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The Little Things


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I admit, I've got a soft spot for the threads that focus on peoples favorites of this game, be it characters, playstyles, or similar threads like the Unknown Mechanic thread.
So, here I propose my own...

What are some of your favorite little details that you've noticed in your time playing DS/T?
As someone who's entirely built off of little details, I've got a few to share:

Skitter squids light actually goes away when their eyes are shut blinking.
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More of a mechanic, but still, I love that Ice Amulets can freeze whatever touches them.
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One of my favorites I don't think anyone's noticed is that cold breath actually changes height! Look at Weremoose for example!
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A super fun one is that loaded canons will actually fire if... lit on fire!
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Another for the shelled family here, Shell Bell Worms will play a different FX depending on if they escape into solid ground or a boat!
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Aannnddd I could keep going on, but we'd be here forever. And that defeats the point of the thread!
I want to see what little details other people have noticed that they enjoy!

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Da Weregoose can walk over fresh and swamp ponds :> (Lichen too but this ability is disabled in the caves :()

It's practically a worthless ability, but makes so much sense given you can walk over the ocean and just makes me ooze with delight at the extra detail.

34 minutes ago, MadMatt said:

Da Weregoose can walk over fresh and swamp ponds :> (Lichen too but this ability is disabled in the caves :()

It's practically a worthless ability, but makes so much sense given you can walk over the ocean and just makes me ooze with delight at the extra detail.

Really? That's amazing! 

3 hours ago, -Variant said:

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I find it weird for a moose to have two "breaths" at once

3 hours ago, MadMatt said:

Da Weregoose can walk over fresh and swamp ponds :> (Lichen too but this ability is disabled in the caves :()

It's practically a worthless ability, but makes so much sense given you can walk over the ocean and just makes me ooze with delight at the extra detail.

but you can't sink into the pond... literally unplayable

I think one of the things that don’t really get a lot of credit is DS/DST’s sound design, especially it’s ambience. I love walking into a biome and listening to the various noises/sound the biomes make, from the calm nature of the grasslands to the almost mechanical noises in the ruins. It’s really cool to hear!

One of my personal favorites is the passive ambiance during the aporkalpse in most of the biomes. It evokes a feeling of stillness in addition to immense unease to me, which especially fits the general theme of the aporkalpse. It’s a shame is a bit difficult to hear in normal gameplay because of how many other things also go on during the event.

The Ancient Fuelweaver's spawn sound effect sounds like a distorted version of the sound effect that plays when you use a Telltale Heart on a player.

You can hear Charlie screeching during the Ancient Herald's spawn sound effect.

You can hear the Ancient Fuelweaver and the Ancient Herald breathing.

Catcoon Vomit sound effect is based on the size of the thing. For example vomiting a moleworm is deeper than a birchnut.
At least I think this is true. One time I heard a Catcoon vomit and my brain went "Moleworm" so I ran to it and saw a moleworm ready to be picked up.

21 minutes ago, Evelo said:

Catcoon Vomit sound effect is based on the size of the thing. For example vomiting a moleworm is deeper than a birchnut.
At least I think this is true. One time I heard a Catcoon vomit and my brain went "Moleworm" so I ran to it and saw a moleworm ready to be picked up.

The amount of times they gag does correlate to what they vomit, so you are correct in your observation.

1 hour ago, ButterStuffed said:

The amount of times they gag does correlate to what they vomit, so you are correct in your observation.

Well I know that but I'm referring the the actual Belch audio. It's nearly impossible to translate to words but when they vomit small items they go "Bleeegh" but for things like a moleworm they go "BLARGHUUURAH" That or im actually insane. It has nothing to do with the number of gags.

Walter's poop pellets can be used to fuel a campfire for quick and cheap cooking.

Webber comes out of a tier 3 spider den alongside the spider warriors if a spider is attacked on the web while he's sleeping inside.

Something I noticed that is interesting while it's well known that pigs hate merms did you ever notice that merms aren't naturally hostile to pigs if they're not homeless and their homes aren't invaded? Spiders are also naturally hostile to pigs as well which seems obvious but even if they're followers they'll automatically become hostile and attack pigs unless you command them to stop. Kinda makes me wonder about the history of the creatures of the constant and their history with pigs.

41 minutes ago, Mysterious box said:

Kinda makes me wonder about the history of the creatures of the constant and their history with pigs

While Pigs seem to live basically in every single dimension we've encountered so far in the ds/t universe, they originate from the Hamlet.

This means that, at some point, in the history of every dimension, the Pigs were an invasive species, till they filled in a niche. Maybe this (plus Hamlet's Pigs' racism) led to the natural hostility between Spiders/Pigs/Merms. If some animated videos are to be considered as lore evidence, spiders might actually be somewhat intelligent. Maybe enough to hold a grudge against an entire species (racism).

Also...

51 minutes ago, Mysterious box said:

merms aren't naturally hostile to pigs

Didn't the devs, at some point, change it so that Merms will attack Pigs on sight?

I love that characters have a custom line for trying to resurrect Abigail and also other angry ghosts.

Same for some particular lines for other characters items, like Maxwell's inspection line for the chorus box circuit, or wendy's/ wx-78 inspection lines for the second chance watch.

3 hours ago, Maxil20 said:

I think one of the things that don’t really get a lot of credit is DS/DST’s sound design, especially it’s ambience. I love walking into a biome and listening to the various noises/sound the biomes make, from the calm nature of the grasslands to the almost mechanical noises in the ruins. It’s really cool to hear!

One of my personal favorites is the passive ambiance during the aporkalpse in most of the biomes. It evokes a feeling of stillness in addition to immense unease to me, which especially fits the general theme of the aporkalpse. It’s a shame is a bit difficult to hear in normal gameplay because of how many other things also go on during the event.

This!:D I also love the ambient filter to the sounds and the music that changes with each season, especially the highpass filter during summer. It really captures the feeling of extreme heat in my opinion.

Then there is also the brilliance of the soundtracks themselves, but let's take a moment to appreciate the organ sound specifically. To start with, it's quite charming. I'm still unsure whether its an electronic, an electromagnetic or a mechanical theater organ, but it's fair to say that it's the only frequently occuring instrument in the whole game that wasn't even invented by the time the events in the game occur. Earliest modern organs, which are the theater organs were invented by then but it wasn't until around late 20s/early 30s when they started sounding similar to the one we hear in the game. Yet the sound still feels perfectly in place, and the soundtrack would even feel incomplete without it.

I might be thinking too much into it here, but in my opinion, the presence of the organ sound alone provides the essence of the stage vibe of the game, and there is something oddly realistic about its presence in a setting it didn't even exist in yet. As if everything happening in the game is a silent film or a theater and as if the background music is a live accompaniment to that visual show. As if someone watching the struggles of the survivors thought it was a fun show and started playing some tunes on their organ to give it the silent film feels, or as if the whole thing was just inspired by some unfortunate events of the past and someone in a future setting decided to create a show out of those events.

So yeah, my little thing I appreciate the most is the organ sound:D

1 hour ago, Szczuku said:

Didn't the devs, at some point, change it so that Merms will attack Pigs on sight?

Nope they only attack under the same conditions they do against survivors either they're too far from home/homeless or too close to their homes.

8 hours ago, gamehun20 said:

Sleeping tree guards have 2 trunks for each leg

In all my years, I've never noticed!

7 hours ago, Maxil20 said:

I think one of the things that don’t really get a lot of credit is DS/DST’s sound design, especially it’s ambience.

This, this, this, this!! If I could, I'd personally thank every sound designer that's worked on the series. Sound design in general for any project never gets the love and attention they deserve!

The ambient sounds for the Waterlogged biome or chilling when you stop to listen to them at night. The shockwave of Alter awakening, the Grotto War screams, it's all so good...

3 hours ago, Mysterious box said:

did you ever notice that merms aren't naturally hostile to pigs if they're not homeless and their homes aren't invaded?

I did! Same applies to most everything, too! I've gotten some nice candid shots chilling out with the local Merms. Give them space and they're chill!
I think a friend mentioned having a Mermking can also force a semi-truce, haven't tested that myself yet though!

2 hours ago, Swag Master69 said:

One of my favorite details is that the BFB gives 35% rain protection when it's above you, both while it's flying or when it's landed. 

 

Wait what?! That's insane, I love that!
 

Some other super cute details I recently recalled was that that sheer size of Dragonfly alone actually makes her blinking audible. Almost impossible to hear in-game but her casually blinking her eyelids actually makes a subtle clapping sound, she's that big!
(Pretend you can hear images.)
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Similar to the Eye of Terror causing splashes if it bites in the water, BQ's honey trail makes massive splashes as it collides in the water!
Additionally, everything that flies has ripples under it when landed in the water. It's an obvious but cute interaction.
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Here's another companion one, Polly Rogers actually has custom squawking sounds entirely to herself, you can only hear them if you're idle and sitting with her, though. Sadly doesn't apply to her pet version.
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39 minutes ago, -Variant said:

Additionally, everything that flies has ripples under it when landed in the water. It's an obvious but cute interaction.

Oh, it reminds me that Malbatross has a similar ripple effect, but it's not always there, it's rhythmic with her flapping wings. Very lovely detail.

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