A fun thing some friends and I do when we’re hanging out, and we’re not sure where to eat, is to pick a competitive game with a lot of characters, assign a restaurant to each one, and play (or watch) a round, and let the winner determine where we go. The first game we did this with was Overwatch, but lately we’ve been setting up 32-man AI tournaments in Super Smash Bros. Ultimate. It’s actually a really clever idea, and a lot of fun…until Diddy Kong wins, and we end up at Taco Bell. It took a little longer than usual, but Taco Bell is doing what Taco Bell always does to me. Which brings us to today’s word.
fulminating, adj. – volatile or explosive
Learned from: Diablo II (PC, Mac)
Developed by Blizzard North
Published by Blizzard Entertainment (2000)
Diablo II improved upon a lot from the original game. Though I missed some of the more random elements from its predecessor (shrines with mysterious names, whose effects were unknown until you activated them, quests that wouldn’t show up in every playthrough, etc.), the sheer variety of new material made up for it. One of these additions came in the form of offensive potions: green for poison, and orange for explodey-types (including fulminating potions).
These were kinda neat in the early game, as they gave even melee-focused characters a source of elemental damage, but there were only a couple “levels” of each type of potion, and they didn’t scale with your character’s level. So, as the enemies you faced kept getting stronger, the damage inflicted by these potions became less and less useful, until it became a pain to find them in item drops. A cool idea, but ultimately one that wasn’t used to its fullest potential, so that it might’ve been more than a novelty.

Don’t let the screenshot fool you; fulminating potions would be hard-pressed to cause that kind of carnage in the early game. In the later stages, you’d be lucky to give the monsters a sunburn.




