[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 18 KB, 397x296, 417B8E9E-B2D2-4045-A8EA-7F36D14CCC7A.jpg [View same] [iqdb] [saucenao] [google]
9249530 No.9249530 [Reply] [Original]

Why did Zelda 64 look way better in beta than the final Ocarina of Time?

>> No.9249534

If you wanted to talk about the beta, you should have just been honest instead of pretending to be stupid.
The beta looks like shit and all the assets people have looked at look like shit and you know it.

>> No.9249536

Does it? In any case, weren't most N64 games developed on a specific type of computer? It wouldn't be surprising for promo stuff to look good, but I don't think it even does from what I've seen of it.

>> No.9249539

>>9249530
even the UI icons look like shit and they're 2D lol

>> No.9249623
File: 1.22 MB, 2176x2376, OOT beta.jpg [View same] [iqdb] [saucenao] [google]
9249623

>> No.9249651

>>9249623
>I'll use lower res BETA shots as a fair comparison
excellent job ass-tard

>> No.9249660

>>9249651
>why did the beta look better than the final game
>what the fuck why are you using beta screenshots

>> No.9249792

>>9249534
first post op slapped

>> No.9249796

>>9249530
because you were a child back then

>> No.9249802

I've been playing Ocarina of Time lately and frankly, I've been pleasantly surprised by how nice it looks. I really expected to have had rose-tinted glasses on with this game but no, it really is that good. I think the only stuff that looks a little iffy is when some of the billboarded sprites meant to represent slightly distant environments are close enough that you can't really ignore the N64 vaseline-smothered look. Been playing the GameCube version of Master Quest in 240p.

>> No.9249804

It's just your imagination filling in all the gaps.

>> No.9249926

>>9249804
This. Same goes for Mother 3.

>> No.9249936

>>9249623
king's field tier shit, horrible

>> No.9249943 [DELETED] 

>>9249534
>The beta looks like shit
sour grapes

>> No.9250002

>>9249623
sauce?

>> No.9250006

>>9249802
It's a style and design that has aged well, it's a good achievement.

>> No.9250053

>>9249651
resolution isn't the problem since we can clearly see the details, and the details are shit.

>> No.9250102

>>9249623
Wow, the beta truly looks so incredible! Why on earth did ninty downgrade the graphics for the final release!

>> No.9250117
File: 255 KB, 658x485, LoZ Space World 1995.png [View same] [iqdb] [saucenao] [google]
9250117

We could have had brown-haired link. Early beta was way more soulful in every aspect. Plus, charming flat polygons.

>> No.9250125

>>9250117
t. poophair

>> No.9250127

>>9249530
>>9249623
>>9250117
This shit looks awful even for the beta. Makes sense, though, because it was VERY early 3D. Some of this sad shit was probably developed on unfinished N64 hardware too. Still, this looks upsettingly sad compared to the final game.
It's a lot like reading early drafts of famous novels, like the early version of War and Peace. You just realize how close it all was to an absolute fiasco and how narrowly the experience was saved in the final version.
Good think Nintendo overcame this, but still fucking BARF. Gotta play the real thing to cleanse the pallette.

>> No.9250140

>>9249792
this

>> No.9250152

The gameplay was of a high standard as well.

https://youtu.be/oav_0MiyJpA

>>9250125
>>9250127

You are defecating through the keyboard.

>> No.9250160

>>9250152
This isn't real gameplay, you fucking dimwit.

>> No.9250176

>>9250160

That could very well be the gameplay, imbecile.

>> No.9250194

>>9249530
Because the screens you've seen were taken from SGI workstations before the hardware was finalized.

>> No.9250195

>>9250152
>a 10 second pre-rendered fight sequence is "the gameplay"
go to bed poophair, you aren't well

>> No.9250208

>>9250176
We know for a fact what gameplay actually could be in a N64 Zelda game. That's not it. Which is great, because the pre-rendered cartoon is slow and floaty.

>> No.9250221

You only want it because it's not what we got. Such is the case for 90% of games. That shit didn't make it to retail for good reason.

>> No.9250229

>>9250221
And it DID make it too: it's the fucking Ocarina. It was fixed, improved, and then became one of the most famous video games ever.
The fact the OP is salivating over screenshots of an ugly WIP version betrays a mental illness.

>> No.9250237

>>9250195

Ten seconds is more than enough to show how basic combat should be from start to finish, short-minded anon.

>> No.9250240

>>9250237
Well, thank god the real game is not like the hideous render. It looks like a Panasonic 3DO game in there.

>> No.9250247

>>9250208
>We

It could be better than what we had, no doubt. It should take advantage from a 3D perspective for sure. The 1995 Space World demo is a nice example of something not copied straight from a 2D Zelda combat gameplay.

>> No.9250253

>>9250247
There's no reason to think so. The video obviously represents an older and worse idea that was (for a fact) eventually discarded.

>> No.9250279

>>9250253
>obviously

I'm not so sure based on the release.

>> No.9250340

>>9249623
what, those woods in the beta were in fact a place in hyrule field?

>> No.9250602

>>9250340
Yeah. A couple years ago a partial ROM of the beta leaked and it was discovered that those trees were out in Hyrule Field.

>> No.9250634

>>9250602
That was last year. A copy of a 1997 version of OoT was found on a dev cartridge having been overwritten by F-Zero X, so the first half of the data was gone.
https://tcrf.net/Proto:The_Legend_of_Zelda:_Ocarina_of_Time/Late_1997_Overdump

>> No.9250669

>>9250634
It's pretty crazy how much bigger everything was at one point. Hyrule Filed was massive, as were some of the dungeons and some of the cut maps. I know they were likely just testing it out to see what they could get away with, but still, it shows they were thinking big from the get-go and only later shrank most everything down. Makes you wonder what they were thinking of populating such massive maps with (kinda hard to tell with so much data missing from the overdump).

>> No.9250715

It doesn't. The models are noticeably simpler. The colour palettes are natively more garish and less naturalistic. It's got an interesting "vibe" about it, but it doesn't look better.

>> No.9251024

>>9249530
Because you guys have broken eyeballs.
The spaceworld mod looks terrible and plays terrible, which is why nintendo was smart enough to change it.

>> No.9251054
File: 275 KB, 640x460, Link_vs._Ganondorf_(Space_World_2000).png [View same] [iqdb] [saucenao] [google]
9251054

>>9250117
That wasn't a game. That was just a short cinematic to show the console's real-time graphics capabilities.
I bet you think this was a real game in development too.

>> No.9251075

>>9250237
anon this game didn't exist. this was literally a pre rendered scene to show off the power of the n64. it may have been a proof of concept at best, but I doubt it was actually anything more substantial

>> No.9251080 [DELETED] 

>>9249943
The new reddit phrase of the week to tout how much of a pretentious farthuffer you are. Durr guys look I use epic literary poetic reference! Um.. wolf huff puff blow your house down? any gamers in le audience?? cake is lie, upvote to left

>> No.9251141 [DELETED] 

>>9251080
Not to defend him but it's a well known aesop fable.

>> No.9251148

>>9251054

I bet that pic of yours was as good a concept for a Zelda game on the GameCube as >>9250152 was for a N64 one.

>>9251075
>this game didn't exist

You too must be one of those geniuses.

>> No.9251159
File: 70 KB, 468x575, DCJet9jtA_RqtlsP_kyjenkF6fKfMsqNsEd-zGcQHFg.jpg [View same] [iqdb] [saucenao] [google]
9251159

>>9249623
That all looks worse save for the higher resolution of the temple, and even then the composition of the scene is all wrong as the luminosity is too intense and makes Hyrule temple look like a freshly built model cathedral lit by a compact fluorescent bulb. If it were any more intense you'd think an atomic bomb went off overhead.

>> No.9251571

one neat thing is that in the beta version link had the full animation when changing direction; in the final release he instantly teleports on the opposite direction
it was better in the beta

>> No.9251593

>>9249530
But it doesn't

>> No.9251651

>>9250669
Hyrule field is large enough and it serves no real purpose other than wasting time. Bigger is not better or they should have just given link the ability to fly on the fucking owl to speed things up

>> No.9251662

>>9250117
oh fuck dobson posts here? look man he was only a brunette in zelda 2, he's clearly blonde in the other games
i'm sorry about your bully but seriously you gotta get over this hair shit, it's been years

>> No.9251707

>>9251662
kek I forgot about that bit.

>> No.9251717

>>9251159
It always interests me how Ocarina does some of the Final Fantasy-ish pre-rendered areas, that you don't see done in any other Zelda game.

Makes me *really* interested in how FF7 would've looked if it stayed on the N64.

>> No.9251723

>>9251148
Oh no. It's retarded.

>> No.9251759

>>9251717
Probably better these days because you could render everything at higher resolutions instead of just the character models on top of tiny jpegs. I wonder if it would have still been as popular as it was.

>> No.9251774

>>9251717
I'd like to think it'd be a really tall cartridge. With LEDs! A man can dream.

>> No.9251801

>>9251759
Yeah, no idea how it would've done sales-wise. Probably worse.

Techwise though, FF7 on N64 could've possibly worked if they refocused the game away from full motion videos (By far the biggest space hog) and did more of it in-engine. Leaving out miracle ports like Resident Evil 2, since those are the exception.
I mean Metal Gear Solid pulled it off with 95% in-engine - FF7 wouldn't even have had voice-overs to worry about. You clearly don't need big-ass rendered videos to tell a big story.

>> No.9251806
File: 73 KB, 1024x683, BetaZelda-1024x683.jpg [View same] [iqdb] [saucenao] [google]
9251806

>>9251774
Feast your eyes.

>> No.9251813

>>9251801
Ok, MGS isn't the best comparison since it's obviously not on N64. Maybe Megaman Legends?
I mentioned it more as an example of games not needing full motion video to tell a big story.

>> No.9251916

>>9249530
>>9249623
>>9250117
Non meme answer. Alot of areas in the beta were full 3D because they weren't dealing with space issues that early on. I'm guessing if everything was 3D (market, link's house, etc) the cart couldnt hold it all, so at least the beta lets us see some spaces early one when there was room
tl;dr beta was using 40% of cart space for 20% of the game, final simplified/low-res'd some spaces for it all to fit.

>> No.9251938

>>9251916
It's clear they were playing around with the scale at some points, too. The beta Forest Temple rooms look and feel smaller and more cramped than in the final version, for instance.

>> No.9251952

>>9251938
Scale is probably the hardest thing to do in 3D games. A good example is the fanmade Goldeneye romhack Goldfinger 64. Every level is SO FUCKING HUGE it could take you forever just to go from one end of the runway to the other all while being obscured by distance fog 10 ft in front of you. The scale is so out of whack. But in Zelda64 the only possible place thats too big is Hyrule field, but once you get Epona its not an issue any more

>> No.9252448

>>9251916
OoT was planned for the 64DD so I imagine they had to cut down on a lot of things once they realized it had to be a standard N64 cart instead

>> No.9252481

>>9251813
MGS was a 1 disc game but because of all the voice acting they had to split it into 2. And to think all of it could've been avoided if they cut out all of Nastasha's nuke related bullshit

>> No.9252509

>>9252481
I bet they could've compressed it better. The bulk of it is codec convos, you essentially have 99% of the machine free to decompress audio. Given the spare-no-expense nature of MGS I'm sure they could have sprung for a Fraunhoffer license and used MPEG audio layer.
This sort of thing is just a bugbear of mine. Many Saturn games had bad SFX compared to the PS1 because the Saturn had no ADPCM hardware decoder. This led to a reduction in quality to get it to fit. But you had a 68000 as an audio processor, are you really telling me game programmers in '95 couldn't write a 68k ASM ADPCM decoder capable of multi-channel audio? Amiga 500 programmers despair.

>> No.9252540
File: 29 KB, 650x916, vmjic7t4vxr21.jpg [View same] [iqdb] [saucenao] [google]
9252540

>>9251806
finally a n64 cart that won't slip out of my hands and land under the kotatsu

>> No.9252742

>>9249623
That graveyard beta shot looks a fuck ton cooler than what we got

>> No.9252946

>>9249530
Because the beta is all extrapolated on your head while the final version is tangible reality

>> No.9253169

>>9252742
they all look cooler. thats why i posted it

>> No.9253239

>>9249802
>>9250006
The thing about modern video game discourse and "outdated graphics" is that the average gamer has no idea how to discuss or interpret art direction.

OoT looks amazing because the game had an art director who knew how to work with the N64's limitations – and it made for an experience that's still immersive today.

>> No.9253254

>>9250117
>soulful
Opinion eternally discarded, please kill yourself

>> No.9253860

>>9250340
>>9250602
There are woods in the final game dog. They're green as child Link, fall-colored as adult Link.

>> No.9254256

>>9253860
I don't understand what you mean

>> No.9254349
File: 522 KB, 1600x900, 230719120705_201907221626481.jpg [View same] [iqdb] [saucenao] [google]
9254349

>>9249530
It doesn't. People say the beta looked better for every single game because they're curious about what it could have been like and it makes their brain imagine things. Same exact shit for the Half-Life 2 beta.

>> No.9254735

>>9249623
Left looks like a PS1 game

>> No.9255250

>>9254349
This looks better than generic eastern european town I can see outside of my window

>> No.9255258

>>9255250
You can try the mod that image is from:
https://www.moddb.com/mods/dark-interval/downloads
It basically tries to make HL2 like what the beta version would have been.

>> No.9255265

>>9253239
>the average gamer has no idea how to discuss or interpret art direction
Fucking this. Pissed me off when I'd be playing something old with a great artstyle (i.e. PS1 Spyro) and they'd say it looks like shit.
Especially boils my blood when people say 2D games have shit graphics. Had someone say that about Minish Cap; motherfucker are you serious?

>> No.9255520

>>9255265
It's almost like taste is subjective and you should stop going into autistic rages when people don't like the things you like.

>> No.9255527

>>9255520
Sir, this is /vr/.

>> No.9255801

>>9249530
>>9250194
Yeah, fuck, the official N64 devkit used a $100k supercomputer.

>> No.9255863

>>9250194
Only the earliest screens, like back when the Ultra 64 was still in development. Stuff like OP's post was most likely real hardware, or at least finalized devkits.

>> No.9255886

>>9255801
The Blast Corps devs said that when they were working on SGI stations before the hardware was finailzed that it didn't even support texture mapping.

>> No.9255989
File: 1.63 MB, 600x448, 1596234310225.gif [View same] [iqdb] [saucenao] [google]
9255989

>>9250340
Once we got the beta Hyrule Field from the overdump, people realized the entrance walls to Castle Town were always visible from what we thought was Lost Woods, as well as the map's code calling for a lot of objects that're most likely the trees. The purple fog was probably then a result of the devkit struggling with all the tree objects.

>> No.9256079

>>9255250
versus a generic 1984 cyberpunk dystopia that's been done to death?

>> No.9256297

>>9249796
so many happy memories of my childhood playing the OoT beta

>> No.9256327

>>9255989
Imagine what it would be like if hyrule field was a mystical forest broken up by roads and random areas. Would have been alot more interesting to look at, at least

>> No.9256345
File: 30 KB, 504x376, 3lrOdDo5jjn_gKVVP2ndEwcSnzWSfK7U5k_lLQCCsMA.jpg [View same] [iqdb] [saucenao] [google]
9256345

>>9256327
>imagine if a field was a forest

>> No.9256403

>>9256327
>>9256345
No no, I think I get what he says. That the Field, give it's size, was broken by foggy forests and your only way would be the road.

>> No.9256441

>>9256297
I think it's more to do with the fact people like OP get lost in the abstract of beta builds representing something you can't play, containing deleted or unfinished areas, and therefore having an air of mystery. The reality however is that a beta build or earlier is just that, something made before release to test and show off to magazines.

>> No.9256470

>>9256327
it would've made night time all the more spookier

>> No.9257147

>>9250117
>brown-haired link
Link is supposed to be Aryan.

>> No.9257173

>>9256403
Then it's not longer a fucking field.

>> No.9257197

>>9257173
What does it matter if its a field or not? a forest would be far more fascinating to navigate then a giant open field with nothing in it. You could have it to where the roads are mostly safe but take the longest, while cutting through the forest will put you in greater immediate danger but also get you places quicker.

>> No.9257215

>>9257147
He was brown-haired in the first two games though.

>> No.9257405

>>9257215
Only in Zelda 2. In 1 he's kind of dirty blonde/strawberry blonde.

>> No.9257408

>>9256327
It's not retro, but the latest Zelda game kinda got pretty close to doing this sort of thing in my opinion. I don't begrudge anyone mostly interested in retro games for bouncing off of it though.

>> No.9257432

>>9250117
>We could have had brown-haired link.
Shut up Dobson

>> No.9257434
File: 535 KB, 776x601, Link-2.jpg [View same] [iqdb] [saucenao] [google]
9257434

>>9257405
>Only in Zelda 2.
He's dirty blond

>> No.9257441

>>9251759
>tiny jpegs
You mean tiny JPEGs that an N64 cart wouldn't be able to carry right?

>> No.9257632
File: 920 KB, 819x614, vin.png [View same] [iqdb] [saucenao] [google]
9257632

>>9256079
>generic 1984 dystopia
still in the final game
>cyberpunk
dieselpunk

>> No.9258394

>>9257147
In Oot link was supposed to be a big nosed goof until his designer gave into muh animu shonen pressure due to his wife being into anime at the time

https://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/1/7

>> No.9258401

>>9258394
he's still packing quite the schnoz on his in-game model, at least

>> No.9258789
File: 2.64 MB, 939x1350, TLoZ_(Mishouzaki)_Manga_Cover_Artwork.png [View same] [iqdb] [saucenao] [google]
9258789

You guys should read the manga that came out around the time of the first game.
It's strangely super well illustrated.
And it suggests that Link is a half-elf, and Zelda's stepbrother.
It's one of those
>Wow I thought I'd consumed ALL the obscure media but apparently fucking not -- And it's actually kinda good?
sorta experiences

>> No.9258793

>>9249623
left would look way better with proper textures, I mean just look at the proper tombstones instead of the triangles we got

>> No.9258795

>>9249530
Probably didn't run as well when they put all the NPCs, logic, and assets in place at once, so they scaled and remade shit as necessary.

>> No.9258803

>>9257434

Thats as brown as a hair can be.

>> No.9258810

>>9255250
That is precisely why the final is better, because it’s realistic. HL2 was the most real-feeling game I had ever played to that point.

>> No.9258843

>>9257441
My point is that 3D rendered things can be rendered at higher resolutions while image backgrounds can only be upscaled. Games with prerendered backgrounds tend to look much worse due to this since you get crisp 3D models on top of blurry backgrounds. The N64 did use prerendered backgrounds at times (like OOT for some locations, or some games had them for skyboxes to give worlds more depth to them) but because they couldn't fill cartriges with tons of images it meant they had to render more things, which actually often makes them look better these days if you render them at higher resolutions than games that liberally used prerendered backgrounds.

Of course that size limitation also often resulted in the texture quality of N64 games being worse than games on the PS1.

>> No.9258853

>>9258394
Nice xml file, fag.

>> No.9259112

>>9258853
there you go you fucking worthless nigger
https://iwataasks.nintendo.com/interviews/3ds/zelda-ocarina-of-time/1/7/
Koizumi
My wife said, "All of Nintendo's characters have funny noses. Don't you have any handsome ones?" I was shocked.

Iwata
(laughs)

Koizumi
Then when we were making The Legend of Zelda: Ocarina of Time, I was in charge of Link's character design, so I made him a little better-looking.

Aonuma
Huh? So Link is your wife's type?

Koizumi
Yes. (firmly)

Everyone
(laughs)

Iwata
The truth comes out 13 years later. (laughs)

Koizumi
I cut back on his sideburns and made his nose a little stronger.

>> No.9259141
File: 9 KB, 243x233, Whale[1].png [View same] [iqdb] [saucenao] [google]
9259141

>>9257405
It's brown

>> No.9259172

>>9258789
The Zelda 2 manga is even wackier, that's the origin of Link's pink hair in ALttP apparently.

>> No.9259175
File: 21 KB, 400x351, shield.jpg [View same] [iqdb] [saucenao] [google]
9259175

>>9259141
Nigga, that's not brown.

>> No.9259194
File: 308 KB, 336x591, Link-Pondering.png [View same] [iqdb] [saucenao] [google]
9259194

>>9259175
>literally the same color as his sleeves
what did she mean by this?

>> No.9259231

>>9252448
honestly it's amazing how many games got fucked over by the 64DD failing

>> No.9259236

>>9258789
It fascinates me how many video games have obscure manga adaptations that are actually pretty good.

>> No.9259245

>>9259236
I like that one Metroid one where Samus is the most shoujo looking heroine around and she has a sword.

>> No.9259246

>>9259245
Yeah there's lots of really weird Metroid manga, which I always found strange considering how poorly the series did in Japan.

>> No.9259262

>>9259194
Are you dumb? It's clearly not the same color in this>>9259175

>> No.9259275

Pink hair Link is the only true Link

>> No.9259347

>>9259194
calibrate your monitor, bucko

>> No.9259354
File: 127 KB, 250x248, TLoZ_Link_Artwork.png [View same] [iqdb] [saucenao] [google]
9259354

>>9259194
Blonde, this one's literally from the manual.

>> No.9259725
File: 563 KB, 1280x1829, issue 1 page 026.jpg [View same] [iqdb] [saucenao] [google]
9259725

>>9259354
No it's not, it's from Nintendo Power.

>> No.9259731
File: 1.47 MB, 951x1041, latest[1].png [View same] [iqdb] [saucenao] [google]
9259731

>>9259354
>>9259725
And so is this

>> No.9259748

>>9259354
>>9259725
>>9259731
He was brown haired in Zelda 1 and 2, blonde in every other game

>> No.9260572
File: 269 KB, 1366x831, 1366_2000.jpg [View same] [iqdb] [saucenao] [google]
9260572

Art from the cartridge re-release of Zelda 1 in cartridge form.

>> No.9260578

Both versions look like shit, oot was always ugly, especially character faces

>> No.9260591

we wuz elfs and shit

>> No.9260763

>>9260572
Hey Darknut... easy on the Bait...

>> No.9260774

>>9249530
I mean, it looks cool in magazines and all that, but the leaked areas from the beta are actually rather disappointing to look at.

>> No.9260790

>>9259172
>The Zelda 2 manga
I wanted to read this but I cannot fucking find it.
Gimme gimme.

>> No.9260794

>>9249530
Why did OoT look and perform worse than Banjo games despite costing over $100 million?

>> No.9260812

>>9260794
oot not only was larger scale then banjo, but came before it iirc

>> No.9260818

>>9249530
It could've been cool, but they changed it for a reason. We have Quest 64, which is basically what Z64 was going to be, visually.

>> No.9260892

>>9260774
I remember being fascinated by pic related back in the day. When the MQ Debug ROM was leaked and was revealed to have beta maps, this was the first one I accessed. It was neat to actually walk around in it, but at the end of the day there's nothing else to it but a door that goes nowhere and never went anywhere. So yeah, you go in, gawk at the neat windows, and that's it.

>> No.9260895
File: 22 KB, 320x240, Link N64 Zelda beta swordfight.jpg [View same] [iqdb] [saucenao] [google]
9260895

>>9260892
fuck me forgot the pic

>> No.9260918

>>9260892
This. Basically every cool looking area was actually devoid of anything and worked more as a proof of concept. The graveyard everyone here is praising is actually in the leak and the geometry is beyond simple and the area is completely bare.

>> No.9260924

>>9260812
BK came out four months before OoT

>> No.9261034

>>9260790
The scanlation sadly isn't complete, but
>https://historyofhyrule.com/index.php?frame=publications/manga_index.php
Here

>> No.9261037

>>9260794
Motion Capture technology and hiring the Toei stuntman to capture stuff for Link was expensive, but also the team was still VERY green.

>> No.9261040

>>9260892
Considering the Stalfos actor is called EnemyTest, the rooms were probably always meant to just be maps to test 3D combat and a rough early idea of what a dungeon/Temple would look like. It sure did look pretty to impress in magazines, which most likely was the other intention. I still hope for an A+B or A+C playable leak, to see how combat changed during development.

>> No.9261086

>>9260794
$12 million actually, but it had 200 people employed for it. That's huge considering Rare only had 40 employees in total, and not remotely every single one of them worked on Banjo.

>> No.9261757

https://youtu.be/P3wI4jlfe8w

>> No.9261830

>>9255989
Soul!!!!!!!!!!

>> No.9261980

>>9261034
Oh geez they barely translated anything. Damn.

>> No.9262707

>>9261980
At the very least the raws are there, hopefully someone will pick it up.

>> No.9264942

>>9255989
It's so beautiful; so perfect.