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cavalier24601 t1_itjyj8w wrote

I suspect this is an example of a noodle incident, wherein something referenced vaguely is more intriguing than stating it plainly.

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BurnySandals t1_itk4kas wrote

But when Barcelona whores talk about a noodle we all know what they mean.

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Goldeniccarus t1_itkq5r1 wrote

Rigatoni.

Everyone knows the working girls of Barcelona love a good rigatoni.

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scuac t1_itk3g3v wrote

Marvel had it with the whole “Budapest” between Natasha and Clint, but then had to go ahead and ruin it by trying to show it.

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kn1144 t1_itl1u4g wrote

I felt the same way about Jack Sparrow’s “obviously you have never been to Singapore” line in the first movie. Just such a great WTF moment that they had to ruin by explaining it.

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DrSmirnoffe t1_itm1lri wrote

This kinda stuff is the exception to the rule "show, don't tell". Sometimes, it's better to leave things told, but not shown.

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JCPRuckus t1_itm3wtu wrote

It's more like, "Hint, don't show".

It's basically the same idea as, "The monster stops being scary once you get a clear look at it". Sometimes the best thing you can do is just give enough to spark the audience's imagination, and let them entertain themselves.

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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.

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zachrg t1_itmbt45 wrote

"and then they made me their chief."

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Phlintlock t1_itkbxkx wrote

That business on Cato Nemoidia doesn't count

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Harsimaja t1_itmch03 wrote

Pet peeve of mine that keeps happening: I make a jokey ‘meta-innuendo’ in a similar way when someone says something that has an obvious double meaning, alluding to something I could say, and get “Ah but say it! Haha” when it should be obvious I don’t have a specific wording in mind but the general idea is clear.

> “There are a few positions on the table”

> “Haha well you know which ones I’d suggest ;)”/“You know what I’d say to that ;)”

> “Haha ;) Suggest them!/Say it!”

> “Um. Isn’t it a little less lame if left unsaid…?”

I obviously don’t have more specific direct wording in mind - the allusion to it was the specific wording.

Viciously murders the mildly amusing moment, even if they got it and found it funny.

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EveryFairyDies t1_itmom9g wrote

That’s why I stick to “that’s what she said” as a rejoinder to any potential innuendo.

> “There are a few positions on the table.”

> “That’s what she said.”

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StewitusPrime t1_itnsra1 wrote

That’s when you gotta double down and name off a few in an equally vague way. Stuff like “you know the classics. Give ‘em the ol’ Alabama Fruit Basket, or Italian Chandelier. If you know, you know, amirite!?” If they press further, hit ‘em with the old “If you have to ask, you’ll never know. Now who’s in?”

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GrudaAplam t1_itv2hya wrote

They're calling your bluff because you aren't as funny as you think you are. Sorry, but someone had to tell you.

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Harsimaja t1_itvj3xw wrote

Aw gee thanks, because you were there and know what was said and how! Even in the cases where the context is flirting and they want me to say something more explicit? Fascinating.

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Aethelete t1_itldrep wrote

Likewise, the Venus Butterfly in the TV series LA Law.

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