De Blob/YMMV

Everything About Fiction You Never Wanted to Know.
Revision as of 21:27, 1 November 2013 by m>Import Bot (Import from TV Tropes TVT:YMMV.DeBlob 2012-07-01, editor history TVTH:YMMV.DeBlob, CC-BY-SA 3.0 Unported license)
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  • Adaptation Displacement: Now that the Wii version has come out, try to find someone who has heard of the original PC tech demo, let alone played it.
  • Awesome Music: Admit it, the soundtrack KICKS ASS. Especially since every track starts out slow and simple when you enter a level, and gradually gets more complex and up-tempo as color returns to the world. Some tracks even change from a minor to a major key.
  • Ear Worm: Consider yourself dared to not dance, bob your head, whistle, beatbox, hum or snap your fingers to the music in this game. Go on. It's impossible. It's also impossible to get out of your head.
    • Justified in that the soundtrack consists of constantly looping jazz standards which grow and adapt to the amount of colour in the environment, with instrumental solos coming in for every building painted. Aaaaaand, cue Tetris Effect.
  • Fridge Logic: Rescuing the Colour Underground from the Prison Zoo results in each of them grabbing a rope and climbing up to the blimp. Except you haven't rescued the blimp yet.
    • Maybe Pinky has a function that allows her the drop ropes from her arms so that the others can climb them?
    • Also, how in the HELL does jumping into a building and painting it in the first game transform it, of all things? Shouldn't it have exploded?
    • Why does Blob have a skeleton? He's a blob of paint!
    • The Hypno Ray is in geostationary orbit above Prisma City so it can catch the colour energy beams. How can it then "sweep the whole planet" with its hypno beam?
  • High Octane Nightmare Fuel: In the second game, we learn that Inkies are made of sentient ink and are assembled using Graydian labor. Where does that ink come from? Apparently from the bodies of Graydians themselves, generated from their despair and sorrow from being deprived of color and excitment, as we learn in the first game. The process to extract that ink (herding Graydians onto a rickety old carnival ride and forcing the ink out via centrifugal force) also probably counts.
    • Also, in both games if you roll over a Raydian while inked, it'll flatten and then burst into nothing. This has no bearing on your post-level Raydian liberation total in the second game.
    • "Comrade Black affirms that inkboarding is not torture."
  • Moment of Awesome: Being at the highest point in the Dam level with a certain soundtrack on does feel like a genuinely enriching experience thanks to the colourful Scenery Porn.
  • Tastes Like Diabetes: The Raydians, fitting with the brightly-coloured side of the game's aesthetic.
  • Waggle: Particularly Egregious; the game maps its jump function to shaking the Wiimote, and requires a degree of precision when walljumping that is nearly impossible to achieve with this control scheme. The sequel fixes this by moving the jump function to a button, though this also takes out the satisfaction of using it to slam enemies.