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Introduction
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The whole trip started at Tuesday morning at 4:30am with the alarm clock yelling *sigh*. After picking up a work college of mine at 6:00am and some hours on the road we arrived at the convention location an 9:30am. The first deja vue to last year came with parking our car next to the one of Teut Weidemann (which was no Porsche by the way). The rest of the whole Tuesday was not that noteworthy since hexe did meet with friends in Leipzig and my working college and me attended that little event called Games Convention Developer Conference *cough*. With some "old guys" talking there - e.x. Bill Roper from Flagship Studios, Julian Eggebrecht from Factor5, Matt Frior from Mythic Entertainment and Peter Molyneux from Lionhead Studios - the day had been over faster then expected.

Next was Wednesday, the "professional visitor only" day. While I already had access everywhere due to my GCDC ticket we "only" had to get hexe in there. Thanks to WOLFGaming.Net and our last two Games Convention reviews hexe's application for a professional visitor ticket was backed up by some company called WOLF Media Inc., Las Vegas, Nevada. Worked perfectly, thanks again to GiJoe for his support, and while I was listening to some talks again hexe was able to have a look at the whole Games Convention - just without hordes of people and without all that hammering sounds and flashing lights. Just as an example there are two pictures taken of nearly the same place: one at Wednesday and one on Thursday. What a difference... hexe was actually very happy to have a look at all those games and asking questions without the need to yell at everybody and get pushed and bumped constantly.

photo photo At Thursday the convention was opened for the public and from the very first minute on people of any age came in busloads from all around Germany. After my lectures had been over at noon hexe and me jumped into that crowd together. Based on her experiences from the last day she was able to navigate me pretty fast to all the interesting places. Unfortunately that one afternoon was not long enough and while I had seen some pretty cool stuff I still had the feeling not to have seen everything. So when we'll talk about the games later on please forgive if we just missed the game you wanted to read about. We can provide only snapshots of what we have seen and backup those impressions with some photos we had taken.

After a long way home we're now sitting here, having a day off from work, writing this review. I hope we can give you some glimpses of the games presented there and have a good time reading this. Have fun!
 
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The Witcher
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logo Oh, boy, is this bloody! Let's start our game reviews with the title having the biggest impact on us this year: The Witcher. It is a single player RPG hack'n'slay game in a very dark fantasy setting with simply awesome graphics. It's based on a heavily modified version of Bioware's Aurora Engine even used by Neverwither Nights (not that there is the slightest similarity between those two games...) and plays pretty "consolish". Nevertheless it is a full blown DirectX9 powered PC based game. It's about a male guy (sorry, no choices on that issue) being trained from birth on to be a professonial monster slayer, offering his services for money. Due to some not much more mentioned "experiments" in child-age he's got some limited magical capabilities and can consume ability enhancing herbs and potions being deadly for normal humans.

photo He's running around in a very dark low-fantasy world where dwarfes and elves exist but the world is more or less ruled by human kingdoms like in medieval times. Even the whole architecture is based on historical blueprints and all the buildings and castles (huge castles!) we have seen do look like right of the history book about the darkest times of European culture. It's acutally based on the books of the Polish autor Andrzej Sapkowski.

photo In this world the everywhere present guards impress by two things: they do look like stinky, grumpy, bored, aggressive, organized, armed and disbelieving guys in tattered tabards and that whole impression is made visible by very highly detailed graphics, animations, sounds and voices. Those guards are aren't just attackable enemies but they seem like living inhabitants of this world, with own motivations and habbits. E.x. you can offer the more "unrighteous" of the two gate guards some beers and after a drinking session (which you survive better due to the above mentioned supernatural resistences) he wanders of for a pee - just to drop sleeping on the way to a tree and a back alley. Now you can approach the other guy (loyal, focused but a bad fighter) and knock him out. In the case that both still had been there one of them would have rung the alarm bell next to them for sure. As the developers showed to us this had been only one of many solutions to get through the guarded gate. One other option included a street whore and the some other a payed bandit gang. It always was a big point mentioned by the developers that you are very free in your choices and how those choices afflict the gameplay and the storyline. Your reputation in the world is actually an issue and there never is a clear line between good and evil. It's about choices (if you can believe the PR guys...). As a final note concerning guards I want to mention a little ingame event that (in my personal view) added a incredible huge boost concerning the atmosphere: when some developer wanted to show us the lovely detailed weapons he made the character pull out his broad sword - in the middle of the town. While it looked definitely great I was more impressed by a handful guards immediately rushing toward him yelling "hey, you over there, put that weapon down!". I'm sure they would have attacked him if we wouldn't put his sword on his back again. No weapons in town - it's that little details that make games special.

photo Back to the world: as I said it's a full blown 3D game with bells and whistles. What impressed me was the high viewing distance, the "naturality" of the smooth shadows and the vast diversity of daylight, clouds and weather effects. In a fast forward we had been shown a full day, from dawn till dusk, with different light colors and correct lenghtening of shadows. Afterwards some raining was shown, with water drops and splashes everywhere and clouds slowly darking the skies. Reminded me on the good ol' days of Arena The Elder Scrolls where I for the very first time in a computer game watches the sun go up. The Witcher seems to bring it on the next level

Physics is yet another modern thing making a world really living. In The Witcher's case its the Karma engine with full ragdoll and physics support. Well, have fun with psi powers, hehe.

photo For bringing in the supernatural part the developers invented many potions. One of them is the nightvision potion which enables the main character to see in the many darker areas of the game. Acutally this os no on/off effect but a slow one where his eyes addapt to the current light. So e.x. if you enter a dark dungeon after some seconds the tiny leftover contrasts are enhanced by some very, very cool effect. It gets a little black&white comic style but remains to be clear and easy navigatable. In addiion it remains very "natural" since if you light up a torch you get instantly blinded and the normal vision comes back only slowly. If you extinquish the torch again everything stays dark - till his eyes adapt to the surroundings again. Wow, that all is really, really cool - and probably done with some very advanced shader effect. An even stronger version of the nightvision one reminded me to thermal viewing of modern shooter games and is probably very helpful for the sneaky part of the game.

So in this world of rotten places, stinky guards and slimy monsters there is running around the main character. We had been told it's an RPG with character development concerning stats and attributes and such (which we can't confirm since we have never seen a character screen or so) and because they made a strong emphasis on an emotionally involving story (which we even can't confirm simply due to the "short" time of maybe one hour of presentation). hexe of course mentioned instantly the lack of the possibility of a female main character but, well, you all know hexe... so, due to mission information let's skip this part and get to the real stuff: carnage

photo It might be a RPG in a very detailed world but let's not forget the main thing: it's a hack'n'slay style gameplay. Not without reason you are the monster hunter and not without reason there's an aweful lot to do for you. As a weapon of choice you can wield any weapon there is ingame and in addition you can use your supernatural powers to wreak havoc. We have seen the guys sword fighting and actually there are always three different combat modes, switchable instantly: "strong" to inflict heavy damage on a single target, "agile" to be sure to hit even very evasive creatures and "group" to do area-of-effect attacks if you get surrounded. From my impressions the fights are less "clickery" than Diablo 2 and more "involving" than Dungeon Siege 1 where you could say "follow buddy" and then get a cup of coffee. Basically you point&click where you want to go or what you want to attack. If attacking you start a swing with your sword - if you click again (too early) your first swing is interupted and you start again. So hammering the mouse won't do anything. Actually it's possible to do "strike combos": your mouse cursor changes colors based on the current state of your attack and when clicking in the right moment you will do an follow-up attack using the swing of you previous attack and involving more damage. It's pretty much the same as in Summoner, a game from 2000. I'm not uncertain whether that system is good or bad, gotta try it myself, but I can remember me bragging around with 9-consecutive-hit-combos with my character in Summoner, hehe.

photo So much for the "how you fight" technically, now to the "how you fight" visually. As I said: oh, boy, is this bloody! Let me get this straight: this game ain't good for your kids! It's a game for adults, not only due to the dark fantasy setting with some wicked plot elements (getting laid by all twenty street whores will get you a special bonus) but especialy due to the bloody and gory massacres you'll take part in. You slice and chop, you kick and jab, blood splasing everywhere and occasionally some limbs and and heads flying away. It's like in the movies, like in the dark, evil dreams of big boys, where they do smooth moves, mowing down one by one the enemy surring them. It's pure carnage - and it just looks so damn good. Honestly, I love that stuff, but I consider myself old and mature enough to cope games like that and to know that games like that are a part of phantasy and not reality. Nevertheless I wouldn't allow my kids (if I had some) to play this... And just to increase the effect you have right in the middle of the fight some bullet time sequences, chopping of a head or finishing a prone enemy by ramming your sword from right above into his chest, resulting in a sparkling fountain of blood after pulling it out again, swinging it in rage at the next poor monster staying around. To conclude this bloody chapter with a giggle I'd like to mention that the phrase "getting beaten by a goblin" get's a whole new meaning in this game if the goblin is swung by an ogre...

photo Wow, immersive, huh?! For cooling down to some fact based informations: the game is made by a developer team from Poland, completely funded by the Polish publisher CDProjekt. They had a pretty huge booth in the business center of GC (so unreachable by the normal gamer) and they made up date and times of presentation shows. They made all this trouble to find a publisher making their game available worldwide. So when you're a guy-in-charge with a lot of money and the possibility of distribution then give those girls and boys a try since their game (IMHO) has the capabilities to offer fun for a lot of gamers out there.

I want to say a big "thanks" the the whole crew of the booth, especially Joanna Kobylecka, for giving us a hearty welcome, a full-blown presentations and all the answers to our questions. From us the very best wishes for success!

photo photo If you, dear reader, got interested by now we'd point you to the official website of The Witcher to get even better impression of the game.

Aaaaaand at the end the booth got invaded by some Stormtroopers which resulted in some major fun and hillarious photos I don't want to hide from you. Sword meets Blaster, lol.
 
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Dungeon Siege 2
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The next game we spent quite some time with, first hexe at Wednesday and later me on Thursday, still fantasy, but definitely less bloody and more based on character development: Dungeon Siege 2. We started a new game, skipped some intro movies, watched some others ("drop ship" in this game means that a flying dragon drops a wooden container full of soldiers who rush out then...) and played through some tutorial sequence with a two person party. Even before there was some character generation for one of them (the main char) with more options as in the first one and somehow comparable to Guild Wars (race, gender, hair, head, skin). A profession or class was not chosen though.

photo First things first: graphics. Well, did not impress me, honestly. The evolutionary jump from Dungeon Siege 1 didn't seem that big, especially concerning polygons per object size. Despite it all being very "edgy" it had been lovely made, with nice textures and many objects. Difficult to describe it. All in all it looked very "consoleish" - a fact that could have been even caused by the huge broadwith plasma screen (games always look different on such a TV like plasma screen than on a PC monitor). As an advantage might be mentioned the obvious support for 16:9 resulting on a very wide scenery.

Point and click maneuvering was intuitive, what I majorly disliked was the camera control: either by cursor keys or by moving the mouse the the appropriate border of the screen - which get plain stupid with so many, tiny buttons on the very same border. When I wanted to select a different character from the party list in the upper left corner I usually turned the camera away from the action. First drawback in my eyes.

Since the control is so similar to the prequel (even the helpful "z - collect all loot" key) I won't say much about it. A new thing had been the "special abilities" located at the bottom of the screen - on that huge, broad, useless, scenery consealing bar already known from DS1 (that bar is plaing stupid IMHO). Those abilities (one per party member) charged up slowly with the killing of enemies and had been usuable even without selecting the correct character first. Based on the slow charging they had a pretty devastating effect on the enemies and had been a good visual show all the time. I guess you can get through the harder parts of the game with intelligent use of those.

In short the whole party fighting seems robust, just as in DS1, and the communication with NPCs is good, just as in any modern RPG game with a multiple choice sentences system. Character inventory is pretty straight forward but the whole character development thingie is waaaay more complex. Might be good or bad, I simply can't judge yet, but even for a RPG experienced person like me it's a little overwhelming at the beginning having to manual (ok, we had been at a convention with noise and people and stuff). There are attributes and abilities, spells and special abilities, active things and passive things and inbetween some skill trees just as in Diablo 2 (and in our review from last year). Honestly I don't know how this will work out at the end. But what jumped in my eye immediately is the fact that you can spent your earned XP only for stuff you actually got the XP for. Comparing with DS1 you have at least some choice, nevertheless I am very, very, very sceptic about this one. When DS1 cam out I was looking forward to the "learning by doing" concept but when a friend of mine, hexe and me played DS1 together I actually started to hate that system: one of us (the warrior) made a little more damage than the others and based on that he got a little more XP and so he could buy better skills earlier and he did even more damage and got even more XP and got skills even more earlier and so and so on. Basically it was nearly impossible to keep a team of three people on the same character levels - which is total bullshit in my opinion since it gets frustrating for everybody with even a slight disadvantage (I was the poor ranger in DS1). In my gaming of DS2 I a) noticed some different times of level up for my two person party and b) was not able to spent my XP as I wanted. Hmmm. That two points alone will make me veeeeery careful spending my bucks on Dungeon Siege 2.

A thing worth mentioning is the minimap: detailed and helpful, nevertheless quite hilarious if you got only exactly two important directions: the one I cam from and the only other one I can go to. In DS1 you always ran along some predefined streets, in the middle a paved road and maybe two meters of accessible vegetation to the left and right. While this makes it very, very easy to be on course all the time it gets somewhat silly and boring if that's you're only way of traveling. Now in DS2 -at least in the tutorial we played- it's 100% the same: a paved road in the middle, some items and objects around, at the borders some unpassable walls. Choices? Oh, yeah, sure, I can go back the whole way again, talking again to everybody I already talked to and assuring that my "z" key did collect really every loot item there was dropped.

Conclusion? If you don't care about graphics too much it's fine, if you don't care about a squiggly GUI too much it's fine, if you don't care about XP-for-damage-inflicted at all it's fine, if you have fun with complex character development it's great. One of it's biggest advantages definitely is the way of playing through the main storyline cooperatively, a feature already DS1 had and which waaaay too few other RPGs out there have. Finally we did pick up some demo CD Rom in the hope of saving us from a 1.4 GB download - just that it was a DVD Rom and we don't have DVD drives... I guess this games doesn't want us to have a positive impression.
 
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Paraworld
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Still fantasy but RTS now: Paraworld, made by a the German Spiele Entwicklungs Kombinat Ost. Set in some strange world the graphics are the first positive thinsg to notice: it feels like a summy autumn afternoon, with colerful trees and grass waving in the wind, with animals and creatures roaming through the countryside and busy little human workers fulfulling their duties. They really put some emphasis on the graphics, a fact you can admire at every screenshot from the game. The setting of the fantasy world is pretty weird, from humans riding on dinosaurs to rocket boats launching old Chinese style missiles to a bluejeans wearing biker wielding a shotgun. Shotgun?!? Yeah, right. The name "Paraworld" seems to be choosen with a reason and the mixing of very different things is a very brave and very interesting thing. Let's see whether the "secret plot" -which could not have been mentioned with any word by the very kind person from Sunflowers, publisher of the game- can bring up enough explanations to make the game believable.

So what we have? Basically we have tamed and equipped dinosaurs rumbling though the land (and the enemy lines), with T-Rex like creatures eating human footmen and long-necked beasties crushing whole forrests under them, thick dwars wielding axes and barebellied sumo ringers slamming on crossbow shooting females. A very interesting unit is a small dinosaur with a catapult on the back, shooting dinosaur eggs. Then those though the ground (preferably righ withing an enemy encampment) some little velociraptors crawl out of them attacking the enemy units in their vicinity. Afterwards the big mobs crush the walls and the footman rush through the breach. There is going on a lot on the screen and everything is full of action. All the animations are very nice, with details like the legs of the dinoaurs getting wound if attacked by spearmen and with "finishing move" attacks like dinosaurs gripping a footman with their mouth, shaking him around and then flinging him far away. The only think that annoyed me a little had been the many intersections when the big and small units did all their animations: dinosaur tails through walls, footman within dinosaur feet, rockets through ship sails. For gameplay that doesn't matter at all, it just looks "not right" and unfortunately destroys the "immersion into the game" a little.

Gameplay itself seems very fast. Honestly I had problems to distinquish the troops and keep an overview of who's doing what. On the other hand there's an army list at the left side of the screen, with an icon for every unit you have. You can have up to 52 units, organized into a hierarchy of five rabks. Your units gain XP and can level up after some time, but it has to be a well thought decision which unit to promote actually because you have less and less available slots at higher ranks. Every unit (and even more every hero) gets different skills and abilities at higher ranks, abilities that can even affect the whole army or even your whole nation. So decide wisely!

Good news for all those castle builders our there: the building of walls is very easy and there are plenty improvements like different wall types, towers and gates.

photo photo photo The release date of this game is Q1 2006. After that the whole RTS genre will get a quite fresh competitor. To get the attention of the people at that special date they hired some quite attractive booth babes which they paint-brushed from neck to knee. Woohoo, some real hotties!
 
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Rush for Berlin
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At the same booth, which was hosted by DeepSilver (AFAIK in case of Paraworld SEK Ost is developer, Sunflowers is producer and DeepSilver is publisher - complicated...) another RTS game was shown: Rush for Berlin. The setting is clear, at the end of WW2, and the landscape looked very pretty - and very destructible, hehe. Allied tanks on one side, German (in reality never build) prototypes on the Axis side, competing for dominance right within the former Third Reich. Lead by heroes with special abilities the armies consist of very different unit types, from huge (and real) tanks to fake, wooden tank dummies, from engineers to bazooka wielding grunts. You can lead those armies through different campaigns, one for each participating nation.

What hexe impressed most had been the directional flowing water (with drifting objects in them), the falling trees (caused by tanks or artillery) and crushable fences (with large enough vehicles).
 
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Gothic 3
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As a little gimmick at the DeepSilver booth they had a computer running a pre-alpha version of Gothic 3. Within there I walked around a little but honestly it's a really pre-pre-pre-alpha version. When hexe joined the press conference they presented some more details about the graphic engine, e.x. the seamless, stream world, the very high polygon objects and the storyline which connects instantly to the end of Gothic 2. Let's see how this evolves.
 
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Black Bucaneer
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photo Console based Jump'n'Run with some grumpy pirate who can get so grumpy that he turns into some Hulk like monster - with a huge sword and a funny hat. Unfortunately the Jump part is so overwhelming that hexe and me had been unable to complete the tutorial... even despite my focused starring as seen in the photo...
 
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Rise & Fall - Hero Command
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photo Battles in the ancient world, visually impressive, both on the screenshots and on the booth *cough*. Somehow 3rd person, with the words "first impression: very nice" scribbled only my paper pad right before we had to leave the convention.
 
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Evil Dead - Regeneration
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Ash is back and all we got was some strange flyer of an unknown German company having exclusiv publishing rights (I guess they wanted us to mention that since they told us that fact several times...)
 
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Star Wars Battlefronts 2
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photo photo We're burned childs with this one, I guess everybody can remember one of my rants about the first one. We approached that booth in doubt and curiosity at the same time, just to see two Playstations with the game playing inside a cube with a row of people infront. Since the convention would have closed in 15 minutes I didn't want to spent those in that particular row. So all we have seen were some posters and Darth Vader.
 
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Star Craft: Ghost
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photo photo Ok, how doesn't know about this one? None? Fine. There had been some consoles for playing it multiplayer on which we unfortunately had no access to, but what we could look at was the intro movie for the game. Is there anybody thinking that the intro movie makers of Blizzard would produce anything even slightly below perfect? None? Fine.
 
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EA
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photo EA's booth, the temple of magnificence. Wednesday a place of comfortable chairs and 360 degree epic cinema, at Thursday the same just with 10 times as many people and 10 times as many Watts from the speakers.

photo photo Impressive all the time. The photos show some footage from Battle for Middle Earth 2 and Need for Speed, for which some special 360 degree trailers were made.

photo Outside that temple of modern games this poster for classic C64 games put the cherry on the cake.
 
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Speedlink
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photo photo Those guys still sell hardware and they do it still the same way as last year: much noise, many babes, much skin, many giveaways - the crowd seemed to love it.
 
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PSP
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One thing was absolutely obvious: Playstation Portable will come out soon and they want everybody to know that. Terminals with consoles everywhere in the one hall of the convention, whole Leipzip plastered with posters. Unfortunately we simply don't care about consoles...
 
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XBox 360
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photo The other Big Bang - or at least Microsofts intention of it. Once again the booth had been huge and filled with gamers. A very neat thing had been the pleasurable park decoration with the pleasurable park chairs and the pleasurable monster plasma screens in front of them - hopefully my photo shows the pleasurability.

photo A thing that cought my attention was some very small booth labeled "XBox Press" with just a guy behind a desk and one of those monster plasma screens next to him, showing trailers of upcoming XBox 360 games. When I first looked at I had seen some SWAT type guys walking through some urban environment, with bullets flying along and tanks appearing in roads. My very first though was "is this CNN?" but a closer look showed my that it is "only" a game. As I was told it's called "Gears of War"(*) and from what I've seen it plays like the map Strike at Kharkant from Battlefield 2 - only that the graphics look like CNN and not like a computer game as Battlefield 2 actually. Wow, this rocks!

(*disclaimer: after I googled for "Gears of War" I indeed found an XBox game with that name but it's screenshots definitely don't look what I had seen in that trailer...)
 
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Impressions
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Some photos, unsorted, with a line of comment...

photo Activision
photo Bunnies
photo Angels
photo Brothers in Arms
photo Call of Duty
photo Booth with making-of footage of Doom the Movie
photo Everquest 2
photo Everquest 2 Warrior Chick
photo Farcry Addon
photo Lady in Blue
photo F.E.A.R.
photo Gamers
photo Some not that lara-like Lara
photo Kingdom of Narnia
photo Shuttle Mini PC case - Battlefield style
photo The King of Kongs
photo Spartan - Total Warrior
photo The row in front of the booth with the UT2007 presentation
photo Voyage Century
photo photo Word of Warcraft
photo One of the tubes connecting the convention halls
photo Toys for boys
photo Darth Vader waiting for the elevator
photo The loot we brought home from the trip
 
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Comments? Questions?
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As you actually did read so far we do assume interest *yippieh*. If you do have comments or questions feel free to contact as in the forum of WOLFGaming.Net

Thanks and Bye,
see you online,

hexe & T.T.H.
 
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