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(Rumour)Fable - You choose to be a Hero, Build Cities

Bernkastel

Ask me about my fanboy energy!
Fable is supposed to use a proprietary engine
435a3c656709f3e2ccf0ba171fd49995fd0c68db.png

c3a7289752a758c00b628da945c7873d6317d60d.png
 
As I stated in the other thread on Bethesda, most game engine's touting they are proprietary - are essentially Unreal Engine/IdTech bought and heavily heavily modified *cough most PS4 1st Party Titles* *cough*

The day's of building an engine from scratch are long gone, now you buy the license, buy the engine and modify it/customize it until considered proprietary. Whether the Dev mentions that their proprietary engine is in fact utilizing innards from engine source code bought and modified is up to the Dev team - to date no Dev has actually admitted this is practice. And if they buy the engine license/source code in it's entirety why would they? It then becomes lucrative to resale that engine to prospective *cough* Kojima *cough* buyers. And lucrative to hype your proprietary engine.
 

Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
As I stated in the other thread on Bethesda, most game engine's touting they are proprietary - are essentially Unreal Engine/IdTech bought and heavily heavily modified *cough most PS4 1st Party Titles* *cough*

The day's of building an engine from scratch are long gone, now you buy the license, buy the engine and modify it/customize it until considered proprietary. Whether the Dev mentions that their proprietary engine is in fact utilizing innards from engine source code bought and modified is up to the Dev team - to date no Dev has actually admitted this is practice. And if they buy the engine license/source code in it's entirety why would they? It then becomes lucrative to resale that engine to prospective *cough* Kojima *cough* buyers. And lucrative to hype your proprietary engine.

Alot of conjecture without much evidence.
You say most game engines yet havent said which game engines? And if you are gonna mention engines that devs themsevels are said to be based on XXX engine but heavily modified that isnt saying anything.

Name the engines that are essentially Unreal Engine and IdTech modified.
 

Bernkastel

Ask me about my fanboy energy!
As I stated in the other thread on Bethesda, most game engine's touting they are proprietary - are essentially Unreal Engine/IdTech bought and heavily heavily modified *cough most PS4 1st Party Titles* *cough*

The day's of building an engine from scratch are long gone, now you buy the license, buy the engine and modify it/customize it until considered proprietary. Whether the Dev mentions that their proprietary engine is in fact utilizing innards from engine source code bought and modified is up to the Dev team - to date no Dev has actually admitted this is practice. And if they buy the engine license/source code in it's entirety why would they? It then becomes lucrative to resale that engine to prospective *cough* Kojima *cough* buyers. And lucrative to hype your proprietary engine.
They are using parts of Forzatech as a base to build an engine for Fable(which itself has nothing to do with id Tech or Unreal). Flight Simulator/Plague's Tale uses Asobo's on in house tool. 343i/Bungie use an in house engine that is derived from the original Blam! engine. Bethesda's Creation engine is based on Gamebryo Engine but latter incorporated stuffs from id Tech like the netcode. Valve's Source Engine, CDPR's Red Engine and 4A Games 4A engine also have nothing to with Unreal/id Tech. I can go on.
 
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Kimahri

Banned
I have to say, I don't like planets. There's just something about medieval fantasy and planets that don't mesh for me. When you're living in that kind of a world, planets are just.. a bit too sci fi
 
They are using parts of Forzatech as a base to build an engine for Fable(which itself has nothing to do with id Tech or Unreal). Flight Simulator/Plague's Tale uses Asobo's on in house tool. 343i/Bungie use an in house engine that is derived from the original Blam! engine. Bethesda's Creation engine is based on Gamebryo Engine but latter incorporated stuffs from id Tech like the netcode. Valve's Source Engine, CDPR's Red Engine also have nothing to with Unreal/id Tech. I can go on.
Where did I insinuate anything more than most proprietary engines being derivatives of in fact - as you have pointed out - other engines. The Gamebyro/Creation engine utilized Quake 2 as a backbone with help from id software so - idtech - as I already stated in the Bethesda thread.

It is common knowledge to the hardcore enthusiast - afterall - that, like it or not - John Carmack had to release a portion of his original 3d rendering patent so that the industry could utilize basically the same 3d rendering API he created to create games - whether they utilized his specifically or not.

Funny you bring up ForzaTech, Project Gotham/Metropolis Street Racer was originally derived on 2 engines and later switched to Unreal Engine - as I had pointed out in the other thread, I wonder how much of that code stuck around and was utilized as the backbone of ForzaTech when Microsoft absorbed key members of the Project Gotham/Metropolis Street Racer team after purchasing the Project Gotham Racing franchise and turning the dev studio (while pulling in new talent) to form playground games.

343i perhaps, but Bungie? Since the original owners/creators of bungie left - in particular - I expect with Destiny 2 - they Utilize Unreal Engine source code for this project, retrofitted to their own standards and called proprietary because they could afford to buy the patent right's with the caveat being the engine must be modified enough to be considered Proprietary. Source engine still utilizing Quake 2 also, if only in namesake - if you comb the source code - you are still going to find mention's of quake; even if most of the engine has been stripped away. I remember reading this in an Article where GabenN was like "yeah there are still mentions of the original Quake 2 engine in there but we stripped away the actual engine" what he actually mean's is - evolved the engine to a point where it no longer resembles it's original sourcecode.

CDRP - Witcher used the Aurora Engine, originally a Bioware engine - but derived from Unreal Tournament if I'm not mistaken - you are off your nonsense if you think none of that code simply stuck around/and or was improved upon to the point that it was just the evolved variant of it's derivative engine.

Again, most engines citing they are proprietary "in-house" solutions - are still derivatives typically of IdTech/Quake or UnrealEngine - Unreal engine hasn't changed in name since becoming Unreal Engine - Quake and IdTech engines are synonymous.

John Carmacks original 3D Rendering API Overhead, with a patent which is in fact involved in every 3D Game ever made - has become superfluous and ubiquitous and due to this a commonly forgotten aspect when creating a 3D Game.

John Carmack did not want to hinder the success of the game's industry, so essentially, as quickly as he could - helped to make his own 3D Rendering API overhead patent free after earning quiet a lot with it.

A patent necessary for the development of 3d games - period. So necessary, in fact - it is now largely forgotten that he kindly and gladly (after quickly making billions) accelerated release of his patent so that it became ubiquitous and free to use.

I've also seen rumbling's that the original Halo demo pre-microsoft was conceptualized on a highly retooled/modified Quake2.
 
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Bernkastel

Ask me about my fanboy energy!
The Gamebyro/Creation engine utilized Quake 2 as a backbone with help from id software so - idtech - as I already stated in the Bethesda thread.
You say a lot without backing yourself up with why you say that. Gamebryo(atleast learn to spell) was based on NetImmerse engine(Morrowind) which itself was derived from Rendition Engine from the 80s.
IMG_2425.JPG

All NetImmerse/Gamebryo/Creation Engine games use those nif files as meshes which are stored in a "meshes" folder while dds texture files are stored "textures" folder. Finally exp/esm files to call them(which can be turned on or off). This is why Bethesda games have a such a big modding scene(you just need to replace/create those nif/dds files and call them with an esp/esm). They have nothing to do with id Tech. Some Skyrim mods even use the "NetImmerse" name
unny you bring up ForzaTech, Project Gotham/Metropolis Street Racer was originally derived on 2 engines and later switched to Unreal Engine - as I had pointed out in the other thread, I wonder how much of that code stuck around and was utilized as the backbone of ForzaTech when Microsoft absorbed key members of the Project Gotham/Metropolis Street Racer team after purchasing the Project Gotham Racing franchise and turning the dev studio (while pulling in new talent) to form playground games.
There are so many things wrong with this fanfic. Project Gotham Racing never switched to Unreal Engine and Forza was never based off Bizarre Creations tech.
343i perhaps, but Bungie? Since the original owners/creators of bungie left - in particular - I expect with Destiny 2 - they Utilize Unreal Engine source code for this project, retrofitted to their own standards and called proprietary because they could afford to buy the patent right's with the caveat being the engine must be modified enough to be considered Proprietary. Source engine still utilizing Quake 2 also, if only in namesake - if you comb the source code - you are still going to find mention's of quake; even if most of the engine has been stripped away. I remember reading this in an Article where gabenN was like "yeah there are still mentions of the original engine in there but we stripped away the actual engine" what he actually mean's is - evolved the engine to a point where it no longer resembles it's original sourcecode.
Again a lot of stuff out of nowhere. It is Bungie that is still slowly evolving the in house engine with Destiny 2 while 343i is rewriting much of the code with Halo Infinite. No one can use Unreal Engine source code(it is not even publicly available), it is proprietary. I am not even bother reading the rest of your fanfic.
 
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kuncol02

Banned
They are using parts of Forzatech as a base to build an engine for Fable(which itself has nothing to do with id Tech or Unreal). Flight Simulator/Plague's Tale uses Asobo's on in house tool. 343i/Bungie use an in house engine that is derived from the original Blam! engine. Bethesda's Creation engine is based on Gamebryo Engine but latter incorporated stuffs from id Tech like the netcode. Valve's Source Engine, CDPR's Red Engine and 4A Games 4A engine also have nothing to with Unreal/id Tech. I can go on.
Actually FS is using Forza engine (how much modified no one really knows)
 

Bernkastel

Ask me about my fanboy energy!
Actually FS is using Forza engine (how much modified no one really knows)
They actually started with FSX but then threw away most of the code. It uses their in-house tools for the cloud stuffs but also a lot of stuffs from Forza Tech.
Sounds like 343i need to use Forza engine for Halo Infinite about now. 😂
Turn 10 also helped with Halo Infinite(although they help a lot of other XGS studios with their tools too). You can add them to the list of studios that worked on Halo Infinite.
 
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What you are citing Would mean KotoR (Knights of the Old Republic) which used the enhanced Aurora engine - The Odyssey Engine - is not based on the Unreal Tournament Engine - and it is - and people WILL KNOW it is once they see what you've written here.


The only thing off with what I wrote, is that Playground Games was not the exact culmination of absorbing the Project Gotham Team - which I didn't actually insinuate anyways - what you've cited - that Bethesda did not have a relationship when creating/updating Gamebryo with Idsoftware and borrow/utilize pieces of idtech/Quake2 (people, do realize I'm being called out for citing that quake2 is idtech here, when in fact I should do the reverse and state that what he is calling idtech is in actuality Quake2 netcode) for the underlying engines in Arena/Morrowind ect (who was later bought by Bethesda, geez wonder why) is plainly wrong.

And yes, Project Gotham - PLAINLY DERIVED/BUILT ON UNREAL TOURNAMENT 99 and Dreamcast magazine had large Expose pieces backing up this claim - and there used to be a large resource online that has since vanished with the solvency of Project Gotham team - that would substantiate this.

As for Bungie, I don't really consider what you state here to amount to anything at all.

Your fanfic is full of holes/omissions that do one thing - serve a false narrative. Seriously, where - anywhere - did I misspell what you cited.

Again - Considering Carmacks Overhead API 3D renderer is attached to every 3d game released since Doom and that it has become ubiquitous/superfluous to gaming - I think most people here will cede to understand the underlying point - that most - in fact.. game engines - are derivatives of previous software stacks and libraries.

And to clear up one narrative you are driving - you don't have to see source code to successfully alter source code.
 

iHaunter

Member
I'm pretty excited, I never played Fable since I never owned Xbox. Might get an XSX for it, depending on reviews, or if it's on PC - get it on PC.
 

AJUMP23

Member
Fable is a fun game series. It has never lived up to the promise of what Peter M. tried to sell people. I would love to see a game that actually lived up to the promises of the original Fable.
 

Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
What you are citing Would mean KotoR (Knights of the Old Republic) which used the enhanced Aurora engine - The Odyssey Engine - is not based on the Unreal Tournament Engine - and it is - and people WILL KNOW it is once they see what you've written here.


The only thing off with what I wrote, is that Playground Games was not the exact culmination of absorbing the Project Gotham Team - which I didn't actually insinuate anyways - what you've cited - that Bethesda did not have a relationship when creating/updating Gamebryo with Idsoftware and borrow/utilize pieces of idtech/Quake2 (people, do realize I'm being called out for citing that quake2 is idtech here, when in fact I should do the reverse and state that what he is calling idtech is in actuality Quake2 netcode) for the underlying engines in Arena/Morrowind ect (who was later bought by Bethesda, geez wonder why) is plainly wrong.

And yes, Project Gotham - PLAINLY DERIVED/BUILT ON UNREAL TOURNAMENT 99 and Dreamcast magazine had large Expose pieces backing up this claim - and there used to be a large resource online that has since vanished with the solvency of Project Gotham team - that would substantiate this.

As for Bungie, I don't really consider what you state here to amount to anything at all.

Your fanfic is full of holes/omissions that do one thing - serve a false narrative. Seriously, where - anywhere - did I misspell what you cited.

Again - Considering Carmacks Overhead API 3D renderer is attached to every 3d game released since Doom and that it has become ubiquitous/superfluous to gaming - I think most people here will cede to understand the underlying point - that most - in fact.. game engines - are derivatives of previous software stacks and libraries.

And to clear up one narrative you are driving - you don't have to see source code to successfully alter source code.

You are typing alot but not backing up your claims?

Alot of this information would have come out in a GDC/Siggraph/C3 talk or somewhere down the line.

Just cite your claims and Ill leave you be.
 
You are typing alot but not backing up your claims?

Alot of this information would have come out in a GDC/Siggraph/C3 talk or somewhere down the line.

Just cite your claims and Ill leave you be.
I don't care if you "leave me be" as I've already cited with enough proof Quake2 is in Valve Source and in Bethesda Game studios games, It is known that the original Half Life was built on Quake - you guy's can enjoy your false narratives, I actually remember thing's I cite off hand - as is the case with KoToR being a Unreal Tournament engine game. I don't need evaporated internet sources to back up my claims either, it is known.

Don't care if you believe me or think I should back every statement I make up with sources referencing these facts -either if that is your argument and issue with the factual statements I make - that you didn't know it and need references - then I must inform you I simply could care less.

Whether or not those driving the false "proprietary engines are built completely utilizing new libraries of c+ and newly written API's" - they are not - most of these technologies/engines are derived/lend their selves to modification and reward dev's that decide to buy an engine, by offering a quick backbone solution with all needed software patent's in tact - then allow them to be retooled and labeled as their own proprietary in house engine. It's called a "Custom License" and allows the developer to take proprietary right's over the engine given enough modification. Believe it or not. I do not care, have at it.

Just the fact that he states "No one can use Unreal Engine source code(it is not even publicly available), it is proprietary. I am not even bother reading the rest of your fanfic. "

is wrong on SOOO many levels, Blatantly/obtusely/painstakingly wrong - make's him look overly foolish to insinuate - it is available freely with use of Unreal Engine - and can be called proprietary with a Custom License and enough modification. You can not subvert the EULA to attempt to claim you created Unreal Engine however.


What modifications can I make to the source code?
You can extend it, modify it, fork it, or integrate it with other software or libraries, with one exception: You can’t combine the Unreal Engine code with code covered by a “Copyleft” license agreement which would directly or indirectly require the Unreal Engine to be governed by terms other than the EULA.
  • Unacceptable Copyleft licenses include: Software licensed under the GNU General Public License (GPL), Lesser GPL (LGPL) (unless you are merely dynamically linking a shared library), or Creative Commons Attribution-ShareAlike License.
  • Acceptable Non-Copyleft licenses include: Software licensed under the BSD License, MIT License, Microsoft Public License, or Apache License.



But enjoy your false narratives. I am done here.
 
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01011001

Banned
my FAKE alarm is ringing

isn't this already confirmed fake by the fact it says they use Unreal Engine?
pretty sure it is confirmed that they use their in-house engine, it's not known tho if by In-house engine they mean Forza Tech or a new engine which might or might not be based on Forza Tech
 
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kuncol02

Banned
as is the case with KoToR being a Unreal Tournament engine game. I don't need evaporated internet sources to back up my claims either, it is known.
I really need source for that, there is nothing remotely suggesting that on the internet.

GoldSrc being based on Quake World engine is known fact and no one ever said otherwise.
 

Hustler

Member
This sounds extremely open ended like they're still at the story board phase and could shift drastically at a moment's notice.

You can choose not to be the hero? So, I can choose to be a dishwasher and live out my days washing dishes if I so choose?
 
And also, yes Microsoft - who essentially bought/brought in MegaGames/Epic for 3 solid year's before announcing it - to Create Gears of War, an Engine to utilize and work on multiple unspecified project's - their tech's not utilized by all of Microsoft in respect to Xbox whatsoever - nope, not at all.
 

Bernkastel

Ask me about my fanboy energy!
I don't care if you "leave me be" as I've already cited with enough proof Quake2 is in Valve Source and in Bethesda Game studios games, It is known that the original Half Life was built on Quake - you guy's can enjoy your false narratives, I actually remember thing's I cite off hand - as is the case with KoToR being a Unreal Tournament engine game. I don't need evaporated internet sources to back up my claims either, it is known.

Whether or not those driving the false "proprietary engines are built completely utilizing new libraries of c+ and newly written API's" - they are not - most of these technologies/engines are derived/lend their selves to modification and reward dev's that decide to buy an engine, by offering a quick backbone solution with all needed software patent's in tact - then allow them to be retooled and labeled as their own proprietary in house engine. It's called a "Custom License" and allows the developer to take proprietary right's over the engine given enough modification. Believe it or not. I do not care, have at it.

Just the fact that he states "No one can use Unreal Engine Source Code" is wrong on many levels, it is available freely with use of Unreal Engine - and can be called proprietary with a Custom License and enough modification. You can not subvert the EULA to attempt to claim you created Unreal Engine however.






But enjoy your false narratives. I am done here.
Yes, no one can actually fork Unreal Engine and distribute it(even now). Before 2015 there was no publicly available source code. Now uou need an Epic Games license to access the source code and even then you cant fork it to make your project(or use unreal engine code snippets in your project)
You are permitted to post snippets of Engine Code, up to 30 lines of code in length, online in public forums for the sole purpose of discussing the content of the snippet, or distribute such snippets in connection with supporting patches and plug-ins for the Licensed Technology, so long as it is not for the purpose of enabling non-Engine Licensees to use or modify any Engine Code, or to aggregate, recombine, or reconstruct any larger portion of the Engine Code.

You may not sublicense the Licensed Technology in Source Code format. You may not sublicense the Licensed Technology in object code format, or any Content, except to grant end users the ability to use, or to permit your publishers and distributors to market and Distribute, a Product that you Distribute as permitted in Section 1(a) above. This paragraph does not limit your rights to Distribute and sublicense Examples.
They allow studios that use Unreal Engine to add their own code on top of it but its still "Unreal Engine" and bounds to all the licensing restrictions of Unreal Engine.


 
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kuncol02

Banned
This sounds extremely open ended like they're still at the story board phase and could shift drastically at a moment's notice.

You can choose not to be the hero? So, I can choose to be a dishwasher and live out my days washing dishes if I so choose?
Probably same way as in Bethesda games. Instead of doing main quest you could go wherever you want.
 

Hustler

Member
Probably same way as in Bethesda games. Instead of doing main quest you could go wherever you want.

You could be right, the only weird part was the choose not to be the hero portion. I'm all for being able to ignore the main quest and have endless content available to those who just want to live in that world.
 
Yes, no one can actually fork Unreal Engine and distribute it(even now). Before 2015 there was no publicly available source code. Now uou need an Epic Games license to access the source code and even then you cant fork it to make your project(or use unreal engine code snippets in your project)

They allow studios that use Unreal Engine to add their own code on top of it but its still "Unreal Engine" and bounds to all the licensing restrictions of Unreal Engine.



Anyone that buy's a custom license (not even featured as a buying option outwardly) will allow them to modify and resell the engine if the custom license will allow it - which means they must pay a hefty amount to obtain that license - and they can in fact utilize unreal engine and resell it - if they payed enough and worked with epic on a custom license with different eula terms - which is also in the faq.


Any other Distribution or sublicensing of Licensed Technology is permitted only if and to the extent authorized under an Unreal® Engine End User License Agreement and/or a Custom License you may have with Epic.

In otherwords


If your Custom License say's you've payed enough and modified the engine enough to redistribute the engine - you may. You must work out those terms and details with EPIC under a custom license agreement.

I don't know how your narrative changed to "You're so wrong I'm not even going to listen, Unreal Source Code is not available or even viewable" to "Now you need Epic Games Licenses to access source Code"

but either way I am glad I am not from the world where Source Code for Unreal Engine is not usable/modifiable/seeable by dev's as you previously stated.
 
I'm probably an outlier, I remember the shenanigans from both Fable 1 + 2's release, but honestly, I've found a way to enjoy all 3 games. 1st game I really liked, it was like a good mix of Zelda's action, with it's own British humor, not perfect, but still a lot of fun, and Danny Elfman knocked that musical score out of the park too. Fable 2 was more of Fable 1 but it added things that really made me enjoy it and I have fond memories of it. My girlfriend at the time loved to sit and have a few drinks and watch me play. Fable 3 came out, and that same girlfriend and I had been married a little over a year by that point. She liked Fable 2 so much and the thought of Fable 3's co-op was such an appealing aspect that we went out and bought another 360 just so we could play Fable 3 together. We had such a good time, still thought 2 was a better single player game, but we really had a great time playing Fable 3 co-op, playing an EVIL ass couple going around Albion was so much fun.

I look forward to the series and am glad it's still around. I actually enjoyed my time with the Fable Legends closed beta, played a decent chunk of it, the art direction, music, graphics were all pretty great even in it's closed beta state. Surprised they just didn't polish it up a bit more and release it. Maybe wouldn't have done gang-busters, but it was still decent enough. I'm of the opinion that the more asymmetric multiplayer games we can get the better.

Can't speak to the validity of OP's claims, but if true, I'd be very happy. I hope Turn 10 can translate some of their awesome tech from Horizon over into Fable as well. One thing is for sure, they better keep that weird British humor in the game. I hope we hear more at 2021's e3.
 
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kuncol02

Banned
You could be right, the only weird part was the choose not to be the hero portion. I'm all for being able to ignore the main quest and have endless content available to those who just want to live in that world.
In Fable world to become a hero you need to be part of "Heroes' Guild", so that probably mean that being member of one is not necessary in game.
 

kuncol02

Banned
Anyone that buy's a custom license (not even featured as a buying option outwardly) will allow them to modify and resell the engine if the custom license will allow it - which means they must pay a hefty amount to obtain that license - and they can in fact utilize unreal engine and resell it - if they payed enough and worked with epic on a custom license with different eula terms - which is also in the faq.




In otherwords

If your Custom License say's you've payed enough and modified the engine enough to redistribute the engine - you may. You must work out those terms and details with EPIC under a custom license agreement.

I don't know how your narrative changed to "You're so wrong I'm not even going to listen, Unreal Source Code is not available or even viewable" to "Now you need Epic Games Licenses to access source Code"

but either way I am glad I am not from the world where Source Code for Unreal Engine is not usable/modifiable/seeable by dev's as you previously stated.
To have that kind of license from Epic you would need to pay at least 9 digit price. Amazon paid around $70mil for cryengine which is way smaller engine and Crytek was fighting to stay afloat at that time.
 

Joho79

Member
I'm probably an outlier, I remember the shenanigans from both Fable 1 + 2's release, but honestly, I've found a way to enjoy all 3 games. 1st game I really liked, it was like a good mix of Zelda's action, with it's own British humor, not perfect, but still a lot of fun, and Danny Elfman knocked that musical score out of the park too. Fable 2 was more of Fable 1 but it added things that really made me enjoy it and I have fond memories of it. My girlfriend at the time loved to sit and have a few drinks and watch me play. Fable 3 came out, and that same girlfriend and I had been married a little over a year by that point. She liked Fable 2 so much and the thought of Fable 3's co-op was such an appealing aspect that we went out and bought another 360 just so we could play Fable 3 together. We had such a good time, still thought 2 was a better single player game, but we really had a great time playing Fable 3 co-op, playing an EVIL ass couple going around Albion was so much fun.

I look forward to the series and am glad it's still around. I actually enjoyed my time with the Fable Legends closed beta, played a decent chunk of it, the art direction, music, graphics were all pretty great even in it's closed beta state. Surprised they just didn't polish it up a bit more and release it. Maybe wouldn't have done gang-busters, but it was still decent enough. I'm of the opinion that the more asymmetric multiplayer games we can get the better.

Can't speak to the validity of OP's claims, but if true, I'd be very happy. I hope Turn 10 can translate some of their awesome tech from Horizon over into Fable as well. One thing is for sure, they better keep that weird British humor in the game. I hope we hear more at 2021's e3.

Not married anymore? She sounds like a keeper. My wife hates almost everything about gaming😔
 
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