Mitosis161 karma2012-01-26 23:24:57 UTC
I have no idea what you're talking about, I was in the bathroom
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Mitosis147 karma2011-09-09 10:19:19 UTC
When playing scary games, the players' imagination can be the scariest part; a door to an empty room can be terrifying to open if you think something might be behind it. How did you balance the right amount of "real" scares so they weren't common enough to become less scary, while keeping the prospect of a monster likely enough to keep "imagined" scares going? I imagine unexplainable sounds have a lot to do with it, but it seems a difficult balancing act.
Also, at at least one point the player sees bodies hanging from the ceiling, and as the players turn around and the bodies move in and out of the players' vision, they disappear and appear again. That was always a favorite trick, how is it done exactly? (Edit -- the part I'm referring to http://www.youtube.com/watch?v=LVmxR4P4Uzw)
Mitosis102 karma2019-02-09 13:14:37 UTC
"Wave" can have that meaning in English too, so you know! The name translates just fine.
Mitosis101 karma2012-01-26 21:34:34 UTC
Hah! I'm rewatching the series with my parents right now, and one episode I paid special attention to the opening again I distinctly remember it swooping over Vaes Dothrak, with horse statues and all that. The one you link to goes to Pentos instead. I thought I was going crazy.
My parents knew nothing of the books or anything and the opening is not only very entertaining and well done on its own, it's a great way to show everyone the geography of the world without having to devote one minute to it in the actual show. Very well done.
Mitosis74 karma2011-03-14 17:20:21 UTC
Consider that by creating a ministry of silly walks, the creators were actually trivializing and making fun of the roles of the actual government ministries -- making the meaningful meaningless.
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