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🚨HOLY CRAP BUNGIE JUST KILLED DESTINY 2 After 9 years, active development ends June 9. Bungie announced the final live-service update for Destiny 2. It's called Monument of Triumph. Ships June 9, 2026. Then the studio walks away. → Final patch drops June 9, 2026 → No new seasons...

17,403 次观看 • 2 个月前 •via X (Twitter)

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Destiny 2 left a permanent mark on my life. The memories I’ve made with this game, both as a player and as someone lucky enough to work on it, will forever stay with me. Not just because of late nights running King’s Fall with friends, or grinding out the Crucible Glorious Seal in solo queue like a complete maniac, but because Destiny 2 challenged me, shaped me, and pushed me toward becoming the creative I am today. My journey into digital art and photography started back in 2007, when I began taking screenshots in Halo 3 and entering Bungie community art contests. The relationships I built during that time eventually opened the door to an opportunity with Bungie’s Gameplay Capture team in 2014, helping the team capture footage for a new game called Destiny. I had no idea then that a commendably short two-week contract would turn into an incredible 12-year journey with this franchise. I originally came to Bungie hoping to pursue environmental concept art, but along the way I had the opportunity to work on marketing art and quickly fell in love with it. Creating marketing art for a franchise like Destiny challenged me in so many different ways. It forced me to expand my technical, creative, and communication skill sets, constantly adapt, and keep learning new tools and workflows just to keep pace with the live-service beast that was Destiny 2. It means a lot to be able to look back and say with confidence that I had a visual impact on Destiny 2; but the most meaningful part of it all was getting to work alongside and learn from so many incredible artists at Bungie, and seeing firsthand just how much care, effort, and humanity it takes to make work like this possible. It’s hard to fully capture how much energy, skill, and collaboration goes into every visual part of a game like Destiny 2. That work is shaped by artists from different backgrounds, experiences, disciplines, and perspectives. Each of them, including me, left a small part of themselves in what they created. To me, that’s what makes a game like Destiny 2 feel truly meaningful and memorable. Especially now, in a world increasingly saturated with content and driven by instant output and gratification through AI, I keep coming back to the value of process. For me, and for so many of my peers, it was never only about arriving at the final image. It was about the journey it took to get there. The late nights. The iteration. The problem-solving. The trust. The shared pursuit of trying to make something special. To my peers, I’m deeply proud of what we built together, but even more grateful for how we built it. We challenged each other, inspired each other, and kept showing up for one another through every high and low, as Destiny 2 has had many. That kind of shared effort leaves a lasting mark. What we made mattered. What we gave mattered. And the impact of what we built together will stay with us, and this community, for a long time. Shoutout to the current and former members of Creative Studios, the VizD team, and the many Bungie developers and marketers who helped shape this chapter of my life. I’m especially grateful to the teammates who believed in me, encouraged me to embrace failure and new beginnings as essential parts of artistic growth, and pushed me to take on challenges even when they felt beyond my reach. You showed me that the strength of a team will always surpass that of any individual hero. As my work on #Destiny2 comes to a close and I look toward the future, I plan to spend the next few weeks sharing some of the pieces I had the chance to create or art direct that mean the most to me. For now, I’ll leave you all with a collage of some of my personal favorite pieces to work on across Destiny 2’s lifetime. These projects mean so much to me because many of them started as personal passion projects or late-night concept sketches, inspired by playing early builds of Destiny 2 and by the incredible work of our development team.

Biwald

72,999 次观看 • 1 个月前

The Regina Police Service is asking for assistance from the public to identify human remains buried outside a residence in the 1300 block of Retallack Street. On June 9, 2026, at approximately 4:15 p.m., police were dispatched to a call for service on the 1300 block of Retallack Street. The caller told police they had discovered what appeared to be human remains buried outside the residence. Over the course of a week, investigators with the Regina Police Service Major Crimes Unit, Regina Police Service Forensic Identification Unit, and the RCMP Historical Case Unit, methodically searched the area for evidence related to this suspicious death. Yesterday (June 16, 2026), the Saskatchewan Coroners Service conducted an autopsy which resulted in the discovery of the following information about the deceased: • Male • Approximately 5’9” tall • Between 30-40 years-old at the time of death • The remains have been buried in this location for a minimum of five years (prior to 2021). • At some point in his life, the male sustained a broken jaw that required surgical treatment. At this time, there are no missing persons reported to the Regina Police Service who match this description. As such, we are appealing to the public to assist in identifying the deceased male. Anyone who has information that could assist police in this investigation is asked to contact the Regina Police Service at 306-777-6500 or Regina Crime Stoppers at 1-800-222-TIPS (8477). The Regina Police Service thanks the public and the media for their assistance in this matter.

Just Bins

18,620 次观看 • 1 个月前

One of the workflows I helped advance and lead for Destiny 2 was our static compositing pipeline for marketing visuals. When we were creating marketing content for #Destiny2, we always needed strong key visuals for weapons, characters, abilities, and other in-game elements. Unlike a traditional gameplay screenshot, where everything is baked into one static image, composited shots let us isolate individual elements and light them more precisely. That gave us a lot more flexibility to build scenes with better legibility, clearer focus, stronger lighting, improved contrast, and a more intentional overall look. One of the biggest strengths of compositing is having access to individual layers in Photoshop. That layered approach not only makes the editing process easier, but also makes the final artwork much more flexible. Images can be adapted for trailer motion graphics, reworked for print, or pushed further as creative needs evolve. Destiny 2 composites are built using Adobe Photoshop alongside in-game captures. Using advanced development tools, we light, capture, and isolate characters, weapons, and props directly from the game environment, all of which were originally created by the talented Bungie 3D art teams. Those assets are then brought into Photoshop, where they’re cut out and assembled into custom scenes using layered compositions and visual effects. The composites highlighted below are a few of the Destiny 2 pieces I’ve worked on that are meaningful to me. Let me know what your favorite is!

Biwald

67,656 次观看 • 1 个月前

⚓️ STEJAY HARBOR: Anchored in Love Project 9 – Grand Finale ⚓️ We dreamed of a closing that would make this tour unforgettable, a night where the sky blooms with light and music, a celebration no STEJAYist will ever forget. 🎆✨ At first, we held back, wondering if this vision could truly take shape. But the Harbor was ready. Fans were ready. Everyone's love for STEJAY was too strong not to be shared, and together we chose to make it happen. 🤍 Introducing our grand finale: a Pyromusical Show, designed to light up the night and etch memories that Steven, JL, and every fan will carry forever. Fireworks, music, and love, woven together into one breathtaking celebration. 🌌🎶 Event Details📌 - Date: July 26, 2026 - Time: 11:00 PM - Location: SM By the Bay Project Details: • Pyromusical Package: ₱345,000 • SM By the Bay Venue Rental: ₱89,600 • Sound Engineer and Voice Talent: ₱8,000 • Permits/Other Charges: ₱57,400 Project Timeline: • May 29, 2026 9:07 AM – Project was proposed to the team. • May 29, 2026 9:38 AM – Sent email inquiries to prospect suppliers. • June 2, 2026 12:10 AM – Private collection started in Anchorpoint. [₱307,883] • June 2, 2026 10:35 AM – Public Donation Drive started. [₱47,026] • June 2, 2026 2:28 PM – ₱320,000 Goal Achieved. • June 5, 2026 – Sent our Letter of Intent to SM MOA. • June 6, 2026 – SM MOA forwarded our letter to the management for review and evaluation. • June 8, 2026 2:45 PM – Project was endorsed to marketing. • June 8, 2026 3:51 PM – Meeting concluded with marketing manager with complete details, venue rental estimate, and requirements. • June 16, 2026 – A large portion of Rewrite the Lines collection was forwarded to Project #9. • June 29, 2026 2:34 PM – Offer was received and reviewed by SJH team. • June 29, 2026 2:47 PM – Offer signed. • June 29, 2026 3:07 PM – Venue Certification received. • June 29, 2026 3:41 PM – Pyromusical secured and downpayment sent to supplier. This project is more than spectacle. It's a tribute to the fans who gave their hearts, and to every hand that helped us build this journey. Your dedication, creativity, and love made this possible. 💖✨ Project #9 is our promise, that this tour will never be forgotten. That every burst in the sky will remind us of the bond we share. That Anchored in Love will always mean celebrating Steven, JL, and the fans who sail with them. ⚓️🚢 ⚠️ Note/Disclaimer: This project was funded through a combination of private support and a donation drive. The majority of the cost was privately funded by sponsors, admins, and fans through direct transactions. The remaining amount was raised through a donation drive. Always for STEJAY, always Anchored in Love. All aboard! 🤍 ANCHORED IN LOVE #StevenKim #JLGaspar #STEJAY #스티븐 #제이엘 #AHOF #아홉 AHOF

SteJay Harbor

152,061 次观看 • 1 个月前

Sadly I have to waste my time debunking this nonsense. But here we are, let’s debunk this for the 100th time. Five Israeli nationals were detained in New Jersey on 9/11 and deported weeks later for immigration violations after FBI questioning. No evidence tied them to planning or foreknowledge of the attacks. ABC News’ 20/20 and The Forward both reported the FBI concluded the men had no prior knowledge of 9/11. A New Jersey resident reported three men on a van roof taking photos with the burning towers in the background; police traced the plate to Urban Moving Systems and later stopped a van with five Israeli men: Sivan & Paul Kurzberg, Yaron Shmuel, Oded Ellner, and Omer Marmari. They were held, interrogated, and then deported for visa violations. None was charged with any 9/11 crime. FBI case files summarized after 9/23/01 reflect statements that the men left for the viewing spot after hearing news of the attack—i.e., not because they knew it was coming. (This line appears in an FBI Newark update reproduced in FOIA releases.) Claim 1: “They were dancing and celebrating.” The original reporting describes them looking “jovial” and taking photos. There is no verified video of “dancing Israelis.” The most‑shared picture in recent years (shirtless men with an Israeli flag as the towers burn) is an AI fake. Claim 2: “They had foreknowledge.” •ABC’s investigation and The Forward’s sources report the FBI found no foreknowledge of the attacks. The 9/11 Commission likewise found no foreign‑government role in the plot. That’s the opposite of foreknowledge. Claim 3: “This proves Israel did 9/11.” •The Commission attributes the plot to al‑Qaeda. Using one arrest episode to overwrite a mountain of evidence about al‑Qaeda is conspiracy‑thinking, not analysis. Claim 4: “Thousands in New Jersey cheered 9/11—see?” •That viral talking point was checked and found false. There’s no evidence of “thousands” celebrating in New Jersey on 9/11. Claim 5: “The photos/van prove it.” •Yes, police noted cash, passports, a box cutter—things that looked suspicious on 9/11—but none of it established planning or prior knowledge. The men were deported on immigration grounds, not prosecuted for 9/11 crimes. But you know what I do have footage of? Palestinians in the West Bank celebrating, having a parade and throwing out candy. Huh. Funny how that works.

Insurrection Barbie

210,580 次观看 • 11 个月前

⏰ WARNING: Early Bird Pricing ends in ONE WEEK.⏰ If you have been waiting for the right moment - this is it. There is no better price coming. There is no sale or discount after this. When this window closes, it closes...and some of our biggest announcements are still to come. GCX 2026 · July 24–25 · Universal Orlando Resort Here is what you are locking in: 🕯️ Destiny: A Celebration of Game Life with SRL on main stage, 12-year retrospective, Brandon O'Neill, Mara Junot, Brian Villalobos, and more. 💣 Tyler & Autumn and FalloutForHope 🔜 GCX @ Universal Orlando Resort with special guests Rafi Silver and Leer Leary 🗡️ The Elder Scrolls Experience: Night Market with special guest Wes Johnson as Sheogorath, ZeniMax surprise guests, faction quests, alchemy, lockpicking created by Adventurers Guild of Giving 🔜 GCX 🎲 Live D&D One-Shot on the main stage with Mark Meer, Jason Spisak, Deven Mack, and a full cast 🃏 15,000 sq ft Tabletop Tavern with Magic The Gathering, D&D, Pokemon 🎮 PC Play championships: Marvel Rivals, Halo 2, Smash Ultimate, Sparrow Racing League World Championship! 👾 Indie Games Showcase (our BIGGEST yet) 🌟 Your favorite #Destiny #Destiny2 creators together again for an ultimate celebration of family and fandom! 🌃 After Party and exclusive after-hours Universal Studios Florida One week. Then the price goes up and does not come back down. Lock it in now. Links below 👇 #GCX2026 #GCX2026ForTheLight #EarlyBird #GamingVacation #UniversalOrlando #LastChance

GCX

14,569 次观看 • 1 个月前

🚨 GEARS OF WAR E DAY OPINION!...🚨 Everybody keeps asking me Where is Gears of War E Day, where is the Gameplay, Release Date, New Trailer, anything seeing as how we are almost four months in to 2026 and I would say the Answers can be found in the Past to Reveal the Future, if your confused you haven't been paying attention!... 👀💥⚙️ In October 2023 I was the first to report on the sixth mainline Gears of War game an Unnannounced Coalition game was set to release sometime in 2026 and 3 years later it looks to finally be happening! 👀😱⚙️ I also discussed a Gears of War Direct show focusing on a deep dive into the new game after Xbox began yearly dedicated game shows! 🧐🤯⚙️ Then on September 20th 2025 after the release of Gears of War Reloaded I uploade a Youtube video discussing my own personal opinion that if there is no E Day at the January 2026 Developer Direct, then it would likely be the Xbox Games Summer Showcase E Day Direct, which again Playground Games were the focus with Fable & Forza Horizon 6 & if we look at Gears of War E Day it is the only Xbox Games Studio first party title confirmed for a 2026 release with zero gameplay shown, no exact release date window & we are already almost four months into the year there must be a reason for that... 🤔🎮⚙️ This is why I have believed since 2023 that the best way to celebrate Gears of War E Day and also the franchise 20th annviersary is with a dedicated E Day Direct show that potentially based on Xbox announcement last year could be announced as early as April 7th/14th if the Xbox Games Showcase were to be happening on either Sunday June 7th or 14th! 🫡🔥⚙️ It is very frustrating that there is no Gears of War E Day marketing happening right now I wish I had more to cover for content & to help build community engagement & hype but there must be a plan for why it looks like we may just have to wait until the Xbox Games Showcase in June for Gears of War Re-Emergence to finally begin, just a little more patience we are almost back Gears Fam! 🙏🤞⚙️

Shadowz

12,755 次观看 • 4 个月前

Yesterday ex-Bungie exec Martin O’Donnell who successfully sued #Bungie for unpaid wages and stock ownership, did an interview with Act Man about Bungie's recent woes. He implied Bungie CEO Pete Parsons and the #Microsoft corporate ethos and management style he comes from, was to blame. Martin says; "𝙏𝙝𝙚 𝙥𝙚𝙤𝙥𝙡𝙚 𝙞𝙣 𝙡𝙚𝙖𝙙𝙚𝙧𝙨𝙝𝙞𝙥 𝙬𝙝𝙤 𝙬𝙚𝙧𝙚 𝙣𝙤𝙩 𝙘𝙧𝙚𝙖𝙩𝙞𝙫𝙚𝙨, 𝙘𝙖𝙢𝙚 𝙬𝙞𝙩𝙝 𝙖 𝙥𝙚𝙙𝙞𝙜𝙧𝙚𝙚 𝙛𝙧𝙤𝙢 𝙈𝙞𝙘𝙧𝙤𝙨𝙤𝙛𝙩. 𝙏𝙝𝙚𝙮 𝙬𝙚𝙧𝙚 𝙣𝙤𝙩 𝙩𝙝𝙚 𝙤𝙧𝙞𝙜𝙞𝙣𝙖𝙡 𝘽𝙪𝙣𝙜𝙞𝙚 𝙩𝙚𝙖𝙢. 𝙎𝙤 𝙬𝙝𝙚𝙣 𝙄 𝙨𝙖𝙮 𝙬𝙚 𝙘𝙤𝙪𝙡𝙙𝙣'𝙩 𝙜𝙚𝙩 𝙈𝙞𝙘𝙧𝙤𝙨𝙤𝙛𝙩 𝙤𝙪𝙩 𝙤𝙛 𝘽𝙪𝙣𝙜𝙞𝙚, 𝙩𝙝𝙖𝙩'𝙨 𝙬𝙝𝙖𝙩 𝙄 𝙢𝙚𝙖𝙣." "𝙈𝙞𝙘𝙧𝙤𝙨𝙤𝙛𝙩 𝙣𝙚𝙫𝙚𝙧 𝙡𝙚𝙛𝙩 𝘽𝙪𝙣𝙜𝙞𝙚." "𝙉𝙤, 𝙩𝙝𝙚𝙮 𝙙𝙞𝙙𝙣'𝙩." "𝙄𝙣 𝙝𝙞𝙣𝙙𝙨𝙞𝙜𝙝𝙩 𝙄 𝙩𝙝𝙞𝙣𝙠 𝙞𝙩 𝙬𝙖𝙨 𝙖 𝙝𝙪𝙜𝙚 𝙝𝙪𝙜𝙚 𝙢𝙞𝙨𝙩𝙖𝙠𝙚 𝙩𝙤 𝙖𝙡𝙡𝙤𝙬 𝙚𝙨𝙨𝙚𝙣𝙩𝙞𝙖𝙡𝙡𝙮 𝙩𝙝𝙚 𝙩𝙧𝙖𝙞𝙣𝙞𝙣𝙜 𝙩𝙝𝙖𝙩 𝙨𝙤𝙢𝙚 𝙥𝙚𝙤𝙥𝙡𝙚 𝙝𝙖𝙙 𝙜𝙤𝙩𝙩𝙚𝙣 𝙛𝙧𝙤𝙢 𝙈𝙞𝙘𝙧𝙤𝙨𝙤𝙛𝙩, 𝙩𝙤 𝙖𝙘𝙩𝙪𝙖𝙡𝙡𝙮 𝙨𝙩𝙖𝙮 𝙞𝙣𝙨𝙞𝙙𝙚 𝙤𝙛 𝘽𝙪𝙣𝙜𝙞𝙚 𝙡𝙚𝙖𝙙𝙚𝙧𝙨𝙝𝙞𝙥." Martin also believes he may have been intentionally fired just weeks before his founders stock was due to be vested, so Bungie and its leadership could save money. There were similar staff retention and shares vestment schemes as part of #Sony's acquisition of Bungie, so both would have likely saved money in a similar way with recent layoffs. Martin expands on how Pete Parsons hasn't been at Bungie for decades, and was originally a Microsoft Marketing Executive who was brought in as Studio Manager for Bungie, but left during Bungie's negotiations for independence away from Microsoft. He was not involved in any of Halo 3's production. Unbeknownst to Martin, Pete didn't actually leave the company when he left, instead went back to an executive role at Microsoft. Pete Parsons was brought back in as Marketing Head in an exec role at Bungie around 2009. Over the coming years other executives got fired while Pete eventually went on to assume the top CEO role at Bungie in 2016, just before the release of Destiny 2. Martin continues; "𝘼 𝙡𝙤𝙩 𝙤𝙛 𝙥𝙚𝙤𝙥𝙡𝙚 𝙖𝙘𝙩 𝙡𝙞𝙠𝙚 𝙈𝙞𝙘𝙧𝙤𝙨𝙤𝙛𝙩 𝙝𝙖𝙨𝙣'𝙩 𝙗𝙚𝙚𝙣 𝙖𝙣 𝙞𝙣𝙛𝙡𝙪𝙚𝙣𝙘𝙚 𝙤𝙣 𝘽𝙪𝙣𝙜𝙞𝙚 𝙛𝙤𝙧 𝙤𝙫𝙚𝙧 𝙖 𝙙𝙚𝙘𝙖𝙙𝙚...𝙞𝙩 𝙩𝙖𝙠𝙚𝙨 𝙖 𝙡𝙤𝙣𝙜 𝙩𝙞𝙢𝙚 𝙨𝙤𝙢𝙚𝙩𝙞𝙢𝙚𝙨 𝙛𝙤𝙧 𝙩𝙝𝙞𝙣𝙜𝙨 𝙩𝙤 𝙥𝙖𝙣 𝙤𝙪𝙩...𝙄 𝙠𝙣𝙤𝙬 𝙝𝙤𝙬 𝙩𝙝𝙚𝙨𝙚 𝙥𝙚𝙤𝙥𝙡𝙚 𝙩𝙝𝙞𝙣𝙠. ...𝙏𝙝𝙚 𝙬𝙖𝙮 𝙥𝙚𝙤𝙥𝙡𝙚 𝙩𝙝𝙞𝙣𝙠 𝙖𝙗𝙤𝙪𝙩 𝙘𝙤𝙧𝙥𝙤𝙧𝙖𝙩𝙚 𝙨𝙝𝙞𝙥𝙥𝙞𝙣𝙜 𝙤𝙛 𝙜𝙖𝙢𝙚𝙨 𝙖𝙣𝙙 𝙢𝙖𝙣𝙖𝙜𝙞𝙣𝙜 𝙨𝙩𝙪𝙙𝙞𝙤𝙨, 𝙩𝙝𝙚𝙧𝙚 𝙞𝙨 𝙖 𝙥𝙖𝙩𝙩𝙚𝙧𝙣 𝙩𝙝𝙖𝙩 𝙘𝙤𝙢𝙚𝙨 𝙛𝙧𝙤𝙢 𝙖 𝙗𝙞𝙜 𝙘𝙤𝙧𝙥𝙤𝙧𝙖𝙩𝙞𝙤𝙣 𝙡𝙞𝙠𝙚 𝙈𝙞𝙘𝙧𝙤𝙨𝙤𝙛𝙩. 𝙒𝙝𝙚𝙣 𝙥𝙚𝙤𝙥𝙡𝙚 𝙨𝙖𝙮 𝙮𝙤𝙪 𝙨𝙝𝙤𝙪𝙡𝙙 𝙗𝙡𝙖𝙢𝙚 𝘽𝙪𝙣𝙜𝙞𝙚, 𝙬𝙚𝙡𝙡 𝙄 𝙙𝙤 𝙗𝙡𝙖𝙢𝙚 𝘽𝙪𝙣𝙜𝙞𝙚. 𝘽𝙪𝙩 𝙩𝙤 𝙢𝙚 𝙞𝙩'𝙨 𝙗𝙚𝙘𝙖𝙪𝙨𝙚 𝙩𝙝𝙚 𝙥𝙚𝙤𝙥𝙡𝙚 𝙬𝙝𝙤 𝙖𝙧𝙚 𝙖𝙩 𝙩𝙝𝙚 𝙩𝙤𝙥 𝙡𝙚𝙫𝙚𝙡 𝙤𝙛 𝘽𝙪𝙣𝙜𝙞𝙚, 𝙬𝙚𝙧𝙚 𝙖𝙩 𝙤𝙣𝙚 𝙥𝙤𝙞𝙣𝙩 𝙖𝙩 𝙩𝙝𝙚 𝙩𝙤𝙥 𝙡𝙚𝙫𝙚𝙡 𝙤𝙛 𝙈𝙞𝙘𝙧𝙤𝙨𝙤𝙛𝙩. 𝙏𝙝𝙖𝙩'𝙨 𝙬𝙝𝙚𝙧𝙚 𝙩𝙝𝙚𝙮 𝙜𝙤𝙩 𝙩𝙧𝙖𝙞𝙣𝙚𝙙, 𝙩𝙝𝙖𝙩'𝙨 𝙬𝙝𝙚𝙧𝙚 𝙩𝙝𝙚𝙮 𝙙𝙚𝙘𝙞𝙙𝙚𝙙 𝙩𝙝𝙞𝙨 𝙞𝙨 𝙩𝙝𝙚 𝙬𝙖𝙮 𝙮𝙤𝙪 𝙝𝙖𝙣𝙙𝙡𝙚 𝙥𝙚𝙤𝙥𝙡𝙚, 𝙩𝙝𝙞𝙨 𝙞𝙨 𝙩𝙝𝙚 𝙬𝙖𝙮 𝙮𝙤𝙪 𝙝𝙖𝙣𝙙𝙡𝙚 𝙘𝙧𝙚𝙖𝙩𝙞𝙫𝙚𝙨, 𝙩𝙝𝙞𝙨 𝙞𝙨 𝙩𝙝𝙚 𝙬𝙖𝙮 𝙮𝙤𝙪 𝙝𝙖𝙣𝙙𝙡𝙚 𝙄𝙋, 𝙩𝙝𝙞𝙨 𝙞𝙨 𝙝𝙤𝙬 𝙮𝙤𝙪 𝙨𝙝𝙞𝙥 𝙨𝙩𝙪𝙛𝙛. 𝙏𝙝𝙞𝙨 𝙞𝙨 𝙟𝙪𝙨𝙩 𝙩𝙝𝙚 𝙬𝙖𝙮 𝙩𝙝𝙚𝙮 𝙙𝙤 𝙞𝙩." Pretty damning stuff. I highly recommend watching the entire YouTube video linked below, but I've edited together some of the related excerpts in the video below. #PS5 #Xbox

NIB

102,984 次观看 • 1 年前