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Mr. M. J. Stockley "M STOCK" (UK)

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Nintendo GameCube Controller Super Smash Bros Edition (Nintendo Wii U)
Nintendo GameCube Controller Super Smash Bros Edition (Nintendo Wii U)
Offered by The Outlet Shop
Price: £29.71

2 of 2 people found the following review helpful
4.0 out of 5 stars Almost perfect...., 23 Mar. 2015
Verified Purchase(What is this?)
I like many others was incredibly excited when I heard certain copies of Smash Bros 4 would come packaged with an adapter to use Gamecube controllers, so there was only one option; buy a Gamecube controller to go with it. Nintendo thankfully has cashed in on this idea by releasing a new controller for a new generation of gamers, but to appeal to the Smasher of old as well.

In terms of design it is a perfect copy of the original GC controller released over a decade ago with a few differences, some more noticeable than others. Aesthetically the most obvious is the new Smash logo on the front, a simple but nice touch. Another more purposeful touch is a longer cable, far longer than the original controller. This is fantastic for many of us who have bigger televisions or just want to sit further from the screen, it gives the player a choice on how far they want to game from. The final change is a little bit more sinister and it's all to do with the triggers (L- R buttons). I have two of these controllers and both have had the right trigger suffer from click stiffness after about a month's playtime and this is quite a large detriment to high level players as it sometimes effects the response time of the click input. I've heard this has something to do with a lack of a "metal bar" in the new controllers internal components, probably to save on production costs. This is a shame because otherwise this is a fantastic controller.

Overall the controller is a nice edition to a Smash player's library, but those who demand more from their game level should be wary of the shoulder buttons. It will effect everything from your shield responses to teching, air dodging and spot dodging. If you can find a cheap gamecube original controller and are looking to be a competitve Smasher I'd choose that first.

Sonic Generations - Collector's Edition (Xbox 360)
Sonic Generations - Collector's Edition (Xbox 360)

4.0 out of 5 stars How to celebrate 20 years in style., 2 Dec. 2011
Sonic Generations is a game that celebrates 20 years in the most curious and fabulous of ways. While most game developers would be content to produce a remake of a classic game or bundle a collection of them together Generations offers a brand new game that commemorates his history in style.

The presentation as expected, is fantastic. The character models are typical Sega high quality and seeing the series take a jab at itself from time to time; "can't be weirder than genies in bottles and saving aliens on other planets" (vague quote) is hilarious. The music is obviously a large love letter to the fans of the series, retro and modern with remixes of Sonic music throughout the ages. The option to select which music you want in levels is a simple addition but playing your favourite Sonic tune on those cursed levels can make you forget the faults surprisingly easily. Nostalgia is a powerful thing.

The levels in question could probably be better appreicated if the game engine and controls were build around them more effectivly; something that is particually apparent during the later Modern Sonic stages. When Sonic has his green contacts in place you can expect fast paced boosting reminisent of Colours and Unleashed, side stepping and grinding. The problem is is that the game often has to remind us it's a platformer and thus ill advised 3D platforming is spawned. The control and weight of the character is so focused on moving foward that slowing down and trying to jump and navigate small platforms is a recipe for frustration; Sonic's turning circle is so wide and is jumps so light that precision platforming was an unwanted and frankly unnecessary addition. In the later half of the game where a single jump or miss-timed step can plumet you into lava or more often into a bottomless abyss controls should not be something to worry about. Controls also effect Classic Sonic to a more limited but still frustrating degree.

Classic Sonic suffers a bit from minimal weight and traction problems; swearing caused by landing on a tight edge and still moving foward a bit right into some spikes is higher then I wanted; a case of too easily obtained speed and momentum ending in disaster. Platforming is still tighter and more satisfying than Modern Sonic but the attempted replication of the Megadrive games perfect weight and controls has not been achieved: if that was Sega's intention.

If the review is sounding overly negative then let it be known that most of these criticisms are labelled at the later part of the game. The ealier levels subtly hide the problems of controls behind a safety net of fresh ground to fall on should you miss a jump and Modern Sonic sticks to speed based running and timely homing attacks. It's not until Crisis City that these safety nets are swept away quite brutally. It's ironically as if Sega had unwillingly revealed the game's flaws in an attempt to make the game more difficult.

It's unfortunate that instead of increasing the level count and the variety within each we are instead offered challenge modes that though largely optional are also partly needed to progress through the game. A few offer an interesting spin on the traditional gameplay but many simply serve to reveal control flaws to an unfair and uneeded extent. Modern Sonic is unfairly exploited here as many challenges slow down him down to roam in 3D and demanding turns and curves that he can't just make on a dime; just so Knuckles can dig up some bloody coins for example.

When the game plays in a flowing and forgiving manner most apparent in the first three stages but still in spurts in the latter levels then moments of brilliance are there to excite. Classic Sonic bouncing off mulitple enemies to reach higher platforms in a feat of dexterity and skill is pure satisfaction while running down the side of a building as police cars chase you as Modern Sonic are a couple of beautiful moments that capture the spirit of the game perfectly. If moments like these were more plentiful and not bogged down by odd level choices and controls the game would not just be "a great Sonic game" but also a fantastic game in it's own right.

The bosses are a mixed bag but many add their own frustrating wringle to the game. The rival [sub]bosses are generally fun for their simplicity and easy to understand patterns but still require good timing. This is excluding Silver who, while offering very imaginative attack patterns offers no hint on how to really attack him; "oh, so I was supposed to homing attack the imposing telekinised and oddly distant looking cars!" The true bosses are accessed by obtaining 3 keys which in turn have to be obtained by completing a challenge mode per stage. The first boss excluded the other bosses are the familar 'run and attack' that we've grown accustomed to; which is something I find suits Sonic bosses personally. They offer minor frustration but it's the final boss that will truely test players patience. A typical Super Sonic fight in space (more or less) but the method by which to win is made to feel complex and convoluted due to Sonic's uneeded attack and movement mechanics which with the environment disguise the true method; just fly into his chest people.

The moments of sheer fun, sometimes brilliance offered by the first half of the game in particular save it from the average but the developers odd desire to place Sonic in a world often not designed for the niche game engine stops the game from being truely great. Sonic Generations is another example of Sega stopped short of true greatness due to some ill advised design choices and though this is shame this is still a fine tribute to two decades of the blue blur.

Sonic Generations (Nintendo 3DS)
Sonic Generations (Nintendo 3DS)
Offered by eoutlet-uk
Price: £16.99

8 of 13 people found the following review helpful
3.0 out of 5 stars Rushed to the starting grid., 2 Dec. 2011
If Sonic Generations on the consoles is being praised in a large part due to the superlative presentation values what would happen if those points were swept away? You'd probably be left with something like the 3DS version. When a secondary game tries to mimic the cutscenes of it's bigger brother with character dialogue boxes and poorly animated (if animated at all) character models the immediate feeling that you've bought an inferior product becomes apparent. This is only further proved when you start playing.

The first three levels, when played as Classic Sonic are cut and paste of the original game levels; if there was any differences apparent they were so small as to not matter. It feels insulting. This is not helped by controls and character weight that makes transferring these environments a chore. Flip over to Modern Sonic and the levels feel influenced rather than copyed but this doesn't stop some irksome level design; boost at the start of Green Hill with finger shifting the control stick foward? Sorry you just crashed into a robot hovering in the air. Didn't boost on that to those jump rings on Emerald Coast? Sorry you just fell into a bottomless abyss. This type of punishing gameplay is also becomes further present in later classic levels too. Instead of rewarding the player for experiementing with different routes or doing instictive movements, the game often punishes you. Stupid bottemless pits anyone?

Complete both acts and you gain access to the special stage for a chance to earn a Chaos Emerald. These take the form of Sonic Heroes style races down a linear tunnel where you attempt to catch the Emerald before it reaches the goal. Collecting orbs and balloons gives you boost needed to collect the goods while you dodge bombs which stop your movement. The problem is that you often are traveling too fast to see bombs in time, especially on later stages where bombs can be placed erratically. To combensate the Emerald moves alarmingly slow meaning you'll always catch it. The result is that you feel frustrated from play and cheated when you catch the Emerald. You didn't earn it, you were given it.

Once you've completed all the stages in an era (classic, dreamcast and modern respectivly) you get the chance to play against your rival and boss. The rival encounters take the form of side-scrolling races in a similar manner to Sonic CD's Metal Sonic race except the levels aren't creative or engaging with the Shadow race being particually appalling. The angst hedgehog has a dendency to boost through you just when you land from a jump and once ahead will pelt you with chaos spears; logic would tell you to jump over them but try and he'll aim them at an uncanny accurate angle.

The full bosses vary from mildly enjoyable to frustrating affairs. The final boss is the most insipid. The Time Eater actually feels better then the console version at first, only because there's less confusing imagery and the controls a less sluggish. It's still surprisingly mundance because the attack patterns are easy to dodge and drawn out; until you get him to his last 3 bars of health. It's as if the developer realised how easy it was and thus in the 3D section the boss starts launching clocks where you have to weave between the hands; the controls which were great for making large, sweeping movements to collect rings are too cumbersome to confidently weave through the moving clock hands. There's nothing more frustrating then getting knocked back by the clock attack at point blank because you couldn't see it and having it repeat the process. It's simply not fun.

The game condenses it's gameplay into a mere 7 levels (14 acts) which are quickly completed. Missions are unlocked throughout the game and include speed runs and enemy destruction but don't hide the base problems at all. It's poorly executed game extention when you actually have to buy the majority of missions.

Sonic Generations 3DS takes all the frustrating points from it's console brother and amplifies them but lacks the presentation to hide behind. If punishes and misleads the player with confusing level design and cumbersome controls. Play the console versions instead as it's clearly the superior version.
Comment Comments (4) | Permalink | Most recent comment: Jan 27, 2012 1:41 PM GMT

The Legend of Zelda: Ocarina of Time 3D (Nintendo 3DS)
The Legend of Zelda: Ocarina of Time 3D (Nintendo 3DS)
Offered by Game_Front
Price: £21.78

0 of 1 people found the following review helpful
5.0 out of 5 stars Timeless Classic Reborn!, 27 July 2011
If any game series is synonymous with videogame greatness many would point to a certain series by the name of Zelda. If you were to delve a little deeper you'd quickly learn that one game in the franchise is recognised as being one of, if not the greatest game of all time. The Legend of Zelda: Ocarina of Time is to this day revered as a N64 classic, spearheading the 3D adventure genre, becoming the prototype by which future 3D free-roaming games would and still be built upon. Has over 10 years of games rendered the classic obsolete or can it truly stand the test of time?

The first thing you'll notice when you boot up the game and soak up the title screen is how enchanting the soundtrack is. Koji Kondo's composition on the games sound score is simply incredible, switching from mellow and calm to dark and menacing at all the right moments. When enemies close in on you the quick, slightly eerie battle music gets closer as they do, when you roam Lost Woods the pleasant musical sounds echo in growing volume as you get closer to its source. The soundtrack and its use pull you into the environment arguably before the world itself does.

The world itself is remade completely for the 3DS. Textures, characters, effects all receive subtle to large scale changes that really bring the space around you to life. The 3DS can do better but the graphics seemingly aim to change only what is necessary, a cautionary move to please people who own and love the original. Obviously one of the main draws is the 3D graphics and it really is the true showcase for the system. I found myself compelled to play the game on 3D the entire time, the effect bringing the environment into a new dimension.

The game itself is still as fresh and perhaps contemporary today as it was back in 1998. A third person adventure where you progress through the game by exploring dungeons filled with puzzles and solved by wit and an progressive supply of weapons. The famous Z-targeting means weapons can easily be aimed at the enemy you desire and the camera held in place. The 3DS dual screens allow space to be allotted for weapons and items to be stored on the bottom screen for swift access; a simple but great addition to a game which can demand quick weapon changes at times. Gyro control is available for aiming some weapons but is not recommended because it is hard to aim with but this option can easily be turned off.

The story is, essentially the same as any Zelda game template but it's the twist of time travel that sets it apart from its peers. To stop the main antagonist you have to travel through time itself to earn those magical McGuffins to defeat him. Cliché in sense but it takes you through a huge amount of places that change as you travel through time. The colourful inhabitants that you meet as a child perform pivotal plot points that allow you to continue your quest. Simply walking through the game, soaking in the space around you, meeting new and strange locals, and uncovering secrets is an addictive process.

The returning player is also treated to a Master Quest play through of the game where everything is mirrored and the dungeons and enemies harder. It's a shame this isn't available when you initially boot up the game as there are many who've completed the initial game in the N64 that would rather start this first.

It's the perfect combination of music, gameplay and story that make this game truly magical and the first true must play title for the 3DS. The title of Timeless Classic is sealed within this game and it would be foolish to miss if you own Nintendo's underappreciated handheld.

Sonic Colours (Nintendo DS)
Sonic Colours (Nintendo DS)
Offered by Ace Goods Co. Ltd
Price: £14.17

7 of 7 people found the following review helpful
4.0 out of 5 stars A mixed bag of colours, 2 Dec. 2010
If Sonic Colours for the Wii bears gameplay similarities to Sonic Unleashed then it's DS companion may as well be a continuation of the Sonic Rush series. The original Sonic Rush was a largely excellant example of speed based gameplay, augmented with a trick system that gave the player controlled speed boosts. It's sequel, Rush Adventure bogged down the gameplay with adventure sections. Has Colours managed to revitilise the formula?

First impressions are surprisingly dissapointing. The trick system in the Rush which gave boost has been replaced with a wisp that gives limited boost, only increased with more wisps and enemy destruction. This means that boost functions are often too limited so crashing into enemies on running paths due to lack of boost can become common place.

Wisps, the obvious gimmik of the game are a mixed bag. The large majority are well implemented with the drill and lazer being the most fun, the first offering some creative routes via ground and water, the latter offering quick bursts of unstoppable speed. The two main culprits of bad design are the Red Burst and Violet Void wisps which both suffer from unresponsive control which is a shame because they offer intriquing directions to take in the environment.

Cheap defeats and damage are also a running problem, as mentioned earlier. Pit falls, bad enemy placement and spike placement have always been around in some form or another in the Sonic series but Sonic Colours often takes it too far. This is partly due to the multi-tiered levels generated by the wisp mechanic as well as temptations to boost through the air, leading to multiple deaths. The game seems to expect you to know what's happening ahead of you before you can respond to it. The slide feature is often placed in situations where you need to use it to avoid instant death but it's used so sparingly and with little warning that you'll be killed on the spot.

The large amount of the negative critisism on Sonic Colours DS is most apparent on the first playthough. Repeated playthrough gives you time to appreiciate how well many of the levels have been crafted around the wisps. As you aquire new wisp powerups new areas in previous stages become available, opening up some creative game mechanics and generally increasing the flow of gamplay. Once you get to grips with the mechanics of the wisps, going back to some stages can produce utterly joyful experiences. Boosting through several enemies, walljumping off walls to grabbing a Lazer wisp and using it to bounce across a level is exilerating.

The game is also short, with the chaos emeralds being remarkably easy to obtain. Completionists will find replay value in the collection of red rings and added missions, the latter offering some surprisingly challenging objectives.

Overall Sonic Colours (DS) is a flawed but generally fun product. It boasts an interesting new gameplay mechanic via the addition of wisps but is let down by control issues, cheap deaths and some unneeded mechanics.

Sonic The Hedgehog Select Volume 2: v. 2 (Sonic Select)
Sonic The Hedgehog Select Volume 2: v. 2 (Sonic Select)
by Various
Edition: Paperback

3.0 out of 5 stars Could of been more special, 1 Jun. 2009
As some people may be aware of from my priar reviews of the Sonic Archives series I have a real admiration for Patrick Spaziante's (Spaz's) work. It's not just that his drawing skills are leaps and bounds above the other artists in the comic but also that the strips he works on seem to be less comical and more action packed, sometimes deep. It gave me great joy that Spaz makes an appearance in this comic, leading the charge with the superb `Mecha Madness'.

The best reason to buy this book is without a doubt the `Mecha Madness' special. After finally becoming Robotnik's dream robot Sonic has begun to lay waste to Knothole Village and its inhabitants. In desperation Knuckles is mecha-nised by Sally with his free will intact leading to one of the most spectacular showdowns in the series thus far. Expect plenty of thrills, spills and thankfully less corny one liners then other strips. With the entertaining `Knuckles Quest' (Spaz again) is there any other strips worth your time?

Unfortunately the other strips and specials are hardly worth mentioning but for their flaws and setbacks. The `Crash of the Titans' special sees Sonic and Knuckles having another fight for......well really no reason apart from pure fan service ; something that could still hold up for that alone but falls flat on its face. It's a typical bad humour approach with corny sentences like "I 8 [hate] it!" and dialogue that can feel out of character. It doesn't help that the characters have a desperate desire to describe everything they are doing, as if we didn't have eyes to see that Knuckles was kicking Sonic in the face. The art is passable, decent at times but doesn't do the fight between the two characters and eventually their super forms justice.

Other areas of non-interest include the freedom fighters trip to a carnival on the Floating Island (invitations postmarked Robotnik) only to be captured in Robotnik's incredibly brilliant trap. If Knuckles didn't invite you guys wouldn't you suspect it was a trap? This includes the introduction of the Choatix Crew including Vector, Charmy, Espio and Mighty who join up with Knuckles for future `adventures' including games of tag and attack of the poorly designed `Fearsome Foursome'.

It can't be expected for every strip in this comic to be outstanding but I still wanted them to be something special as this is that kind of collection.

Sonic The Hedgehog Select Volume 1 (Sonic Select)
Sonic The Hedgehog Select Volume 1 (Sonic Select)
by Mike Gallagher
Edition: Paperback
Price: £8.99

1 of 9 people found the following review helpful
1.0 out of 5 stars A legend's failure, 27 May 2009
Sonic has been in so many forms that I'm beginning to lose track; computer games, toys, cartoons and of course comic books. After reading the Sonic Archives #10 I was disappointed but felt a glimmer of hope due to Spaz's work and decided to buy both Sonic Select 1 and 2 (see my soon to come review for the latter)to see if these special collections would meet my expectations. Book 1 does not.

The story, the very back-bone of good comics is broken. This is best illustrated in the Sonic Triple Trouble spin off comic strip. This would of been a great opportunity for a grand Sonic adventure based off said game but instead Sonic transfers between all the games zones in 2 pages. Hardly exciting. Naturally the entire comic is also peppered with bad jokes and one liners such as "Hey, moldilocks!" and "your mama". Can you imagine Knuckles saying "your mama"? Thought not.

The cover and cover inserts (provided by Spaz) aside the artwork in this comic is, frankly laughable. Passable at best it is drawn apparently to heighten its 'humorous' nature. The inkers have stuck to basic line work with little to no shadow experimentation. This could have been fixed by colour blending and effects but this book sticks to flat tones. Without the main man Patrick Spaziante the book's artistic flavour is lost.

This is a book I can only recommend for the most die hard of Sonic fans, particularly the younger audience it was seemingly intended for. If you really want to jump into niche Sonic then I recommend the game Sonic Triple Trouble; something the comic advertises quite clearly.
Comment Comment (1) | Permalink | Most recent comment: Dec 2, 2010 12:37 PM GMT

Sonic The Hedgehog - The Movie [DVD]
Sonic The Hedgehog - The Movie [DVD]
Dvd ~ Martin Burke

0 of 1 people found the following review helpful
2.0 out of 5 stars The mis-adventures of Sonic the Hedgehog, 29 April 2009
Sonic the movie was originally two 30 minute OVAs made in Japan and released in the US to capitalise on the release of Sonic Adventure on the Dreamcast. As this is technically an original video animation (or OVA for short) the plot is further removed from the game series.

The premise behind the movie is simple; the evil Robotnik has created his ultimate robot Metal Sonic but for it to be initiated it needs a vital ingredient, Sonic's DNA. Robotnik tricks our hero Sonic into making a daring trip to Robotropolis in order to stop a device that would, if activated destroy the planet with the villain pinning the blame on a robot double-ganger of him.

The movie has, alongside Sonic, Tails and Knuckles movie produced human characters Sarah and her father who is the president of the Land of the Sky. These are possibly the most pointless editions to the movie; the president is barely a president at all and his daughter is the love interest of Sonic; I don't know what Sega has with furry/human relationships but beside that is the fact is that she's an annoying bitch that only serves to add poor comedy slapstick to the film. It doesn't help that EVERY character is miss-cast, voiced poorly and therefore become more unlikeable; don't get me started on the Old Owl.

Those expecting a detailed story with twists and turns will be disappointed as the movie moves along at an unrelenting pace, barely ever stopping for pause or fore-thought. Of course that's what most people want, right? Sonic and Tails rushing against the clock, engaging in epic battles along the way and naturally there are plenty of frantic fights, the main attraction being Sonic vs Metal Sonic. The fights aren't well thought out, seemingly brainless speed sequences in a similar vein to Dragon Ball but without the pacing or great characters.

Overall this is worth a look but don't expect anything thought provoking or great plot ideas. This is simply a selection of enjoyable battle sequences tied together with crude comic slapstick; most of us wouldn't have it any other way.

Anatomy for the Artist
Anatomy for the Artist
by Sarah Simblet
Edition: Hardcover
Price: £19.99

20 of 20 people found the following review helpful
4.0 out of 5 stars An essential study book, 10 April 2009
This review is from: Anatomy for the Artist (Hardcover)
The human body has been constantly seen throughout history as one of the most important artist influences to the modern world. This is perhaps arrogant on the part of human existence but it does highlight one thing; if you want to get noticed in the art world chances are you'll need to brush up on your human anatomy!

I bought this book as a reference for the human body as I have little interest in life drawing classes at my university (bizarre I know). The first thing that strikes you when you open the book is how high the presentation is. Black and white backgrounds contrast perfectly and cut out the figure shapes well which is a must for creating your own renditions on paper. Another great touch is the transparent paper drawings of bones and muscle structure which overlaps onto the figures.

In terms of content this book has over 250 pages of human anatomy photos and drawings. These are divided into specific chapters such as the spine, the head and hands and feet just to name a few. It really covers all the bases of the human body.

If I am to point out fault it is with the books apparent obsession of human perfection. Every single model in this book is pretty much the pinnacle of what human perfection is viewed as in society. You won't find any references for less 'anatomically gifted' individuals. On another note you won't find anatomy of more diverse age groups; most of the models are in their 20's to 40's.

Any arguments against this book are seemingly minor and it does exactly what it sets out to do which is to provide an in-depth look at the human body and all it's details. I highly recommend Anatomy for the Artist for any artists out there in need of a good human reference book. It's almost worth sneaking out of life drawings for.
Comment Comments (4) | Permalink | Most recent comment: Apr 9, 2014 10:37 PM BST

Sonic the Hedgehog Archives Volume 10
Sonic the Hedgehog Archives Volume 10
by Various
Edition: Paperback

5 of 6 people found the following review helpful
3.0 out of 5 stars Sonic for the Fan-kids, 10 April 2009
Sonic the Hedgehog has been having a tough time as of late; a series of recent videogame blunders, a mediocre anime series and a split fan base. Realising this Archie Comics is letting us relive the glory days of Sonic with graphic novels of his past comic adventures, with this being number 10 in the archive collection.

I have pretty much been fed the UK Sonic the Comic all my life and hold it as a fine piece of comic material, so how does the American adventures compare? Well, not that good to be honest. The main problem is that the stories never take themselves seriously even in situations that demand them. What should be tense fight scenes and serious moments become distasteful pieces of dialogue such as "must he go into a Sonic SPIN?" and "beating Knuckles to pulpfiction".

Characters push this comic relief approach to story as well. Robotnik, who in the TV show (which this comic is based on) was a superlative villain comes forth here as more of a clown, plans foiled in ridiculous manners and a Crapmeat robot 'pet' offering redundant dialogue. Nack the Weasel, Amy Rose are examples of characters that are never evolved in this series; bounty hunter and fangirl, flat as cardboard. Thankfully all other characters including Sonic are more memorable.

This immature approach to story even spreads to the art as well. While Pat Spaziante provides the excellent, enticing cover art and engaging 'Race Against the Machine' arc the other artists range from passable to below average; their work lacks flavour and attention to detail that Spaz's work delivers. A shame because the panel layout and text orientation in the majority of strips is excellent.

For its faults this comic collection is still enjoyable and Sonic die-hards will no doubt forgive the bad scripting. It's just a shame that what has been laid out, the setting, characters and plot from the late TV show have been brushed aside for a more humourous approach, in the most childish of ways. Definitely collectable but just as easily replaceable.
Comment Comments (3) | Permalink | Most recent comment: Feb 19, 2012 12:23 PM GMT

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