That probably has to do with the model being tested or something like a programing limitation like for example if the model needed to exist somewhere in the game for the game to properly display it in the cutscene.
You can actually see it normally in game from kinda close as it's putting its head through a hole in one of the secret areas of the map so the detail on the model is justified.
Justin, I never noticed this "Monster" Bogdano. secondly, I'm not a big fan of calling undiscrimnating beings being called monsters. Sixthly...Nice job.
"You can see this supervisor... you can see on his screen there really inst anything there." The most realistic representation of management ever in a game.
@@cosmicxspidey2850 What? Me? If so, I have no idea where you're getting the idea that I'm in a bad mood, or a lady. I just wanted to put a comment in quotes too.
The reason for the extreme detail for the minog is due to the easter egg where at a certain area on Bogano, if you look up you can sometimes see it looking down at you through a hole in the ceiling.
2:40 that droid is the boss of Cal and Prauf used in the first cutscene, he was probably standing there originally but they decided it would make more sense if he went away so they just relocated his model
@@zZiL341yRj736 Whoa, calm down. Ive actually seen a dicline of these types of comments over the past 2 months or so. Theyre really not too bad putting emphasis on people doing or saying stuff most people wouldnt ever think of its a good joke just dont overuse it.
Omg dude I'm an aspiring video game photographer and I'm just going through these videos like "damn...i bet you could take some realllllllly good photos with that camera". Then I see the link to camera tool and its forum, where there is more information on how to unlock this camera for myself. Kudos man you just uped my game by so much, thank you for making this series. Thanks alot!!
im a casual gamer with a lower case g. I know nothing of game design, but this stuff is so interesting and informative that I'm actually learning a bit on how games are constructed. thanks man.
You know Shesez, I wonder if the devs know about you and other boundry breakers and are intentionally leaving easter eggs in there exactly for you to find. Love your content. I learn so much about how games are made, particularly the art side. Its super fun to see.
Been hoping for an episode on this game. I really wanted to see how the ship's take off worked, so I'm glad you included it! Incidentally, I'm disappointed the ship takes off seamlessly, but you have to have a cutscene to land.
My GOTY for 2019. Never ceases to amaze me now much detail is put into games and all the little secrets, goofs, and gaffes. Absolutely love it. Thanks for doin this Shesez and co.!
WHAT wow the AT-AT just being a floating head is incredible because they really make it feel like it's moving like an AT-AT like you can feel each foot movement that's impressive
11:00 no; i think those are eye sockets; the lighting suggests that it's hollow. The eyes were probably removed from the model because of the shades; but the sockets likely stayed because it wasn't worth the effort to change the character's model.
THE FORCE WAS STRONG WITH THIS ONE! Seriously though, Shesez this was everything you have to now target moving forward. Stig and his team are bound (get it) to see this! Best piece yet. And a great game to showcase your skills!
Love your work, mate. Just one thought - it might make more sense to call the unused low poly assets you find outside the level "Placeholders" or something similar. That tends to be what they're called in games dev and "Beta Objects" would imply that they're part of the feature complete game. I guess that's techically right, but it's a little confusing.
I love seeing the world grid material and various other likely-BSP brushes used in this, and the default text render component of UE4 in this video just because it really cements the idea that the developers were using the same tools as me at some point!
Your next episode should totally be about the outlast series to see where they go after a cutscene, or what happens to npcs when you get a certain distance from them, I believe there’d be a lot of cool stuff to discover and who better that you to find them, anyway amazing video bro and keep up the good work.‼️
It would make my life if you and your team could boundary break a sports game like Madden NFL and explore all the stadiums and their outsides! This was a great episode, keep up the great work!
I just finished the game a solid 8.5/10 the gameplay is nice and engaging however the controls are imprecise and floaty with tons of cheap death on hidden bottemless ledges.
Tchitchouan Inouane yeh I was gonna buy this or resident evil 2 and I got re purely bc it was far cheaper but it’s such a good game. I really want to play fallen order some day tho
WillTheOreMiner agreed compared to battlefront 2's messy and buggy launch fallen order is a master piece best action adventure star wars game since force unleashed 2 and that was 10 years ago in 2010
This game is the game I wanted to see covered on this show the most by far. There’s so much crazy detail in the environments and scenery of this game and I knew it would have to be hiding some secrets. Fantastic episode
For the last few days, I made it a mission of my life to reach that giant Bogano creature. Here is my progress: I did manage to jump to the island it's on, but couldn't quite reach it because... The surface of the island has no collider and the player drops sometimes in the middle of 2 walls or sometimes on top of an invisible floor slightly below the hole on the cave ceiling (the cave room where you learn wall run is directly below the Bogano creature's position, and that's the cave I'm talking about). If you want to attempt it, there are 3 steps you need to perform perfectly in order to gain maximum jump distance. 0. Find the spot closest to the Bogano creature island. It's a little hard to describe the place uniquely, but if you can't make the fall from there, you won't fall into abyss. You'll rather fall on a surface with some Bog rats, Splox, a chest (forgot what's in it) and probably a painting of the Bogano creature. Also, make sure you're wielding a double sided lightsaber. It worked for me some steps later. 1. Wile-e-Coyote Jump: When you're running towards the end of a cliff, you can jump sometime even after you've passed the cliff and floating in the air. Use this technique to cover some horizontal distance before you make the jump. 2. Jedi Flip: Again, time the Jedi flip to make sure you can cover enough distance AND high enough to touch the tip of the cliff on the other side. 3. Finish it with a light attack from the double sided lightsaber. You'll get some small additional distance from this move. If you do them all perfectly you'll be touching the upper portion of the wall of the cliff. But you won't fall, probably due to some collider related reasons. If you decide to jump forward from there, you'll clip through the ground and land on an invisible floor immediately below the hole. Sometimes, you may even land between two invisible walls. I was successful in performing this thrice on Jedi Master difficulty.
This game was fantastic. A great story with sensible themes, plots, and powers. I never thought I would want my Star Wars games to be a mixutre of Dark Souls, Metroid Prime, and Uncharted, but it works.
On Zepho, something I noticed and I was really hoping would be mentioned here, is when you first see the Imperial Transport Shuttle take off, you can watch it fly off into the sky, but if you just stare at it, you can see it stop when it get really far away and just stay there, like a permanent black dot. But when I came back later, I couldn't see it any longer, I wasn't sure if that's cause I just couldn't find it again or if its cause they cull it later.