Andre could flex, and an entire room would collapse around him. Alas, he understands the adage of Peter Parker, and restrains himself for the good of the world.
Definently would like a game where everything is destructible normally would be with the given equipment, and it wasn't a sandbox game yet an actual storytelling soulslike 3d game
@@Guitar-Dog Actually, apparently DS2's breaking mechanics actually do work like Demon Souls! Only A-team can't figure out how to make the breaking mechanic work.
@@monsieurdorgat6864 i actually broke my weapons in multiple occasions on ds3. How you ask? Twinks with Full havels and 15 +10 estus with 10 siegbräus and divine blessings. Yeah it took a while to kill them
@@capperbuns Yeah... that and crabs are the only situations I can think of. That's about as niche as it gets, dude. There's no point in having a mechanic like that.
The weirdest thing to me is that because of how big the breakable part of the wall in Sen's is means that if you look closely, the brickwork completely changes when it breaks
Yeah they didn't match it! It looks very funny up close but it's almost impossible to notice, as usually the boulder breaks it for you from far away. Or even if you're baiting the snake's thrust attack, you're probably too distracted by dodging and trying to not fall off the platform.
The wall that's underneath seems to be a mesh that's already broken. They added rubbles for effects when you smash into it. Maybe they didn't have time? If you go frame by frame at 12:05, you'll wonder why FromSoft didn't do what they did in the Undead Asylum wall.
This reminds me that King's Field 4 uses object durability defence as a progress gating in the beginning - you have to obtain a weapon that can destroy barrels in order to go further in the game
I got this funny idea that what if when you hit Andre, before he attacked you he would hit the anvil with his hammer so hard that it split in half or something, to show how angry he becomes
One thing that's always irked me a LOT is how there's these rampart plank covers throughout the series (approaching the halfway checkpoint bonfire in DS1's Undead Burg, in Forest of Fallen Giants in DS2, bridge to the Twin Princes in DS3) which just disintegrates at the slightest touch. THEIR PURPOSE FOR EXISTING IS TO FUNCTION AS COVER FROM ATTACKS. You'd think those things would be amongst the most resilient props, but they're always in the "just rolling into them is enough to break them" category....
@@BradMarmara There's a ton of them right at the start of Demon's Souls. Boletarian Palace 1-1, as you approach the gate from the archstone spawn point all the dreglings/slave soldiers that attack except the one defending the execution ground stairs attack from either behind these things or through them. So they've been a cheap object to smash through since nearly the very start of the very first game. Good on From to reuse assets that long though.
I got confirmation from Stayd that object HP values drain cleanly in Dark Souls 2, and it also uses smaller numbers like Demon's Souls! It's not too surprising that DS2 stands apart, given how far it deviated from DS1 and basically redid a ton of stuff from scratch. Then with how BB and DS3 more-directly iterate from DS1, it's not surprising that they continue to behave more like DS1. I should check wtf happens in Sekiro, something I didn't get to before this vid. Anyone wanna place bets on what happens in Elden Ring too? 😅 - - - Edit: I forgot to include one other 90 defense object- there's a couple of torch-pillar things by the Undead Dragon in the Painted World. The dragon either smashes them when it gets into position, or attacks, I don't remember which exactly. There's also a couple further away from the dragon but they're a part of the map and not object files, and so they're indestructible and you're safe from the dragon's acid vomit attack if you stand directly behind them. I even posted a picture of the indestructible ones to reddit recently but still managed to forget to put it in here. Oh well!
On my first playthrough the snake accidentaly broke the wall for me before I got to the boulder room, so I thought for a very long time that was the only way to do it. Now every time I play DS1I still bait the thrust attack to break the wall as kind of a homage to that small but cool moment
I want a video on the Souls series most obscure, forgotten, underutilized mechanic: voice chat. (Yeah DS2&3 have voice chat. It’s buried in the settings menu. I had no idea until a month ago).
I forgot I had turned it on ages ago in DS2 and got jumpscared when a dude who summoned me for the double Pursuer fight started cursing in French. Sometimes I wonder how many people heard me saying things into my mic while playing without knowing it was on.
@@SrTNick1Similar thing happened to me on my second playthrough, a guy I summoned for that fight made fun of my character's name, I played a femme character and called her Sylvanas because it was the first name that came to mind because I played WoW beforehand. I then disabled voice chat lol.
Marvelous Chester is unique in more ways than just NPC object damage! After all, as Chester says, he was literally dragged out of time. His unique kick is likely a leftover from when From were experimenting with a Chester NPC in early alpha versions of the base game. He almost certainly was one of the earliest prototype non-player characters in Dark Souls, and he actually has a unique model rig as well, which is extremely unusual for human characters in these games. It is possibly because of this unique rigging that killing Marvelous Chester (both as an invader and as the merchant) with a backstab can cause him to die standing up, no death animation. That, or he's just asserting total dominance over us all. They likely didn't know how much object damage they should give those NPC attacks yet, and then they just never bothered to update the value because it ultimately changed nothing.
When you mentioned the player had an attack that did 100 object damage I was 100% expecting it to be the headworm kick, I audibly lol’d when the reveal happened. Really nice vid as always!
So rush to Andre, do the Sen skip, rush on top of Sen, kill somehow the giant throwing boulders with a +0 weapon (maybe bombs? Maybe the gold pine resin), go down in the hole, rush to the mimic, wake him up, run back to the wall and dodge until you get a kick I'd say that we could reach it in less than 10 minutes
10:00 Have you figured out why the chandelier in Anor Londo doesn't make any shattering sound when it crashes on the floor? The only versions of the game where it does are the original PS3/360 versions. It always bothered me.
I knew DSR had some audio issues but I've never done a deeper dive into that. Do you know if they only worked on console originally or does that include PC PTDE? (I suppose I can also check later) Very strange.
I know the physics are tied to frame rate somehow. If it wasn't a porting error with the sound it could be that the sounds plays but you don't hear it as the game considers player character to far away. Just a thought, I have no idea
Glad I'm not the only bugged by that. In a big, echo-y cathedral, that massive thing plummets to the marble floor and... dead silence?? Didn't realize there actually WAS a noise in the original - never got that far on PS3. For some reason, I find this knowledge oddly reassuring.
@@illusorywall It doesn't work on the PC PtdE either. The two original console releases are the only ones where it's not broken. I played through the game multiple times on PS3, so I remeber this particular instance. Was surprised when I cut down the chandelier on the PC PtdE version and was waiting for the satisfying *shatter* but it never came and I had to take a second look to see if I even cut it down.
Your obligatory WELL TECHNICALLY for the day: The ground in Sen's isn't actually unstable, there's just a small plane hovering above it that destabilizes you on contact. When you jump down onto it you get close enough to count as standing on the ground before you collide with the plane. There's also a position buffer that complicates things, but let's not talk about that.
My morning is 7000% better thank you IllusoryWall edit: blighttown breakable platform was really interesting. I’m the same as you in that I learned to not stand there long ago.
Now that is all very informative and all, but I still don't know why I am the only one capable of cutting through the bars of Anastacia's cell in Firelink, and why it only works while the Chosen Undead is not around. Heh.
I feel like it would be cool to give the player the ability to break objects based on their strength stat or damage output. Using smough’s great hammer with 99 strength? You can now obliterate the Sen’s fortress wall yourself.
Yeah I love stuff like this, adds another layer of "multiple paths/solutions" and adds flavour to different builds. Would be cool to have it. Seems very doable in mod territory...... hmmm.
This happened to me in DS3 at the High Wall of Lothric bonfire, which is where I found out about this mechanic for the first time. There is a grouping of tree hollows very near to first bonfire. If you stand close enough to them while being summoned or quitting your game, you will destroy them upon returning. It weirded me out so much I had to record a video of it, although it turned out to be extremely easy to reproduce.
Ah very nice! Yeah it's the exact same thing going on there. I haven't looked closely at all the Dark Souls 3 objects yet but there is some weird stuff unused in there.
I'll always remember that room when you're heading to the Undead Burg for the first time, full of stuff you can break just by rolling around. I like to imagine the development team realized just how fun smashing stuff is, so they made environments where you can do just that, even if you don't get souls or items from it.
All these questions I have in the back of my mind while playing that I figured I would never actually know the answer too. Nice. I thought it was weird how they changed it in DS2, when you roll or break objects it's like it doesn't apply the physics force from your character anymore, the pieces just drop straight to the floor.
If I had to guess, I'd say it looks cleaner in DeS because they probably just assigned specific object damage values to each individual attack/weapon. Dark Souls has a bunch more weapons and attacks, and it's obvious that they didn't have as much as they'd like, so maybe they threw together a system that just decreases object for the duration that a damage source is making contact with it instead, as a one size fits all solution, and then didn't bother with object health for most things so that it'd still behave consistently for players. From there, all I can figure is they didn't think it'd be worth it to properly implement the old system for the sequels, so they just left it
The Serpent Soldier can break the wall in Sen's Fortress with the second horizontal swipe too. Also, Gwyn statue in Darkmoon Tomb can vanish by using the stand-up animation, but it will reappear upon reload.
I say this with nothing but love in my heart, but you look like Dr. Todd Grande from the universe where instead of getting a phd in counselor education and supervision he became a Dark Souls expert. I couldn't keep it for myself any longer. Nothing but love, again, as I'm a fan of you both.
For the first time, I knew the answer before the video! Following this channel made me really interested in what's behind the scenes and I thank you for that!
One of my favorite, and one of the most consistently high quality channels 👏 I can't stress enough how much I adore your videos. I love informative channels about video games I love!
I don't want to scroll and see if someone pointed it out already: the tables and chair in Undead Parish, in the passage that contains the mistery key, also need attacks to be broken. Thanks for what you do, Mr Illusory Wall Sir. These videos are great.
I came into this knowing the big mushroom could break the wall, cause I just happened to be doing a randomizer run where I got a mushroom instead of that snake and he could punch through the wall! I'll note that I did roll through his attack, but I guess just getting hit by him and thrown back would be another way to have done it. Either way, at the time I didn't realize how lucky I'd gotten to have an enemy who could actually break the wall!
Fun fact I learned randomly: you can shoot the illusory wall in sens with arrows and it won't break. Far as I know the only attack that won't dispel a wall
Although not directly said, it was said it's because that wall has a defense value of 3 and arrows only deal 1 damage. Though being the only attack depends on if you count things like firebombs as attacks, as those also only deal 1 damage.
I find it really interesting that they chose to change how illusory walls worked in Dark Souls 2 vs Dark Souls 1. It made the messages from people lying about iillusory walls that much more believable because you could be very close to a real one but just not be activating the right spot.
I really love this video for just discussing the details of how players can interact with the game world, I just really enjoy observing something so specific that is easy to take for granted.
I know this comment might be a little late, but I CAN confirm this also happens in Elden Ring. Located in Beastial Sanctum, where the Beast Clergyman is, are several pillars that break for whenever you fight him. If you exit game and re-enter, standing next to one of these pillars, the pillars will explode.
24:09 it's not pointed to in the video, but if you look at the upper left corner at the debug menu you can see how fast the object's HP actually drains. I think that's really cool.
So the still jump is pretty easy to do, run into a wall, and flick the analog in the direction you want to go as you jump, so the jump and direction change become one, just practice against a wall, it's used for the useless capra/depths skip.
I wonder if the illusory wall in the volcano manor of Elden Ring that requires more than 10 hits to break has the wrong object hp. It doesn't have the proper animation so likely it wasn't intended to be broken.
Imagine the person who made the HP drain on breakable object left the company after DmS and noone in the studio knew how it work and never fixed it since. Also about the breaking of the wall in Sen Fortress, the easiest and most consistent method is to use the drake sword and knock the snake person back and break the wall. I thought it should be the number 1 method instead of the other speed run on Catalystz channel which require you to buffer the jump (which is not easy to do and if you mess up you will have to use the drake sword anyway)
So I actually don't have a totally clear answer on this and I was wondering if someone else already has the specifics nailed down. I've heard it described as being a property of only *certain* chests in the Chalice Dungeons, like the small wooden chest, a certain golden chest, and also a spirit chest. But I'm pretty confident I found a small one that looks identical to the one I broke in this video, and it wouldn't break! So I think the distinction might even be more specific-- It might only apply to these chests when found in the root (randomized) dungeons, because those aren't all thoroughly playtested and they wanted to make sure the RNG wouldn't cause them to block stuff. If anyone knows if I'm right or wrong on that distinction that would be cool to know!
My theory for the Sen's Fort illusory wall having high object defense is because Gwyndolin himself created it when he repurposed the fort into a trial. Because he has more power than your average human, the wall is stronger than most. He probably didn't want anyone killing the giant that opens the gate when the bells are rung.
Thank you! I'll definitely do Elden Ring Dissected, but asides from maybe a couple videos most probably won't happen very soon after its release. We'll see though!
The switch between Demon's Souls and Dark Souls makes sense from a work load / time crunch perspective. The extra animations for partial collapses is more than you might think. It could also be a memory issue, as Dark Souls was pushing the limits of consoles already. They were looking for ways to save memory all over, and the progressive collapsing didn't make the cut. The HP and defense values all make sense from a code perspective. Like you said, the redundant values were included in case they were needed. Setting a value to -1 is a standard flag as well. Setting HP to 999 makes sense as well. The high value makes it unlikely the player will break it with an unexpected glitch, but avoids the complications of coding an extra class of objects that can break but are immune to the player. And I suspect the breaking code didn't change for that console generation. But it did change once you had games that are only PS4 generation and up.
17:49 I actually loved the mimic up to the boulder machine to kill it because I was too scared to walk anywhere near it. It took a lot of kiting in circles around the machine but it worked.
*Please do a video covering Red Gravelord enemies "disasters" next!!* Though I often see gravelord signs, and I often see that "disasters gone" message, I NEVER have once seen a red enemy in my many many playthroughs. I'd love to know how it works!
5:45 I always knew there was **one** you couldn't roll into! Thought I was crazy! I tried rolling into this one and assumed it wouldn't work on any other illusory walls so spent the whole game attacking random walls.
24:15 I can just imagine some crestfallen hollow snacking a jar for 30 minutes trying to break it, then a time wizard shows up and says "allow me" then rolls at it in slow motion to break it
12:40 This maintains itself in elden ring to no surprise, but you can get weird applications if you do it next to non-breakable buildings, like the one next to Roderika at the abandoned shack, it'll spawn wooden bits everywhere like it was broken, but wont actually break or change in any way.
My favorite method of breaking the wall in Sen's, which I discovered myself, is to r2 the Snakeman flat against the wall with the Black Knight Sword. Not sure what it specifically is about that attack, or maybe the Snakemen have an object damage number tied to their knockdown animation and very few weapons are capable of knocking them down, but yeah
I'm not wondering how far back the object breaking mechanics go. I'm sure it is at least as early as King's Field 4 (the ancient city), but maybe it goes farther back. Can somebody confirm earlier entries? This topic was much more interesting than I'd guess. Nice video!
I don't blame him, there are times where it can feel like things lull and even if he wasn't totally right, understandable how it could feel that way. But I'm glad it isn't, modding is hitting a new era of possibilities with more hands on deck than ever, and some old timers like Zullie and I are finding newer audiences with more engagement on the sort of stuff we love to explore (now, more than ever). ❤️
If you look at the chair stump located next to the divine ember past the moonlight butterfly boss fight, you'll notice a dark crescent stain in the wood's rings. If you split it apart, you'll see that the stain travels down the whole chair. It's possible that this asset was intended to be a visual scar from the abyssal corruption that has infested the trees in the DLC's garden outside the Artorias boss room arena. If you look around that same garden, you'll also observe that the trees closer to Elizabeth don't have the same corruption as the trees closer to the township, which indicates the direction of the spreading corruption.
Good question, although I guess it doesn't; the two damage values for objects and actors (is it actors? Don't remember) are separated so it'd be very hard to raise both by mistake, and also there's no reason to think they'd purposely want Kirk's armor to be able to do stuff like that
I only checked rolling and it doesn't help with breaking 3 defense objects, so it doesn't appear to do anything. And kicking and punching already break all 0 and 3 defense objects so if punching or kicking was buffed, it still wouldn't help break anything compared to if you didn't have anything equipped. But I haven't actually checked all of those exact values yet, it would be interesting if it moved stuff further up into those redundant values.