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	<title>Commentaires pour Cyberstratege</title>
	<atom:link href="http://www.cyberstratege.com/magazine/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.cyberstratege.com/magazine</link>
	<description>L'actualité des jeux de stratégie</description>
	<lastBuildDate>Sat, 13 Mar 2010 21:33:09 +0000</lastBuildDate>
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		<title>Commentaires sur Test de Field of Glory par Lafrite</title>
		<link>http://www.cyberstratege.com/magazine/2010/03/field-of-glory-le-test/comment-page-1/#comment-4259</link>
		<dc:creator>Lafrite</dc:creator>
		<pubDate>Sat, 13 Mar 2010 21:33:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.cyberstratege.com/magazine/?p=13564#comment-4259</guid>
		<description>A ma connaissance il est uniquement disponible chez Slitherine ou Matrixgames en téléchargement et en boite.

Je doute qu&#039;il soit traduit, le système de mp du jeu ne supporte même pas les accents.. :angel:</description>
		<content:encoded><![CDATA[<p>A ma connaissance il est uniquement disponible chez Slitherine ou Matrixgames en téléchargement et en boite.</p>
<p>Je doute qu&#8217;il soit traduit, le système de mp du jeu ne supporte même pas les accents.. <img src='http://www.cyberstratege.com/magazine/wp-content/plugins/smilies-themer/adiumicons/innocent.png' alt=':angel:' class='wp-smiley' /> </p>
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		<title>Commentaires sur Test de Field of Glory par Alrik</title>
		<link>http://www.cyberstratege.com/magazine/2010/03/field-of-glory-le-test/comment-page-1/#comment-4258</link>
		<dc:creator>Alrik</dc:creator>
		<pubDate>Sat, 13 Mar 2010 21:00:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.cyberstratege.com/magazine/?p=13564#comment-4258</guid>
		<description>Il a l&#039;air intéressant mais introuvable... on peut le trouver en France et en français?</description>
		<content:encoded><![CDATA[<p>Il a l&#8217;air intéressant mais introuvable&#8230; on peut le trouver en France et en français?</p>
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		<title>Commentaires sur Concours Supreme Commander 2 par DAVID</title>
		<link>http://www.cyberstratege.com/magazine/2010/03/concours-supreme-commander-2/comment-page-1/#comment-4256</link>
		<dc:creator>DAVID</dc:creator>
		<pubDate>Sat, 13 Mar 2010 10:44:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.cyberstratege.com/magazine/?p=13691#comment-4256</guid>
		<description>Bonne chance à Tous !
Et merci à Cyberstratège et Square Enix de nous permettre de gagner ce jeux.</description>
		<content:encoded><![CDATA[<p>Bonne chance à Tous !<br />
Et merci à Cyberstratège et Square Enix de nous permettre de gagner ce jeux.</p>
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		<title>Commentaires sur RUSE : briefing open beta et débarquement début juin ? par DAVID</title>
		<link>http://www.cyberstratege.com/magazine/2010/03/ruse-briefing-open-beta-et-debarquement-debut-juin/comment-page-1/#comment-4255</link>
		<dc:creator>DAVID</dc:creator>
		<pubDate>Sat, 13 Mar 2010 10:31:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.cyberstratege.com/magazine/?p=13680#comment-4255</guid>
		<description>M&#039;ouais ben en tout cas, cette béta ne marche pas chez moi ... d&#039;où ma douleur ...</description>
		<content:encoded><![CDATA[<p>M&#8217;ouais ben en tout cas, cette béta ne marche pas chez moi &#8230; d&#8217;où ma douleur &#8230;</p>
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		<title>Commentaires sur Test de Field of Glory par valent</title>
		<link>http://www.cyberstratege.com/magazine/2010/03/field-of-glory-le-test/comment-page-1/#comment-4254</link>
		<dc:creator>valent</dc:creator>
		<pubDate>Fri, 12 Mar 2010 12:31:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.cyberstratege.com/magazine/?p=13564#comment-4254</guid>
		<description>oui bon..... merci mais ne m&#039;emballe pas! ;-(</description>
		<content:encoded><![CDATA[<p>oui bon&#8230;.. merci mais ne m&#8217;emballe pas! <img src='http://www.cyberstratege.com/magazine/wp-content/plugins/smilies-themer/adiumicons/crying.png' alt=';-(' class='wp-smiley' /> </p>
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		<title>Commentaires sur Test de Field of Glory par Lafrite</title>
		<link>http://www.cyberstratege.com/magazine/2010/03/field-of-glory-le-test/comment-page-1/#comment-4253</link>
		<dc:creator>Lafrite</dc:creator>
		<pubDate>Fri, 12 Mar 2010 11:32:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.cyberstratege.com/magazine/?p=13564#comment-4253</guid>
		<description>C&#039;est un wargame simple d&#039;accès, il n&#039;y a pas de tutoriel par contre les règles sont illustrées d&#039;exemples.

Comme le montre la capture d&#039;écran http://www.cyberstratege.com/magazine/wp-content/uploads/2010/03/c1.jpg la présentation des informations sur le combat est assez claire.

Probabilité de réussite, support offert, état de moral (F=Fragmented) avec le détail de l&#039;attaque (à décrypter via l&#039;aide) dans la fenêtre du bas</description>
		<content:encoded><![CDATA[<p>C&#8217;est un wargame simple d&#8217;accès, il n&#8217;y a pas de tutoriel par contre les règles sont illustrées d&#8217;exemples.</p>
<p>Comme le montre la capture d&#8217;écran <a href="http://www.cyberstratege.com/magazine/wp-content/uploads/2010/03/c1.jpg" rel="nofollow">http://www.cyberstratege.com/magazine/wp-content/uploads/2010/03/c1.jpg</a> la présentation des informations sur le combat est assez claire.</p>
<p>Probabilité de réussite, support offert, état de moral (F=Fragmented) avec le détail de l&#8217;attaque (à décrypter via l&#8217;aide) dans la fenêtre du bas</p>
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		<title>Commentaires sur Test de Field of Glory par Valent</title>
		<link>http://www.cyberstratege.com/magazine/2010/03/field-of-glory-le-test/comment-page-1/#comment-4251</link>
		<dc:creator>Valent</dc:creator>
		<pubDate>Fri, 12 Mar 2010 08:00:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.cyberstratege.com/magazine/?p=13564#comment-4251</guid>
		<description>il y a un tutorial acceptable pour comprendre mes mecanismes? la diffilculte comment est elle?</description>
		<content:encoded><![CDATA[<p>il y a un tutorial acceptable pour comprendre mes mecanismes? la diffilculte comment est elle?</p>
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		<title>Commentaires sur Civilization 5 : échos des premières previews par Bertrand</title>
		<link>http://www.cyberstratege.com/magazine/2010/03/civilization-5-echos-des-premieres-previews/comment-page-1/#comment-4249</link>
		<dc:creator>Bertrand</dc:creator>
		<pubDate>Fri, 12 Mar 2010 00:28:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.cyberstratege.com/magazine/?p=13553#comment-4249</guid>
		<description>C&#039;est au tour de Gamekult de publier une préview, qui reprend les grandes lignes des précédents articles. Il y est confirmé qu&#039;il y aura de nouvelles Merveilles, mais sans préciser lesquelles.

&lt;em&gt;Le système de religion à la Civ IV a, lui, disparu dans Civilization V, pour être englobé dans la partie diplomatique, au rayon d&#039;action plus vaste donc. Là encore, il faudra attendre davantage d&#039;informations pour se faire une réelle idée des changements opérés. &lt;/em&gt;

http://www.gamekult.com/articles/A0000083343/

Sinon il y a une dizaine de previews supplémentaires recensées dans cette discussion sur Civfanatics : http://forums.civfanatics.com/showthread.php?t=356719

L&#039;essentiel des passages les plus intéressants :read: 

&lt;em&gt;The basic takeaway that Civ V got from CivRev is that there is a lot of information being thrown at the player during the course of a Civ game, and Civ V now features a notification system. Any time something significant happens, a little pop-up just informs you about said event in the lower right-hand corner. Clicking on the notification then brings you right to where said event (a victorious battle, a devastating loss, a dying worker) occurred.

Under development for the last 2.5 years, 

Creating better interfacing for browsing to search for modded maps, and communicating with map creators will also be more accessible aspect to the game.

An in-game browser will highlight the best user mods, and allow you to explore and download them from inside the game

one of the developers of the game, told me, that the game&#039;s creators are re-thinking how roads are implemented and displayed in these games. The idea the creators at Civ studio Firaxis are going for is, they said, that &quot;roads will mean something&quot; this time. As in: Even a single road will have relevance and feel as special as a key highway does in the real world.

The current minimum spec Firaxis is hoping to accommodate are 256 MB video cards and dual core processors. That target might change.

Turn after turn, the computer will automatically expand a player&#039;s civilization into areas that have relevant resources, say forest instead of desert, early in the game. Players can spend gold to speed the expansion.

They&#039;ve also built an entirely new engine for this game, meaning you&#039;ll see some really nifty stuff ... provided you have a DX11 card and a multicore processor. 

If your computer is powerful enough, you&#039;ll really see the graphical jump: waves roll lazily across the ocean; horses stomp on the ground and eat grass; military units adjust their gear. It&#039;s a living world with new environment squares hexes that have different terrain depending on which continent you&#039;re viewing. Think: Wide sweeping plains, majestic, snow-capped mountains, dense forests, lakes full of slowly oscillating water, and more. This is why your graphics processor and CPU are going to need a real head of steam.

You&#039;ll also see full-motion video of the other leaders and be forced to observe their body language; however, you won&#039;t be able to see the on-screen modifiers that communicate things like &quot;Japan is pretty pissed off at you.&quot; In our sample game, we approached George Washington and offered him some &quot;luxury resources&quot; to keep him sated, but he wasn&#039;t happy with them. Thus, war was declared on the Americans. Ol&#039; Cherry Tree himself responded by taking a step forward, lowering his voice and saying, &quot;You have mistaken our love for peace for weakness. You shall regret this!&quot; 

The new game is being written for the community, too, with an easier-than-ever map editor 

Former modder Jon Schafer is unable to expand on any moderation policies for now, but is keen to point out that this is an additional service. You&#039;ll still be able to do everything the old way if you pop omnidirectional boners when manually extracting zip files. 

Jon Shafer: Not necessarily. I think Civ is a game that uses history as the framework. 

we didn&#039;t want to get too specific. Because if you do that, you&#039;re taking a specific experience and showing it to the player, instead of letting the player make their own experience.

Dennis Shirk: We&#039;ve got geographic flavours, but they don&#039;t necessarily tie in to the Civ. We just wanted it to look, as you explored the globe, that these tiles might have an earthy European tone, and over here you&#039;d see redding Asian tone with brown mountains, instead of the white-capped peaks.

Jon Shafer: You might start as Japan on the European tileset, it&#039;s more about tying it into the framework, again without getting bogged down in specifics.

Jon Shafer: With Civ V, we&#039;ve recognised the need to keep the complexity the same as Civ IV.

Jon Shafer: We&#039;ve also got a brand new terrain system that&#039;s been built from the ground up for Civ V. It&#039;s not easy to make a system that can build a truly random map that always looks good, it&#039;s something that hexes have helped us with.

We&#039;ve got three layers of units - civilian units can stack with military together. 

Dennis Shirk: Units take longer to build now, they&#039;re more expensive, and they&#039;re a lot more important to you, because you need to keep them alive. You can&#039;t just spam tons and tons of units. 

Civilization is about building

Jon Shafer: The main difference with Civ V in the AI side is now separated into different levels. That&#039;s something that&#039;s new. Previously it was a lot more situational. The previous designer also wrote the AI by himself - now, we&#039;re benefitting from a larger team.

Eurogamer: Situational?

Jon Shafer: In the sense that it was looking at what was going on at the time, but it didn&#039;t project forward. So if it was an aggressive warmonger stranded on an island, it wouldn&#039;t be able to re-evaluate, and think that warmongering isn&#039;t such a great idea when you&#039;re by yourself.

Jon Shafer: We&#039;re going to have a utility that packages up the mods you make, too. In Civ IV, there were hundreds of files, tons of directories, and you toss in a readme, and hope people read it,&lt;/em&gt;

L&#039;interview d&#039;Eurogamer vaut particulièrement le détour : http://www.eurogamer.net/articles/civilization-v-interview

Dernière précision au sujet des hexagones, toujours par Jon Shafer, dans PC Gamer :

&lt;em&gt;... instead of square tiles, we&#039;re going to have hex tiles. There&#039;s a couple things with hexes that give the advantage over squares. First off, graphically they look better, because no tiles share corners. You can have more of an organic look. You don&#039;t have to have 90 degree angles everywhere, you can have it more free flowing. It also helps out with gameplay. Everyone who plays Civ knows that when you move your units, or whatever, visibility range, you generally want to go along diagonals, because you cover more distance that way than if you go a straight line. With hexes that&#039;s no longer a factor, so there&#039;s benefit in gameplay and in the visuals.

Couple other things. We&#039;re really excited about the changes we&#039;re making to the combat system. Anyone who&#039;s familiar with the old SSI [Strategic Simulations, Inc] games like Panzer General will recognise the change that we&#039;ve made. That&#039;s the inspiration behind the system. We really liked the mechanics in that game, so we took the basics from it and iterated on it.&lt;/em&gt;</description>
		<content:encoded><![CDATA[<p>C&#8217;est au tour de Gamekult de publier une préview, qui reprend les grandes lignes des précédents articles. Il y est confirmé qu&#8217;il y aura de nouvelles Merveilles, mais sans préciser lesquelles.</p>
<p><em>Le système de religion à la Civ IV a, lui, disparu dans Civilization V, pour être englobé dans la partie diplomatique, au rayon d&#8217;action plus vaste donc. Là encore, il faudra attendre davantage d&#8217;informations pour se faire une réelle idée des changements opérés. </em></p>
<p><a href="http://www.gamekult.com/articles/A0000083343/" rel="nofollow">http://www.gamekult.com/articles/A0000083343/</a></p>
<p>Sinon il y a une dizaine de previews supplémentaires recensées dans cette discussion sur Civfanatics : <a href="http://forums.civfanatics.com/showthread.php?t=356719" rel="nofollow">http://forums.civfanatics.com/showthread.php?t=356719</a></p>
<p>L&#8217;essentiel des passages les plus intéressants <img src='http://www.cyberstratege.com/magazine/wp-content/plugins/smilies-themer/adiumicons/read.gif' alt=':read:' class='wp-smiley' /> </p>
<p><em>The basic takeaway that Civ V got from CivRev is that there is a lot of information being thrown at the player during the course of a Civ game, and Civ V now features a notification system. Any time something significant happens, a little pop-up just informs you about said event in the lower right-hand corner. Clicking on the notification then brings you right to where said event (a victorious battle, a devastating loss, a dying worker) occurred.</p>
<p>Under development for the last 2.5 years, </p>
<p>Creating better interfacing for browsing to search for modded maps, and communicating with map creators will also be more accessible aspect to the game.</p>
<p>An in-game browser will highlight the best user mods, and allow you to explore and download them from inside the game</p>
<p>one of the developers of the game, told me, that the game&#8217;s creators are re-thinking how roads are implemented and displayed in these games. The idea the creators at Civ studio Firaxis are going for is, they said, that &laquo;&nbsp;roads will mean something&nbsp;&raquo; this time. As in: Even a single road will have relevance and feel as special as a key highway does in the real world.</p>
<p>The current minimum spec Firaxis is hoping to accommodate are 256 MB video cards and dual core processors. That target might change.</p>
<p>Turn after turn, the computer will automatically expand a player&#8217;s civilization into areas that have relevant resources, say forest instead of desert, early in the game. Players can spend gold to speed the expansion.</p>
<p>They&#8217;ve also built an entirely new engine for this game, meaning you&#8217;ll see some really nifty stuff &#8230; provided you have a DX11 card and a multicore processor. </p>
<p>If your computer is powerful enough, you&#8217;ll really see the graphical jump: waves roll lazily across the ocean; horses stomp on the ground and eat grass; military units adjust their gear. It&#8217;s a living world with new environment squares hexes that have different terrain depending on which continent you&#8217;re viewing. Think: Wide sweeping plains, majestic, snow-capped mountains, dense forests, lakes full of slowly oscillating water, and more. This is why your graphics processor and CPU are going to need a real head of steam.</p>
<p>You&#8217;ll also see full-motion video of the other leaders and be forced to observe their body language; however, you won&#8217;t be able to see the on-screen modifiers that communicate things like &laquo;&nbsp;Japan is pretty pissed off at you.&nbsp;&raquo; In our sample game, we approached George Washington and offered him some &laquo;&nbsp;luxury resources&nbsp;&raquo; to keep him sated, but he wasn&#8217;t happy with them. Thus, war was declared on the Americans. Ol&#8217; Cherry Tree himself responded by taking a step forward, lowering his voice and saying, &laquo;&nbsp;You have mistaken our love for peace for weakness. You shall regret this!&nbsp;&raquo; </p>
<p>The new game is being written for the community, too, with an easier-than-ever map editor </p>
<p>Former modder Jon Schafer is unable to expand on any moderation policies for now, but is keen to point out that this is an additional service. You&#8217;ll still be able to do everything the old way if you pop omnidirectional boners when manually extracting zip files. </p>
<p>Jon Shafer: Not necessarily. I think Civ is a game that uses history as the framework. </p>
<p>we didn&#8217;t want to get too specific. Because if you do that, you&#8217;re taking a specific experience and showing it to the player, instead of letting the player make their own experience.</p>
<p>Dennis Shirk: We&#8217;ve got geographic flavours, but they don&#8217;t necessarily tie in to the Civ. We just wanted it to look, as you explored the globe, that these tiles might have an earthy European tone, and over here you&#8217;d see redding Asian tone with brown mountains, instead of the white-capped peaks.</p>
<p>Jon Shafer: You might start as Japan on the European tileset, it&#8217;s more about tying it into the framework, again without getting bogged down in specifics.</p>
<p>Jon Shafer: With Civ V, we&#8217;ve recognised the need to keep the complexity the same as Civ IV.</p>
<p>Jon Shafer: We&#8217;ve also got a brand new terrain system that&#8217;s been built from the ground up for Civ V. It&#8217;s not easy to make a system that can build a truly random map that always looks good, it&#8217;s something that hexes have helped us with.</p>
<p>We&#8217;ve got three layers of units &#8211; civilian units can stack with military together. </p>
<p>Dennis Shirk: Units take longer to build now, they&#8217;re more expensive, and they&#8217;re a lot more important to you, because you need to keep them alive. You can&#8217;t just spam tons and tons of units. </p>
<p>Civilization is about building</p>
<p>Jon Shafer: The main difference with Civ V in the AI side is now separated into different levels. That&#8217;s something that&#8217;s new. Previously it was a lot more situational. The previous designer also wrote the AI by himself &#8211; now, we&#8217;re benefitting from a larger team.</p>
<p>Eurogamer: Situational?</p>
<p>Jon Shafer: In the sense that it was looking at what was going on at the time, but it didn&#8217;t project forward. So if it was an aggressive warmonger stranded on an island, it wouldn&#8217;t be able to re-evaluate, and think that warmongering isn&#8217;t such a great idea when you&#8217;re by yourself.</p>
<p>Jon Shafer: We&#8217;re going to have a utility that packages up the mods you make, too. In Civ IV, there were hundreds of files, tons of directories, and you toss in a readme, and hope people read it,</em></p>
<p>L&#8217;interview d&#8217;Eurogamer vaut particulièrement le détour : <a href="http://www.eurogamer.net/articles/civilization-v-interview" rel="nofollow">http://www.eurogamer.net/articles/civilization-v-interview</a></p>
<p>Dernière précision au sujet des hexagones, toujours par Jon Shafer, dans PC Gamer :</p>
<p><em>&#8230; instead of square tiles, we&#8217;re going to have hex tiles. There&#8217;s a couple things with hexes that give the advantage over squares. First off, graphically they look better, because no tiles share corners. You can have more of an organic look. You don&#8217;t have to have 90 degree angles everywhere, you can have it more free flowing. It also helps out with gameplay. Everyone who plays Civ knows that when you move your units, or whatever, visibility range, you generally want to go along diagonals, because you cover more distance that way than if you go a straight line. With hexes that&#8217;s no longer a factor, so there&#8217;s benefit in gameplay and in the visuals.</p>
<p>Couple other things. We&#8217;re really excited about the changes we&#8217;re making to the combat system. Anyone who&#8217;s familiar with the old SSI [Strategic Simulations, Inc] games like Panzer General will recognise the change that we&#8217;ve made. That&#8217;s the inspiration behind the system. We really liked the mechanics in that game, so we took the basics from it and iterated on it.</em></p>
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		<title>Commentaires sur Civilization 5 : échos des premières previews par Groomy</title>
		<link>http://www.cyberstratege.com/magazine/2010/03/civilization-5-echos-des-premieres-previews/comment-page-1/#comment-4248</link>
		<dc:creator>Groomy</dc:creator>
		<pubDate>Thu, 11 Mar 2010 21:24:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.cyberstratege.com/magazine/?p=13553#comment-4248</guid>
		<description>Avoir une unité par case ça veut pas dire que ce sera plus simple... On peut prétendre le contraire en disant que gérer des piles c&#039;est bien plus simple que de gérer plus d&#039;unités indépendantes seules.
Rajoutons le fait que Civilization c&#039;est pas une simu stratégique, il y a rien de réaliste niveau géographie de carte, échelle, représentation, Civilization 4 est un jeu qui utilise seulement une représentation d&#039;un empire mais c&#039;est nullement son objectif, c&#039;est un contexte pour un jeu derrière qui n&#039;a rien à voir. Donc la crédibilité d&#039;une catapulte qui tire au dessus d&#039;un lac ou autre est hors sujet.</description>
		<content:encoded><![CDATA[<p>Avoir une unité par case ça veut pas dire que ce sera plus simple&#8230; On peut prétendre le contraire en disant que gérer des piles c&#8217;est bien plus simple que de gérer plus d&#8217;unités indépendantes seules.<br />
Rajoutons le fait que Civilization c&#8217;est pas une simu stratégique, il y a rien de réaliste niveau géographie de carte, échelle, représentation, Civilization 4 est un jeu qui utilise seulement une représentation d&#8217;un empire mais c&#8217;est nullement son objectif, c&#8217;est un contexte pour un jeu derrière qui n&#8217;a rien à voir. Donc la crédibilité d&#8217;une catapulte qui tire au dessus d&#8217;un lac ou autre est hors sujet.</p>
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		<title>Commentaires sur League of heroes, une extension pour Spectromancer par Théophile</title>
		<link>http://www.cyberstratege.com/magazine/2010/03/league-of-heroes-une-extension-pour-spectromancer/comment-page-1/#comment-4247</link>
		<dc:creator>Théophile</dc:creator>
		<pubDate>Thu, 11 Mar 2010 20:44:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.cyberstratege.com/magazine/?p=13630#comment-4247</guid>
		<description>Pas faux, d&#039;ailleurs le mode League of Heroes, avec les différents effets de chaque duel, est vraiment amusant. Allez, 8 euros pour ça, c&#039;est effectivement pas cher !
Théo</description>
		<content:encoded><![CDATA[<p>Pas faux, d&#8217;ailleurs le mode League of Heroes, avec les différents effets de chaque duel, est vraiment amusant. Allez, 8 euros pour ça, c&#8217;est effectivement pas cher !<br />
Théo</p>
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