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» Cosmic Star Heroine - Post-Funding Update #29 - April 24, 2014, 5:51 am
» Dragon Age: Inquisition - Interview Roundup - April 24, 2014, 5:51 am
» Starpoint Gemini 2 - Steam Workshop - April 24, 2014, 5:51 am
» Planets - Weekly Status Update - April 24, 2014, 5:51 am
» Lords of the Fallen - News Roundup - April 24, 2014, 5:51 am
» Earthlock - Shoutout & Paypal Update - April 24, 2014, 5:51 am
» Bethesda Softworks - Fallout Games on Steam - April 24, 2014, 5:51 am
» Forsaken Fortress - Game Status Update - April 24, 2014, 5:51 am
» Aderyn's Cradle - Post-Funding Update #14 - April 24, 2014, 5:51 am
» Witcher 3 - Interview/Preview @ RedBull - April 24, 2014, 5:51 am


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Cosmic Star Heroine - Post-Funding Update #29
Posted: April 24, 2014, 5:51 am by RPGWatch

Zeboyd Games posts information about the game length, side quests and E3 in the latest post-funding Kickstarter update for Cosmic Star Heroine.
Estimated Length, Better Sidequests, More Variety, and E3 Based on our current plans for the game's main story & sidequests and our previous experience on our other games, we're guessing that Cosmic Star Heroine will be in the 15-25 hour range (depending on difficulty chosen, playstyle, and how much optional content you complete) making it our longest game ever. Of course, this is just a guess and we'll have a better idea when the game is nearly done but we think it'll fall somewhere around there.

In particular, we've really been focusing on improving the optional content in the game. Many of our optional quests in our previous games could scarcely be called that and consisted primarily of bonus caves filled with a few enemies and treasure chest. We definitely want to avoid that so we're making sure that all of the sidequests in the game have a story and/or character significance and aren't just a way to get extra loot.

In both the main story & the sidequests, we want to avoid the game just being a series of town, dungeon, boss, repeat, and will have more interesting scenarios. In particular, Final Fantasy VI is a big inspiration as situations like Defending Narshe, the Opera House, the Raft Escape, frequently changing party lineups, and more helped to add a lot of variety to the traditional RPG format. And yes, we're planning on having at least one multi-party dungeon as well as a turn-based hacking mini-game.

Finally, we just wanted to let everyone know that we're planning on sharing some gameplay footage for the game during E3. Please be excited.
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Dragon Age: Inquisition - Interview Roundup
Posted: April 24, 2014, 5:51 am by RPGWatch

Here is a new batch of Dragon Age: Inquisition interviews with more information on the game from various Bioware staff.

Kotaku - BioWare Returns To Its Roots With The Next Dragon Age On October 7th
Last week, I got a chance to talk to Mike Laidlaw, creative director on Dragon Age: Inquisition, and he told me a little bit more about the game's story-it might sound a bit familiar for those of you that have played a BioWare game before.

"The Inquisitor stands out from just anybody [in the world of Dragon Age] in large part because the Inquisitor has undergone a magical mark...as a result of being at an explosion," Laidlaw said. The Inquisitor survives the blast and receives a magical etching of sort, much like Shepard survives the beacon in Mass Effect 1. The big question is, what purpose does the mark serve?
CVG - Dragon Age: Inquisition Tips the Scales
Dragon Age: Inquisition producer Cameron Lee was optimistic when we talked about what the upcoming PC, PS3, PS4, Xbox 360, and Xbox One game will do to bring BioWare dialogue wheeling into the future.

He told CVG how players will shape the Inquisition and in turn the world, how it will balance a strong narrative thread with more room to explore than ever before, and what weary fans hoping for a "return to form" means for BioWare.

He also addressed whether players can expect to romance a certain crossbow-wielding dwarf, but you'll have to read on to find out about that (potential) love connection.
Gamespot - Balancing Freedom and Story
There are certain things we've come to expect from BioWare games. Things like an emphasis on fleshed-out characters and on structured narratives that you can impact to some degree with the choices you make. With Dragon Age: Inquisition, BioWare is aiming to maintain these design hallmarks while also placing you in a vast open world and giving you control of a much larger force than you've ever helmed before in a BioWare game. I recently spoke to executive producer Mark Darrah about how Inquisition will set itself apart from earlier Dragon Age games while still giving us the things we associate with BioWare.
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Starpoint Gemini 2 - Steam Workshop
Posted: April 24, 2014, 5:51 am by RPGWatch

Iceberg Interactive sent a new press release with information that Early Access buyers of Starpoint Gemini 2 can now use Steam Workshop for mods.
STEAM WORKSHOP INTEGRATED IN EARLY ACCESS SPACE SIM STARPOINT GEMINI 2
All New Stunning Oculus Rift® Screenshots Revealed

Haarlem, The Netherlands - April 23, 2014 - Iceberg Interactive and developer Little Green Men Games announced today the integration of Steam Workshop into its popular space sim Starpoint Gemini 2 (PC), currently available on Steam's Early Access program. With the Steam Workshop, the game's community can create individualized Starpoint Gemini 2 content and make it available as a downloadable addition to the base game.

Oculus Rift® support will be available at Starpoint Gemini 2's official launch.

"Modding is at the heart of Starpoint Gemini 2 and we have done, and will continue to do, everything possible to open up SPG2 and allow virtually anything to be changed, tweaked, and improved by the community," said Danijel Mihokovic, CTO at Little Green Men Games. "Regardless if a Mod is a simple change of a weapon effect or a full-blown total conversion, SPG2 makes everything possible."

The Steam Workshop Beta update is available now and includes the addition of junkyards to the game world, plus tweaks and improvements to improve overall gameplay. For a full list of changes or to purchase Starpoint Gemini 2 on the Steam Early Access program at $24.99, please visit store.steampowered.com/app/236150/.
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Planets - Weekly Status Update
Posted: April 24, 2014, 5:51 am by RPGWatch

Cubical Drift has posted the next weekly update for their funded Kickstarter Planetsł with information on the game's progress and future development.
Weekly Status #2 We are proud to announce that our online store is now operational!

During the first 2 months, people who missed the Kickstarter campaign (because of the lack of a PayPal option or simply because they discovered the project too late) will have the opportunity to take part in Planetsł's funding on our website with the same prices as on Kickstarter.
In 2 months from now we will switch to a classic pre-ordering mode of the first opus "Race to Space", with a price closer to the final price of the game.

Of course, you backers have had the exclusivity on some of the rewards.
That's why on our website:
  • some tiers have been removed
  • the add-ons are gone
For the time being, you backers still need to wait a few weeks to be able to login on our website. As a backer do not use this online store yet, do not try to create an account or try to login until we send you an email to inform you that your user account has been created.

We also updated some pages on our website about the game to reflects the information we gave you in the Kickstarter updates.

Kickstarter's campaign validation shouldn't take much longer.
Today we can already tell you that 206 backers have canceled their payment, representing a loss of about $20 000 (there are finally 2 Space Travelers and no Lore Master). This makes the total funding drop below the Mac version stretch goal, but of course we decided to maintain it, so the Mac version will still be made.

Upcoming tasks:
  • Migration of Kickstarter data on our website to enable you to logon and manage your add-ons on your account page (should be done mid-May).
  • Creation of the forum (should be released at the end of may if everything goes as planned).
  • In the mean time, we resumed the work on the game, you should get more details regarding our progress soon.
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Lords of the Fallen - News Roundup
Posted: April 24, 2014, 5:51 am by RPGWatch

Well here is another round of reviews and interviews for Lords of the Fallen. Let's start with the two video interviews with Executive Producer Tomasz Gop.

GamerHubTV - Lords Of The Fallen Dungeons Revealed
Developer City Interactive reveals the dungeons and new gameplay details for its action RPG Lords of the Fallen in this exclusive interview from Bandai Namco Games Global Gamers Day in Las Vegas.
CGM - Interviews Tomasz Gop Executive Producer of Lords of the Fallen
Find out how this Dark Souls-like came to be and how that description isn't fair of a game that is trying, and apparently succeeding, at carving out it's own piece of that action-RPG pie.
Next we have a few more previews from various sites.

Destructoid - Dropping fools in holes in Lords of the Fallen
Like Dark Souls, you'll leave a ghost when you die that contains your experience. You can also store experience points you don't want to use yet at save points. Your soul will slowly leak experience as you make your way back to it, though, which could add to the loss even if you're banking regularly.
Gamefront - A Souls-ful Action/RPG
Lords of the Fallen is showing a lot of promise. It's borrowing all of the right elements from the Souls series, while infusing them with its own unique touch of arcade-style fun. Be on the lookout for Lords of the Fallen on PC, PS4, and Xbox One sometime later this year.
Siliconera - A Bit Of Darksiders, A Bit Of Dark Souls
Luckily, at Bandai Namco's Gamers Day event two weeks ago, I met Tomasz Gop, who introduced me to what will surely be my next guilty pleasure-Lords of the Fallen, a new, next-gen IP from CI Games that takes the most basic elements from games like Darksiders and Dark Souls II, and boils them down to an accessible, rewarding formula. Actually, I would describe it as "the weapons of Darksiders in the world of Dark Souls".
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Earthlock - Shoutout & Paypal Update
Posted: April 24, 2014, 5:51 am by RPGWatch

Snowcastle Games has a new post-funding update for Earthlock: Festival of Magic with a shoutout for new Kickstartes, and gives information on the amount of Paypal pledges.
Shoutout to our friends and Paypal update.
Paypal Pledges: $2 760
We will keep the Paypal totals updated on www.fomgame.com

Remaining for Crafting System stretch goal: $29 047

Almost all backers have gotten their payments processed and we are very soon ready to send out invite to our pledge manager.

We just want to reiterate that in the pledge manager you will able to provide us with your shipping address, inform us of which add-ons you want for your add-on amount and which platforms you want your games on. You will also be able to add more Add-Ons if you want, so it is not too late at all to get ahold of our newest Add-On the Art book.
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Bethesda Softworks - Fallout Games on Steam
Posted: April 24, 2014, 5:51 am by RPGWatch

Thanks to IncGamers, here's news that Bethesda has re-rated Fallout, Fallout 2, and Fallout Tactics for a possible re-launch on Steam.
Potential Fallout players were frustrated to see Fallout, Fallout 2 and Fallout Tactics: Brotherhood of Steel removed from Steam last year. The games were removed due to the game rights changing hands from Interplay to Zenimax.

At the time Bethesda stated they were working to get the games made available on both GOG and Steam but there's not been any official word from Bethesda for months.

There could now be some movement to get this problem resolved. It appears that all three games have been re-rated by the ESRB which would suggest that Bethesda are working on getting the games made available for digital download once again.

There's still no official word on when the games will return but hopefully we'll hear more from Bethesda in the days ahead. What about a Fallout 4 announcement instead? Now that would be nice.
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Forsaken Fortress - Game Status Update
Posted: April 24, 2014, 5:51 am by RPGWatch

Photon Productions has a new post on the Kickstarter page for Forsaken Fortress that talks about the game's recent release problems, and shares answers for backers.
Some answers Thank you guys for your understanding and advises, we will keep doing what we can do. And since some people are interested in how the project look different from the original video, as the chief developer, I will explain it in detail.

It is a long story. First of all, it didn't happen in one night, the game went through almost one year and a half of development and changing. As you see the game is an experimental one which means both technical approach and designing approach are not matured. During the development, we experienced coming up with a new idea, implementing it, testing it and abandoning it almost everyday. This is not the best approach, a dangerous one, but our only choice which I believe gradually led the game off track. Another note is that the we did make a demo prototype during the Kickstarter campaign.

That demo was only for the purpose of recording videos so it has absolutely no game mechanism in it whatsoever. What I can do in that demo is, I can walk, shoot and drive and of course we made the graphic look as good as possible(It is very easy to make the graphic look good if you don't have to worry about performance). And combined with video editing we made the original video look like the game that we are going to produce. However, we later found that we are unable to make the real game look like the video, especially in terms of graphics. Here is an example why.

In the demo version, there is no dynamic daylight cycle and weather system, so we used the baked global illumination lighting which has much better performance and rendering quality. However in the real game, we have to use dynamic lighting for the daylight/weather system(sunrise, nightfall, raining...) which is much slower and has worse graphical looking than baked global illumination(this is probably why open world games(Skyrim) often have worse graphics than level based games(battlefield 3)). This could be one of the many reasons why you feel the game looks different now, the technical approach in reality doesn't match that in prototype. This is especially likely to happen on experimental projects which the technology has not been established yet.

How we spent our 121k? Brief breakdown,
60% for hiring(all staff, including composer fees)

20% for renting and equipment (We move to China for cheap labor cost so we have to get some whole new sets of equipment and an office)

15% preserved for rewards.

5% preserved for emergency. (such as legal actions)

The only reason why we could last this long is probably because we were in China, much cheaper labor rate and rent than NYC. And man, I didn't enjoy the polluted air in Beijing.

I agree that please don't stop supporting experimental indie projects just because one or two failed. Without that trying and failure there shall be no success whatsoever. And we indie developers are the pioneers who want to take the challenge. Your $15 bucks is much more than getting a product, it is supporting the progress of the gaming industry.

And a fun fact, at the end of the day no matter how bad your game is, there will still be people who enjoys it. So there is no good reason to stop making games
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Aderyn's Cradle - Post-Funding Update #14
Posted: April 24, 2014, 5:51 am by RPGWatch

Mojo Game Studios has posted a new post-funding update for Aderyn's Cradle after going silent for a few months when the game failed to get funded.
Post Kickstarter: While our Kickstarter was unsuccessful, we learned a lot from all the feedback we received from you, our backers. There's also much to be said for the experience of running a Kickstarter, from this, our newly-reformed PR Team is ready to show you everything you wanted to see the last time around. Development We have begun development of our next area of the game, the Iceland! We think that this new part of the game will do a great job to display some of our systems we didn't show last time, such as mana, weapon augments, and ranged combat! As the Iceland starts coming together, we will be posting updates about it across our Facebook, Twitter, Indie DB, and Tumblr! Sneak peeks and preview to follow; stay tuned!

GDC : Hank Zwally, our President and Lead designer, as well as myself were fortunate enough to attend this year's Game Developers Conference in San Fransisco. Although it wasn't Mojo's first year at GDC, it was mine, and I found it a great learning experience. The conference was exciting for Hank and I on several fronts, such as finding potential sponsorships for our development. We spoke with several companies, such as AMD, Intel, and Nvidia, and are now fortunate enough to be in contact with several pillars of the Indie industry. Overall, we were really pleased with the way GDC went for us as a business experience, as well as overjoyed by the recognition that Indie game publishers received!

Building towards the Future:
In the next month we plan to expand the size of the team and amp up production on the Iceland for another go at Kickstarter later this year! Please keep up on all the latest Mojo news by leaving your email at our email listing on Mojo Game Studio's home page or by following our Facebook, Twitter, YouTube, or Indie DB.
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Witcher 3 - Interview/Preview @ RedBull
Posted: April 24, 2014, 5:51 am by RPGWatch

RedBull has posted a new Interview/Preview article with Level Designer Miles Tost to talk about The Witcher 3 and compare the game to Skyrim once again.
"We knew we had a really good RPG on our hands and a really dedicated fanbase to support that, but we still wanted more. That's where the open world element kicked in - we always wanted to make a truly open world RPG but, for various reasons, we couldn't fully accomplish that goal until now," Tost says.

"We want to combine the strong pull of closed-world RPGs story-wise, with a world where you can go anywhere and do anything you want. It makes the whole experience more lifelike. Geralt's a witcher, a travelling monster hunter for hire - there's nothing more exciting that letting him loose in an open world and giving him a meaningful and captivating story to be part of."

How big are we talking? Try 35 times bigger than the world of The Witcher 2. That's what all those hundreds of developers and creatives are needed for: this isn't so much a canvas they're painting this time around, but a mural - the size of an aircraft hangar. And they're not taking any shortcuts doing it either.

"The team are actually making everything by hand. Yes, we do use middleware to help us with certain aspects of the game, but quests, for example, are always done by hand - special cells within the studio create them, test them and see how fun they are. There's no random generated Fedexing in the game, everything is as meaningful as it can."

That's also likely part of the reason for the game's delay. After targeting a 2014 release, CD Projekt Red pushed the game back to February 2015, but Tost says it had to be done to clear the high bar the studio has set for itself. "Quality is something that we put a lot of focus on. Releasing a game that might not represent that quality, just for the sake of releasing it, well, it's not us."
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Prisonscape - Introducing Events Video
Posted: April 24, 2014, 5:51 am by RPGWatch

Lunar Enigma has posted the fifth update for Prisonscape where they share a new video about how events will work in their game. The game has 15 days left to get funded.

It's time for another introductory video for Prisonscape! This time we'll take a look at the events. And since I am a man of few words, here we go:

In the next video we will introduce the basics of combat and also see what happened to Diamond who was featured in the Jobs 101 video. You thought she would forgot what the player character did to her? Hell no.
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TinyKeep - Post-Funding Update #69
Posted: April 23, 2014, 5:51 pm by RPGWatch

Update 69 on Kickstarter for Tinykeep shows that they have added the feature to set fire to your environment, such as crates, barrels, bombs and swords. There is also some feedback on the shows they have been and will be visiting.
Thank you everybody for giving us extremely valuable feedback on Alpha One so far - hopefully every tweak and fix that we do based on your comments will help bring the game that much closer to dungeon escaping perfection!

Aside from those, I've also been working on a new game mechanic that will help dispatch multiple enemies at once...

With this basic system in place, we're starting to think about letting the player set fire to crates, barrels, bombs, fire swords, fire breathing (?) - you didn't think there was only one way to kill the horde did you? We're not THAT cruel.
For some reason they are showing the feature off in an animated gif instead of a video.

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Dragon Age: Inquisition - Release Date
Posted: April 23, 2014, 5:50 am by RPGWatch

Bioware sent a new press release with information that Dragon Age: Inquisition will be released on October 10th, and included a new trailer to go along with the news.

EA AND BIOWARE HERALD THE NEXT GENERATION OF RPGS WITH DRAGON AGE: INQUISITION LAUNCHING OCTOBER 10
Pre-Order now to get bonus content to help you Lead the Inquisition this Autumn

LONDON, UK - April 22, 2014 - BioWare™, a division of Electronic Arts Inc. (NASDAQ: EA), today announced that the highly-anticipated, epic role-playing game, Dragon Age™: Inquisition will be available in stores and for digital download on October 7 in North America and October 10 in Europe. In Dragon Age: Inquisition, the expansive, beautiful world of Thedas is being torn apart by a massive, mysterious breach in the sky. Players must assume the role of the Inquisitor and lead a team of legendary heroes to uncover the truth behind the impending devastation.

Discover all-new gameplay from Dragon Age: Inquisition in "The Inquisitor" trailer: https://www.youtube.com/watch?v=uVuKddiJLoo.

"Our goal with Dragon Age: Inquisition is to usher in the next-generation of role playing games." said Aaryn Flynn, General Manager of BioWare Edmonton and Montreal. "Players will experience the rich storylines and characters that they've come to expect from BioWare, in an expansive world with large open environments just begging to be explored."

Players can pre-order* Dragon Age: Inquisition to get special bonus content. Visit the Dragon Age website for more information on editions, including the Deluxe Edition available for pre-order and the upcoming Inquisitor's Edition.
Become a fan of Dragon Age: Inquisition on Facebook and follow us on Twitter® via http://www.twitter.com/dragonage.

Dragon Age: Inquisition is in development at BioWare in Edmonton and will be available for the PlayStation®4 computer entertainment system, PlayStation®3 computer entertainment system, Xbox One, the all-in-one games and entertainment system from Microsoft, Xbox 360® videogame and entertainment system from Microsoft and PC via Origin™. The game has not yet been rated the ESRB and PEGI; visit www.esrb.org and www.pegi.info for more information.
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Heart Forth, Alicia - Update#6, New Goals
Posted: April 23, 2014, 5:50 am by RPGWatch

Alonso Martin has posted the sixth update for his funded Kickstarter Heart Forth, Alicia with an update on the game's stretch goals.
Out with the old and in with the new (stretch goals)!Wow! Congratulations everyone. Thanks to all of you, Heart Forth, Alicia is coming to PS4! We'll have more details and get the PS4 version of the game into our tiers as we continue our talks with Sony throughout the week. New Stretch GoalsWe've torn past the PS4 port and well on our way to trouncing the Mac/Linux goal, so it's about time we talk about our next round of stretch goals!

One benefit of the attention that we've received from the campaign (thanks to all of your amazing support!) is that it's opened up new doors to us in regards to people that we can work with, and something pretty amazing has happened: our Fifth Stretch Goal involves a legendary composer whose career stretches back to the NES era, and whose music you've heard in a lot of classics that you probably still love to this day! Of course, this superstar composer has also worked on many modern, recognizable, and incredibly successful projects, so even those of you whose gaming careers don't date back to the 8-bit days will have something to love. Once we reach $135,000, we'll reveal who this mysterious composer is (we're bound by blood not to reveal it yet), and what that person will be doing for the game!

That isn't the end of it, though! We're working on our Sixth Stretch Goal already, and it's still something completely unbelievable to us! Working with this composer has led us to the incredible opportunity of working with other fantastically talented composers on a Remix Album of the game's OST. Those composers include but are not limited to:
  • Keiji Yamagishi (Ninja Gaiden, Tecmo Bowl)
  • Saori Kobayashi (Panzer Dragoon Saga and Orta, Crimson Dragon)
  • Yumiko Takahashi (vocalist of Suikoden)
  • Jake Kaufman (DuckTales Remastered, Shovel Knight)
  • Ben Prunty (FTL)
  • Chipzel (Super Hexagon)
  • Stemage (Metroid Metal)
  • Video Game Orchestra (Lightning Returns: Final Fantasy XIII)
Once we hit $135,000 and announce the identity of our mystery composer, we'll be ready to reveal the stretch goal for this Remix Album, and its full list of composers.

Please help us spread the word! Nothing would make us happier than being able to work with these incredible people.
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Invisible, Inc - Preview Roundup
Posted: April 23, 2014, 5:50 am by RPGWatch

Here are two more previews from Pax East 2014 for Invisible, Inc.

TwoDashStash
Overall Invisible Inc. was one of my favorites games at PAX East and left me wanting more. The final version of the game will feature additional characters and numerous other features that were not shown during the demo. Invisible Inc. can be pre-ordered now via the games micro-site. The pre-order will get you access to the Alpha, future Beta, and of course the final game once it is released.
Front Towards Gamer
My overall impression of Invisible Inc: I'm going to lose days to this game! Everything about this game appeals to my speed-running, high score gathering, zero-detection, and tactical sides. Concentrating on one style each time would offer the best results, and each run is procedurally generated so you'll never know what to expect beyond some minor standards. Once again, Klei has mashed multiple genres together to create a uniquely "Klei-style" Frankenstein and I can't wait to dance "Puttin' on the Ritz" (that's a Young Frankenstein reference for you kids).
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