“Did you know?” is a series of articles published on Sundays by Pelaaja.fi, in which Ida Suominen delves into the phenomena, backgrounds, icons or secrets of games and the gaming industry.
It’s not a bug, it’s a feature. The majority of those who pop into the joy of games are likely to know that from time to time, mystical, unexplained phenomena only happen in the game worlds. Things disappear, appear, and stop working. Basically, gaming houses try to fix bugs out, but sometimes the blunders in games are so hilarious and loved by players that they become features in one form or another.
Anything can be a weapon if it is in skilled hands. This is especially known to them Hitmanin players who are familiar In Hitman 2 to the portfolio that sought its debut target. The game pardons the player a bit, and lets the throwing weapons turn some way toward the target. Normally, this is not a problem, as the majority of tossed goods are so fast that you don’t pay attention to it.
However, its own chapter is a portfolio that throws itself when thrown slowly but surely towards the target. The bug was fixed, but in August 2019, a humorous update was released for the game, in which Pakaasi makes a comeback as “a portfolio that breaks the laws of physics, designed to evoke horror in anyone who gets in its way.”
In the first Mass Effectissä Commander Shepard meets Conrad Verner at an early stage – a fan with a very romantic image of both Shepard himself and the work he does. Verner has the opportunity to both talk in peace and threaten with a gun. No matter what, Mass Effect 2:n in the transferred recording, Verner treats Shepard as if he had hardened him. There’s a hiccup behind the bug that, when the recording is moved, marks Verner both enchanted and intimidated at the same time. The game ends up choosing between two options, always intimidated. If Verner was politely heard in the first game, Mass Effect 3 corrects the sweat narratively: Verner apologizes for the confusion and says there is no praise in his memory. Memory problems also made a comeback in the make-up, which appeared in May this year Mass Effect Legendary Editionissa.
The ability to combine is at the heart of the action hike, and especially in fast-paced games, the go usually goes to petty use of animation. In combat games, movement animations typically consist of three stages: preparation, strike, and recovery. Preparation is when a character pulls his fist behind, a blow is when the actual action takes place, and recovery is a return from the stroke back to the starting position.
Published in 1991 Street Fighter II:n the developers noticed while testing the game that the return animation of some movements could be ignored if you gave a certain key command at a certain time. Such was the case with a squat kick, followed immediately by Hadouken. The developers were worried that this would upset the game’s balance, but eventually a bug was left in the game – the studio thought the timing would be too difficult for a particularly large number of players to care to learn to take advantage of. The guess was both wrong and brisk to the bottom line: they had accidentally created combos that quickly established themselves on the field of match-fixing.