Game Censorship & Localization General Thread

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Even without slurring, 'doko iku no' is pretty childish so you'd want to carry that across somehow.
The sentence itself is not really childish, just casual speech. And the の (no) as an end-sentence particle inside a question means you're expecting/seeking a explanation from someone. Likewise, のだ (or its more frequent colloquial form, んだ) inside a simple sentence gives an explanatory tone, as in "look, here's why / the reason is" towards the interlocutor.
ピッスマスター :「どうしてゲームがすきなの?」
バナナスプリット :「おもしろいんだ」
In Charlotte's case, what describes again her childishness (besides the obvious voice-acting) is the complete lack of kanji characters whenever she speaks.

Also, as an aside about learning materials - the Nekopara VN series has a very unusual feature in that you can run two languages simultaneously whilst reading through it.
The Steam versions of Nora to Oujo to Noraneko Heart also have the same feature, although I wouldn't consider them as proper learning materials imo as it's possible to spot large disparities that way.

noratotoTL1.pngnoratototl3.png noratoto1_3.png

The VNs published on Switch by Prototype (Grisaia Trilogy, Clannad, Little Busters, etc) feature English and Japanese languages too, with the ability to change back and forth with one press of a button.
 
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That translation makes no sense. It's a rude, informal way of talking about someone. "Those guys, them" but this proof these idiots suck at their job and make shit up. She's insane. But I remember her, she was my first dox.
View attachment 3576986

That's a biological woman? :cringe:

I'm actually surprised that the hookers and dancing girls shaking their butts wasn't censored in Phantasy Star 4. Maybe Sega was just more liberal. Because the bunny girls in the Lufia series were censored on the SNES and that was nothing compared to strippers shaking booty and a girl at a seedy hotel run by a cult offering "great service" to a thoroughly confused Chaz.
 
Something more recent (as in yesterday and today), Guilty Gear added Bridget to the roster and the localizers made HIM into a tranny rather than, you know, stick to the actual story of a boy dressing up as a girl.

This post has the western story description for Bridget

These posts confirm it's 100% a western thing, with the original japanese text keeping him as a man

Of course, twitter trannies don't give a shit. Them and the people over at the FGC are praising this as a win.

EDIT: Machine Translations might be a bit off
 
Also a whole puzzle was deleted because they thought Americans would be too dumb to know that "X" means wrong and "O" means right. Like no one's ever seen a game show or anything. :roll:
oh shit someone better hide that from our resident sonypony...

I'm actually surprised that the hookers and dancing girls shaking their butts wasn't censored in Phantasy Star 4. Maybe Sega was just more liberal.
sega does what nintendon't.
 
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Something more recent (as in yesterday and today), Guilty Gear added Bridget to the roster and the localizers made HIM into a tranny rather than, you know, stick to the actual story of a boy dressing up as a girl.

This post has the western story description for Bridget

These posts confirm it's 100% a western thing, with the original japanese text keeping him as a man

Of course, twitter trannies don't give a shit. Them and the people over at the FGC are praising this as a win.

EDIT: Machine Translations might be a bit off
Ada Basilisk, Haunted Doll VTuber (ComfyBasilisk).png

I'm not versed in Guilty Gear, but according to the related game thread (reposting the video from there), Bridget falling to his demons in Strive and accepting he's a "girl" is a bad ending.
 
I'm not versed in Guilty Gear
Bridget's story before STRiVE

"Bridget is a well educated boy of a wealthy family, secretively brought up as a girl since it was a belief in his village that male twins would bring bad fortune. His parents having a sore heart since they couldn't bring him up as a boy, Bridget tries his best to show them that he is happy in life, but despite the sunny personality he grew from all his efforts, it was obvious that his parents felt more pain the more he looked happy under his current situation. Bridget figures out that the only real solution is to go to the root of the problem, which would be for him to live as a man, and bring enough fortune to the village to disprove the jinx, and decides to go after a bounty he sees in a poster."

An earlier archived post that shows as of today this description hasn't changed since the announcement
 
Bridget's story before STRiVE

"Bridget is a well educated boy of a wealthy family, secretively brought up as a girl since it was a belief in his village that male twins would bring bad fortune. His parents having a sore heart since they couldn't bring him up as a boy, Bridget tries his best to show them that he is happy in life, but despite the sunny personality he grew from all his efforts, it was obvious that his parents felt more pain the more he looked happy under his current situation. Bridget figures out that the only real solution is to go to the root of the problem, which would be for him to live as a man, and bring enough fortune to the village to disprove the jinx, and decides to go after a bounty he sees in a poster."

An earlier archived post that shows as of today this description hasn't changed since the announcement
Thanks for the info dump.

Anyway it's not the first time the 'pronouns in bio' crowd have been latching into japanese fictional characters that are remotely ambiguous. Everyone remember Okino Tsuskasa in 13 Sentinels (who crossdress for the purpose of hiding his identity), but there was also Ange in Super Robot Wars 30:
SRW30-TL1.jpgSuper Robot Wars 30 - TL03.jpgSuper Robot Wars 30 - TL02.jpg
For reminder, SpaceDrake was part of the TL team for SRW30:
SpaceDrake.png

It also reminds me how trannies really tried to make the character Yamato, from One Piece, "trans" because she's a oni tomboy who larps as Oden, a deceased (male) samurai lord & hero. They later got mad when the author Eiichiro Oda simply confirmed somewhere Yamato was a girl, although that didn't stop the english wiki to still refer the female character as a 'he/him'. Kikunojo, a character from the same story arc who is an okama (and the first pretty one in the manga franchise), received the same treatment. Mr.2/Bon-chan, Ivankov & the people in the okama island all came before Kiku but they all legitimately looked like freaks, so obviously nobody came to "claim" them.

Yamato.png
Since Yamato is highly likely to appear in future One Piece-licensed games (such as the next Pirate Warriors), I wouldn't be surprised if english localizers in cahoots were to eventually push the crap further.

I'm under the belief that America bears the most prominent and obnoxious breed of mentally-ill faggots.
 

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I'm actually amazed anyone was stupid enough to hire SpaceDrake ever again after the shit he pulled with Trails in the Sky: SC
he refused to do any work for over a year and then threatened to kill himself when they tried to replace him
 
I'm actually amazed anyone was stupid enough to hire SpaceDrake ever again after the shit he pulled with Trails in the Sky: SC
he refused to do any work for over a year and then threatened to kill himself when they tried to replace him
He refused to do any of the work because he couldn't alter the "problematic" content at that. The fact that Carpe Fulgur still exists despite their last game being 5 years ago is baffling. Gotta hand it to xseed though, even though their translation staff are about the same as everyone else in the industry, especially without the principled Wryward there, at least they stuck to their guns and finished the trilogy without any serious fuckery. IIRC, though, there was a bit of "flavoring" added to the empty chest dialogue.
 
He refused to do any of the work because he couldn't alter the "problematic" content at that. The fact that Carpe Fulgur still exists despite their last game being 5 years ago is baffling. Gotta hand it to xseed though, even though their translation staff are about the same as everyone else in the industry, especially without the principled Wryward there, at least they stuck to their guns and finished the trilogy without any serious fuckery. IIRC, though, there was a bit of "flavoring" added to the empty chest dialogue.
Do I even want to know what SpaceDick found offensive about the second Trails in the Sky?
 
Ah, wait no, it wasn't problematic content:

This is a post that I have been meaning to write for a while, but has been difficult, to say the least, due to the subject matter. It is, however, time I got it off my chest – not just to possibly help myself through unburdening, but because our followers and fans deserve an answer to why the past year in particular has been so quiet after last year’s thunderous announcement.

The answer is not short, nor is it pleasant.

And as a preface: please note that the following blog post is extremely likely to trigger a heavy emotional response to readers sensitive to suicide and related topics. Please proceed with caution.



It is a little difficult to know where to begin.

Why the silence, especially after the SC blog post said there wouldn’t another lengthy one? Why the apparent delay in Trails in the Sky SC getting out the door? Why no other project announcements to date?

I suppose the only real way to start is to make a terrible and offensive pun and say we’ll get right to the point of it.

That is, the point of the knife.

The knife I was going to use in my suicide attempt in March.

That is the very short version of what’s been causing delays: this past March, I very nearly killed myself and both the lead-up to, and fallout from, that incident impacted my work on Trails SC. Specifically, my work; Robin actually finished the base translation of the entire game quite some time ago, and XSEED themselves have been finishing the editing work on the remaining files that had been translated but not given an editing pass.

In greater length, beginning around December of 2013 I began to sink deeper into the negative thought patterns I’ve struggled with for at least a decade and a half. This is a side of myself I have generally not shown to the public previously; a spirit of can-do-optimism has always been the forward facing element of our “PRâ€, for what it is, to date. And while that has never been a lie (it took some optimism to get as far as we even have, trust me), it has also never been the entirety of the truth.

I’ve often struggled with self-defeating thought patterns before; they stalked me all throughout middle and high school (with the accompanying slide in grades), likely damaged my college advancement, and even affected the speed with which Recettear was first localized to a small degree. These are usually born of a sense of shame and fear of “failureâ€, which of course tends to be self-reinforcing. And these thoughts had always, for fifteen years, eventually led to contemplating suicide.

I’d never before acted on them; something had always come up to prevent going through with it. Lack of easy access to means, worries about what my parents or friends would think, shame that going through with it would only inflict an even greater burden on those I knew since a funeral would cost money… so many little things ultimately got suicide off the table, even if I thought about it, not constantly, but consistently.

The situation a year ago, however, was far more desperate. I had fallen a little behind for unrelated reasons beginning that October, and then in December I fell fairly heavily ill and was also kept busy with holiday things and could find no time to focus on work. Not a particularly unusual story for this time of year, to be sure. But the pressure was on, and working on Trails for so long already had taken a toll. Not only was there a need to deliver the script, but a script of this size always makes one worry about how it will be received and whether you need to make any changes to it – which meant I kept fretting away at finished files.

And so I fell further and further behind until by February and March of 2014 I was virtually paralyzed in terms of work and found myself unable to work on the script at all due to the mental weight of my shame. This was a problem, given that while the main scenario and a good deal of the “miscellaneous†NPC text was done, the towns were still not finished on my end, and the town conversations and quests comprise a fair bit of the meat of the game, and formatting problems had also arisen between the standards and tools CF was used to and the ones XSEED and Falcom used, which simply added another worry on top of everything.

Needless to say, the messages from XSEED got more than a little stern as time went on – to them it must have appeared as though I was simply being astoundingly lazy or had simply abandoned the project outright, since I had of course not shared a word of these “personal†troubles with them, aside from attributing the delays to “personal troubles†in the absolute vaguest of senses. And, of course, I hadn’t told Robin about any of this either – it was a personal failing and clearly I had to deal with it myself.

And so, in March, the issue came to a head. An email came in from XSEED which was particularly (if understandably) cross about the seemingly pointless delays, and, at least when I first read it, raised the spectre of CF being removed from the project. Even more importantly, however, it was sent to Robin as well as myself – I had previously been the only point of contact on the project. So needless to say, Robin was also exceptionally, and understandably, angry with me for apparently being pointlessly lazy.

And that was the snapping point. That was it, I thought. I had ruined everything, we were going to be removed from the project, my reputation was shamed forever, I had lost the respect of one of the people who matters to me most in life, and now the only option left to me was to die.

None of the barriers remained – I left a check for the entire contents of the CF bank account in Robin’s door, I knew funerary costs would be a drop in the bucket of that, if not covered by what was in my own bank account, and I had implements for self-mortality all over the place in everyday items. I could even think I had at least accomplished something – the spark of our early projects had, even nine months ago, turned into a mighty blaze, with Japanese gaming software of all kinds finding its way into the American market, and with several other translation houses having stepped into the J-indie market. For the first time, not only was my shame and failure absolute and complete, but I could feel as though I’d at last done something before irreparably mucking it all up.

And so I tried to kill myself. There are some, I suppose, who might argue that I didn’t “actually†try to kill myself; even today, I have never engaged in true physical self-harm, the knife did not break my skin on that day, and I didn’t spend any time in a hospital or anything. I certainly did, however, lie down on that bed with the intent of ending my own life; I held the knife to my heart and began to press down, and was only stopped by Robin’s desperate pounding on my apartment door.

If you wish to thank someone for me still being alive, thank him. He was the one thing that still held me back; hearing him pounding on my door made me realize I at least owed him an explanation of it all before I did the deed. Needless to say, the deed in question never happened, to the general happiness of all involved.

Unfortunately, this also meant there was now an even greater mental burden attached to the Trails project; while the formatting issues were eventually sorted out, the project itself now carried even more emotional baggage than it once had. As a result, even opening the files or going into “the officeâ€, such as ours is, felt like a burden, and while I still made a little progress- including a few Bose sidequests which I think stand among the work I’m most proud of on this project – it was still entirely too slow compared to when the project needed to be finished. So the files Robin had translated but which I had not finished were formatted for readability, and the lot was shipped off to XSEED to finish. And I still struggled to not feel like a failure and have the deadly thoughts well up inside my head again.

It is worth emphasizing, though, that I do not blame XSEED for any of what happened (and, read: I don’t think anyone else should, either). As I noted, I disclosed virtually none of these issues to them, and so to them it must have simply looked as though I had suddenly abandoned the project. If only it was that simple, really.

That, then, is the technical, objective explanation: about how my personal failings and neuroses got in the way of the game’s progress, and XSEED has had to finish the remainder. So I was sad and mopey. So what? Why would that prevent me from working on the game? Why would I feel the need to take my life because of a silly little delay? Why all the fuss?

Why indeed.

The why is not objective. Or technical.




Failure. Failure. Failure. Shame. Failure. Shame. Failure. Shame. Failure.

Failure Is Death.

Failure Is Death.

Failure Is Death.

Endlessly it repeats in my head.

Failure Is Death.

To fail is to bring shame upon yourself and pain and discomfort and inconvenience and lower life-quality on others. The only way to atone for this is death. Death. Death. Failure Is Death.

Only death will assuage the savage hearts of Men once they are in pain – only the uttermost removal of the thing which has spoiled their life can bring them peace. Only death can slake Man’s endless lust for retribution for pain and failure.

You are Failure.

Failure Is Death. Failure MUST BE Death.

So the argument goes in my head, despite having a hundred counter-arguments that I know to be true. It does not matter. The argument remains and has run for years. And years. And years.

So it goes.



A thousand, thousand failures haunt me. Failures that caused others pain, discomfort, distress. Failures so many I can no longer count them all. Offending one person without meaning, a brief school flirt which was unwelcome, a careless word breaking a friendship, laxitude causing a missed project deadline. So many failures causing so much pain, and so, so much pain which could be cleansed with my elimination.

But I do not. Even though Failure Is Death, Must Be Death.

A month, a year, ten years later. I try to put it behind me, try to convince myself I can go on living. And then I encounter a song, a smell, a single word, and I am flung back, and I remember the hot shame again, and the unpaid debt, the debt which my mind, my logic, says no action but my own brutal self-slaying can pay.

Others tell me no, go on living, but what else can I offer those I have wronged? Those I will inevitably wrong?

The knife always seems to provide an answer, even if I try not to think about it.

And I am so often reminded.

So it goes.



Thus I try to do something with my life. To bring some joy to the world and try to balance all the pain my mere existence has caused.

And

have I



actually done it?…



have I made people happy



have I done something they have liked



am I now no longer causing pain?…









NO

Failure Is Death

Failure Is Death

Failure Is Death

Failure Must Be Death

I have delayed something anticipated due to my own inadequacy. I have cost people money, cost them frustration. People look up to me, people depend on me to help bring a little happiness to their lives and I have failed them.

Failed them.

Failed them.

Failed them. Failed them.Failed them.Failed them.Failed them.Failed them.Failed them.

The people who still (inexplicably?) care about me tell me I can still go on. Some of the people who still want me to bring them happiness tell me I can still do so.

But what if they are wrong? What if this is the final, greatest failure? What if this spells the end of the only way I know how to really bring myself and others joy? What if people think this is simply a disgusting publicity stunt for upcoming products?

What if talking about this merely causes people more pain?

The knife always provides a final answer.









So it goes.




So.

I still continue to work through the line of thinking you got a sample of above. As terrifying as it may be to even read (though try living it), it does not constitute the entirety of my thought process… though it would be a lie to say it is not always there, and always significant. Perhaps revealing it and discussing it will doom my career. Perhaps not. But it is important to acknowledge that it is there. It is important for people – for you – to know. To admit that anyone can suffer, and for the mystery of the past year’s silence to be dispelled. There is, at least, comfort in that.

While my involvement in the main with Trails SC is finished, I do still hope to participate in its upcoming debugging and any last-minute script revisions (and there’s always a few). And I am so, so very sorry to XSEED, and to all our waiting fans, for causing such delays with this project with my inadequacy.

Whatever my inadequacies are, however, work continues here. It might seem like we’ve been doing nothing for a long time – and that, at least, is not true. We have one game which will almost certainly be announced in the coming weeks (hence my trepidation at this being seen as little more than a particularly vile publicity stunt), and one game which has been awaiting announcement for some time, and it appears its time is coming soon. And as ever, our oldest partner’s largest project looms ever on the horizon, and it appears that the time for that also draws near.

I once made a claim that we would release multiple games in one year. At long last, it appears I will finally be able to keep that promise.

I will keep working. Working to bring you excellent games in English. To bring you what joy I can. And I will have the best human beings I’ve ever had the privilege of knowing beside me to help.

I will attempt to prove the knife wrong. Even if that task seems daunting
tl;dr he was just a lazy asshole with "sadbrain"(TM) and the mere act of having to do his fucking job triggered him to a point where he thought it was better to kill himself, and after that couldn't even come close to finishing. All in all the time he wasted on nothing is virtually the only reason why 3rd wasn't able to release on PSP, because it took them YEARS to get this game out. The only reason he was working on it in the first place was because the first game had mediocre sales, and while they were dedicated to bringing them all out, they couldn't justify throwing the full weight of the company at it.
http://www.carpefulgur.com/drakblog/?p=53 | https://archive.ph/vnU8Q
 
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The official english release of Chaos;Head NOAH got rejected on Steam apparently, while the Switch version remains to be commercialized.
ahKWxXzlur.pngFaWSg4aXEAAjdeY.jpg

@BananaSplit you mind checking my translation on this? I read it as "kimi is ready to die" or "kimi is ready to die for you".

A quick DDG translate gave me "dying for you". I'm assuming DDG translate just sucks at this.
キミ死ねる
Basically it is read as "(I) would die for you" or more literally, "For your sake, (I) can/would die"

Kimi (きみ in hiragana or 君 in kanji) is one of the second-person pronouns for "you", and it's written here in katakana (キミ) to emphasis the word in a similar fashion we do for words in italics/bold or in caps. The "me/I" pronoun (and "you" pronouns as well) can be often omitted naturally in Japanese if they are easy to deduce from context or grammar. In this case, the character already introduced herself in the previous panel so no need for a first-person pronoun. This is something machine translators have issues to pick it up properly.

What does screw the minds of beginners is that the japanese language doesn't give a shit about sentence order unlike english or any latin language. All a grammatically-correct sentence in Japanese needs is just the main verb that must come at the end, and that's it. This is the main purpose of particles that can identify the grammatical function a word serves, no matter where it is located in the sentence. There are two of them in the speech bubble in the picture: and (which is attached in the conjunction tameni / ために).

The primary function of (no) as a particle is to indicate that Noun 1 is an attribute of Noun 2, with Noun 2 being the primary one.
きみため Tame(ni) alone mean "for one's sake/behalf", but the particle の is linking the kimi and tame(ni) together, resulting into "your sake/behalf".

The particle (ni) shows the destination or the direction of an action or goal.
Ex: ピッスマスターカリフォルニア来ました - Pissmaster has gone to California (rip)
きみ電話だ - There's a phone call for you (the phone call is going to your direction)
In the OP speech bubble, the verb "to die" is meant to be directed towards someone's behalf (as the goal of the verb), as in "to die for someone".

And finally, 死ぬ (shinu - to die) is conjugated in its potential form ("can/able to").

I hope the explanation was simple as possible.
 
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The official english release of Chaos;Head NOAH got rejected on Steam apparently, while the Switch version remains to be commercialized.
View attachment 3615329View attachment 3615330


キミ死ねる
Basically it is read as "(I) would die for you" or more literally, "For your sake, (I) can/would die"

Kimi (きみ in hiragana or 君 in kanji) is one of the second-person pronouns for "you", and it's written here in katakana (キミ) to emphasis the word in a similar fashion we do for words in italics/bold or in caps. The "me/I" pronoun (and "you" pronouns as well) can be often omitted naturally in Japanese if they are easy to deduce from context or grammar. In this case, the character already introduced herself in the previous panel so no need for a first-person pronoun. This is something machine translators have issues to pick it up properly.

What does screw the minds of beginners is that the japanese language doesn't give a shit about sentence order unlike english or any latin language. All a grammatically-correct sentence in Japanese needs is just the main verb that must come at the end, and that's it. This is the main purpose of particles that can identify the grammatical function a word serves, no matter where it is located in the sentence. There are two of them in the speech bubble in the picture: and (which is attached in the conjunction tameni / ために).

The primary function of (no) as a particle is to indicate that Noun 1 is an attribute of Noun 2, with Noun 2 being the primary one.
きみため Tame(ni) alone mean "for one's sake/behalf", but the particle の is linking the kimi and tame(ni) together, resulting into "your sake/behalf".

The particle (ni) shows the destination or the direction of an action or goal.
Ex: ピッスマスターカリフォルニア来ました - Pissmaster has gone to California (rip)
きみ電話だ - There's a phone call for you (the phone call is going to your direction)
In the OP speech bubble, the verb "to die" is meant to be directed towards someone's behalf (as the goal of the verb), as in "to die for someone".

And finally, 死ぬ (shinu - to die) is conjugated in its potential form ("can/able to").

I hope the explanation was simple as possible.

Fantastic explanation, thank you! Seeing Kimi written out like that I assumed it was the character's name (not familiar with one piece) so they were just reemphaising that "I, Kimi, am ready to die for you." I've seen the kanji but when they decide to write it out, but also to write it out in katakana hit me with a curve ball. Thats frustrating.
 
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Trails in the Sky -
xseed estelle (2).png

Xenoblade 3 -
Xenoblade3 - TL02.png
For context, this is after encountering Nirna (or Alexandria in English)

Utawarerumono Prelude to the Fallen (Playstation remake of the original 2002 visual novel/tactical game released in April 2018 in Japan, May 2020 in NA/EU) -
Utawarerumono1 - TL03.jpgUtawarerumono1 - TL04.jpg
Utawarerumono1 - TL01.jpg
I'm impressed at the dedication of american localizers in removing anything remotely negative towards the gays

Utawarerumono1 - TL05.jpg
Utawarerumono1 - TL07.jpg
Utawarerumono1 - TL08.jpg
Utawarerumono1 - TL09.jpg

For reminder, the Utawarerumono remake was localized by NISA, a localization branch that is dedicating to make things become more politically correct
NISA for politically correct changes.jpg
 
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Yeah, XSEED really liked to punch up the script to those games, iirc they specifically added a ton of dialogue for when you check an empty treasure chest.
 
Yokai Watch is very long, check latter first if you don't wanna deal with scrolling a lot.

Yokai Watch 1
Beside translation localization style, for whatever the reasons dialogue box is also bigger and obstruct a portion of talking character portrait.
Janitor's appearance.
YWJani.jpg

Creepy yokai, untranslated phrase/words.
YW2.jpg YW3.jpg YW12.jpg

Eating and gaining weight related.
YWW1.jpg YKWW2.jpg
YKWW3.jpg

"Dating"
YKW4.jpg YKW5.jpg

Bathroom
YW8.jpg YW10.jpg
YKW6.jpg


Pervy oldman
YKW9.jpg YW11.jpg

Triangle relationship drama.
YW1.jpg

Asian dad angry moment.
YKW7.jpg

Misc, any sentences involve with gender description.
Berseria1.jpg Berseria2.jpg

PokeBW2.jpg
PokeBW1.jpg
PokeSG.jpg
Utawarerumono, same as above with any gender description.
Utawa4.jpg Utawa1.jpg Utawa2.jpg

Utawa5.jpg
Utawa6.jpg
Utawa7.jpg
Utawa8.jpg
Utawa3.jpg

Age and getting called out for being a fujo
Utawa9.jpg
Utawa10.jpg
 
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