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It seems to me that the jungle camps are still a bit too difficult. They were made difficult so that the "main" junglers would have a tougher time with it, and the huge drawback is that it cemented those junglers into the meta with mechanics. You just can't run weird jungle builds anymore, and that's terrible for the

Oh, there's Bootcamp, virtualization software (Parallels is pretty great) and Wine(skin), not to mention many of the best emulators are open source and able to be built for Mac pretty easily.

Both. The game concept (and entire original development team) originally came from Narbacular Drop. That team was hired by Valve and re-made the game using the Source engine and a heck of a lot more polish. So his statement isn't telling the whole history, but it's not off the mark either.

Hopson theorized that players shot into the loot cave mostly because it was low effort, not because it was actually better than other locations. Somehow, some players convinced themselves that the Loot Cave was amazing, but that wasn't actually the case—or so Bungie says.

I've been meaning to speedrun Kirby and the Amazing Mirror with three friends for some time now; the trouble is finding three other people who are as interested in that as I am. (As well as 4 gamecubes, 4 gameboy players, 3 link cables, 4 controllers (possibly GBA link cables), and 4 DVR units to capture the stream.

Far as we know, there is no way to get the key doors to work without possessing the key; the game's code handles them separately.

It's actually not as hard as it sounds. It takes me about a day to get to where I feel consistent with new tricks in Super Mario 64; I'm working up a 16-star run for fun. Once it's in muscle memory, you don't really have to know how the trick works, or think about precise frame timings, you just get a feel for it, and

…a helping of Magicka…

The death animation is the same, but the combo leading up to it is different for every fighter. My guess is, this video is a demonstration of what that combo should look like if executed correctly. (Probably very useful if you're wanting to learn one of them.)

Of course, the *correct* thing to do here is teach a diglett fly.

I can only tell that difference if I'm playing on a 1080p screen. (I have both; the screen in my bedroom is 720p.) It does absolutely make a difference; upscaling can sort of mask it, but it's super distracting to not be playing at the native resolution of the display in question.

This might sound horrific to you if you crave the absolute arbitration that video games can offer. In a video game, there is no grey area. No bumps. Every angle, movement and decision is calculated down to the smallest detail, and there are no grounds for mediation. You take the computer's ruling and you either like

My complaint with microtransactions is always imbalance when it comes to the playing experience. It's much worse when content is designed around the boosted mechanics to intentionally make the boosts feel necessary; that ideally shouldn't be the case here, since Diablo was designed with no microtransactions in mind

I'm convinced this wouldn't be such a thing if the developers hadn't decided to put forts and things (including the barrow that you go into first thing in the main storyline) up on mountains that were nearly impossible to scale normally, and which had no obvious paths or entryways.

From a development standpoint, making an Android app is more challenging. (If there were one Android device and form factor, it would be about as difficult as iOS with a different style and approach, but there are *many* different Android devices, all running different versions of the OS with different hardware and

It took me AGES to figure out that the gyro was being used at all. I kept trying to right Luigi with the Circle Pad. (which is how you move Luigi for... the entire rest of the game)

Like many other Dying Light easter eggs (and there are a lot of them), the Super Mario stage is cute and all. But you know what this really makes me want? An actual Super Mario platformer that transports Nintendo's wonderful third-person platformer mechanics to a first-person perspective—much in the same way Dying

Good looks for an application have far less to do with the utility of the program, and a far deal greater to do with its accessibility to a new audience. The first time you sit down in front of a program you don't know how to work yet, the aesthetics are the only thing you have to go on. Good user interface design can

Link has always collected hearts to regain his health. It's common gaming knowledge, in the same way that everyone knows that Sonic loves rings, and Mario has a thing for coins and mushrooms (much like most drug dealers... but that's another observation for another time). But why has no one ever called into question

I enjoy watching these speedruns because executing glitched runs take quite a bit of skill. There's a lot of overlap with a traditional speedrun, and a lot of the runners do both categories for a single game depending on what they're in the mood for; no matter the rules for the category, they're obviously very good