This might seem like an "old man yells at cloud" situation, but it's just wild growing up and being told how dangerous distracted driving is - how, at highway speeds, you can traverse the length of a football field (100 yards, 91 meters) in a matter of seconds - how one split second sending a text while driving could result in a potential fatal crash, and then getting on the road as a driver and being surrounded by billboards. Their entire purpose is to catch one's attention, so they're lining major roads, which tend to be highways. How is it that you're told how important it is to never be distracted while driving, but still being advertised to?
At best, this type of advertising is an eyesore to pedestrians and motorists and a general waste of electricity to light it, and at worst, it is an active danger considering they are there to advertise and therefore, must catch people's attention.
I'm not even against advertising in theory, but this particular mode bothers me so much and I hate how pervasive it is - especially in large cities or highways.
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Prompt 247
Danny grumbles, going limp as the Spirit plucked him up, holding him out like some sort of stray cat. Their golden eyes stared across him, white hair shimmering and bloodied feathers rustling as they tilted their head.
“You sure he’s not somehow ours?” Bludhaven asks again, setting him down once more to circle. Amity laughs, wild hair the color of wheat fluttering in a non-existent breeze and portal pulsing like a heart as she rests a hand on his head.
“Well darlin’, I am asking if you would be open to adopting,” the Spirit laughs, the sound as familiar as the birds outside his window in the mornings. “Well, I suppose I could always ask your dear sister Arkham-”
“No no, I would be honored,” Bludhaven smiled a literally sharp grin, something mischievous and violent about it in a way Danny was slowly growing used to. “I’m just- look at the little ghostling! He looks like he could be from ours! My hair, your eyes… he’s just missing markings…”
“Markings he’ll get once you give me an answer darlin’...”
“OH- Yes, of course! Sorry, I got whelmed there.”
“You have been stalking your vigilante a bit too much there Blud.”
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5K DTIYS! I cannot believe there's so many of you now!!! I am positively flattered and tickled, so I wanna give out some prizes to thank y'all! Winners will be randomly selected-- Artists and writers alike are welcome to participate and get added to the raffle pool! Further details/rules below the cut.
Not an artist? That's OK! Write something that you think could be in this magazine-- an article, an interview, a quiz, etc-- and that will count as a submission!
Deadline is Halloween, 'cause it's fun. 10/31/23. There's no deadline for participating-- that's just the deadline to be added to the raffle pool to get a Fun Prize.
I'll draw two winners ('cause Gemini, get it?) I'll draw a small comic (2-5 pages) for 'first' place, and I'll do a sketch for 'second' place! I do reserve the right to decline any requests that I'm not comfortable drawing.
Submissions don't stack. Drawing AND writing something won't get you in the raffle twice, though you're welcome to do both if you feel so inspired!
Please tag me and use #gemini5kdtiys ! Otherwise the submission may not be counted. If you tag me and it doesn't seem like I've seen it (I don't like and/or reblog it,) feel free to nudge me!
You gotta be following me to be added to the raffle pool!~
THANK YOU GUYS FOR THE SUPPORT AND FOR 5K FOLLOWERS ; w ; this is a rule.
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Ruhn and Lidia are so funny because you can tell Lidia cares deeply, and is regretful about how things have gone down, and is hurt by it, but she just gets on with things. Pushes it to the side, because there are other things to worry about, and carry's on. Meanwhile Ruhn, staying true to his teenage emo roots through and through is so angsty over it all! He loves her, he hates her, he wants to kill her, he wants to save her, he's thinking things like "How could he hate someone whose life mattered more to him than his own?". Like Lidia is just getting on with her day, doing what needs to be done, running her errands and what not. And Ruhn is in his bedroom, lying face down on his bed listening to My Chemical Romance and moping
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The Architecture of Rain World: Layers of History
A major theme in Rain World's world design that often goes overlooked is the theme of, as James Primate, the level designer, composer and writer calls it, "Layers of History." This is about how the places in the game feel lived-in, and as though they have been built over each other. Here's what he said on the matter as far back as 2014!
The best example of this is Subterranean, the final area of the base game and a climax of the theme. Subterranean is pretty cleanly slpit vertically, there's the modern subway built over the ancient ruins, which are themselves built over the primordial ruins of the depths. Piercing through these layers is Filtration System, a high tech intrusion that cuts through the ground and visibly drills through the ceiling of the depths.
Two Sprouts, Twelve Brackets, the friendly local ghost, tells the player of the "bones of forgotten civilisations, heaped like so many sticks," highlighting this theme of layering as one of the first impressions the player gets of Subterranean. Barely minutes later, the player enters the room SB_H02, where the modern train lines crumble away into a cavern filled with older ruins, which themselves are invaded by the head machines seen prior in outskirts and farm arrays, some of which appear to have been installed destructively into the ruins, some breaking through floors.
These layers flow into each other, highlighting each other's decrepit state.
The filtration system, most likely the latest "layer," is always set apart from the spaces around it. At its top, the train tunnels give way to a vast chasm, where filtration system stands as a tower over the trains, while at the bottom in depths, it penetrates the ceiling of the temple, a destructive presence. (it's also a parallel to the way the leg does something similar in memory crypts, subterranean is full of callbacks like that!)
Filtration system is an interesting kind of transition, in that it is much later and more advanced than both of the areas it cuts between. This is a really interesting choice from James! It would be more "natural" to transition smoothly from the caves of upper subterranean to the depths, but by putting filtration system in between, the two are clearly demarcated as separate. The difference in era becomes palpable, the player has truly found something different and strange.
Depths itself is, obviously, the oldest layer not only of subterranean but of the game itself. The architecture of Depths has little to do with the rest of the game around it, it's a clear sign of the forgotten civilisations that our friend Two Sprouts, Twelve Brackets showed us, there's not actually that much to say about it itself, it's mostly about how it interacts with the other layers of subterranean.
That said, Subterranean is far from the only case of the theme of layers of history. It's present as soon as the player starts the game!
The very first room of the game, SU_C04, is seemingly a cave. It is below the surface, the shapes of it are distinctly amorphous rather than geometric. (well. kind of, it doesn't do a very good job of hiding the tile grid with its 45 degree angles.)
But let's take a closer look, shall we?
See that ground? it's made of bricks. The entire cave area of outskirts is characterised by this, the "chaotic stone" masonry asset is mixed with brickwork, unlike the surface ruins which are mostly stone. This, seemingly, is an inversion of common sense! The caves are bricks and the buildings are stone. This is not, however, a strange and unique aspect but a recurring motif.
This occurs enough in the game for it to be clearly intentional, but why would materials such as bricks be used in otherwise natural looking terrain?
The answer lies in the "Layers of History" theme. This is in fact, something that happens in real life, and it's called a tell
To be specific, a tell is a kind of mound formed by settlements building over the ruins of previous iterations of themselves. Centuries of rubble and detritus form until a hill grows from the city. Cities such as Troy and Jericho are famous examples. The connections to the layers of history theme are pretty clear here, I think. Cities growing, then dying, then becoming the bedrock of the next city. The ground, then, is made of bricks, because the ground is the rubble of past buildings. The bones of forgotten civilisations, heaped like so many sticks!
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