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@AnotherOtherMan3 ай 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.
@lanmandragoran83373 ай 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 =)
@Tman2bard3 ай 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
@EvanLikesCars3123 ай бұрын
No thanks
@Mysteriesman-y3s3 ай бұрын
Hey theres 1 mobile game that blends slomo and doom what a weird mix but addictive movement though
@nick_XIII3 ай бұрын
I'm still so disappointed at how Boundary was handled..it's such a solid game run by an incompetent company.
@Montauk1103 ай 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_XIII3 ай 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..
@DualWieldedEggrolls3 ай 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.
@Montauk1103 ай 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.
@eli39983 ай бұрын
Man i was just starting to get hyped about living my enders game fantasy😢
@mollamba3 ай 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
@jesusofbullets3 ай 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.
@ZetaPrime96993 ай бұрын
What was the standard before?
@amperzand91623 ай бұрын
@@ZetaPrime9699 Grenades as a separate weapon slot you had to switch to, then attack with.
@ZetaPrime96993 ай 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-jb3kj3 ай бұрын
simplicity is best ... quake still rules them all , modern FPS is for slow people
@YMilkshake3 ай 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 ^^
@gabrieliatarelli3 ай 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.
@VeritabIlIti2 ай бұрын
The visuals remind me a lot of Thumper (indie rhythm game with similar headache-inducing trippiness)
@Rocknoob49Ай бұрын
The predecessor Devil Daggers is also fantaastic. Such a vibe.
@w0lf4rdАй бұрын
i suddenly remembered this game out of nowhere, opened the video to rediscover what it was called, played it, and instantly fell in love with it. definitely difficult, but i find it hard to rage because of how fun it was
@spinnenente3 ай 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.
@9999crazymonkey3 ай бұрын
The ability to move the objective with destruction is really what makes the Finals great.
@XxSanderMLGamerXxАй бұрын
It had insanely generic artstyle though, and looked kind of ugly cause of that (just like 90% of modern games)
@cloudnine565115 күн бұрын
ugh no. finals is just another microtransaction shop with a gui they call a game
@minimanbeast10143 ай бұрын
Hyper demon makes me want to vomit every time i play it, i love it
@KalishKovacs3 ай бұрын
Hyperdemon my beloved
@Anisse_N_Spices3 ай бұрын
I said it in a comment already, but maybe try Apotheorasis if you are interested in experiencing the exact opposite c:
@nido56163 ай бұрын
I recently started playing Devil Daggers. Did you guys get the 500sec achievement? and if you did how long did it take you?
@mastercat3813 ай 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
@nido56163 ай бұрын
@@mastercat381 well, at least it's not a Warframe level of grinding :/
@eftorq3 ай 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_juant2 ай 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
@edelmeister.3 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!
@802Garage3 ай 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.
@floydhopkins79013 ай 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.
@802Garage3 ай 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.
@Axunen3 ай 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.
@Greasy3223 ай бұрын
give it 10 years trust
@colbyboucher63913 ай 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.
@bennyboiii11962 ай 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.
@colbyboucher63912 ай бұрын
@@bennyboiii1196 Clearly you haven't played the original DOS version of Doom, then.
@CatInSuit6910 күн бұрын
i think wolfenstein also had left/right mouselook
@bennyboiii11969 күн бұрын
Both of you gotta look this up yourself before commenting. Nowhere did I find that any game had modern style mouselook before Marathon. Not up and down, not side to side. Unless you somehow have release copies of the game that nobody else got, I'm pretty sure Marathon was the first one.
@colbyboucher63919 күн бұрын
@bennyboiii1196 Look it up? I've literally played DOS Doom. It's an option in the original config which was it's own little exe. It's not quite like modern mouselook in that moving the mouse forward and back moves YOU forward and back, and RMB is a strafe modifier so you can use the mouse to strafe rather than turn, but you can do it and people did, and it wasn't just done with a bounding box. Edit: Got the exact control scheme wrong, it was RMB to move forward and mouse 3 as a strafe modifier, but still. The in-game options menu even has a sensitivity slider...
@PretendCoding3 ай бұрын
SUPERHOT is the most innovative shooter I've played in years!
@riloegaming3 ай 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
@minepro29293 ай бұрын
@@riloegaming I love portal. I just can't descript how much I love portal with the 2k character limit on youtube lol.
@thicc_vic3 ай 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.kaiser3 ай бұрын
it amazes me that next to no other game (except maybe clustertruck) ripped that game off
@SandreXen3 ай 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.
@MFKitten3 ай 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.
@riloegaming3 ай 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
@h2o8483 ай бұрын
whoa i never considered how destructible environments worked this is amazing
@Go_Coup3 ай бұрын
Is Bluedrake or someone making a voxel-based shooter with a lot of destruction?
@scottwatrous3 ай 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.
@Scroolewse3 ай 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).
@mcgusto51233 ай 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.dromes3 ай бұрын
don't give me a time machine or I'll waste it on fixing that game
@scottwatrous3 ай бұрын
It was fun when I played the demo, I thought it was still being worked on, damn.
@gun_gaming16663 ай бұрын
Yeah the demo was crazy! I remember showing my friends the game but they didn't play it sadly
@Scroolewse3 ай 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.
@Supercohboy3 ай 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...
@Lynxi_3 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
@Clatgineer3 ай бұрын
It was shown but not discussed, which is unfortunate
@Sp4rkofD4rk3 ай бұрын
I think this is because they didn't invent any of those things but just implement them. (Very well executed of course)
@Lynxi_3 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
@timbonator13 ай 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.
@NedInYaHead3 ай 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.
@jansvoboda42933 ай бұрын
7:22 Yeah Ender's game came to mind just before you said it. "Enemy gate is down."
@Aodhan453 ай 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.
@PacdemonStudios13 ай бұрын
Bean was a real one for that
@olivereisenberger72153 ай 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
@Aodhan453 ай бұрын
@@olivereisenberger7215 I didn't remember that part. It's been a few years.
@DucksAndCatnip2 ай бұрын
@@PacdemonStudios1 mothe petra she talking she talking she talking shit talking, shit talking, shit talking
@dogsdinneraudiovisual3 ай 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
@JBHurtmann3 ай бұрын
3:58 Mirror's Edge used Unreal 3, if any game were to be called Frostbite's benchmark, it would probably be the first Bad Company.
@ChaoticKatana3 ай бұрын
There is also a certain BGM to use for that part, and it wasn't the Halo Covenant Dance.
@BackwardsPancake3 ай 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.
@theowainwright74063 ай бұрын
@@BackwardsPancakecatalyst is better in every way apart from visuals
@rickwatts79983 ай 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!
@nrXic3 ай 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.
@PedroKing193 ай бұрын
@@nrXic Did people actually use FOV command for that? I've never heard of it before. I'll have to try it.
@nrXic3 ай 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_42 ай 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
@simileee2 ай бұрын
wait what? mirrors edge was litearlly made on the frostbite engine.
@chlochlo_the_T_BAG3 ай бұрын
just stayed up all night working on my 3d modeling skills thank you this is perfect for the background
@FroggWizzard3 ай бұрын
thats so real. booting up rn after reading this
@Vedgy3 ай бұрын
Stayed up all night to work on 3d modelling, watches video saying the future is not having 3d models
@neolordie3 ай 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
@timbijvoet60323 ай 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.
@riloegaming3 ай бұрын
DRG has a similar voxel-based environment 👍
@eviv80103 ай бұрын
yeah, dont play Red Faction then...
@VeritabIlIti2 ай бұрын
@@eviv8010 Red Faction is completely different in its design and gameplay. Literally the only shared element is the fact that destructophysics are a thing
@Pilps3 ай бұрын
Subway order just arrived, perfect timing
@Thlormby3 ай бұрын
The meal is ready
@troppix143 ай бұрын
@@Thlormby da bluetoof device is ready to connect
@garl20003 ай бұрын
hope the order was good dude :p
@meeplymoon83913 ай бұрын
can i have some
@pyeitme5083 ай бұрын
Wow
@EspyMelly3 ай 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.
@riloegaming3 ай бұрын
@@EspyMelly agreed!
@TofuRabbit3 ай 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.
@danielquintonvo3 ай 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.
@hardtailgang3 ай 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.
@DhampirBoy2 ай бұрын
Also worth noting that "Starsiege: Tribes" being way ahead of its time as a movement shooter was entirely accidental. The game had those huge "Delta Force" sized maps and you were supposed to traverse the great distances of those maps in vehicles. But players took notice of a quirk of the physics system: if a player keeps pressing jump while running down a steep hill, then the game physics will rapidly accelerate their velocity. People even wrote scripts to run with the game so that holding down the spacebar would input the jump command hundreds of times per second to ensure that players would jump the instant they touched the ground, cutting down on the drag time from touching the ground. Even better, if there is an incline ahead of the player once they built up speed, then they can use their jetpack to send them flying through the air, maintaining their velocity and cutting down on their drag time even more. Between jumping down hills and jetpack boosting up hills, the essential Tribes technique of skiing was born. At first, the developers at Dynamix considered skiing to be cheating. But not only did they come around, when they made "Tribes 2", they made holding down the spacebar a fully integrated and official auto-jump for skiing and included instruction on how to ski as part of the tutorial for the game.
@hammer87713 ай бұрын
7:25 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
@EmilBengtsson3 ай бұрын
13:05 Correction. Teardown was developed by Dennis and me. When i joined the project in 2018 (maybe earlier) the engine was all just reflective spheres and cubes, and there was yet to be any thoughts about voxels. Almost everything you see in the clips was built by me. From the earliy test level with the soldiers, to the hub and the robot factory. I know the world has a thing for solo-developer-does-something-in-total-isolation-all-by-themself, but sometimes it just gets a bit tiring...
@riloegaming3 ай бұрын
@@EmilBengtsson Hey, thank you! There’s a lot of little mistakes in this video, sorry if it made it seem like there was only one single developer. I first came in contact with the game years ago through Dennis’s Twitter, but I know there are many people involved who don’t get the same recognition. Cheers for the clarification and amazing work!
@VeritabIlIti2 ай бұрын
Good on you for advocating for yourself. Too many devs are swept under the rug without being allowed to become known as anything other than "part of the team." Y'all made something really special and I'm excited to see what you come up with next
@CrimsonEsso27 күн бұрын
What other gameplay mechanics did you scrap before you settled on the "timed heist" concept for Teardown? The mechanics and physics were so incredible but there was no "game" in it. It was a collection of timed puzzles. Most fun i had was in modded levels just destroying things. I wish there was a real game built around the tech, like Red Faction did. Wasted potential I really hope you will get to reclaim one day. I wish you all the best and thank you for your work on Teardown.
@JamesSmith-ix5jdАй бұрын
Crouch slide as main game mechanic was introduced in Quake 4 (2005) out of necessity of tweaking Quake 3 engine movements, in which you could keep your speed when bunny hopping straight, but at tight corners you would always lose momentum.
@almacsutka093 ай 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!
@NPNGPhotography3 ай бұрын
Agreed! It really just allows you to get creative. I’ve been hooked to the Finals lately
@honoredgolem2193 ай 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
@Stonecargo213 ай 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
@Gravitycrazy3 ай бұрын
It's probably one on the best f2p games out there at the moment
@VeritabIlIti2 ай бұрын
If only they weren't also contributing to inhumane business practices
@TheEveryDayC3 ай 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.
@bonechovah3 ай 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.
@aphelion29022 ай бұрын
love to see the finals at 0:20
@xaxabinks2 ай бұрын
great game
@humanbeans44982 ай бұрын
Truly peak
@Montisko-w6n2 ай бұрын
This made put goo all over my screen
@SimoneBellomonteАй бұрын
💀
@WaywardNomad-c3p3 ай 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.
@riloegaming3 ай бұрын
Ace of Spades was great!
@JordanTaylor-b4z3 ай 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.
@Biggi2Biggi3 ай 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.
@ZeGermanFox3 ай 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-ment3 ай 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.
@bootchoo963 ай бұрын
BC2 does not feel better for movement... You can't even sprint in diagonal or vault
@Cheesepuff82 ай бұрын
Yeah games should get more effortlessly and seamlessly cinematic while not loosing interactivity
@VeritabIlIti2 ай бұрын
I think you're right in that we're kind of reaching the peak of what technology can do with visual rendering. Every time a new UE5 feature is announced, every time someone shows off their brand new AAA with "tha besst graphiks" I can only anticipate more "fun to look at, not to play" games. The true innovation has always happened in the indie sphere, and with more and more players getting tired of the typical AAA routine and looking for more variety, I don't think it will be long before the AAA market crashes and indies become the standard.
@Anisse_N_Spices3 ай бұрын
9:48 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.
@ExtemTheHedgehogLol2 ай 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_Spices2 ай 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
@1chopsticks3 ай 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.
@kioshxe3 ай бұрын
Hyper demon is one of my most played games even before the pvp mode. Sorath just makes masterpieces.
@IWearShoes313 ай бұрын
I actually had a blast playing brink when it came out lived the parkour combat. Cheers!
@riloegaming3 ай бұрын
Haha Brink was one of my first games on 360! Still have the hardcopy 😄
@joshuaandrewson30913 ай 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.
@IWearShoes313 ай бұрын
@@riloegaming Same, not my first 360 game but I still have my copy
@apoplexiamusic3 ай 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.
@C2RW3 ай бұрын
Honestly watching your videos keep me interested and inspired to keep honing my dream for creating games.
@ElDaumo3 ай бұрын
Descent and Forsaken did the whole omnidirectional shooter thing decades ago and were Mainstream hits at the time
@NULL_SIGNAL3 ай 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_1042 ай бұрын
Descent was such a gem. Blew my mind as a kid.
@seventh-hydra2 ай бұрын
I'm guessing they're excluded because they're vehicular.
@DoctorShroomАй бұрын
This. 6DOF
@maynardburgerАй бұрын
@@seventh-hydra They're technically vehicular, but that's just a thematic choice. Mechanically, there's no real difference. You could equally just had a person with some advanced rocketpack. They're absolutely first person shooters, built on an engine meant for 1st person shooting, just with no gravity, 6DoF movement, and much more complex 3d maps. There's genuinely no reason to exclude them from the discussion. Not knocking OP here, few people have a truly encyclopedic knowledge of game history, but this was definitely a blind spot for him.
@erebusgotd29582 ай бұрын
Yes, PLEASE do the video on the most influential games. I am so interested in what you think those games are and the arguments you would make for them.
@MrOwl15913 ай 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.
@joshuaandrewson30913 ай бұрын
Me when Razormind
@VeritabIlIti2 ай бұрын
This brings to mind just how innovative the sound design in DOOM 2016 was. Mick Gordon and iD built an entire system where splices, riffs, and layers would adjust depending on your gameplay, lowering balance during glory kills, escalating to signal intensity of gameplay, etc. It's since been co-opted by a few others, but DOOM did it so damn well
@hillishudson322 ай бұрын
Not to date myself, but half life mod culture is where some of these mechanics were born. They were popularized in later game releases.
@riloegaming2 ай бұрын
There’s a solid argument that Half Life might be the most influential game in history
@kcompanyiteration13 ай 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!
@WinterMute993 ай бұрын
at 0:31 that mirror's edge clip brought me back riloe, love that! been ages since i played through them games
@jaggoff69493 ай бұрын
3:37 smooth af transition
@mohamedabdikadir13933 ай бұрын
Woah lmao I didn’t even realize😂 clean asf
@ReekPeak3 ай 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
@Sicari423 ай 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.
@rinzevant61203 ай бұрын
It’s so rare to see it mentioned
@pest53733 ай бұрын
splitgate is probably my favourite innovative mechanic in a shooter ever. once you master three portaling and the map layouts you truly feel like an anime character
@sahilpatel399313 күн бұрын
Was looking through comments and was almost disappointed that no one has mentioned Splitgate. It has such simple-but-hard-to-master mechanics. Not entirely new as games mentioned in video but yes worth a mention. I'm hoping the Splitgate 2 will bring more players and
@Narc0YT3 ай 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
@6355743 ай бұрын
Maybe star citizen can truly handle the scale thing
@Narc0YT3 ай бұрын
@@635574 agree for what star citizen is, but it's not really an fps
@DezaltOfTheDreg3 ай 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.
@scottwatrous3 ай 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.
@Narc0YT3 ай 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.
@oussematurki51252 ай бұрын
first time watching your videos, honestly your delivery astonished me, something like this could very easily be boring if delivered incorrectly but you did an amazing job at making an interesting subject fascinating. It wasn't just a video it was an experience.
@abookishdragon46913 ай бұрын
Riloe in the middle of breakfast again! Truly, the best time for uploads. Thanks again man!
@alex_thecarguy2 ай бұрын
Really captivating video with excellent voice over presentation. I see influence from Ray and Ahoy in the best of ways. Good stuff, man.
@paperbag42133 ай бұрын
Marathon is actually supposed to be coming back soon and I’m so excited
@SirPwnington3 ай бұрын
As an extraction shooter
@borb53533 ай бұрын
i love extraction shooters, just not when they are online multiplayer
@killingmoon69743 ай бұрын
@@SirPwnington Hunt:Showdown is an extraction shooter and it's fucking amazing. The best game I've ever played
@EnforcerKid3 ай бұрын
love that game but i am a lit wored about how thay will handel it
@VeritabIlIti2 ай бұрын
Considering how Bungie has been doing and how all of the reports about play testing/restarting development are going, I'm not optimistic. I want it to be good, but I'm not holding my breath
@hex69718 күн бұрын
One thing to keep in mind about voxels and their use in the future (coming from someone who's currently working on a voxel engine), is, most GPUs are optimized for rasterization at the moment. This is drawing with triangles and hence polygons, voxel games like Minecraft are rasterized but as you can likely tell by Minecraft's performance (though it's especially bad), they're not the most performant. The examples you showed are ray traced voxels, which can be extremely performant but most of the GPU is still being taken up by rasterization cores. I expect in the future that we might seen somewhat of a resurgence in voxel technology because of the introduction of RT cores but most of them use a structure called a BVH (bounding volume hierarchy) which is optimized for polygons to put it simply. So though we might be heading in a direction that could be beneficial for voxel engines, I wouldn't be too hopeful on that.
@thesaucyprophesy29392 ай 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
@p529.3 ай бұрын
cheers, first video of yours, banger as far as I can tell. Definitely interested in the most influential video games
@ClearSkiesGM3 ай 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.
@ShoulinCSS3 ай 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" 🤔
@ClearSkiesGM3 ай 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!
@maynardburgerАй бұрын
@@ShoulinCSS It is very literally an FPS. The engine it's built on is for FPS. It mechanically functions like an FPS(little inertia, left/right strafing, camera aim), just with no gravity and way more movement directional capabilities, along with level design to take advantage of that. It uses a ship because that's simply a good thematic fit for such kind of movement. But they could have absolutely built an FPS with similar mechanics using a person as well(via magic or rocketpack abilities or whatever).
@Meta28062 ай 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
@the_ginjaninja23773 ай 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_US3 ай 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.
@VeritabIlIti2 ай бұрын
@@UK_IN_US agreed. Perhaps "iterative" would be a better word, but point is that The Finals is a game built by AAA devs who made their own studio, and it shows in their technical prowess and comparative inability to be creative. (No, using AI voice acting is not creative, it's destructive)
@aikordcz44243 ай бұрын
I've seen a game, I don't remember the name (edit: Lemnis Gate, that's the name), that looked VERY interesting. It was a FPS, 1v1 or 2v2 matches, the objective is to finish the objectives given. After the round ends however, the players don't just respawn, they respawn, but so do their past selfs. They face off against each other while their past selfs fight the battles they already fought. This opens so many tactics. For example, if you know who killed you the first round, you can get to the enemy's past self and kill them before they can kill your past self (side note, when someone kills you you don't die, you can still play until the end of the round, in case somene saves your past self next round), or you can shoot at one spot on the map when there isn't anyone in hopes that if they do come here the next round, your past self will kill them. Edit: I just now found out the game is unplayable, the servers were shut down in 2023, I didn't even get to play it :(
@sahilpatel399313 күн бұрын
I played Quantum League, which has a similar concept, A past version of you is also playing concurrent. It sucks that the player base for new concept games doesn't take off and it has to meet such an unfortunate end.
@bovid27503 ай бұрын
Shoutouts to Splatoon for a shooter-like alternative! idk how i'd describe it better
@gabrieliatarelli3 ай бұрын
Its not FPS but the idea behind it is so brilliant that it deserves at least a shout out here in the comments.
@rift106729 күн бұрын
While I won't go into details, I do have some ideas about how fps as a genre can push the boundaries of innovation. I 100% agree with you on that front - there's still a lot that can be done with the perspective itself (Black Ops VI, despite its flaws, was a good step in that direction mechanically IMO). Your take on level design was insightful on top of that. You mentioned you have your own ideas, however. I'd love to hear more about them, maybe as a standalone video? Looking forward to more of your content. You earned a sub!
@AbyssalGaze53 ай бұрын
SUPERHOT is the most innovative shooter I've played in years! No plot, no anything. Just killing red guys!
@brentogara3 ай 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?
@MarioVelezBThinkin3 ай бұрын
9 seconds in. Clear, concise, motion gray-fix. I like it. Also the only video I've seen talking about this game. Fantastic.
@jonternk3 ай бұрын
When I saw those birds at 8:13 🥲
@doggieboo3 ай 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.
@setrouf3 ай бұрын
HYPER DEMON MENTIONED RAAAAAAH
@lemonlemons2 ай 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.
@chris48302 ай бұрын
No way bro brought up spectre and not the finals
@torbsgaming56792 ай бұрын
I would personally love to see a video about some of the best fps games of each generation per category of visuals, gameplay mechanics, level/map design, audio, game mode, art, etc. Showcasing some of the best to implement these things, maybe top 3 or 5 that stands out. Love your vids! always interesting!
@riloegaming2 ай бұрын
@@torbsgaming5679 love that as well!
@Alpha.Phenix3 ай 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.
@VeritabIlIti2 ай бұрын
Totally off-topic, but I'm curious: you mentioned you tend to dislike sci-fi, but you seem to enjoy Warframe. What makes it different for you?
@Alpha.Phenix2 ай бұрын
@@VeritabIlIti Hard to put into words, the reasons are about as mysterious to me as the lore was before we started getting cinematic quests. Maybe it's the art style, maybe I just don't dislike sci-fi as much as I used to. An easier game to answer this question for would be Age of Wonders Planetfall. Simply, it's the most fantasy I've seen a sci-fi setting be. Like, there's: talking plants; druids in space...who ride dinos; space dwarfs; guys who call themselves paladins and still use spears in an age of laser guns; basically undead faction, but with rock and roll, and nano-machines; a lot of wildlife...including furries; space numenoreans...just a bit decayed; etc. A couple of these straight up appear in the next fantasy game in the series, with little to no change.
@armorhide4063 ай бұрын
You have a good voice and cadence for narration. Subbed
@bananaboy4823 ай бұрын
"Dice's Mirror's Edge essentially a tech demo for the studio's new Frostbite Engine..." Mirrors Edge runs on Unreal 3 and has nothing to do with the Frostbite Engine
@RobotPanda153 ай бұрын
That transition at the 3:40 marker from CoD2 to BF1 was mint and so seamless i doubt people actually picked up on it. Such a dope edit
@ruussell39233 ай 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-Veraan3 ай 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.
@riloegaming3 ай 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.
@TibbyLTP3 ай 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.
@kaukospots2 ай бұрын
Man this is a great vid, actually touching on first instances too. Shattered Horizon was the first game I thought of when zero G was mentioned
@mitwhitgaming77223 ай 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. 😂
@6355743 ай 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.
@mitwhitgaming77223 ай 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.
@jad053 ай 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
@riloegaming3 ай бұрын
When you fired in boundary you actually did start floating backwards, it was pretty severe with the high powered rifles
i think bodycam is an interesting development with it's manual aiming thing
@prodlexii49453 ай бұрын
Thank u for the videos Riloe ❤ ❤
@riloegaming3 ай бұрын
You’re welcome!
@thepablyko3 ай бұрын
you deserve to be huge in youtube man just keep going
@Paperclip_Tank3 ай бұрын
Surprised you didn't go with the Descent series when talking about "no gravity"
@toastyyybeats3 ай бұрын
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
@connormaher16843 ай 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.
@9999crazymonkey3 ай бұрын
Battlefield Bad Company 2?? Battlefield 3?? Battlefield 4??
@connormaher16843 ай 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
@gameguy3013 ай 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.
@C2RW3 ай бұрын
goddamn that 3:36 was smooth
@b_dawg_173 ай 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!
@Spy-re9ee3 ай бұрын
0:34 what game/cinematic is this with the slo mo AK?
@dreamendles48283 ай бұрын
Boundary. Sadly that game is dead....
@AtlascityGG3 ай бұрын
Congrats on 200k Riloe, you deserved it!
@ConceptualMythos3 ай 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_licity383 ай 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
@haiperbus3 ай 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_licity383 ай 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
@Appletank83 ай 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.
@arcano-b2b3 ай бұрын
Whats the jungle track starting at 2:20?
@wille49863 ай 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 🎉
@dositejjovicic85963 ай бұрын
Game at 12:36?
@riloegaming3 ай бұрын
Battlefield 2042
@dositejjovicic85963 ай бұрын
@@riloegaming Thanks, thought it was Squad.
@LailorGG2 ай бұрын
Holy shit I was not expecting to see a Delta Force clip in the beginning. Absolutely loved playing that growing up
@FinnGater3 ай бұрын
What game is at 14:00
@Gabriel-mw5ro3 ай бұрын
john lin's unreleased voxel engine
@FinnGater3 ай бұрын
@@Gabriel-mw5ro disappointing but thank you
@CaptainSS042 ай бұрын
You have opened me up to do many unique games that I've never heard of, in such a stagnant gaming market. Thank you, I'mma check these out!
@newkfromrotterdam3 ай 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
@e3.14c42 ай бұрын
this is the mental food I needed for something corely unrelated to the video at hand, but also in the video's own representation of ideas, just about everything aside from FPS, unless you looking at your monitor is the FPP you are talking about.
@recycled_trash20623 ай бұрын
Never seen this much passion in a youtube channel before