

But he is a content old man these days.
Does that mean the Dark Side path is canon?


But he is a content old man these days.
Does that mean the Dark Side path is canon?


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Viconia (and to a lesser extent Jaheira) is the reason I always go for the snarky, jaded and cynical character whenever it’s an option. She’s the “I can fix her” meme except you actually can and it’s amazing.


I’m still mad she freaking dies in the epilogue of BG2 if you romanced and redeemed her. Who thought that was a good idea for the ending to a hundred-hour character redemption arc? And how the hell does an epic-level cleric die to poison?


Rikku taking off her outer bodysuit was probably a sexual awakening for a lot of young teenagers.


He would probably approve of their crimes against children.


Boasting about not putting multiplayer behind a paywall, like they weren’t the ones to introduce that idea in the first place.
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It’s playable solo (and only solo in the current beta branch), but the devs have been nerfing that playstyle for years in the name of multiplayer balance. There are artificial limits on what one player can learn and do, with massive penalties to anything you didn’t start the game with. They include those nerfs in single player because they intend for NPCs to pick up the slack after they’re introduced.
(Note: NPCs have been a promised upcoming feature “after the next set of changes” for nearly fifteen years at this point.)
Fortunately they include settings to undo the learning speed nerfs, and hopefully will add more to make the upcoming crafting rework less of a pain for solo players. The litany of tweaks available at world creation is one of my favorite things about Project Zomboid, right after all the stellar business name puns.


That’s not a bad description, though Stationeers is even more hardcore than Vintage Story. It’s ridiculously complex, to the point you need basic mastery of several different systems just to survive the opening of the game. I’m talking building complete and fully-modeled atmospherics and electrical grids from scratch, with a single block in the wrong configuration being potentially run-ending (I’ve plugged my oxygen tanks into an improperly set up system and lost my entire air supply more than once). It’s incredibly rewarding after you do figure it all out, though.
It’s also the one survival game I can think of where a single minor mistake remains crippling even tens of hours into a playthrough. Your only insurance against disaster is whatever redundancy you built into your systems. It truly nails how monumental a task surviving on other planets would be.


There’s a modern remake called Story of Seasons: Friends of Mineral Town. It’s isometric and cross-platform so I’m hoping the controller support would be decent.


On the other hand, they’re used to working with low-level concepts from their day job!


The global firestorm gave them a nice natural smoky flavor that’s unmatched to this day.


Super Mario World uses a sprite slot system where a limited amount of memory is set aside and reused for on-screen objects. Normally stuff simply won’t spawn if you’re at or over the object limit, but using glitches to go over this limit leads to all sorts of weird stuff, like being able to spawn a glitched item that ends the level immediately.
Super Mario 64 has a similar object limit with equally broken results when you manage to bypass it.


You can go through walls in World, too! I remember doing it in one of the early cave levels after reading about it online, though aside from some messed up physics it didn’t lead to anything interesting.


If you want to learn more about why this is possible in excruciating technical detail (including stepping through assembly code and discussing memory layout), check out the channel Retro Game Mechanics Explained.
I think this particular bug is covered in either this video about level end glitches or its sequel.


This and many other stupidly precise tricks, like pixel-perfect jumps against the sides of walls or a plethora of bugs involving Yoshi and his tongue.
The most common use of this particular bug is what’s shown in the image, carrying a shell and a key at the same time. You need to throw the shell against a wall while falling and land on it to extend your jump past what’s normally possible, while also carrying the key across the gap. It’s everywhere in Kaizo runs.


Unless their goal is to catch common mistakes to improve their code analysis and quick fixes, in which case this plan is secretly brilliant.


*Metal Gear Solid 5 flashbacks*


This feels unnecessary and overblown. From what I’ve heard, the exploit in question requires a local file and only operates at the privilege level of the game itself, so you’re unlikely to encounter it unless you’re adding files to your game install.
So you’re vulnerable if you install malicious mods, in other words. Which, considering Unity mods are done via DLL injection, is already the case even without this exploit.
Isn’t that the same thing the studios they acquired said? And we all know how that inevitably turned out.