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Z.O.E: Zone of the Enders, An Autopsy and Eulogy (Part 1/2) | Gitai 

Gizou Gitai
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Full spoilers for Z.O.E: Zone of the Enders
ZOE Series Playlist: • Zone of the Enders (Se...
/ gizougitai
1. If you haven't played Zone of the Enders, you should, but you shouldn't have a problem following along with the video.
2. I'm sorry this video's not what you wanted.
I read every comment.
Gameplay footage for Zone of the Enders was recorded using PCSX2 using an NTSC copy, running with 2x native resolution due to Progressive Scan Patch pixellating UI assets.
Miscilanious games captured using SNES9x 2010, Mednafen Beetle PSX, ParaLLEl, PCSX2. Capture cards are expensive.
Yakuza Kiwami 2 (PC) was used to demonstrate VirtualOn.
External materials used includes music from the Zone of the Enders anime, Metal Gear Ac!d, Ac!d², Metal Gear Solid,
0:00 ! Part 1: Antillia, Jupiter.
2:13 - Jehuty, Lock On and Ranges.
4:53 - Viola, Small-Frame boss fight.
5:40 - ADA, Babysitter.
6:55 - Get in the damn Frame, Leo.
8:04 ! Structure of narrative and gameloop.
8:37 - Celvise, Environmental Destruction.
9:55 - Dash & Burst Attacks.
11:38 - Tempest, Art Direction.
12:28 ! Leo's Faults as Narrative&Play Themes.
15:18 - The argument for SOS missions.
17:07 - Intentional conflict of Game & Scenario Design.
18:00 - Z.O.E's failures
18:43 ! Part 2: M∀RS.
19:27 - A Desperate Hero.
20:20 - ...Sorry about this.
20:39 - Viola's Motivation.
22:10 ! False Idol.
23:05 - The Will of Power, Corruption.
24:41 - The Simplicity of a Man.
25:57 - Analogy to Nuclear Power.
27:27 ! Terrestrial Terrorism.
27:58 - The Strength to hold Power.
28:48 - Inspirations.
29:43 - The Simplicity of a Woman.
31:42 - Happily Ever After.
33:03 - Truly, Truly, Thank You for Watching.

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20 июл 2024

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Комментарии : 45   
@jurnikovah7453
@jurnikovah7453 Год назад
i like your idea that ZOE is unconventionally a horror game, not by where anyones a monster. but by the fact that the protagonist is wielding cataclysmic power that they need to keep under control. i always thought this idea would be siphoned better by the very first boss of the game, who's design is purely alien to me personally, most of the O.F's in the seires of ZOE as a whole are human-looking enough, whether they're allies, enemies, or where you play as them, but its bosses like the first one that show you what these machines of war are.
@skeletonwguitar4383
@skeletonwguitar4383 3 года назад
Now this IS it, chief!
@supremeworld87
@supremeworld87 2 года назад
I'd say the transformation of BAHRAM from Martian defence militia that worked under the UNSF to a full fledged anti terrestrial paramilitary group is basically explained by the ending of the OVA. At the conclusion of the Deimos incident, its become clear to the UNSF that BAHRAM intends to liberate Mars and they have developed a terrifying weapon to do it - both work together to cover up the incident and BAHRAM basically becomes independent from the UNSF, with the UNSF largely leaving them alone due to the fear they had of the OF technology. Nothing really escalates between them until Antilia
@gelatinouscatgirl8369
@gelatinouscatgirl8369 3 года назад
With your voice and delivery you can read me boring manuals and I still will be hooked.
@pedroportela6476
@pedroportela6476 Год назад
It's absolutely criminal that you don't have more subs.
@osakanone
@osakanone 3 года назад
Technical blurb incoming: the camera system in ZOE is based on that of Omega Boost - which it is considered the spiritual successor of. Specifically, it works by finding a centroid between both the player and the target in sceenspace - essentially trucking the shot and framing the action -- since up close, the lower distance would result in nauseating amounts of rotation. This helps keep players centered, and improves spacial perception and its also very cinematic. The technique behind doing so is a bitch to do, and involves some frankly hellish multivariable calculus which was further refined in ZOE2 -- and I can 100% see why they put so much time getting the camera right. To my understanding, it works using a line-plane intersection to find a screenspace centroid, and then a line/line intersection between the A/B points of the players and the forward normal of the camera from its current location to a point 3x the distance from the centroid. The point the lines cross is marked, and then an offset is added which is defined as the distance of the nearest of A/B as the root, plus a calculation which takes into account how to zoom the shot out with some pythagoras stuff that is linear-interpolated based on the field-of-view of the camera and the differing aspect-ratio of the screen, plus a padding amount. The camera zoom is never allowed to go below a minimum amount. In practice, there is a bug in the implementation where when the camera is turned, the intersections will cause shaking phenomena so they hide this by guiding the camera automatically when sliding into the fight and by beginning from fixed "safe" positions. By actually offsetting the line/line intersection from the centroid by around 10% of the total distance of A + B along by the X and Y axis both left and right, you can actually then find the new centroid between these two objects using a linear interpolation of 0.5 which will give you a camera which doesn't have the same bug where the camera can be rotated freely by the player. I think that by adding something like a hold/toggle for the close combat, and by going with a more conventional 3rd person lockon for multi-target combat and mixing and matching the two as tools (ie, having the automation of the camera free up the face buttons) I think its entirely possible to solve the weird camera/turning problems of ZOE when there is no lock and use that as a way of ensuring the target you lock up with is the one you intend to keep. In turn, I also think the balancing/rocking mechanic of the camera expressed more in ZOE1 than ZOE2 is really proof that they did originally intend to have the game be in space, and we can see this in some of the bonus levels of ZOE2. Thank-you for coming to my tedtalk.
@GizouGitai
@GizouGitai 3 года назад
Thanks for the techie information, I was aware with the theory, but I didn't know the... less vague mathematical specifics. Also, dude, Omega Boost is SICK. Omega Boost's camera, at a lack of scenery, has to emphasise movement by making the camera intentionally struggle to keep up with anything. There's elements of this in ZOE when you dash, but I don't see it stylistically. The camera's way too tight on Jehuty. From a cinematographic perspective I might loosely disagree (even though you know what you're talking about). I can see why you'd say it for close-range, since the camera focus is weighted toward the enemy, but is still drawn by Jehuty (The centroid tech you're on about). But again, the perspective matters a lot in Omega Boost, always being behind you. I'd sooner draw a line between Omega Boost and Armored Core 4. And, reading interviews for ZOE2, they apparently completely re-engineered the camera system. I can see some differences like how it zooms out to deal with many targets, but I think they overstated the amount of reworking they did. Do you know anything about that? Maybe it's just really under-the-hood and I'm stupid.
@osakanone
@osakanone 3 года назад
@@GizouGitai Absoloutely -- so what they did was remember how I explained the concept of framing an A-point and a B-point in screenspace, and then zooming back to frame it all on the depth axis? They started monkeying around with what exactly the A and the B point *are*. In ZOE1, they are *always* the player and the target and ONLY the centroid position and the zoom position are calculated, which means the position is always slightly off -- because space is spherical and standing X distance from the centroid (the 3d midpoint between A and B) would mean the further object would be closer to the middle, the the closest object further in 2D space. This meant the action could get kinda hectic -- and the explanation I gave above was the applied specifics. Other refinements from ZOE1 to ZOE2 also include the bounding-box being included in the calculation but only sometimes: the faster you went, the more of the bounding-box was included, to avoid chopping bits of the onscreen action off and some other work was done to calculate how much extra offsetting was done based on how fast you went. Finally, if you got crowded by enemies in multi-opponent combat, the camera would try to include not just you and the currently locked target in CLOSE mode, but also the size of the others would be taken to account in the bounding-box for the zooming -- so you could get a better look at what was happening all around you. This likely happened thru a fuckton of trial and error tbh. Also you're not stupid and your video is proof of that.
@osakanone
@osakanone 3 года назад
​@@GizouGitaialso those kinds of cameras for Omega-boost and the like are called lag-cameras and they work to reduce the motion-sickness of the player by reducing the number of sharp accelerations they experience, effectively dampening the movement and allowing the relative position of the player-character to telegraph velocity. The stars do the same, but for rotation, using a trace-effect to help sell the amount of performed rotation and the same trick can be seen in Freespace/Freespace 2 for PC which I assume is where Omega Boost got the idea. I'm actually putting together something that's equal parts ZOE's CQC system/lockon mechanic, Omega Boost's 6DOF gameplay and hold-to-switch-modes and AC4's ballistic gunplay/physics and have been for a few years now. When its further along, do you mind if I prod you with it? There's videos on my channel but they're mostly just demonstrating technology so I can come back and compare current to past progress rather than any kind of solid gameplay loop just yet.
@GizouGitai
@GizouGitai 3 года назад
​@@osakanone The NieR series has some hilariously over-detailed camera options to account for this exact motion sickness. In-fact, I talked about it in another video. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-adSXwi1oWmQ.html Timestamped for convenience. I took a look at those videos when you said you were decomping ZOE, it looks a lot like you're getting what you're aiming for. Sure, I'd love to touch it whenever it's ready to be judged, if I can find it in my schedule, but that might mean never featuring it on the channel due to potential conflict of interest, if that's what you were hoping for. Your looser style suits an environment with little walls (I.E. OmeBoost), especially how much real estate there is on screen, moving backwards. How much you want the player to focus on movement will depend on how strong the lockon is. Generally, even ArCore-likes (DaemonXMachina, Project Nimbus) have tightened that camera follow, or zoomed out, because of more geometry-rich environments.
@osakanone
@osakanone 3 года назад
@@GizouGitai Oh, thank-you for linking it. I'm probably gonna go thru the whole channel over the next week or so, as its really nice to have on while I work. A conflict of interest won't be a problem: I'm a lot more interested in your opinion personally than anything being featured. The feedback would be me personally. My sole aim is to make something that plays excellently - and secondarily when I'm funded, to tell the best story that fits those mechanics that I possibly can. Take care, and thank-you for these helpful words and the excellent work on your channel.
@coblamoration1102
@coblamoration1102 Год назад
Real talk. No matter how happy or sad, peaceful or mad, sober or drunk, these videos will always be alltime listening.
@davidw2417
@davidw2417 3 года назад
Commenting for the algorithm - great video!
@GizouGitai
@GizouGitai 3 года назад
Hey, thanks so much.
@2ndbleak
@2ndbleak 2 года назад
This video was amazing honestly, I don't understand how you only have 3k views on this! Great analysis of ZOE overall
@GizouGitai
@GizouGitai 2 года назад
Thanks, probably a youtube thing. Or only 3000 people actually beat this game, and the rest were buying a demo of MGS2.
@whygoogle5051
@whygoogle5051 3 года назад
Thanks for this. For putting what would merely have been emotions, into words.
@GizouGitai
@GizouGitai 3 года назад
It's presumptuous, but I tried to tell the story, that the game/OVA struggle to, more coherently. Hopefully I stick the landing.
@NitrEX4
@NitrEX4 3 года назад
Super well made video for my favourite series! Thank you
@GizouGitai
@GizouGitai 3 года назад
Thanks a lot. Spreading my videos does a lot to encourage me.
@angus_bangus
@angus_bangus 3 года назад
I'm super excited for the next video!!!!!!
@andrewetzold6039
@andrewetzold6039 3 года назад
I just started playing this yesterday. Between this and Ace Combat you have a weirdly accurate read on the things I like. Like a mind reader. I think you might be a mind reader.
@GizouGitai
@GizouGitai 3 года назад
Hey man, maybe it's the will of Metatron. Also, keep your curtains open when you're getting changed.
@novemberbravo6194
@novemberbravo6194 Год назад
Ah-ah, we’re in space; the word you want is “Newtype”
@dantetouchdown9030
@dantetouchdown9030 3 года назад
This is so good, i could listen to you for hours
@GizouGitai
@GizouGitai 3 года назад
Hey, lucky you, everything I make is too long.
@dantetouchdown9030
@dantetouchdown9030 3 года назад
@@GizouGitai if only konami sold the ZoE IP to Kojima productions, i want a third one so bad!
@Thebarron1434
@Thebarron1434 11 месяцев назад
Zone of the Enders walked so Titanfall 2 could run.
@ifigureditout999
@ifigureditout999 2 года назад
I played this when I was 7 so I really was a kid whooping that boss lol. It's funny you compared this to DBZ, because the only thing simmilar today is DBZ: Project Kakarot; I wish it stayed completely open like just attacking and ramming through enemies with no engagement animation, but it still cool
@emersedmilkk4163
@emersedmilkk4163 3 года назад
I play a whole lot of gundam versus so the movement in Zoe shouldn’t be too insane to work out. Also absolutely love the designs of the mechsin Zoe, especially viola’s
@GizouGitai
@GizouGitai 3 года назад
It's bizarrely intuitive for how outlandish it is. And Shinkawa is a god.
@nekohunter7man
@nekohunter7man 3 года назад
Excellent video. At one point you mention that the “Japanese view the sword as an extension of their will, while Americans view the gun as an enabler of their will.” Can you elaborate a bit more on that idea? Curious to hear more of your perspective on that
@GizouGitai
@GizouGitai 3 года назад
These are more or less my own half-arsed thoughts, and they're a little messy. So take it with a pinch of salt. Musashi Miyamoto's journey was largely one of self improvement. He mastered himself. Any sword of high enough quality would do. King Arthur pulled the sword from the stone, as the chosen one, in the right place at the right time. The sword was assumedly placed there by God, or some previous King. Both are arguably actual "historical figures" with so much hear-say around them. Both are iterations on the concept of what's divine coming from within and being projected outward. But the methodology is different. In the Japanese instance, the sword _becomes an extension_ of their body. The Samurai is self-empowered. Sometimes, spirits get caught in swords, and in these instances, the new owner must make the sword their own by coming to accept or understand the spirit. (Dante repeats this storyline often.) The Westerner uses the sword to _express_ will, and it becomes a beloved tool. These will be passed down for when another hero must rise. The line between these is honestly rather thin, and is crossed more and more often as our cultures intermingle. But you see this influence everywhere. Dragonball and Jojo have Ki, Hamon, Stands. The power comes from within. Samus, Megaman have their guns as literal extensions of the body, and they are empowered by exploration as a means of self improvement. The mech will become an extension of the pilot, same for Fighter Jets in Ace Combat. They took great care in VANQUISH to work Sam's guns into his suit design. Often a character's sword reflects the owner, like Guts and Griffith. Then Griffith's sword breaks, and so does his character, because the sword is his essence. Pokémon trainers literally train in the wild (like Musashi Miyamoto), approach Gyms (Dojos) and work their way through the students of that Gym to earn a fight with the Leader. And despite the Pokémon being intelligent beings in their own right, it's the Trainer who's rewarded, for their skill. Because the creatures are an extension of the Trainer's will. It's a bit silly. Then you get JEHUTY which distinguishes itself from Leo by having a sentient AI. They attempt to distinguish the weapon from the pilot. Therefore it's a tool only for self defence. You see this in Metal Gear, Resident Evil, Parasite Eve. The situation demands they defend themself, and a distinct firearm is a sign of desperation. This is where America comes in, and I distinguish it from Western/English tradition. This rhetoric comes up in American Politics, "Only thing to beat a bad guy with a gun, is a good guy with a gun." In both instances, there's a distinction of will (good/bad guy), and a means to achieve it (a gun). When you take Clint Eastwood's gun off of him, he's powerless, but he doesn't break as a character. His arrogance and fighting spirit remains. The Wild West remains a powerful element of American Mythology, along with the military establishment. The national anthem is a military march. The gun is as holy to your history as the Katana to the Japanese. The only difference is that there's no focus on self-improvement in the American view. One's heroic intent is assumed, rather than refined by training, and the only thing you're missing is a trusty weapon. It's a bit silly. My opinion is that IDOLO's criticism of both of these, seems to be that they're fanciful. By giving a weapon its own will, it shows its power corrupts absolutely. A strong weapon has to be maintained by a strong wielder. That's not the power of the wielder expressing itself through the weapon, that's the power of the wielder contending with the power of the weapon. And the result of that is a constant struggle of self expression through, and utilisation of, IDOLO. It's the acceptance of the American mythology to criticise the Japanese mythology, and an acceptance of the Japanese mythology to criticise the American mythology.
@luffy11234
@luffy11234 3 года назад
I didn't think so, ZOE 1 is not a launch title in any country. IT was out a almost a year after the console was out already. Great video though.
@GizouGitai
@GizouGitai 3 года назад
I still considered that within the launch window. Maybe I'm wrong, I'm not an accountant. (4.3.00 PS2, 1.3.01 ZOE)
@luffy11234
@luffy11234 3 года назад
@@GizouGitai I'm just a chef, what do I know either.
@nickd1978
@nickd1978 Год назад
Definitely was not considered a launch title.
@acridproximal8848
@acridproximal8848 3 года назад
These videos just keep getting better and better. Any idea when part 2 will be out?
@GizouGitai
@GizouGitai 3 года назад
Thanks so much. Honestly, I'm juuuust finishing it up, and cleaning up some editing, getting footage I forgot to get. It shouldn't be a long time.
@acridproximal8848
@acridproximal8848 3 года назад
@@GizouGitai even if it is a long time, I'll be here to watch it.
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