Some Scary Stories inspired Slashers

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Sweet Seals For You, Always

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Origami Around
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One Nice Bug Per Day

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"I'm Dorothy Gale from Kansas"
Today's Document

#extradirty
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@thrill-hill
Some Scary Stories inspired Slashers

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''I usually drink straight from the bottle...''
You cannot tell me that Blazer isn't a functional alcoholic.
One day I'll colour this - right now I really just want my favorite character to suffer a little <3
Pitchposting: The Yearbook
I just finished the expanded section of The Roottrees are Dead, and it reminded me of an idea that I've had kicking around forever. This will not spoil either of those games, but it'll spoil some of what it feels like to play those games.
In Obra Dinn you're an insurance agent attempting to figure out what happened on the titular ship, filling in a logbook with names and fates based on what you see in the past. It's a lot of fun, I highly recommend it.
In The Roottrees are Dead, you're an inspector or a genealogist or something, filling in the Roottree family tree, using your 1990s internet connection to comb through periodicals and books from the library and half-finished websites. It's a lot of fun, I highly recommend it.
Anyway, the idea came after I'd first played Obra Dinn, and thought to myself "wow, they should make like a million more of these" and then started thinking about what the low-hanging fruit was.
Here, you're trying to fill out a yearbook.
There are a bunch of names and pictures, and yes, there's a full grid, but there are also pages with the various clubs, and other pictures of life at school, and it's your job to complete basically full dossiers on at least the most interesting of the kids, with some of the less interesting ones reduced to "easy" puzzles.
And the mechanism of doing this? Teenaged text messages, poorly composed cell phone shots, a handful of websites, all the digital ephemera. This absolutely works best in the early 2000s, when our social media was fractured and you would naturally get a lot of variety, but the idea is to have a lot of variety and texture to what the player gets to sift through, whether it's AOL Instant Messenger, the robotics team's amateurish website, or a bunch of text messages.
Who are these people, how do they relate to each other? All the answers are out there for you to find and record, and you get to know these people in the process of unraveling everything.
One of the things to consider, in this sort of detective game, is how you open up new information to the player, because at least some of the information is going to be just sitting there, waiting to be entering, with the journey to get to the data source the thing that was most interesting about it.
And I think in this case, maybe the thing that you're slowly gaining access to is phones.
Early 2000s is a transitional era, so maybe you have iPhone equivalents living alongside Blackberry equivalents and Nokia bricks and flip phones and all those sorts of things, and you gain access to them one by one, for those who have one, or maybe their computers. I'm a little on the fence about the best way to do this, but having a picture of a phone/computer would at least be funny way to do it, so you're combing through pictures not just for the people and information contained in them, but for someone whose phone you've never seen before, since that will magically/technologically allow you to read all their messages.
And if you're looking through someone's phone, there are mysteries to solve there, cryptic conversations to unravel. There are aliases. You get a conversation that you know must be important, but the name is saved as just "T-Dog", and that could be anyone! And you have to wander through solving all these little issues, trying to decrypt the local dialect of emoji use, figuring out the timeline for when this guy was dating three girls to see whether he cheated or not. You can realize that someone was being catfished!
The thing that I like most about these games is that you have such great opportunities for organic storytelling, having a guy who you get to know from having seen him in a few places, forming a picture of people from the scraps you can see. And here, there's a high school's worth of personalities to unfold, to get your stereotypes corrected, to have thundering revelation after revelation, and all the ambiguity that crops up where the digital realm doesn't allow you to see the full truth.
I'm picturing 50 or so students, a graduating class that's small, maybe a tiny college town in the Midwest where there's a mix of the students of professors and farmers and lots of variety in terms of class, a place with homecoming and prom and sports teams and all that kind of thing. And somewhere in the early 2000s seems good in terms of what it brings to the table. Am I exactly describing my own small Midwestern hometown and the time period when I was going to high school? I mean, yeah. But I do think that's the best for gameplay purposes.
This is one of those things that I really would like to just throw a few years of my life at making. It calls to me. But while I have the programming skills necessary to figure out that end of things, and I'm a good writer, it would also call for a lot of art and UI design that would be extremely unfun and detail-oriented in a way that does not suit me. Why must we have finite lifespans?
(I think the very first time I noodled this idea, it was with supernatural elements, a single giant party that you would spend your time unpacking, one with cultists and sadists and things from the deep, all kinds of calamities killing these teenagers off, with the player being a supernatural inspector coming in after the fact. And this would ape Obra Dinn more closely, but calls to me a bit less.)
Had these in store for a while now, ever since I finished "Return of the Obra Dinn".
Let me tell you, as someone who grew up loving pirates and sailing ships, I was immediately hooked. On top of having a beautiful atmosphere and aesthetic, the game is magnificent in terms of design, mechanics and engagement!
Games I Have Seen People Compare To Return of the Obra Dinn, ranked
So. Many, many people love Return of the Obra Dinn (correct), and want to keep playing games like that bc it is a finite experience once the mystery is solved. Understandable. Same here.
I have seen a wide variety of games recommended, reviewed, rated, or remarked on as being "Obra Dinn-like" or "in the same vein" or "scratches the same itch".
Usually, this refers to a game with a mystery that includes note-taking and paperwork, with an empty framework of some kind that you have to fill out completely in order to solve it and win. But also some people will say anything.
So I made a list of all the ones I've heard of, along with short descriptions, and whether or not I think the comparison makes sense. I was going to do links for all of them but I fear tumblr will eat them, so I just linked the top tier ones.
Feel free to respond with more! I make no guarantees, but I might look into it, and at the very least people can do their own research on it. ^v^

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I thinks folks expressing incredulity at the quality of the writing and composition in Calvin and Hobbes are often missing the context that Bill Watterson is arguably the most influential sequential artist of his generation. Like, this is a guy who once told the editors of nationally syndicated newspapers to go fuck themselves when they wanted to mess with his panel layouts, and not only did he keep his job, he got his way. He could have had literally any gig he wanted, and he chose to be the Sunday funnies guy because that's what made him happy. He's basically the Weird Al of sequential art.
Watterson considers comics to be as true an art form as painting and films and literature, capable of reaching just as high as any other medium. Calvin and Hobbes isn't accidentally high art. Watterson made it what it is on purpose. And when he was done, he stopped. No movie, no spinoff, no reboot. He considers the comic to be its completed form, in exactly the medium it is supposed to be. He believed in comics in a way few others ever have, and he fought tooth and nail for the right to take his own work, jokes and all, seriously.
I think Kotor 2 is a really funny game when it comes to the average analysis of it's themes, because it managed to create such a compelling antagonist that most people just kinda get lost into trying to analyze her words and actions through her apparent philosophical stand when she is just written to be a great hypocrite, something that they almost always fail to mention in the average analysis of Kreya's character.
Like she makes some points, that sometimes helping others without thinking about your actions can hurt them more than you could imagine and says some other things that are almost true but she frames them as a philosophy of might, you shouldn't help others because you are depriving them of their strength, because through suffering there's growth, through struggle you reach enlightenment, through individual freedom you reach apotheosis. She then reaches the conclusion that God, aka the Force, is the biggest chain of all and to be truly free is to kill the force, to reject fate completely.
that hotel california comic makes me lose my shit every single time & i’m so thankful for it honestly
there we go
it’s been almost a month since i watched lake mungo for the first time but i can’t stop thinking about it. you’re a teenage girl. you feel invisible. someone is hurting you and nobody knows. when you think of your mother, she’s looking straight through you. your friends don’t see you, your boyfriend doesn’t see you, your family doesn’t see you. you feel like something bad is going to happen to you. like something bad has happened, but it hasn’t reached you yet. you’re not ready. you see your own dead body, your own future coming for you, and you aren’t ready. you’re terrified and months pass and nobody notices. you have nightmares and you stand above your mother’s bed wanting comfort but you can’t ask for it. you don’t want to die, but you do. so you come back. you walk the halls of your home, you scream and shout. and for a moment, they see you! but then it passes. and your brother is creating your ghost himself, even though you’re right there. he edits your ghost into a picture where you already sit in the corner, begging to be seen. and there is a grown man in your bedroom digging through your things, and your mother is walking into other people’s houses and trying on their lives. your father only hears you screaming at him to go away. you're begging someone to see you. you're standing over your mother's bed still, but she won't open her eyes. and then they find out what you saw, they see it too, but instead of caring, they find peace. they come home and they say the house feels settled. they think you're gone. but you're still there, and you're still screaming! they decide they can leave. they pack up your things and leave the room. you're still there. you stand in the window watching them leave. they move on. you can't. after all of this, they still don't see you. they will never see you again. jesus christ.

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I need to see this gag reel like I need the air that I breathe
god hearing bludworth's goodbye words made me just so fucking emotional. the fact they literally took out what they originally scripted and let tony say what he wanted to say to everyone watching, telling them to enjoy their lives and make the most of what we have. it breaks me. i miss him so much.
Media from the early 2000s seem to conceptualize goths as some kind of disease that happens to sad people rather than a fashion and music subculture.
Like they clearly want goth makeup to flag that a character is disturbed and socially dangerous rather than like, a person that enjoys the music of The Cure.
so happy and free
this is going to be a silly reblog but i have kind of a fixation on animal qualia and the idea of an animal's umwelt, so i ended up wondering whether pudding was actually "enjoying" this.
which meant i went and read about snail brains.
here's the bad news, at least by human standards:
snails do not have anything like a centralized brain. their nervous system is made up of small clusters of neurons (ganglia) that mostly handle very local tasks. they don't have a cortex, they don't build big integrated models of the world, and they almost certainly don't experience things like appreciation, anticipation, or savoring.
pudding is not looking at the sky and thinking it's beautiful.
snail eyes are basically light sensors - they can tell bright from dark, but not form images. snail "taste" is done through chemoreceptors on their tentacles and around their mouth. those receptors don't produce flavor the way ours do; they just detect chemical compounds and sort them into "approach," "ignore," or "avoid."
so there's no evidence that snails enjoy food, or wind, or views, the way mammals do.
and that does sound kind of sad. but then i thought that maybe we are asking the wrong question.
snails do have valence. they detect aversive things (like salt or dryness) and withdraw from them. they detect non-aversive or beneficial conditions (like moisture) and stay extended. when pudding is stretched out like this, it means his nervous system is basically saying "this is safe; nothing is wrong."
if we define pleasure not as our human experience of dopamine and reward chemicals but instead as "the absence of aversion" - a state where the organism is open to its environment instead of defending itself - then this does count as something positive, even if it's extremely nothing like human enjoyment.
pudding isn't appreciating the wind. but his body is registering humidity, safety, and the ability to keep functioning, and that matters to him in the only way his nervous system can make things matter. he does not think "this is great, this is awesome, i love the weather", because he doesn't think in the way we do at all, but the neurological action in his ganglion tell his body that he is safe, that the moisture is an acceptable level, that it's not too dry or windy, and that there's nothing imminently threatening.
i think a lot of the sadness comes from assuming that a good life has to look like ours: full of enjoyment, meaning, and aesthetic experience. but a snail isn't missing those things. its world just isn't built to include them.
snails don't have a sense of flavor. they don't even have tastebuds. this seems like a gimme, right? but again that might be asking the wrong question about what "taste" is. biologically speaking, it's chemoreception. we taste sweet because it indicates high value, high calorie sugar molecules. we taste salty for salt, umami for proteins. so in what way does pudding's chemoreceptors differ from ours instrumentally? we can say "by our human perspective, pudding can't experience "preference" or "savoring" or "anticipation of delicious food"", but from pudding's perspective we have radically overengineered ourselves for the task at hand. pudding can tell what's salty, what's high value, what has the chemicals he needs. the functional outcome is that he can discriminate food souces based on their composition. is that not taste?
so maybe the point isn't "this is sad because he can't enjoy it," but "this is a reminder that minds come in radically different shapes, and value doesn't have to be rich to be real."
🥹 I'm ok I swear
people who are afraid of snakes are fuckin’ WILD, like dude, just carefully step over these fat babies’ sausage bodies and gently move the burmese python chillin’ against the door, then you become unfathomably rich. i would do this for $10. i would do this for FREE.
I would pay $10 to do this
GG EZ
[Patreon]
Can the snakes be part of the prize package? Because look at them! ❤️
Those are nice snakies

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Gothic literature must be cursed to forever be misinterpreted by mainstream public because how did this happen
Dracula book: an evil count who only sees the world as a resource to be drained for his own pleasure is stopped by the group of people who deeply care for each other
Dracula in media: a tragic romantic hero, main love interest of one of the protagonists who must be liberated from her dull little life
Frankenstein book: any human has capacity for evil when completely abandoned and shunned by the world and the people who brought him into it
Frankenstein in media: don't play God because it's against nature's laws
Jekyll and Hyde book: repression and only caring about external appearances can cause your worst impulses to indulge themselves in dangerous ways if ignored for too long
Jekyll and Hyde in media: what if there was two of the same guy but one of them was evil and gross?
Made these but I can only use them while texting my one Disco Elysium playing friend so I'm putting them here for y'all to do with as you please