10 TRICKS Games Use TO FOOL YOU

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gameranx

gameranx

Күн бұрын

Some games use clever tricks behind the curtain to make things more believable or fun.
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0:00 Intro
0:20 Number 10
1:39 Number 9
3:20 Number 8
4:23 Number 7
5:52 Number 6
7:18 Number 5
8:36 Number 4
10:22 Number 3
11:14 Number 2
11:57 Number 1

Пікірлер: 673
@Mrcharrio
@Mrcharrio Ай бұрын
The worst trick is launching a game with No Micro Transactions at launch but then adds them weeks to months later with a vengeance.
@3rdpig
@3rdpig Ай бұрын
You know what's worse? A developer that conceals the fact that there are microtransactions in their newest game, and game reviewers with early access not telling anyone.
@AlphaXiro
@AlphaXiro Ай бұрын
But you guys still buy and played the games thats the funny parts lmfao. Just followering the trend huh
@polskagurom12345
@polskagurom12345 Ай бұрын
true. @@3rdpig
@zhin4362
@zhin4362 Ай бұрын
I thought you were referring to Dragon's Dogma 2 but it had them at launch... Though they weren't in for the early reviewers
@dansmith16
@dansmith16 Ай бұрын
Updating a years old game by removing content unrelated to commercial deals. A big example is one of the fighting games, I think was Guilty Gear, where they removed an artbook and changed some assets.
@SirZelean
@SirZelean 29 күн бұрын
I'm a dev and that's all pretty much accurate, yeah. Also, multiplayer games are a NIGHTMARE. There's so much you need to do for it to actually feel like you are playing with people in real time. Like, most of what you see isn't what the other player is doing right now. The game is just predicting the path the other player will follow until it receives the information that the other player is changing direction. That's why when there is some significant lag, other players keep teleporting - it's just the game falling hard to predict where the other player is going to go due to network delays, and then readjusting their trajectory. Same thing for shooting and hitting other players. The shots don't hit in real time actually, they hit the prediction of where the game thinks the other player will be. If the other player actually moves and the prediction fails, again due to lag, it seems for you that you hit, but the opponent leaves unscathed because you didn't actually hit them. There some actually pretty complicated engineering into making online games, especially shooters, feel good and fair.
@De_Lus
@De_Lus 25 күн бұрын
and thats why i don't enjoy mulitplayer games anymore
@Matt-bp5vy
@Matt-bp5vy 21 күн бұрын
​They always worked liked this
@SirZelean
@SirZelean 21 күн бұрын
@@Matt-bp5vy uuuuh... Did I ever say they haven't?
@alanbugler4404
@alanbugler4404 19 күн бұрын
​@@SirZeleanhe was replying to Des_lus
@SirZelean
@SirZelean 19 күн бұрын
@@alanbugler4404 Ah, I see. Thanks!
@BoundaryBreak
@BoundaryBreak Ай бұрын
11:31 Dude a big thank you for the shout out here ❤
@crazyinsanepenguin
@crazyinsanepenguin Ай бұрын
Oh shit, I love your vids! Been watching since around 2020
@zain1smith
@zain1smith Ай бұрын
Oh wow, just found out about your channel now. Cool content!
@richardvenables619
@richardvenables619 Ай бұрын
I was just rewatching your Uncharted 2 video about the train, and when he was talking about it in 10, it was all I could think of! Glad they brought your name up later on in the list!
@uncletrash8770
@uncletrash8770 Ай бұрын
DUDE I WAS JUST GOING TO GO COMMENT EVERYWHERE ON YOUR CHANNEL ABOUT IT!!!
@deliciouserest
@deliciouserest Ай бұрын
just followed you because of this shoutout.
@amritanjalsingh756
@amritanjalsingh756 Ай бұрын
Most famous one is when they fool you by saying "in game footage"😅
@weasle5022
@weasle5022 Ай бұрын
That's why i hate most gameplay reveals, oh look its an awesome rendered no hud seemless gameplay with super intriquite movements and actions, looks totally real yup...
@josephhouser7078
@josephhouser7078 Ай бұрын
One of the crazy ones I learned recently was that ins Dragon Age Inquisition the "sprint" button when riding a horse doesn't actually make it go faster. It's goes the exact same speed when sprinting or not, all they did was add animations to make it look like it was going faster.
@malikmubashir9941
@malikmubashir9941 Ай бұрын
Mass Effect did the same, using sprint button just shook the screen and nothing else, the speed was the same
@juan2049
@juan2049 Ай бұрын
Lol really? So the sprint button is effectively useless?
@amincampbell1939
@amincampbell1939 Ай бұрын
@@juan2049should dry cooo
@pixelpuppy
@pixelpuppy Ай бұрын
In Burnout, boosts only made you 15% faster. They just change the camera FOV to make it seem much faster.
@fredEVOIX
@fredEVOIX Ай бұрын
in skyrim there's a mod that adds horse move speed enchants or another a perk for it, they both work making you move faster but they both have a delay before it activates so there's some kind of trickery going on behind the scenes
@RejectedsComedy
@RejectedsComedy Ай бұрын
I can offer some insight into number 6. In most game engines (all?), the physics, lighting, etc can get pretty wonky the further you stray from the center world point of (0,0,0) for your xyz position. This is due to something called floating point precision. The cause of this is say that your x position is saved as an 8 digit number and it currently is 10.856911. All the physics, lighting/shadows, and position of objects around you are calculated with 6 decimal points of precision. Now lets say you fly your space shipment ten kilometers to the right. Your new x position 10,010.856. Because you moved and your position is now into the ten of thousands, the decimal point precision has lost 3 points. Here increases the chance of seeing issues like shadows flickering, z fighting etc. Now to RESOLVE, many developers will move the whole world around you (aren't you special ;) ) at the inverse of your movement so that the player is always at (0,0,0). It's a common trick. No Mans Sky does this, Outer Wilds does this, I've done this. It's possible that Bethesda only calls this function when you're in your ship and doesn't really worry about it when you walk around (or it does it after the player has walked a certain amount.) EDIT: well DAMN... I paused and now see you already touched on this for number 5 lmao. Anyways number 5 and 6 are basically the same problem and same solution.
@raziel710
@raziel710 Ай бұрын
Is that related to how Minecraft's world generation goes insane when you get extremely far from 0,0,0?
@KenW418
@KenW418 Ай бұрын
@@raziel710 Minecraft has several world generation bugs when really far from 0,0. Some of them, like the "stripe lands" are a result of floating point errors. Others, like the "far lands" and a result of integer overflow and is a different thing entirely.
@golf7078
@golf7078 Ай бұрын
Saying "two" instead of "one" when describing 2-D games that are actually 3-D... genius.
@runikvarze6191
@runikvarze6191 Ай бұрын
How space in video games works: take ship. Add box of "stars" around ship. Make planets that move in and out of the box as you move your ship towards them. Everything is about your ship. Your ship makes the universe exist. How multiplayer works: you aren't actually seeing the other player. You're seeing a bot that is getting the inputs from another player's controller. You're alone. You're just controlling bots in each other's games that are labelled "players" and running the controls you input in real time.
@basuparmar2720
@basuparmar2720 Ай бұрын
Maybe that's real life. You aren't seeing the other person, you are seeing bots (perceptions) created by your brain, which as we know aren't perfect
@AmericanAppleProd
@AmericanAppleProd Ай бұрын
Mind blown 😮​@@basuparmar2720
@xtlm
@xtlm Ай бұрын
@@basuparmar2720 Nah. However everything you see in real life, is actually the past. You never see the actual present and are always reacting to things that have already happened.
@vannustube
@vannustube 29 күн бұрын
@@xtlm speed of light = IRL's lag 🙂
@turbo8628
@turbo8628 28 күн бұрын
​@@vannustube the human eye works spmewhere between 30 and 60 frames per second. The common pigeon is about 3 times faster, so they basically see the world in slow motion compared to us. The best description i have heard of this is that if you took a pigeon to the cinema it would effectively be watching a slideshow.
@renamoda5450
@renamoda5450 Ай бұрын
11:57 You mean "number 1",Falcon my friend.😁
@vortexluigirosalina5557
@vortexluigirosalina5557 Ай бұрын
I was gonna comment about that lol
@doyowan
@doyowan Ай бұрын
This is how Falcon tricked us.
@elisavbizau9909
@elisavbizau9909 Ай бұрын
@@doyowanbet it was on purpose
@mistersteezy3416
@mistersteezy3416 Ай бұрын
10:45 too lol
@WtfYoutube_YouSuck
@WtfYoutube_YouSuck Ай бұрын
falcon is a mush mouth who can't say the work iteration.
@alcoone1403
@alcoone1403 Ай бұрын
My favorite illusion is Falcon sayong "Number 2" for the #1 spot.
@rizlosamtelaire9271
@rizlosamtelaire9271 Ай бұрын
I just noticed, he repeats number 2 twice that's funny.
@aiucard28
@aiucard28 Ай бұрын
Came to the comments for this!!
@Doughvakin
@Doughvakin Ай бұрын
He fooled me
@tonyrobinsonjr4741
@tonyrobinsonjr4741 Ай бұрын
Most of these are not really that surprising, but what did catch me off guard was that bit about online multiplayer.
@DEVILTAZ35
@DEVILTAZ35 Ай бұрын
That one makes the most sense though. Imagine how slow it would be if it was calculating everything per person lol
@Midwinter2
@Midwinter2 27 күн бұрын
Well, like pretty much all the points here - that's how I expected it would work. You reduce the info that has to travel to/from the server to the bare minimum, and have each individual console/computer interpolate all the rest locally.
@Sarthak-ij8tv
@Sarthak-ij8tv 27 күн бұрын
That was dumb and wrong as while chatting and playing with friends in online games, it all goes as we perform in the games rather than puppets matching the other players' actions!!
@Grand_Works
@Grand_Works 25 күн бұрын
@@Sarthak-ij8tv Yeah that's the point, your local game is puppet players, but the actual data info being sent is just minute bits of data to tie the player to that puppet, and if you shoot the puppet, it sends data that you shot the puppet and where and from which direction. How they exactly died on their screen may not be exactly the same animation as it looked on your screen. That's why when games lag, you still see their character even tho it's a puppet and it acts weird because it isn't receiving the tiny bits of info being sent fast enough to accurately predict what is happening on their end so you can't interact properly. Like Minecraft, when you lag, you can't interact with objects on other people's servers and blocks don't break at first because the information isn't reaching their instance of the game, but then a moment later the data pushes through and the block breaks seemingly randomly. If you are hosting the server, interaction doesn't fail because of lagging, but other player puppets start acting weird.
@adamruzenec-freerunning9838
@adamruzenec-freerunning9838 19 күн бұрын
Its actually similar to real life when our brains creates their own versions of realities in our heads.
@Jash0192
@Jash0192 Ай бұрын
The fact that the creation engine is still a thing is enough for a whole video in itself
@kaldo8907
@kaldo8907 Ай бұрын
Let's not make a video, let's put it out of its misery
@Joreel
@Joreel Ай бұрын
Honestly thought they'd updated the Creation Engine for StarField. Would swear I saw an interview about it a year or two ago.
@Maowka
@Maowka Ай бұрын
​@@JoreelTodd loves his sweet lies
@SpottopsNL
@SpottopsNL 29 күн бұрын
Unreal engine is also still a thing, this is a nonsensical statement. If you think their engine is the same as it was in Morrowind/Oblivion days, you have no idea how games are developed.
@kaldo8907
@kaldo8907 29 күн бұрын
@@SpottopsNL Creation Engine wasn't used to make Morrowind and Oblivion, that was Gamebryo. Creation Engine is still using some modules that were created for Oblivion though. Creation Engine 2 (released in 2021) finally has global illumination, a feature that the public engines have had for more than a decade.
@Bibbly53
@Bibbly53 Ай бұрын
Location based dolls has been multiplayer for ages. Same thing with old reflections that duplicated assets in a different parallel space. These logic and logistics based deep dives are great.
@pixelpuppy
@pixelpuppy Ай бұрын
I loved the duplicated assets for fake reflections because of hardware limitations.
@bobbyjones8312
@bobbyjones8312 Ай бұрын
The lack of Goomba's and ? Boxes, is truly the only thing missing from Elden Ring
@donaldpriola1807
@donaldpriola1807 Ай бұрын
I always tell people the same thing when they are confused about where to go in a level: "Go to the light Carol Anne. Go to the light."
@weasle5022
@weasle5022 Ай бұрын
I always loved Diablo 3 level design. On most of the rifts you naturally flow to the exit, compared to something like Diablo 4 where you need to constantly backtrack everywhere.
@MarvelX42
@MarvelX42 Ай бұрын
The many games playing at the same time, one for each separate player, explains something that I have always wondered about. In City of Heroes there is a power that makes a random object appear out of nowhere and be thrown at an enemy. Sometimes it is a safe or a piano or a filing cabinet or whatever. Anyways if you are on a team and someone used that power, to each different player the object would be a different object, now I know why.
@irfanmetin5962
@irfanmetin5962 Ай бұрын
8:22 "When you jump in Outer Wilds you're not actually moving, the planet goes down under you" so Outer Wilds is basically a Chuck Norris simulator?
@brodriguez11000
@brodriguez11000 Ай бұрын
The original prey playing with portals, scale, and gravity.
@davidbruce482
@davidbruce482 Ай бұрын
I came here to say this, Chuck Norris simulator would be the best game ever made
@Tsunami14
@Tsunami14 Ай бұрын
God damn it!! I was just about to say the exact same thing!!
@robertbeste
@robertbeste Ай бұрын
If that is the case, we are all Chuck Norris. According to relativity, there is no difference between you jumping up and the universe dipping beneath you. Velocity is a meaningless measurement as far as physical forces are concerned.
@TheOnlyFMP
@TheOnlyFMP Ай бұрын
Great minds think alike.
@davidbruce482
@davidbruce482 Ай бұрын
This was the best Gameranx list video in a long time, give us more technical stuff like this, it was great
@_doxinho
@_doxinho Ай бұрын
I agree my favourite video in a while
@bekda4963
@bekda4963 29 күн бұрын
A good example for the online multiplayer part is how different ragdolls are. Ever had one of those moments when you see a funny ragdoll and you wanna show it to your friend but its different on his screen?
@playmaker728
@playmaker728 Ай бұрын
That multiplayer bit was very fascinating 🤔 I never even considered something like that but that’s really cool
@BashVideoEditor
@BashVideoEditor Ай бұрын
lowkey scary...individual realities.
@Darkprosper
@Darkprosper Ай бұрын
You can see it particularly in racing games, where a slight delay will mean a crash in one person's game and a miss in another. Different realities for a split second, that converge once the game caught up.
@trippvaladez2255
@trippvaladez2255 Ай бұрын
what is the Reddit posts about Multiplayer? I can’t find it.
@matthijsweststrate5552
@matthijsweststrate5552 Ай бұрын
@@Darkprospermakes it also that you can shoot of into the distance from the slightest touch or hitting when on your screen there is a small gap but the netcode predicts the gap wrong
@ihanak8814
@ihanak8814 Ай бұрын
it was alright u are kind of slow so i forgive you
@DarthFurball
@DarthFurball Ай бұрын
The Tim Curry C&C space easter egg is glorious
@JoriDiculous
@JoriDiculous Ай бұрын
Best cutscene fail in any game they kept in.
@oldoggorilla5650
@oldoggorilla5650 Ай бұрын
I could hear him as soon as I saw it. Lol.
@grimace4257
@grimace4257 Ай бұрын
shpaice
@whyjnot420
@whyjnot420 Ай бұрын
My favorite scaling trick has been the docks and Normandy in Mass Effect for way too long now.
@amazincrackmonkey7176
@amazincrackmonkey7176 Ай бұрын
This engine moves space around you - professor Farnsworth
@brodriguez11000
@brodriguez11000 Ай бұрын
Fiction has used that trope before. Kind of a novel way of dealing with FTL issues.
@azalago
@azalago Ай бұрын
Considering how you move in The Outer Wilds, space moving around you is pretty crazy.
@torgranael
@torgranael Ай бұрын
The time I actually looked into how online multiplayer works was how I discovered what rubber-banding is. Basically, if your internet is slow, there's a lot more guesswork going on, and at some point, the game goes off-script. When your game can connect to the main server, it gets new information, which can result in you (or other players) getting tossed around. It's like playing a board game and discovering you forgot to trigger an effect three turns ago, then quickly trying to patch up what should have happened before you continue playing.
@DavePoo2
@DavePoo2 29 күн бұрын
The Mario trick with the shrunken head/arms works because it requires 0 lines of code and no changes to the mario model. The animation just scales a couple of bones in the Mario rig and the parts of the body attached will scale down and fit inside the box without clipping.
@curteaton
@curteaton Ай бұрын
Chuck Norris doesn't jump, he pushes the planet away.
@joesjoeys
@joesjoeys Ай бұрын
So what you're saying gameranx is that we ARE the center of the universe!! Thank you for confirming my confirmation bias!!!
@TheGamer69-pro-gamer
@TheGamer69-pro-gamer Ай бұрын
That fact that falcon said no.2 instead of no.1 is just pure sophistry😂😂
@JMPants
@JMPants Ай бұрын
The hammers and axes in AC Valhalla grow significantly when you swing them vs them resting, once I noticed I couldn't unsee it, and it just bugged the crap out of me
@Beer_Wolf
@Beer_Wolf Ай бұрын
That Space one, isn't that how it works in Futurama where thr Ship doesn't move but everything else moves around it? Or was thst Rick and Morty? 😂
@richardvenables619
@richardvenables619 Ай бұрын
It was Futurama. Nothing is impossible if you can imagine it, that's what being a scientist is all about!
@kamele0n946
@kamele0n946 13 күн бұрын
@@richardvenables619 No, that's what being a magical elf is all about!
@Titanhex
@Titanhex Ай бұрын
As a Dev, I'm surprised at how accurate all of this is. This is great research!
@jon83chewy
@jon83chewy Ай бұрын
Man videos like these make me wish I had pursued a career in game development at an earlier point in my life. I bet it’s super interesting to work on all these types of things.
@jacobfoster
@jacobfoster Ай бұрын
Bro it's never too late you should have a play around in Unreal or Godot right now, you'll be surprised how quick you pick things up. Let us know how you get on :)
@salmonsweat3189
@salmonsweat3189 27 күн бұрын
One of my favorite tricks they use is disguising loading screens as some sort of gameplay. For example, when you have to slowly squeeze through a narrow gap between two rocks, that's the game loading the next area you're entering into. It's a clever way to not interrupt the games immersion with a classic loading screen.
@starscream6629
@starscream6629 Ай бұрын
With the recent controversy with games “journalism” attacking gamers yet again, we really need to elevate channels that not only cover the basics, avoid politics, and most importantly don’t attack us. There are certainly issues from individuals acting in horrible ways, holding anyone who’s male and picks up a controller isn’t the way to hold individuals responsible though. I’m sure the team sometimes wants to weigh in on things, but you’re taking the right approach by just delivering great content that people want to watch with consistency. Don’t let the “silence is violence” minority apply pressure to your formula. You’re going to hit 10 million easy just doing what you’re passionate about.
@hhch2
@hhch2 Ай бұрын
What is Falcon's favorite beverage? . . . Falcon Punch.
@evelynstenberg
@evelynstenberg Ай бұрын
Lol
@dansmith16
@dansmith16 Ай бұрын
@@evelynstenbergSorry to hear that.
@pixelpuppy
@pixelpuppy Ай бұрын
Show me yo moves!
@UnjustifiedRecs
@UnjustifiedRecs Ай бұрын
*edit, posted this before i heard them say the exact thing in this video 😂 One of my favourite 'illusions' is fallout 3 where a train is actually an NPC with a hat on, it's fucking wild that that's the workaround.... But it works 😂
@brodriguez11000
@brodriguez11000 Ай бұрын
Games as interactive movies complete with tricks...just like movies.
@austinkoble
@austinkoble Ай бұрын
That multiplayer tidbit just completely blew my mind
@arturpaivads
@arturpaivads Ай бұрын
Space is like a paint drawing of a landscape. You have your levels of perspective. For instance, on the scene you're showing on starfield you have three levels of depth. Near objects like the asteroid field is drawn in 3D, since you can reach them with your ship, then you have the closer planets, those normally are part of the skybox, since you're not supposed to come near them without a cutscene, and finally you have your far away stars, those are basically 2D dots on the screen that you rotate with your character, because they are representing a unreasonable distance, which no matter how much you fly to that distance in "normal" means the size of the object is pretty much the same. Thats why the term is called "skybox" actually, on the older days it was literally a box around the level with a texture that rotates appropriate and show objects that should not be reachable by the player using perspective tricks.
@krazy1922
@krazy1922 Ай бұрын
Falcon either flying high or has been sipping too much. Slurring his words and not knowing how to count. Holy moly! 😂
@heil5373N
@heil5373N Ай бұрын
8 million subs = Falcon face reveal!
@AndrewKidd14145
@AndrewKidd14145 16 күн бұрын
No
@BountyBoyz
@BountyBoyz Ай бұрын
Thank you for being AWESOME GameRanx
@wutthabuck8772
@wutthabuck8772 Ай бұрын
Falcon his name is AFTERMATH like the record label 😂 then the letters (XCVII) are the numbers (97) hence the A97 😂
@Fonzzz002
@Fonzzz002 Ай бұрын
A trick I'm quite fond of is your health bar. When it appears your almost out of health, you actually still have a decent amount. Making you able to "barely make it", not realizing the game is straighup lying to you.
@pixelpuppy
@pixelpuppy Ай бұрын
I noticed this a lot too! Sometimes I would keep track of my health bar when it's in critical and notice how little it goes down when hit. Horizon definitely did this.
@ShadeMeister93
@ShadeMeister93 Ай бұрын
7:18 so THATS why alot of Japanese games the character is sliding when moving and not making contact with the ground and using inertia to move, this always bugged me in games
@JWonn
@JWonn Ай бұрын
Or it can be the animation simply isn't playing for whatever reason.
@dansmith16
@dansmith16 Ай бұрын
They do this with Earth Defense Force and I can't unsee it. They are levitating the whole time and when a scripted event happens, they bounce off the floor with different models.
@kaldo8907
@kaldo8907 Ай бұрын
Not necessarily. It's pretty tricky to match up the feet to the model to the world. There's a technique for it these days called "inverse kinematics" but some developers don't mind the slippery feel. Americans are far more into realism in games, so you see IK done by western developers more.
@pixelpuppy
@pixelpuppy Ай бұрын
Racing games like Mario Kart have what's called a "rubber banding" effect, where if one player falls too far behind, they get a hidden boost of speed, while the lead player gets slowed down a little, in order to keep the race tight and exciting.
@nighthawk8412
@nighthawk8412 Ай бұрын
If only life worked like the movement technique in The Outer Wilds. I wish the universe revolved around me. LOL.
@darknesswave100
@darknesswave100 Ай бұрын
Introducing new enemies is really common in games. They sometimes introduce them as bosses and then they become common enemies later on
@Manobaru
@Manobaru 29 күн бұрын
The 3D construction of the Shovel Knight is heavily utilized in the 3DS version with the stereoscopic 3D. I know it can be done using only a sprite based engine, like Wario Land on the Virtual Boy, but I'm pretty sure this way made the Yacht Club job's way easier to adjust it for the 3DS
@Starless85
@Starless85 Ай бұрын
That shadow banning cheaters thing is brilliant.
@thewolfstu
@thewolfstu Ай бұрын
9:11 as a game dev the easiest way to describe it is this: You see a representation of the other players and a collection of their interactions on the world around you is kept track by the server itself. It's not a real time 1:1 combination of your games, but rather a remote interaction between them. Additionally it'd be insane to have all of the different possible data shared between all of the players cause, well, firstly there's a security issue with that because you would have to allow other players active knowledge of every detail of where you are and what you are doing which would be a nightmare for situations like cheaters, but also that'd be way too much unnecessary data being sent between your computers when realistically you just need the state of the other players and what in the world is being effected, which is all handled by the server host. Netcode may vary, ofc. Like, couch coop games likeee, say, Baldur's Gate 3? BG3's couch coop is basically the truest multiplayer you can have, sorta deal.
@commanderoof4578
@commanderoof4578 Ай бұрын
5:52 Star Citizen begins smashing down your doors "WHAT DID YOU SAY!!"
@wraith444
@wraith444 25 күн бұрын
The netcode point becomes a huge deal in combat flight sims like DCS where you're dealing with incredibly fast moving objects trying to intercept other incredibly fast objects from tens of miles away. Even relatively small differences in apparent position can result in a missile missing by hundreds of feet from the server's perspective but look like an incredibly near miss, close enough for the proximity fuse to have gone off, from a player's perspective.
@darrennew8211
@darrennew8211 27 күн бұрын
The initial scene of Bioshock, just after you get the first plasmid, was a master-class in this. Everything is falling apart, but not until you move past the place it's about to block. Play it again up to there, and just take a very leisurely stroll thru the area from where you get the plasmid to where you get the pistol and you'll see what I mean.
@WCF06
@WCF06 29 күн бұрын
7:18 When I was young, when driving a car with my parents I always imagined that the whole planet is rotating in opposite direction than we go and we are actually stationary :D
@Tigersight0
@Tigersight0 Ай бұрын
'Instructive Level Design' - describes it as 'benign.' Proceeds to describe *the* fundamental way of not making your game unapproachable for new players.
@justinkearl2212
@justinkearl2212 Ай бұрын
Shovel Knight absolutely did use its 3D aspect... it was a 3DS game. Although since most people played their 3DS in 2D mode all the time, they wouldn't have noticed, but if you cranked up the 3D slider it actually used that to great effect.
@Fools_Requiem
@Fools_Requiem Ай бұрын
I love the little tricks that devs use to make games come to life. Valve including developer commentary in their games, provides you a lot of interesting information. Like in Portal, how they realized that people seem to refuse to look up unless prompted to, but instead of using big bright arrows or objective markers, they use the environment to guide players' eyes upwards.
@christopherg2347
@christopherg2347 25 күн бұрын
6:57 "The engines don't move the ship. The ship is stationary, the engines move the universe around it." - Cubert J. Farnsworth, Futurama, A Clone of My Own
@nel359
@nel359 Ай бұрын
Thanks for letting me know a puppet is better than me in multiplayer... soul crushing.
@Grand_Works
@Grand_Works 25 күн бұрын
Just a wee note, the Creation Engine isn't from 1999, it was first used on Skyrim, before that they used the Gamebryo Engine. A lot of the code from Gamebryo survived the transfer, but it was a enough of a change to rename it as a brand new engine.
@Mitsurugi2424
@Mitsurugi2424 Ай бұрын
6:57 That's how it works in Futurama too.
@cienaustrales
@cienaustrales Ай бұрын
One of my favourites is faking high speeds. I think it's mostly used on open world games in which the map itself isn't that big, like GTA San Andreas. The cars are actually moving quite slow, but they added fog, motion blur and "speed lines" (like if it's wind) to fake it all.
@pigmasta7273
@pigmasta7273 Ай бұрын
Your last point is very useful in 2D game dev! being able to separate things on that 3rd dimention allows for a lot of computation to be saved. For example you have a "layer" for the player and a "layer" for the world like the ground and walls. Then for collisions with these you only have to chack these two layers and not the whole gamespace! It was quite cool to see something like this, which a novice like me uses daily, show up in your video.
@travisbenham3420
@travisbenham3420 Ай бұрын
3:42 think Falcon got too focused on the name. Pretty sure it's simply Aftermath XCVII (97)
@amigo3284
@amigo3284 Ай бұрын
All art, digital or physical are an illusion to the eye. Shaders do amazing trickeries to the eye, it can make an object on a paper look like it’s popping out.
@SinBlade06
@SinBlade06 28 күн бұрын
My favorite tricks are Coyote Time and Health Bar Manipulation. If you're running off a ledge and want to jump at the last second, most games will give you an extra frame or two to make the jump, essentially making you float in the air for a moment like Wile E. Coyote. If you're in a fight and you're down to the last point of health and barely make it by the skin of your teeth on that last health bar, that last health bar has anywhere from double to quadruple the value of another health bar to give you the illusion of barely eeking it out.
@znugget2051
@znugget2051 Ай бұрын
Always a good day when you start with a falcon top 10 😌
@NeonCyberSamurai
@NeonCyberSamurai 22 күн бұрын
The multiplayer thing makes sense , ive definitely felt the packet loss thing on the receiving end . When you shoot at someone and they don't die , and it looks like they shot you once, but then you get a full magazine mailed to you in half a second. " On my screen you died first "
@EmileVinesh
@EmileVinesh Ай бұрын
3:20 Scale is something that God of War has mastered beautifully in the games. The very first game already impressed with the Hydra, Cronos and Ares, the 2nd one added the Colossus of Rhodes etc. Even the Norse Era has them with the dragon fight and Jörmungandr. I expected those to be named at nr. 8 as well.
@richard3365
@richard3365 20 күн бұрын
You forgot to mention the part where they literally only render the stuff that's actually on the screen to save on resources. It's kind of entertaining when a game is doing so much stuff it starts to lag slightly then you spin around and for a brief second the area is blank until the engine catches up and renders everything. It's also why things like clipping errors commonly used for speed running can happen, in that extremely brief moment between it isn't there and then it is there you can sometimes sneak into a place you shouldn't be, then when the object (a wall, usually) finally renders it has to shove you out of the way and can sometimes shove you the wrong direction so you're out of bounds. Zelda speedruns are especially famous for this trick.
@Durwood71
@Durwood71 Ай бұрын
So multiplayer games are really a bunch of instanced single player games? That's... profound.
@VinTheDirector
@VinTheDirector Ай бұрын
If they are then why do I keep losing? I’m awesome at single-player games 😡
@RexRecon
@RexRecon Ай бұрын
3:40 In most FPS games, a weapon on the ground and a weapon you are holding are technically 2 different things. A ground weapon is an entity in the game world with its own coordinates, models and some times physics. It can interact with other objects in the game world. By contrast, a weapon you are welding is off in its own world, sometimes called a viewmodel. You import the lighting from the game world onto the weapon to give the illusion that it is inside the game. When you pick up a weapon, the object on the ground is destroyed and a first person swap to weapon animation is triggered. Likewise, when you drop a weapon, your viewmodel is destroyed and an entity is spawned in front of you.
@ferd617
@ferd617 Ай бұрын
Re #2, those also make for some of the funniest bugs when it isn't pulled off correctly. Like, in Marvel's Avengers Assemble mobile game (now shuttered), Dracula could turn into a swarm of bats. On-brand so far. But in a mistake both creepy and hilarious, the devs messed up the camera follow. If you were tracking Dracula when he transformed, instead of switching to follow the bats, the camera would dip below the ground surface and continue tracking the sprites for Dracula's body parts. THOSE sprites had been disassembled (head, torso, legs) and piled up "underground" directly below the bats, where they'd slide around until they were needed again.
@metal_gear_jay
@metal_gear_jay Ай бұрын
this is, by far, my favorite channel on KZbin. And it's honestly not close.
@BahaaSoliman
@BahaaSoliman Ай бұрын
"they make a big box around you and de-render the rest of the space" Bro just discovered world streaming. Wait till you realize that's how ALL open world games work
@bxllfxce7021
@bxllfxce7021 21 күн бұрын
10:00 so that's why I get shot during "lag" when I already left the enemy line of sight? Because the puppet wasn't fast as me LMFAO
@jakd.rabbit
@jakd.rabbit Ай бұрын
Wait, Shovel Knight came out on 3DS as well, and I'm pretty sure it allowed 3D depth so there actually is a reason for the game having 3D depth to its layering.
@DrVenture45
@DrVenture45 Ай бұрын
I really appreciate Falcon, Jake and the Gameranx team. This is the next best thing to relaxing in a den or room with a new gaming magazine!
@beastlycrawdad6412
@beastlycrawdad6412 Ай бұрын
The physics explanation reminds me of trying to wrap my brain around the fact that we have a gravitational pull on the earth the same as it does us.
@ragerancher
@ragerancher 26 күн бұрын
Love the Tim Curry face when mentioning space
@Boss-Fight-Wiki_muki-twitch
@Boss-Fight-Wiki_muki-twitch Ай бұрын
It's frightening and funny to see Faith from Mirror Edge Catalyst without a head. In 1st person games where you can look down and see your body (Cyberpunk2077, Crysis, Mirror's Edge), your player character doesn't have a head since that's where the "camera" goes.
@KiwiSenseiYT
@KiwiSenseiYT Ай бұрын
So, real talk. While the video was overall great, my main takeaway is that we now need '?' boxes and Goombas in Elden Ring. They gave us free jumping in that game, and now I want some box bonks and Goomba stomps!
@stensoft
@stensoft 27 күн бұрын
Working with 2D HW accelerated rendering a lot, all 2D engines are actually 3D, GPUs are designed for 4×4 matrix (3D) operations so for 3×3 matrix (2D) operations, 3×3 matrices are just interpreted as 4×4 matrices with the .z component equal to 0. Similarly GPUs treat half-precision floating point numbers as single-precision with a bunch of extra zeroes, and CPUs treat single-precision floating point numbers as double-precision (GPUs are optimised for single precision because it's good enough for 3D rendering and optimising for double precision would make them slower, CPUs for double precision because single-precision errors can quickly add up after a couple thousand iterations). We can design 2D GPUs which will be faster than 3D GPUs but then you'd need a dedicated 2D GPU and that's expensive, so it's easier to just run everything in 3D and pretend that it's 2D.
@Peartato59
@Peartato59 Ай бұрын
6:15 I love that sly Tim Curry reference there 11:57 Number 2 when it’s actually number 1 lol
@ezrafaulk3076
@ezrafaulk3076 Ай бұрын
I had no idea about the online multiplayer one, but it definitely *does* explain why the timing for things happening always seems to be *different* for me & my mom & older brother when we play a multiplayer game of Sentinels of the Multiverse together.
@cherrycheshire7555
@cherrycheshire7555 26 күн бұрын
The 2D games using 3D to layer elements like foreground, player, level, background is also very helpful in debugging and layering your play world, this way you can more easily track which part is messing up or how you want things to be arranged.
@pixelpuppy
@pixelpuppy Ай бұрын
In Burnout, boosts only made you 15% faster. They just change the camera FOV to make it seem much faster.
@Fsant
@Fsant Ай бұрын
On the subject of number 4, I remember when playing Halo 2 multiplayer seeing people drop down from somewhere but they lag so you see them kind of twitching in mid air. Good times
@coldReactive
@coldReactive Ай бұрын
Number 9 is also how Cave Story's true ending works. There's this strange red set of pixels before a jump over a chasm that would take you to the normal ending route if you fell down. But if you start from way back there and then jump, you get to the other side just barely, and start the true ending. Number 5 is how a lot of FFXIV Trials and duties work. The biggest one you can easily see happening is the Leviathan fight. Where when Leviathan body slams the raft you're on, the whole world tilts, rather than your camera.
@blazecharger1460
@blazecharger1460 Ай бұрын
The star field spaceship sounds like how professor Farnsworth and Cubert explained how the planet express ship works lmao
@lazrustosadow5880
@lazrustosadow5880 Ай бұрын
One of the greatest scale changing weapons I think is when you pick up the reikling shield in Morrowind and drop them, the shield grows like 3x as big
@XoADREADNOUGHT
@XoADREADNOUGHT Ай бұрын
Unity isn't primarily a 3d engine. Actually, it's considered one of the best 2D engines out there.
@revwroth3698
@revwroth3698 Күн бұрын
Wait, so Starfield uses the same interplanetary drive as the Planet Express ship from Futurama? Woah...
@Nijonibi
@Nijonibi Ай бұрын
for number 9 here. I like how monster hunter does this. take an end game monster fight, and all of that monsters move sets. youve faced monsters before with the same moves, just not all of them at once, or as powerful and fast.
@yanaingmusic8866
@yanaingmusic8866 Ай бұрын
06:14 SPACEEE
@Nick-hi9gx
@Nick-hi9gx Ай бұрын
I would have loved this to have been like a 20 min video. There is so much more to talk about with some of these. Like map design, and how that can kind of multiply what level design itself is telling you. Something like, even as early as Mario 3, you have a map of the world you are on. It tells you there are some branching paths you can take to get extra rewards, you can see a couple castles, you can tell immediately this is a different experience from Mario 1. Then in world 2, you can immediately tell new mechanics will come in, something to do with heat or sand or pyramids. As time has gone on, gamers have gotten these messages, so we know something like FF7 up in the north we are going to be fighting some ice bosses, there will probably be some slipping around or a blizzard or something. This continues on to the modern day with world maps; Pokemon maps tell you where certain types might be. And then there are the levels that flip your expectations. Going through an ice world, and there is a hot spring and lava level. Get to the end of a jungle level, and the boss is actually a giant logging robot. I love that kind of stuff. Fight your way through a spooky undead-heavy dungeon only to find a mad scientist creating the undead, not the lich you thought would be down there.
@comog
@comog Ай бұрын
Shoutout to boundary break!
@CooperJones777
@CooperJones777 Ай бұрын
Happened to me yesterday. After BG3 forced me to "choose" between characters only 10 hours in, I realized that the whole concept the game is initially based on is just a construct to get you to feel tense and afraid. Well done, BG3. Well done. Also, I miss my eye. Whatever.
@kcvriess
@kcvriess Ай бұрын
Yacht Club does use the 3D aspect of the engine they used for Shovel Knight. Have you seen the 3DS version of that game? The added depth makes the graphics pop! Looks pretty nice.
@MohammedHassan-hx3pg
@MohammedHassan-hx3pg Ай бұрын
* number 1 pops up * Falcon : AT NUMBER 2
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