DrSmirnoffe

DrSmirnoffe t1_je9wqbu wrote

Reply to comment by SleeplessGrimm in [OC] Loot by colmscomics

That's what we in the business call dedication. Man's basically a super-scientist.

If he had an arch a'la Venture Bros, who would it be? Maybe that glove-hatted penguin, Feathers McGraw? Piella Bakewell was his arch for a while, but that ended after a tragic ballooning accident.

1

DrSmirnoffe t1_je7l46j wrote

Reply to comment by leftysrevenge in [OC] Loot by colmscomics

Honestly, I was thinking more of Wallace going after Father Mendez from Resident Evil 4. The "Big Cheese" would be running scared as that mad Yorkie engineer chases him down in a ramshackle mech, drooling maniacally.

Wallace: "Everybody knows you're made of cheese, Bitores..."

Meanwhile...

Gromit: [silently looks around the village, wondering where everybody's going]

32

DrSmirnoffe t1_jc2sdyt wrote

More intensely at the poles, since the equator's typically too hot for bodies of "methanum" (that's what Atlas Pro coined to refer to liquid methane). In fact, despite Titan being a very cold world, most of the surface isn't cold enough for methane to condense into a liquid state, so the poles are typically where you'll find lakes of methanum.

49

DrSmirnoffe t1_j91ty5b wrote

But do you know what they also do?

They spread their seeds and make more trees. Those trees then soak up more CO2, which goes into making more wood and tree-seeds. Gee, it's almost like a cycle! A CARBON cycle!

15

DrSmirnoffe t1_j6kk5l1 wrote

I was mostly Cass, too, with Rex as my "non-humanoid" companion. Mainly because I hadn't found ED-E until the late-game.

Specifically, the first time I met ED-E was in Lonesome Road. So when my time in the Divide came to its conclusion, and Divide ED-E went off to Navarro, I went and sought out Mojave ED-E, since Divide ED-E had transferred what he'd learned to Mojave ED-E. It was like an old friend walking their own road, but leaving a piece of themselves behind with you.

3

DrSmirnoffe t1_j0rg6oj wrote

Honestly, that's the very first thing that came to mind when I heard about these events. Get rangers out there with dart guns, maybe whip up a vaccine blend that works best for deer.

And I guess maybe add a little tranq in there so that the rangers can tag the ones they've vaccinated. After all, you don't want to waste darts on a buck who's already had the shot.

1

DrSmirnoffe t1_itm7z3p wrote

> It's basically the same idea as, "The monster stops being scary once you get a clear look at it".

This is pretty common in horror games, too. After a certain point, the monster loses its scare potency, and it runs the risk of outstaying its welcome. In the post-Amnesia wave of mechanically-minimalistic haunted houses, where you can only run and hide from the monster (if even that), the monster usually burns out its welcome pretty quickly, and instead becomes an annoying pest since you can't even awkwardly attempt to bash its brains in with a length of old pipe.

With that said, in more traditional horror games like Silent Hill and Resident Evil, monsters can retain a more existential fear factor beyond the immediate threat of violence and terror. After all, in those kinds of games you're usually relying on manual saves, so a monster killing you can potentially mean losing more progress than you would if you had an automatic checkpoint shortly before an encounter, thus setting up a sense of existential dread at the prospect of losing progress.

What's more, on top of that, you also tend to have limited ammo that allows you to dispatch monsters, and health items that let you make more mistakes. If you make them especially limited, it sets up a survivor's economy where you dread running out of the things that make life easier, so you have to decide if it's worth risking a hit by trying to slip past the monster, or if it's more worthwhile to expend precious ammo to remove the problem permanently.

You didn't really get that with a lot of Amnesia-imitators, where you could only run and hide from the monster, and your progress was saved frequently and automatically. The right kind of mechanical depth can add enough tension and dread to offset the monster losing its personal scare factor, since if they embody the existential threats of lost progress and resource scarcity on top of mere violence, they're still kinda scary because such threats are universal and intrinsic to the human condition.

12

DrSmirnoffe t1_is35b49 wrote

> spicy water

I love that spicy water is actually an oceanographic term. Mainly because it reminds me of "Twials of Mana".

I won't post the video here, since some mod will probably get sand in their craw over it being off-topic, but just search for it on YouTube. If you find "Twials of Mana Five Times In A Row", with a girl holding a bottle of "spicy water", that's the one I'm thinking of.

0

DrSmirnoffe t1_ir1kagc wrote

An impressive feat, but no doubt preceded by several failed practice attempts. Even if I had that alacrity, I wouldn't attempt it without shin-guards, 'cause if you jump too late, that ladder is gonna trebuchet into your shins.

−1