200 to 400 that first year. We went from 5-10 projects to 10-20, and staffed those projects almost entirely with inexperienced people. It won't surprise you to learn those projects were not well managed. That was totally Origin's fault. We failed, and we ended up killing half of those products. That's probably what set up the EA mentality that 'Origin is a bunch of [deleted],' pardon my French."

Certainly one lesson learnt from the EA acquisition is marketing:

- Furthermore, EA was all about marketing. For Hawkins the question was never, "How good is this game?" It was always, "How can we sell this?" To high-minded execs at Origin - makers of the Ultima and Wing Commander series, the high priests of the high end, who valued commitment to an artistic vision - this attitude was sacrilege.

sorla78 fucked around with this message at 12:49 on Dec 20, 2015

sorla78
Oct 11, 2012

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G0RF posted:

Sandi has got some paranoid eyes going on in that interview. Big time.



Sandi is just playing her role as Claire Danes

sorla78
Oct 11, 2012

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D_Smart posted:

Well, I predicted (and said) that's precisely what they would do (ship it broken, regardless) because it's the biggest money stream they have. Next up: SQ42 musings.

They have made quite a bit of money this qtr, not sure how it compares to 2014 of the same period as I haven't yet run the numbers. Have you?

-> Not quarter to quarter comparison, but good enough (Source some Redditor):

2012: $ 7,239,348
2013: $28,446,117
2014: $32,933,205
2015: $32,443,386 (counted 11 days ago at USD 101MM reached)

that's a lot of JPGs. drat.

sorla78 fucked around with this message at 18:47 on Dec 29, 2015

sorla78
Oct 11, 2012

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Daztek posted:

This came up in my Steam queue, Star Citizen getting owned by one dude: Rodina :v:


Roadmap

https://vimeo.com/85312818

If only it wouldn't look like Derek Smart's Desktop Commander.

sorla78
Oct 11, 2012

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What the hell? What is it with the US and people never putting down their jackets?

G0RF posted:

Forgive me for asking, but is this character in the background the character Sandi is playing in the game? Or is this from some other game?



Looks like a screenshot from that Teenage Nude Porn Sim: Skyrim

sorla78 fucked around with this message at 11:37 on Jan 1, 2016

sorla78
Oct 11, 2012

EAT THE PAIN AWAY!

Beer4TheBeerGod posted:

Wow, that's an amazing amount of information. I particularly found the bit about Digital Anvil to be interesting. I didn't realize that Chris's game studio was also being used for movie production, and that Wing Commander was being made at the same time as Freelancer. Funny what happened.

drat, posted my stuff in the wrong thread, here we go again:


quote:

It's rather interesting when you look at the deal made by Bigfoot Entertainment to acquire all assets of Ascendent Pictures (http://www.bigfoot.com/up-press-releases-172.php). If you check Bigfoot Ascendent Distribution LLC (http://www.bigfootascendant.com/) the company that was formed out of all this and took on all assets, the distribution rights taken over by Ascendent are completely not fitting into their product portfolio and it feels rather strange to see them in midst of all that other low-cost trash they have produced. Maybe it's worth checking into the founder of Bigfoot Entertainment who is a guy called Michael Gleissner (https://en.wikipedia.org/wiki/Michael_Gleissner) - there's some interesting overlap with someone else, he is German, he lived in Asia, namely Philippines. He is big into Fashion TV, having bought the franchises in Singapore and Philippines and produces trashy movies and formed the https://en.wikipedia.org/wiki/International_Academy_of_Film_and_Television in Cebu on the Philippines (Do you see the possible overlaps with someone else career, interests and origin?) - anyways Michael Gleissner also controls a venture capital firm called Bigfoot Ventures Ltd that holds an interesting investment approach http://bigfootventures.com/approach/index.html

There's a lot of stuff that is curious here and it makes me wonder if that guy Michael Gleissner isn't a connection to Sandi Gardiner that assisted in bailing out Chris Roberts and Ortwin's company once they got hit with the lawsuit from Costner, the assets being held as collateral. Which makes me wonder, if there isn't a silent stake in CIG.

Anyways, it's all speculation.

sorla78
Oct 11, 2012

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Beer4TheBeerGod posted:

Wasn't Wing Commander's budget like twice what other games cost and it almost bankrupt Origin?

Quoting from Conquest of Origin:

quote:

Origin was a publisher, which meant manufacturing boxes and stocking them in the retail channel. In that primeval pre-Myst era, computer games shipped not on CD-ROMs but on 3.5-inch, 1.44-megabyte high-density floppy disks. Origin games, in particular, required lots of disks - often eight to ten disks that cost about 70 cents apiece. Cost of goods became such an issue that while Strike Commander was in development, the team jokingly suggested shipping the game pre-installed on its own 20MB hard drive. (Strike shipped on eight floppies in 1993, but CD-ROMs finally became commonplace in time for a later expanded edition.) Wing Commander was a huge, unanticipated success, and the high cost of manufacturing it consumed all the company's ready cash and more.

In a single year Origin's payroll skyrocketed. Prior to Wing Commander and Ultima VI, Origin games were created by a programmer or two, with some contract art and writing. Wing Commander had five core team members; Wing Commander II suddenly had 25. Star designer Chris Roberts, among others, drew a substantial salary.

While Origin's cash reserves were tapped harder than ever, the Apple and Commodore 64 platforms collapsed, taking with them many small retailers. Origin not only lost the sales of its Apple and C64 back inventory, but it suddenly had to eat bad debt from failed companies in the channel. Worse, Richard Garriott had chosen to develop new projects first on the Apple platform rather than the technically inferior IBM PC - "a horrific mistake," he now says. Retooling the pipeline would take six months.

Normally in this situation - high short-term expenses, but higher long-term potential - a company borrows money. But as bad luck would have it, at that time there was no money in Origin's home state, Texas. The savings-and-loan industry had collapsed following a real-estate bubble. With half the state's financial institutions unable to lend money, banks could ignore small businesses in favor of big, safe corporations. Just a year or two later, this crisis passed, but Origin got caught at just the wrong time.

As the Garriotts dipped into their own savings to make payroll, they contemplated options. Richard says, "Ultimately we chose EA because EA's vision for the future, their prediction of platform shifts, and their planning to meet that challenge was right on."

And, too, Trip Hawkins had left EA. "Had Trip still been there, there's no way we would have gone with EA," said an Origin staffer involved in the deal.

sorla78
Oct 11, 2012

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Chin posted:

Re: Languages

Here is Chris talking about where they are with the languages in September 2015. He says they hired someone who knows Na'vi and Klingon and advised on Star Trek: Into Darkness which means it's probably Britton Watkins. Mr. Watkins is directing a documentary about constructed languages that looks pretty cool, and has already constructed a language for a movie he co-wrote so he seems well qualified.

That said it's curious that there's no mention of him being professionally engaged to construct a language for a $104 million dollar video game that I can find anywhere, so maybe it's the other person who knows Na'vi and Klingon and was a language consultant on Star Trek.

There are those two guys, who have a linguistic background and worked as contractors for CIG.
https://www.linkedin.com/in/jbakos
https://www.linkedin.com/in/andrew-gomes-4b761a17

edit: I guess those are the people to thank for coining "in the 'verse"

sorla78 fucked around with this message at 01:04 on Jan 3, 2016

sorla78
Oct 11, 2012

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Khanstant posted:

Considering that No Man's sky, a game exclusively about simulated worlds/landscapes for exploration, can't even make that seem interesting or worthwhile, there's no way this game will.

Also, what am I missing about Wing Commander? It looks like an old lovely space game where 75% of the screen is retarded pointless cockpit view. Is Chris Roberts Ullillillia's secret older brother and he is just trying to make Star Citizen match up to his "mind game" where you imagines himself as a camera stuck where someone's head might be inside of some dorky imaginary cockpit?

How old are you? It's understandable if you look back at it with today's viewpoint, but coming from having played on C64 or NES (SNES was released in 1991 in US and 1992 in Europe) - Seeing that WC released in 1990 you might want to check out the competition at that time, there was a lot of historical and "modern" flight sims with telephone book thick manuals, that were ultimately shallow experiences, because all they did was providing you a set of single missions without consequences or an overarching narrative, that made you care in any way (i.e. Battlehawks, Their Finest Hour, Secret Weapons) and only two years later you got the dynamic campaign theatre from Falcon 3.0 in 1992 - in 1990 everything else looked like rear end or was just primitive gameplay when you stripped away the graphics (Cinemaware looking at you). The next interesting space sim that progressed the genre, X-Wing came three years later in 1993, the year when also Doom appeared and doomed the gaming industry into eternal FPS clones. Westwood Studios wasn't even a powerhouse yet and created Eye of the Beholder one year later in 1991, Command & Conquer which then succeeded in spawning the RTS hype, came five years later in 1995.

sorla78 fucked around with this message at 13:56 on Jan 3, 2016

sorla78
Oct 11, 2012

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Tippis posted:

There was also the matter of (relative) mass appeal.

There were other games that had dynamic campaigns, but they tended to be obscure and far too complicated for most gamers. F-16 Combat Pilot came out in 1988 and had some pretty swanky graphics for its time, and what (and how) you did mattered a lot for the overall outcome of a campaign. Even in the sim genre, though. it was overshadowed by Falcon AT and completely out of the picture when Falcon 3.0 caught up on the campaign side three years later. So what it did — and how early it did it — is a bit lost in the noise of the era.

It really was that marrying of having some meaning to your actions (which mainly existed in sims), with a simple gameplay (that the sims definitely did not offer), and the cinematic storytelling of the Cinemaware and early Lucasart games that made the WCs such a catchy experience.

Aye, I also liked that I did not get much forewarning about it. It's release just hit me out of the nowhere. People tend to overlook that most didn't have online access back then, there was no online journalism to speak about, there was not the same scale of detailed discussion ad absurdum like in today's times, where there are thousands of forums dedicated to outlet opinion. Your information mainly came from print media that still published readers opinions in their reader's notes/letters sections - I didn't have a subscription and the magazines back then released on a monthly basis, it was easy to miss information: Also Summer and Winter CES (E3 only was formed in 1995) reports weren't that detailed as they are nowadays - the selection of screenshots was pretty limited and they tended to be tiny as printing was still expensive. Most CES reports simply were a listing of studio names and a short description of their projects that they presented with some impressions, interviews etc, some of the more important projects got one page reports - I didn't know about Wing Commander until it was tested and had already hit the shelves. It was the closest experience to playing something akin to Star Wars that you could have. You could maybe compare the circumstances of its release a bit to Half Life 2.

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sorla78
Oct 11, 2012

EAT THE PAIN AWAY!

Berious posted:

I just remembered Red Baron and sure enough it's 1990 with a dynamic campaign and career mode. It was a sim too but there was no clicking a million buttons to program your radar poo poo. Just energy management and shoot mans. Wikipedia says it had multiplayer too. Now that's a game that was ahead of it's time.

https://en.wikipedia.org/wiki/Red_Baron_%281990_video_game%29

I wish someone would make another cool WWI flightsim. Biplanes are much cooler than monoplanes and modern aircraft just suck for pick up and play fun.

I loved Dynamix as a company - it's a shame what happened to Sierra On-Line in the end. Mechwarrior https://www.youtube.com/watch?v=R3NtRiInFaU, Deathtrack https://www.youtube.com/watch?v=F8qFvJMCz3M, Die Hard (look at this beauty: https://www.youtube.com/watch?v=A_3dN9voPq0, Rise of the Dragon https://www.youtube.com/watch?v=FKpkkQH6ZT4, Heart of China https://www.youtube.com/watch?v=dY-PXqOXE4k and their Front Page Sports stuff. I still believe WW1 would make for some impressive simulation scenery with all those trench battles.

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