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An innocuous lantern in Assassin’s Creed 

Any Austin
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17 дек 2023

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Комментарии : 620   
@any_austin
@any_austin 5 месяцев назад
This video was not supposed to go public, sorry. Got called into work today on my day off and I wasn’t able to get to a computer to delete it before it went live. So now here we are. Edit// what happens is I make videos of really dumb ideas and then if they aren’t good I don’t publish them, but I always upload them so I can see how they “feel” next to my other content. So this one was supposed to just disappear into the abyss like the others but instead it leaked out because of a clerical error.
@FirstPersonLife
@FirstPersonLife 5 месяцев назад
unleash the vaultttttt
@TheRomanAoE
@TheRomanAoE 5 месяцев назад
I thought you posted this video in response to the undecided poll, I really enjoyed it!
@jplayzow
@jplayzow 5 месяцев назад
Too bad it's ours now moar kontent
@tumbleweedjoey
@tumbleweedjoey 5 месяцев назад
regardless if it was intentional or not I really enjoyed it!
@Alex-js5lg
@Alex-js5lg 5 месяцев назад
Kudos to you for running with it. You make mundane stuff somehow entertaining, and this is no different.
@orangesilver8
@orangesilver8 5 месяцев назад
Comparing stepping on tomatoes while Skyrim NPCs just look at it to stepping on tomatoes with quantum physics while real life people just look at it is such a brilliant comparison.
@OneInTheMosh
@OneInTheMosh Месяц назад
I once made my friend almost have a panic attack by saying how the NPCs in Skyrim wouldn't notice if you were running it at a really shitty framerate, since their minds, eyes etc. would all also be synchronized with that shitty framerate, and the same sort of thing could be happening to us randomly
@IntermissionForBunny
@IntermissionForBunny 5 месяцев назад
GTA IV is the opposite of this phenomenon and that's why it remains one of my all-time favorite games. In GTA IV it's entirely conceivable that you can: throw a soda can at a pedestrian, who runs to throw a punch at you, but his swing is too wide and hits another guy in the head, and they start to brawl, which causes two cops to get out of their car and hold them at gunpoint, so the first guy takes out a gun and shoots back, and then the gunfire spooks a passing motorist, who veers and strikes a propane can on the roadside, which explodes and kills three pedestrians, and a responding ambulance strikes and kills another fleeing pedestrian via terrible driving, and so on...
@icarusgaming6269
@icarusgaming6269 5 месяцев назад
Lmao I love this. It reminds me of how modern Far Cry games have the world just create random chaos on its own, whereas in Assassin's Creed every dynamic interaction is a result of player engagement. I suppose you initiated the chain reaction by throwing the can, but I've definitely seen GTA do stuff like this that wasn't my fault at all
@labombaromba
@labombaromba 5 месяцев назад
Emergent gameplay is hard to do right i feel. Divinity 1/2 by Larian Studios has imo really good combat because it was so clearly made with emergence in mind.
@DemonicDevilDiran
@DemonicDevilDiran 5 месяцев назад
Exactly why V's Euphoria is such a downgrade for me; I only wished vanilla IV's missions took more advantage of it's "emergents" if that makes sense.
@sloth0708
@sloth0708 5 месяцев назад
then the fire department shows up and bumps into the exploded cars which causes a chain explosion which enrages a local gang against the cops... its a real city in there
@robjsmiles
@robjsmiles 5 месяцев назад
You're making me want to replay GTA 4. Used to try and create the biggest car pile up and the shoot an RPG at it
@taternuts187
@taternuts187 5 месяцев назад
In Oblivion if you shoot an arrow into a well bucket the bucket will hang in favor of the side with the arrow because it now has that added weight. The blew my tiny little high school brain away.
@OneInTheMosh
@OneInTheMosh Месяц назад
Oh yeah, Todd himself even demonstrated that at E3 before the game came out!
@EnigmaticRPG
@EnigmaticRPG 24 дня назад
Has anyone ever k*lled a mountain lion in Oblivion and NOT had it fly over their shoulder or flail at light speed? Physics are amazing, but ya GOTTA turn them down some 😭
@invertin
@invertin 5 месяцев назад
consistently impressed by your ability to make engaging content out of things that nobody else has really put a notable amount of thought into while playing these games
@peytongonavy
@peytongonavy 5 месяцев назад
Excuse me, but I'm obsessed with these lamps, alright buster. They've never come back. Why?? I wish we could've seen where this technology could've gone.
@SuperSecretSunshine
@SuperSecretSunshine 5 месяцев назад
This is actually good content, I wish more people would be making videos with this old-school rough charm to it, ironically enough it also feels lively.
@hb-robo
@hb-robo 5 месяцев назад
It’s deeply unpretentious despite actually touching on abstract topics, which I really like. You can tell he doesn’t suffer from insecurity that comes from a lot of analysis RU-vidrs
@rkr9861
@rkr9861 5 месяцев назад
Physical whimsy: the signs in Ocarina of Time can be cut... but not only can they be cut, they pay attention to how you are cutting them and cut off the appropriate part of the sign at the appropriate angle.
@BaldorfBreakdowns
@BaldorfBreakdowns 5 месяцев назад
And the pieces will float in water
@Zorae42
@Zorae42 5 месяцев назад
Another cool part is that you can then play Zelda's lullaby and the cut pieces will float back and reassemble into the original sign
@DawnApon
@DawnApon 5 месяцев назад
You brought back N64 memories of me cutting those probably dozens of times BECAUSE they paid attention to the angle
@Zorae42
@Zorae42 5 месяцев назад
@@DawnApon Ooh, especially that one sign in Kokiri forest that tells you not to cut signs haha
@RyanHaney55
@RyanHaney55 5 месяцев назад
I spent an unbelievable amount of time cutting those signs in different angles and doing jump strikes to finish off the signpost. hahaha
@Elongated_Muskrat
@Elongated_Muskrat 5 месяцев назад
I love lamp
@TheGIJew.
@TheGIJew. 5 месяцев назад
Do you really love the lamp or are you just saying it because you saw it?
@TexMax-iu3bv
@TexMax-iu3bv 5 месяцев назад
Yeah man
@Minnevan
@Minnevan 5 месяцев назад
@@TheGIJew.🤔
@KIager
@KIager 5 месяцев назад
This is eerily similar to when I found out that ceiling lamps in Dishonored 2 had physics. They even cast dynamic shadows when you move them.
@VeronicaSipe
@VeronicaSipe 5 месяцев назад
I was so betrayed by the improved physics in Dishonored 2 that meant I couldn’t stand on as many lamps.
@NikolayHizenprof
@NikolayHizenprof День назад
Guy above me is right, i felt how a part of me died, when i understood that i can't hide on the anymore
@jaredblondeau3611
@jaredblondeau3611 5 месяцев назад
As soon as I saw the lantern move I thought of the elder scrolls signs, I remember being obsessed in Oblivion back in the day that you could shoot signs with arrows and theyd swing from the momentum. Another weird one for me was cutting up the signs in Ocarina of Time, not only were they destructible which felt odd but different sword hits would cut them differently and theres just no reason for it at all which is kind of mind blowing.
@icarusgaming6269
@icarusgaming6269 5 месяцев назад
MGR Revengeance is super high concept about procedurally cutting stuff up from every angle
@educherrypatty9436
@educherrypatty9436 5 месяцев назад
It's interesting you note this, because the "Director's Cut" of AC1, which is currently the version available on PC (Steam), actually does add objects that interact more with the physical environments. Market stands, or other such places in the world were given jugs/pots/jars which can be knocked over and broken by the player. I also think the pot carriers' pot interacts with the physics.
@EzioAuditoredaFirenze
@EzioAuditoredaFirenze 4 месяца назад
The hanging planks of wood also swing slightly when you stand on them, I believe
@jemoeder4883
@jemoeder4883 2 дня назад
You can also knock over small wooden stools, and indeed the pots and market stands
@FakeFrenchMan
@FakeFrenchMan 5 месяцев назад
If Altair trips and falls a far distance, or if he's pushed off of a ledge by being attacked or failing an assassination, he will fall organically based off of the obstacles he faces in his descent. This typically occurs when he is pushed and his back hits a fence when he falls.
@icarusgaming6269
@icarusgaming6269 5 месяцев назад
Valhalla doesn't have this... You'll miss it when it's gone
@maksymalnybul6145
@maksymalnybul6145 18 дней назад
I was surprised when last time playing Rogue I just wanted to jump into the water from the wall of the fort by leting go while swinging. Character encoutered an obstacle which was some random branch and ragdoll got activated. I didn't even know main character in AC games can activate ragdoll if isn't dead.
@zero.the.prototype
@zero.the.prototype 5 месяцев назад
Back in the day we used to "warthog jump" or launch halo vehicles and ride them into space or strange places. But why? If you had just given me a jetpack or noclip, i would have never wanted to play the game in that strange way. The rules give us context for breaking and bending them.
@stryking12
@stryking12 5 месяцев назад
Yeah like tower to tower in Halo CE
@curtiswatson4192
@curtiswatson4192 5 месяцев назад
There's an infamous glitch in AC2, during the Altair flashback section, there's a weirdly difficult section where you have to climb onto the beam of one of these lamps. To actually climb on top of it you have to do a parkour move that you literally don't have to do at any other point in the game which is why its so difficult. The glitch is that for some reason Altair can climb it in a way that breaks the physics of the lamp and it spins around the map at a high velocity. It's a weirdly common glitch that its suprising it wasn't patched.
@tpose_dreamer8499
@tpose_dreamer8499 11 дней назад
I thought the video was gonna be about this
@prest01
@prest01 13 часов назад
the only mandatory wall run side eject in the entire franchise lmao
@lordofblocks
@lordofblocks 5 месяцев назад
Great video! Love the possibility for a new series: unremarkable and odd physics in .... I've always found the ragdoll physics in the Dark Souls games pretty weird. Roll onto a body and it flops into the air like an empty plastic bag and gets stuck into your player model.
@breakdancebdan
@breakdancebdan 5 месяцев назад
Ragdoll physics in and of itself is something that many games have fun takes on. Plenty of examples could be pulled from them, including but not limited to: -A:SE and A:SA (ability to drag bodies is underappreciated and occasional fun ragdoll glitches exist too) -Just Cause 3 and 4 (ragdoll physics mixed with grapple mechanics can lead to some fun situations)
@AKidNamedHiggs
@AKidNamedHiggs 5 месяцев назад
Dark Souls has the Havok physics engine, which is usually pretty goofy.
@VeronicaSipe
@VeronicaSipe 5 месяцев назад
@@breakdancebdan I’m playing Deathloop right now and you have the ability to chain people together so they all die if you kill one of them (the Nexus slab, similar to Domino from Dishonored 2). I’m just going around with my silenced pistol headshotting groups of chained enemies with one bullet. But if you do that too intensely (???) sometimes one or more of the ones that you DIDN’T shoot will be so shocked by their sudden and inexplicable death that, before they fizzle out of this timeline, they will rag doll and launch into the air in a random direction (as in not straight up, but as though they WERE shot, but with a cannon). I feel like they tend to go TOWARD the others they’re chained to? Haven’t made a specific study of it. The implications of the physical force of sudden sympathetic death are interesting though.
@mariokart8054
@mariokart8054 5 месяцев назад
I remember hollow ragdolls getting stuck on me, and I would rotate with them attached until they got enough momentum to get launched off a ledge. More fun than it should have been Stop making me want to replay Dark Souls 1 again! I've already replayed it twice this year!
@lordofblocks
@lordofblocks 5 месяцев назад
@@mariokart8054 Mods are the way to go after having done several playthroughs! A while back I did a playthrough with a fog gate randomizer + item randomizer. Highly recommend it!
@roseolivas08
@roseolivas08 5 месяцев назад
In Jak and Daxter:The Precursor Legacy, Jak interacting with water actively changed his appearance. When i was like 5 and i couldn't get past the more difficult parts (again, 5), i'd just run around the sandbox and watch the ways Jak interacted with the world. My favorite was when he'd get even a little wet, his clothes would start dripping, and would take some time to dry. For a game that was a pioneer in open-world platforming, my favorite details were always in the water.
@hb-robo
@hb-robo 5 месяцев назад
Interestingly enough that exact same clothes wetting and drying effect was one of the major technical demonstrations of Uncharted 1 in the first trailer for that game! It seems to have that effect on people
@stevesketches
@stevesketches 5 месяцев назад
This makes me recall the very first time I played Oblivion. Sitting in the jail cell and making that chain wiggle was just magical for me as a teen.
@San_The_Sly
@San_The_Sly 5 месяцев назад
It's not necessarily unexpected or even really naturalistic, but the GTAIV swing set and its physics have always stuck with me for obvious reasons.
@PuniversalMovies
@PuniversalMovies 5 месяцев назад
Swing set launching with the bois is one of my fondest memories!
@icarusgaming6269
@icarusgaming6269 5 месяцев назад
Rockstar games have exceptional physics/AI cross-interaction across the board, though
@JonPumpkinHead
@JonPumpkinHead 5 месяцев назад
I randomly got one of the employment stat videos recommended to me last week and I've been binging all your videos since. The combination of how niche the topics are paired with the level of detail you go into makes for a very interesting video.
@nothingsensible3167
@nothingsensible3167 5 месяцев назад
In Assassin's Creed: Brotherhood, you can run into people eating an apple. They'll drop it and it'll bounce accordingly. Very cute little detail for an older game.
@kaponos
@kaponos 5 месяцев назад
Your ability to create engagement from the most pointless and unremarkable things is a national treasure and we thank you for your service.
@BaBulie
@BaBulie 5 месяцев назад
The different kinds of suspension softness on cars in GTA 4 has always intrigued me.
@princeapoopoo5787
@princeapoopoo5787 5 месяцев назад
the kind of hard hitting journalism that got me to subscribe to you to begin with
@TJOEL20
@TJOEL20 5 месяцев назад
God I love this channel. It’s the perfect balance of mundane and profound
@eibhlinniccolla
@eibhlinniccolla 5 месяцев назад
Also in Skyrim, the putting buckets on people’s heads letting you be undetected is pretty whimsical and fun. I’m glad they carried that over from oblivion.
@Zorklis
@Zorklis 5 месяцев назад
I remember that stupid lamp from AC2. there's a flashback with altair and I think many people had a problem climbing a post because it had the lamp blocking
@icarusgaming6269
@icarusgaming6269 5 месяцев назад
To jump outside of the scenario where you're sprinting off an edge and the game forces you to jump, hold *only* right trigger and tap legs. If you do this while standing still you'll go straight up, which is useful for grabbing objects above your head when you don't have a wall nearby to reach them from. If you do this while moving you'll go up a bit and whatever direction you're moving, which is useful for grabbing nearby ledges about 6 feet up or higher without needing to run up the connecting wall. You can also jump in any direction while cat hanging, but in spite of being the most powerful movement feature in the game, this is somewhat beholden to the safety snapping feature and will occasionally do odd things like making you jump down instead of up. My favorite example of a manual jump spot is this little staircase in Damascus with a lache bar above it that can only be grabbed using a manual jump. If you do this you'll land in exactly the same spot you would have if you just ran down the stairs, the only difference is that it looked cooler. It's the perfect microcosm of Assassin's Creed movement as a style-based system in which you'll reach your destination all the same, but pushing your ability to connect parts of the level design that can only be connected using advanced maneuvers will make the difference between satisfying and unsatisfying movement. Rather than Breath of the Wild, a closer point of comparison with smoother game feel would be something like Sunset Overdrive with lots of bounce pads, wires, and and corner bars that all lead into each other and encourage you to hold a perfect combo all the way from your starting point to your destination. For an Assassin's Creed game without a jump button, please see AC Origins, in which you can only jump while sliding down pyramids Assassin's Creed - November 13, 2007 Super Mario Galaxy (NA) - November 12, 2007 Gentle push: Dynamically chooses which of Altair's hands is closest to the closest NPC and re-paths their navmesh to avoid your personal space. Can be initiated whether the NPC is close or far and will have a smoother or more aggressive outcome accordingly Throw: Stumbles the target in any direction with a ton a force that dynamically transitions them first into ragdolling, then into the floored state, from which they can be executed with the hidden blade before they get back up and reengage. If they bump into another NPC, the effect radiates to them too, but it usually stops after two consecutive targets. If they bump into a wall there's a canned animation that doesn't blend very smoothly Grab break: Mostly the same as throw, but they always stumble straight back in the direction they grabbed you from Shove: Stumbles the target back shortly and sharply and ragdolls them straight into a floored state. This can radiate too Kills via damage: Quick ragdoll that leaves them in a slow bleedout state as seen at 0:27. This is actually negative action feedback telling you that you performed your combo incorrectly and you need to have better timing next time. Positive action feedback in Assassin's Creed looks like a canned takedown animation with much more spectacle and usually an automatic camera angle change, which is the only way to activate the fear system. In all cases except the special counter knockout, this will kill your opponent instantly, showing that you used the move correctly Falling: NPCs will flail about wildly and scream their heads off before transitioning into a floored state if they survive the fall or die if they don't. AC Valhalla doesn't have this feature, and you can tell something feels wrong when you throw someone off a cliff and they freeze in midair Flailing: Crashing into an NPC while sprinting will cause Altaïr to stumble and become harder to turn. Crashing into a second NPC while flailing will ragdoll him into a floored state. This is negative action feedback for not using shove or slowing down while running near crowds Terror: Most terrifying actions will just play a canned animation on a random guard nearby to telegraph that he's vulnerable to assassination, but if you get enough consecutive kills with a high enough aggression rating and low enough damage taken, they'll dynamically re-path their navmeshes to get as far away from you as possible. This also applies to beggars when you draw a blade after they start approaching, which is positive action feedback for responding with the correct social behavior for the situation Hanging platforms: These are supposed to swing, but there's a few reasons they may not be working for you. Try locking your framerate to 60FPS, turning on Vsync, or trying the Steam version if you're on Ubisoft Connect. This should also help with desynchronizing from leaps of faith. We know for a fact Altaïr's knife belts don't visually deplete to show his remaining ammo without HUD on the Ubisoft Connect version, which is actually a pretty important feature since the HUD was a last minute addition that clashes with the world design
@bigcat5348
@bigcat5348 5 месяцев назад
In AC1 you can dive through the market stalls; you run up to them from the side and Altair will jump through them. And something through the AC games that i've always been intrigued by is the different animations and effects for assasination depending on your position and whether you are in low-profile or high-profile mode.
@calebfoley5872
@calebfoley5872 5 месяцев назад
I’m reminded of how some games will create a trail of footsteps in the sand or snow, only for it to end like 20 feet later. Since it constantly magically fills in it looks less real than if they had just left it alone entirely.
@thechugg4372
@thechugg4372 5 месяцев назад
They cant leave it alone sadly for optimization reason they have to make those footprints disappear
@carvotheboss
@carvotheboss 5 месяцев назад
This video makes me think of the recent Half-Life documentary, around the 16 minute mark. "The point I would make is, if I go up to a wall and shoot it, to me, it feels like the wall is ignoring me. I'm getting a narcissistic injury when the world is ignoring me." When you talk about the game feeling like Lego, the feeling of "on rails", canned animations, I think back to this quote because I think it exemplifies why that lantern is interesting. It's not that it's necessarily an interesting item, it is a light source on a stick, but it is one of the few things that you have total agency over as a player to move and see react, you can knock it back and forth, you can make it swing, you can try and make it land on your head, and it accomplishes that not by providing a "swing the lantern" button. It just provides the the object, the physics to move it, and the freedom to interact with it. It's maybe a bit of an overanalysis sure (but if there is any place for it, it's on a 6 minute video of a random lamp in a 16 year old game). But I think it's a fun little microcosm of what gaming can uniquely provide. Sandboxes that respond to player actions are fun, and the more you get away from the that the more "Lego" everything feels.
@any_austin
@any_austin 5 месяцев назад
Calling it a narcissist injury on the player is a really brilliant way to phrase it. Thanks for the comment.
@kiritosbrothero
@kiritosbrothero 5 месяцев назад
In the first Borderlands (and, I suppose, all other entries in the series), corpses have physics up until a certain point. They can be damaged and even launched (w/ a high-knockback weapon, like a Jakobs shotgun) soon after death, but they're on a timer from when they were last hit: after a set amount of time, they become intangible. In the first Halo, corpses are immovable but give a satisfying sound effect and blood spatter (Covenant elites especially) when melee'd. Subsequent titles added movement iirc. Might be cause for investigation.
@IntermissionForBunny
@IntermissionForBunny 5 месяцев назад
Bungie once awarded the (formerly) coveted Recon armor to a guy who was killed when a traffic cone, propelled to absurd speed by an explosion, struck him in the noggin
@icarusgaming6269
@icarusgaming6269 5 месяцев назад
In modern Far Cry games you can attach tools to vehicles which will persist after they've been destroyed. I wonder if this works with corpses too
@douglasabp
@douglasabp 5 месяцев назад
one of those moments I like was in Fallout 4, there is a seesaw at a playground, it not only works, but if you put on object of weight "20" on one side and other of weight "10" on the other, the side with more weight is lower. I like this video, please make more!
@hoodiegal
@hoodiegal 5 месяцев назад
I don't mean to be "like that", but Half Life 2 did this 11 years before Fallout 4 :P
@douglasabp
@douglasabp 5 месяцев назад
@@hoodiegal thats amazing! Now I REALLY gotta play HL2. Thanks!
@AdamTheGameBoy
@AdamTheGameBoy 5 месяцев назад
I was impressed by the sign bonking physics in the Last Story. The whole game had more physics and interactions than it needed like being able to bump into people or knock anyone on the ground with bananas... and of course walking into signs like an oaf.
@kermitslipnslide4955
@kermitslipnslide4955 5 месяцев назад
loving these videos about this strange niche observations next video should be 5 hours
@KlyeKlyeKlye
@KlyeKlyeKlye 5 месяцев назад
AC1 is very cozy for the nostalgia but has some eeriness to it that I could never quite explain, I think this video helps with that in the fact that it feels devoid of reality whilst being based in reality. Heavy stuff maaaan, more AC1 would be great! Maybe the devs also saw the importance of those lamps because in AC2 you can swing from them.
@VeronicaSipe
@VeronicaSipe 5 месяцев назад
AC can kind of swing the eeriness because even in universe it’s kind of a video game. All the generic npcs with no robust inner life are like that because that’s all Altair remembers of them. Amusement park vibe for sure. People as scene setting.
@KlyeKlyeKlye
@KlyeKlyeKlye 5 месяцев назад
@@VeronicaSipe I never imagined that the NPCs are just what Altair would remember them as because the world is born from his DNA essentially, that opens the world up quite a lot for me!
@Levi_Ackerman_005
@Levi_Ackerman_005 5 месяцев назад
@@KlyeKlyeKlye it can even be applied to real life, when you go to restaurants or stuff like that where you see a bunch of people, if someone asked you now... what do you remember about all the people you have seen in different restaurants? it would probably be the same as in AC, you just remember them being there eating their food, that's it. Or not even that, because for all we know they weren't there to eat. So... yeah....
@Hi-Volt
@Hi-Volt 5 месяцев назад
I mean, Assassin's Creed 1 is very intentionally eerie. You're playing as a guy who's been kidnapped by a secret conspiracy, trapped in a stark white room and forced to live the memories of a member of a cult of killers in the dark ages, who ends up messing with a mind-controlling device humans were never meant to have. The white-and-blue color grading, the DNA glitch effects, the robotic narrator, and the ambient droning music are deliberately chosen to evoke a sense of eeriness. The technical limitations of the time play into this, but they're not the sole factor. Contrast AC1 to AC2 or Brotherhood, which are a lot more colorful and jovial in narrative and atmosphere.
@VeronicaSipe
@VeronicaSipe 5 месяцев назад
@@KlyeKlyeKlye I also apply this to things like the different viewpoints you can sometimes take of scenes (do you remember important/meaningful moment strictly literally, or do you dramatize them, and kind of remember the memory more than the moment itself?) and doing side missions in whatever order you feel like (Ezio doesn’t remember EXACTLY when that one thing happened in relation to other things, but he definitely did do them) and why even named NPCs are always doing the same things (it seemed like my mother was ALWAYS praying and mourning in her room, wearing that type of dress she always wore). Lots of video-gamey things can be handwaved for a lot of verisimilitude when your character exists in a simulation of an ancient genetic memory.
@CaedoStorms
@CaedoStorms 5 месяцев назад
Fun video, I would like to see more Assassins Creed videos from you!
@BoldCaster
@BoldCaster 5 месяцев назад
My thing is: Body Parts in Gears of War. Every other object is completely static, and the player character adn enemies are very on-rails (the movement is extremely restrictive like you're glued to the ground), guns and ammo are frozen in air, all interactable things are just floating meshes. BUT, when you kill an enemy, whether they die as a whole piece, or explode into giblets, they are completely physically unbound, and it was always really fun to shoot dead bodies in that game for this reason. Another incredible video props for evolving the video topics. Many youtubers would just stick to the same format 100% and be too afraid to try different stuff, so thanks for putting in the work (not that i don't LOVE the other series. I still want more of those too, just like the variety and drive to create new stuff too)
@DemonicNightmare
@DemonicNightmare 5 месяцев назад
I spent a good portion of Amnesia: The Dark Descent dragging chairs with me because I found it so delightfully hilarious. As a youngin', I was also fascinated that you could cut signs down in Legend of Zelda: Ocarina of Time
@Spikedome
@Spikedome 5 месяцев назад
I meant to watch your other Assassin's Creed video, but since I haven't yet this is my first video of yours! Love the niche concept and would love to see future AC titles covered!
@mhtv5959
@mhtv5959 5 месяцев назад
Very important discussion that the society needed today
@connor4wilson
@connor4wilson 5 месяцев назад
This video amounts to "I liked it when this object has physics" but you explained it in such a meaningful and genuinely insightful way that i loved every second, thx
@PoisonI.V.
@PoisonI.V. 5 месяцев назад
On my way to start a parasocial relationship with this brave new lamp content
@NoGaLyX
@NoGaLyX 5 месяцев назад
i love that you're covering ac1 in such detail
@Magabes_
@Magabes_ 5 месяцев назад
You can absolutely jump whenever you want. Press R2 (high profile mode) + X (jump once R2 is held) and you'll do a regular jump. If R2 is not held, you will pray, because you'll be in low profile. If you do R2 + X + forward, you will jump forward. It does not need to be a contextual action or near a ledge, the character will always do it if you command it. I don't know why this even has to be explained, I don't know if it's a joke that went over my head because you do jump later in the video. Regardless, I really like your videos.
@heinzie5
@heinzie5 5 месяцев назад
This game was mind blowing at the time, but i guess you'd had to have been an adult at the time who remembers older games
@wheresthemedicine
@wheresthemedicine 26 дней назад
Legos versus playing with clay is a freaking great and succinct way of describing the design and feel of the two games. Beautiful. Also, I'm imagining something like metal gear solid V as the mid-point between the two. Smooth legos. You have to love the ways your brain interacts differently with each.
@aidanduncan3056
@aidanduncan3056 24 дня назад
I like how personal your writing style feels and the topics you focus on are always interesting to my fractured brain!
@AudreyGraceB
@AudreyGraceB 5 месяцев назад
I liked this video. I love when you do really long form content too, but I also appreciate something like this which is really looking at one specific thing and is more of a quick watch. It's funny how quick that light accelerates when you hit it. It really SHOOTS away from your head.
@gonzalovazquezavila535
@gonzalovazquezavila535 5 месяцев назад
The second game improves on a lot of this, I think. It feels more alive, in the cities you go to and the people and things you interact with. In any case, great video!
@rainbowsnek
@rainbowsnek 22 дня назад
"I've always been fascinated by lights.. in.. video games." -Any 'Definitely Not a Moth' Austin
@AnEnemySpy456
@AnEnemySpy456 3 дня назад
My favorite physics quirk in Skyrim is when you step on a skeleton. The bones go flying in every direction, you get shot off a few feet, and sometimes you even take damage.
@xboxhomie4
@xboxhomie4 5 месяцев назад
“Nothing else that you walk into has this kind of physical life” me looking at Altair’s flowing robes the whole time:
@Fyrehart97
@Fyrehart97 5 месяцев назад
I had a literal wow moment playing Oblivion as a kid for the exact reason you highlighted in Skyrim. I remember the signs in the Imperial City were static, so I assumed they would be everywhere else. I think I was running and jumping around in Bruma waiting for the shops to open, possibly leveling my acrobatics and athletic skills at the same time. I noticed I could jump high enough to hit the signs and I was just expecting to see this janky looking sudden stop, face mushing thing from a cartoon. Nope, the sign swung out of the way and I actually said aloud "Wow!". I was easily entertained as a kid. Also, praying is absolutely cool. Praying helps me with my anxiety and depression. It's just all about belief. If you believe you're being listened to, it can be a wonderful thing. Now I'm beginning to feel like that jogger from Bojack Horseman. "You just have to do it every day..." 😝😅
@madjaded
@madjaded 4 месяца назад
Building with Legos vs building with clay, love that comparison. Open world games are so different from each other. I also love that "door in a theme park" comparison, that's exactly how most games feel to me. I would love more commentary on physics if you come up with anything else to talk about
@barneybetsington7501
@barneybetsington7501 5 месяцев назад
Please, more of this... I need it.
@carolynr570
@carolynr570 5 месяцев назад
Whenever I leave whiterun I love pushing the drunken huntsman sign. Getting that extra hit of immersion
@Vorchov1
@Vorchov1 5 месяцев назад
Can’t remember if this has come up before, but the first time you could pick up a basketball and try to make a basket in Half-Life 2 will always stick with me as magical. Thief Dark Project had some really cool physics moments I remember, just a very living environment for 1998.
@icarusgaming6269
@icarusgaming6269 5 месяцев назад
Pick up that can
@D.S.handle
@D.S.handle 5 месяцев назад
@@icarusgaming6269this moment blew my mind when I first played it.
@user-yw1nm4je8o
@user-yw1nm4je8o 5 месяцев назад
@@D.S.handleI SAID, PUT IT INTO TRASHCAN!! 🪄
@D.S.handle
@D.S.handle 5 месяцев назад
@@user-yw1nm4je8o [throws the can at the guard, runs away]
@catinspace184
@catinspace184 5 месяцев назад
I love these kinds of videos, focusing on the small things or places in games that rarely get any attention in a normal playthrough. Would love to see more of this, keep up the great work!
@VibinBryan
@VibinBryan 5 месяцев назад
I used to play a lot of GTA San Andreas on my ps2 and I quickly learned that hedges and bushes were as solid as a wall. When I played gta 5 for the first time i literally gasped when I could drive my car through a hedge ( I learned later this does not apply to every hedge though, just some of them)
@Evanz111
@Evanz111 17 дней назад
“Whimsical moments of physics” could be a series in itself. Despite how much people hated the game, Forspoken had really impressive crate/box breaking physics which was completely unnecessary. Hogwarts Legacy also actually put physics objects in breakable crates and boxes which I’m so rarely used to seeing any game do ever. Glad this video accidentally went live!
@duelbraids
@duelbraids 5 месяцев назад
My biggest Skyrim memory is, within like.. the first 30 minutes or so of starting the game, I ran into one of the signs in Riverwood, and was fascinated by the fact it was actually moving. So, I kept running into it... and was killed by the physics of it going too fast.
@chorn995
@chorn995 5 месяцев назад
That vaseline sign really got me going. Thanks for sticking with the upload! Have been enjoying your content all week, keep it up!
@sh-ig9fm
@sh-ig9fm 5 месяцев назад
007 nightfire the first game I played that you could ride moving objects with out having to enter them with a button or eny animation to tie you to the vehicle.
@cpMetis
@cpMetis 5 месяцев назад
The reason it comes down to lamps/signs as physics objects are fun to deduce from a "why tho" way. Conclusion: because they A) are in small number, so it's unlikely to cause a performance issue if too many try to move at once, B) are in fixed positions, so you can't move enough together to cause an issue bypassing A, and C) they are perceivable as light and relatively unimportant, and have no gameplay effects, so their being physics based can't cause any problems are the actual game. They didn't do it for bushes because of A, they don't do it for weapons/objects you can move because of B (Skyrim does, which is why that's a common way to break the game), and they don't do it for this like that hanging platform because of C.
@ninby_salter
@ninby_salter 5 месяцев назад
great great vid, I love when you focus on a weird detail like this. it's kinda like the snow one. thank u!!
@chrismetzger6746
@chrismetzger6746 5 месяцев назад
Love this video, and fully on board for the inevitable wave of aesthetic appreciation for the PS3/X360 era that the internet is hurtling towards. And Assassins Creed is kind of the perfect entry point to it IMO - a perfect encapsulation of the moment in video games when it came out.
@ArmodiloGames
@ArmodiloGames 5 месяцев назад
The sign outside the pub in last story made me grin every time. I kept forgetting it was there, iirc it’s the only sign like this. Also bananas in your bow, everyone says something. On the wii no less.
@domeshotdillon1108
@domeshotdillon1108 5 месяцев назад
Exanina has fantastic physics. It's always funny when you trip over a stone in a dark hallway. Never gets old.
@snoxeri
@snoxeri 5 месяцев назад
Super Mario Galaxy came out in 2007, which really shows how game mechanics really can be varied and contemporary games might feel very different from one another.
@noble300000
@noble300000 5 месяцев назад
You CAN jump whenever you want, you just need to switch to high profile mode
@sundaykessig-kinkaid7313
@sundaykessig-kinkaid7313 19 дней назад
I think a universal experience of *Dark Souls* must be noticing how dramatically and cartoonishly all the corpses are affected by the physics, as any battle in which you slay a great number of foes ends with you likely having to walk through them, and see their limbs be tangled and tossed about by your (unaffected) movement
@andremedeiros2181
@andremedeiros2181 4 месяца назад
That was such a nice video! You're great at talking about super specific stuff, could listen to that all day
@leahl5007
@leahl5007 5 месяцев назад
This is the greatest content Austin has ever released.
@Zayle_
@Zayle_ 4 месяца назад
If you want another suggestion for Odd and Unremarkable Places, I think there are definitely several to be had in Dragon's Dogma: Dark Arisen. Especially in the main city of Gran Soren, which is surprisingly well detailed for the time - but has a lot of odd corners and sections of the rooftops and city walls which you can get to with a little effort. There's also a fairly large outdoors environment with odd places.
@cyphate
@cyphate 5 месяцев назад
Every video released by this channel is like a fever dream and I am meth levels of addicted
@smittyDXPS3
@smittyDXPS3 4 месяца назад
I know shitting on Assassin's Creed is popular, but I loved this game and all the sequels. I want you to actually look at this game again and remind yourself that is from 2007. That is over 15 years ago yet this game looks incredible and feels incredible, even by today's standards. It looks better than a lot of games today and even though the story progression and gameplay is weird, there is so much that is great about this game, you don't see them made like this anymore. Every game nowadays is so boring and formulaic compared to games that actually pushed technology with a creative vision, which felt common in the 2000s.
@genexplore
@genexplore 5 месяцев назад
The pool tables in Fallout 3. They don't work as pool tables, but there's physics for sure.
@omegothic
@omegothic 5 месяцев назад
thanks for making videos about my favourite assassin's creed game 💗
@Merivio
@Merivio 23 дня назад
From the PoV of a game designer, it’s possible the game’s NPC pathfinding couldn’t consider head-height obstructions that don’t also extend to the ground, so they employed this physics to ensure they don’t have someone walking aimlessly against a rigid lamp.
@jplayzow
@jplayzow 5 месяцев назад
I love your ability to find the most random things and just make an engaging rant about it
@lalalandd123
@lalalandd123 Месяц назад
4:21 bottom right, jar physics
@nb_nb
@nb_nb 5 месяцев назад
In morrowind you can't move things that much, but i love the way that if you kill things in the sky they'll just like. Fall. Like they fall and land like you've just shot a bird. Which i guess makes sense, but to me it was cool.
@ricardomiles2957
@ricardomiles2957 5 месяцев назад
2:28 i think it is one of these things that became lost with time as open worlds became more common but the parkour alone in AC gave the player so much freedom of movement and exploration that made everyone drop their jaws, it wss a big deal(Kojima was so impressed that to this day kojima still puts a little bit climbing and verticality in his games) i dare to say AC1 had the same spot in people's minds that Breath of the wild currently occuppy,
@jaywalker2441
@jaywalker2441 5 месяцев назад
4:30 AFAIK these types of hanging platforms do actually have physics on them, though it's very subtle. Sometimes the physics can go a little crazy and it becomes more obvious.
@balmorababe
@balmorababe 5 месяцев назад
It's very entertaining to listen to you talk about benign things you're passionate about. You have a talent for talking about small things that no one else would speak about
@shawndonq135
@shawndonq135 5 месяцев назад
You talk about the most obscure things in video games and that’s why I subbed long ago. Keep it up
@niguiopt
@niguiopt 5 месяцев назад
Really enjoying this sort of laid back analysis regarding the mundane
@SamHaugen
@SamHaugen Месяц назад
I actually really appreciate your perspective. I didn't realize I felt the same way until you said it.
@bessux1995
@bessux1995 5 месяцев назад
It's like the Skyrim store signs. Oh nevermind he fucking showed it 1 minute later.
@Pitchfallis
@Pitchfallis 5 месяцев назад
Praying, the opposite of jumping. Truth to live by.
@Ivyticrea
@Ivyticrea 15 дней назад
The torches in AC Origins. The first time i played it I was positively surprised by the dynamic nature of it. You cannot only make light with it but also burn stuff and even burn yourself while standing in bushes
@okaywhatsgoingon3774
@okaywhatsgoingon3774 5 месяцев назад
"If someone was mucking about, stepping on our tomatoes in a quantum-physical space, you too would just be standing there looking" has got to be among the most thought-provoking things ive ever heard
@RyanHaney55
@RyanHaney55 5 месяцев назад
A new Any Austin video is a nice way to improve a Monday afternoon. 🙂 I was impressed by the bushes in Hyrule Field of OoT moving when we ran through them, back in 1998.
@zaqataq5146
@zaqataq5146 5 месяцев назад
Similar to how you sprinted into the lamp and it swung around its post, if you take a springing leap down onto the lamps, they build so much momentum that they stretch and swing several feet away from their base for a long time
@innocentrobot
@innocentrobot 5 месяцев назад
I don't know why but this is one of my favorite videos you've done.
@WillowRat
@WillowRat 5 месяцев назад
I always really loved the rock-it launcher in fallout three. Especially because you could load it up with stuff like baseballs or gnomes or sacs of viscera. That game didnt feel like it was quite ready for that weapon and especially in vats, it could be fun to watch stuff bounce around in slow motion
@Mach-2-Fishbed
@Mach-2-Fishbed 5 месяцев назад
5:29 If I saw somebody save the city from a dragon, consume its soul, and gain the ability to send people flying by yelling at them, I'm not going to make a fuss about him kicking around some fruits and vegies or spinning a sign for fun.
@nb_nb
@nb_nb 5 месяцев назад
I would fucking LOVE to see more assassins creed. Maybe the arcitecture in it? I just loved wandering around the buildings.
@HeadcrabPie
@HeadcrabPie 13 дней назад
I'm not sure if you intentionally had the music sync up with his steps at 2:11, but I enjoyed it very much regardless. New sub, love your content! These small details in games are super interesting and your deadpan humor is hilarious.
@budelmore6286
@budelmore6286 5 месяцев назад
BotW/TotK had to take so much influence from this game I played this back in the day so keep the content coming. I’ve been inspired to play through again since you posted the last AC video, and realized I was young then and wasn’t playing the game at all but having a middle eastern GTA V jihad/pilgrimage and now I’m older and actually playing and hear me when I say I soon will be checking these lamps out
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