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10 Illusions Video Games Create to LIE TO YOU 

gameranx
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Even the best video games use clever tricks and shortcuts to make the game world more convincing or immersive. Here are more of our favorite developer illusions and tricks.
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21 мар 2021

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Комментарии : 2,8 тыс.   
@Nathan-ew5hv
@Nathan-ew5hv 3 года назад
Some of the best mirrors are in Hitman. The enemies can actually see you coming up on them from the reflection.
@grabs_zel4547
@grabs_zel4547 3 года назад
Surprisingly, Pokemon X did the same
@RaspiRoope
@RaspiRoope 3 года назад
Hitman Blood Money had the same.
@MrMango331
@MrMango331 3 года назад
"Character 1 stands in a place compared to the mirror --> character 2 moved in to the direction of that mirror --> character 1 is seen" is literally how "advanced" it is. It's cool af but that could've been done in the first days of Doom
@Lucky-gf8zq
@Lucky-gf8zq 3 года назад
@@MrMango331 you have no idea how big games are developed
@LightzUp
@LightzUp 3 года назад
@@Lucky-gf8zq I mean, I don't know how well it works since I haven't played the game, making mirrors is hard but the detection part I think it can be replicated. Just get the info "if the player is infront of the mirror", this can be done by comparing the distance between the player and the mirror, checking if the player is standing in front (You can use dot product, rays or even some sort of box trigger that covers the space that the mirror would replicate, this would vary depending how exact you want it). Then save that the player is being "seen" by that mirror. Finally if the enemy sees the mirror then he can "see" the player, you can make him turn around or look at the direction of the player. I'm not an expert so maybe this is just a hacky way of doing things.
@kpopalypseoppar
@kpopalypseoppar 2 года назад
My favourite one is FPS games where characters tell you "you must hurry!" and go to a certain location or do something, but in fact you have all the time in the world because whatever event is happening won't be triggered until you get there anyway.
@xzenor
@xzenor 2 года назад
True.. However most of those time the "Hurry up!" just needs to be there for the story but they don't want you to miss out on collectibles and side-quests so it's not enforced.
@kpopalypseoppar
@kpopalypseoppar 2 года назад
@@xzenor It's lazy game design, because programming a dynamic world that changes even when the player isn't there is harder than just having player-triggered events.
@xzenor
@xzenor 2 года назад
@@kpopalypseoppar I wouldn't call it lazy.. they've got to think of an entirely different story for whatever happens if the player is not there in time. It's a bit rude to call it lazy for not wanting to write an extra piece of story that most people will never play. These games take years to develop in massive teams.. lazy isn't a fair word I think. It's a decision. You're welcome to create your own AAA game and prove me wrong of course.
@deutschlanddeutschland7111
@deutschlanddeutschland7111 2 года назад
@@kpopalypseoppar the programming doesn't make the difference, just run the event with a timer instead of an invisible trigger.
@kpopalypseoppar
@kpopalypseoppar 2 года назад
@@deutschlanddeutschland7111 I love it how I got two replies here from two people here, one saying "you're wrong cos it's easy" and the other saying "you're wrong cos it's hard". Love RU-vid comments, never change
@TheFinagle
@TheFinagle 2 года назад
I loved the way assassins creed made loading screens part of the game world by making your character wait for the animus to load. It was still a loading screen, but it didn't feel like YOUR loading screen. Granted few games have that kind of opportunity, but AC made it work well in the first few games.
@RENEG4DE4NGEL
@RENEG4DE4NGEL 2 года назад
Man, these Abstergo servers are almost as bad as my Xbox. Poor Desmond! LMAO
@fuzzytalks6239
@fuzzytalks6239 2 года назад
Ratchet and clank did the same. Flying the spaceship towards a different planet, sometimes it would take ages lol
@fagglebag
@fagglebag 2 года назад
Honestly Assassins creed has a perfect formula in that regard. Any little glitch or odd design choice can be explained away as limitations of the Animus.
@Belarithian
@Belarithian 2 года назад
@@fuzzytalks6239 No man's sky took that to the next level. You even have some control (sometimes) on loading screens, like slightly changing your direction on the initial loading screen, while star system names pop up and zip by (and I was confused at first why I can't go and land anywhere lol)
@fastertrackcreative
@fastertrackcreative 2 года назад
Yeah, AC isn't subtle at all about the game elements and incorporated them into the canon. Like the visible walls that indicate the edge of the map with the menacing hum when close.
@nohulse
@nohulse 2 года назад
My favorite trick in games is when you see a loading screen and the developers give you hints that they think will help you. Press X to jump Open doors to go through them If your health reaches zero, you die Some enemies use shields to block attacks Flashbangs will disorient players The sky is blue Sprinting makes you run faster Use health packs to heal The sun is bright Take cover to avoid taking damage
@DrSwazz
@DrSwazz 2 года назад
Pee is yellow, if it’s not there’s something wrong
@Littlevampiregirl100
@Littlevampiregirl100 2 года назад
meanwhile there are hints in the same game that you can only learn by looking it up on google or being lucky someone else looked it up and mentions it
@GamingNationShm
@GamingNationShm 2 года назад
@@DrSwazz Actually, it should be transparent.
@jariizar
@jariizar 2 года назад
@@GamingNationShm False, healthy pee should be a little bit yellow but not transparent. google it yw
@DrSwazz
@DrSwazz 2 года назад
I will fight you all on pee color. This shit is important.
@Cydoniaaa
@Cydoniaaa 3 года назад
For me it’s the trailers they show us cinematics instead of gameplay
@hamzasharif9597
@hamzasharif9597 3 года назад
Plz watch the video 1st😂😂
@pongchannel.
@pongchannel. 3 года назад
More like #1 compoines who try to make you believe games should cost $70
@Filtiarin
@Filtiarin 3 года назад
Cyberpunk 2077: fair enough
@OutlawNabil97
@OutlawNabil97 3 года назад
@@Filtiarin and they didn't even included those cutscenes in the actual game They could've at least included the famous "Wake The Fuck Up Samurai"
@z3rotollranc3
@z3rotollranc3 3 года назад
That's the first warning sign of a bad video game, trailers with no actual gameplay footage.
@Stinger_X
@Stinger_X 3 года назад
I hated the 1st place speed handicap in most racing games. It didn't matter how good of a diver you are or how many TURBO boosts you earned. The computer drivers can naturally catch up to you in seconds.
@Joreel
@Joreel 3 года назад
It the stupid rubber banding trick so that you always feel like you can catch up or they're catching up with you. It's also a way for the computer to cheat.
@platinumchromee3191
@platinumchromee3191 3 года назад
I'm literally playing Most Wanted 2005 right now,so...Extremely relatable
@aleaiactaest6503
@aleaiactaest6503 3 года назад
There was a speedrunner so ahead that the rubber banding algorithm made a car crash into his over a hill to slow him
@katestewart100
@katestewart100 3 года назад
@@Joreel Euch, yes. They added this into GTA V and it made racing SO BORING. In fact, almost all of the driving in GTA V was worse than in GTA IV. Which makes no sense!
@XZ-III
@XZ-III 3 года назад
@@katestewart100 No? realistic driving or goofy physic driving of gta 4 doesn't always = better plus gta v has the option to remove that from races
@GatzillaPlay
@GatzillaPlay 2 года назад
One thing I realised in fighting games, like assassin's creed or fighting movies, is that group of enemies always attack you one by one, instead of everyone jumps on you. At least like 3 guys fight you and 7 others waiting for their turn
@zachohmie1262
@zachohmie1262 2 года назад
I always thought about it this way, and maybe it doesn't make sense but here is my take. It kind of makes sense that in a sword fight if multiple enemies attacked at once would they be at risk of hitting each other on accident? The way they swing their swords they could potentially hit anyone close to them in any direction.
@fastertrackcreative
@fastertrackcreative 2 года назад
It looks particularly obvious in AC1. Playing Immortals Fenyx Rising (same Anvil engine) they don't wait so you can be fending off multiple attacks at once.
@khatdubell
@khatdubell Год назад
@@zachohmie1262 Highly unlikely, unless everyone just went in swinging for the fences without regard for their fellows. The best move multiple attackers can pull against a single opponent is to attack at once at the exact same time.
@maximilian2843
@maximilian2843 Год назад
@@zachohmie1262 yeah but even 2 enemies could take you down easily (from a realistiv pov), if one pulls your attention and the other one just backstabs you. But games want you to have fun :D so they added the honor flavour.
@CaleoGaming
@CaleoGaming 2 года назад
What about games that scales in difficulty depending on the amount of times you have died? But hides it really well so it actually makes you feel like you have overcome the obstacle because you got better, when that is actually not the case
@hydroshock1853
@hydroshock1853 2 года назад
I think a fighting game's story mode is also like that, since it's common I will get annihilated by my opponent first time and then I completely turn it around in the second or third try. Except for Ermac, screw him.
@noobtaskmaster9884
@noobtaskmaster9884 2 года назад
I think that happens in Dark souls games, like the bosses are more aggressive n the beginning but the more you die the windows the boss creates for you to win
@Dan-gq9jq
@Dan-gq9jq 2 года назад
This is actually a tactic many mobile games use, like for example Candy Crush. They would technically make the level impossible for like the first 10 tries, hoping you would get frustrated and end up paying for a power up. But they knew if you couldnt ever pass the level you would stop playing all together. So with enough tries, they would make it easy so you eventually beat the level thinking you got better, and feel confident you can beat the next level.
@ADCFproductions
@ADCFproductions 2 года назад
@@noobtaskmaster9884 no this does not happen in Dark souls, EVER. in Dark souls you can die 100 times to a boss, he will always be tough until you either level up or figure out how to defeat him.
@SalokinLN
@SalokinLN 2 года назад
@@ADCFproductions Actually this is somewhat false, but because it's the reverse of the truth, the more you die in dark souls, the harder the game gets as the world shifts more towards black, a hidden value in the programming. Killing bosses and defeating invaders shifts it back towards white making it easier. Gotta love the hidden systems.
@leduke8012
@leduke8012 3 года назад
God of War did a good job with their loading screens, when you'd fast travel, rather than a cinematic or just a hint screen you'd load into a "realm between realms" and eventually a portal would spawn for you to walk through, and while you wait you could walk around and Mimir would tell stories.
@donguapo7862
@donguapo7862 3 года назад
Yeah the first time that happened I just thought it was a part of the story but then the 2nd time I noticed I was waiting for the portal to load
@Just_Lucky24
@Just_Lucky24 3 года назад
And opening the doors with button mash.. and crawling through the cracks.. they did a great job. The Mimir stories on the boat rides were the absolute best way to pass time though. And he would always pick right back up on the story next time so you never felt like you couldn’t interrupt the dialogue like in every other game. Was a more personal connection
@donguapo7862
@donguapo7862 3 года назад
@@Just_Lucky24 man! The stories were the shit the best way for a pass time
@EccentricMeat
@EccentricMeat 3 года назад
God of War did literally everything PERFECTLY. I honestly believe it is the pinnacle of gaming. It feels like someone took everything great about Zelda: Ocarina of Time, added a more mature story, and enhanced the game via every technological advancement of the past 20 years. Perfection
@jamesriley007
@jamesriley007 3 года назад
I did like that only it gets repetitive quickly much like the stories it's a nice thing but after awhile you just want to get to where you are going and when you realize you dont even need to move you'll find yourself using those moments to get something to eat or drink or just getting annoyed at how long its taking
@jay1ncalive622
@jay1ncalive622 3 года назад
If you're lost on where to go next on a level, walk until you find enemies spawning, then you'll know you're going in the right direction.
@dudedaniel1127
@dudedaniel1127 3 года назад
Unless the devs added “Wasting time in this area spawns enemies” of course.
@DeathWish92
@DeathWish92 3 года назад
I've followed that rule for years, I recently started warframe though.. don't use it on that game lol I did 6 long missions before realising they were almost, if not never ending 🤣🙄
@michaelcallummayaka
@michaelcallummayaka 3 года назад
@@DeathWish92 I did that on World at War (the old one), because I didn't move, enemies kept spawning till I had no ammo, and the level didn't progress.
@DeathWish92
@DeathWish92 3 года назад
@@michaelcallummayaka lol glad I'm not alone, I felt like a right donut after.
@NotASpyReally
@NotASpyReally 3 года назад
When I started reading this I imagined a mother talking to her son, and it's hilarious XD
@pfffmarshmallow
@pfffmarshmallow 2 года назад
Not sure if this is actually an "illusion," but one of my favorite stories about altering player perception was that when Portal was being playtested, players were afraid to let Chell fall long distances because they were used to fall damage. So the developers gave her those weird boots she has now, and that was all it took to get playtesters used to the idea that there was no fall damage in the game. They didn't need to come up with a really plausible reason that Chell is immune to landing at terminal velocity or getting flung into walls, and they didn't need to have the game explicitly say, "You've got special boots, they'll protect you." Just having the boots was enough to cue players to the idea they wanted.
@favoritemustard3542
@favoritemustard3542 2 года назад
_Mexicans got on boots!_ That's a different kind of jump damage though
@viva8258
@viva8258 2 года назад
@@favoritemustard3542 do u know the game name at 1:06
@tontobonto2073
@tontobonto2073 2 года назад
@@viva8258 looks like doom
@viva8258
@viva8258 2 года назад
@@tontobonto2073 no after that
@tontobonto2073
@tontobonto2073 2 года назад
@@viva8258 Devil May Cry 5
@theR1ch
@theR1ch 2 года назад
The old school Resident Evil games had a brilliant way of hiding loading screens. The door opening animations hid them extremely well and because of the narrow first person view of going through the door, it made you more tense. Win-win.
@ShikariHybryd
@ShikariHybryd 3 года назад
The illusion of choice in story games is a big one. So many dialogue options that all lead to the next piece of dialogue/outcome.
@yemi28983
@yemi28983 3 года назад
Telltale games and Cyberpunk
@silentreaper5805
@silentreaper5805 3 года назад
Fallout 4. The first mission you usually come across with Preston loudmouth you can disagree and go with the disagreeing option over and over when it comes to getting the power armor and helping him, at one point I believe you’ll even strait up say no and he will just ignore the fact you denied him and you’ll get the mission to grab the armor and help him
@ioannistompros1830
@ioannistompros1830 3 года назад
Isn't the same in real life? Hahaha Sometimes no mater your actions you end up at the same result. That's called illusion of free will. 🤣
@thedeathskeleton4957
@thedeathskeleton4957 3 года назад
Just like in real life. Detroit become Human was one of the few story games where I felt most things actually made an impact in the story. Like to the point the main characters could die and the story goes on.
@Jairo9570
@Jairo9570 3 года назад
The Witcher 3 left the chat
@GalacticBrix
@GalacticBrix 3 года назад
Did you know that the main reason they made Wile E. Coyote fall straight down was because a proper arc fall was too challenging for the animators to do at the time. So they gave it some cartoon flare and honestly makes it way funnier.
@Grinnar
@Grinnar 3 года назад
How dare you educate me, a full grown adult who grew up on those cartoons. (Thank you)
@greenkorn69
@greenkorn69 3 года назад
That's way interesting, thanks for that piece of animation history.
@rezadotgg
@rezadotgg 3 года назад
Didn't know that, thank you
@kentdekingchoice3639
@kentdekingchoice3639 3 года назад
🤷🏾‍♂️ best cereal moments
@gamerincorporated154
@gamerincorporated154 3 года назад
@@kentdekingchoice3639 Saturday morning cereal moments
@silverdragon4842
@silverdragon4842 Год назад
I love that light guides me in games, especially when its implementation is subtle. It also makes the environment more interesting and atmospheric.
@SilentAmbassador11
@SilentAmbassador11 2 года назад
The crawling through small spaces thing blew my mind. I always thought it was a suspense builder.
@aaronpulley7528
@aaronpulley7528 2 года назад
Maybe it was that too. Props to them for the two-fer.
@FREDSDEADBABE
@FREDSDEADBABE 3 года назад
The door opening loading screens for Resident Evil were clever for the limitations of the time. It created tension because you never knew what was going to be behind that door *Pawn Stars theme plays*
@hbtm2951
@hbtm2951 3 года назад
Great comment, probably the best of it's kind, i'll give 1 like.
@travissmith5739
@travissmith5739 2 года назад
In nemesis they scared me lol
@Muteki_REN
@Muteki_REN 2 года назад
I always thought eventually something would jumpscare me on those screens, like nemesis bursting through the door lmao
@davidpatterson3906
@davidpatterson3906 2 года назад
Hell yes! And then in RE3 there’s a door that when you open it a bunch of zombies burst out at the screen. After two full games of door animations with nothing happening, suddenly having a group of zombies burst out at you scared the FUCK outta me. Capcom got me with the ol’ long con. Love it lol
@miguelsterling8331
@miguelsterling8331 2 года назад
They also did it in re2 when you were to find the pipe handle to extinguish the burning helicopter on the police presinct rooftop
@kudo7821
@kudo7821 3 года назад
I know it's been spoken about ad nauseam, but the Silent Hill fog is one of my favorite game dev tricks ever. Dev workaround turned into canon for the game itself, can't get better than that.
@klokateer4372
@klokateer4372 3 года назад
Funny how everyone loved silent hill for that but ripped on bo2 tranzit lol
@Gl-my8fw
@Gl-my8fw 3 года назад
@@klokateer4372 its because cod has been garbage for over a decade anyways.
@klokateer4372
@klokateer4372 3 года назад
@@Gl-my8fw sorry but bo2 was the shit, you can say that about bo3, aw, infinite and onward
@markearl7172
@markearl7172 3 года назад
Cod died a decade ago
@sortadecentgaming2348
@sortadecentgaming2348 3 года назад
Morrowind made good use of the same trick
@skysoftware4581
@skysoftware4581 3 года назад
Being a game developer student i can confirm the whole process of developing a game is all about duping the players. Every single thing we do is to fool you into having fun.
@DarknessIsThePath
@DarknessIsThePath 2 года назад
But that is the point of video games in the end lol
@MicahangeloYT
@MicahangeloYT 2 года назад
This is 8months old but how is it going? You know game developing? How did you get into it?
@scottcourtney8878
@scottcourtney8878 2 года назад
LOL! I am an engineer who uses game engines for non-game simulations and visualizations, but I play, mod, and make games as a hobby. One of the toughest lessons for an engineer to learn is that when making games, the most realistic simulation if often emphatically Not Any Fun At All. Fast travel and near-instant healing are great examples -- nothing like real life, but do you *really* want your RPG to accurately recreate the experience of weeks of recuperation after even a moderate combat injury? Or of walking back and forth across the same half-kilometer path five or six times in a row because some NPC talked you into doing their fetch quest?
@cormations3450
@cormations3450 2 года назад
In Fallout 4, when you go on an elevator, you get to see the dial on the inside flip around, and you can look around. It is way better than a loading screen!
@lightb3am
@lightb3am 2 года назад
It makes me nervous when the elevator ride is longer than it should be
@David0gden
@David0gden 3 года назад
When the game lies to you about it's difficulty in the beginning to get you hooked. They should call that Catfish Difficulty.
@factsandstuff2832
@factsandstuff2832 3 года назад
Lol
@Grinnar
@Grinnar 3 года назад
Truth.
@dovahsblight7677
@dovahsblight7677 3 года назад
That's the truth. Also the "catfish difficulty" term that you just coined, made me chuckle a little.
@fiesesalien
@fiesesalien 3 года назад
I'll dig that. Catfish difficulty would be a very suitable name for that. Stay crunchy.
@TheGary108
@TheGary108 3 года назад
Is Catfish Difficulty when they tell you it’s Easy, but it’s really Permadeath?
@regalcartoon3952
@regalcartoon3952 3 года назад
The most infamous illusion: The Illusion of Choice
@zenunderground9893
@zenunderground9893 3 года назад
Oh how double dog dare you sir
@ookami5329
@ookami5329 3 года назад
Metal Gear Solid 2 was basically an essay on this in game form.
@rayoflight1920
@rayoflight1920 3 года назад
Except for Detroit become human
@ChadVulpes
@ChadVulpes 2 года назад
@@ookami5329 Elaborate. I always thought MGS2's main theme was 'meme' - what ideas you grow up with and what you pass on. Just like the first one's was 'gene', what you're born with and how it affects you if it should at all.
@middleofsomecalibrations6988
@middleofsomecalibrations6988 2 года назад
You just gotta love the three coloured endings of ME3 :)
@RespectedGamer72
@RespectedGamer72 2 года назад
The mirror one is great! I've seen games do something similar with reflective floors. If they wanted to make a wood floor appear more sleek and reflective, they'd just make the wood texture slightly transparent and add a whole upside-down room underneath it.
@RaptorNX01
@RaptorNX01 2 года назад
source engine games kind of had a lazy version of that. where a mirror was just a tv screen. IE it was a special texture attached to a separate camera. not all reflections did this, but some.
@manxdarcqpaw744
@manxdarcqpaw744 2 года назад
We purposely do that in Minecraft, lol
@fastertrackcreative
@fastertrackcreative 2 года назад
Players have done this in Minecraft with copy paste worldedit to create a shiny floor effect.
@aproxi3289
@aproxi3289 2 года назад
i learned recently, that chances a game tells u u have are often inacurrate in favor of the player to make it more fun. so when for example a weapon says it has a 50% chance to trigger a bonus effect in reality it has a 60% chance, so players get a feeling of "luck being on their side"
@WanderingHeroZayra
@WanderingHeroZayra Год назад
Fire Emblem systems juggle on that to get a perfect feeling for literally the entire series. They had a perfect feel on Sacred Stones but that system ended up being so powerful that some characters could hit 100% dodge chance and get invincibile.
@williamhart6775
@williamhart6775 Год назад
And then you have Xcom, where 85% hit chance is really 50%, and 50% is really 25%.
@braymot7404
@braymot7404 3 года назад
I didn't even realize this (mostly because I was young when I played these games) but all of my top games were made by Visceral games.... damn you EA
@theknightwhosaysni6318
@theknightwhosaysni6318 3 года назад
RIP maxis too :(
@TakahiroShinsaku
@TakahiroShinsaku 3 года назад
Yea they have closed a lot of good or great Studios... also RIP Origin Bullfrog Westwood Mythic Maxis Pandemic Studios DreamWorks Interactive Also BioWare might be among those too at some point, as they are just a mere shadow of their former selfes, Thanks EA, your Branding remains a warning mark to skip those Marked Games(sorry devs but EA is the Devil of Gaming Industry, you kinda sell your Soul to them...).
@JonatasMonte
@JonatasMonte 3 года назад
The irony is that I grew up with EA all the way (and Lucasarts). Must be the reason why I have such an aversioon to Activision.
@badass6300
@badass6300 3 года назад
EA was actually quite liberal with all the studios they closed, giving them usually at least 3 financially failed games before closing them down. Some companies have or just shut studios down after 1 or at most 2 failed games.
@badass6300
@badass6300 3 года назад
@@JonatasMonte I grew up on Blizzard, Activision, EA, Ubisoft, Square Enix, Konami, Capcom, Bethesda/Zenimax and all the Sony, Microsoft and Nintendo studios, but sadly most of them are closed and said companies have either opened new ones or bought new ones, while there hasn't been Blizzard since 2017, just Activision.
@benndudley3843
@benndudley3843 3 года назад
In Assissins Creed Black flag the game changes the contrast to make colours more vibrant whenever you've successfully boarded a ship to stimulate your brain to do it again.
@Voldemorts.Nipple
@Voldemorts.Nipple 3 года назад
And in Brotherhood when you conquer a Borgia Tower the game becomes much more colourful as well. I used to focus on the Borgia Towers very early so that the ambience looked more friendly
@rowanmelton7643
@rowanmelton7643 3 года назад
Same with doing radio towers in Far Cry and the AC equivalent. Forgot what they're called
@rooneye
@rooneye 2 года назад
@@rowanmelton7643 What do you mean? No colours get changed?
@iamhereforever
@iamhereforever 2 года назад
Lol apperently that does not work for me, because i never had the feeling like lets do that again. Tricks are not working on me 😈
@caricature1997
@caricature1997 2 года назад
I don't understand how contrast triggers a response to do the same thing again
@ninjabiatch101
@ninjabiatch101 2 года назад
The sprint/turbo thing is definitely something I’ve noticed. When games don’t hide it well it’s very frustrating.
@ShaikhMaaz.
@ShaikhMaaz. 2 года назад
I remember Devil May Cry 3 loading screen. Where you can actually slash and shoot the “now loading” lol
@richardwagner8536
@richardwagner8536 2 года назад
Yeah, that was dope.
@floriank5675
@floriank5675 3 года назад
idk why but I find these topics always super fascinating
@jokerman121020
@jokerman121020 3 года назад
Then you should listen to the podcast Play, Watch, Listen. All four of the hosts are involved in the games industry in different capacities and talk about little known facts about game development really often. I love listening to them.
@theflyingfyish2812
@theflyingfyish2812 3 года назад
A few of the “hints” in amnesia are just straight up lies to make you fear the monster more
@we4803
@we4803 3 года назад
Also sanity did pretty much nothing
@NotASpyReally
@NotASpyReally 3 года назад
wait, for real ???
@angelakivlehen1417
@angelakivlehen1417 3 года назад
Do elaborate
@we4803
@we4803 3 года назад
@@angelakivlehen1417 Sanity didn't really do much at all
@Voldemorts.Nipple
@Voldemorts.Nipple 3 года назад
what were the hints? lol
@thebearcat4735
@thebearcat4735 3 года назад
I crawl through things like every day. Guess you gotta load more simulation somehow. Cool design.
@Robman92
@Robman92 2 года назад
The most trippy thing I learned about games is that in games like Mario Kart (atleast older ones) the character kart is not moving - the world around you is while you´re staying in one spot. I can´t unsee that
@user-xz8tv4cc8j
@user-xz8tv4cc8j 2 года назад
Sometimes it's a necessary trick in large (or long) worlds. At some point coordinates become too large and precision errors become noticeable so your position is reset to 0 and world is shifted. Or the world moves instead of player like in your example to prevent this problem. Mobile games like flappy bird are the most obvious ones
@FranciscoTChavez
@FranciscoTChavez 3 года назад
On some games, when looking for hidden items, the last place I go to is the well lit area.
@cmoore1369
@cmoore1369 2 года назад
And the newer games just lay it out in the lit areas.
@scottpwrs
@scottpwrs 3 года назад
My favorite lie is the one where a triple a developer makes promises they can’t keep on a game they were essentially working on for 10 years
@zenunderground9893
@zenunderground9893 3 года назад
Lol. Or like Fallout 76, "W-we meant for you to try to find the hidden glitches" 🙄
@tomast9034
@tomast9034 3 года назад
me at work: a tell my team leader its done on friday, he goes higher says wedneday...and the customer gets the info it is done already
@michael5147
@michael5147 3 года назад
cough cough cyberpunk cough
@KABLAMMATS
@KABLAMMATS 3 года назад
@@michael5147 nope, try square enix
@slapbass8723
@slapbass8723 3 года назад
@@michael5147 AC unity wants it's number
@ZeroFoxGiven0
@ZeroFoxGiven0 2 года назад
I think Max Payne 3 mastered hiding the loading screens. Very frequently, when you open a door or something like that, a short cinematic cutscene plays. So there are no loading screens in the game. This happens so often that all the cutscenes in the game are like 3 clean hours altogether, which is kinda crazy! But I think it works very well, and ensures that any transition seems seamless and the flow is always continuous.
@dlwill80
@dlwill80 3 года назад
Thinking back to classic DragonBall games I remember how every load screen would have a random mini game, some of which could be played with a friend. They literally took an extra bit of time to come up with different ways for the player not to feel bored during any point of the game.
@miguelsterling8331
@miguelsterling8331 2 года назад
Gohan pulling z-sword from the ground was my favorite
@MrGrumblier
@MrGrumblier 2 года назад
The Sims 3 does the same thing with a "Find the..." minigame that would give you reward points to use in the game.
@kevinbealer6320
@kevinbealer6320 3 года назад
Firewatch had a really clever way to hide loading. When transitioning between areas, you would have to walk through a corridor between the two zones. Each end of this "hallway" have triggers to tell the game to load the next area, and when reaching the other end, unload the previous area. What was clever about it is that it just looked like a part of the map. It was hidden really well. If you turn around to try to see the previous zone unload, you can't, because there is a boulder or a tree blocking your view.
@FortyTwoification
@FortyTwoification 3 года назад
The ME elevator loading scenes were pretty great tbh, I enjoyed listening to the conversations between companions and the announcements on the citadel, it added depth to the characters and world building (granted I haven't played ME1 for 12 years so maybe I'm forgetting how bad it is later in the game, can't wait for the legendary edition!)
@gil3424
@gil3424 3 года назад
You can skip the elevators in Legendary Edition now, but I never do.
@BigBlackGlock
@BigBlackGlock 2 года назад
With modern day specs its super quick now.
@a2pha
@a2pha 2 года назад
2:20 Agreed. I was playing an old 3D space shooter the other day. I found that if I cannot see the shots hitting me, they somehow were ineffective. If a large salvo was launched at me I could just rotate my craft enough so they weren't seen and then they vanished after a moment.
@aquabluerose7734
@aquabluerose7734 2 года назад
The coyote time thing is also similar to a "platform lock-on" feature I noticed when playing Super Mario 3D Land that was not present in Super Mario 64 DS. Basically the newer game would make it easier to do things like walk on tightropes or not fall off platforms because it would give a bit of resistance before you went off target, and would correct your path slightly to help you land where you want. It definitely made the game feel different from Super Mario 64 DS where the game would let you fall if you didn't use precision. Super Mario 64 DS did not have too many timed events compared to 3D Land, so it makes sense that a non timed game cares more about accuracy while a timed game would permit more sloppiness.
@teero121
@teero121 3 года назад
Hitstop is probably my favorite illusion that devs use. When your attack connects and it hangs there for a split second really sells the impact of a hit.
@rayulena720
@rayulena720 2 года назад
Like what they add in ac valhalla?
@user-vr8qd4hk6y
@user-vr8qd4hk6y 2 года назад
Is it only an illusion? Or maybe even the opposite? Simple animation is just always repeating the same and flying through enemies without interruption. I would say that this stop on hit (like in God of War) is a step for more realistic animation, not just a trick. It doesn't fit with examples from the video at all.
@CreepySasquatch
@CreepySasquatch 3 года назад
I find it interesting how different open world games make their worlds feel so big even though they're often much smaller than we think. I thought Horizon: Zero Dawn did a great job with this.
@TheTDA
@TheTDA 3 года назад
Crazy good example 💯
@JamesBrisnehan
@JamesBrisnehan 3 года назад
Actually, HZD felt comically small to me. I live in Colorado, where the game takes place. I recognized some of the landmarks while I was playing, and it hit me: "Wait a second. . . Denver is NOT a 15 minute walk from Colorado Springs, ha ha!". (the two cities are more like a 1 hour drive apart) I understand why developers of these open-world games scale things down though (to make it more fun), and I did love the game even after that funny realization.
@TheTDA
@TheTDA 3 года назад
@@JamesBrisnehan haha, I can imagine, Bro. I live in the UK - the game literally felt like the size of the while island 😩 Frozen Wilds = Scotland etc. Haha
@Rayrex
@Rayrex 3 года назад
​@@JamesBrisnehan this is a good example of why real doesnt = better though. 1:1 representation wouldn't allow them to make such a dynamic environment fun without being TOOOO big (i.e. Assassins Creed Odyssey. They put so much world but not nearly enough content that it got dull and repetitive imo). Still, outside of comparing it to Colorado 1/1 scale (I totally thought it took place in Utah) they did a fucking phenomenal job of balancing realistic "enough" for the game's content
@CreepySasquatch
@CreepySasquatch 3 года назад
@@JamesBrisnehan I'm sure any game that takes place in a real place is like that. Would be pretty boring to walk past a hundred cul-de-sacs between major locations. Think Falcon made video in a while back where he stated that, generally, either you got a large world with little detail, or a smaller world with more detail. I thought HZD struck a nice balance in that regard.
@gamingbraveheart831
@gamingbraveheart831 2 года назад
I liked the old assassins creed loading where you can still run around and swing your weapons. For a loading screen probably one of the best.
@1TheRaven
@1TheRaven 2 года назад
Some of these mechanics were part of my thesis where I studied game design approaches to keep players engaged and guide them without being obvious, and applying it to space design. Was a treat doing because I just played games for 8 months and made notes about my experience. Plus the boring surveys and all, of course.
@kamen42
@kamen42 3 года назад
I still wonder if I ever find anyone else who actually liked the ME:1 elevators. I loved them, the banter, the news and how they basically eliminated loading screens. If you are there, fellow lift lovers, let me know.
@the-engneer
@the-engneer 2 года назад
I didn't always hate it, but I honestly assumed it was loading. Still a clever way to do it
@Littlevampiregirl100
@Littlevampiregirl100 2 года назад
that one did not really come off to me as a lie, more addressing the fact that most people dislike standard loading screens. it really only improves the game
@chateauarusi
@chateauarusi 2 года назад
I didn't "love" them in the sense that I wanted more of them where they weren't needed, but as a solution to a difficult problem, it was very creative and well done, adding lots of texture to the world and characters. Playing the LE, which lets you skip them, I find I let them go to the end more often than not.
@telavasir8765
@telavasir8765 2 года назад
I do love the elevators. There's fun bits of dialogue, and of course the elevator music :D
@clouduslakestream8781
@clouduslakestream8781 2 года назад
Listening to hilarious banter with the camera angled perfectly for Tali’s… “assets”. 😌👍
@jacler04
@jacler04 3 года назад
The original Halo game dropped the cross hair to just below center of the screen . This caused the player to look up at the environment more
@chaoticdestruction87
@chaoticdestruction87 3 года назад
Thank you for the fun fact
@thasnipa597
@thasnipa597 3 года назад
I knew it felt lower than in the other Halo games, what the fuck 👀
@itisaturtle9391
@itisaturtle9391 3 года назад
Far cry 5 did the same
@Soulsphere001
@Soulsphere001 2 года назад
Three others examples are: 1. The illusion of 3D. 2. The illusion that anything outside of your monitor screen exists. Though this one is more in the player's imagination than tricking the player. 3. The illusion that your character is rotating. In actuality, your character isn't rotating and everything else around your character is rotating.
@Kolljak
@Kolljak 2 года назад
i been learning hard surface for the past year now and it blows my mind some of the texture tricks you can do to fake depth and edges.
@joeyclemenza7339
@joeyclemenza7339 3 года назад
One of the best tricks I learned about from the making of “the last of us,” is using quick camera edits in combat to make the fighting appear more brutal. It’s a snap type camera effect.... and coupled with HARD controller vibration, gives you the effect of really braking some guys nose, or smashing his face into a wall... seriously, it’s a morbid bit highly affective trick.
@10yearslater_
@10yearslater_ 2 года назад
I felt so strong using the executing move in Sekiro, I still hear it. If I made a game I'd definitely add something like that
@WhooFlungPoo
@WhooFlungPoo 3 года назад
I think im the only one that loved ME1s elevators. The juicy lore conversations between characters were just too good.
@LitEmbers
@LitEmbers 3 года назад
Nope I still love that
@soulreapermagnum
@soulreapermagnum 3 года назад
i agree. everybody always wants to complain about the "elevator loading screens" but to me it's pretty much the epitome of emersion, i remember being amazed at how the whole citadel really felt like one big place instead of individual areas separated by loading screens like most other games, ME 2 and 3 included.
@JamesBrisnehan
@JamesBrisnehan 3 года назад
Given that "the juicy lore conversations between characters" were by far the best part of the series, I have to agree. Any time the companion characters had anything new and interesting to say I was fascinated. . . even in the elevator, ha ha.
@irish7460
@irish7460 3 года назад
Also loved hearing the news reports.
@spakentruth
@spakentruth 2 года назад
God of War is a recent game that had an interesting way to hide the loading of new areas when fast travelling. You had to manually find a fast travel door located on specific point of the map, go through the door, walk through a "world between worlds" and the door to the next area spawned presumably right when the level is finished loading. this gave the feeling of seamlessly traversing between levels without needing a load screen.
@gutsdozer
@gutsdozer 2 года назад
6:06 This is similar to S-shaped corridors in any MMO with multiple zones (sometimes they're "-[]-" shaped instead, where you can go around either side). This is so they can stitch the two edges of zones together seamlessly. That snaking corridor actually exists at the edge of both maps. It gives the server more time to load into the next area because you have to go around it, where you might experience loading lag if it was a straight corridor instead.
@Nat-jf2ge
@Nat-jf2ge 3 года назад
There's also the sneaky bit of programming that makes enemies near railings fall off when shot, like in Half life 2 for example.
@badass6300
@badass6300 3 года назад
Or rainbow six 3.
@L0K123
@L0K123 3 года назад
Hellblade: Senua's Sacrifice. Saying your save is deleted if you die too much
@ShikariHybryd
@ShikariHybryd 3 года назад
yeah that trick was a great way to make sure you really paid attention and gave it your all in combat
@Mario07101997
@Mario07101997 3 года назад
I played it without dying for a while until the "puzzle" where you have to escape a burning building, where if you take the wrong route or take a bit too long you die. I easily died 20 times there
@buschkoeter
@buschkoeter 3 года назад
@@Mario07101997 I think the illusion died for most players in that section.
@heavyhitman
@heavyhitman 3 года назад
Chloe (our own interactive main menu girl) in Detroit Become Human. She says (jokes) that our saved game have been corrupted. It really shocked me for a moment.
@DJET723
@DJET723 3 года назад
I literally just completed this game. Great experience but couldn’t help getting lost at points
@ascraig2
@ascraig2 2 года назад
My favorite was on the original Silent Hill where PS1 hardware limitations prevented rendering the town, so they used fog to hide the game loading the world around you which just made the game creepier.
@passionfly1
@passionfly1 2 года назад
I love the way you actually give voice to not-so-obvious tactics devs employ without making us lose respect for the devs for doing so. Well done narrative script!
@AR-io8fv
@AR-io8fv 3 года назад
Could you go into more in depth in another series? Maybe “Magic of Gaming”. Where you chart how mirrors in gaming have progressed and who is doing it the best today AND what may be coming in the future. Same thing with the visual cues for speed. Like do NFS and Burnout use the same method? How has it changed over time
@1TallGuy
@1TallGuy 3 года назад
the godfather: we have a sniper to avoid crashing. RDR2: hold my tonic
@jefferysmith8466
@jefferysmith8466 3 года назад
🤣🤣🤣
@shuyo6073
@shuyo6073 3 года назад
What happens when rdr2 crashes?
@adityaj7664
@adityaj7664 3 года назад
I don’t get it 🤔
@Cpruett
@Cpruett 3 года назад
@@shuyo6073 They didn't have one thus it kept crashing is the joke.
@goatmandy9787
@goatmandy9787 3 года назад
ShuYo nothing it just always does, red read online specifically
@jaxmaxwell3038
@jaxmaxwell3038 3 года назад
the first time you fight a special enemy in dying light, they have super buffed health
@Mega_D_
@Mega_D_ 2 года назад
you did such a good work ,the video , the editing , the fragments of games which you use ... magnific .
@trent.vs.robots
@trent.vs.robots 3 года назад
This was a cool video. I thought the 'beginners luck' thing was crazy, it is definitely a ethically gray area.
@guysharon1060
@guysharon1060 3 года назад
Starting a new game you always get so much rewards and currency just to keep you playing so you get hooked
@spoofer44
@spoofer44 Год назад
#2 is hilarious. For #1, you should have mentioned how racing games historically almost always allow you to catch up to the leader, even if you fall way behind.
@funkdoktor9099
@funkdoktor9099 2 года назад
Really cool informative stuff brother. I always love the videos that are like the Wizard of Oz-pulling the curtain back and seeing the real skinny.
@Crow_Rising
@Crow_Rising 3 года назад
I think my favorite trick is how surprisingly low poly some 3D models can be, hidden through texture detail, lighting, distance, etc. For example, if a game is designed for a character to be viewed from a certain distance, sometimes that character will be made with a few less poly's than you would think by looking at it. Rockman X DiVE is a great example of this. The models look really smooth and high poly in game, but take a look at them in a model editor if you get your hands on them and you'll see they're not actually all that high poly, it's an illusion. Many, many games do this, to the point where if you've played lots of games, you've probably played quite a few that do it.
@BGSDesignz
@BGSDesignz 2 года назад
Can't remember the name of the game, but I watches one of these type of lists, where one game gave the 360 and ps3 hell, Wii/U wasn't able to run it at all. PC required a high end GPU, and a fairly good CPU with plenty of ram. 90% of the game was low poly, but looked realistic af. All due to texture maps and shading. 1 rectangle box. 8 texture maps, several shader scripts, culling and boundary scripts. Now its a crumbling building and you can walk on the crumbled part. The main char was medium poly, but had so many texture maps and shaders that the animation skeleton was half assed set....yet you couldn't tell. Stretching and weird rotations were fixed by the shader at runtime!
@scottcourtney8878
@scottcourtney8878 2 года назад
That is literally the function of the normal maps ("normal" here used in the vector math sense). These encode the surface direction of simulated (or pre-baked) high-poly geometry at a very detailed level into the color channels of a bitmap, then the shader computes the light behavior for each pixel independent fo the real geometry. Texture maps, including the normal map, are interpolated between geometry vertices (this is a GPU hardware feature), so the normal vectors automatically scale with the pixel resolution. Say for example you have a simple cube with only 8 vertices and 12 triangles (6 faces, 2 tris per face). But onto each face you project a 1024 x 1024 pixel normal map. Now the light is behaving as if there were over one million vertices. Modern shaders may combine normal maps for gross geometry (such as ripples in a sand dune) with a detail normal (grains of sand). The detail normal is tiny compared to the object, so it can get away with lots of repetitive tiling -- and the best part is, the main normal map conceals that tiling very nicely. Many 3D artists will make an extremely detailed 3D model and a low-poly proxy. They then "bake" the normal map from the high-poly model's actual surface and store this as a normal map, so they can use the low-poly version in the real-time rendering.
@36Jon36
@36Jon36 2 года назад
Boundary Break? (;
@ahmadiftikhar6923
@ahmadiftikhar6923 3 года назад
Remeber the scratches on the walls you had to run in Prince of Persia?
@celio116
@celio116 2 года назад
Thank you for this video, it honestly is helpful in some ways, I think game developers should watch videos like these to examine good methods of creating immersion/improving their games.
@JaredW96
@JaredW96 2 года назад
The fact you mentioned Bioshock is the reason your video got the like out of me even though it was just a quick cameo. Bioshock is and will always be one of my favorite videos games ever released!
@Alex_Dul
@Alex_Dul 3 года назад
In many fps games the AI is programmed to miss their first shot so you know where they are.
@tonyflamingosucks6590
@tonyflamingosucks6590 3 года назад
In siege the terrorist ai miss around 10 bullets every time no matter what, you can use it to your advantage pretty well
@jeffstacho
@jeffstacho 3 года назад
Apparently they do that in most action movies as well. The good guy gets shot at about 10 times where the bad guys can't seem to land the single bullet.
@oliverf.9955
@oliverf.9955 3 года назад
well, i like that, i remember getting rekt in Medal of Honor Allied Assault in the late sniper levels, because i got shot the moment i peeked out of my cover
@Brandon84J
@Brandon84J 3 года назад
Rise of the Tomb Raider's "crawl though a crack" was just done absolutely right. I enjoy cinematic types of games, and it adds a lot of emotion in certain games
@JOHNSMITH-vx5yz
@JOHNSMITH-vx5yz 3 года назад
Your just perving on Laura croft , back side , aren't you,,,,, 😊😊😊😊😊😊😊😊👍👍👍👍👍👍👍👍👍👍👍 ( it is 🔥 🔥 HOT 🔥 ) EH 👍👍👍👍♥♥♥♥♥♥♥♥♥♥
@devaughnsalter7379
@devaughnsalter7379 3 года назад
Then, there is Thief, Dishonored, etc...
@vijaysolanki125
@vijaysolanki125 3 года назад
@@JOHNSMITH-vx5yz while the game loads , it's the only thing we can watch and it works perfectly , lara does look good in those animation. it's just nice distraction to avoid boring loading scene
@Rui_Martins_2000
@Rui_Martins_2000 3 года назад
Final fantasy 7 remake did this in the most awful way possible
@zenunderground9893
@zenunderground9893 3 года назад
@@JOHNSMITH-vx5yz 😐....yes
@SDSypher
@SDSypher 2 года назад
in God of war when you're fast traveling and in that in between dimension, that's just the game loading. you don't have to follow the path, you can just stand and wait for the gateway to appear once it's loaded
@SoraBlackheart
@SoraBlackheart 2 года назад
There's a trick that i think is well known but it's the fact that if you die a lot in some games, the game becomes easier for a while until you catch up with it's original pace. I watched a video about that some years ago, and in that video they showed RE4 as an example, they said that in that case, items will appear more often, enemies become weaker, slower or there might even be less enemies, your guns would give more damage and the enemies that throw stuff might miss more than normal. Some videogames do this in a subtle way so that players don't feel bad after losing and as some form of motivation for the player to keep on playing until the game returns to its original difficulty and of course, they make it subtle so that the player doesn't notice and doesn't feel ashamed for playing an easier mode in order to get to the next stage.
@artichoke2541
@artichoke2541 3 года назад
In the Outriders demo I've found you're given a few seconds of invincibility when you fall to critical health, giving you a little more time to save yourself :)
@gr33ng0blin4
@gr33ng0blin4 3 года назад
But if the heal comes with a 1-3 seconds delay it doesn't help that mutch. I hope they fix it to full release.
@thebaddestlarry9424
@thebaddestlarry9424 3 года назад
I wonder if it will still be like that at launch or if was just to make them not feel like they were dying a bunch so they would enjoy it and buy the game
@Majorbuzzkill174
@Majorbuzzkill174 3 года назад
Number 1: in game currency you can buy isn’t real money.
@matiasvillarreal6207
@matiasvillarreal6207 3 года назад
Money is paper that a lot of people say it is valuable, is a representation of your productivity. You can see that easily with cryptocurrencies. So if enough people agree that in game money is valuable you could run an economy y vbuck, codcoins or whatever in-game-currency you want.
@Majorbuzzkill174
@Majorbuzzkill174 3 года назад
@@matiasvillarreal6207 sir, that couldn’t be closer to the truth, I agree and know about the concept that value is what the masses of individuals perceive it to be of an object be it virtual or in any other form.
@kentdekingchoice3639
@kentdekingchoice3639 3 года назад
@@matiasvillarreal6207 money is cotton
@itsTyrion
@itsTyrion 3 года назад
BUY THIS AND THAT PACK FOR 9.99. WORTH 90 BUCKS!!! No, it’s not, shut up.
@b.vaegler6983
@b.vaegler6983 3 года назад
@@matiasvillarreal6207 it's not at all a representation of your productivity but your point still stands I guess
@arromarches
@arromarches 2 года назад
In God of War (2018), I noticed that it has a smart way to cut off all loading screens unless you die or you load up a save file. So, if you use the mystic gateway which is a way to travel fast from place to place, you will arrive at a never ending road that will only show the door to get out to your destination after it finishes loading. It's really fascinating for me.
@GlucoseGarbage
@GlucoseGarbage 2 года назад
i love that game!!
@Rotceev
@Rotceev 2 года назад
This is an Awesome video! I learned a lot, please make more. Please make a series of it!!!! SUBSCRIBED!
@thirdydelmundo7847
@thirdydelmundo7847 3 года назад
Usually, when you're going the right way, there are enemies that you encounter. However, if you're going the wrong way, there are no enemies that you encounter
@sreeramunnithan2460
@sreeramunnithan2460 3 года назад
Objects in open world games are closer than they appear. That huge fort/palace you see at the horizon is just some couple hundred meters away.
@mhfiver2441
@mhfiver2441 3 года назад
MASTER FOV is fooling us too...is there nothing sacred anymore?
@BruceVieiraLopes_is_awesome
@BruceVieiraLopes_is_awesome 3 года назад
Some games counteract that by making you walk slightly slower than other games to give you the sense it is far away
@sinacide11
@sinacide11 2 года назад
I love the subtle “office magic” scene from arrested development
@prjndigo
@prjndigo Год назад
Moving NPC have larger hit boxes in most shooter games than when standing still. Motionless targets that you're aiming weapons at from stealth in hitman have a different hitbox than if they're moving or YOU are visible to someone, etc
@thingsiplay
@thingsiplay 3 года назад
The first point about the jump thing you was talking probably also exist because there can be lags (input, game logic, display). So giving the player an extra or two frames as compensation is just fair.
@zJoriz
@zJoriz 3 года назад
Good point
@zenunderground9893
@zenunderground9893 3 года назад
Especially if the character slides around too much. Ugh.
@OtterlyFriendly
@OtterlyFriendly 3 года назад
I paused my screen at 3:28 without looking and left my room. I came back and had a heartattack! lol
@gavin3501
@gavin3501 3 года назад
Suuure you did.
@OtterlyFriendly
@OtterlyFriendly 3 года назад
@@gavin3501 I actually did, I listen to there videos in the background as I play games. This time I had got a call to come get some food from my family and I paused it without looking. Not faking anything
@gavin3501
@gavin3501 3 года назад
@@OtterlyFriendly nah home slice. You wouldn't have seen it if it had been in the background
@gavin3501
@gavin3501 3 года назад
@@OtterlyFriendly and you would've had too go on to the video to pause it so you would've saw it
@gavin3501
@gavin3501 3 года назад
@@OtterlyFriendly and there's literally a thing in the top right corner that says *not confirmed. So quit your nonsensical bs that wasn't even funny if it had been true
@marcelwo4jedynki
@marcelwo4jedynki 2 года назад
wow, mindblowing, i always thought i'm actually inside a virtual world while playing a game but turns out i was just looking at an array of tiny lights change colors independently multiple times a second
@davidbardin7497
@davidbardin7497 3 года назад
Parallax; making a 2d scroller feel like it has depth by making layers of environment that move at separate speeds. The ground the player is standing on will move at the same speed as the player, however the city skyline or clouds in the back will move at a slightly slower speed making it feel like it’s distant.
@r01d2
@r01d2 3 года назад
funny moment in my life is that: my young cousin (in the past, now he's an adult) asking me how merchant NPC spend our game money until it circulate back to us/player.....
@justinlaboy6837
@justinlaboy6837 3 года назад
the fact that "dynamic difficulty" existed forever before anyone ever knew what is was, proving that we're not as good at videogames as we THINK we are.
@shadowbonnie2314
@shadowbonnie2314 2 года назад
The fact that Gamerranx uses the homescreen music from Xposed Reuploaded, a hard as hell 2d game, is great, I really respect that tbh, ngl-
@URSoDead2Me
@URSoDead2Me 2 года назад
You can talk about catch up logic in video games, particularly in sports and racing games. A really good example was in the old NBA Jam games. You could actually turn it off in settings and it was literally night and day when catch up logic was on/off. When it was off, you could manhandle the hell out of the computer and win by 20, 30+ points. If it was on, the computer always made clutch shots to keep it close, seemed to be faster than you, while being able to run you down and steal the ball easier, make long range shots and block yours more often. In racing games, it seems as though no matter what you do, the computer is not too far behind and you can't ever seem to get out to a comfortable lead no matter what you did because the computer was able to corner and accelerate in ways you couldn't.
@triumphtheinsultdog1550
@triumphtheinsultdog1550 3 года назад
You forgot rubber-banding in racing games, which is HATED by any fan of real racing.
@macchiatotea5196
@macchiatotea5196 3 года назад
i am getting flasbacks from GRID 2. sometimes I had to intentionally crash the enemies to slow them down and get ahead of them even if I played picture perfect. it was so frustrating that I stopped playing after 20 hours
@ryanjohndavies4092
@ryanjohndavies4092 3 года назад
I believe they have mentioned this in one of the previous videos on the same topic
@Gl-my8fw
@Gl-my8fw 3 года назад
Ive had opponents beat world records (by a lot) just to keep up and get close.
@oliviawilliams6204
@oliviawilliams6204 3 года назад
When you make top 10 it’s almost inevitable something will be left on the side...
@devanduraipragash6106
@devanduraipragash6106 3 года назад
TWO WORDS: Split second
@alirezafalamarzi7062
@alirezafalamarzi7062 3 года назад
Now I will never be able to crawl under an object or just squeeze through a crack in a wall in a game with peace of mind. Thank you gameranx.
@badass6300
@badass6300 3 года назад
Why does it matter? It's still a cool visual and downtime activitiy.
@Roshea
@Roshea 2 года назад
The beginner's handicap is something I've told people about for over a decade and other players said it wasn't true, lol
@GratefulPrimate
@GratefulPrimate 2 года назад
My favorite video game illusion is when they charge $60 for the BASE game, then more for a "season pass". The "season pass" content is just stuff they COULD have originally included but choose to hold back just to squeeze more money from you.
@CalTheHogNosedBat
@CalTheHogNosedBat 3 года назад
I forgot if you mentioned this in a previous video, but the one trick I found interesting is how in cut scenes in most games when the person hands your character something, or vice versa, there's rarely ever an animation of directly the characters hands doing the handover. Just a shot of the person reaching an arm out then cut to second person accepting it with their arm out, but usually cut off above the elbow in most cut scenes. Once you see it you can't unsee it.
@munky342
@munky342 2 года назад
That's true, it's something I noticed a long time ago. Not in every game, but I'd say most. I'd imagine getting 2 character models to accurately interact is fiddly. Motion capture would make it easier I guess.
@slash148
@slash148 2 года назад
That's cause it is very difficult to animate such things in a videogame. Normally, you want your skeletons as simple as possible since they are cpu intensive. So there is a high chance that the hands lack the required finger bones to animate things like grabing, holding and dropping objects in a realistic way.
@kylewatson6890
@kylewatson6890 3 года назад
Man, we have it way to easy now-a-days to be complaining about elevators, sliding between cracks, and etc being cover ups for loading.
@bobsondugnutt9914
@bobsondugnutt9914 2 года назад
I have no idea why he was whining about Mass Effect elevators. There aren't many in the game, and they don't take long. The original ME isn't fast-paced in any aspect, so it doesn't feel out of place. In ME2, in the Citadel, there are load times and fast travel. That's supposed to be more fun?
@amosfeldman9454
@amosfeldman9454 2 года назад
Great video. You could probably go 10 levels deeper on this stuff, but very cool
@pierresauce8307
@pierresauce8307 2 года назад
I feel like the Call of Duty series must use the beginner's luck thing based on your level. I distinctly remember every time I prestiged and reset my rank I would kick ass with the base guns for a few matches until I leveled up and got the guns I wanted again, then I sucked as usual.
3 года назад
What always bothered me about speed in racing games is that the speedometer always shows a way too high number compared to how fast you are actually driving in the game world. GTA5 is an good example. The actual speed you are driving is roughly half of what the game tells you.
@michaelcallummayaka
@michaelcallummayaka 3 года назад
I'm not sure about that, but one annoying thing about driving in GTA is that all cars seem to have the same top speed of just about 110 mph indicated speed (if you get mods like for FiveM, you can get faster cars)
@tatri292
@tatri292 3 года назад
@@michaelcallummayaka That's GTA V, vehicles in IV and older games tended to have a greater variety of speeds and handling
@heavyhitman
@heavyhitman 3 года назад
We might as well talk about the overpowered camera shake in Detroit Become Human, especially when Connor chases Kara. That one was absolutely amazing. And the most obvious so called "trick" is the music.
@spikeydime6410
@spikeydime6410 2 года назад
How's that a trick?
@nolejd50
@nolejd50 2 года назад
Turn on captions at 7:06 when he says "you would be guided"
@neowolf09
@neowolf09 3 года назад
Like how dying light uses sound to trick us. Making weird noises happen in the background, wind roaring at large heights, screaming and gunshots from sewer drains all that good stuff.
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