• HOME
  • CONTACT / FEATURE
  • FEATURES
  • FICTION REVIEWS
  • FILM REVIEWS
  • INTERVIEWS
  • YOUNG BLOOD
  • MY LIFE IN HORROR
  • FILM GUTTER
  • ARCHIVES
    • SPLASHES OF DARKNESS
    • THE MASTERS OF HORROR
    • THE DEVL'S MUSIC
    • HORROR BOOK REVIEWS
    • Challenge Kayleigh
    • ALICE IN SUMMERLAND
    • 13 FOR HALLOWEEN
    • FILMS THAT MATTER
    • BOOKS THAT MATTER
    • THE SCARLET GOSPELS
GINGER NUTS OF HORROR
  • HOME
  • CONTACT / FEATURE
  • FEATURES
  • FICTION REVIEWS
  • FILM REVIEWS
  • INTERVIEWS
  • YOUNG BLOOD
  • MY LIFE IN HORROR
  • FILM GUTTER
  • ARCHIVES
    • SPLASHES OF DARKNESS
    • THE MASTERS OF HORROR
    • THE DEVL'S MUSIC
    • HORROR BOOK REVIEWS
    • Challenge Kayleigh
    • ALICE IN SUMMERLAND
    • 13 FOR HALLOWEEN
    • FILMS THAT MATTER
    • BOOKS THAT MATTER
    • THE SCARLET GOSPELS
GINGER NUTS OF HORROR
horror review website ginger nuts of horror website

THIRTEEN FOR HALLOWEEN: CLOCK TOWER, DRIP, DRIP, DRIP...

19/12/2018
Picture
​ 
As has been explored in previous articles, the seminal Super Nintendo horror Clock Tower never received an official release in its original, 16-bit incarnation in most Western markets, owing to Nintendo primarily appealing to an adolescent demographic throughout the 1980s and 1990s. At the time, horror and explicit material in video games was still relatively taboo, especially here in the UK, where we were still suffering the after-shocks of an excessive right-wing clamp down on any media considered to be “corrosive” or perverse (the so-called “Video Nasty” scare, primarily facilitated by Mary Whitehouse and her brigade of professional whiners).
 
The game has, however, since developed something of a cult following on the internet, largely owing to its sheer novelty at a time when horror in video games was largely relegated to particular systems and occurred in the most limited fashion.
 
Not only that, but it is a remarkably sophisticated and novel piece of work, marrying elements of occultism and supernatural phenomena to classic “slasher film” motifs, boasting technical elements such as a randomised play area (the house in which most of the action occurs restructuring itself every new play through), multiple routes, events and endings (thirteen conclusions in all) as well as a shear-wielding, deformed killer who stalks the house and can occur at almost any moment, leaving the player in a state of almost constant tension.
 
There are numerous moments within the game that would warrant further discussion here, such as the random scream that occurs when Jennifer, the player character, is wandering through a darkened hallway, leaving the player with the choice to either carry on or look out through the window. If they choose the former, then the game continues and certain events don't occur until much later on. If they choose the latter, however, they will see one of their lost and terrified friends plunge through a window in one of the adjacent manor wings, down into the pool below. Likewise, one of the many endings to the game involves repairing and starting up an old car in the garage. If the player manages to do so, then the ending sequence consists of Jennifer driving away, glancing back at the manor in the rearview mirror in utter terror. Just before she can make her getaway, however, a pair of open shears rises over the back seat, the screen cutting to black with a scream.
 
Given that the game is fairly limited in terms of its graphics and by the technological constraints of the 16-bit era, it's truly incredible the degrees of invention and innovation the game designers went to in order to evoke atmosphere and cultivate a genuine sense of threat and disturbance. Much of that derives from the game's amazing sound design, which can set the player on edge with nothing more than a creaking open door, a telephone ringing, footsteps in the corridor ahead.
 
But perhaps one of the most terrifying moments, and certainly the one that springs most readily to mind, occurs very early on in the game: 
Picture
​Following the introduction sequence, in which the various victims are gathered in the main hall of the house, player character Jennifer decides to head off in search of their host, who has been absent for quite some time.
 
Venturing into a darkened corridor, she manages only a few steps before a scream sounds in the hall behind.
 
Rushing back, she finds the lights out, the hall in disarray, her friends gone, with no sign as to what happened or why.
 
It's at this point that control is handed over to the player, allowing them to explore the manor in various ways and by various different routes.
 
One of the most common takes the player back out into the corridor into which they previously ventured, past a series of doorways most of which are sealed against trespass. However, occasionally wandering past one door will trigger a strange event in which an eerie chord of music starts to play, a watery drip, drip, drip emanating from within. Should they choose to investigate, they will find a bathroom wreathed in steam, as though someone has recently enjoyed a very hot bath or shower.
 
And, though there's no evident source, that drip, drip, dripping continues.
 
Should the player venture over to the sink, several scripted events may or may not occur: they might turn on the tap and find nothing but water running out. Or sometimes, blood pulses until it fills the sink or sometimes the tap sprays living maggots onto the horrified Jennifer's hands.
 
Whilst distressing, none of these experiences are particularly lethal. Should the player continue to explore, however, they will likely find the bath-tub, around which a curtain is drawn. 
Picture
​Should they pull it back, occasionally they'll find nothing untoward (depending on what structure the game is following at the time). However, often they will discover the slaughtered and strung up body of one of Jennifer's friends, the girl horrendously mutilated and quite decisively dead.
 
This isn't the end of Jennifer's trauma, however, as from beneath the murky water pooling around her friend's legs erupts a hunched, deformed figure bearing a pair of rusted shears. Slumping to the wet tiles, the “Scissor Man” (as he has become known), slowly advances on her, until Jennifer breaks and runs. Control is then returned to the player, who must find a way of throwing off or hiding from the Scissor Man before he runs them down.
 
The tension of the moment combined with the excessively distressing imagery, the suggestively creepy soundtrack, induces a state of blind panic, especially for players new to the game, who will often wander through corridors and into rooms randomly, seeking some hiding place or weapon, finding themselves cornered by Scissor Man, at which point it's game over.
 
Bear in mind, this is long before more recent developments in horror video games led to the invention of the randomised stalker or environment, Clock Tower proving itself massively ahead of its time in many and varied ways. Experiencing this moment now, it's clear to see why this game never got a release in western markets, as those of us that were their primary demographics at the time would have likely had heart attacks or weeks worth of sleepless nights following the encounter.
 
Given the cultural climate of the era, it's highly likely Clock Tower would have sparked an enormous backlash not only against Nintendo but video games in general. The consistent cant from the censurious back in those days was always “Think of the children!” and this went double for video games, which were then a fairly new and burgeoning format, regarded with extreme suspicion by older generations and by society at large. Even I, being a child at the time, can recall the excessive hysteria that marked the era, from documentaries concerning the apparent neurological health issues concerning video games to the more abstract paranoia that they served to introduce children to violent and disturbing material long before they were able to process it.
 
Given how ludicrous the overreaction to the likes of Night Trap, Mortal Kombat and Doom were, Clock Tower could well have marked a backlash against the industry that might have seen it brought under very real legal and political censure in the UK.
 
However, ironically owing to its lack of release on these shores, the game as come to be regarded as something of a retrograde classic, a heretofore unmarked piece of video game history, replete with moments that deserve to be as iconic as any other in this series.
 
the-best-website-for-horror-news-horror-reviews-horror-interviews-and-horror-promotion Picture
book-review-city-of-the-shrieking-tomb-by-patrick-a-rogers_orig

​BEAUTIFUL HORROR – PART 2 by jonathan butcher

6/12/2018
Picture
Way back in January of this year Jonathan Butcher wrote an excellent article on Beautiful Horror Films  (read it here)

"For casual observers, horror probably seems unconcerned with creating works of beauty, and far more likely to induce nausea than wonder.

This is a shame. Without horror we would have none of the morbidly gorgeous work of Poe or Clive Barker, no unsettling art from Goya or Bosch, and none of the harrowing delights of these pieces of music.

In a genre so driven by aesthetics and powerful emotions, horror is the perfect vehicle for creating visions of dark beauty. Alongside fantasy, the horror genre contemplates the unknown and reaches out to touch the paranormal and mysterious – and sometimes, horrific imagery becomes even more uncomfortable when cosied beside something visually pleasing."

Jonathan has written a follow up piece looking at more examples of beautiful horror from the wider world of horror taking in films, books, and video games.  

Horror is a beast with many faces. Some snarl, some drool, and some whisper unthinkable secrets. Others are gruesomely wounded yet remain grinning, while others still decompose yet continue to speak.

I’m here to discuss what could be horror’s rarest-glimpsed face: a visage so alien yet so utterly transfixing that it communicates something beyond revulsion and visceral panic. Sometimes, horror transcends its ghosts, ghoulies, and long-leggety beasties, and becomes an entity that can only be described as “beautiful”.

A truly beautiful horror tale that appeals to aesthetes and lovers of the gorgeously morbid is a rare and wonderful thing, and the story can be secondary to the visuals. Following my previous “8 Beautiful Horror Films” feature, I thought I’d expand on the concept to also include games, books, and shows in my search for unique horror experiences that approach elegance and artfulness.

Here are 8 more examples of beautiful horror.

Hausu (1977)

Hausu-House-1977-movie-2.png Picture
Imagine if Miike Takashi, Sam Raimi, and Dario Argento took hallucinogens together and decided to remake Evil Dead 2, but starring 7 archetypal Japanese schoolgirls instead of Ash. If you’re picturing a surreal, sumptuously shot haunted house horror film with moments of slapstick lunacy and bizarre sight gags that both unsettle and amuse, then you’re in the right ball park.

The following claim has been made about a lot of films, but in this case it’s true: without seeing Hausu, it is almost impossible to adequately describe the experience. While there is a great deal of ridiculousness going on, the inventiveness of the special effects and camera techniques are some of the most charming and occasionally unnerving I’ve ever seen. In fact, there is a section towards the end that is filmed in such an outlandish way that it makes me feel like my brain is glitching every time I see it: a jerky, off-kilter camera technique that comes out of nowhere and just…feels…wrong.

The film’s childlike atmosphere and scares come partly from the fact that director Nobuhiko Obayashi used his preteen daughter’s ideas in the script. This, combined with the fact that many of the experimental effects turned out differently to the way Obayashi had envisioned them, combined with the jarring yet attractive visuals, makes Hausu my absolute favourite haunted house movie.
​
If you haven’t seen it, you’re missing out on a one-of-a-kind movie experience.

Neverending Nightmares–Steam, PS4, PS Vita, iPhone/iPad (2014)
​

neverending_nightmares.png Picture
This is a game I picked up by chance and I was not disappointed. As the title suggests, it is a game composed of a series of disquieting nightmares, during which our protagonist Thomas repeatedly wakes up only to find himself trapped inside of yet another horrific dream.

Neverending Nightmares is a survival horror that places a heavier emphasis on ambiguous storytelling than varied gameplay, using repetitive environments to powerful effect. By encouraging the player to notice subtle changes in the settings, the game manages to evoke a steadily rising sense of dread.

While the images and scenarios are surreal and dreamlike, this is a horror of the most personal, human kind, offering an allegory for psychological strain and mental illness. The tale concerns depression resulting from bereavement and trauma, and developer Matt Gilgenbach used his own experiences with OCD and depression to fuel the game’s oppressive atmosphere and storyline.
​
The art style is the game’s greatest strength, and uses shadowy black-and-white pencil drawings to describe Thomas’s distressing experiences, with occasionally graphic splashes of red. While the game doesn’t offer any typical kind of “beauty”, Neverending Nightmares’ assured and distinctive art style is unforgettable.

The Love Witch (2016)

18LOVEWITCH-articleLarge Picture
There are shots, sets, and scenes in this strange, uneven film that are so perfectly composed that they assault the eyes. Through the 60s pastiche and the deliberate cheese, this is a film that glories in its own era-defined gorgeousness, while still subverting the norms of the material it pays homage to.

The Love Witch tells the story of a witch who enchants and seduces men for love, but whose methods often lead to madness and murder. While there are shades of Jess Franco and other female-flesh-obsessed exploitation directors, in contrast to those The Love Witch bursts with feminist wit. Barely a scene goes by that doesn’t challenge the expectations of a viewer through themes such as the nature of love and the role of gender norms.

I finished this one unsure as to whether I enjoyed it or not. It’s an interesting, entirely unique film that contains some of the most startlingly beautiful imagery I’ve ever seen, but while I enjoyed much about it I’m not sure if it overstays its welcome.
​

Still, it is a striking film and an impressive achievement.

Strange Playgrounds – George Daniel Lea (Dark Moon Books, 2013)

Picture
I’ve always been impressed by the consistent eloquence of George Daniel Lea’s Ginger Nuts of Horror articles, but I hadn’t read his fiction until recently. This fabulous collection is something quite special, and combines eroticism with fantastical, gruesome imagery.

It’s impossible to read Strange Playgrounds without comparing its sensuousness and silky darkness with that of Clive Barker’s – an influence and comparison with which Lea must be intimately acquainted. Just take the apocalyptic visions of Storm Song, during which human civilisation is rent limb from limb by Lovecraftian monstrosities, or the sadomasochistic affair in The State of Lovers that gradually descends into demonic obsession as the story weaves its eerie spell. While these stories carry plenty of their own originality, I often found myself being swept back to my first reading of Barker’s Books of Blood.
​

It’s Lea’s poetic way with words that makes his tales so gorgeous, often touching a Poppy Z. Brite level of evocativeness as he describes his doomed lovers, sorrowful couplings, and carnal horrors. The language and descriptions he uses are brave and unapologetic, and if a lesser author were to attempt such a style, their words would seem pretentious or at least inadequate. For example, if I were to describe how a creature’s “triple-pronged prick … [was] an unambiguous invitation to perversity”, or a “fluttering dampness between her legs”, my own work would verge on parody; Lea, however, turns such exaggerated sexuality into an abstract, gorgeous reading experience.

Suspiria (1977)

Picture
If there has ever been a film that the phrase “dream logic” applies to, it’s Suspiria. Widely thought to be Dario Argento’s greatest work, this nightmarish and surreal tale places greater emphasis on its discordant ambience, sumptuous cinematography, and jangling, sometimes overwhelming soundtrack than it does on a sensible storyline. Essentially, it takes place in a ballet school where magic, mystery, and sadistic murder play a greater role than arabesques or pliés. 

Like The Love Witch, this is another film whose colour palette shifts and alters on an almost shot-by-shot basis. Ominous red lighting makes way for ethereal greens that wash over the cast, while ambitious camera shots trail from character to character through the halls of the school, suggesting supernatural presences without needing to show them. Just watch the opening 10 minutes and compare the distressing atmosphere it creates with the comparative mundanity taking place onscreen.
​

Argento breaks all sorts of sound and camera rules to great effect in Suspiria, creating an uneasy mood that builds to the famous, horrifying finale.

Here They Lie – PSVR (2016)
​

Picture
I’m new to VR, and it hasn’t lost its thrill yet. The feeling of standing within a game environment rather than merely watching it on a screen, tricking my brain into believing the 3D reality of it all, remains staggering to me. And of course, as a lifelong horror lover, I am terribly excited by the idea of VR horror games.

Here They Lie is a fairly nonsensical affair in which the options for environmental interaction generally involve picking up batteries, reading notes, opening doors, and avoiding death by hiding or running away from enemies.

As a standard non-VR game, Here They Lie would be a surreal, spooky experience. However, as a fully-realised 3D world I found it both enthralling and, frankly, terrifying. When viewed through VR lenses, the environments are immersive and quite often disturbingly beautiful in a grim and grainy way. At times you’ll find yourself somewhere familiar, such as a grey cityscape or an empty subway station; at other times you’ll be somewhere otherworldly, watching temples rise from the ground to create an alien metropolis, or standing at the edge of a gaping slash in reality and gazing into a swirling, endless abyss.
​

This was the first time that I have felt like I was at the centre of my very own horror story, and I loved (and feared) almost every minute.

The Cell (2000)

Picture
Jennifer Lopez stars as a child psychologist who uses experimental technology to enter the dreams of coma patients, with the aim of treating them. One day, she is called on by the FBI to enter the dreams of a comatose serial killer in order to save his latest victim.

This is a gem of a film which I had all but forgotten, and while revisiting it for this article I revelled in the disturbing imagery. A vast beast of a man pleasures himself while suspended by chains above a bleached-skinned corpse; a chocolate-brown stallion is suddenly segmented into a dozen pieces that continue to flex and twitch; an imaginary playground-slash-torture-chamber displays BDSM-infused tableaux of murder victims, their deaths exaggerated and brutally fetishized. While The Cell offers a rainbow-spray of hideous visuals, it also serves up scenes of a more traditional yet equally captivating beauty; I particularly appreciated the moment where a panning shot of a rumpled bedsheet morphs into the slopes and dunes of a sun-baked desert.
​

The Cell could easily have been a poorly-contrived mess (and I’ve no doubt that some critics butchered it when it first appeared), but I heartily recommend it. Ignore the occasional psychobabble and the silly rationalisations, and take a haunting deep-dive into the mind of a murderer.

The Haunting of Hill House – Netflix (2018)
​

Picture
I’ve seen mixed responses to this show, but now that I have finished the series, I have to say it: in my humble opinion The Haunting of Hill House is a masterclass in superb characterisation and storytelling.

I was captivated from the opening scene of the very first episode, and have little to criticise about the entire show. As pretty much everyone reading this will know, it tells the era-spanning tale of a haunted house and the unfortunate occupants whose lives were decimated by the restless, malevolent forces it contains.

Aside from the beauty of the house itself, the poetic structuring of the tale, and the painfully raw honesty of the script, what I find beautiful about the show is the respectful way in which it treats the horror genre. There are jump scares and spooky apparitions, jarring deaths and hideous visions, but this is no TV equivalent of a ghost train ride. Instead, it’s about real, three-dimensional people who have found their own flawed ways cope with their traumatic pasts. To state the obvious, they are haunted both literally and figuratively, and the manner in which the series tells their separate tales as well as the overarching narrative is nothing short of exquisite.
​
I don’t remember another horror show or film ever having literally made me whimper in shock, but a scare in episode 9 achieved just that. I’m sceptical about the rumoured 2nd season, but if it comes close to the heart-breaking beauty of the first 10 episodes, then count me in.
 
I’d love to hear your suggestions for other beautiful horror experiences, so please feel free to share them below in the comments.
the-best-website-for-horror-news-horror-reviews-horror-interviews-and-horror-promotion Picture
Picture

RESIDENT EVIL: IT'S BEHIND YOU!

4/12/2018
Picture
​Oh, my. The original Resident Evil.
 
It's perhaps somewhat bizarre when nostalgia consists of material that, on a popular level, might be regarded as disturbing, gruesome and unsettling.
 
But there's very little so evocative to me (and, as multiple articles and videos at large on the interwebz testify, to many) as hearing the foreshadowing chords and atmospheric strains of the original Resident Evil's soundtrack (or its fantastic HD remake, which can be currently downloaded from the PS4 store).
 
For many of us, this was the first time in our lives we realised that video games could be as distressing as the horror films and literature we'd already come to love, even at so young an age. It's therefore somewhat difficult to express to those who weren't old enough to experience it from that context why its ostensibly derivative and cliché set pieces exercise such sentiment.
 
The original game marked a turning point in video game horror, but was also an enormous love letter to the genre in its more traditional mediums: almost every element and set piece was derived from some pre-existing archetype or template, from the George A. Romero stylings of its setting and iconic monsters to the Cronenbergian body horror that occurs in its later chapters.
 
As such, the various horror set pieces that comprise it are nothing new: they have all been seen and done before, many, many times, but rarely, if at all, within video games up to that point in the medium's history.
 
And there are so many. So, so many that fans of video games recognise and react to with the slightest reference to the game's hackneyed, B-movie dialogue.
 
For my part, those moments are indelibly ingrained in my memory, recalling a cold bedroom in which I spent most of my time one Christmas holiday, unable to contain my excitement for the game or to prize myself away from it for longer than an hour or two.
 
Therefore, choosing one is somewhat problematic. Do I go for the moment the player finds colleague Richard slumped out in a cramped hallway, bleeding and mutilated to the Nth degree by God only knows what or the cut-scene that occurs after returning to the main mansion from the garden area, in which the player is suddenly transported behind the eyes of something barrelling across the same path they've only just walked? 
Picture
​But no. The moment that occurs most prominently, that excites the most intense memories, is comparatively quiet:
 
A small, cramped bedroom just off from the mansion's dining room (“A dining room!”), an unmade bed, drawers still full of clothing and personal effects. What seems to be one of the game's rare safe spaces.
 
Investigating, the player finds the journal of what appears to be a groundskeeper of some description, that provides some suggestion as to what the Hell happened to reduce the manor to its current condition.
 
As the journal progresses, the player gets the impression of some sort of accident occurring on the lower levels, a chemical spill that requires various clandestine saftey protocols to be activated. The groundskeeper, for his part, doesn't know much about them or what's going on, but finds himself suffering some odd physical symptoms such as itchy rashes, headaches, nausea, the situation escalating such that portions of his flesh start to become necrotic.
 
By the end of the journal, his state of mind has decayed such that he can only communicate in infantile, impressionist statements of one or two words (“Itchy itchy Scott came. Ugly face so killed him. Tasty.”).
 
The journal is simultaneously horrifying and bleakly comic, setting the tone and the player's state of mind for what happens next: 
Picture
​Without warning, the walk-in closet at the player's back bursts open, the former groundskeeper shambling out in a horrendous state, his arms raised as he lunges to grasp the player and bite into their throat.
 
For those of us who experienced the game contemporaneously, this was one of many instances that made us leap out of our skins, often resulting in dropped controllers and game overs, requiring re-loads so that we might attempt the encounter again.
 
To fans of present day video game horror and the twenty years of evolution that the genre has experienced since Resident Evil's release, the moment might seem somewhat crude, unsophisticated: a routine jump-scare the like of which has become powerfully unfashionable to present day palates.
 
And, to a degree, that is true: the moment is one in which the original Resi betrays its age. However, it's also an example of something video game players of the era had rarely -if ever- seen before in the medium, something we were so unfamiliar with, it induced a degree of trauma that has resonated down the succeeding decades to fix this moment as one of the most iconic in horror video gaming.
 
Also, despite its jump-scare nature, the moment boasts more sophistication than it might initially appear:
 
The moment occurs in a room that seems like a safe-zone, after a fraught and frenetic scramble through a series of narrow corridors in which zombies lurch from the shadows, break through windows and emerge from adjacent recesses. As such, the player is already on edge when they enter the room, experiencing a moment of profound relief when they realise it seems to be comparatively safe.
 
That relief is gradually eroded as they read the journal entry, which provides some of the earliest clues as to what is happening within the mansion, but also degrades the atmosphere from one of relief to one of foreboding.
 
The eventual emergence of the groundskeeper is not an isolated jump-scare, but merely one note in a symphony, that serves to reinforce that nowhere is truly safe here, that even places that seem like havens or sancturaries hide malign secrets and hideous revelations.
 
Picture
​The moment is recreated in the HD remake but, as is the nature of remakes, re-jigged and made somewhat more threatening by the presence of two corpses in the room:
 
As the player enters, there's a particularly rotund gnawed and eaten corpse on the floor, the closet doors juddering slightly in what seems to be a breeze. Approaching the closet causes the doors to swing open, the groundskeeper emerging, but also the corpse on the floor to stand up, meaning that the player has to deal with both of them before investigating the room.
 
It's difficult to say which is better on a technical level, though the remake certainly takes more time to build atmosphere and tension.
 
Whichever version you favour, it's a moment that has become so iconic in horror video gaming that it has even been referenced and parodied in both successive Resident Evils and other horror franchises and has become part of an unlikely gospel in video game horror. 
the-best-website-for-horror-news-horror-reviews-horror-interviews-and-horror-promotion Picture
FILM REVIEW- AWAIT FURTHER INSTRUCTIONS Picture
DOGGEM- A TALE OF TOY DOGS AND DARK DEEDS BY JOHN F. LEONARD Picture
    Picture
    https://smarturl.it/PROFCHAR
    Picture

    Archives

    April 2023
    March 2023
    February 2023
    January 2023
    December 2022
    November 2022
    October 2022
    September 2022
    August 2022
    July 2022
    June 2022
    May 2022
    April 2022
    March 2022
    February 2022
    January 2022
    December 2021
    November 2021
    October 2021
    September 2021
    August 2021
    July 2021
    June 2021
    May 2021
    April 2021
    March 2021
    February 2021
    January 2021
    December 2020
    November 2020
    October 2020
    September 2020
    August 2020
    July 2020
    June 2020
    May 2020
    April 2020
    March 2020
    February 2020
    January 2020
    December 2019
    November 2019
    October 2019
    September 2019
    August 2019
    July 2019
    June 2019
    May 2019
    April 2019
    March 2019
    February 2019
    January 2019
    December 2018
    November 2018
    October 2018
    September 2018
    August 2018
    July 2018
    June 2018
    May 2018
    April 2018
    March 2018
    February 2018
    January 2018
    December 2017
    November 2017
    October 2017
    September 2017
    August 2017
    June 2017
    May 2017
    April 2017
    March 2017
    February 2017
    January 2017
    December 2016
    November 2016
    October 2016
    September 2016
    August 2016
    July 2016
    June 2016
    May 2016
    April 2016
    March 2016
    February 2016
    January 2016
    December 2015
    November 2015
    October 2015
    September 2015
    August 2015
    July 2015
    June 2015
    May 2015
    April 2015
    March 2015
    February 2015
    January 2015
    December 2014
    November 2014
    October 2014
    September 2014
    August 2014
    July 2014
    June 2014
    May 2014
    April 2014
    March 2014
    February 2014
    January 2014
    December 2013
    October 2013
    September 2013
    August 2013

    Picture

    RSS Feed

https://l.facebook.com/l.php?u=https%3A%2F%2Fmybook.to%2Fdarkandlonelywater%3Ffbclid%3DIwAR1f9y1sr9kcIJyMhYqcFxqB6Cli4rZgfK51zja2Jaj6t62LFlKq-KzWKM8&h=AT0xU_MRoj0eOPAHuX5qasqYqb7vOj4TCfqarfJ7LCaFMS2AhU5E4FVfbtBAIg_dd5L96daFa00eim8KbVHfZe9KXoh-Y7wUeoWNYAEyzzSQ7gY32KxxcOkQdfU2xtPirmNbE33ocPAvPSJJcKcTrQ7j-hg
Picture