Blast divinity

Every now and then, I write random stories based on the results of a random word generator. This is a product of that exercise. I have no idea what happens next. If you do, let me know.

Rob Estreitinho
Paraglyphs
2 min readMar 24, 2017

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Four hours later, his super-powers were nearly done. Times had indeed changed. Before, it took a brilliant mind to create superheroes with credible backstories and relentlessly explore their adventures through physical comic strips. Those days, things had gotten simpler. All you needed was an Xbox controller and free time after work. Better yet if you didn’t have a job at all.

‘Blast Divinity’ was the latest instalment in the popular series ‘Dogganthor’, famous as much for its customisation capabilities as for being the first augmented scent-driven video game. In this new world of experiences, the gameplay was purely driven by slight movements in your smelling patterns, which made a controller mostly useless apart from when it came down to customise your character.

Therefore, true to its nature, the end result of these super-characters were driven by what they could smell in the game, not so much by the weapons they could wield. For Brad — the new-born fictional superhero, created by real-life game addict Cornelius Thornhallick — , this was more than enough. He could already imagine his nose growing after reaching level 80, which very few characters had ever achieved.

Notorious hardcore gamers in this series included the likes of Rod Stewart and Keith Richards. The first because of his infamously graphical nasal display, which academics dubbed as being a re-connection of the cultural aspirations of singing with the biological roots of the singer. The second because by the time his mind was transplanted to a robotic rolling stone — this was 2078, after all — , he’d be up for snorting anything, really.

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