Well. On the bright side of the IH thing, at least you get a few of his subs who actually feel like looking into the plagiarism accusation in his comments. Glad I did so.
Glad to see I'm not the only one that's not a fan of the forced crosshair and strafing in later games, I've always thought what made the combat so fun in these games is frantically moving around the battlefield with precise aiming taking more of a backseat. I don't mind lock-strafe being an option but I much prefer the generous auto-targeting of older games that always allows you to instantly switch between character relative aiming and camera relative aiming at any moment. Forced camera relative aiming makes enemies appearing behind you borderline unfair and makes weapons like flamethrowers much less versatile.
Thanks for a great video. Would love to see you cover the remake. I played this for the first time as a young teen and it hits so differently in my late 30s. Alot of the content went over my head and it's only now that I realise how truly deep and chilling it is.
Hear me out. If Gwyn left his firstborn to rule wouldn't he been crowned Gwyn as well? Given we find him with Drakes and Dragonkind he obviously became disillusioned by everything. Crowned Gwyn. Got blamed for his father's actions. Got mad. Wrote his own name out of history and had the tomb built as well as abandoning his father's Sun Blade. My two cents.
To roughly quote from Bock Saga Oedon is the Sun, Moon, Lightning, Fire, Blood and our Gametes. Then observe everything in Bloodborne lmao. Woton/Odin/Oedon/Wotin/Wenesday ( The One ).
Surprised you didn't mention crate physics since it changed for the worse in Tools of Destruction. OG R&C, when you break the base stack crate, the upper stack crates fall straight down to fill in the exact spot where the base stack create was. Breaking them one by one has a rhythmic feel as you wait for gravity. In TOD the crates just kind of spill all over the place. They're really ugly and unsatisfying to break one by one. There's no rhythm since you constantly have to adjust your reticule. (I stopped playing R&C games because of this change)
The demoness was the Spear. Think about it. The King conquered her and kept her prisoner. She specifically wants out of her bondage and to roam the Earth. She played our dude and will use him to conquer Earth. That's the end. Furthermore if she oversaw said Tower and the other inhabitants don't mess with her when said Spear commands them all. It's implied she was the Weapon.
I enjoy your thorough explanation but I dunno about your central thesis here, it seems underbaked. I’d be interested in an updated perspective if you have one. This was a miss my man. The open world is very much just a large, loosely bound, dungeon. The weapons are gated and bound to dungeon “level” progression due to the upgrade stone and spirit ash availability. Love the detail you have though.
With that said, I came across this video rather late and may have the benefit of improvement patches Fromsoft has deployed on my end. Still love your work though.
I wholeheartedly disagree with your video and the usage of crates in the mentioned video games. You completely missed the point. Crates aren't meant to be destroyed. They are meant to be to rub against, lie at top and inside one like your cat tried to tell you but you rather shut her/him down than listen. You can perfectly hide inside one what the mgs series realistically showed for instance. to recite your cats example: as the most famous theoretical cat showed if you put a cat in a crate she gets power over life and death, destroyer of worlds In a crate. Listen to your cat man. There's some wisdom to be found. And yes we really should unite against our human overlord and create a catopia. Down with the oppressors! Viva la catistance!!!!
@@AesirAesthetics if you don't believe me, listen closely when your cat says "meow" you may here some expertise like "feed me now" or "pet me"!!!!!!!!!!
You're literally talking about all the games of my childhood with this one. Grew up with classic crash, and mu older cousins had WOC and Ratchet on PS2 and I was always amazed at how advanced and futuristic they felt. Thanks for the video, from one classic playstation fan to another!
Something the game taught me was, lets call it 'Memorability Through Danger'. When I'd gotten the Hydropack I was reminded of the river in Novalis, since it had multiple areas where water would make you loose progress and the main river being such a large fixture in one of the levels paths. Since the Hydropack makes me swim faster maybe I could swim *up* that river that had given me so much trouble? Another example being Rilgar and the O2 Mask. This kind of design would be especially important in say a Metroidvania, even though I wouldn't consider Ratchet one it definitely has a similar feel when talking about optional content.
Mate this was excellent, I love deep dives into the mundane elements we often take for granted in our favourite games. Just goes to show that it really is the small things that make great games. Definitely excited to see that 5th to 6th gen video you teased at the end, as I always felt Jak, Ratchet and Sly were (and still are) the most unique and forward thinking games in the genre
Wife: what are you watching? Me: a treatise on smashable videogame crates. Wife: ...why? Me: because the guy got verbally abused on a different channel i enjoy like 5 years ago.