Approval Ratings — You now get to intimately know when your entourage approves or disapproves of your choices. You get to accurately see how you fair within their approval ratings.
Info tips — Every now and then, a little window in your field of vision shares crucial tidbits of information to you. Very situational, but always helpful.
Field of View — When crouching, you can you see exactly where people are looking, and you can also tell if people have detected you, whether or not you can see them. (This includes cameras, animals...)
Model Equipment — Once per week, you can declare one outfit; this outfit will remain clean, temperate, and comfortable for the rest of the week, but you will not be able to take it off. You will not be getting dirty or sweating, if that's a concern. You will remain clean, and in a stasis appearance-wise, for 1 week at a time.
Check / Examine — You can check people and get a detailed description of who they are, their strength, their health, their life's story.
Turn-Based Action — Once per day, you can force people and objects to abide by the rules of turn-based encounters. Stuck at an intersection between cars? Turn-Based. Someone keeps cutting you off when you talk? Turn-Based. Not even I know the true ramifications of this.
Emote — Observe movements done by someone; you can set them as emotes. Maximum of 60 emotes. Emoting does not tire you, or exhaust you. You can delete and replace emotes. (The exhaustion can be interpreted however you want.)
Fishing — Fishing, now turned into a mini-game. You'll always catch something within a few seconds!
3rd person view — You can now toggle your vision between 1st person and 3rd person view, and navigate the world like so whenever you want.
Quick Grab — You can quickly grab and acquire anything within arm's reach, in the blink of an eye.
Menus, settings — Change the video, sound, and control settings of your brain's sensory inputs.
Subtitles — You can toggle subtitles on or off. Can not translate.
in my latest de playthrough i decided to throw away dora's card and was super intrigued by the passive checks that follow, especially electrochemistry
like other people have already said on here, before i got better acquainted with the game i used to think electrochemistry was just about harry's sex drive and self-destructive desire for alcohol and drugs
but if you actually invest points in electrochem, it becomes clear that it's more about the pursuing and detecting sources of joy, whether they be ice cream, drugs, sex, or making kim happy (case in point below; you get this if you give kim a shout out on speedfreaks fm)
so now i'm wondering how exactly to interpret the electrochemistry check when you let the wind take the card
is it just what it says on the tin: leaving dora behind allows harry to focus on different things, opening up new possibilities?
that makes sense, but it's strangely quiet, almost pensive for electrochem
is it because there is joy in leaving behind the burdens of the past? is harry freeing himself from the burden of the card lessening his frenetic desire for fleeting joy in favor of something longer lasting? less grasping, more content?
Wordle is running out of words. Only 2,000 five letter words remain. When that supply is exhausted the Creation shall begin. One day the word will be ZHURM, and all shall get it, and all shall understand it to mean "an ache from suddenly remembering a long-ago friend, who meant something to you once, but whose face you can no longer conjure". The next day the word shall be JOROL, and all will get it, and all will know it means "the melancholy confusion of passing by somewhere where you once could have died". The next day it will be GREFT, and all will understand it to be a small brown bird with white streaks found only in South America, and suddenly, it will appear, in the underbrush of the Amazon, in the streets of São Paulo, and all will know that it once was not there, but now, will always be