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User information for ColoradoHoudini

Real Name ColoradoHoudini   
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Nickname ColoradoHoudini
Email Concealed by request
ICQ None given.
Description Ex NetQuaker..ex 3Wave and Thunderwalker CTF'er (named: Houdini). Played Tribes for Western Alliance, Counterstrike with Frag University (the original FU). Played ET, BF1942 etc...
Old school gamer, ex military.. lived all over the US
Homepage http://
Signed On Jul 20, 2003, 00:24
Total Comments 1503 (Pro)
User ID 17782
User comment history
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News Comments > Champions Online Patch Notes
1. Re: Champions Online Patch Notes Sep 12, 2009, 13:17 ColoradoHoudini
Is this the patch that makes the ga.....

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News Comments > Champion Online Patched, Free Retcon
3. Re: Champion Online Patched, Free Retcon Sep 10, 2009, 23:37 ColoradoHoudini
CO plays/feels nothing like WoW.. nothing.
CO is it's own game, very nice movement, nice travel, nice freedom.. nut the game sucks.
it's shallow, and really isnt anything more than a glorified character creator.. and they shouldve called this game "CoH 2"
dont waste your time
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News Comments > Game Reviews
5. Re: Game Reviews Sep 9, 2009, 20:44 ColoradoHoudini
for purest fans of FPS's.. don't bother with Section 8.

Right now the servers are terribly unstable, the population is embarrassingly low (like less than 100 people playing at peak times) and the game itself is missing about a dozen or so changes to make it worth your long term investment of playtime and your 50bucks of cost.

Read the official forums.. lots of unhappy players with very valid points getting banned (me..and i didnt deserve it at all) or having threads locked because the devs don't like the truth.

also, the game has a fair amount of bugs.. lots of crashes..very poor dev support.
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News Comments > Ships Ahoy - PC Section 8
3. Re: Ships Ahoy - PC Section 8 Sep 4, 2009, 20:39 ColoradoHoudini
nah man, it's not that I want a new Tribes, or wanted this game to be Tribes.. it's that the things this game borrows from other games and implements, aren't done right.

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News Comments > No PC Section 8 Demo Plans
4. Re: No PC Section 8 Demo Plans Sep 4, 2009, 16:12 ColoradoHoudini
aww dang, my first Bluesnews submission !
I think that's the first time i have even tried in my.. err.. decade of coming here.
Am i really that old?

This isn't about me tho

No demo ='s not good no matter how you slice it. I'm trying to think of any top tier FPS title within the last 5 yeas that didnt have a demo.. anyone know of one?
Even the military super sims have demos.. this is bizarre to me.
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News Comments > Ships Ahoy - PC Section 8
1. Re: Ships Ahoy - PC Section 8 Sep 4, 2009, 16:00 ColoradoHoudini
Umm...Okay, this is where I let you know that the dev said..
"We do not have plans to release a Section 8 demo for the PC at this time. Currently, we only have a demo for the Xbox 360 version."

That to me, and to anyone in the know smells of not having confidence in your product. The beta flew under most FPS radar.. and this game could use a lot more attention. What are they afraid of? They had an open beta client, that was patched near the end. Why not use that?

Anyhow.. my problems with the game (from the last open beta) --keeping in mind I played on the same 2 maps, no tanks in the beta i played, and I was playing vs fanboys and devs. Playing vs these people over and over.. people I think actually take the game seriously and play correctly.

Also keep in mind I am an old school Tribes player (Western Alliance ftw!)XMP/Planetside/Quake Wars/TF2 .. all those games influenced S8.. the devs admitted to that. So I freely admit to comparing Section 8 to the games it borrows from. Especially when the game looks and feels like it's really a mashup of those games. In a nutshell, I believe that S8 borrows a lot from those games, but doesn't implement them in the right way. Not just for my own person taste either, I mean that some things in game don't make sense for the setting the game is in.

Lock on:
You can lock your crosshairs on a player and shoot without regard for aiming at all. It has a cooldown so it can't be spammed, but can be amped up a bit (through modules that buff up abilities) to lock on longer. This becomes very annoying when you're in the open areas speed running across the map and some moron kid with terrible aim locks on you with an assault rifle or sniper rifle and hits you. Getting shot by someone who otherwise without lock on couldn't hit you, really screams that this game has a built-in lol terrible players can compete" button.

I even have quotes from people on the main forums saying stuff like "without lock on, it's too hard to hit people that jetpack over me" or "i cant hit people without it". WTF? How is this even remotely acceptable or allowed in an FPS? I can avoid lock on by hiding behind items and line of sighting them.. but that's not always an option. The other option is to have a jammer/blocker and activate it. Here's the god damn problem I have with that whole clusterfuck of an idea.
If you know a lot of players are going to abuse lock on (and from my hundreds of hours in beta playing time experience, they are).. and you know the sure fire way to make a firefight even, is to have the jammer.. then make the jammer a standard equip item and allow me to bind it to a key. The way it is now, I have to take up 1 of 2 slots to have a jammer. Thanks devs, way to fuck over the enjoyment of using the various items in this game. You pretty much force people to have to use the jammer in order to engage in a fair firefight.

Sniper rifle:
It seems underpowered compared to every game Section 8 borrows from. The devs and aplogists say it's a support weapon, but in reality, the assault rifle is probably better to equip to support your team.
Also, the sniper rifle does too much damage to items (fixed base defenses, deployed assets, armor). In every other game S8 borrows from, if you use a sniper rifle, then you hit people and people only. The penalty for killing people well is that you probably aren't great vs other enemies/objectives in the game..not so in S8. I can take out
turrets from way away with my sniper rifle, I don't think that's balanced or smart. However, like i said, if they amped up the damage on the sniper (for anti person), then it'd take out turrets in 2-3 shots, instead of the 5 it takes now-lol.. really, think of how terrible that is in terms of implementation.

In every other game, if you choose the sniper rifle/sniper role.. there is a penalty for doing so.. not in S8. -More on unbalanced load outs later-. If your enemy is using a heavy shield loadout (more on shields vs armor later).. then your sniper rifle is pretty much pointless. If he's not using shields then you can probably take him down in 3 shots. The sniper rifle doesn't play like sniper rifles in the games this one borrows from.. to me, it doesnt matter, I don't use it. (more on what I use later)

3. loadouts:
There are no classes in this game. Anything you use, I can use too. If I want to equip the sniper rifle and the machine gun, I can. Sniper rifle, machine gun, mortar, det packs.. all at once! the problem with this is that everyone can perform every role at a given time. There is no thought whatsoever in choosing the right loadout for the job. Assault rifle, machine gun, mortar, det packs.. yes sir.
You know when you defend a base vs the guy that can blow up turrets, you kill him.. the threat is gone until he comes back? It's not in this game..I can wear full armor, and take my machine gun and go toe to toe with a minigun turret (anti personnel) and outright win, face to face, exchanging round for round. So how do you know which enemy is a threat to which asset? You don't.. and personally, i don't like
that. It's as if the devs said "okay,. give everyone everything, don't make them have to choose a role"

my loadout:
assault rifle - med/long range anti everything. and does hurt at close range vs people too (sometimes i swap this for a machine gun.. depending)rocket launcher - takes out everything in the game.. even people (low splash damage though..gotta be direct hits)
mortar - anti everything
det packs - anti everything
full armor buffs
full anvil buffs (wep damage)
and then some shields or some extra dmg buffs (smaller buff)

All i did for the last 2 days of the open beta was to destroy base defenses/armor and kill anyone in my path.. it worked. Due to a lack of classes or penalties for having some weapons, you can be damn near a master of all trades. I'd think, that if I carried a det pack and a mortar, that maybe, just maybe.. my other gun would be a pistol or shotgun.. you know.. to have a penalty of some sort for being able to destroy armor, a penalty like not being so good vs people. But not in S8.. no trade offs of any kind.
You have rolled the TF2 heavy, demo, sniper and solider into one class.. wtf? oh and a scout too.. because I can also speedboost run everywhere.

With the above loadout, I can kill everything in the game without be fair, there are two things I cannot do at all with this loadout: repair, or drop in directly over enemy Anti Air (should it even be up, which it never is) I do not care about repairing anything because - turrets/defenses/supply depots go down wicked fast. So on the flip side of repairing, would you repair knowing that in 10
seconds when I come back through, it's going down again and it takes me 3 seconds to kill it, takes you 15 seconds to repair it, and I'm just going to keep killing it as soon as you put it up? You won't even be able to kill me before I take it and maybe 3-4 other assets out.. they go down very fast, so in my beta experience, they aren't worth having up unless you have a lot of spare time. Base defenses suck in this game (more on that later). I used base defenses as my warning that someone was coming..-shrug-

Also, that's for organic base assets, for deployed assets, it costs you money to use.. so you're spending money, and i'm killing your item in a few seconds. the tradeoff simply isn't worth it.

Base defenses are woefully pitiful. If the full games bases are anything like the beta, then bases are a joke. With 4 bases on the map, and no sort of chokepoint to any of them, there's no fixed action, or good defensive spot to defend from. An enemy can attack your base from any direction.. at all times. (oh but they have turrets right? well if they are still up-doubtful- the turrets can be ignored. Yes.. ignored) Remember those massive battles for bases in the games i referenced above? Well, if the final maps are like the betas, you won't see that. Also, there's hardly any incentive to
playing defense given lack of points/money and turret restrictions (more on that later).

With 4 bases and side missions going off at any time, there is also a severe lack of action at a base for defenders. Again, this was playing with known decent players and devs, people whom I'd guess were trying to win and play the right way. A solid base defense is something to behold and be proud of.. in Tribes i remember holding down the top entrance to my base for a map.. or playing cat and mouse with their defender as i tried to get in and take down their gens. In XMP, same thing.. PS.. yep..

The single worst turrets I have ever seen in all my years of gaming. I can dodge the miniguns rounds, dodge the rocket turret rounds and if they happen to hit me, bah.. it's nothing. Like i said above, the AA is effective, but, everyone knows to take that out first.. so it's often not up at all. Turrets die quickly and you'd be better left to not even spend time repairing them..again, unless you're bored.

Some forum people who didn't get my points told me "the turrets are for support".. but what kind of support is it when i can ignore the turret and take you out, turn and take out the turret? they simply don't hit hard enough.. if they ever hit you at all.There's a catch with the minigun and rocket turret.. you have to deploy them where there is open air above them. Meaning, you know that dark corner in your base, or that pathway leading to your Control Point.. yeah, you can't put a turret there. Where it would make the most sense to place turrets in this game (ya know, under some kind of cover, or hidden from open view) .. you can't place anything. not supply depots either..You wanna call in the mech suit, you need open air to do so.

Of course it doesnt make sense to place an AA indoors.. but ya know.. what about having built in AA that perhaps is covered? or cant be destroyed but only deactivated by a switch inside the base? Everyone that plays knows that the AA is the first to go.. and seeing as how they go down quickly, it isn't an issue. Take out the AA, have your team drop right in on the base.

Right now, the minigun and rocket turret hit too softly, shoot too slowly and die way too quickly. The AA works, but dies too quickly and doesn't lock on to jetpacking people either (i think it should, right now it only locks on to drop pod people). The turrets in general don't lock on at all anyhow. Wouldn't you think that a rocket turret, aiming at a guy in a mech, should have the ability to lock on? I do.. in this setting it'd make sense.

What most people in the beta figured out was that if you put 2 supply depots and 2 turrets together, the supply depots would repair the turrets effectively.. and they do.. but, the problem with this is you just put all your eggs into one fragile basket and it's going down quickly. One mortar,1 det pack and boom.. gone.

As far as I can tell, there are 4 bases per map, each with a control point. So you'd want to capture each base and while that's going on, there are 4 side missions. VIP (gotta escort him to your base), Commando (he attacks the enemy), Convoy (escort the truck), and Intel (CTF style). before I forget.. the rockets that shoot out of the convoy vehicle are hilariously terrible. I thought the game was bugged when i first saw the rockets shoot out.. they look like sleepy rockets, sped up 10x the speed. i cant explain it.. they just look

With 4 CP's and at least 1 side mission going on at the same time.. you can have lulls in base action like I've never seen in any of the games S8 borrows from. Also, the side missions always (i believe) start at the same place every time. So you or the enemy can get there first, set up turrets and whatever.. and be ready for that engaged action before it even starts. It took people in open beta all of 3 games before you'd see turrets and mechs standing at the convoy start point before the convoy spawned.. it'd die in 3 seconds. No randomness to these starting points for every side mission really stinks to me. Once everyone catches on, the drop spots for these side missions becomes the only hot spot i have seen in the game. The CP's go ignored and the action in finally concentrated.

It doesn't really seem to make a big difference if you hold CP's at all anyhow. do the side missions, kill enemies and you can win the round.

I can elaborate further on any of the items above or anything else you want me to cover.. if anyone cares.

This comment was edited on Sep 4, 2009, 16:09.
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News Comments > BioShock 2 MP Trailer
4. Re: BioShock 2 MP Trailer Sep 4, 2009, 11:19 ColoradoHoudini
Color me highly disappointed.. exactly what loomv said, looks like an id game.. not good for this day and age, or 5 years ago even. Looks too fast, disconnected etc..

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News Comments > Free Champions Online Retcon for Early Start Characters
5. Re: Free Champions Online Retcon for Ear Sep 4, 2009, 01:53 ColoradoHoudini
I just read the forums.. wow, a ton of upset people, dear god.. that's not good at all.
It's ugly. I never saw the outrage that occurred when SWG changed some large mechanic, but i assume their forums looked like the CO forums right now.

Lots of people blaming Roper, backing out of 6-12 months subscriptions..
Very unhappy players, and after reading the details of what happened, I wouldn't be surprised if this game tanks.

Have you looked at what they changed in the game? It's terrible..

This comment was edited on Sep 4, 2009, 02:04.
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News Comments > Free Champions Online Retcon for Early Start Characters
1. Re: Free Champions Online Retcon for Early Start Characters Sep 3, 2009, 21:00 ColoradoHoudini
So.. how's all this being handled by the player base?  
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News Comments > Heroes of Newerth Announced
1. Re: Heroes of Newerth Announced Sep 2, 2009, 20:41 ColoradoHoudini
I have some friends of mine that really, really like this game and have a ton of praise for it.
After watching the vids and reading up on it a bit, I think I'll give it a go.
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News Comments > Champions Online Changes
12. Re: Champions Online Changes Sep 2, 2009, 18:50 ColoradoHoudini
I was reading something like 80% nerfed abilities (mostly tanking and healing).. and people not being able to be.. ya know, superheroes of any type.
Someone said "I'm not much of a hero if i can't take on 2-3 mobs at a time"
Apparently this nerf was worst nerf in MMO history in terms of percent changed.
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News Comments > Blizzard: New MMOG "Significantly Different" from WoW
10. Re: Blizzard: New MMOG Sep 1, 2009, 23:07 ColoradoHoudini
I'd pay for two MMO subs..

So what's not out there, or whats out there that's weak that blizzard could do themselves?
sci fi/cyberpunkish?

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News Comments > WAR's The Wild Hunt Underway
1. Re: WAR's The Wild Hunt Underway Aug 31, 2009, 21:14 ColoradoHoudini
How is warhammer these days?  
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News Comments > Morning Previews
1. Re: Morning Previews Aug 31, 2009, 09:56 ColoradoHoudini
Star Trek Online:
What is it about Cryptic, Net Devil, NC Soft games that all ring out "fail" to me? Shallow? Same look/textures? Just not very well done? Whatever it is, Those 3 groups make games I never want to buy.

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News Comments > Heroes of Newerth Trailer
7. Re: Heroes of Newerth Trailer Aug 30, 2009, 20:27 ColoradoHoudini
This is relevant to my interests...  
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News Comments > Massive Ad Deal
3. Re: EA's Massive Ad Deal Aug 29, 2009, 13:27 ColoradoHoudini
In a game like Need For Speed, (which I've never played) I figure that you'd be doing a lot of city driving and in the cities(?), they have billboards, which contain ads. So having ads on billboards seems legit and nothing I'd complain about.
Of course, I have no idea how they plan to implement these ads and I've never played the game.
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News Comments > Modern Warfare 2 Clips
9. Re: Modern Warfare Clips Aug 28, 2009, 14:02 ColoradoHoudini
the WaW server i play on is pretty pro, lots of top players there (USA vs Canada) .. no bettys, no rifle nades, no cheesey play..
but, the art strikes come way too often.. it totally removes the infantry part of the game for me. not very fun at all.

If i could find a UAV only, no bettys, no rifle nades server.. mmm.. heaven.
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News Comments > Modern Warfare 2 Clips
3. Re: Modern Warfare Clips Aug 28, 2009, 11:33 ColoradoHoudini
As long as the MP isn't dominated by overhead attacks (artillery/airstrikes/copters whatever)... I'll be loving this game.
In MP now for CoD 4.. it's all nade, copter, nade, strike, copter, nade... non damn stop.

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News Comments > Section 8 Stats Portal, Trailers
8. Re: Section 8 Stats Portal, Trailers Aug 27, 2009, 22:49 ColoradoHoudini
another item i don't think I touched on up above..

There are 4 CP's (bases you capture).. and side missions (Convoy/VIP/Commando/Intel). If you're on a 32 player server, this severely divides up the action locations. Also, those side missions always seem to occur (at least in the beta) in the same locations. It's a bit too much and requires a bit too much coordination for a public game.
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News Comments > Section 8 Stats Portal, Trailers
6. Re: Section 8 Stats Portal, Trailers Aug 27, 2009, 22:30 ColoradoHoudini
Okay.. you asked for it.. here are a ton of my replies to various questions and topics as posted in the official forums:

--it should be noted.. that i played a TON of Tribes 1, XMP, Planetside, and Quake Wars.. all those games have been influences in Section 8..the devs admitted to this.

-Are there different armour classes which fit different tasks??
---- Absolutely not in the game. As I said before, there is no certain class to play. I can be anti armor and anti personnel with 1 loadout.. and be effective at both. While this sounds good on paper, in action, it's not very conducive to a good gaming environment. There is less risk vs reward, less commitment to making the right decision. Did a tank just kill you while you were fighting a player? Well then, spawn on top of the player with an anti armor loadout to go along with your anti personnel loadout. If I can be anti armor and anti personnel in one loadout, there's less of a reason to play with a team-first mindset.
I want cool weapons, hopefully disc shooter and sniper amongst them
---- The sniper rifle in this game is woefully ineffective and works on things it shouldn't, for example, I can easily take out deployables/fixed stations with a sniper file. This is terrible and/or the devs way of making up for the fact that this gun in underpowered. However, if they upped the damage, they'd have to remove the lock-on auto aim console friendly targeting system this game has. The rifles are bland if not underpowered and sometimes too effective at range (you might rather choose to use the assault rifle at long range over the sniper rifle.. so far, it's been better for me, and i was a pro Tribes sniper). Other times they are too low on the damage scale (I can pump 3+ seconds of machine gun rounds into someones back, from point blank, and they still have a fighting chance.. modules or not, this isn't acceptable)
You'd also have to factor in terribly low damage, with what seems to be a terrible hit scan. Combine those two and you'll be one upset monkey.

There is no semi-decent gun like the Tribes disc launcher..being.. something that hits hard, moves slower and maybe has a tiny blast radius.

The grenades in this game are a joke.

The mortar is not usable indoors.. Tribes/Planetside/XMP heavies cry in this direction. Also, the mortar is not a class-specific loadout. As I stated before, there aren't any classes. so you could carry around a sniper rifle, assault rifle and a mortar. I think I have that right.
-Question about - various equipment, portable turrets, stealth packs, cams, radars, jammers etc
The turrets in this game are abysmal in every way. From not being able to deploy them unless you're somewhere there is open air space (not many places at all that are worth placing them), to being underpowered and made of paper. You do not, and will not fear rocket or anti personnel turrets in this game -no, you won't. AA seems decent though. Pick a good spot outside your base and drop one.. hope the enemy doesn't see the AA sweep range on his map.

No stealth, that could be fun, but i'd save that for a game with CTF and large bases where you need to infiltrate. This game -so far- doesn't have many choke points to surpass, bases are wide open. Which also makes turrets destroyable from too far away, and dare i say, almost useless.

No cams.. again, if we had true big bases like in Tribes/XMP/Planetside, then sure. They'd serve no purpose in this game however.

Jammers are here and do work to a degree. In general I think too many people are visible on the map at all times regardless if there are jammers and detectors or not.

more on turrets:
-They take too much damage, and too much damage from weapons they shouldn't (see sniper rifle taking down turrets)

-They need to be deployable indoors in an area where you don't need open air. Otherwise, there are only a few normal spots you can put them and every enemy with a few hours of gametime will always know where you put them.

-They don't have enough health/armor/shields

-They hit like a silly little schoolgirl with a broken wrist.

-They can be outright ignored and do not invoke fear or require any sort of attack planning to outflank or outmaneuver them

-Atleast 32 player maps, pref 64
with 4 CP's and side missions always kicking off, you could have 64 players.. could. That might make base capture and defense something worth doing. Right now with known smart beta players trying to play the game the right way, I can go through several rounds on defense and not see many opposing players as they don't need to come capture my cp in order to win or get points/money. If you had 32 players and 3 cp's and gave the advantage in points and money to the team with 2 cp's.. then we'd see some awesome base fights like we saw in those other games I mentioned. So far, and again, with the right smarter beta players, I don't see that. But I have only played around 200 rounds - sarcasm-
Good UI and preferably guild system integrated

The UI for S8 looks exactly like any UI you'd fine in any console FPS..that's not a good thing. You feel like you're playing with Sesame Street font for kids with special eyeglasses. Not a game breaker, but surely does not fit well with the game.
In response to the sniper r

I am not saying make it kill people with 1 shot.. no. What I'm saying is:

1. It's too powerful vs stationary objects.. in fact, it's nearly on par with damage done to stationary objects as it is to people with the right mods.. and I think this is right.. vs a Rocket Turret.. I can take that down in less shots than a person.. that is unacceptable.

2. I'm saying if you upped the damage it does vs people, then remove the damage it does to deployables/fixed.. and remove the lock on. This is my provision in the event the devs ever mull over the idea of upping the sniper rifle damage. There has to be a trade off ya know.

Is the support role (as the devs called it) for the sniper to be a gun that appears to be better at taking out deployables/fixed than it is for taking out people? For "bothering" most players and killing some? Is there a reason why it has the ability to lock on?

I love the sniper rifle.. but i think it's purpose is misleading and it's useful for something other than what it should be used for.

Do this tonight, drop in in the middle bottom of Relay.. and sit there all map and take out the enemies AA turret over and over and over. Then when a person comes up to repair it.. shoot him a few times.. then hide. Do this over and over again and tell me how or why this is fair to them. You can do this nonstop with the sniper rifle.. it's purpose is not detailed enough and you can do more with it than you should be able to.
Make it anti people.. right now it's partly anti people and too useful vs structures.

Which brings up this question:
Does the RL have an effective range or does it drop off after a while of being in the air?
Me responding to this game not having a commander per side:
The problem you're going to have with that is when you tell someone to stay at their defensive post.. and there's no action there. I am as disciplined as they come when it pertains to my objective in a game, and still I find myself bored out of my skull because of a lack of action at my CP. Too many other distractions for players (good and bad). I leave, I go goof off or at least, get some kills. My post is abandoned and as I have stated eloquently in a number of posts, base defenses aren't even enough to augment defending, never mind holding a point for their own for a few seconds.

Now, if you have a problem keeping me in the base defending, you're surely going to have a problem keeping Joe Attention Span Disorder back on D covering. You could make me the side commander and even with well thought out, poignant, clear directions and a specific path the victory.. I am not going to get full cooperation.

This comment was edited on Aug 27, 2009, 22:36.
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