Sections

True Tales from Localization Hell

COVER STORY: Three veterans of video game translation recount their most harrowing projects.

Interview by Bob Mackey, .

Jeremy Blaustein

Jeremy Blaustein directing voice acting for 2003's Silent Hill 3. (Image courtesy of Wikipedia.
Anyone with a cursory knowledge of video game localization likely knows the name "Jeremy Blaustein." In terms of quality, he was a true pioneer in the mid-'90s, back when an intelligible, literal translation stood as the best you could hope for. Blaustein's work on 1998's Metal Gear Solid—largely considered a turning point in the world of video game localization—successfully moved Hideo Kojima's Hollywood ambitions into the English language, and set a new standard for both voice acting and writing in the medium. Following this project, Blaustein left his mark on the Silent Hill series as both a localization editor and creative contributor with parts 2, 3, and 4, and worked on other notable projects like Valkyrie Profile and Dark Cloud 2.

In 2001, Blaustein would face his greatest challenge as a localizer: Dragon Warrior VII, which would be the series' grand return to America after nearly a decade of absence. This English-language version, however, wouldn't be free of the problems that plagued its Japanese counterpart, which languished in production for nearly five years before its 2000 release. With an unprecedented amount of raw Japanese text in front of him, Blaustein found himself facing creative and technical challenges he never encountered before—and without our modern tools and processes to aid him.

USgamer: Were you aware of the history of Dragon Quest VII? Because I believe it had been in development for maybe five years, which was kind of strange for a game of that era.

JB: No. Simply put, I didn’t know anything, nor had I played any Dragon Quest or Dragon Warrior [games]. So I had no knowledge of anything that was going on—beyond [individual] scenes. I did not know the series. I was just approached by the American contact point, because I had done Valkyrie Profile, and I had done voice over direction, translation and the VO. And they were very happy with it.

We didn’t even have the word "localization," and the whole idea of localization was an afterthought... For example, R&D teams, as you know or can imagine, have a development schedule. They work on a game. When a game’s done, they put everything down and they take a vacation, and then they get onto their next project. But there’s no time in there for, "OK, let’s deal with the localization." The Japanese developers [are] only thinking about their own market.

So, and then when [the Japanese developer] started [working] again, the teams would be mixed up. Different people would be assigned to different projects, completely busy with them, and their bosses wouldn’t want you bothering them about a previous game, because now they’re on a new project. So, yeah, no answers, no help, no organization, no idea what’s going on. And from my perspective, it’s just, "OK, here’s the text, it’s coming in in these enormous batches."

USg: Yeah, I was going to ask if you knew what a gargantuan game this was shaping up to be, because it felt like they were just adding content to it to make up for the fact that it was delayed for so long.

JB: I became aware of the size of it early on, and yeah, I panicked, frankly. I thought, well, my God, how could I possibly deal with this? I approached a friend of mine who was a programmer. I was living in western Massachusetts, and I knew this guy, he’d gone to Princeton and he was a programmer. Very smart guy, very weird guy, built his own house. And, he saw it as a technical problem. Basically, I said to him, "I just don’t know how I can literally manage this, because there’s so much text and so many files that even to take the time to understand the structure of the files [seems impossible]” which is a very important thing to understand, as you can imagine.

The original English-language localization of Dragon Quest VII, released in America in 2001 as "Dragon Warrior VII." (Image courtesy of MobyGames.)

Some files are going to be menu things, some files are going to be spells, and some will be items, and some will be dialogue, and some will be divided into chapters. There are different ways the text files will be organized, but without first having a firm grasp of what this organization of these massive numbers of files are, you can’t figure out a smart way to approach it.

What we wound up doing was creating our own translation tool. They have a computer-assisted translation tools, now, that everyone uses, Trados or memoQ, these kinds of things. But, you can imagine if you have five, or ten, or fifteen, or even twenty translators all doing something, to make sure that they’re all doing things the same way and correctly... [A]nd even just the process of delivering and receiving the assets and managing them, maintaining them, it’s an unmanageable headache at that scale. The scale is just ridiculous.

So, anyway, he began to build this platform, and we formed a company called Wordbox. Wordbox was the name of our software, as well, this tool that we built, and it put everything online, so all the translators could work at the same time seeing the assets online. We built in glossary functions, so we built a glossary as we go. All these tools that are now accepted as a regular part of the computer-assisted translation tool process. You’ll see all these things, we basically built those without really knowing—Trados existed at the time, but it wasn’t online.

This article may contain links to online retail stores. If you click on one and buy the product we may receive a small commission. For more information, go here.

Comments 29

  • Avatar for colesabin #1 colesabin 2 years ago
    Great article Bob!
    Sign in to Reply
  • Avatar for kidgorilla #2 kidgorilla 2 years ago
    This is so great
    Sign in to Reply
  • Avatar for grappler51 #3 grappler51 2 years ago
    Fascinating article, thanks Bob! I love these in-depth looks at little known areas of the games industry.
    Sign in to Reply
  • Avatar for TheWildCard #4 TheWildCard 2 years ago
    Great article Bob!

    That stuff about the laughing scene is so great.Edited August 2016 by TheWildCard
    Sign in to Reply
  • Avatar for Ricolas #5 Ricolas 2 years ago
    Jeremy just accidentally triggered some PTSD. This is going to sound a little negative, but it really isn't. The whole thing is just a product of the times, with pre-merger Enix (rightfully) not really caring about the project while a few lifelong DQ fans at Enix America doing the best with what they had to work with to get the game out.

    The text had all been translated very roughly, and then a small team divvied it up and gave it a few passes, with regular trips to Japanese-fluent people in the office trying to figure out what some of the lines were really supposed to mean. This was long before the days of Dragon Quest having a strong American style guide, but we all knew Dragon Quest dialogue had a much more comedic tone than had come across in the NES localizations of 1-4. It was kind of jointly decided to try and bridge the gap, by creating a serious world with a high level of peasant education but where people tended to be pessimistic and snarky.

    As many of you know and many of you will find out when it rereleases (so excited for that!) you do NOT progress through the timeline linearly, which definitely made for a lot of errors that could only be caught in playtesting. Some of those problems, or similar ones, still made it into the release version as we'd send big spreadsheets of corrections back to Japan which would not always be accurately entered.

    My favorite problem, though, was hardware-based. As bad as the DQ7 graphics looked at the time, they actually put some pretty tremendous strain on the PSX because of how free the camera rotation was in most areas. There were a few areas of the game where the game would completely hardlock and black screen, and it turned out that the size difference between the Japanese and English texts pushed the area above the amount of RAM the system had, so the knife had to fall pretty heavily.

    With the intro and gameplay tuning and following the series' new style guide, I think people are going to really get into DQ7. The island vignettes and how they eventually all fit make for my favorite story in all the DQ games and the reduced grinding and cleaner localization ought to make it easier for everyone to piece together.
    Sign in to Reply
  • Avatar for Macuelos #6 Macuelos 2 years ago
    What a great cover story to read. It's always interesting to see what goes into making a game, or in this case, making a game into a localised game.

    These are all great topics in the translation - MOTHER 3 in particular is a nice one, because it hasn't got an official translation (yet). The "amateur" scene, even if they are professionals, have to work harder to get their translations into the game. Have to say, though, did not expect the Dragon Warrior VII translation to require this kind of breaking the game down, being an official translation.

    While I understand it's hard to get people to share their time and memories for articles such as these, some other game localisations I would have loved to read about are Ace Attorney Investigations 2 (Gyakuten Kenji 2), Bahamut Lagoon, and Seiken Densetsu 3 (Secret of Mana 2).
    From what I understand of SD3, the entire game was compressed in such a way that the translators had to break the game open completely to even begin gathering the text they wanted to translate. Bahamut Lagoon, I think, had some strange magic system that changed depending on the Japanese symbols you put in there? To translate that, with all the different combinations possible, must have been a real challenge.

    I guess these are all fan translations, though, because the stories for fan localisations are maybe more "out there", in terms of publicity? Games with official translations often don't really put emphasis on the translation woes, I suppose. Definitely interesting, though. The Bravely Second panel at PAX dealt with it a bit, I think...

    Hope to see a part 2 of True Tales from Localisation Hell!
    Sign in to Reply
  • Avatar for nadiaoxford #7 nadiaoxford 2 years ago
    @Ricolas Wow! And here I thought the "too much text, too little space" problem was utterly eliminated when we switched from cartridges to CDs! Then again, with a game as massive as DQ VII...
    Sign in to Reply
  • Avatar for seejamsrun #8 seejamsrun 2 years ago
    These are great interviews, Bob. As someone really looking to get into localization this entire article was incredibly illuminating and helpful.
    Sign in to Reply
  • Avatar for Ricolas #9 Ricolas 2 years ago
    @nadiaoxford My favorite DQ7 comparison is BoF3, which of course looks a lot better, but look at how little you can rotate the camera vs. DQ7's mostly-360 rotation. The PlayStation only had 2MB of system RAM, plus some extra in the GPU, so without being able to actually change what the engine was loading it was pretty easy to accidentally max it out.
    Sign in to Reply
  • Avatar for jeremy.parish #10 jeremy.parish 2 years ago
    @nadiaoxford The problem with CD-based systems wasn't storage memory but dynamic memory (RAM). With those slow old drives you basically had to dump everything into RAM at once or else you'd have awful load times in the middle of events while the game looked for and swapped in new info. That's why you had such long battle transitions in RPGs. It's also why Chrono Trigger on PS1 was a mess; the game used an emulator that perfectly fit within the hardware's RAM space in Japanese, so it ran fine. But the English text wasn't as compact, so it introduced tons of load time that wasn't accounted for in the original JP release.
    Sign in to Reply
  • Avatar for SargeSmash #11 SargeSmash 2 years ago
    @Hoolo : I haven't played much Bahamut Lagoon, but the one with the crazy magic system that had to be reworked was Treasure of the Rudras. An excellent game, I might add!

    I remember all the issues folks had in the early days with Seiken Densetsu 3 and the like, and I have tremendous respect for the folks in the fan-translation community. Playing games we missed out on back in the day is awesome!
    Sign in to Reply
  • Avatar for Thad #12 Thad 2 years ago
    I think this is the best piece USGamer has ever done; kudos.

    @nimzy: Literal translations are just so stilted, and of course there's a list of cliches that just make me want to bang my head against the wall. "You're -- [character's name]!" "I will not forgive you." English speakers don't talk like that! It's fucking distracting!

    I've even seen anime that used the phrase "Please take care of me." That is a weird damn thing to say to somebody in English; the translation should be "Nice to meet you" or similar. No, it doesn't have the same literal meaning, but that's not the point; the point is that it's a traditional greeting given to a person you've just been introduced to.

    Of course, some games are so fundamentally steeped in Japanese culture that some amount of foreign phrasing is reasonable and desirable; Persona is a good example.

    @Ricolas: Always a pleasure to hear stories from the trenches; thanks for sharing.


    (Edited for linebreaks.) Edited August 2016 by Thad
    Sign in to Reply
  • Avatar for Macuelos #13 Macuelos 2 years ago
    @SargeSmash I knew it was one of those late Square RPGs (haven't played either yet). Those people really did a bang-up job without developer input as to how the games work.
    Sign in to Reply
  • Avatar for tigergt33 #14 tigergt33 2 years ago
    Great piece Bob ! Whether it brings positive or negative discourse, it's always fascinating to read the behind-the-scenes challenges of localization.

    Out of curiosity, does anybody know who is in charge of localization duties for the DQ7 3DS remake ?
    Sign in to Reply
  • Avatar for cldmstrsn #15 cldmstrsn 2 years ago
    @nimzy Shaka
    When the walls fell

    Edited 2 times. Last edited August 2016 by cldmstrsn
    Sign in to Reply
  • Avatar for kevinbowyer34 #16 kevinbowyer34 2 years ago
    Terrific article. I enjoyed the translationd of DW VII so kudos to Jeremy B. for all the hard work. One of my favorite games of all time.
    Sign in to Reply
  • Avatar for Timotribal #17 Timotribal 2 years ago
    Great read. DQ7 was huge. Never made it to the end.
    Sign in to Reply
  • Avatar for Kadrom #18 Kadrom 2 years ago
    Fantastic article. I recommend the 8-4 podcast episodes where they interview Jeremy B. and Richard Honeywood as companions to this read.

    Re: the localization is censorship debate--I agree with the takes that the localizers had but I think there is still some nuance to the discussion. I 100% agree that the "all translation is censorship" crowd who wants to leave keikaku untranslated are off base. I agree that localization is more about intent/spirit of the content. But I also think some games like Tokyo Mirage Sessions lost some of their original intent in sacrifice to western sensibilities, akin to taking crucifixes out of NES games. But some are just mad because their anime bikinis are gone. Like I said... there's some nuance.
    Sign in to Reply
  • Avatar for softserve #19 softserve 2 years ago
    @Thad One thing that drives me nuts in particular is proper names versus pronouns. I don't know Japanese, I can only assume in the original text perhaps the character is literally saying "Oh, Softserve is looking at me" --. But it's absolutely bizarre in the context of the dialog a lot of the time, particularly when Softserve is also the person they're saying that to directly.

    You don't get as much of "he" or "she" or "they (I'm wondering if the one quote in this article about the context of Grandma's item is exactly this problem?). It always makes the translation seem shoddy to me, though, when seemingly no attempt is made to address it. A good example of this in recent times was Trillion or Sword Art Online: Hollow Fragment for Vita.
    Sign in to Reply
  • Avatar for Thad #20 Thad 2 years ago
    @softserve Yeah, great example. The Sky Render fan translation of FF6 is often used as the gold standard of joyless weeaboo literal translations, and Relm constantly referring to herself in the third person was a particularly grating tic.

    Though usually the third person awkwardness isn't in place of first person, but second. It's been over a decade since I took Japanese, but IIRC their equivalent of the word "you" is only used in intimate relationships.

    But pronouns in general are less common in Japanese than English. You're right that that's what the "Grandma's dish" example was getting at.
    Sign in to Reply
  • Avatar for ShadowTheSecond #21 ShadowTheSecond 2 years ago
    The header art is pretty great--congrats to Nick Daniel on that! So is the article, of course.Edited August 2016 by ShadowTheSecond
    Sign in to Reply
  • Avatar for kevinbowyer34 #22 kevinbowyer34 2 years ago
    @cldmstrsn my roommate has a cafe press tshirt of that image. This is only the 2nd time i have seen it in the wild.
    Sign in to Reply
  • Avatar for moochan #23 moochan 2 years ago
    @Kadrom That's my take on localization. It's one of those "maybe they went a bit too far" argument. I say let the localizers do what they do but there is something to be said that there a time to be creative and a time to be more literal.

    Speaking of Dragon Quest personally I hate Dragon Quest 4 DS localization. The accents were both unneeded and honestly stopped me from continuing the game. And removal of the Party Chat doesn't help. And while they have toned it down them keeping the accents in all the other Dragon Quest games doesn't really make me all that happy.
    Sign in to Reply
  • Avatar for Kadrom #24 Kadrom 2 years ago
    @moochan I personally found the accents kind of endearing, or at least more personable than the Olde English they used in the NES games. I know Richard Honeywood did the translation for both Chrono Cross and DQIV, and in Chrono Cross giving all the characters their accents was Honeywood's solution to translating the various Japanese dialects the characters all used. I'm not sure if DQIV had the same thing going in the original text or if that was just his creative choice, but he ended up writing the style manual for the series so it has persisted.

    I ended up playing DQIV on iOS/Android tablet which was a bit awkward, but they added the party chat back into the game which made it the definitive version for me.
    Sign in to Reply
  • Avatar for moochan #25 moochan 2 years ago
    @Kadrom Sadly I just can't play mobile games. The lack of actual buttons stop me from enjoying them. I get that a good number of people enjoy them but DQ4DS just frustrated me. DQ5, 6, and 9 was fine for me since the accents wasn't that heavy. Guess I'm someone that doesn't really enjoy accents in text. Always hated reading Hagrid parts in Harry Potter because of it.
    Sign in to Reply
  • Avatar for mnicolai #26 mnicolai 2 years ago
    @Ricolas The thing about DQVII that I always feel compelled to remind people of is that the load times between screens were imperceptible. People say it looks like a SNES game, and unlike it's prettier PS1 contemporaries, it played like one as well.

    Mr. Mackey, great read, thank you. Edited August 2016 by mnicolai
    Sign in to Reply
  • Avatar for docexe #27 docexe 2 years ago
    This was a fantastic article. It’s always great to get this kind of insight on the “behind the scenes”.

    And not going to lie, learning about all the work and challenges that take place during the localization process is part of the reason why I have taken a more nuanced view on it in the past few years, rather than what you could call... well, the “standard online weeaboo pedantry” of my early twenties.
    Sign in to Reply
  • Avatar for riderkicker #28 riderkicker 2 years ago
    @Ricolas Oh wow. It just sounds like DQ7 was a hallmark of inefficient game design! We should be lucky it didn't destroy many a PS1 with the burden it placed despite its "simplistic" exterior.
    Sign in to Reply
  • Avatar for almasdar #29 almasdar A year ago
    What a great cover story to read. It's always interesting to see what goes into making a game, or in this case, making a game into a localised game.

    These are all great topics in the translation - MOTHER 3 in particular is a nice one, because it hasn't got an official translation (yet). The "amateur" scene, even if they are professionals, have to work harder to get their translations into the game. Have to say, though, did not expect the Dragon Warrior VII translation to require this kind of breaking the game down, being an official translation.

    While I understand it's hard to get people to share their time and memories for articles such as these, some other game localisations I would have loved to read about are Ace Attorney Investigations 2 (Gyakuten Kenji 2), Bahamut Lagoon, and Seiken Densetsu 3 (Secret of Mana 2).
    From what I understand of SD3, the entire game was compressed in such a way that the translators had to break the game open completely to even begin gathering the text they wanted to translate. Bahamut Lagoon, I think, had some strange magic system that changed depending on the Japanese symbols you put in there? To translate that, with all the different combinations possible, must have been a real challenge.

    I guess these are all fan translations, though, because the stories for fan localisations are maybe more "out there", in terms of publicity? Games with official translations often don't really put emphasis on the translation woes, I suppose. Definitely interesting, though. The Bravely Second panel at PAX dealt with it a bit, I think...

    Hope to see a part 2 of True Tales from Localisation Hell!http://tourisminturkey.net/

    السياحة في تركيا

    http://tourisminturkey.net/category/service/

    خدمات في تركيا

    http://tourisminturkey.net/category/property/

    عقارات في تركيا

    http://tourisminturkey.net/%D8%A7%D9%84%D8%A7%D8%B3%D9%88%D8%A7%D9%82-%D9%81%D9%8A-%D8%A7%D8%B3%D8%B7%D9%86%D8%A8%D9%88%D9%84/

    الاسواق في اسطنبول

    http://tourisminturkey.net/%D8%AC%D8%B2%D9%8A%D8%B1%D8%A9-%D8%A7%D9%84%D8%A7%D9%85%D9%8A%D8%B1%D8%A7%D8%AA/

    جزر الاميرات في اسطنبول

    http://tourisminturkey.net/%D8%A7%D9%84%D8%B3%D9%81%D8%B1-%D8%A7%D9%84%D9%8A-%D8%AA%D8%B1%D9%83%D9%8A%D8%A7/

    السفر الى تركيا

    http://tourisminturkey.net/%D8%A8%D8%B1%D9%86%D8%A7%D9%85%D8%AC-%D8%B3%D9%8A%D8%A7%D8%AD%D9%8A-%D9%81%D9%8A-%D8%A7%D8%B3%D8%B7%D9%86%D8%A8%D9%88%D9%84/

    برنامج سياحي في اسطنبول

    http://tourisminturkey.net/%D8%B1%D8%AD%D9%84%D8%A7%D8%AA-%D8%A8%D9%88%D8%B1%D8%B5%D8%A9-%D9%81%D9%8A-%D8%AA%D8%B1%D9%83%D9%8A%D8%A7/

    رحلات بورصة في تركيا

    http://tourisminturkey.net/%D8%A7%D9%86%D8%B7%D8%A7%D9%84%D9%8A%D8%A7-%D8%AA%D8%B1%D9%83%D9%8A%D8%A7/

    السياحة في انطاليا

    http://tourisminturkey.net/%D8%A8%D8%B1%D9%86%D8%A7%D9%85%D8%AC-%D8%B3%D9%8A%D8%A7%D8%AD%D9%8A-%D9%81%D9%8A-%D8%AA%D8%B1%D9%83%D9%8A%D8%A7/

    برنامج سياحي في تركيا

    http://tourisminturkey.net/%D8%AF%D9%88%D9%84%D8%A9-%D8%AA%D8%B1%D9%83%D9%8A%D8%A7-%D9%88%D8%A7%D9%87%D9%85-%D8%A7%D9%84%D9%85%D8%AF%D9%86-%D8%A7%D9%84%D9%85%D9%88%D8%AC%D9%88%D8%AF%D8%A9-%D9%81%D9%8A-%D8%AA%D8%B1%D9%83%D9%8A/

    دولة تركيا

    http://tourisminturkey.net/%D8%B4%D8%A7%D8%B1%D8%B9-%D8%A7%D9%84%D8%A7%D8%B3%D8%AA%D9%82%D9%84%D8%A7%D9%84-%D8%AA%D8%B1%D9%83%D9%8A%D8%A7/

    شارع الاستقلال في تركيا

    http://tourisminturkey.net/%D8%B4%D9%87%D8%B1-%D8%A7%D9%84%D8%B9%D8%B3%D9%84-%D9%81%D9%8A-%D8%AA%D8%B1%D9%83%D9%8A%D8%A7/

    شهر العسل في تركيا

    http://trabzontrip.com/

    السياحة في طربون

    http://trabzontrip.com/%D8%B1%D8%AD%D9%84%D8%AA%D9%8A-%D8%A7%D9%84%D9%89-%D8%B7%D8%B1%D8%A7%D8%A8%D8%B2%D9%88%D9%86.html

    اماكن سياحية في طرابزون

    http://trabzontrip.com/%D8%A7%D9%88%D8%B2%D9%86%D8%AC%D9%88%D9%84-%D8%AA%D8%B1%D9%83%D9%8A%D8%A7.html

    الاماكن السياحية في اوزنجول

    افضل فندق في اوزنجول

    http://trabzontrip.com/%D8%B7%D8%B1%D8%A7%D8%A8%D8%B2%D9%88%D9%86-%D8%AA%D8%B1%D9%83%D9%8A%D8%A7.html

    السياحة في طرابزون تركيا

    http://trabzontrip.com/%D8%A7%D9%8A%D9%86-%D8%AA%D9%82%D8%B9-%D8%B7%D8%B1%D8%A7%D8%A8%D8%B2%D9%88%D9%86.html

    اين تقع طرابزون

    http://trabzontrip.com/%D8%A7%D9%84%D8%B3%D9%8A%D8%A7%D8%AD%D8%A9-%D9%81%D9%8A-%D8%AA%D8%B1%D9%83%D9%8A%D8%A7.html

    السياحة في تركيا اسطنبول

    http://trabzontrip.com/%D8%A7%D9%84%D8%B3%D9%8A%D8%A7%D8%AD%D8%A9-%D9%81%D9%8A-%D8%A7%D9%88%D8%B2%D9%86%D8%AC%D9%88%D9%84.html

    السياحة في اوزنجول

    http://trabzontrip.com/%D9%85%D9%86%D8%A7%D8%B7%D9%82-%D8%B3%D9%8A%D8%A7%D8%AD%D9%8A%D8%A9-%D9%81%D9%8A-%D8%AA%D8%B1%D9%83%D9%8A%D8%A7.html

    مناطق سياحية في تركيا

    http://trabzontrip.com/%D8%A7%D9%84%D8%B3%D9%8A%D8%A7%D8%AD%D8%A9-%D9%81%D9%8A-%D8%B7%D8%B1%D8%A7%D8%A8%D8%B2%D9%88%D9%86.html

    افضل الاماكن السياحية في طرابزون

    http://trabzontrip.com/%D8%A7%D8%AC%D9%85%D9%84-%D9%85%D9%86%D8%A7%D8%B7%D9%82-%D8%AA%D8%B1%D9%83%D9%8A%D8%A7.html

    اجمل مناطق تركيا السياحية

    http://trabzontrip.com/category/tourism

    مناطق سياحية في طربون

    http://trabzontrip.com/category/service

    خدمات في طربون

    العاب بنات سهلة وبسيطة العبها الان في موقع العاب بنات فلاش اون لاين جديدة 2017

    http://al3abbanat.info/

    العاب بنات سهلة وبسيطة العبها الان في موقع العاب بنات فلاش اون لاين جديدة 2017

    http://al3abbanat.info/cat-10.html

    العاب طبخ Cooking Games العاب فلاش طبخ اون لاين 2017 من موقع العابك مجموعة كبيرة من العاب الطبخ سهلة للبنات فقط 2017 العاب طبخ بدون تحميل اون لاين 2017

    http://al3abbanat.info/cat-2.html

    العاب بنات افضل مجموعة من العاب البنات فلاش اون لاين 2017 العاب بنات جديدة 2017 العاب بنات من موقع العابك العاب فلاش 2017

    http://al3abbanat.info/cat-8.html

    العاب تلبيس من موقع العابك للبنات والاطفال الصغار اجمل العاب تلبيس 2017 سهلة مجموعة منوعة من العاب تلبيس بنات 2017
    Sign in to Reply

Comments

Close