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The birth and death of the knights of the old republic

The Star Wars universe can be treated differently, but it is impossible to deny the influence that it had on a variety of spheres of culture. Including, she also influenced video games. On this franchise, a huge number of them were released – of a variety of genres and different quality. Despite the fact that most of the games were somehow connected with films, there were exceptions. Just about such an exception to be discussed today – about a series of games Star Wars: Knights of the Old Republic.

Its history originates in 1999, when Lucasarts began searching for video games developers. Lucasarts intended to find several teams to create games that could serve as the support of the prequels trilogy. One of the teams that Lucasarts noticed was the BioWare studio, which was at the final stage of development of Baldur’s Gate II: Shadows of amn. After negotiations in July 2000, Greg Zeschuk, one of the founders of BioWare, said that the company, together with Lucasarts, is working on a role -playing game based on Star Wars. Much later, in their interviews, the members of the BioWare team said that Lucasarts offered a choice between the events of the first two episodes of the cinema and events 4000 years before the “hidden threat”. BioWare employees chose the second option because he provided the studio much more creative freedom. Nevertheless, all developments and details were supposed to be sent to George Lucas for approval. Subsequently, Rey Muzik, another of the founders of Bioware, said that a very small share of ideas and concepts were eliminated by Lucas.

Already on E3 2001, the project was officially announced as Star Wars: Knights of the Old Republic and was developed for PC and Xbox. One of the main goings of BioWare was to make the game less than their previous project – Baldur’s Gate II: Shadows of Amn, the passage of which took about 200 hours. The developers had the task of making a completely new combat system, which, according to idea, was supposed to combine the tactical aspect of their previous projects and cinematography in itself. The combat mechanics were based on the D20 system, which is known to many by Dungeons & Dragons, and was built around the throwing of a twenty -sided playing bone. The game itself was created on the Odyssey Engine engine, which is a modified version of Aurora Engine, known for Neverwinter Nights, and later used in the creation of The Witcher from the Polish studio CD Projekt Red Red Red Red. The engine itself was greatly changed and adapted specifically for a new picture and camera.

The famous composer Jeremy Soul, who was not so popular, was engaged in the musical accompaniment of the game. His goal was to write a soundtrack in the style of “star wars”, but at the same time did not copy the one used in films. A distinctive feature of the game of the game is that most of the dialogs are recorded in the general intergalactic language (English). The remaining dialogs was recorded in other languages ​​of different galactic races. This decision was subsequently evaluated by both critics and players.

Initially, the release of the game was scheduled for the end of 2002. Nevertheless, in August 2002, it was announced to transfer the date of the version of the version for Xbox in spring 2003, and the version for the PC for the summer of the same year. The next transfer occurred in January 2003: then the declared release date was autumn 2003 for each of the platforms. Greg Zeschuk in his interviews noted that these transfers are associated with the fact that the studio sought to polish and release the highest quality product. Nevertheless, the version for Xbox went to gold in July 2003 and was released on July 15 of the same year. PC version of the game went to gold in November of the same year and reached the release of November 18, 2003. She had a number of differences from the Xbox version and included an additional location, a number of NPCs, quests and objects. This content later appeared in the form of a free addition to Xbox and distributed through the Xbox Live service. Immediately after the release of the Xbox version, the sale of the game for 4 days amounted to 250.000 copies. By October, sales have reached 600 numbers.000.

The game itself is a party RPG in a full -fledged 3D with a camera located behind the character. Kotor has a customonist customization, consisting in choosing a class, floor and one of several presets of appearance. There is also a moral system that is represented by two sides of power – light and dark, respectively. Performing different actions, the player tends to one or another side of the power, receiving various bonuses from this. The video game has linear prologue and epilogue, in which there is a place for additional tasks. Between them, the player is free to travel between several planets and engage in interesting activities: to perform additional tasks, progress in the main plot or entertain himself through a mini-game. Of the latter, two are available in the game: Pazzak (intergalactic analogue of the game at 21) and racing on a hep. With all the above, companions play a large role in the game: everyone has its own story, you build relationships with each of them, pump them and buy them equipment. There is also an option to build a romantic relationship with individual characters. Of the available intra -game planets there are as many as 8. These include: Taris, Dantuin, Tatuin, Kashiik, Manaan, Correban, the Sosmic Station Pliz Yavina and the final location (I called it so to avoid spoilers). The planets themselves are a number of not very large locations that are separated by loading screens.
The game received extremely positive reviews from critics and players who noted the sound design of the game, its script and characters, fresh visual style and design. The game was repeatedly awarded in the categories “Best Game of the Year”, “Best Musical Exception”, “Best RPG” and “Best Scenario”.

In Russia, the game did not officially come out and did not localize. In the distant December 2003, it remained to be content with a “pirate” with a industrial translation. From the second half of the game, he turned into a real linguistic hell, which was diluted with jokes left from the developers. The passage of Kashiik was the climax of all the horrors of Promt and, for sure, left a lot of impressions from everyone who found the same translation. Even despite all these problems, I was able to fall in love with the game and was looking forward to the sequel. And the continuation, given the sales of the original, was given a green light. This greatly fueled the interest of fans and many were looking forward to the game.

Part 2: Death

Even before the deafening success of the version for Xbox, Lucasarts gave a green light to develop a direct continuation of Knights of the Old Republic. BioWare, in turn, refused to develop and offered the publisher the candidacy of the young studio Obsidian Entertainment, which was created by former members of the Black Isle Studios team. BioWare offered this studio because its members communicated well and personally knew the members of the newly made Obsidian Entertainment. Bioware itself refused to develop a sequel due to the fact that they calculated the proposed conditions and deadlines for the development of overly compressed.

The basis of the scenario of the continuation was created before the release of the first part, respectively, it was repeatedly processed and underwent a huge number of changes. The full development of the sequel started already in October 2003. The game designer and scriptwriter of the game Chris Abellon said in an interview that he tried to compensate for the ignorance of the Star Wars Universe by actively reading books and graphic novels related to it. Abellon himself also said that the main advantages of the first part were the plot and characters. He argued that the Obsidian Entertainment team focuses on improving these aspects.

The game was first presented to E3 2004, where Obsidian showed a ready -made demo for the presentation, which was completed just a couple of days before the exhibition. The game is called Star Wars: Knights of the Old Republic II: The Sith Lords. It was still developed on the Odyssey Engine engine and had an extremely similar combat system that was based on D20. Nevertheless, it had a number of differences that consisted in the processing of some abilities, characteristics and lack of a limited maximum level of the character. At the same time, the Obsidian Entertainment tried to improve the graphic component: much more attention was paid to the environment and characters, and the effects of lighting with the weather were modified. To everything else, in -game locations have become much larger and more voluminous.

But in the studio itself, things were not so smooth. According to Chris Abellon, Lucasarts put forward an extremely aggressive deadline – the game was supposed to be prepared for the release by Christmas 2004. As a result of this, the development team was under the constant pressure of the publisher and tried to have time to realize their ideas and developments by the specified period. Separately on the developers, Davilo and the fact that they developed a sequel to the universally recognized game of the year 2003.

The composer Mark Griska, who took advantage of the services of a symphony orchestra, was engaged in musical accompaniment to the continuation. The game still had a feature of the first part with alien languages.

Lucasarts refused Obsidian Entertainment to move the deadline for the release of the game. As a result, the version of the game for Xbox went to gold on November 23, 2004, the release took place on December 6, 2004, and in December the game was sold at 458.000 copies. The version for PC reached the release only on February 8, 2005. By the beginning of 2006, the game was sold in a record circulation of 1.5 million copies, which testified to its commercial success.

Star Wars: Knights of the Old Republic II: The Sith Lords worked all in the same scheme as the first part. Linear entry and ending, an intermediate part with free movement between different planets. There are 8 of them in this part: the mining base of Pyragus, Telos 4, Onderon and its Moon Dksun, Nar Shadda, Dantuin, Correban and the final location (I also omit its name to avoid spoilers). In the sequel there is also a customization similar to the first part, the moral system tied on the dark and bright side of the force has practically not changed. The innovations became the glasses of influence on each individual partner: now your certain actions could persuade or push the Sopartiyz from you. The player is still free to choose his activities that interest him: the main plot, additional quests or mini games, which were all the same puzzles and races on a heoping bike. The locations have become noticeably larger, the involvement of the Sopartians, who could be trained in the ways of forces, also increased. Nevertheless, personal quests and romantic options have disappeared. At the same time, players were waiting for a number of unpleasant features: bugs and gaping holes in the place of a number of dialogs and plot lines. The plot of the game has become much more gloomy, which manifested itself in additional tasks, companions and atmosphere in general. It is largely thanks to this that the developers managed to successfully ask deep questions regarding the concept of the Star Wars universe and the ideas of good and evil in general.

Star Wars: Knights of the Old Republic II: The Sith Lords was perceived positively by both critics and players. Many praised the game for the plot, characters, design and musical accompaniment. She was also nominated for “Best Design”, “Best Scenario”, “Best Musical Exception” and “Game of the Year” by many editions. Everyone noted a large number of bugs and carved content, which was especially felt in the version of the game for personal computers. Also, many scolded and a graphic component for the early 2005.

In Russia, the game was also not published, and in the spring of 2005 I acquired a “pirate”. This time the situation with the translation was better, and the game was clearer than the first part, but not much. Huge disappointment for the then I became the technical condition of the game. A bunch of bugs, plot holes and closed locations caused only indignation. Nevertheless, the game was completed and still left a pleasant impression, even despite how the credits went sharply in it.

Obsidian Entertainment developers themselves call the development of the second knights of the old republic by production hell. Different people in many interviews speak of insanely compressed deadlines and constant pressure from the publisher. As a result, a huge amount of intra-game content was cut out: sublocations in large locations, quests, dialogs, scenes and even a whole planet of droid M4-78. Fortunately, many achievements and concepts remained in the game files, and the fans were able to make a huge mod The Sith Lords Restored Content Mod, restoring a huge amount of content, from which there were only sound replicas and concepts – quests, scenes, sublocations, objects. And this modification corrects over 500 errors and bugs. There is also a mod that returns the planet M4-78, but it was already built only on some concepts of the authors and contains amateur voice acting and a lot of dug by fans, which, in fact, had nothing to focus on when creating M4-78.

Epilogue: dust in the wind

Despite the financial success of the sequel, nothing was heard about the third part. It was not clear to many, which is why Lucasarts did not want to continue such a successful video game franchise. Nevertheless, the MMORPG Star Wars: The Old Republic, which continued some plot developments and ties of the first two parts, was released. But by virtue of her format, she has eliminated a large number of fans of the “knights”.

In a recent interview, Chris Abellon said that the third part of the series was planned, and he even managed to sketch the approximate plot. But by the will of the copyright holder in the person of Lucasarts, the game did not go beyond the scope of concepts and the earliest sketches. It was not so long ago that rumors began to walk about the possible remake of the first part, so the fans can only hope for their truthfulness and believe in the quality of the final product. And everyone who has not yet familiarized themselves with these two role -playing games, should at least try. Because every connoisseur of this genre will receive a lot of pleasure from both parts of Knights of the Old Republic.

Star Wars: Knights of the Old Republic 2 – The Sith Lords

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Despite the abundance of bugs and cut content, the second Kotor managed to fall in love with me much more than the first part. Sith’s lords deeper and atmospheric.

OP, Blacks about Kotor’y 🙂
https://generationvipcasino.co.uk/ />Being a fifteen -year -old stars, he got into his ears Bastile The first part. Bright characters, spraying with pathos in all directions, history and the coolest plot twist left straight an indelible impression. But with the second part, at first it was not very given: I stupidly did not understand her. Yes, megimbid nihilus. Yes, the ambitious granny of the ghmat is not years old. But somehow, other characters could not be accumulated by such a love.
And after a couple of years, when the puberty was more or less over, I decided to refer both games. And here … amazing. The first part seemed boring and rather mournful occupation. For a variety, I began to drown over the dark side, but it suddenly turned out that in this way it was possible to play only an ended asshole: everyone around is poured into the player’s ears so much morality that any bad deeds simply cease to be any reasonable. In general, in the end, I still returned to the light, but since I saw all this, I finished off the game without much zeal. At the same time, the second part suddenly opened from a completely different side. History turned out to be so deep, catchy, all the decisions made during the game seemed so ambiguous that the co -finished I, after the final credits, immediately rolled out the carved content and in one gulp re -processed again. And then, after a couple of years – again. And so far, despite the number of passages, I no, no, yes, I am returning to the idea that it would be nice to plunge there again-and, I’m sure, the game is still able to give me some new impressions.

If we talk about Kotor’Ah in general, then this is a brilliant example of spin-off, the events of which are divided in time with the main series as much as thousands of years. Biovars conducted a chic Dawngraid technology for a distant-distant galaxy, as a result of which they really look completely different, more angular and archaic. At the same time, the style of the ZV is designed at the proper level, and the doubts that the game is precisely in the star wars, and not some other sai-fi universe, does not arise. The same biovars gave a start – more precisely, the rod – around which the events spun for the next few hundred years.
As for Obsidian – these guys abruptly deepened the ideas of the first part, forcing the players to look at the usual events and things from a different angle. If they had at least a year, and preferably two for refinement and watering – and we would get a masterpiece in every way.

Here, of course, it is worthwhile to touch on the topic of MMO continuations, Star Wars: The Old Republic. Here … everything is not at all clear with him. In my opinion, the story is great there. More precisely, stories (each class has its own plot, which then merge together in plot additions). But the game has lost one of the important chips of single projects: Style. In places, especially at the sight of local droids, a logical question arises: and this exactly happened before the events of the films? And this moment beats the immersion well.

If you summarize – both Kotor are simply mandatory for all fans of the saga, and just lovers of good RPGs. The latter, of course, will come in more than the second one, since there is a deeper story there, and the possibilities for waging are not wider, as well as the potential. And if the period of the “old republic” is interesting and I want something more on this topic-a personal recommendation: the book “Revan” Drew Karpishin and a series of comics “Tales of the Jedi” and “Knights of the Old Republic”. The book tells about the events of both before and after the second Kotor and is a kind of connecting link between him and The Old Republic. “Tales of the Jedi” is a magnificent series of comics, whose events proceed a few decades before the events of the first Kotor. Both games often refer to events from these comics, so their knowledge will coolly complement the common game background. Well, the “knights of the old republic” is another cool series of comics, telling about the Mandalore wars. They generally passed a few years before the events of the first part, so they are the very backstory. Well, and SW: Tor can pass too, the plots are now passing in a few evenings. Although, of course, there is enough of your Laura with excess, so you can (and sometimes even need: d) hang out there longer.

Fuh, even a lot of bean. The author – thanks for the blog) The topic is interesting and close to me, so I could not pass by. Just in case, now on both Kotor there is a good translation from ZOG (though in some places it runs strongly at all four limbs). Plus, the first is almost dopile fan -free, but when it comes out, it is difficult to say.

Anastasia Zelenova in the image

This is the magic of the second part that it takes out even godlessly merged atrics and Darth Nilus, who even did not help) at the expense of the Atmossosphere and the Thirds, which did not even help)

The second part lowers everything into the toilet with its depressive mood of everything. In the game, I literally do not remember a single bright moment, everywhere there is one despondency, anger, chernukha and gloomy thoughts. Why has the galaxy has changed so over 5 years?

Probably because this game is about how people are tired of this endless massacre between the Jedi and the Sith, and the fact that over the past 10 years 2 exhausting war has passed, which have changed the galaxy?

Yes, just biovars can in bright, simple and therefore more memorable images. They are easy to characterize: a veteran of war devoted by the commander;grumbling sarcastic old man;Egocentric Jedi with large … ambitions.

But how to characterize the same Byzas? What kind of character she is? What character, what internal conflict, what motivation? The obsidians not only tried to give each character a double bottom, but also beat it in such a way that at each act you can look from various points of view, and come out who is actually good and who is bad.

During the passage of the game, bright images are inevitably deposited in memory. They do not require deep analysis and are easy to perceive. In addition, the fewer faces of the characters’ characters, the easier it is to make accents in their appearance and behavior. Pay attention to the same Bastille-strict facial features give out a sharp, ceremony in it, attractive appearance hints at possible romantic relationships with the GG, and the complex and beautiful by the standards of the Jedi, the robe indicates that it is somewhat special-or considers itself such. Its conflict – arrogance and a tendency to frightened acts – are revealed literally during the first meeting and the first dialogue. The image is read in detail even in the early stages of the game, and then it is only confirmed, without gnawing, however, nothing particularly new.

Now let’s look at … Well, let’s say, the world, a hunter’s head. A catchy outfit with an open belly, unusual hairstyle and dark makeup give out a rebellious nature. Elements of equipment emphasize the risky profession, and the prevailing green color brings associations with a snake that poisoning the poison of someone’s life. By external signs – an ordinary negative character, but there is one interesting detail – the face. The expression is gloomy, concentrated-gloomy for a mosquitative rebel, on whose face a rather daring grin would have been just right. And the facial features are rather soft, smooth – also atypical for negative heroes. It may seem that this is just a person with a difficult fate, and the literally the first meeting with the GG will finally put the cross on the assumption that this character is negative.

Pay attention to how harmoniously the image of the Bastila is built, and how much the details of the image of the world are dissonated by each other. The first is like an open book, read right away and for sure. The second is a much more ambiguous character, and its image is more likely to raise questions than gives answers. Why is a good person hiding under the mask of a villain? What events led her to this? What she rebels against? Her personal conflict – extremely unusual relationships with Hanharr – is also revealed gradually, although the player receives a certain idea of ​​them still according to the Katsen to the first meeting. However, these katsets also cause a bunch of questions.

And now – to the main. Which character is more interesting? Bastila, with which everything is clear literally from the first meeting, or the world – the character is extremely ambiguous? Here, of course, taste enters into business, but I think the majority will nevertheless agree that the world is a character much deeper. And if you add to this that the story about it will not be complete without mentioning Hanharra, their relationship and details of their past … Well, I think the idea is clear) As a rule, to know such characters is much more interesting, and therefore they say that the second Kotor is better than the first.

Why then are the characters of the first part more often recall? Yes, just for their memorization, you need to store much fewer variables in the mind 🙂 Moreover, these variables are tied to each other: recalling the appearance of the Bastila, we get the associated psychological portrait – and vice versa.

I hope it has become clearer: D

So much I love the first part and consider it one of the best games in the world, how much I hate the second and consider it one of the main disappointments in history. From the second, it brings out some kind of incompleteness, dampness and detachment from the first part. The first Kotor was a bright game with a general positive attitude, atmospheric lamp planets-radiations and no less tube and bright characters. It ended on a positive note (according to the canon, well, me) and left a pleasant feeling of a bright finished adventure.
And the second part lowers everything into the toilet with its depressive mood of everything. In the game, I literally do not remember a single bright moment, everywhere there is one despondency, anger, chernukha and gloomy thoughts. Why has the galaxy has changed so over 5 years? There is not a single positive character in the game, and only one normally-completed planet (and then it is a stronghold of lawlessness, crime, poverty and other things). Add to this just a bunch of cut content, which is why the game constantly seems unfinished, here and there the dialogs leading to nowhere and scraps of information that hint that they were implied and planned something more. A bunch of half -cut and completely cut quests bringing to the point that the final part of the game is just a mishmash of random scenes: the player’s team arrives on the planet in search of the chapters and is suddenly divided. Everyone for an unexplained reason decides randomly to go to the planet in search of their incomplete lines and stories, which eventually cause amazement from a complete misunderstanding of what is happening. I went through the game twice, the first time the original “naked” version, and the second time with the mods to restore cut content, and when I read the list of changes made by the mod, I was just shocked that almost half of the dialogs in the original was not.
It hurts, it just hurts that the greed of the publisher has destroyed, maybe a worthy continuation (I believe that it could be), one of my favorite games.

Let me remind you that the sequel was released in 2004, when they had not yet thought about any canon, and the first part in the final gave a choice of a bright or dark side. From here all these “sudden dark forces from the bushes”.

And the whole population suddenly realized that it was tired of all these too suddenly shifts of the leading sides and that they had to change the mood switch to “continuous negative, we will all die, life is smolder”.

They don’t tell you about any “all” population. The game leads you in places in one way or another, strongly affected by the Mandalor and Civil Jedican Wars.

The whole plot comes down to the fact that you are Toldych that it is bad from war, and they cast doubt on the action of Revan and., The consequences of which were spread throughout the galaxy. And it would be quite strange to talk about terrible things in rainbow tones of the first part, you do not think?

No, there you can go to the solo the entire plot. Even a raid with a Revan was made in solo mode. All flashponts (dungers) can be held in solo mode.

Here are strange people, cheap! First Kotor: It seems that everyone remembers Revan, Malak, Bastil, sadly in the heart, they remember the epic battle for the forge, codes of the Jedi and Siths, the unique opportunity toen for the last 500 loans at the starving widow on tattoos and all the Solder – from Jolie to Zaalbar. Second Kotor: Bugs, incompleteness, nihilistic philosophy of Creta are remembered, and from the S;. As a result, everyone says that the second is better. Where is the logic?

I probably played in another swore. From what the coordinated guild is needed for – this is operations. And the only operation to which the main plot leads is the one that is on Yavin, and then there is an alternative.
And the grind of grind in Svator has never been a lot.

Thanks for the interesting and pleasant comment for me at the end. As for the tips about the novel and the graphic short stories I completely subscribe!

I apologize, but really very similar. Plus also Ray, and the second part of the supposedly last Jedi, the last hopes, there is no one right. Analogy straight and rod.

Let me remind you that the sequel was released in 2004, when they had not yet thought about any canon, and the first part in the final gave a choice of a bright or dark side. From here all these “sudden dark forces from the bushes”.

Well, this does not justify the game. If a temporary leap would be more in time, then it looked not so stupid, but it seems that they have a kind of line lined up there: every 5 years new villains from new villains.

Honestly – I don’t even remember that there was just “in detail” explained. Lengthy speeches like “he flew away, but promised to return”? Maybe the subsequent MMO and answered this question “in detail”, but here again the problem is obvious in the game.

They don’t tell you about any “all” population. The game leads you in places in one way or another, strongly affected by the Mandalor and Civil Jedican Wars.

The whole plot comes down to the fact that you are Taldych that it is bad from war, and they cast doubt on the actions of Revan and., The consequences of which were spread throughout the galaxy. And it would be quite strange to talk about terrible things in rainbow tones of the first part, you do not think?

I caught this context and message of the plot. But the star wars is still a fairy tale. I am not saying that they are for “minor morons” and that in the franchise there cannot be such depressive topics and moments. No, if they are, it’s great, but this game is only one of them and it is strange. There is a sharp contrast between games.
2 \ 3 of the first game you often hear about Revan, about the past war, after which it disappeared. You hear how cruel it was, with what difficulties the galaxy encountered after its action. You understand that the figure of Revan still remains significant among the population, they are still afraid and hates it, respectively, all this is transmitted to you. Why was the chic unexpected twist of the game so powerful and emotional (for me this is not to be conveyed in words)? You begin to understand these people, you yourself begin to hate Revan and think “I put on all the bad guys and Malaku, and I will find Revan, if necessary,” and then it turns out – it’s you revised. And my bright character was shocked by what he did when he was the leader of the Sith, he saw the consequences of his actions, he understands that he was hated all of him. Very powerful emotional moment.
That is, I want to say that the first part was in harmony and combined many sides and aspects, because the galaxy, people continued to live and believe in the victory of the bright side and the best future for them. Black and white existed together, just like a balance of a light and dark side. And the second is rotated only by one side – a side of eternal torment and suffering.

On the contrary. The republic could and by that time from that damage to.

Honestly – I don’t even remember that there was just “in detail” explained. Lengthy speeches like “he flew away, but promised to return”? Maybe the subsequent MMO and answered this question “in detail”, but here again the problem is obvious in the game.

It is said by direct text that Revan flew to the unknown part of the cosmos because he remembered the danger from there, after which he sent the T3 on the Black Hawk for help, having previously blocked the navigation system so that no one except T3 could find it. Well, after which it was already repeated in the book.

And “Mandalorets” is Western. Genre, just like mood is not determined directly by the setting.

the first game you often hear about Revan, about the past war, after which it disappeared. You hear how cruel he was … a very powerful emotional moment

Considering that the whole game is fatly hinting at who the GG actually is, and then they just confirm this, this is the truth is the “chic unexpected twist” *sarcasm *

. Black and white existed together, just like a balance of a light and dark side. And the second is rotated only by one side – a side of eternal torment and suffering.

St? The balance of power is not the equality of two sides. The dark side always caused indignation in force, causing the same imbalance. The films also said that it is necessary to defeat all the Sith, and not agree with them. And there was no harmony in the first Kotor, but rather, on the contrary, there are only conflicts of nature with technologies.

Interesting, but the request to conduct an editing of the text, spelling and punctuation flaws are often found)

One of your favorite games. We pass many times for the light and for darkness, but there are still things that I find out only now. For example, this conversation with Kreia www.YouTube.COM/Watch?V = 8VVS5MLNG0Y

Uhh! Well, you so painted that there was a desire to re -question the second part – just for a long time I did not mock it. But the first is always on a mobile phone – I constantly refer during long trips.

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