Year-End Report for the Fiscal Year 20052005

Total Page:16

File Type:pdf, Size:1020Kb

Year-End Report for the Fiscal Year 20052005 Year-End Report for the Fiscal Year 20052005 Digital Illusions CE AB (publ) Continued success and improved profits Operating profit over SEK 57m for 2005 Net Revenues – SEK m • Net revenues for the full-year 2005 amounted to SEK 225.7m 70 (SEK 209.3m), representing an increase of 8 percent compared with 60 2004. Total operating revenues were SEK 226.7m (SEK 213.7m). 50 • Profit after financial items in 2005 amounted to SEK 61.8m (SEK 40.3m), 40 5 200 representing a rise of 53 percent compared with 2004. This improvement 30 2004 2005 2004 2003 2005 2004 2005 is primarily attributable to higher royalty revenues from the Battlefield 2 2004 arter arter 20 arter game. The pre-tax profit margin in 2005 was 27 percent (19 percent). 10 cond quarter st quarter Fir Se Third quarter Third Fourth quarter Second quarter quarter Second Third quarter quarter Third First quarter quarter First Fourth qu Fourth • Profit after tax in 2005 amounted to SEK 44.2m (SEK 28.6m), 0 qu Fourth representing SEK 4.37 per share (SEK 2.83). Profit after financial items – SEK m • Net revenues for the fourth quarter 2005 amounted to SEK 61.8m 30 (SEK 36.6m). Profit after financial items for the fourth quarter 2005 was SEK 16.1m (SEK –9.4m), and the profit after tax amounted to SEK 11.3m (SEK –7.1m). 20 • Royalties stood for 55 percent of Digital Illusions' total revenues in 2005. 5 2005 00 2004 2 2004 2003 2005 2004 2005 10 2004 arter arter • Sales of Battlefield 2, which was launched at the end of June 2005, have arter continued to be very good. Up to December 31, the game had sold st quarter Fir 1,900,000 units. The Battlefield 2 Special Forces expansion pack was Second quarter Third quarter Third Fourth quarter Second quarter quarter Second Third quarter quarter Third First quarter quarter First Fourth qu Fourth Fourth qu Fourth launched in November. Up to the end of 2005, the game had sold 0 650,000 units, which exceeds the Company's expectations. The products in the Battlefield series have sold an overall total of about 9.2 million –10 units. Graphs are adjusted according to IFRS. 2 DICE Year-End Report for the Fiscal Year 2005 Financial comments well as financial currency effects during released in November and that has sold Net revenues for 2005 amounted to the period. extremely well. SEK 225.7m (SEK 209.3m). Total oper- Digital Illusions is reporting as per IFRS Costs in the fourth quarter 2005 were ating revenues amounted to SEK 226.7m as of January 1, 2005. Comparative figures in line with the same period 2004. The (SEK 213.7m), representing an increase for the full-year and the fourth quarter pre-tax profit margin for the period was of 6 percent compared with the same 2004 have been adjusted to comply with 26 percent (– 26 percent). period 2004. The strong revenues in 2005 IFRS. Further details are set out in the are attributable to Digital Illusions' best- table on page 9. Projects and royalty selling Battlefield 2 and its Special Forces The Company's liquid funds amounted revenues expansion pack. The pre-tax profit margin to SEK 209.6m as at December 31, 2005. 55 percent (SEK 124.6m) of Digital in 2005 was 27 percent (19 percent). This amount is SEK 78.2m higher than Illusions' total revenues came from royal- Operating costs in 2005 fell by 4 percent the level of SEK 131.5m as at December ties in 2005 – generated primarily by the compared with 2004. This decrease is due 31, 2004 and is primarily attributable to Battlefield series. In the fourth quarter partly to external sub-consultants not being final payments of major projects in 2005 2005, royalties represented 69 percent used to the same extent as last year, and as well as good royalty revenues during (SEK 42.7m) of Digital Illusions' total partly due to costs related to the move of the year. revenues. the Gothenburg office having burdened Battlefield 2 was released in June 2005, 2004. Fourth quarter 2005 which generated extremely good royalty Digital Illusions recruited and contracted Net revenues in the fourth quarter 2005 revenues in the three last quarters of the about thirty people in the last quarter of amounted to SEK 61.8m (SEK 36.6m). year. These revenues were further strength- 2005. This recruitment process is part of Total operating revenues were SEK 62.0m ened by the Battlefield 2 Special Forces the new expansive phase that the Company (SEK 36.8m), representing an increase of expansion pack which was successfully has started and will continue in 2006. 68 percent compared with the same period released in November 2005. Moving costs of about SEK 4-5m will also 2004. The rise in revenues in the fourth Project income represented SEK 101.1m burden 2006, implying that costs will quarter 2005 is above all attributable to (45 percent) of total revenues in 2005, increase in 2006 compared with 2005. royalty revenues from Battlefield 2, which and SEK 19.1m (31 percent) in the fourth Financial items in 2005 amounted to has continued to witness good sales since quarter. The Battlefield 2 expansion pack, approximately SEK 4.1m, consisting of its release at the end of June, and its which was planned to be released in the earnings on the Company's cash assets as Special Forces expansion pack which was spring of 2006, has been replaced by two Year-End Report for the Fiscal Year 2005 3 Operations in 2005 Investments Digital Illusions prioritizes development Digital Illusions announced at the end of assignments where the ownership rights December 2005 that the Company will to the brand names remain within the further invest up to SEK 50 million in Company. This business model implies 2006 and 2007 in technological develop- lower margins in the development phase ment related to PCs and the next genera- but greater potential for good revenues in tion of consoles. In 2005, Digital Illusions the form of royalties – where the Battle- invested about SEK 15 million in techno- field series is a successful example. logical development for the new platforms Digital Illusions' business model is to and PCs. In addition, customary invest- develop games with its own brand names. ments in games projects will be made as in The games are then marketed, distributed previous years. Development of the next and sold by a publisher. Digital Illusions generation's consoles requires greater receives a fixed production budget from resources than for today's hardware. the publisher for the development of a Digital Illusions will strengthen its posi- game. The Company also receives part of tion to enable the Company to become the sales revenues in the form of royalties, one of the leading developers of games for provided the game achieves certain sales the next generation's platforms, Sony Play- levels. Royalties are calculated as a per- station 3 and Microsoft Xbox 360. The centage of the price per sold unit, and are Company will also continue to invest in first received after the already paid pro- the development of PC games. duction budget has been covered and All games developers must make consid- deducted. erable investments in order to be success- The Company further invested in a ful in the long-term. Digital Illusions' number of projects during the year with investments are therefore far from unique. booster packs. The change to booster the objective of improving products and Investments in the new platforms will packs implied that project income in the thereby providing prerequisites to imply lower profit margins in the develop- fourth quarter 2005 was slightly lower increase related future royalty revenues. ment projects over the coming years. The than the previous quarter due to a smaller Digital Illusions closed the Company's technology and tools being developed will development budget. It is believed how- New York office in June 2005. This was however be re-used in the production of ever that this will be counter-balanced by motivated by prerequisites having changed, subsequent games for the same platform increased royalty revenues in the first half- and that the Company's future plans had generation. year 2006. Investments have also been made consequently been modified compared Xbox 360 was released in December on an ongoing basis in various projects. with when the company Trauma Studios 2005. Playstation 3 is expected to be Project income is expected to rise in the was acquired in September 2004. The released in 2006/2007. first quarter 2006 compared with the last Trauma business contained values in the quarter of 2005. form of rights to brand names and a new New premises The major part of Digital Illusions' game concept. Furthermore, the employ- Digital Illusions plans for continued income is generated in US dollars. Future ees at the New York studio contributed growth, and the number of employees will contracted payments are hedged on a con- with ideas and improvements to the Battle- rise continuously during the forthcoming tinuous basis for Swedish operations, field 2 game. years. The Company therefore needs larger where costs are incurred in Swedish kronor. The amount of 300,000 US dollars was and more flexible premises. Digital Illusions Contracts for Digital Illusions' production paid for the acquisition of Trauma Studios signed a new lease in the summer of 2005, in Canada are not normally hedged. in September 2004. In conjunction with and the Stockholm office will move in June Contracted payments are hedged as and the purchase, it was also agreed that an 2006 to what is known as "Glashuset" when new contracts are signed.
Recommended publications
  • Playing with Race: the Ethics of Racialized Representations in E-Games
    IRIE International Review of Information Ethics Vol. 4 (12/2005) Dean Chan Playing with Race: The Ethics of Racialized Representations in E-Games Abstract: Questions about the meanings of racialized representations must be included as part of developing an ethical game design practice. This paper examines the various ways in which race and racial contexts are repre- sented in a selected range of commercially available e-games, namely war, sports and action-adventure games. The analysis focuses on the use of racial slurs and the contingencies of historical re-representation in war games; the limited representation of black masculinity in sports games and the romanticization of ‘ghetto play’ in urban street games; and the pathologization and fetishization of race in ‘crime sim’ action-adventure games such as True Crime: Streets of LA. This paper argues for, firstly, a continuous critical engagement with these dominant representations in all their evolving forms; secondly, the necessary inclusion of reflexive precepts in e-games development contexts; and thirdly, the importance of advocating for more diverse and equitable racialized representations in commercial e-games. Agenda Introduction ........................................................................................................................................ 25 War Games and the Contingencies of Historical ‘Authenticity’................................................................... 26 Sports Games, Urban Spaces and ‘Pixilated Minstrelsy’ ...........................................................................
    [Show full text]
  • Terrain Rendering in Frostbite Using Procedural Shader Splatting
    Chapter 5: Terrain Rendering in Frostbite Using Procedural Shader Splatting Chapter 5 Terrain Rendering in Frostbite Using Procedural Shader Splatting Johan Andersson 7 5.1 Introduction Many modern games take place in outdoor environments. While there has been much research into geometrical LOD solutions, the texturing and shading solutions used in real-time applications is usually quite basic and non-flexible, which often result in lack of detail either up close, in a distance, or at high angles. One of the more common approaches for terrain texturing is to combine low-resolution unique color maps (Figure 1) for low-frequency details with multiple tiled detail maps for high-frequency details that are blended in at certain distance to the camera. This gives artists good control over the lower frequencies as they can paint or generate the color maps however they want. For the detail mapping there are multiple methods that can be used. In Battlefield 2, a 256 m2 patch of the terrain could have up to six different tiling detail maps that were blended together using one or two three-component unique detail mask textures (Figure 4) that controlled the visibility of the individual detail maps. Artists would paint or generate the detail masks just as for the color map. Figure 1. Terrain color map from Battlefield 2 7 email: [email protected] 38 Advanced Real-Time Rendering in 3D Graphics and Games Course – SIGGRAPH 2007 Figure 2. Overhead view of Battlefield: Bad Company landscape Figure 3. Close up view of Battlefield: Bad Company landscape 39 Chapter 5: Terrain Rendering in Frostbite Using Procedural Shader Splatting There are a couple of potential problems with all these traditional terrain texturing and rendering methods going forward, that we wanted to try to solve or improve on when developing our Frostbite engine.
    [Show full text]
  • Video Games and the Mobilization of Anxiety and Desire
    PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games.
    [Show full text]
  • Playstation 3 | Wii | Xbox 360 | Psp | Ds | Ps2 | Pc
    OMSLAGET 07-01-31 23.59 Sida 1 PLAYSTATION 3 | WII | XBOX 360 | PSP | DS | PS2 | PC GRATIS TIDNING Februari 2007 Nummer 44 Game ® reactorSkandinaviens största speltidning www.gamereactor.se JUICEDEXKLUSIVT! 2 Saftiga kärror, nattsvarta stadsgator och lukten av bränt gummi... vi har testat Juiced 2! Redaktionen vit 07-01-31 12.56 Sida 1 MIKAEL EMIL petter MARTIN KRISTOFFER bengt jonas JESPER sophie DAVID SVERIGES GLADASTE REDAKTION! Här är vi, Sveriges gladaste tidningsredaktion och ett team proppfyllt av speltokar som gör allt för att varje månad bjuda dig på högkvalitativ läsning. CHEFREDAKTÖR Petter Hegevall ([email protected]) REDAKTÖR Bengt Lemne TESTAD VERSION: ([email protected]) ANSVARIG UTGIVARE Petter Hegevall GRAFISK FORM Petter Hegevall Vid varje recension informerar vi om vilken version av spelet vi testat. Detta kan innefatta allt från att vi berättar vilken (eller vilka) upplaga av ett multiplattformsspel vi ILLUSTRATIONER Petter Hegevall FOTO Jonathan Leijonberg TEKNIKER Emil Hall SKRIBENTER Jesper testat till att vi berättar om vi recenserat NTSC-versionen av ett speciellt spel. Karlsson, Jonas Mäki, Mikael Sundberg, Anna Eklund, David Fukamachi Regnfors, Sophie Warnie de ÄLSKVÄRT SPEL: Humelghem, Erik Nilsson Ranta, P. Arbman, Love Bolin, Martin Forsslund, Kristoffer Hansson Utnämnelsen ”Älskvärt spel” är för oss på Gamereactor ett sätt att säga till dig att du INTERNET www.gamereactor.se PRENUMERATION Teckna ett eller två år på www.gamereactor.se verkligen måste köpa det här spelet. Den älskvärda stämpeln är något som vi delar ut UPPLAGA 60 000 exemplar PERIODICITET 10 nr/år (januari och juli uteslutna) TRYCK Colorprint Danmark en gång per nummer och bara till de absolut bästa titlarna på marknaden.
    [Show full text]
  • Game Developer Index 2010 Foreword
    SWEDISH GAME INDUSTRY’S REPORTS 2011 Game Developer Index 2010 Foreword It’s hard to imagine an industry where change is so rapid as in the games industry. Just a few years ago massive online games like World of Warcraft dominated, then came the breakthrough for party games like Singstar and Guitar Hero. Three years ago, Nintendo turned the gaming world upside-down with the Wii and motion controls, and shortly thereafter came the Facebook games and Farmville which garnered over 100 million users. Today, apps for both the iPhone and Android dominate the evolution. Technology, business models, game design and marketing changing almost every year, and above all the public seem to quickly embrace and follow all these trends. Where will tomorrow’s earnings come from? How can one make even better games for the new platforms? How will the relationship between creator and audience change? These and many other issues are discussed intensively at conferences, forums and in specialist press. Swedish success isn’t lacking in the new channels, with Minecraft’s unprecedented success or Battlefield Heroes to name two examples. Independent Games Festival in San Francisco has had Swedish winners for four consecutive years and most recently we won eight out of 22 prizes. It has been touted for two decades that digital distribution would outsell traditional box sales and it looks like that shift is finally happening. Although approximately 85% of sales still goes through physical channels, there is now a decline for the first time since one began tracking data. The transformation of games as a product to games as a service seems to be here.
    [Show full text]
  • Module 2 Roleplaying Games
    Module 3 Media Perspectives through Computer Games Staffan Björk Module 3 Learning Objectives ■ Describe digital and electronic games using academic game terms ■ Analyze how games are defined by technological affordances and constraints ■ Make use of and combine theoretical concepts of time, space, genre, aesthetics, fiction and gender Focuses for Module 3 ■ Computer Games ■ Affect on gameplay and experience due to the medium used to mediate the game ■ Noticeable things not focused upon ■ Boundaries of games ■ Other uses of games and gameplay ■ Experimental game genres First: schedule change ■ Lecture moved from Monday to Friday ■ Since literature is presented in it Literature ■ Arsenault, Dominic and Audrey Larochelle. From Euclidian Space to Albertian Gaze: Traditions of Visual Representation in Games Beyond the Surface. Proceedings of DiGRA 2013: DeFragging Game Studies. 2014. http://www.digra.org/digital- library/publications/from-euclidean-space-to-albertian-gaze-traditions-of-visual- representation-in-games-beyond-the-surface/ ■ Gazzard, Alison. Unlocking the Gameworld: The Rewards of Space and Time in Videogames. Game Studies, Volume 11 Issue 1 2011. http://gamestudies.org/1101/articles/gazzard_alison ■ Linderoth, J. (2012). The Effort of Being in a Fictional World: Upkeyings and Laminated Frames in MMORPGs. Symbolic Interaction, 35(4), 474-492. ■ MacCallum-Stewart, Esther. “Take That, Bitches!” Refiguring Lara Croft in Feminist Game Narratives. Game Studies, Volume 14 Issue 2 2014. http://gamestudies.org/1402/articles/maccallumstewart ■ Nitsche, M. (2008). Combining Interaction and Narrative, chapter 5 in Video Game Spaces : Image, Play, and Structure in 3D Worlds, MIT Press, 2008. ProQuest Ebook Central. https://chalmers.instructure.com/files/738674 ■ Vella, Daniel. Modelling the Semiotic Structure of Game Characters.
    [Show full text]
  • Battlefield Modern Combat Utökas Med Singelplayer
    2004-07-13 13:54 CEST Battlefield Modern Combat utökas med singelplayer Lanseringen sker hösten 2005 Digital Illusions spelserie Battlefield är under utveckling för Playstation2 (PS2) och Xbox. Spelet, Battlefield: Modern Combat, kommer att utökas med en singelplayerkomponent. Utvecklingen av produkten förlängs därmed med ett år, vilket innebär att bolaget får en utökad utvecklingsbudget av Electronic Arts och att lanseringen sker hösten 2005. Förutom att spelet utökas med en singelplayerkomponent så kommer även nya kartor och ytterligare förbättringar att göras under den extra utvecklingsperioden. Beslutet om att utöka Battlefield: Modern Combat med nya delar togs efter att konsumentundersökningar hade genomförts. - Vi är mycket nöjda med beslutet att inkludera singelplayer i Battlefield: Modern Combat. Det är strategiskt viktigt för Digital Illusions och ger oss bättre möjlighet att etablera varumärket Battlefield på konsolmarknaden innan nästa generation plattformar kommer, säger Patrick Söderlund, vd på Digital Illusions. - Att lanseringen av Battlefield: Modern Combat senareläggs innebär lägre royaltyintäkter under 2004, å andra sidan ökar potentialen för royaltyintäkterna under 2005 markant, säger Patrick Söderlund, vd på Digital Illusions. - Genom att lägga ytterligare tid på utvecklingen av spelet så kommer vi att få en mer gångbar produkt. Vi är övertygade om att detta beslut inte bara leder till ett bättre spel, utan även till en ökad försäljning, säger Greg Richardson, General Manager på EA Partners. Battlefield: Modern Combat kommer att vara både ett singel- och ett multiplayerspel, vilket gör att man antingen kan spela spelet ensam eller att upp till 24 personer kan spela mot varandra samtidigt via internet. Onlinespel kräver PS2, bredbandsuppkoppling, minneskort och en nätverksadapter, alternativt Xboxkonsolen och ett Xbox Live-abonnemang.
    [Show full text]
  • Mark Peasley
    M ark Peasley 425.518.2049 [email protected] www.ibuild3d.com Professional 3D artist and designer looking for creative opportunities. Extensive development experience on PC, Xbox, 360 and Xbox One. Expert knowledge of 3D asset creation & production. Excellent communication skills across multiple disciplines. Very adaptive to new art production pipelines and developing under tight scheduling constraints of small to AAA productions. Microsoft Art Lead for multiple track environments on Forza Motorsport 5. Involved in all Turn 10 Studio aspects of content creation, V-Ray lighting, scheduling, managing internal and Amaxra, Inc. external artists. Heavily involved in R & D of new techniques, processes and Art Lead technology to push the visual envelope. High poly & low poly workflows. Physical 2012 - Present based shader development and usage. Tools and pipeline prototyping. Digipen Institute Digital Arts Department Chair involved with planning, scheduling, and curriculum of Technology development. B.F.A. and M.F.A. program development oversight. Senior lecturer Department Chair teaching beginning through advanced 3D modeling, texturing, lighting, and Senior Lecturer rendering using 3DS Max & Maya. Taught advanced character animation and 2009 - 2012 rigging techniques using 3DS Max. Lecture and teach over 70 students on a daily basis. Responsible for establishing curriculum, syllabus and lesson plan for basic & advanced 3D, character rigging, lighting, rendering and compositing. Development of curriculum for B.F.A. & M.F.A programs. Academic Advisor for computer art majors. Microsoft Executive demo team. Designed, prototyped and developed content for a fully 3D Research Stereoscopic UI system using Kinect 3D motion input system and a custom XNA Contract Art Lead development engine.
    [Show full text]
  • Uncorrected Transcript
    VIETNAM-2011/11/10 1 THE BROOKINGS INSTITUTION VIETNAM’S LONG SHADOW: THE WAR’S IMPACT ON U.S. FOREIGN AND MILITARY POLICY Washington, D.C. Thursday, November 10, 2011 PARTICIPANTS: Introduction: MARTIN INDYK Vice President and Director, Foreign Policy The Brookings Institution Moderator: ROBERT KAGAN Senior Fellow The Brookings Institution Featured Speakers: MARVIN KALB Guest Scholar The Brookings Institution RON NESSEN Journalist in Residence The Brookings Institution * * * * * ANDERSON COURT REPORTING 706 Duke Street, Suite 100 Alexandria, VA 22314 Phone (703) 519-7180 Fax (703) 519-7190 VIETNAM-2011/11/10 2 P R O C E E D I N G S MR. INDYK: Good afternoon, ladies and gentlemen. I’m Martin Indyk, the vice president and director of the Foreign Policy Program at Brookings. Welcome. It’s an honor for me to have the opportunity to introduce two gentlemen who are valued friends and colleagues here at Brookings and have storied legends in their own right as journalists for television and radio. It so happened serendipitously that they’ve both written books that are coming out more or less at the same time so we thought it was a good opportunity to bring them together to discuss those two books. The first, by Ron Nessen, Making the News, Taking the News: From NBC to the Ford White House. I don’t know whether you can all see this. It’s an amazingly handsome picture of Ron. SPEAKER: You mean with hair? (Laughter) MR. INDYK: I didn’t say that but -- The other one, by Marvin Kalb and his daughter Deborah, Haunting Legacy: Vietnam and the American Presidency from Ford to Obama.
    [Show full text]
  • BAB I PENDAHULUAN 1.1 Latar Belakang Secara Singkat, Perang
    BAB I PENDAHULUAN 1.1 Latar Belakang Secara singkat, perang Vietnam adalah perang terpanjang dalam sejarah Amerika Serikat dan paling populer pada abad ke-20. Perang ini mengakibatkan hampir 60.000 pasukan Amerika Serikat yang menjadi korban dan sekitar 2 juta korban di pihak Vietnam. Awal mula Perang Vietnam ini adalah sekitar tahun 1953 hingga 1973 yang diawali oleh perang anti-kolonial melawan Perancis.1 Setelah Jepang menyerah kepada sekutu pada tahun 1945, Ho Chi Minh adalah seorang komunis yang menginginkan Vetnam merdeka dibawah bayang-bayang paham komunis. Akan tetapi Perancis sebagai negara yang telah menjajah Vietnam tidak menginginkan hal itu terjadi. Oleh karena itu pada tahun 1946, tentara Amerika datang untuk membantu Perancis dalam menjadikan Vietnam sebagai negara berpaham nasionalis. Namun, Amerika juga tidak mau Perancis tetap mengambil sepenuhnya dataran Vietnam.2 Oleh karena itulah untuk sementara waktu, Vietnam dibagi dua yaitu Vietnam Selatan yang berpaham Liberalis dan Vietnam Utara yang berpaham Komunis. Dari tahun 1968 hingga 1973, berbagai upaya dilakukan untuk mengakhiri konflik ini melalui diplomasi. Hingga pada akhirnya pada tahun 1973 terdapat sebuah kesepakatan yang dinama Pasukan Amerika Serikat ditarik dari Vietnam dan seluruh tawanan AS di 1The Vietnam War 1954-1975 (Chapter 26), hal. 883 diakses dalam http://www.kingherrud.com/uploads/3/7/5/9/37597419/chapter_26.pdf (28/2/2018, 09:12 WIB) 2Ibid 1 bebaskan. Pada bulan April 1975, Vietnam Selatan menyerah dan terjadilah penyatuan kembali negara Vietnam.3
    [Show full text]
  • The Godfather, Driver Parallel DTP OG WEBSITE Frederik Røssell Lines, Animal Crossing: Wild World Og Outrun 2006: Coast 2 Coast
    GR_marts_DK_cover.qxd 02/03/06 14:33 Side 1 GRATIS MAGASIN Marts 2006 Nummer 68 Game ® rDanmarkes største spilmaagasin ctowww.gamereacrtor.net GODFATHER Bedre end GTA? Læs vores anmeldelse RDeflecRtionsI fjeVrde sEpil eRr på ga4den + GUITAR BENZIN HERO Vi tester spaden og spillet IFraB Out LRunO til GrDan TuErismTo 4 THE ELDER SCROLLS Vi har nordens første anmeld elIseV klar! GHOST RECON3 Et højteknologisk og hæsblæsende brag! ANIMAL CROSSING: WILD WORLD DRAKENGARD 2 24 THE GAME THE BATTLE FOR MIDDLE-EARTHOUTRUN II 2006: COAST 2 COAST PREY ENEMY TERRITORY: QUAKEKEY OF WARS HEAVEN GR_marts_DK_side2_5.qxd 03/03/06 12:56 Side 1 Redaktionen Mere om os! www.gamereactor.net/redaktionen CHEFREDAKTØR Thomas Tanggaard 03-06 ([email protected]) Og de kalder marts for en forårsmåned? ASSISTERENDE REDAKTØR Steen Marquard ([email protected]) Sig mig, sner det nu igen eller hvad...?! ANSVARSHAVENDE Claus Reichel Ja, den er her, købeguiden altså. Hvis du bladrer ned til den bagerste del af magasinet, så finder du med det samme fem tætskrevne sider med spilanbefalinger fra hele holdet. Re-designet, siger du? Øhh... der er GRAFISK FORM Petter Engelin minimale ændringer til den, såsom at vi nu kun anbefaler 15 spil i hver kategori og at Xbox 360 har fået sin SKRIBENTER egen liste, men ellers er det købeguiden, som du kender og forhåbentlig elsker. Købeguiden behøver ikke et Jesper Nielsen re-design, det er hvad vi er kommet frem til. Jannik Tai Mosholt Til gengæld så er der masser af nye og ikke mindst eksklusive ting i selve magasinet. Vi har, som det Thomas Nielsen første spilmagasin i norden, anmeldelsen af det længe ventede The Elder Scrolls IV: Oblivion, og lad mig sige Henrik Bach det med det samme; det har været ventetiden værd.
    [Show full text]
  • Battlefield 3 Online Cracked Server
    Battlefield 3 online cracked server click here to download Heute mal ein Tutorial von mir ich hoffe es Gefällt euch habe ich durch zufalle gefunden diese. PCMASTER How to play Battlefield 3 Multiplayer Crack in the Pirated Version with % DLC! [ZLOGAMES. (NEW/UPDATED) How To Play Battlefield 3 Multiplayer For Free! . The servers you can play are they only. Searching: Battlefield 3 Servers Remove BF3, [HCM] HardcoreMedics Mixed CQL 24/7 | Infantry-friendly server, 54/64, , Caspian Border.​Search Bf3 Stats, Rankings · ​Search Bf3 · ​Fast Respawn | Rank Cap | [SKL]. Both server's are Cracked so you do not need a legit copy of the game to play Continue from here if you just copied your Battlefield 3 folder. Heey guys, i heard from freidns there is a BF3 Cracked mulitplayer server. i mean that you can download for free. i just wanted to know it is real, [Solved] Battlefield 4 cracked multiplayer servers. Battlefield 3 Multiplayer Cracked with All DLC and Premium (Tested and 3 servers with ability to include all DLCs with Premium BF3. By the way, My freind has an original bf 3 which is connected with origin, is it possible if i can invite him with me to play on a cracked server. Battlefield 3 has gotten a new mod that may breath new life into it. It's been years since the release of Battlefield 3, and a bit less since th. You have to maximise it and wait to connect to the server. Note: Join servers with as low as possible How. Its just theres so many people claiming to have cracked it, and people But a simply google: bf3 no origin' shows many legitimate sites Venice Unleashed!(Battlefield 3 server emulator).
    [Show full text]