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Street Fighter IV Hands On

Xbox 360 PC PlayStation 3 Hands On by Matt Edwards

5 January, 2009

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Playing Street Fighter IV on Xbox 360, we're trying to recall the last time we were so hyped about the release of a fighter. Enthusiasm grew during the build-up to Soul Calibur IV, as did our anticipation for Virtua Fighter 5 a year prior, but it's an age since a fighter has been so prevalent in actual office banter. With the console release of Street Fighter IV weeks away, the trash talk about who's going to rush down who has started to turn nasty. How we've missed it.

Street Fighter IV is in some ways a step back to the basics of Street Fighter II - i.e. no air blocking and a single Super. But it also takes many aspects that made the latter games so exceptional in their own right, including the return of EX Specials. If anything, it has the potential to be the superlative Street Fighter experience, whether you're a Third Strike diehard or long-since Alpha 3 deserter. We're also impressed by how Capcom has taken its iconic Street Fighter roster and revamped it into the third dimension. All the characters retain the personality and edge that made them a hit in the early 90s, but are done in such a way that you forget Street Fighter EX ever happened. Street Fighter IV is for everyone - it just needs to finally Dragon Punch into everyone's living room.

Visually, the near-complete Xbox 360 port we've played is seamless from the arcade original, and on a worthy setup impresses in equal measure with its unique cel-shaded styling as Hadokens and Flash Kicks are all executed with flair and fluidity. It's hard to see how Capcom could have done this better. As for controls, Capcom and Dimps have wisely kept the classic six-button setup rather than opt for Tatsunoko vs. Capcom's four-button approach. The 360 pad isn't the most intuitive interface for a 2D fighter, but with decent sticks already available this isn't a huge issue, and if you're not partial to sticks you can always look into a Street Fighter IV FightPad from Mad Catz, set to coincide with the release of the game. The closer this is to the Saturn Pad the better.

'Street Fighter IV' Screenshot 1

The other characters confirmed for the home release include Fei Long, Cammy, Dan, Gen and Rose.

Handling wise, Street Fighter IV will be immediately familiar to anyone who's ever pulled off a Shoryuken. Virtually all the Special moves are executed as you'd expect, with the staple charge and half-circle motions and everything in-between, and each character has access to a single, stock Super, and EX Specials, all accessed via the four-tiered Super gauge. Capcom also has a stab at a Rage gauge, here in the guise of the new Revenge gauge. Taking damage fills this meter and when it's over half full it can be used to execute an Ultra. These uber-Specials are usually accessed with the character's standard Super motion, but with three button presses rather than one. As both combatants often have a stocked Ultra as even bouts climax, things remain gritty and intense right to the finish - exactly as they should be in a good mind-games fighter.

Anyone who's been following the build-up will also know that the console version retains all the playable characters from the arcade version: all eight original World Warriors, all four Street Fighter II bosses and the new bloods; Abel, Crimson Viper, El Fuerte and Rufus. Our build also gave us access to fan-favourite Akuma (unlockable in the arcade), Ryu and Ken's master Gouken, school-girl Sakura and boss Seth - the metallic CEO of Shadaloo's weapons division, apparently.

Akuma, master of the Dark Hadou, has always been about pure Shotokan rush down. In Street Fighter IV he plays similarly to his Third Strike self, complete with his rolling jump attack and juggle-heavy Specials. He can now change the trajectory of his air fireballs depending on which punch is pressed and unlike Third Strike, he now has the ability to EX some of his Specials. He can still teleport out of danger in the normal manner but perhaps his most interesting change is the dual Raging Demons.

'Street Fighter IV' Screenshot 2

The Ultra Combos are truly spectacular in their ferocity. Special mention has to go to Vega's Bloody High Claw and Bison's Nightmare Booster - vicious indeed.

A full Super gauge allows the mix-up master to use his signature death move the usual way, but should you fill the Revenge gauge enough, he now has access to a more deadly Demon. By pressing back instead of forward during the classic Shun Goku Satsu combination, Akuma teleports more swiftly and across nearly the entire screen. Should he catch his opponent off-guard, he drags them to hell for nearly double the standard Demon's hits. The problem is that the Raging Demon, even with effective Kara Cancelling, has always been a nightmare to connect against a pro, so initially it seems odd that Capcom's given players two versions of Akuma's trickiest Super - but with the Demon now executable in a fraction of a second and with a pair of options, players may have to consider that evasive jump or counter Super more carefully.

When we first picked Gouken, we were concerned he'd just be another Ryu clone (we're aware of the irony) in an already overcrowded character style. Fortunately this isn't the case. As the polar opposite and brother of Akuma, following a non-lethal form of Ansatsuken, Gouken's fighting style looks like true mastery of a martial art compared to his students'. Whereas Ryu and Ken's fireballs look like an effort in chi manipulation, Gouken's come out in an effortless one-handed motion. Depending upon the button pressed, he can throw them straight ahead or vertically upwards - catching out a jumping opponent - while his EX version throws out forward and horizontal fireballs simultaneously, which is harder to evade.

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Comments: 1-50 of 87 in total | next 50 »

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mmmmmm
04/01/09 @ 23:52
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how does a new challenger reappear? /o\
citizenHUNTER
04/01/09 @ 23:52
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First. Lol, I saw the opportunity, had to take it. EDIT: Dammit, he beat me by seconds!

Not much into fighting games outside of Soulcaliburr, but this might change my mind, as long as it's fairly simple to learn the basics and I don't get beaten endlessly by 5 year olds over Live...
Edited 1 times, most recently on 04/01/09 @ 23:53
DarthCheesiest
04/01/09 @ 23:54
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BooHoo I thought I woz first.
I ordered the special edition of this game and really hope this becomes the new fans favourite SF.
Edited 1 times, most recently on 05/01/09 @ 00:03
CrispyXUK
04/01/09 @ 23:55
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Tatsunoko vs Capcom has 3 buttons guys.
frostcircus
05/01/09 @ 00:04
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I can't not see that front page pic as Chun Li calling me (or someone slightly to my right) a wanker
DarthCheesiest
05/01/09 @ 00:08
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Oh no, you're right.

'and if you're not partial to sticks you can always look into a Street Fighter IV FightPad from Mad Catz'

Oh no again, does that mean no madcatz sticks for us.
Edited 1 times, most recently on 05/01/09 @ 00:08
Rodney
05/01/09 @ 00:10
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its funny, I never played street fighter when I was a lad. I remember, as an 9 year old, arguing with my school mates
that Mortal Kombat II was the more realistic fighting game....Im not quite sure how I reasoned Mortal Kombat II was realistic but there you go.

Its seems the Street Fighter series has aged a lot better. maybe I should put my 15 year long MK fanboyism aside and give this one a go.
Edited 1 times, most recently on 05/01/09 @ 00:13
FenderMaster
05/01/09 @ 00:14
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In terms of balance, Street Fighter IV is a more level playing field than most. We just hope online play doesn't result in a giant Ryu and Ken orgy of Hadoken tennis. But of course it will.

Tragically true... This is why I don't play ranked matches on SSF2T HD Remix

Really looking forward to this game and the accompanying anime
disc
05/01/09 @ 00:27
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So much street fighter nerdery in this feature that I couldn't understand half of what you were writing.
Rash'
05/01/09 @ 00:30
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is the anime only with the special edition? it's lame if it is. any news on whether they're planning a separate release for it?
Edited 1 times, most recently on 05/01/09 @ 00:32
Slipstream
05/01/09 @ 00:31
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Sorry to dissapoint you you EG but Hadoken spamming is all part of their game, which of course varies depending on who tey're fighting.

Anyway this is a very positive preview, I have absolutly no doubts about this game, I've been watching the arcade vids, my excitometer shattered long ago.
butler`
05/01/09 @ 00:39
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Thinking about getting this on the PS3 (LOL!????????????) for once as the 360 dpad is so dire.

Either way I can't fucking wait.
coderkind
05/01/09 @ 01:04
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Anyone know if they're using the netcode from HD Remix for the online of this game? HD Remix is fantastic online so I hope the same goes for SF4...
Velios
05/01/09 @ 01:33
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I have literally been waiting for YEARS to play this game, and now its finally here! PLEASE capcom, get the netcode right so that battles are as good and lag-free as in HD Remix, it ALL hinges on that as to how enjoyable this game is!

Otherwise, omg, pleasure overload.
ilmaestro
05/01/09 @ 01:45
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coderkind: No, they were "too late" to include GGPO in SFIV, the online code is all bespoke (well, as far as anything like that can be), but should be "solid", according to Ono.

Crispy: TvC has A (light), B (medium), C (heavy) and D (assist) buttons, but why anyone would ever have worried that SFIV would be anything other than a traditional Capcom six button fighter I don't know.

disc: The "nerdery" made the article worth reading, as with Matt's reviews it's nice that EG doesn't just hand off these things to any old staff writer and have let someone who appears to know what he's talking about write the article. Although I hope he appreciates the thin ice you're skating on whenever you use the word "cheap". ;)
convercide
05/01/09 @ 01:47
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So Akuma's dual Raging Demon is like Shin Akuma's from Capcom VS SNK 2 then?

Old.
Daikon
05/01/09 @ 01:57
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@citizenHUNTER

Welcome to my ignore list.
TONYgr
05/01/09 @ 02:00
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sfhdremix made me to remember why sf2 is the best sf ever.i hope this will be even better.
Razz
05/01/09 @ 03:04
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LOL @ Pic of Chung Li on the front page xD It looks like she's about to call someone a wanker! :D
Edited 1 times, most recently on 05/01/09 @ 03:04
Gradius
05/01/09 @ 05:48
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Hmm..Decisions..Do I spend £100+ on the 360 version and two new pads or do I go for the PS3 version which will no doubt suffer from jaggies (or something worse)...
uiruki
05/01/09 @ 06:02
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Gradius:

The 7900GS in the SF4 cabinet is a fair bit less powerful than the RSX so it should be possible to add AA without impacting performance, assuming that all the graphical frippery doesn't preclude it on a different level. That said, even without AA, it is very hard to pick holes in the graphics even when you are a foot away from a 32" LCD like you are in the arcades. You definitely won't notice and it is not really worth the extra cash. That said, it would be a much better idea to let your friends list make the decision for you if you're likely to play online.
Gradius
05/01/09 @ 06:12
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@uiruki

Yeah, you're probably right, I'll probably have to fork out on the 360 version + pads anyway because of friends list :(
bad09
05/01/09 @ 07:34
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I forgot this was so close! nice preview EG.

"In terms of balance, Street Fighter IV is a more level playing field than most. We just hope online play doesn't result in a giant Ryu and Ken orgy of Hadoken tennis. But of course it will."

Of course it will look at SSF2HDR, nearly every other match is Ryu or Ken or Akuma. Still it's been a problem with the game since the original game in the arcade, hell every Beat em up ever has the problem, so it will never go away.

/ glares at the one move wonder fools on DOA4 that only ever used Hyabusa and THAT cheesy move!
designerheadache
05/01/09 @ 08:24
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"...The 360 pad isn't the most intuitive interface for a 2D fighter.."

which pushes up the price of the 360 version then, for those of us who want a decent control option for such a twitch heavy game, to game + control stick.

Think i'll plump for the PS3 one since i have the option then!
coderkind
05/01/09 @ 08:38
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ilmaestro: cheers for the info.
TonyB
05/01/09 @ 09:28
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Can anyone translate this article for those of us who don't speak StreetFighterese?
N@
05/01/09 @ 09:43
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"So much street fighter nerdery in this feature that I couldn't understand half of what you were writing"


+1

Matt seems to think we're all SF geeks.
Ranger101
05/01/09 @ 09:58
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Matt wrote that article for me :D

I'm still not convinced Capcom/Matt - Parrying was the best new feature for any fighting game ... since Blocking!

I't's all good and well having 'balanced' characters, but those fireball tennis matches on youtube I've already seen don't fill me with hope.

Then again, I do own 3 copies of sf3 in it's various guises and machines.
thelatestmodel
05/01/09 @ 10:11
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"All the characters retain the personality and edge that made them a hit in the early 90s, but are done in such a way that you forget Street Fighter EX ever happened."

Why the hate for Street Fighter EX? The first one was fantastic, in fact we dug it out over Christmas and couldn't believe how well it's aged. Wish I could say the same for the PS2 version, however.
The Bodybuilder
05/01/09 @ 10:56
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I was actually looking forward to this, but the unknown and mythical streetfighteresse language has scared me off. I though this was return to old-school simplicity & balance, ala ST2T, but its old-school as in all those crazy Street Fighter 3-EX+ Omega 3 Red 6 Minus 7 beta.

I think I'll back away.
CrispyXUK
05/01/09 @ 11:10
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Guys, from what I've played of it, it could be the best fighter ever!!! 'Tis pant wettingly awesome.
butler`
05/01/09 @ 12:01
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I thought Matt achieved a nice balance between the (incredibly necessary) Street Fighter/fighting game terms and more generic description.

In the same way as an MMORPG, a fighting game requires a certain amount of abstract terminology.
Gearskin
05/01/09 @ 12:06
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10!
Matt_Edwards
05/01/09 @ 12:11
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@ CrispyXUK

I must admit to not having played it yet :( But as far as I’m aware Tatsunoko vs. Capcom has a Light, Medium, Fierce and Assist button layout. So unless that’s changed, it’s a four button fighter.

@Rodney
“Its seems the Street Fighter series has aged a lot better. maybe I should put my 15 year long MK fanboyism aside and give this one a go.”

For the love of god, yes!

@converside
“So Akuma's dual Raging Demon is like Shin Akuma's from Capcom VS SNK 2 then?”

Sort of... CVS2 Shin Akuma as I recall just had an uber Raging Demon that like 33 hits. But in SFIV Akuma effectively has his standard Demon and his more powerful one. I don’t think he’s had access to two Demon’s in a match before, although I could be wrong...

@thelatestmodel

“Why the hate for Street Fighter EX? The first one was fantastic, in fact we dug it out over Christmas and couldn't believe how well it's aged. Wish I could say the same for the PS2 version, however.”

To each their own I suppose. I just wasn’t ever much of a fan of the Street Fighter EX series, but it's good to hear there are people out there who enjoyed it :p

@STKD, disc, TonyB, N@, The Bodybuilder

Sorry guys. Maybe I get a bit carried away with the fighter jargon sometimes, especially something like SFIV that I just can't wait to finally come out. I always try to keep a balance between accessibility and depth in my writing, but with fighters it can be a tricky business :s
Akari
05/01/09 @ 12:20
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Having played the arcade version a fair few times while I was in Japan, I can say that it plays more like SSF2T than the Alpha games or SFIII. So if you played any of the original versions of SF2 then you shouldn't have problems with SFIV. Don't let a few technial terms in an article put you off what is a very, very good game.
shamblemonkee
05/01/09 @ 12:23
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Maybe you need two articles, one for the people who know all the jargon and another for people like me who like a good fighter but have no idea what the jargon is and haven't learnt the terms but can see the depth?
Quine
05/01/09 @ 13:29
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What shamblemonkee said.

I haven't played SF since it was on the SNES and would be well up for something to fill in the post VF5 gap but am none the wiser after reading that piece other than the fear of 12-yo-pwnage.
Pod
05/01/09 @ 14:05
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In terms of balance, Street Fighter IV is a more level playing field than most. We just hope online play doesn't result in a giant Ryu and Ken orgy of Hadoken tennis. But of course it will.
Tragically true... This is why I don't play ranked matches on SSF2T HD Remix


Maybe you've been unlucky but on player matches then its usually a very good mix of characters. There are good players out there who can play pretty much all the characters. I've seen more ryu and kens on ranked matches for sure but its still quite varied.
Anyway, in terms of balance Ryu and ken aren't top tier anyway. Most people on shoryuken seem to think blanka and sagat are the top two. Its all rather minmal even then, this version of sf2 is the most balanced I've ever played and the pros agree! A good player with any character should beat a worse shoto player. If it annoys you to see so many then beat them down with zangief or balrog. It'll make you feel great (it does for me :) )
convercide
05/01/09 @ 14:08
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@ Matt_Edwards

"Sort of... CVS2 Shin Akuma as I recall just had an uber Raging Demon that like 33 hits. But in SFIV Akuma effectively has his standard Demon and his more powerful one. I don’t think he’s had access to two Demon’s in a match before, although I could be wrong... "

You're right. He's never had access to two. With the super specials are they set like SSF2, choosable like SF III or do you have access to more than one super special like the Alpha series? For example, does Ken have access to his Shōryū-reppa and Shinryūken right off the bat or can he only take one into the fight?
black2
05/01/09 @ 14:15
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I personally couldn't wade through the jargon either, but these sorts of comments don't materialise for the arcane gibberish surrounding Warcraft and other MMO articles. They are equally indecipherable... should the journo 'dumb down' for people not so into these games?
N@
05/01/09 @ 14:21
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"@STKD, disc, TonyB, N@, The Bodybuilder

Sorry guys. Maybe I get a bit carried away with the fighter jargon sometimes, especially something like SFIV that I just can't wait to finally come out. I always try to keep a balance between accessibility and depth in my writing, but with fighters it can be a tricky business :s"

Apology accepted.

...

hehe :p
Santino
05/01/09 @ 14:21
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this looks and sounds the absolute business. this and VF5 (hopefully R will come to consoles) are the only fighting games i will need for probably the next decade.
Gnort
05/01/09 @ 15:43
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"All the characters retain the personality and edge that made them a hit in the early 90s"

I'm afraid that Street Fighter's cast is certainly iconic, but it's also pretty rubbish, which is one of the reasons why everybody plays Ryu or Ken. Unfortunately, if they aren't part of the SF hardcore (who tend to be very hardcore indeed), many people tend to only want to play one of the shotos, or possibly Guile or Chun-Li. Capcom have done it to themselves with their character design.

I'm not trying to troll here, I actually like Street Fighter, but I play Ken, which makes me part of the problem everyone always complains about.

Also, I have no idea what a kara cancel is.

The Bodybuilder
05/01/09 @ 16:30
#44
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>"but these sorts of comments don't materialise for the arcane gibberish surrounding Warcraft and other MMO articles. They are equally indecipherable... should the journo 'dumb down' for people not so into these games? "

These sort of comments don't materialize because people like me or those who aren't hardcore MMOs don't read it. End of.
Yes SF has become more hardcore, but once upon a time it was a game for the masses, who could enjoy the depth and balance without knowing super shitsu-koto cancel or whatever. Guys like me were lured into reading this article because we were under the illusion it was back to old-form.

And I accept your apology, Matt.
No one is saying that the game is bad or even that it should be for the masses (certainly not me). It can be whatever it wants to be, and if capcom want to satisfy the fans, they have all right to, just as how I got pissed when sega decided shenmue should got the way of the MMO.
What it does mean is that the game will unfortunately still be beyond me and guys like me.

And I know Matt and other say that a very good player who knows the basics can still hold his own against anyone, but I'm sceptical.
BillyBrush
05/01/09 @ 16:41
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Looking forward to getting this for a laugh with a few friends, but the huge amount of jargon heavy - knowing every move inside outness is one of the reasons for me that fighting games can be a bore and a chore online....SF is the best for this as you've been able to be a shithead and just hundred hand slap some uber timing kid to the wall...but the more it allows for subtle timing and deep moves, and terrible jargon like this the worse it becomes for the average punter, Virtua 5 was fairly tragic online because it was Hori stick only zone after a while.....FPS games have a 360 degree world that you might not be looking at, hence you can sneak up behind, do all this cool stuff, not fixed together and just about timing....i predict this will be a rep ruiner too should you actually be decent at it

best with people in the same room, then pals, can't see the 'community' being much fun though,unless you like practicing and doing rote moves time and time again

still it looks nice and colourful, and fun, and the anime bits look good too
Onny
05/01/09 @ 16:49
#46
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Hmmm. Some weird comments on this.

I don't understand why anyone is criticising SFIV for having some depth. Being able to pick up the basics quickly and being good at a fighting game are two very seperate entities. If you don't play the game a lot, you cannot be expected to win against people who take the time to study the moves. Is this such an alien concept?

For what it's worth, I thought it was a great hands-on. Matt, can you still kara-cancel overhead into raging demon?
Onny
05/01/09 @ 16:51
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"knowing every move inside outness is one of the reasons for me that fighting games can be a bore and a chore online....SF is the best for this as you've been able to be a shithead and just hundred hand slap some uber timing kid to the wall...but the more it allows for subtle timing and deep moves, and terrible jargon like this the worse it becomes for the average punter"

You're right. In fact we should make all FPS games "one-button-press = kill" as well, just for the noobs, making victories totally random and not at all about individual skill.

/rolls eyes
BillyBrush
05/01/09 @ 16:56
#48
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Well....things like this

For what it's worth, I thought it was a great hands-on. Matt, can you still kara-cancel overhead into raging demon?

I should imagine if someone can kara-cancel overhead into raging demon, and avg punters can't really be arsed to even investigate such a possibility, that it'll be one of those games where it becomes too hardcore. Put it this way, a pad vs a Hori arcade stick is not a level playing field can we agree? how many people playing SFIV will use a Hori fighting stick? quite a few i should imagine.

It's not that it doesn't look a good game for your casual and hardcore player, but super focus specials and things like that are there to give an edge to someone playing well (and why not, otherwise it'd just be random) and in a 2vs 2 fixed view game that makes it crushingly limited and is one of the reasons this kind of game has become marginalised (though this one should fare well). Bring back IK+ i say, 3 players, split kick in the face, now that's FUN
BillyBrush
05/01/09 @ 16:58
#49
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@Onny

FPS games aren't random though are they, what i was trying to say is they're less limited, which they are
patchbox360
05/01/09 @ 17:05
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my best game of all time

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