UFFICIALE PC Grim Dawn | Action RPG ( Hack 'n Slash ) | Seconda exp annunciata: Forgotten Gods

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Scheda del gioco

Genere: Azione, Avventura, Indie, GDR
Sviluppatore: Crate Entertainment
Editore: Crate Entertainment
Data di rilascio: 25 feb 2016
Caratteristiche (Steam): Giocatore singolo, Multigiocatore, Coop, Achievement di Steam, Supporto completo per i controller, Carte collezionabili di Steam, Steam Cloud​

Riguardo questo gioco

Enter an apocalyptic fantasy world where humanity is on the brink of extinction, iron is valued above gold and trust is hard earned. This ARPG features complex character development, hundreds of unique items, crafting and quests with choice & consequence.Key FeaturesDual Class - Combine any of six distinct classes with over 25 skills and modifiers per class. Base classes include Soldier, Demolitionist, Occultist, Nightblade, Arcanist and Shaman.Hundreds of Item Skills - Augment your class build with a diverse array of over 250 unique skills granted by items and equipment add-ons.Collect hundreds of Items - Common, magical, rare, epic and legendary classes of loot. Plus over 20,000 possible magical affix combinations and over 200 rare affixes. Quests with Choice and Consequence - You will face tough decisions that leave significant impacts upon the world. Strangers on the road, desperate families and even entire villages may live or perish based on your actions. Currently over 35 quests with 75+ lore notes to be collected.Friendly and Enemy Factions - Earn favor with human factions to unlock additional quest lines, vendor discounts and special faction-based items and augments. Some neutral factions you can be turned into allies but aiding one will make the enemy of another. Hostile factions will remember your deeds and deepen their hatred of you, sending out large packs and elite heroes to hunt you down.Devotion, an additional layer of skill customization allows you to acquire bonuses and powerful secondary effects for your class skills. These are unlocked from a giant constellation map with points acquired by finding and restoring destroyed or corrupted shrines hidden throughout the world.Rebuild the World - Help human enclaves survive and flourish by securing vital necessities, rebuilding structures and rescuing survivors who can then lend their services to your cause.4 Person Multiplayer - Connect with Friends or make new allies in glorious multiplayer. Multiplayer encounters will put your teamwork to the ultimate challenge.Fast-paced Visceral Combat - Enemy blood spatters, ragdoll physics and satisfying enemy death effects. Smash in doors and fight house to house, leaving a path of demolished furniture in your wake.Rotatable Camera - If you choose to survey the full beauty of the world and always fight from the most optimal angle. Levels are still designed so that players are not forced to rotate the camera; it is purely optional.Secrets and Perils Abound - 200+ Enemy heroes and bosses, hand-configured with their own unique arrays of deadly skills. 20+ secret areas hidden behind crumbling walls, hidden gaps and mysterious locked doors. Explode obstacles or repair structures to open new paths.Rogue-Like Dungeons - Descend into special locked challenge dungeons that require a rare crafted key, where enemy levels increase as you progress and player teleport is disabled. There is no way out except to complete the dungeon or die trying.Dynamic Weather - The world is brought to life with region-specific climates and a variety of weather effects. A sunny day can cloud over with mild rain showers that builds into a booming thunderstorm. Variable wind gusts blow grass and affect objects like windmills.Recipe Based Crafting -  Collect over 250 crafting recipes that allow you to combine salvaged components into unique crafted items and then, later, use those basic crafted items with higher-tiered recipes to complete items of amazing power.Reclaim Skill Points - The ability to pay to reclaim points alleviates the fear and frustration of having to make early, uninformed skill choices that could permanently gimp a character.Crate Entertainment is a small indie studio founded by the lead gameplay designer of Titan Quest and includes veterans from such companies as Blizzard North, Irrational and Harmonix. Join the Grim Dawn community and provide feedback on the ongoing development of the game. Help shape the future of development and be among the first to receive news about Grim Dawn by participating in polls and discussions on our forum. http://www.grimdawn.com

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Requisiti di sistema

WINDOWS
Minimi
Sistema operativo: Windows XP / Windows Vista / Windows 7 / Windows 8 / Windows 10
Processore: x86 compatible 2.3GHz or faster processor (Intel 2nd generation core i-series or equivalent)
Memoria: 2 GB di RAM
Scheda video: 512MB NVIDIA GeForce 6800 series or ATI Radeon X800 series or better
DirectX: Versione 9.0c
Memoria: 5 GB di spazio disponibile
Scheda audio: DirectX 9.0c compatible 16-bit sound card
Note aggiuntive: 4GB of memory is required to host multiplayer games
Raccomandati
Sistema operativo: Windows 7 / Windows 10
Processore: x86 compatible 3.2GHz or faster processor (Intel 4th generation core i-series or better)
Memoria: 6 GB di RAM
Scheda video: 1.5GB NVIDIA GeForce 500 series or ATI Radeon 6000 series or better
DirectX: Versione 11
Rete: Connessione Internet a banda larga
Memoria: 5 GB di spazio disponibile
Note aggiuntive: 4GB of memory is recommended to host multiplayer games​

Screenshots

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Video





Approfondimenti sulle classi

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Soldier Part 1 - Part 2

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Demolitionist Part 1 - Part 2

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Occultist Part 1 - Part 2

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Nightblade Part 1 - Part 2

 
Ultima modifica da un moderatore:
Interessante //content.invisioncic.com/a283374/emoticons/sisi.gif

 
spuntano come i funghi.

 
spuntano come i funghi.
Il progetto è stato annunciato nel 2009, ormai dovrebbe essere in dirittura d'arrivo. La data d'uscita è prevista per agosto 2013 //content.invisioncic.com/a283374/emoticons/sisi.gif

 
Il progetto è stato annunciato nel 2009, ormai dovrebbe essere in dirittura d'arrivo. La data d'uscita è prevista per agosto 2013 //content.invisioncic.com/a283374/emoticons/sisi.gif
Grande Ubri! Noi ci faremo trovare pronti eh? //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

Nel post-Diablo questo è l'h&s che aspetto di più //content.invisioncic.com/a283374/emoticons/sisi.gif

 
Ultima modifica da un moderatore:
Grande Ubri! Noi ci faremo trovare pronti eh? //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif
Nel post-Diablo questo è l'h&s che aspetto di più //content.invisioncic.com/a283374/emoticons/sisi.gif
//content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 


Pure io lo attendo, anche perchè la trama non dovrebbe essere niente male...


 
//content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif 


Pure io lo attendo, anche perchè la trama non dovrebbe essere niente male...
A me interessa molto la varietà,in tutti i sensi. Dell'eventuale distribuzione di steam non si sa niente? Solo sito ufficiale?

 
A me interessa molto la varietà,in tutti i sensi. Dell'eventuale distribuzione di steam non si sa niente? Solo sito ufficiale?
Sul sito ufficiale c'è scritto che sara' pure Steammabile, quindi penso che ci sara' pure lì //content.invisioncic.com/a283374/emoticons/sisi.gif

 


Per chi volesse vedere il gioco in azione



 
Sul sito ufficiale c'è scritto che sara' pure Steammabile, quindi penso che ci sara' pure lì //content.invisioncic.com/a283374/emoticons/sisi.gif 


Per chi volesse vedere il gioco in azione



Ottima notizia allora,non ci avevo fatto caso //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

D1 allora :hype:

 




Trovati i requisiti minimi, come era immaginabile niente di esoso.//content.invisioncic.com/a283374/emoticons/sisi.gif

 
Ultima modifica da un moderatore:
La videata delle statistiche è tale e quale a Titan Quest //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

Mi pare un po' il solito H&S, a sto punto preferisco Path of Exile che promette qualcosa di nuovo. Staremo a vedere //content.invisioncic.com/a283374/emoticons/sisi.gif

 
Ultima modifica da un moderatore:
La videata delle statistiche è tale e quale a Titan Quest //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gifMi pare un po' il solito H&S, a sto punto preferisco Path of Exile che promette qualcosa di nuovo. Staremo a vedere //content.invisioncic.com/a283374/emoticons/sisi.gif
Sì, a primo impatto questo sembra decisamente più classico, bisognerà vedere quanta varietà porterà l'unione di 2 classi. //content.invisioncic.com/a283374/emoticons/sisi.gif

 
ohiohiohi..devo ancora finire torchlight2 (piu il primo)..poi mi esce questo e path of exile..non avro mai una vita :wush:

 
Grim Misadventures #14: Recruitment and Rebuilding

Greetings Grim Dawn fans!
Changing it up a bit today, as I’ll be writing this episode of Grim Misadventures. I’ve fed Zantai to the Rifthounds, but made sure I could reanimate him later so he can continue to bring you your regularly scheduled program in the future.

So over the past few months I’ve been working on the tech side of things to make improvements in the game. Some of these are polishing up existing systems to make sure they work properly when you get your hands on them. While these are essential to make the game playable and fun, they’re sometimes not the most exciting to talk about.

However, there are also some completely new gameplay features that we haven’t discussed yet! One of these I’d like to share with you today as the subject of our little Grim Misadventure.

Recruitment and Rebuilding

One of the themes in Grim Dawn is a world in ruin, with the survivors struggling to rebuild. As such, it would seem a bit out of place to have towns filled with people living a comfortable life with all of the services they need.

Thus, the towns in Grim Dawn are struggling and will evolve as the game progresses. What’s more, we want you to play a direct part of this rebuilding!

When you enter Devil’s Crossing at the beginning of the game, (the main Survivors area consisting of the ruined Burrwitch Prison atop a small island) the place will be just holding itself together. Most bridges leading away from the island will be destroyed, the prison will be sparsely populated and filled with rubble, and bad guys will periodically attack a weakened guard contingent over the last bridge left leading to the mainland.

Sounds depressing huh? Well you get to help fix it! Scattered throughout the world will be NPCs that are either captured, lost, or just trying to fend for themselves. By helping them out you might discover that they have skills that could be useful to the Survivors back at Devil’s Crossing. At this point, you can decide to bring them back and help your desperate refuge grow into a thriving town! (And don’t worry, you won’t need to escort them halfway across the world, as we have portals in the lore )

The benefits of this aren’t just cosmetic, as this can have a mechanical payoff as well. One example would be finding a traveling merchant, broken down on the road, desperately trying to defend his caravan of goods. By rescuing him and giving him a place in Devil’s Crossing, he will then turn into a vendor, (complete with market stall) and provide higher quality goods, possibly at a discount!

In pratica, all' inizio la città sara' distrutta e in degrado, ma nel corso dell'avventura incontreremo dei NPG che se decideremo di aiutare, potranno venire in città ed aprire un'attività, in questo modo, mano a mano, vedremo la città riprendersi e ritornare ad essere rigogliosa.


Questi NPG saranno sparsi per le mappe, in modo da favorire l'esplorazione.


 
Ultima modifica da un moderatore:
Grim Misadventure #15: New HUD Art

You know what I don’t like about rift hounds? Everything. They’re mean, they are tough, they glow in the dark. Actually, you know what. That sounds kind of awesome. Forget those means thing I said, rift hounds. You’re alright; even if you tried to eat me
Aww, he’s so cute.

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Since I last left you in the capable hands of Jalex, I have been busily chipping away at various odds and ends that are required to bring the game to you. On the design side, everything from masteries to quests to lore to items to merchants and socks, are falling into place in a functional playable manner. Game balance, loot tables, mastery tuning, and quests are just a few of the things we are currently busy with.

I can’t just leave you without a real screenshot though (sorry rift hound). So take a look at some of the work done by our artists recently: a refreshed HUD!

Before…

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And after...

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That’s all we have for this week. Another update is on the way on 02/17/13, so stay tuned!

In case you were wondering, Test Character #01003401 got out of that spat with the zombies just fine.

Pro.

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Grim Misadventure #16: Tantalizing Sampler

Hello, Grim Dawn fans! We return with the latest from the pits of despair. Tumbledown is right back where he belongs, bringing our beasties to digital life. In a few more weeks without food and water he will fit right in. We have him busy on something special, and here it is!
In terms of development, we have a few exciting things to share with you today. In design, we have recently introduced 111 brand new rare affixes, and that’s if you don’t count the minor variations (that number rises to 294 if you do). Since there is nothing more self-explanatory than some floating tooltips, check out a few randomly generated rare items below!

10% more rare than the leading brand

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Rare affixes come as both Prefixes and Suffixes, so it is entirely possible to roll a common item with both a rare prefix and a suffix. That adds up to some mean stats that give Epics a run for their money, but you can expect those Rares to be just as hard to come by as Epics and Legendaries. Getting that ultimate combo you seek may be even harder.

On the art side, we are finally ready to show you common items all the way through to the initial level cap of 50. Barring some final polish, these are what you can expect to see in game! The image below was captured from the collection the artists use to make sure all the items fit together aesthetically.

My Grim Army!

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Finally, we have some close-ups from the above image. You saw a few examples of early to mid-game armor sets. These are high level variants.

Caster Armor

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Medium Armor

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Heavy Armor

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Grim Misadventure #17: Mini-map Update

Welcome back to Grim Misadventures! Here to give you the latest on our nonstop push for alpha.
The bits and pieces are all falling into place and there aren't too many more things remaining before we’ll be ready to make the big announcement. The boss is almost finished, we’re trying to address a couple annoying bugs, finish off the last skill work and make sure there are no major issues. Once we release, it would take a while before we could put out a patch, so we want to make sure the initial alpha build doesn't have major problems that could make parts of it unplayable – like an underground connection not working or some such thing. We are also trying to finalize our distribution arrangement and get everything set up.

Because we’re busy finishing and fixing things for alpha, there isn't necessarily anything “new” to show you. However, we have one new feature that has arisen from your feedback that we would like to share.

After the passionate response to our visual update to the UI, we investigated adding in the mini-map options people requested. Since we’d had the map in that top position previously, it didn’t require too much work to slip it in as an option and moving the location name was trivial. You can see them below:

Top-Right (the dangers of capturing screenshots)

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Mini-map Hidden

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We also hear and understand the strong opinions some of you have expressed over health bars vs. globes. It is a tricky issue because there are both development limitations and gameplay reasons for us not having them at this point. In terms of gameplay, we felt that the stacked health and energy bar are the most efficient way to quickly see both resources at once, near the center of the action and provide the most accurate visual representation of how much health / energy you have left. The globes, by contrast, become a little harder to accurately gauge toward the tops and bottoms. There are also already complaints by some that the HUD protrudes too far into the play-space and globes would only cause it to protrude further.

So, while some may prefer the aesthetic of globes, our feeling is that health bars serve gameplay and fit our setting best. We humbly request that you give the current iteration a try. Alpha is right around the corner after all.

Beyond the gameplay considerations, it would actually be a fair amount of work to convert the HUD and add the functionality for globes. Some have criticized that our past HUD updates have just been “re-skinning” or moving around existing UI elements. These criticisms are entirely accurate because that is what we have been doing and that’s exactly what we said we were doing. From the start, we've said that we’re operating on limited resources and need to carefully target where we invest our efforts. Adding globes to our HUD would be a more significant change than the layout revisions and rework of art that we've undertaken so far. It isn't a huge task but it would take time away from other improvements or features we could be working on. We question whether it is worth that time to make an aesthetic change that just seems different but, at least to us, not necessarily better. It is definitely not something we can slip in for alpha but, once you have had the chance to play with our current HUD and provide feedback, we can see if there is a large demand for change.

I think it is also important to consider that different people want to see different things. If there isn't a major demand to redo the HUD, we could always try to build in the functionality for globes so that it could be added in later as an option or done as a mod.
 
Ultima modifica da un moderatore:
Grim Misadventure #18: Very Serious Update

We have some new peeks into our environments with the introduction to some of our latest village assets. Collections like these allow us to breathe more life into the environment, make a village seem more believable. First up is the general store. A remnant from better days, this shop still carries many of the products that were once part of the daily lives of the denizens of Lower Crossing. Had everything not spoiled a long time ago, this would have been a valuable asset for Devil’s Crossing.

The General Store

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Next up, we have the tavern, conveniently located along the docks of Lower Crossing. A once popular location amongst the locals pre-Grim Dawn, it frequently served as the first stop for merchants and fishermen. Now it stands as a stark reminder of just how far gone the world of Cairn is. Try not to make too much of a mess. The barkeep does not appreciate bar fights.

The Tavern

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Though they may no longer have valuable rations in their stocks, adventurers would be wise to scavenge these unique locations as they tend to hold many breakables that could contain rare treasures.

The last piece of content we would like to share today is a bit of tech that came online recently. You may have been wondering how Grim Dawn will guide you along your journey. The short answer is: not very much. Grim Dawn will not be holding your hand and lighting a yellow brick path for you to follow. It will provide you with contextual assistance though. NPCs will give directions to the best of their knowledge of the area. You may discover clues to the locations of dark secrets while out exploring the ruins of civilization. Or you may look upon road signs to point you towards major destinations.

The road more traveled

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That wraps up the content. If you had not seen it already, Medierra posted an update on our upcoming distribution deal with the Humble Store. There will also be more alpha news soon™. Stay tuned!

This is the end. The conclusion. The last part. This finalizes this update. It is finished. Stop reading here.
 
Ultima modifica da un moderatore:
Caspita, il motore grafico di Titan Quest è irriconoscibile! Che bel lavoro hanno fatto! Interessante l'ambientazione, molto vittoriana, molto steampunkesca, d'altronde è un po' il marchio di fabbrica degli sviluppatori discostarsi dagli stilemi del genere.

 
Grim Misadventure #19: A Grim Focus

Welcome back, brave misadventurers, to the home of Gazerman, local hero and legend. In this installment, Gazerman will meet his greatest adversary yet: an update without him.

We have a special treat for you today from our artists, but first we would like to introduce you to our Focus items.

Focus items are off-hand only implements intended for the sorcerers at heart. Through them, you will channel forbidden powers capable of tearing apart the toughest foe. Unlike shields though, they provide no defenses.

The focus of today’s update…heh he…sigh

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Focus items come in two styles, the tomes for a more refined spellcaster and the savage implements of forbidden arts. Both types of Focus items provide a set amount of cooldown reduction, but where they differ is in their base energy regeneration. Whereas tomes provide flat bonuses, savage Foci give a percent bonus. Which one benefits you more will depend entirely on you gear preferences. One thing is certain though: the most powerful spellcasters will want a combination of Weapon and Focus for the largest bonuses to their preferred damage types.

Below are some examples of these Foci equipped:

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Grim Misadventure #20: Soldier Mastery - Part 1

Hello, Grim readers, and welcome back to Grim Misadventures! As you may have noticed by the playtesters lurking around the forums, we have begun the Friends and Family phase of development. These brave souls are helping us knock out some of the remaining critical issues that must be addressed before Alpha can begin.

To hold you over in the meantime, we will begin a series of updates that will familiarize you with the three masteries available to you once Alpha begins. Up first is the Soldier!

Standard “ultra-pro” build

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“Soldiers of the imperial army were trained to survive in the most hellish conditions and hold the line against the nastiest enemies of the empire. Soldiers prefer the use of close combat weaponry, such as a sword and shield, but can also prove formidable with firearms. What a Soldier may lack in outright damage output is made up for in fortitude and leadership.”

A soldier excels in the thick of it. He charges into battle and unleashes crushing might upon his foes. One man and many monsters may enter; but only one man and some bloody smears will leave. Soldiers excel with melee weapons, but are not restricted to them. Most of his skills do not carry any weapon requirements at all.

Below are some of the skills you can look forward to as a grizzled veteran of the imperial army:

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Cadence

“The use of weapon forms in combat gives your attacks a natural cadence with peaks and ebbs that, while predictable, are none the less effective and difficult to counter. When used as your default weapon attack, Cadence will magnify the power of every 3rd strike.”

Cadence is the core combat skill of the Soldier mastery. When used in place of your left click, your auto attacks will generate charges. Every third charge, you will slam your target with an overhead swing. Modifiers for this skill add bleed damage that resonates with nearby enemies and a chance to unleash one of three devastating effects with every Cadence.

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Forcewave

“Such force is channeled into the attack that it compresses the very air, projecting out a wave of energy that stuns and damages foes. This attack requires a shield, two-handed crossbow or rifle.”

Forcewave is a close combat wave attack which stuns your enemies. It also serves as an excellent early level area of effect attack. Modifiers for Forcewave cause it to reduce armor and increase the stun duration along with added bleed damage.

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Will to Live

“Unwilling to yield to death, you muster a final surge of strength and fight on with renewed determination.”

Will to Live is a passive defense skill which activates at low health to provide an instant heal and a temporary increase to health regeneration. The internal cooldown is short which makes this a reliable life-saver, but becoming too reliant on it could spell disaster in a tough situation.

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Zolhan’s Technique

“Named for the famed fighting master, this attack uses a low center of mass and powerful thrust to imbalance your opponents.”

Zolhan’s Technique is a passive attack that triggers on your base (or Cadence) attacks. Whenever it activates, you will strike several nearby opponents with a heavy melee attack that drastically reduces their attack speed for a short duration.

Building your Soldier:

Players focusing on the Soldier mastery will find a variety of close combat tactics as well as buffs for both themselves and their teammates. A soldier is a natural leader and a capable protector of his otherwise squishier allies.

Players focused on other masteries would be wise to pick Soldier for their second mastery if they want more survivability and some close range control. Hybrid builds can also look forward to class names such as: Commando, Witchblade, Blademaster, and Outlander.
 
Ultima modifica da un moderatore:
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