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@AnotherOtherMan-aliveАй бұрын
I think you already covered it: GZW specifically the implementation of terminal ballistics. Flight ballistics is the easiest to implement of the three (launch, flight, terminal). Though the next stage in this would be launch/barrel ballistics. Though I doubt those engines will get published due to ITAR restrictions.
@lanmandragoran8337Ай бұрын
Ender's Game reference. Lets go. You know it took almost a decade to find out that Ender's Game was a full series and not just 1 book for me? Have read all of the series several times now =)
@Tman2bardАй бұрын
Nah, don't give this game your time people. Hella long grind with barely any rewards and some of the worst balance in the business. I got 502 hours in it. Don't do what I did
@EvanLikesCars312Ай бұрын
No thanks
@Mysteriesman-y3sАй бұрын
Hey theres 1 mobile game that blends slomo and doom what a weird mix but addictive movement though
@mollambaАй бұрын
my professor was telling us how when he was working at a studio and halo released with a 1 button press for grenades, everyone in the industry was dumbfounded
@jesusofbulletsАй бұрын
My late uncle was a beta tester for Halo 1. The sniper scope apparently had an extra zoom and the pistol never had one in the build he played.
@ZetaPrime969928 күн бұрын
What was the standard before?
@amperzand916228 күн бұрын
@@ZetaPrime9699 Grenades as a separate weapon slot you had to switch to, then attack with.
@ZetaPrime969928 күн бұрын
@@amperzand9162 Ah thank you; somehow I didn't think of that very obvious answer. I expected something more complicated, something System Shock sryle haha
@Microphunktv-jb3kj25 күн бұрын
simplicity is best ... quake still rules them all , modern FPS is for slow people
@nick_XIIIАй бұрын
I'm still so disappointed at how Boundary was handled..it's such a solid game run by an incompetent company.
@Montauk110Ай бұрын
the beta(or alpha? don't remember) was so much fun. Never got concrete figures but they changed the movement and how guns pushed you a lot on release, it took so much out of the game.
@nick_XIIIАй бұрын
@@Montauk110 I played a ton in the betas, but as soon as the game launched and it took 10 minutes to find a match, and the match had to be padded with bots cause it will fill, I knew I was a fast sinking ship..
@DualWieldedEggrollsАй бұрын
It's a shame too, because I like the art direction of the game too. If you're willing to maintain a suspension of disbelief of how space combat would work, it genuinely felt like the space could be a new front of warfare in the near future or so.
@Montauk110Ай бұрын
@@DualWieldedEggrolls agreed. The art direction was stunning, to this day I stumble across concept art from it and I'm always astounded by it. As Riloe said, hopefully someone else picks up on it because it's too good to die now.
@eli3998Ай бұрын
Man i was just starting to get hyped about living my enders game fantasy😢
@minimanbeast1014Ай бұрын
Hyper demon makes me want to vomit every time i play it, i love it
@KalishKovacsАй бұрын
Hyperdemon my beloved
@Anisse_N_Spices27 күн бұрын
I said it in a comment already, but maybe try Apotheorasis if you are interested in experiencing the exact opposite c:
@nido561626 күн бұрын
I recently started playing Devil Daggers. Did you guys get the 500sec achievement? and if you did how long did it take you?
@mastercat38124 күн бұрын
@@nido5616 I did, it took me about a hundred hours. I'm not particularly skilled at games though, average at best for sure. I'm sure someone could do it in less time
@nido561624 күн бұрын
@@mastercat381 well, at least it's not a Warframe level of grinding :/
@edelmeister.Ай бұрын
The VR hype train is long gone, but playing HL: Alyx was the sort of child-like wonder experience you talked about, imo. I'm still convinced that one day VR will be the norm, but only when someone figures out how to make using a VR headset as effortless as using a mouse, keyboard and screen. Thanks for the great video!
@802GarageАй бұрын
If the tech can become light weight and performant enough to basically be put on like a pair of glasses or swimming goggles, suddenly it will feel much less cumbersome.
@floydhopkins7901Ай бұрын
@@802Garageit's not just that, it's the price point and quality of the content. There's only a few vr games that really feel like they're worth playing.
@802GarageАй бұрын
@@floydhopkins7901 Oh fair enough for sure. That's because a studio or publisher has to deem it worthy of sinking a AAA budget into a game with such a limited audience. Such a game would attract more buyers. Catch 22 type deal.
@AxunenАй бұрын
@@floydhopkins7901 It's a snake eating its own tail. Cant have good games if there aren't people to buy them. There are no people to buy them because there are no good games. Yes, there are A LOT of good games, the audience just cant see how EARLY stages vr actually is and demand higher quality than is feasible for the market share of the platform. The platform being a SUPER NICHE and novel does not help it either. PC gaming became a thing because people used PCs already. Console gaming became a thing because it was plug and play.
@Greasy322Ай бұрын
give it 10 years trust
@PretendCodingАй бұрын
SUPERHOT is the most innovative shooter I've played in years!
@riloegamingАй бұрын
Superhot is amazing! It’s mechanics are almost SO unique that I they become their own category of game itself- same reason I didn’t cover my favorite game of all time, Portal
@minepro2929Ай бұрын
@@riloegaming I love portal. I just can't descript how much I love portal with the 2k character limit on youtube lol.
@thicc_vicАй бұрын
Superhot is an absolut banger but im still dissapointed at how short it was, with those mechanics and all the different ideas they threw in the mix (+ some new ones) they could have easily made the game 3-4x its lenght the game just left me hungry for WAY more
@harrison.kaiserАй бұрын
it amazes me that next to no other game (except maybe clustertruck) ripped that game off
@SandreXenАй бұрын
@@harrison.kaiser i suppose it's so specific that it's hard to take the idea from it and not do something so similar that you would be seen as a rip off.
@YMilkshakeАй бұрын
Glad you covered Hyper Demon. Though it's definitely not for most people, I absolutely adore how obscure yet iconic it is. It's probably my favorite game aesthetically speaking ^^
@gabrieliatarelli20 күн бұрын
I love this game but there was a time i KZbin recommended me the world best player on the ranking and watching a few seconds of it messed with my brain so much i got brutally dizzy, and i thought i was going to throw up. I also had a hell of a headache but i got say it anyways: i love the chaotic vibe of this game even playing just minutes of it. And devil daggers rules too.
@mcgusto5123Ай бұрын
Damn all that heartbreaking early Boundary footage. Somewhere on another timeline, It's the biggest fps to launch in the last 5 years and is PACKED with players.
@Dia.dromesАй бұрын
don't give me a time machine or I'll waste it on fixing that game
@scottwatrousАй бұрын
It was fun when I played the demo, I thought it was still being worked on, damn.
@gun_gaming1666Ай бұрын
Yeah the demo was crazy! I remember showing my friends the game but they didn't play it sadly
@ScroolewseАй бұрын
That's how I feel about Lawbreakers tbh. It wasn't particularly innovative, it just perfected basically everything that makes a hero shooter fun. Particularly maps, movement and game modes.
@Supercohboy27 күн бұрын
@@Scroolewse What is with the rose-tinted glasses that people have for Lawbringers? It wasn't the worst game ever, but it had major balancing issues with a less interesting cast than Overwatch (at the time). It was a clear loser in comparison to its' opposition and still wouldn't be fun today, the Quake movement characters and characters with 1-shot-kill weapons were OP, end of story, and the game got boring fast because of that poor balancing scheme. Funni Claptrap ball was cool, but the game was NOT *anything* perfected...
@JBHurtmannАй бұрын
<a href="#" class="seekto" data-time="238">3:58</a> Mirror's Edge used Unreal 3, if any game were to be called Frostbite's benchmark, it would probably be the first Bad Company.
@ChaoticKatanaАй бұрын
There is also a certain BGM to use for that part, and it wasn't the Halo Covenant Dance.
@BackwardsPancakeАй бұрын
This. If memory serves, they only transitioned to using Frostbite for the sequel/soft reboot, Catalyst - And this change was partially blamed for why that game was kind of disjointed and not as good.
@theowainwright740619 күн бұрын
@@BackwardsPancakecatalyst is better in every way apart from visuals
@jansvoboda4293Ай бұрын
<a href="#" class="seekto" data-time="442">7:22</a> Yeah Ender's game came to mind just before you said it. "Enemy gate is down."
@Aodhan45Ай бұрын
I kind of wish he brought up Echo Arena on Oculus because the battle mode was pretty much exactly the Ender's game one.
@PacdemonStudios1Ай бұрын
Bean was a real one for that
@olivereisenberger721529 күн бұрын
@@Aodhan45Except for some odd reason, you still can't adjust the down direction. There's no gravity but your feet are always facing the same way
@Aodhan4529 күн бұрын
@@olivereisenberger7215 I didn't remember that part. It's been a few years.
@DucksAndCatnip15 күн бұрын
@@PacdemonStudios1 mothe petra she talking she talking she talking shit talking, shit talking, shit talking
@Lynxi_Ай бұрын
Im really surprised that THE FINALS by Embark Studios wasnt covered in this, the completely destructible maps and environment is the core of the game and really adds a layer of depth and skill expression that really cant be compared to other first person shooters
@ClatgineerАй бұрын
It was shown but not discussed, which is unfortunate
@Sp4rkofD4rkАй бұрын
I think this is because they didn't invent any of those things but just implement them. (Very well executed of course)
@Lynxi_Ай бұрын
@@Sp4rkofD4rk I believe they created new systems over the course of 3 years to get the full-level destruction functioning properly and with the level of optimization that it has
@timbonator129 күн бұрын
Yeah especially because riloe talked so much about Teardown and it's destruction. The Finals should've then been the next thing he talks about.
@NedInYaHead27 күн бұрын
Imo, Siege did it best. Even though it doesn't have the global destructibility or physics of The Finals, the way the Finals did it made it far less predictable and therefore harder to use to your advantage. Siege is a game entirely focused on this mechanic, and so they even got to the point of stripping movement down so it could shine more as a central point of their design. No hate btw, I also love The Finals but I often found myself having to react to my own destruction just as much as my opponents. The way I see it is Siege's destruction is like a multitool whereas The Finals' is a shotgun - you point and you destroy.
@MFKittenАй бұрын
Voxels are used right now in AAA games, just not for the actual rendered models. Voxels are used for volumetric lighting/fog a bunch. The smoke grenades in Counter-Strike 2 are voxels behind the scene, with the more complex rendered smoke effect rendered in it's place. The voxels tells the smoke where to go. UE5 uses voxel based volumetric fog that isn't just a constant around you, but that can be thicker and thinner, can have clearings, etc Teardown is a great example of how voxels can be used behind the scenes in future games, especially with the the pre-release physics that were scaled back before it came out. Games have been using intelligent destruction physics to organically and procedurally cut models up into individual pieces before. With voxels "informing" that process, you could have more "affordable" destruction physics in games on a huge scale. Hell, we have seen this in some way in games already! Personslly I miss Rainbow Six Siege from when that game was at its peak. GOD the destruction physics as an integral part of the gameplay is SO good. The game diverged in the opposite direction from where I wanted it to, and felt wrong to me eventually, but man. The physics in that game changes how you think, and I have yet to see anything replicate that.
@riloegamingАй бұрын
@@MFKitten Rainbow Six is a good example of where things could go as far as destruction actually having a purpose in gameplay! And yes CS2’s smoke is a good example of volumetric voxel tech being used in a mainstream game currently
@h2o848Ай бұрын
whoa i never considered how destructible environments worked this is amazing
@Go_CoupАй бұрын
Is Bluedrake or someone making a voxel-based shooter with a lot of destruction?
@scottwatrousАй бұрын
Yeah an engine that can use voxels and some kind of light/path/photon tracing, and then process it with a fuckload of generative graphics over top to blend it into something natural that is consistent and fast: that's probably going to be how things evolve.
@ScroolewseАй бұрын
Teardown level destruction with proper physics sounds cool but I'm just not so sure it would actually be fun tbh. Bad Company 2 and certain Battlefield 3/4 maps showed me that destruction is sometimes plain annoying (I still love these three games, don't get me wrong).
@spinnenenteАй бұрын
the finals has been the most refreshing pvp shooter i've played in many years. Bad company 2 might have invented full scale destruction but the finals uses it as a core game element like no other game before.
@9999crazymonkeyАй бұрын
The ability to move the objective with destruction is really what makes the Finals great.
@PilpsАй бұрын
Subway order just arrived, perfect timing
@ThlormbyАй бұрын
The meal is ready
@troppix14Ай бұрын
@@Thlormby da bluetoof device is ready to connect
@garl2000Ай бұрын
hope the order was good dude :p
@meeplymoon8391Ай бұрын
can i have some
@pyeitme508Ай бұрын
Wow
@colbyboucher6391Ай бұрын
FYI Marathon was only the first to do "mouselook" in the sense of aiming up and down. Doom had a control scheme for aiming with the mouse and encouraged people to try it right in it's manual.
@bennyboiii11967 күн бұрын
There were plenty of games that used screen-edge mouselook, Marathon was the first to use mouse movement to look instead of just using on-screen bounding boxes.
@colbyboucher63917 күн бұрын
@@bennyboiii1196 Clearly you haven't played the original DOS version of Doom, then.
@ZeGermanFoxАй бұрын
I’ve been thinking this same thing for a while now. A lot of games lately seem to focus on just having really good graphics with ray tracing, shadows, etc. but the gameplay still feels like something that came out in 2010. Battlefield 2042 for example tried to push these weather effects and everything meanwhile Bad Company 2 still looks and feels better to play. The next step for games in my opinion is to make the games more interactive and reactive to players‘ actions. Think Bad Company 2 but with voxel tech on basically everything so no building is destroyed the exact same way and the ruins of the building remain on the map for the rest of the match, potentially blocking off routes and denying roof camping spots in a way that never feels scripted or repetitive
@de-mentАй бұрын
Games like The Finals already tackles this really well (whaddaya know, they're ex bad company/mirrors edge devs) without voxel tech. Perhaps the only game right now that tackles voxel based destruction in a grounded theme is Teardown but that on its own has proven many shortcomings in detailed simulation and contexts linked to building materials beyond just "flammable or not" or "fragile or not"; things get real finnicky when you have to work with smaller and smaller sections with less and less voxel counts; similar to how you need a minimum resolution to be able to convey something in pixel art; Or with larger and larger parts as the game simply isn't made that way. Voxels are also already not easy to render in comparison to polygons n such, best examples being performance drops introduced with CS2's voxel smokes, or how volumetric (hidden voxel) fog in MANY games just eats up your frames without really adding much of a difference. Although it's a massive feat to have voxels look as good as a modern AAA, it's not a solution by any means, maybe at most a standard for the far future but absolutely not now nor the next decade.
@bootchoo96Ай бұрын
BC2 does not feel better for movement... You can't even sprint in diagonal or vault
@Cheesepuff810 күн бұрын
Yeah games should get more effortlessly and seamlessly cinematic while not loosing interactivity
@chlochlo_the_T_BAGАй бұрын
just stayed up all night working on my 3d modeling skills thank you this is perfect for the background
@FroggWizzardАй бұрын
thats so real. booting up rn after reading this
@VedgyАй бұрын
Stayed up all night to work on 3d modelling, watches video saying the future is not having 3d models
@neolordie28 күн бұрын
There will be a place for 3d modeling, and even if we don't use polygons for games 3d models, It'll still be a somewhat transferable skill @@Vedgy
@almacsutka09Ай бұрын
It might not be that ground breaking but to me The Finals still felt/feels like a breath of fresh air in the fps genre. It didn't invent anything new, just put a bunch of cool stuff together and it works so perfectly! You have the basic fps guns and weapons but you also have a bunch of different gadgets, props around the map, destructible environment and a heavy focus on movement and of course, team work and all these things add up to a pretty unique blend that i just absolutely love!
@NPNGPhotographyАй бұрын
Agreed! It really just allows you to get creative. I’ve been hooked to the Finals lately
@honoredgolem219Ай бұрын
I would describe the finals as the ultimate fps right now. Its built upon all previous fps evolution, and then expands on each in its own right
@Stonecargo21Ай бұрын
man the shmoovment gets so fast once you tack on a million little tricks to up your speed. Light dashing into a jump pad, jumping off of ziplines before the end, sliding after a vault, jumping through windows building to building, its so good
@GravitycrazyАй бұрын
It's probably one on the best f2p games out there at the moment
@rickwatts7998Ай бұрын
Mirrors Edge was not frostbite Shoulda mentioned Alien Resurrection (PS1) for being the first game to ship with the modern dual analog aiming setup as it's default control mode. Was knocked back at the time and considered weird!
@nrXic27 күн бұрын
Also Doom had mouse support. You just couldn't look up and down. Quake 1 also had ADS in the form of binding an FOV command to a button. I'm not sure if I want to watch the entire video because it might be chock full of inaccurate information.
@PedroKing1924 күн бұрын
@@nrXic Did people actually use FOV command for that? I've never heard of it before. I'll have to try it.
@nrXic24 күн бұрын
@@PedroKing19 My crew did, not sure what everyone else did. A lot of online game discussion at that time happened on local bulletin boards. In my town we never got into newsgroups and I only started posting on gaming forums in 97ish.
@Architector_416 күн бұрын
@@nrXic The video specifically mentioned detaching moving and aiming; in DooM you couldn't unbind moving forward/back with moving the mouse up/down, to my memory, which is very painful to deal with today if you're used to actual freelook. I'd say just locking up/down to not do anything already makes it freelook. I'm glad sourceports exist lmao Ability to bind changing FOV by a key with console commands, and then make it zoom out on key release, isn't an intended Quake mechanic, and I don't imagine anyone ever knew or thought about the possibility to do so besides a few random nerds. I don't think that qualifies as Quake having such a mechanic. It's more like a little mod. Even then, there's no attachment to the actual weapon (you can't mount ADS on a god damn axe), so there's little of the immersion aspect of that mechanic lol
@simileee15 күн бұрын
wait what? mirrors edge was litearlly made on the frostbite engine.
@TofuRabbitАй бұрын
From the start i knew you were gonna mention Hyper Demon, i love that game so much. It's SO sick, but my brain gets messed up by it lol, constant full FOV combined with its psychedelic visuals is a complete sensory overload for me, i am completely garbage at it. Hands down one of the coolest and most unique experiences in FPS as a whole.
@ElDaumoАй бұрын
Descent and Forsaken did the whole omnidirectional shooter thing decades ago and were Mainstream hits at the time
@NULL_SIGNALАй бұрын
Came here to say this. Descent did it in 1995. There aren't a ton of 6DOF games over the years but they exist.
@Frederic_1047 күн бұрын
Descent was such a gem. Blew my mind as a kid.
@hammer8771Ай бұрын
<a href="#" class="seekto" data-time="445">7:25</a> i IMMEDIATELY said "its enders game!" when u first started talking abt zero g combat and im glad u actually brought the book up because that book always struck me as a great video game idea
@MrOwl1591Ай бұрын
Could I suggest music for your next topic? Games such as Payday 2, ULTRAKILL or Warframe stand out in such department. Payday 2, for example, uses music not just to enhance the experience but also functions as a mechanic with its dynamic music system to help the player know in which phase the assault is from stealth, control, anticipation to assault, whereas ULTRAKILL enables you to feel and hear the power that V1 carries with them and finally in Warframe the rare times you hear the music you feel as if you're a part of the world that you're playing in that its not just pixels on the screen but lives and planets are at risk or have been destroyed. Other than that, thank you for making these types of videos that have so much passion behind them in this sometimes fake world. Keep up the good work.
@joshuaandrewson3091Ай бұрын
Me when Razormind
@jaggoff6949Ай бұрын
<a href="#" class="seekto" data-time="217">3:37</a> smooth af transition
@mohamedabdikadir1393Ай бұрын
Woah lmao I didn’t even realize😂 clean asf
@aphelion290215 күн бұрын
love to see the finals at <a href="#" class="seekto" data-time="20">0:20</a>
@xaxabinks4 күн бұрын
great game
@humanbeans44983 күн бұрын
Truly peak
@bonechovahАй бұрын
loved this video, not a second of it wasted during it's runtime. you're becoming one of my favorite creators every new upload.
@hardtailgangАй бұрын
Great roundup! I know Tribes got a brief mention as a predecessor to the modern movement shooter, but I think it deserves a deeper dive. - Came out in 1998, same year as Delta Force, with huge sprawling outdoor maps just like Delta Force. - Multiplayer matches with up to 128 players, including single and multi-person vehicles. Tribes 2 (2001) iterates on vehicles making a full scale combined arms game with tanks, bombers, and mobile point bases. - Destructible base infrastructure to disrupt enemy defenses AND player-deployable base assets like forcefields, turrets, and resupply stations. - The first multiplayer FPS to truly and effectively utilize the z-axis as a viable space to play in, with projectilie-based (vs hitscan) weapons that required leading your target flying through a 3d space. - HUGE modding communities spitting out a ton of creative ideas. This wasn't unique for the time, but just also worth mentioning. There's a lot to love about the original two Tribes games. Modern attempts at reboots have all been small scale "arena shooter with jetpack" and if that's all you've played, it completely misses the mark on what made the original series great.
@timbijvoet603228 күн бұрын
Deep Rock Galactic comes to mind when talking about destructible envirorments. Its one of my favorite games because its so unique even though it has some recycled mechanics.
@riloegaming28 күн бұрын
DRG has a similar voxel-based environment 👍
@eviv801024 күн бұрын
yeah, dont play Red Faction then...
@WaywardNomad-c3pАй бұрын
In terms of voxel-based fps games, there have been two in the past (both dead sadly), called Ace of Spades and Sectors Edge. Both games had fully destructible maps, plenty of game modes, and building mechanics (with sectors edge even allowing you to make presets). People would tunnel through the map to get to objectives or carve out huge chunks to rearrange everything. Hopefully, in the future, someone will take up the task of making a truly groundbreaking voxel fps.
@riloegamingАй бұрын
Ace of Spades was great!
@JordanTaylor-b4z24 күн бұрын
Sectors's edge was great, I loved playing that with the small community and just how fun and how different the games could be. The official server's are offline now, but you might be able to get some private matches going.
@the_ginjaninja2377Ай бұрын
I feel like the most innovative game on the market right now would be the finals with its insane destruction and graphics fidelity. It takes tear down’s destruction and puts it into an arena fps that is just so much fun to play because the destruction is insane and the movement and gameplay feel fantastic too
@UK_IN_USАй бұрын
The Finals isn’t innovative, it’s derivative, and you just made the case yourself. Yes, it’s very polished, yes, it’s got fabulous graphical fidelity, but none of it is *new*. It puts a bunch of elements together in a way that works really well. But none of those elements are unique, new, or different.
@1chopsticksАй бұрын
the second i saw Delta Force, i knew i was in for a treat. used to play DF2 so much with my dad growing up.
@kcompanyiteration1Ай бұрын
Just want say thank you for making videos like these, you inspired me to start my own channel to talk about things I find interesting and cool. Please keep up the videos much love!
@danielquintonvoАй бұрын
I will always be ecstatic about any mention of Hyper Demon! Truly an absolute master class in game design. I legitimately think any person who wants to understand game design *has* to play it.
@IWearShoes31Ай бұрын
I actually had a blast playing brink when it came out lived the parkour combat. Cheers!
@riloegamingАй бұрын
Haha Brink was one of my first games on 360! Still have the hardcopy 😄
@joshuaandrewson3091Ай бұрын
I still wish the Game actually had a genuine and proper Campaign mode instead of a bunch of missions with AI battle on it. It definitely has some potential.
@IWearShoes31Ай бұрын
@@riloegaming Same, not my first 360 game but I still have my copy
@apoplexiamusic27 күн бұрын
@@joshuaandrewson3091 i started collecting PS3 games this year and got Brink for super cheap. I played a few "missions" and it was fun, but really undercooked because it was designed as a multiplayer only game i guess.
@C2RWАй бұрын
Honestly watching your videos keep me interested and inspired to keep honing my dream for creating games.
@Biggi2Biggi26 күн бұрын
another innovative game that flopped was lawbreakers, while it was not very good it did have some cool low gravity recoil based movement. I particularly liked that they gave you a button to shoot behind you, so you can look where you wanna go and use your gun as a kind of jet pack.
@WinterMute99Ай бұрын
at <a href="#" class="seekto" data-time="31">0:31</a> that mirror's edge clip brought me back riloe, love that! been ages since i played through them games
@EspyMellyАй бұрын
Innovative ideas that actually stick around are usually those that are either highly accessible or make something else more accessible, without exactly dumbing it down. The reason omnidirectional FPS's struggle is because they're really hard for the casual audience to get into. Similar to current VR games, there's issues with disorientation and nausea, on top of how hard it is to let go of your built-in biological biases about what is up or down. It would take some very ingenious design to make something like that mainstream.
@riloegamingАй бұрын
@@EspyMelly agreed!
@abookishdragon4691Ай бұрын
Riloe in the middle of breakfast again! Truly, the best time for uploads. Thanks again man!
@Civilized.SpartanАй бұрын
Sadly the world is too dumb to appreciate the shear brilliance of Riloe's in depth/educational video style. Truly the David Attenborough of gaming KZbin video Creators. You'll be entertained while being educated and won't even realize it. - Bravo good sir, bravo. 👏👏
@fanofgaming8403Ай бұрын
I see him on par with other gaming essayists like Jacob Geller or Razbuten. They never talk about recent controversy or board the "woke is bad" train. These videos leave you with something more to think about in your spare time. And videos like this are the reason why I subscribed to him.
@Civilized.SpartanАй бұрын
Cheers
@3123對Ай бұрын
@@fanofgaming8403 It`s just difference of making a video out of love, or for views. Ppl like syntheticman makes their video controversial just to stay relevant.
@DezaltOfTheDregАй бұрын
Wome IS bad, but agree with rest of the statement.@@fanofgaming8403
@lemonlemons12 күн бұрын
I loved Shatter Horizons but im surprised you didnt point to Descent as the no gravity FPS originator. Also, Spaceflux's fractal design really is a wonderful take on death match, also deserves a shout out.
@Alpha.PhenixАй бұрын
I wouldn't say I am into ''NASApunk'' and tend to jump between neutral, and dislike for sci-fi. Watching this though I feel like I missed out not having played Boundary. Warframe has these things called archwings, strap some on your lower back to become a jet plane, in space. The controls used to include rotating yourself any way you want...used to. Missions where you fly with them aren't very popular, or common; somewhat recently I thought I would play one, remind myself what they felt like...off, felt very off, flying in zero gravity without the ability to spiiiiiiiiiiiiiiiiiin in every direction. I miss it.
@odrithingamajig28 күн бұрын
Hyper Demon truly is an outstanding game, it's genuinely amazing how easy it is to adapt to the visuals and 360 degree vision despite how it seems in the trailer
@ClearSkiesGMАй бұрын
I would say Rise of the Triad had a look ability and then there is also Decent series that gave us the idea of a 0-G world.
@ShoulinCSSАй бұрын
I was going to bring up Descent and it's ground breaking 6 degree of movement at the time. Just not sure you would consider it an "FPS" 🤔
@ClearSkiesGMАй бұрын
@@ShoulinCSS I fill it fits, because it isn't a flight sim perse. It has us moving through corridors, and you moved like a character, not so much a ship such as the classic Wing Commander! Plus I fondly enjoyed that game for not somehow messing with my vision!
@eftorq24 күн бұрын
I was so overwhelmed by Hyper Demons Visuals until you explained what the stuff on screen meant. It instantly got way more logical & less overwhelming. It's crazy how the brain cleans up when it knows how
@don_juant14 күн бұрын
it's one of those things where it looks utterly incomprehensible until you play it for 5 mins or someone spends the same time explaining it to you
@ogPunkclnАй бұрын
What I find fascinating is the idea of pushing the concepts of 3D, 4D, augmented reality and virtual reality. VR has been around for quite a while now, but it is still not mainstream. I can imagine one day every house will own VR headsets like they're game consoles, and then every game takes place in a virtual 3D environment where you can walk around with your actual feet and grab stuffs with your actual hands. It's not the graphics or the twists in game mechanics, it's about the technology and the way we interface with the games themselves that will introduce significant change, or at least that what I think will happen.
@ReekPeakАй бұрын
Brink… I’m so glad you brought that up. That game had so much potential.. the graphics were great for the time the story was interesting the ideas were all there. It was just executed terribly, customization was AMAZING I miss that game so much and wish it would get a remaster or something
@Anisse_N_Spices27 күн бұрын
<a href="#" class="seekto" data-time="588">9:48</a> there's a game that does the exact opposite to hyper demon. its name is Apotheorasis: Lab of The Blind Gods. An fps where your only information is acoustic. There's nothing on the screen, only a still picture that reads "if you can see this, close your eyes". It's extremely interesting as a concept, and the experience of playing it with headphones is disorienting at first but satisfying when you get used to it.
@ExtemTheHedgehogLol16 күн бұрын
just played the demo for it and it's actually really fun, now I'm wondering how many other games there are out there that have no graphics whatsoever also you failed to mention the greatest thing about this game: the scroll wheel is bound to saying YES or NO, meaning you can be a sarcastic little fuck
@Anisse_N_Spices16 күн бұрын
@ExtemTheHedgehogLol I had so much joy when I first found out about it I didn't want to spoil it for others lmao, but it's hilarious, that amount of freedom of choice for a game with no visual way to show you the consequences of your actions
@alex_thecarguy16 күн бұрын
Really captivating video with excellent voice over presentation. I see influence from Ray and Ahoy in the best of ways. Good stuff, man.
@Narc0YTАй бұрын
A nice innovation would be SCALE - some games tried to do this with BF doing large player servers but it's still not there or smooth enough yet
@635574Ай бұрын
Maybe star citizen can truly handle the scale thing
@Narc0YTАй бұрын
@@635574 agree for what star citizen is, but it's not really an fps
@DezaltOfTheDregАй бұрын
Smoothness is one thing, Dice's problem by making the larger maps almost empty for the most part which makes it super boring and a total chore to travel across one objective to another.
@scottwatrousАй бұрын
Scale by and large depends on context, and also is mostly a backend technology thing. I think the aspect of scale that is interesting in this video's context would be mechanics that work with and package a large increase in scale to make a whole new sort of game or paradigm of interaction. In the same way Halo adding a recharging shield or a grenade button streamlined combat, or how Half Life 2 added a gravity gun, what sort of mechanics will work with that scale to change how we think of a large scale game? Star Citizen with its sort of seamless blending of servers and worlds and everything is a cool technology and might be a case of 'no mechanic is the mechanic' as there certainly is an argument that developing tech to the point that previous game mechanics are simply obsolete is its own sort of game changer. But beyond that it's how the game is designed to work with that technology that will be interesting to explore. Because if you go too big with the scope of a mechanic it just becomes a game idea.
@Narc0YTАй бұрын
@@scottwatrous I think it's both adding the backend tech to support insane scale and then using it creatively. While not a great example think of just an absolutely massive sword game where you can recreate things like huge armies fighting eachother with both armies being players. It could just be a single server on the game that people join and fight in. That's quite a boring example and I agree thinking of mechanics that might be suitable for scale is a tough question but I trust in some indie company finding a way to be creative.
@TheEveryDayCАй бұрын
I got to talk about Hyper Demon with a vision psychologist during college, they really seemed to find it interesting because it was something that hadn't really been done before. Both the extremely high FOV with a different projection, but also the "rear view" render in red.
@Sicari42Ай бұрын
Shattered Horizon is GOAT. It's a big reason I got into the video game industry and I've championed it's merits for well over a decade now. So glad to see others talking about it in the wild.
@rinzevant6120Ай бұрын
It’s so rare to see it mentioned
@gameguy30128 күн бұрын
Boundary had another super innovative mechanic, and it was sound. In the micro atmosphere of the maps sound falls off super quickly BUT if you stick yourself to a surface like a wall you can hear all along its mass as vibrations travel through the object. Basically any cover you stick yourself to becomes a big ear to listen for movement or impacts across its body. Also some areas could be pressurized / depressurized and areas with pressure would carry sound much farther.
@paperbag4213Ай бұрын
Marathon is actually supposed to be coming back soon and I’m so excited
@SirPwningtonАй бұрын
As an extraction shooter
@borb5353Ай бұрын
i love extraction shooters, just not when they are online multiplayer
@killingmoon6974Ай бұрын
@@SirPwnington Hunt:Showdown is an extraction shooter and it's fucking amazing. The best game I've ever played
@EnforcerKidАй бұрын
love that game but i am a lit wored about how thay will handel it
@LailorGG17 күн бұрын
Holy shit I was not expecting to see a Delta Force clip in the beginning. Absolutely loved playing that growing up
@jonternkАй бұрын
When I saw those birds at <a href="#" class="seekto" data-time="493">8:13</a> 🥲
@newkfromrotterdam24 күн бұрын
Interesting stuff about in-game perception! I want to add that (i think) when sound-design got better we also used our stereoscopic hearing as means to "see more". Shattered Horizons (i remember seeing some videos when that got released) and Boundary (did miss that one, sadly) do remind me of the game Descent.. I was a bit obsessed with the concept "Six Degrees Of Freedom" (aka 6DOF) ..and how one would use controls to move around with it intuitively. "Overload" is a cool descendant from Descent. edit: just now saw your other video today on Hunt Showdown, where you touch upon stereo sound "feel" of surroundings ..heh i honestly saw that after making this comment
@ruussell3923Ай бұрын
Riloe, I’ve gotta know, do you watch Jacob Geller? this video reminds me of his recent video talking about the history of fidelity in Gaming, and I’ve gotta say I am here for it. I really love the analytical angle you’ve been taking in your content, and think you would really benefit from branching into new spaces beyond comprehensive looks at specific titles. hope to see more content like it in the future!
@Zel-VeraanАй бұрын
Now that you mention it, yeah. They do share a similar narration style. And, if you like both of them, please do yourself a favor and check out Jam2go.
@riloegamingАй бұрын
I actually don’t really watch gaming youtube videos at all, just movie based stuff here and there! My all time favorite gaming youtuber is Noah Caldwell Gervais.
@TibbyLTPАй бұрын
@@riloegaming Jacob Geller is more "media critique/video essay" than strictly video games. He talks a lot about video games, but he has done movies, art, books and more. He mostly talks about games, but he generally does so as a jumping off point or to use it to discuss ideas, much like what you do in some of your videos! I would recommend checking him out, especially if you Like Noah Caldwell Gervais.
@kioshxe27 күн бұрын
Hyper demon is one of my most played games even before the pvp mode. Sorath just makes masterpieces.
@prodlexii4945Ай бұрын
Thank u for the videos Riloe ❤ ❤
@riloegamingАй бұрын
You’re welcome!
@doggiebooАй бұрын
Amazing video, i didn't realise how many games there are out there that have such interesting mechanics. I was really hoping you would have mentioned at some point the finals as having a fully destructible world really add a whole new level of strategy. Outside of that, I really feel like VR must also have plenty of ways of playing that haven't been imagined yet. Playing half life alyx for example made me realise that the mundane aspects of rummaging through drawers or moving around boxes to find things feels so good. I can't wait for those mechanics to get developed and maybe find their way in pvp games too.
@mitwhitgaming7722Ай бұрын
Now I want a null g shooter where your weapon recoil is actually taken into account. Fire a shotgun, and you are just sent spinning. 😂
@635574Ай бұрын
Realism stops at the point it breaks fun. Imagine why hardcore sims where each body part takes damage or gets disabled arent popular. But if yhe recpil just pushed you back that could still work ok, the problem here is its too much learning for casual aufience thetefore any 3d shooter thats not a spafeshipgamr will be too much for most. I remember the zero G ship section grom crysis 1 because it wad frustrating until you learn to let it center to the default orientation.
@mitwhitgaming7722Ай бұрын
@635574 on no, in first person, it would be horrible. But imagine a more comedic third-person space shooter in a similar vein to Screen Cheat.
@jad05Ай бұрын
I could see that working decently well as a VR type game, as you could position your shots in a way to propel yourself across the map, acting as both a movement mechanic AND a puzzling negative feedback. It would certainly require its own shooting style to account for Center of Gravity
@riloegamingАй бұрын
When you fired in boundary you actually did start floating backwards, it was pretty severe with the high powered rifles
One FPS that I really enjoyed playing was Sector's Edge. Much like Teardown it had the whole destructable voxel environment shtick as well as being able to build stuff like walls and staircases. This allowed for a really fresh and new gameplay where every match would play out differently, and the map would look and play entirely different each match. I really wish that it ended up more popular than it was because when it was populated, it was really fun
@setroufАй бұрын
HYPER DEMON MENTIONED RAAAAAAH
@Meta280618 күн бұрын
Great video! A bit disappointed you didn't mention Lemnis Gate which is the most innovative shooter I've ever played I think you'll like the concept as it's close to Spectre but better imo
@Paperclip_TankАй бұрын
Surprised you didn't go with the Descent series when talking about "no gravity"
@b_dawg_1720 күн бұрын
Amazing video! I’d love to hear more about your predictions for the future! Voxels are awesome, especially as you described their future potential, but what about other avenues of progression? To me, it’s those micro-interactions that matter most. If you’re trying to hop in a vehicle, but you have to be in juuust the right position to press the button to enter, it can be a major annoyance. As another commenter mentioned, Halo adding a 1-button grenade feature blew everyone’s mind. But it’s just a QoL feature at the end of the day. To me, it’s these QoL features that create breakthroughs. Sometimes they’re big creative moves, like mouse-aim and Apple’s touchscreen phone, and sometimes they’re much smaller, like aim-down-sights and sprint slides. All were (arguably) equally important breakthroughs, but many of our staple mechanics are just QoL improvements. If a game is otherwise just another FPS in the market, but it has something small that makes it that much more fun to play, it becomes the new meta. That’s just my 2 cents. I’m super interested to hear more of your thoughts on this topic!
@AbyssalGaze5Ай бұрын
SUPERHOT is the most innovative shooter I've played in years! No plot, no anything. Just killing red guys!
@brentogaraАй бұрын
... *SUPERHOT* has no plot? I wonder if we were playing the same game... _my_ experience of *SUPERHOT* was a dystopian hellscape where gamers/hackers were tricked, and then coerced into acting as killers-for-hire by shadowy government/corporate forces on pain of death. But maybe _your_ *SUPERHOT* was different?
@SimplyToadАй бұрын
I work as a QA tester and tend to play and keep track with upcoming games a lot, personally the thing that i find really intriguing for the future of gaming is : Server meshing. Star Citizen is currently working on it. but it could be a innovation that changes the way online games are played forever.
@da_mikkel7052Ай бұрын
just in 2 years since 2014. But yeah it would kinda fit the 20 year time schedual
@thesaucyprophesy29399 күн бұрын
not mentioning The Finals beyond a throwaway second or two of trailer footage in this video felt like a crime definitely the most innovative competitive shooter i’ve ever played
@joedear2359Ай бұрын
Tribes ascend still one of the goat games imo, very original mechanics and playstyle. It also had vehicles and gadgets and different utilities.
@Spy-re9eeАй бұрын
<a href="#" class="seekto" data-time="34">0:34</a> what game/cinematic is this with the slo mo AK?
@dreamendles4828Ай бұрын
Boundary. Sadly that game is dead....
@wille4986Ай бұрын
Ghaddamn you make a first year of youtubing look like a decade of finessing and refining a story-telling craft! Congratulations mate, looking forward to the next year of anything you put your talented focus on 🎉
@arcano-b2bАй бұрын
Whats the jungle track starting at <a href="#" class="seekto" data-time="140">2:20</a>?
@loganmock952Ай бұрын
Great video! I say that quake started high-speed movement pretty popular when all that people do is rocket jump lol.
@riloegamingАй бұрын
Quake is still the core of like, half of what shooters are today 😄
@connormaher1684Ай бұрын
I’m surprised you didn’t mention the finals. It is the first fps game with map wide destruction. I literally can’t go back to any other fps just because of the destruction, it creates such a high skill ceiling when it comes to map knowledge. It also creates such diversity in each game.
@9999crazymonkeyАй бұрын
Battlefield Bad Company 2?? Battlefield 3?? Battlefield 4??
@connormaher1684Ай бұрын
@@9999crazymonkey everyone of those games had parts of the environment you literally could not destroy. Sure they had destructible environments, but not what the finals has. Anything you can see in the finals can be destroyed
@Appletank829 күн бұрын
I had a thought once, that it might be interesting to design a game around the assumption the player is a natural flyer. Games currently either use jetpacks with limited fuel, or aircraft which imposes strict restrictions on how you move and interact with the world.
@ConceptualMythosАй бұрын
Yeah I really wish specter divide did better it goes to show people don’t want a new thing just a reskin of what they are used to
@s1mp_licity38Ай бұрын
Idk if that's necessarily the case. There are a lot of factors. Marketing for it has been near non-existent. I know about it because I played the early access playtests before it even had a name, which is also where I found, it just doesn't click with me well. It's hard to really say exactly what it is, but something about the maps, the guns, the economy systems, just doesn't click that well for me personally, and from what I hear, many others as well. I like Valorant and CS, and play other more tactical shooters like r6 and even Tarkov and such, so it definitely isn't a genre thing, it's a game specific thing. Meanwhile, Fragpunk looks absolutely amazing and exciting and interesting, while being in the same genre and doing many things differently than it's contemporaries. There are a lot of reasons Spectre Divide hasn't found success, and it definitely is not because people don't want a new thing
@haiperbusАй бұрын
@@s1mp_licity38 the maps are a big factor, they are all very samey. A large part of CS map design is that every area is unique in it's look. Spectre clutters the map with boxes that are similar sizes and colors.
@s1mp_licity38Ай бұрын
@haiperbus That probably definitely plays a part. The whole look of the game is also weirdly generic, while being unique. It's unique because its a ton of generic looking visuals smashed together so it feels familiar, but also not. Same with the gunplay and movement. It feels like cs to move around, but somehow slower still, and then the gunplay looks closer to something like siege, but then feels more similar to value not in a good way either because it feels like a combination of the two with the ads. The guns themselves feel weird and the pairings pretty much always force you into using a gun you don't like very much, or are just kind of strange. And ik you can go through a list to get the pairing you want basically, but it makes the buy menu so much more cluttered and hard to work through while also needing to get you and your spectre placed before the round starts while you have the click teleports. Pre-round feels WAY too busy, and then mid-round is confusing and plays weird, gunfights feel off. It's like it can't decide between being a smooth play experience more similar to siege with smoother movement and mobile shooting, or more tactical like cs with immobile shooting and slower player speeds
@maemo4oneАй бұрын
Recently I have become excited about gaming again and playing FPS specifically. I haven't had a gaming PC or console for the last 10 years (trying to keep my small dorm room and bachelor pad as minimalist as possible), but when I move into a new space next year or so I will definitely build a gaming PC again. I have (or had) a load of games on my list that I wanted to try out, including Boundary. Now I hear Boundary is already dead and it makes me kinda sad. I definitely don't want to miss out on such unique experiences in the future. Thanks for helping reignite my interest in this I guess! Adult life has seemed so boring to me ... I didn't even consider going back to gaming, since my formative years were oversaturated by it and I always thought - and was told - it stood in the way of me getting my shit together... Now that I do have my shit together, and after watching this, I feel that itch again. ❤️
@dositejjovicic8596Ай бұрын
Game at <a href="#" class="seekto" data-time="756">12:36</a>?
@riloegaming29 күн бұрын
Battlefield 2042
@dositejjovicic859626 күн бұрын
@@riloegaming Thanks, thought it was Squad.
@Johnjohnjohnjohnjohnj0hnjohn24 күн бұрын
i think bodycam is an interesting development with it's manual aiming thing
@FinnGaterАй бұрын
What game is at <a href="#" class="seekto" data-time="840">14:00</a>
@Gabriel-mw5roАй бұрын
john lin's unreleased voxel engine
@FinnGaterАй бұрын
@@Gabriel-mw5ro disappointing but thank you
@fanofgaming8403Ай бұрын
Cheers on the amazing video. I love videos where you talk about the gaming medium and FPS genre as a whole rather than a specific game.
@MrMrHigginsАй бұрын
Health regen was never considered groundbreaking but lazy. Which it remains.
@mitwhitgaming7722Ай бұрын
The fact he uses Halo CE as an example, he is also referring to shield health.
@CRDubUАй бұрын
Honestly, I think you're right on the dot of voxels being the future. Yeah, it's just blocky aesthetics right now, but given what the games I grew up with became as time went on, I really do see voxels as the future. Not even just for gaming, but for any display technology in general. Virtual reality, ARG googles, scientific simulations, any visual media will be dramatically effected once they become high enough resolution to be functioning similar to actual physics as opposed to 3D art.
@MarioVelezBThinkinАй бұрын
9 seconds in. Clear, concise, motion gray-fix. I like it. Also the only video I've seen talking about this game. Fantastic.
@GL-GildedLining20 күн бұрын
Fun and thoughtful compilation; thank you! (If I partook in indie dev as a hobby, I'd be tempted to expand on the mechanic of Hyperdemon's reverse-view.)
@bucketofcereal371120 күн бұрын
a truly innovative fps game would be one where even, I, who cant aim could do well in
@riloegaming20 күн бұрын
@@bucketofcereal3711 that would be a truly innovative you 🫵
@tgc51728 күн бұрын
No way you predicted my entire game idea that I’ve worked 20+ hours on at the end there. Imma start with an inch simulation then we can go smaller as I improve performance
@MontykrajtaАй бұрын
Cheers! Love this channel so much
@MetalrasputianАй бұрын
A little sad that the OG "Zero G" shooters, Descent and the Descent-likes, didn't get a shout-out with Shattered Horizon and Boundary. I get why, they didn't have open maps, favouring more interior corridors and antechambers than large installations like the latter two.
@SPECREYАй бұрын
Swear to God, I allways hated subcribing too many channels at youtube and expecting something unique but also dealing with same copy paste content that made me hate watching video essays, you are deffinitly not one of them, loved your video, great job
@flytelp19 күн бұрын
<a href="#" class="seekto" data-time="31">0:31</a> when mirror’s edge is mentioned I have to say something 😂 It always surprises me how well it’s aged.
@Atropos148Ай бұрын
<a href="#" class="seekto" data-time="218">3:38</a> that scope change was so smooth i had to watch it twice to realize when the game changes I would love to see a combination of Teardown and Prey 2017. A whole space station with simulated water pipes, gas pipes and power cables in the walls where you choose which hallways will be flooded. Maybe you can even completely detach a part of the station and that affects the ending? It would have to have very loose story to make that work tho. In general, i hope voxels are the future, and raytracing can easily be a part of that. Almost any game can be better or at least more interactive by having a voxel world.
@dddaaa69658 күн бұрын
holy moly FINALLY a fun, interesting and creative video that wasn't dragged on for 1-4 hours to appease the algorithm
@zer0neverer09819 күн бұрын
<a href="#" class="seekto" data-time="438">7:18</a> Since You mentioned it, it's also worth noting the compass evolution that incurres from this new spatial reality, as described in the book; You fall *forward* , You are *dropping* towards the enemy. The traditional compass, is what You assign it to, based on the objective, around that point of fall.
@RyuhikuroАй бұрын
The paralelle of past / future is really well done, especially the "it took x years to be the new staple, be it because if dev taking the time to make the new feature their and implement into new games or just the tech barrier. Cheers to you ! (also love the keyboard sounds effect when text appears)
@blackemeraudАй бұрын
Cheers Riloe, sure, I'll love to hear more about the most influentials games of all time. Continue what you're doing, you're one of my favourite creator
@soop1711Ай бұрын
You make such insightful videos. I have often spoken to my friends about this exact topic, and I had all the same examples and ideas! Glad someone feels the same as I do, and has the ability to put it into such eloquent words and into such a well edited video. Kudos, friend.
@rifleman22Ай бұрын
dude how am i just finding this guy??? hes like history channel for video games!