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H-Hour: World's Elite (SOCOM II:n jatko-osa) [Hype]

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Kehittäjä: Special Operations Forces Studios
Julkaisija:
Alusta: PC, PS4
Julkaisu: Maaliskuu 2015 (Steam)
Genre: Kolmannen persoonan ammuntapeli
Moninpeli: 8 vs. 8
Ikäraja:
Kotisivut: http://sofstudios.com
Kickstarter: http://www.kickstarter.com
Foorumi: http://therealsocom.com


Kickstarter projekti, H-Hour: World's Elite on moninpeliin painottuva
joukkuepohjainen ammuntapeli, jonka vetovastuussa on S1 & S2:n luova johtaja, David Sears. Nykyajasta poiketen studion tavoitteena ei ole tarjota tuttua ja turvallista Halo/COD run&gun kiväärihippaa. Tämän sijaan kehittäjät ovat luomassa samankaltaista kokemusta minkä pelaajat aikoinaan kokivat Socom II parissa PS2:lla.

Zipperin sulkemisen myötä on turha odottaa jatkoa Socom ja MAG -sarjoille, joten tämä on niitä harvoja mahdollisuuksia saada sitä paljon toivottua taktista räiskintää uuden sukupolven konsolille. Myöskin toiveet Socom HD kokoelmasta on parempi vain kuopata.

Kiinnostuneet voivat suunnata projektin Kickstarter sivustolle, klik.

 
Viimeksi muokannut moderaattori:
Vastaus: H-Hour: World's Elite (SOCOM II jatko-osa)

Pääkohdat tiivistettynä (jos ei löydy puhtia lukea kolmatta viestiä)

• Lobby System (Voice and Text Chat Included)
• Classic Server list view
• Custom Lobby Rooms
• NO Health Regeneration
• Opening doors, triggering explosives, shooting out lights (intended)
• Select Fire
• Backblast (AT4s - just like SOCOM)
• Private Rooms
• Guns Hot
• Strafing Gunfights (community decides, David Sears enjoyed them)
• Prone Dive (David Sears likes the idea, could be added)
• Grenade Arc
• Clan System (clan management and support)
• Clan Page, clan emails
• U.S Special Forces VS. Terrorist
• Female voice HQ (like in original SOCOMs)
• NO VEHICLES
• Leaning (D-pad lean like old SOCOMs)
• Third person view default (first person view option)
• No OTS, view will be like old school SOCOM
• No Sprint (Analog stick will determine speed like old SOCOMs)
• Maps designed around one game mode
• Round based is primary focus (respawns can be made like old SOCOMs)
• Jump to climb (will be put in if community wants it)
• Game speed will be like SOCOM 1 and SOCOM 2 (action is more important than animation)
• Online 8v8 with Spectator mode
• urban maps, rural maps, desert maps, arctic maps, jungle maps
• NOT a simulator (which means it will play more like SOCOM)
• Push to talk will be a decision based on community feedback
• Ranking system similar to SOCOM 2
• Confirmed modes so far will be demolition, suppression, escort, and breach under different names
• Victory Dancing
• Custom Taunting
 
Vastaus: H-Hour: World's Elite (SOCOM II jatko-osa)

Why now?

Because shooters don’t have to be about long cutscenes or pointless “wow” moments. They don’t need to involve sprinting around constrictive maps and magnetic bullets. They shouldn’t involve overly scripted AI behaviors that are exactly the same every time you play. Or driving a truck through Manhattan on a rail while the city explodes due to unknown causes. They shouldn’t be ranked by who has the biggest explosions and their greatest appeal shouldn’t be “everybody else is playing it.” No, really they should be about connecting on a human level with other players, honoring the contributions of our military colleagues through respect for authenticity, and bringing like-minded people together online to strategize, execute and win.

You know what’s more important than explosions? (Though we do like explosions…) Team play. Esprit de corps. A good attitude. Being part of a healthy, passionate community in which you enjoy spending your precious free time. One of the single most important innovations of H-Hour is our use of modern analytics technology to monitor griefers, cheaters, and generally obnoxious players and utilize that data to deliver an experience free of those elements—a battlefield of other dedicated competitive players who understand honor, respect and the values upon which our great military was founded.


Who is SOF Studios?

Special Operations Forces Studios (SOFs) is a video game development studio led by elite Special Operations veterans and premier gaming experts. The game development is led by me, David Sears. The company is led by Tom, a 20 year retired Army veteran with 17 years of Special Operations expertise, leadership, and live-combat experience. He has performed countless real world missions in support of the Global War On Terror as a team member/operator, is the recipient of numerous decorations and awards, and is regarded as a global expert in all aspects of Special Operations. Between us, we have forty combined years of experience in creating authentic, team-based shooter experiences, mine virtual, his more literal.


Our philosophy

We aren't big fans of bureaucracy and politics. These things tend to get in the way of the mission and for us, the prime directive is to make great shooter games. Our studio is no nonsense, low overhead, and we ensure that almost every dollar we make goes back into the games we’re working on. We can make creative decisions quickly by trusting our instincts and experience and by listening closely to our online community without having to book a meeting with senior executives next quarter. Honestly, it’s pretty awesome to be able to focus on making games in an old school way, thinking about what’s fun first and what would look good on a box second. Of course we do like to make stuff that looks good on a box, too.

All of this isn't to say we don’t keep a close eye on our schedule and budget. We honor our supporters with a strong commitment to not only ship on time but to exceed their expectations. You can’t do that without smart planning and occasional overtime when inspiration strikes.


Why we need your help

People with a whole lot of money to invest—money fund managers, for example—have shown strong interest in us and we suspect that they really like the idea of H-Hour making tons of cash for their investors. They even seem willing to mostly stay out of our hair once production of the game begins. But there’s always a catch: before we take discussions to the next level we’re going to need to produce a compelling proof of concept in the form of a game demo.

Even though the team has shipped AAA games that have made their respective publishers hundreds of millions of dollars in the past, we still have to show a rock-solid playable to unlock access to Venture Capitalist (VC) money. Their investment allows us to build a complete game and in the end, make them a lot more money. Of course having a lot of backers from Kickstarter helps our cause too because it shows that the idea of H-Hour already has real-world support.

Really, it’s only the fortunate byproduct of giving you the shooter experience you want that makes this process tolerable. You’ll get the game and some pretty cool swag out of it and we get to work on a game that we’re passionate about; a game that the gaming population seems to desperately want, but that no major developers seems capable of or interested in making.

Speaking of that, when it comes to the demo, surprisingly, building the gameplay and level isn’t the biggest challenge. It’s making the level and character (and explosions) pretty. I’m totally serious. We’re already pouring a lot of time and energy into getting the game running—it’s just gray prototype ugly looking. I can say that because this is Kickstarter and that’s why we need the initial shot of Kickstarter magic: to bring more artists on board. Those guys want to get paid, after all. Pretty pixels aren’t free.


About the project

H-Hour: World's Elite™ is a tactical, team-based military shooter in which cooperation among players is required for success. A run and gun lone wolf approach quickly results in your death; only by cooperating with your team can you hope to achieve victory. But so many players who would love military shooters are discouraged by what they perceive as brutal competition from day one. Don’t worry. We’re including mechanisms that not only allow you to play with players at your skill level but teach and encourage you how to play tactically.

The design philosophy is simple: bullets are deadly, and any character not wearing body armor or staying out of the line of fire will not last long. There are no absolutes in lethality, but in H-Hour, you won't take a shot to the head and keep fighting while you miraculously regenerate health. If you are looking for a change of pace from reckless play and want a little more realism in your combat, you’ll love the feeling of H-Hour and the game will monitor your performance, point out what you did right and wrong, and offer strategies for your improvement.

Reality is a theme of H-Hour. The game is inspired by real world events—the personal stories of Special Operations Forces—repurposed and staged in new and equally deadly locations for the purposes of preserving national security. Environments emphasize all the filth, chaos, and visual disruption common to many of the locales where savages plot and launch their insurgencies or terrorism campaigns.

All animations are sourced directly from Special Operations veterans who bring their expertise and decades of combat experience into the motion capture studio and their war stories into our offices. It’s hard not to be inspired when you work with these heroes.
The core gameplay

We believe that players should be able to fine tune their shooter experience as much as possible. This is expressed in the design from the ground up.

H-Hour is a hybrid third person and first person shooter. The third person perspective allows you to view your character and provides increased situational awareness—an intelligence edge in combat situations. The first person view presents you with only a reticle and adjusts the field of view so that you have the feeling of being “in the shit” and a naturally enhanced “zoomed in” perspective that provides a twitch play edge.

The ballistics model is as complete and authentic as any weapons simulation available in a game needs to be, taking into account all the pertinent variables such as stance, weight, character speed, and the particular characteristics of each weapon. Any more realism would just get in the way of fun.

You can choose to carry more or less gear, heavier or lighter weapons, and more or less body armor among other options. Each of these choices bring benefits and tradeoffs in the form of increased firepower or protection but reduced speed, accelerated fatigue, or obstructed peripheral vision.


Command & Comms

Within the game and lobbies, players have access to headset chat with multiple channels so that they can speak directly to their teams. Team leaders can also use the TEAMCOM™ visual interface to send predefined and user-defined text commands to their entire team or individuals—including the AI-controlled civilians that appear on many maps. If you’re not comfortable talking out loud in an online game that’s okay—you can just choose from a menu of simplified visual commands and your character will do the talking for you.


Community & Clans

Multiplayer games live and die by virtue of their communities. In H-Hour, these communities are supported natively in the game itself through innovative community and clan management tools.

Players with leadership drive can create their own permanent clans with just a few clicks using preset options. However, these leaders have much more customization options at their disposal. These include sending invitations to join the clan, creation of unique clan badges and logos, a dedicated clan page, clan member performance data at a glance, the ability to issue and accept clan challenges, the creation of clan or training games with detailed after action reports, and the ability to tailor a clan constitution to match their philosophy.

Just as players are required to accept an agreement to play fairly and ethically when entering the world of H-Hour, clan members are required to embrace the ethos of their clan. The same technology that measures your performance to help you as an individual helps clan leaders build and better run their clans. Authorized clan leaders have access to the behavior of their members in any match and the ability to give guidance, warn, or censure any clan member. This means that a clan leader doesn’t have to watch everything every team member does in a match—the game will create an “after action” report for them.

H-Hour also gives players the tools they need to build a robust community populated by gamers that want to play, not gamers that want to spout grief and irritate. This attitude is reflected in a subset of voting tools available in any multiplayer game that allows players to report cheating or bad behavior.

Offering dedicated servers allows SOF Studios to not only offer you the most reliable gameplay but to maintain a vast database of player metrics that can be used to improve the existing gameplay experience. Just like the “big boys” of the industry, we’ll be watching closely to identify issues as they arise. Unlike the big boys though, we can release fixes right away without long lead times.

Ladders have always provided players with an easy way to compare their progress and abilities against other players. In H-Hour ladders perform the same function but in addition to the common focci of most matches won, most headshots and achievements of that sort, the games ladders include more abstract and until now, difficult to track performance. For example, H-Hour offers ladders for “best team player,” “good Samaritans” who protect innocent civilians or save teammates, and “best tactical player” for those who apply real world tactics, among others.


Playing as a team

Whether you are working together as a lethal SOF team or taking the role of the savages, you’re encouraged and rewarded to play as a team. This means following orders from team leaders, sticking to a battle plan, achieving objectives that require coordination with one or more teammates, and watching the backs of your comrades. There is no “I” in H-Hour where the line between death and victory is crossed by selfish play. Rewards come not only in the form of a match win, but in increased experience points and combat perks available only to teams that coordinate and execute together.
Our unique resources

Members of America’s retired warfighter community aren't our consultants—they’re our colleagues. We don’t email them with a question about firearms, they take us to the range and train us. We don’t ask if they have photos from a dangerous part of the world, they take us there. We don’t ask them what extreme rappelling is like, they throw us over a cliff so we know firsthand (which is far more awesome than it might sound). And one of our key teammates is a professional weapons engineer who knows as much about firearms and ballistics as just about anyone on the planet. The game development team blends all these insights and experiences into a shooter that is as realistic as the overarching principles of fun allow.

With Tom’s long standing friendships throughout the defense industry—friendships with people that support the warfighter with the best in design and innovation—we have a direct line on what’s “now” and what’s next in terms of military gear and combat wear. Tom’s advisory network represents companies that focus on weapons and optics manufacturing, clothing, and soldier survival equipment. They are the best in the world at what they do and continue to help support the studio even after Tom’s retirement from active duty.


Production values

We’re going to push the PC to the limits of its rendering possibility (don’t worry if you don’t have a bleeding edge machine—H-Hour is scalable) and we have the artists and animators committed to doing this. H-Hour will be visually stunning.

But we think audio is incredibly important too, so we’re collaborating with an extraordinary composer, soundtrack producer and all around delightful person--Penka Kouneva. You may have heard her work in Prince of Persia: The Forgotten Sands game or her contributions to Gears of War 3 and Transfomers (themes by Steve Jablonsky). She was also lead orchestrator on Elysium; Transformers 1, 2, 3; Pirates 3; and Angels and Demons. You have definitely heard her work if you've watched our Kickstarter pitch—Penka provided the music. She’s World-class and we are beyond excited to work with her. If you want to hear more of her work, check out these links:

Penka Kouneva - Composer

A Warrior's Odyssey - previews by Penka_Kouneva on SoundCloud - Hear the world’s sounds

Our goal is to unify AAA game design, art direction, and music to deliver you an outstanding game. It’s a tall order but we’ve been doing this for years and with our no nonsense philosophy, we can dispense with the politics and get down to making the game you want to play.




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Vastaus: H-Hour: World's Elite (SOCOM II jatko-osa)

Kuullostaa juuri siltä peliltä mitä kilpapuolelle tarvitaan, nähdäänköhän tässä kuitenkin vielä myös MAG2 kickstarterin muodossa. Voi pojat!
 
Vastaus: H-Hour: World's Elite (SOCOM II jatko-osa)

Kuullostaa juuri siltä peliltä mitä kilpapuolelle tarvitaan, nähdäänköhän tässä kuitenkin vielä myös MAG2 kickstarterin muodossa. Voi pojat!
Sony omistaa MAG -sarjan oikeudet, joten suoranaista jatko-osaa ei kannata odottaa. Tietenkin ex-Zipperiläinen voi pystyttää Searsin tapaan oman Kickstarter projektin, mutta tällöin luulisi myös saatavan rahasumman olevan reilusti korkeampi mitä H-Hour tarvitsee.
 
Vastaus: H-Hour: World's Elite (SOCOM II jatko-osa)

Niin, ja kannattaa muistaa että tolla 200k dollarilla noi saa vasta demon kasaan jota sitten markkinoivat rahoittajille/julkaisijoille ja vaatii 1,5 miljoonaa että saavat edes PC-version ulos valmiina tuotteena. 2 miltsii niin sitten myös PS4-versio. Ei taida SOCOM-faneja kiinnostaa tämä tarpeeksi kun noin hitaasti on homma alkanut :rolleyes:
 
Vastaus: H-Hour: World's Elite (SOCOM II jatko-osa)

Niin, ja kannattaa muistaa että tolla 200k dollarilla noi saa vasta demon kasaan
Tämähän on kissankokoisin kirjaimin mainittu kolmannessa viestissä.

44560de77346e9a07153feea0e71102f_large.png

En myöskään näe kohtuuttomana lahjoittaa rahaa projektille jos tästä mahdollisesti konkretisoituu henkinen jatko-osa SOCOM 2:lle. Toivossa on hyvä elää ja näillä näkymin seuraavan sukupolven konsolit tarjoavat juurikin sitä mitä massa kaipaa - lisää codia. Jes.

Ei taida SOCOM-faneja kiinnostaa tämä tarpeeksi kun noin hitaasti on homma alkanut :rolleyes:
SUCMYTURBAN valitteli ettei ilosanomaa voida viestittää Socomin virallisella foorumilla. Tiedä sitten kuinka tietoisia pelisarjan veteraanit ovat kyseisestä Kickstarterista.
 
Vastaus: H-Hour: World's Elite (SOCOM II jatko-osa)

Tämähän on kissankokoisin kirjaimin mainittu kolmannessa viestissä.

Jep, mutta tämä on tainnut mennä ohi ihmisiltä, koska:

Toi kickstartti tarvii vielä ison boostin, että menee läpi. Täl hetkel jäis yli 60000$ vajaaksi. H-Hour: World's Elite by David Sears :: Kicktraq Rahat kuitenkin saa takasin, jos projekti ei mee läpi, joten ihan kaikki Socom-fanit mukaa vaa.

Jos saavat "vain" tuon 200k kasaan ja saavat vain demon aikaan, ei ole vielä mitään takeita että tämä peli varsinaisesti koskaan realisoituisi valmiiksi tuotteeksi. Ja siinä tapauksessa rahoja ei saa takaisin, koska projektin tavoite on "virallisesti" vain tuo 200k. Hieman vittumaisesti mielestäni tehty tuo Kickstarter siinä mielessä koska mistään ei ole mitään takeita jos eivät saa kasaan tuota 1,5 miljoonaa.

En tietenkään toivo, että kickstartteri epäonnistuu, mutta kyllähän tuo hieman haiskahtaa. Toivottavasti joku rahoittaja/julkaisija kiinnostuu projektista.

edit. eikös ketjun prefix pitäisi olla multi, eikä ps4? Sama muuten pätee tuohon The Witness-ketjuun (PC, PS4, iOS IIRC?), jos joku mode sattuu tän bongaamaan.
 
Viimeksi muokannut moderaattori:
Vastaus: H-Hour: World's Elite (SOCOM II jatko-osa)

Jep, mutta tämä on tainnut mennä ohi ihmisiltä, koska:



Jos saavat "vain" tuon 200k kasaan ja saavat vain demon aikaan, ei ole vielä mitään takeita että tämä peli varsinaisesti koskaan realisoituisi valmiiksi tuotteeksi. Ja siinä tapauksessa rahoja ei saa takaisin, koska projektin tavoite on "virallisesti" vain tuo 200k. Hieman vittumaisesti mielestäni tehty tuo Kickstarter siinä mielessä koska mistään ei ole mitään takeita jos eivät saa kasaan tuota 1,5 miljoonaa.

En tietenkään toivo, että kickstartteri epäonnistuu, mutta kyllähän tuo hieman haiskahtaa. Toivottavasti joku rahoittaja/julkaisija kiinnostuu projektista.

edit. eikös ketjun prefix pitäisi olla multi, eikä ps4? Sama muuten pätee tuohon The Witness-ketjuun (PC, PS4, iOS IIRC?), jos joku mode sattuu tän bongaamaan.
Ei kyllä mennyt multa mitenkään ohi. Ilman tuota demoa ei kuitenkaan tule yhtään mitään. Se demo nimenomaan tehdään rahoittajia varten. Kertoivat, että ovat jo monille rahoittajille peliä yrittäneet näyttää, mutta kaipaavat demoa.
 
Vastaus: H-Hour: World's Elite (SOCOM II:n jatko-osa) [Hype]

Yhdeksän päivää jäljellä ja vielä uupuu 50 000$ minimirajasta, joka mahdollistaisi demoversion luomisen kustantajille. Lanttia voi laittaa linkin takana olevaan osoitteeseen.

Jos kaikki menee kuin elokuvissa tätä on luvassa PS4:n omistajille.

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Hyvänlaatuista kutinaa aiheuttaa SOF studion työntekijöiden taustat. Kehittäjät ovat aikaisemmin työskennelleet mm. Rainbow Six, America's Army, SOCOM sekä Call of Duty 4: Modern Warfare pelien/sarjojen parissa.

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Video kokonaisuudessaan katsottavissa täällä.
 
Vastaus: H-Hour: World's Elite (SOCOM II:n jatko-osa) [Hype]

Missä on kaikki vanhat socomfinlandin jäsenet puhumassa tästä pelistä? Nyt viestiä niille vanhoille S2 klaanilaisille ja muille socom pelaajille. Jos trendi pysyy samana, niin mennään helposti 200k tavotteesta yli, mutta kyllä SOCOM ansaitsee enemmän, niin hienoja hetkiä on vietetty tämän pelisarjan parissa.
 
Vastaus: H-Hour: World's Elite (SOCOM II:n jatko-osa) [Hype]

En ole Socom pelisarjan pelejä pelannut mutta esittelyvideo sai minut kiinnostuneeksi tästä pelistä. Varsinkin tuo että tekijät kävivät perehtymässä asiaan ja se että pelistä tulee tiimipohjainen kiinnostaa minua. Toivottavasti tuo rahoittajille tarkoitettu demo toteutuu (hyvin mahdollista kun eräskin projekti sai puuttuvan 300 000 $ 5 päivässä).
 
Vastaus: H-Hour: World's Elite (SOCOM II:n jatko-osa) [Hype]

Sonyn pitäisi ottaa tämä projekti itselleen! Vaikuttaa kyllä kaikin puolin jopa liian hyvältä, uskomattoman hyvältä.
 
Vastaus: H-Hour: World's Elite (SOCOM II jatko-osa)

edit. eikös ketjun prefix pitäisi olla multi, eikä ps4? Sama muuten pätee tuohon The Witness-ketjuun (PC, PS4, iOS IIRC?), jos joku mode sattuu tän bongaamaan.

OT: The Witness ketjun korjauksen tuloksena H-Hour on PS4 prefixillä varustettu. Itsekin ihmettelin ylläpidon muokkausta, toisaalta eipä tällä ole loppupeleissä sen suurempaa seksuaalista merkitystä.

The Witness [Hype]
-WaLuigi- on muokannut viestiä 26.05.2013 17:44. Syy: Alusta vaihdettu. T: Markus/KFIN Ylläpito

En tietenkään toivo, että kickstartteri epäonnistuu, mutta kyllähän tuo hieman haiskahtaa.

Mielenkiinnosta kysyn, miten/miksi moinen kuva syntynyt? Tarkoitatko ydinkonseptin olevan viallinen vai ettei tavoitesummaa saada kasaan?
 
Vastaus: H-Hour: World's Elite (SOCOM II:n jatko-osa) [Hype]

Mua taas kiinnostaisi tietää että mihin sitä rahaa kuluu... Ihan yleisesti, muuhun kuin palkkoihin. Tietty jos ne testailee niitä oikeita aseita, niin se tulee maksamaan. Ilmeisesti nyt jo työskentelevät demon parissa, vai olenko ymmärtänyt väärin?
 
Vastaus: H-Hour: World's Elite (SOCOM II:n jatko-osa) [Hype]

Cyrbää kompaten tämä peli kuulostaa jo melkeen liian hyvältä! Voi pojat niitä kultaisia S2-aikoja, niitä kyllä kaipaa kovasti. Nykypäivän codeista ja bäfistä ei vaan saa läheskään niin paljoa irti mitä Socom2:sesta silloin 10 vuotta sitten.
 
Vastaus: H-Hour: World's Elite (SOCOM II jatko-osa)

Mielenkiinnosta kysyn, miten/miksi moinen kuva syntynyt? Tarkoitatko ydinkonseptin olevan viallinen vai ettei tavoitesummaa saada kasaan?

Lähinnä se, että jos he saavat vain demoon tarvittavan summan kasaan, niin siinä ei ole mitään takuita että lopullista tuotetta tukijoille ikinä tulee, ja tässä tapauksessa tukijat myös menettävät rahansa. Uskon että mahdollisuus tähän on hyvin pieni, mutta se on silti aina mahdollisuus. Tietysti näissä Kickstarter-projekteissa on tukijoilla aina riski olemassa, varsinkin kun ei ole kyse hyvin hyvin luotettavasta firmasta kuten Double Fine tai Obsidian.

Ehkä mä olen vain liian epäluuloinen ja sen takia en olekaan mitään Kickstarter-projekteja tukenutkaan.
 
Vastaus: H-Hour: World's Elite (SOCOM II jatko-osa)

Ehkä mä olen vain liian epäluuloinen ja sen takia en olekaan mitään Kickstarter-projekteja tukenutkaan.

Olet liian epäluiuloinen. Jos oma henkilökohtainen panostuksesi on luokkaa 10-100 dollaria ja uskot asiaan, ei mahdollinen menetys ole järin suuri taloudellisesti, muuten kyllä.

Jo se tunne siitä, kun on saanut olla mukana Ouyan tai Oculus Riftin kaltaisissa projekteissa, on tyydyttävää. Nyt liikkeellä on meille SOCOM II-veteraaneille tutut kaverit ja jokainen sen pelikokemuksen läpikäynyt tietää heti mitä ollaan hakemassa. Nuo videot ja tekstit vielä vain vahvistavat tätä.

Yrittämiseen kuuluu aina epäonnistumisen mahdolisuus. Sen varmasti jokainen panoksensa antanut ymmärtää. Ei estä silti osallistumasta. Kaikki mukaan!
 
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