Yeah, and then if certain surfaces break after enough damage? I think Half-Life's crowbar was the first game that pushed me to always try to break wooden crates.
For me, it's the sound of footsteps, like when you step on wood would it make a "wood step sound"? or when you step on stone it makes a "stone stepping sound", etc. Am I the only one?
You would love escape from Tarkov then, it has excellent sound design that modifies the sound depending on speed, surface and various other factors. Turning quickly on concreate makes a noise for example. As there's no UI or mini map sound is the most important factor in figuring out were other people are. Sorry to rant also it's PC only atm
When you're character is moving across multiple different terrains in one long jog. Starts on concrete (concrete sounds) moves to a grassy area (grassy sounds) there's a puddle now (splash splash) back to concrete (more concrete sounds) a wooden floorboard (creaky sound) etc etc.... Having those sounds change over & over are great. And on the rare occasion that you can straddle 2 terrains, one foot in each as you walk/run... THAT'S nice!!!
Jumping animation Footprints in snow movement in vegetation stairs and if there is a bounce when walking If there is a walk and run animation water subtitles And character customization/ alternate outfits/armor always a plus for me
For me, it starts before the game begins, when it tells you push (insert button here) to start. I'm always a wee bit perturbed when it tells me to push Start and I push X instead, and the game is like "eh, close enough".
Kalypso Belador Happened to me in Far Cry 4. I didn't turn the subtitles before starting the game, and I was watching the first cutscene, which is well over 5 minutes. Guess what? You can't pause it to turn the subtitles on! Take that L, non-native speakers. Good job Ubisoft.
Let The Knife Do The Work next they'll release a ridiculously expensive remaster of Super Punchy Mckickface Alpha that'll cause a nuclear meltdown of your Super Nostalgia Engagement System...:(
Let The Knife Do The Work I heard punch-or-shoot-a-guy-and-take-his-money-for-guns-and-cars-5 was getting a remaster along with CRAAAAAAATES AND DISABLED FRUITS.
Not quite the stair thing but: does the character while standing on an uneven surface have one leg up higher than the other like they are really standing or do they clip through the higher bit, or float over the lower bit. A few games started doing this and it spoiled me for it.
The stair bit is particularly weird for me since I don't use stairs "properly" IRL. I tend to go up/down 2 at a time. why? because it's a comfortable stride length for me.
stoney fur XD, and in 1st person view when he shifts, the paddles dont move a single but and the manual stick doesnt move either, when using the handbrake the character simply puts his hand on it and nothing else
Good points, I have to look at the background, the ambient details, the random AI programming! I need for natural enemies to be a thing, a bear needs to eat fish, an eagle needs to swoop down on rodents, most importantly, certain enemies need to attack each other if I run through their territory! I hate when they all chase me and ignore each other!
Does the sound of walking change when "the thing" I'm walking on changes? I always loved the sound that makes the character when he's walking on a parquet or metal floor like it does on Metal Gear Solid or the first three Resident Evil
I can totally relate with that since I can still remember to this day how absolutely entranced I was with the changing sounds when walking on diferent surfaces in Thief: The Dark Project, back in the Middle Ages. Or in the 90's, whichever comes closer.
Hair...how does the hair move...is it realistic? If it defies gravity, does it at least look like it's because a thousand gallons of hair gel were used? Gems...how does the light hit them? Do they realistically reflect/refract the light back or do they just have a moving shadow. I'm a jewelry designers and I've polished my own stones. I notice...lol!
yes, hell, yes. I do that to the point of deciding if a game is worth my time or not. it is not if the hair don't move. i think that is why i hate first person perspective. i want my character to look cool at all times and be able to see it for god's sake.
1. Walk through fire to see if I take damage 2. Look in mirrors to see if I have a reflection 3. Go through every single option in the settings menu so I know I'm 100% happy
4 Nonsense Ways We Judge Friday Features 4) How relatable is the activity we always catch Rob in the middle of. The more relatable, the more invested we get right at the beginning. 3) When Rob doesn't mention a games made for other consoles. Who in their right mind could ever have guessed that on a PlayStation sponsored channel there would be no mention of the competition? 2) The MGS Tally Board. Sometimes, Rob mentions Metal Gear and it doesn't even go into the board! The travesty! Wake up, Dave! How are we supposed to know how many times Rob actually mentioned MGS if it's not being properly accounted? (The answer: too many, that's how many times he's mentioned it.) 1) Delsin. Just HOW are we supposed to know whether or not it's a good video if it doesn't have a badger puppet? (Bonus points if Rob is violent towards Delsin.)
Ooh, footprint staying power. It always annoys me when your footprints disappear three seconds after you leave them. What's even the point of putting footprints?
I'm really picky about weapon put away animations like do they clip the character, do they actually holster it does it just disappear. Three games that do this perfectly breath of the wild, just cause 3 and skyrim
How about how awfully Horizon Zero Dawn did it? I always hated how Aloy's staff just *poofs* whenever she puts it on her back. I loved the game but it was anything but perfect. That was one of the biggest "nopes" for me.
Dude, uncharted 4. Sweet, very realistic gun reloads. For example, usually games will free drop an ak-47 mag (side note:they don't free drop in real life), slide another one straight up in the magwell (also wrong as ak is a rock in design), and then make a weird charge motion on the left side of the gun (ak is on the right). But uncharted 4.....Blew me away. He pulls out a fresh mag then uses it to bang the used mag forward out of the mag well, rocks the new mag in, then reaches over to rack a round in. As a gun enthusiast, this gave me a boner to know that naughty dog went in to such details.
Me too, I love them. I think it dates back to when I first played deus ex and the first time i entered Unatco hq. Man it was awesome looking at the reflections on the marble floor.
Nuclear Cherries definitely with you on reflections. But more specifically mirrors! it annoys the hell out of me when you get a game with beautiful crisp hd graphics and then you look in the mirror and its just an obscured grey blur with a bit of a person shape moving about. Most of the games that do this could easily have supported realistic reflections in mirrors but I guess it's to much work and they dont think anyone will care. I care! the newest Hitman game has wonderful fully realised reflections in mirrors btw.
When I play Bayonetta and she brings out here Red guns but than when the gameplay part of the fight starts she weields the Katana and Rocket launcher/claws/Ice scats I equipt here with and when the fight is won she is with here red guns again as if she never had put them away. Seriously the fight with Jubeleus fore example. She activates here serous mode with here guns in here hands and after the fight is won she falls exhausted on here knees still with here Red guns despite the fact that she did not use them once in that fight. I get why this is like that but dam It hurts the immersion a bit.
Omg totally ! im like rob but with snow and ice instead of water, i like to see if the characters leaves footprints, does the light reflects well? does the ice look real? do i slide? etc
laura Gibbons now that's just a pet peeve. I hate that beyond belief. Though I'm not fond of subtitles period, with the exception of language translation. The only time I accept subtitles is if I watch a foriegn film. (Voice dubs on live action films is another pet peeve) And I am an anime fan, however, if there is an English dub, I will watch that over sub. If there is not an English dub, then I will watch sub. (Subtitles are a touchy subject for me lol)
For me it's the footstep sound effects, I find satisfaction when I hear the footsteps in a game, whether it makes them seem badass, or whether the sound matches the shoes or ground sounds you're walking with.
Jay-T Golden Crysis 3 had excellent footstep sounds (in the multiplayer too) when you sprinted... You could hear his footsteps along with grenades and ammo attached to your suit jingling around while you ran... I used to just love hearing it when someone else was playing 😂😆 In facts Crysis 3 is one of the most detailed games I've seen in terms of those tiny things other games don't bother to focus on sometimes...
not only that but can I toggle my helmet to not show when I don't want to. I mean whats the point in making my character's face and hair look good if its covered by a hat or helmet?
YES. YES. YES. You guys GET me. In Dark Souls I had the hardest time to make my character functional yet stylish. And YES, helmets and headgear are banned items from all games for me. I don't waste a full hour on character creation just to cover up my beautiful beautiful creation.
God I hate to say it cause I just love it so very much, but the bandolier in RDR2 cuts through your outfits in cutscene AND it's like it's effing magnetized so it cant come into cantact with your body. ALL THOSE HOURS ROCKSTAR 😢
I’m guilty of all of these! On the stairs one I remember specifically being amazed by GTA IV when Nico would put one foot up if you were standing near a stair/sidewalk/etc. All of these things may seem stupid but they really do make the world feel more real and meaningful to play around in.
Damn. I had the same thing the first time I played GTA IV. I was pretty amazed by how they handled Niko's interaction with the world proprotions, models and stairs. I also liked the same detail with cars as they'd bump up on side walks realistically. Funny though, I started playing Metal Gear Solid V a few days ago and I was kinda impressed with the animations and your character's proper reaction to envirovement. So much that I behaved like a bit of an idiot when I was lying prone on purpose just to see the crawling animations. (Which are great btw. Like, legit.. I don't think I saw a crawling done by motion capture that good yet.)
David Artrip I know, but I hate it. I hate the fact that little stupid stuff ruins the game. So I do like it of any of these things are there, stair physics and whatever, but I really could care less if they aren't, y'know? Me personally, I really don't care if it feels real, because it isn't; just as long as it's good.
Rob you missed one. Does my character get wet once I'm out of the water? And does it also only make the portion of my clothes that was in the water wet or am I just soaked
I always check to see if my character has any sort of idle animation for when I just stand there for a few minutes. It just feels more realistic if they start fidgeting or something, instead of just standing still not moving at all. I've done this ever since Super Mario 64, when I realized that Mario would take a nap if you left him alone.
Epic Marschmallow Brilliantly done! A very fine line walked in an incredibly classy way. Way to squash the tension from previous posts! My weekend has officially begun. :)
If the dead characters you walk through are too extreme on the spectrum from "clip through their now incorporeal bodies" to "annoying ragdolls that will flop up a whole staircase by barely stepping into them".
Kakashi2Gaiden the water effects in black flag already blew his mind, trying to imagine how good the water effects are in a game set in the desert lol. (PROBABLY AMAZING)
Actually, it should be quite easy to make your character's feet react to stairs. Modern games use Inverse-kinematics for their animation system which allows for physics based movement and procedural animations. In IK the animator needs to set a start point and an end point for bones, the IK solver (the algorithm that handles IK animations) will then determine the shortest and most logical path for those bones to move in. It also takes into account collisions with objects and terrain in order to prevent clipping with other meshes.
"I absolutely LOVE killing NPC's I can't get enough of it, that's why NPC's exists as far I am concerned... to be kill". Wow, those are the words of a serial killer in the making.
I agree with the guy in the video. I hate playing rpj where i cant kill npc. If i can slay monsters and kill evil doers i sjould ble able to kill civilians too.
Rob probably just doesn't realize he is his own main character, or if he does, then he knows that the guards are just way too op in this game for him to go around do overtly evil things right now.
Some older games when i was bored i used to make my character walk slow enough up the stairs that i could time it just right so they were actually stepping up each one
Stealth. If there is an option to stealth, I always check what does and doesn't affect how stealthy you are; "Horizon, rain makes you more stealthy, as does night and other things, while loud actions and splashing around in water make you less, good! 7 Points for you. Shadow of Mordor, I noticed you give extra stealth level when the enemy is distracted, 2 points! Same to you Arkham series. Oh Bethesda RPGs, it doesn't matter whether I'm crouching right in front of someone or 30 feet behind them in the rain at night, -10 points."
I judge action/survival games based on the factbif opening inventory pauses the game. It breaks the immersion if I'm fighting a monster and it stops to wait for me to eat 200 potatoes and switch weapons based on it's weaknesses
I got one saying a game is only for kids because it may have a cartoony yet beautiful art style,yeah because adults aren't allowed to like anything that doesn't have brown and grey colors,and constant blood and gore. Smh
Omg Rob, that bit about the stairs and boot sound effects on different surfaces...and yes...water physics... Gave me so much joy hearing about it. I absolutely love video game water (no matter what the graphical quality really)
Yeah the stairs thing is pretty big for me too. Especially when GTA 4 came out and had the ragdoll physics where you not only connect with stairs but will (very realistically) fall down if you try running like a drunken fool
What about running in circles as fast as you can to see if there is an actual animation for such small circle running or your character just stands there while you spin hardcore?
Does the blood from dead characters spill realistically. What i mean is like when you slice a person with a sword, does the blood spray in that perfect line along the floor or on the walls.
Rob you're not alone on that last one, I always like walking up slants to see if the character's legs adjust to the heightened steps, and if it does I like having them stand there with that one raised leg with bended knee and take a while to admire the effect from all angles
I always do the stair thing but I go a lot further. I check that their walking/running is perfect. I've played games where the character is doing more sliding rather than running if you look closly.
Often times I'll put a character's foot on one step and the other foot on a different step. And I'll look to see whether both feet are connecting or if one is floating.
Dude... you guys are so freakin' affable. Literally the only crew of people I legit look forward to watching on youtube anymore. Keep up the good work y'all. Seriously.
Toilet flushes. And I'd rather it not flush at all than have animation but no sound or vice versa. Since Duke 3D came out I check every. Damned. One. You'd be surprised how many games only do half right then get lazy. Maybe not. But I'm still waiting for my first patch notes that indicated plumbing repairs after I point them out to devs!!
NAcHO1713 the grass in the world is BEAUTIFUL! It moves around when Sora casts aero and you can see blades flying around when he slides down a cliff. LOVELY!
Actually, in the elder scrolls, corpses do disappear, they just take forever to do so. Except the last one, I dont judge games by these criteria. How I usually judge them is, "Is it an FPS? Dont like it. RPG? Ill try it."
I check the stairs too! It's not something that I judge a game for not doing properly but when they do it right something about it is just so satisfying XD
My weird thing is "Does the sound of my footsteps change depending on whether I'm walking on stone, wood or grass?" I'm playing through the Assassin's Creed series and I can't help but smile when I hear horses' hooves clip clop differently on various surfaces and at different speeds!
I check for legs, see the water physics, watch my feet on stairs... but in shooters, I also deliberately find walls, barriers, corners, etc. Anything with a hole, rounded edge, crack, or anything like that. I get into position, take careful aim, get my sights perfectly lined up... and see if I can shoot through that rounded edge of a chest high wall or if the hit-box for it has corners. Looking at you Mass Effect!