Responding to various comments in one pinned comment here! - - - - - - - - - - From @inakilukac - "I DO HAVE QUESTIONS!!! 1. Lock-on system, does it use the high poly collision or the low poly one? 2. Enemies, which collision obstructs their view when trying to aggro you? 3. Your attacks bouncing on walls if you're too close, which collision does it use to determine it?" 1) Lock-on uses low-poly collisions. So in the example with the arrows getting blocked when trying to snipe the crow demons in the tower, flying right up to the outside tower so they're nearby, you can't lock onto them because of the low-poly collision blocking your way. Same goes for the hollow seen at 4:05. You can free aim throw a projectile at the hollow because of the lack of high collision blocking the window, but the low collision blocks your ability to lock on. 2) Low collisions also block enemy line of sight. 3) Melee attacks impact low collision instead of high collision. So the spot I showed in Firelink where your projectiles pass through, your sword will still hit it. :) - - - - - - - - - - From @bronze81 - "You can actually clear the invis wall by the burg merchant, at least in ptde ua-cam.com/video/TI5_Ak8_iSk/v-deo.html (~3:50 in this video)" Oh my god, hahaha. I simply did not envision making it all the way up those objects without breaking any of them. Speed runners are scary. - - - - - - - - - - @scantyer Informed me of something much more egregious than the missing high collision in Firelink Shrine, something I didn't realize was already looked at by king bore! That area behind the Black Knight in the Undead Burg? An entire section of building is missing its high collision! It's WIDE open for throwing projectiles through it: imgur.com/a/cRP4AUP - - - - - - - - - - From @xormak3935 - "At the start of the depths, the archways don't just have the low-poly collision in mid-air but also the high-poly collision as it seems. Arrows get stuck in that same space that the player collides with. Very annoying when trying to snipe enemies from the stairs." I took a closer look and it's extremely cursed. There isn't high collision there, so your arrows *should* pass through. This doesn't make any sense because you're standing so close to it, though, so why wouldn't the high collision be loaded from there? It's because the ceiling of the hallway (including the archways) wasn't made as part of the hallway you're in, and it belongs to the set of collision for the Butchers' room instead (for no apparent reason). And despite being so close to you, it doesn't want to load the high collisions of the butchers' room until you're literally inside it. Go down into that room and find an angle where you can shoot back up through the arches, and now your arrows pass through correctly. lol, what a mess. imgur.com/a/6HuZWgy - - - - - - - - - - From @victorpilgrim - "1:17:10 i cannot believe you didn't mention the invisible trees of in the duke's archives garden" lol, I can't believe I missed this! So there's at least one invisible tree you can walk into: imgur.com/a/t6TTUsB With a quick look I couldn't find any others, but so far I did find two more floating trees that are too high off the ground to walk into (another skinny vine-like one like the other, and another regular full-sized tree). Funny stuff! The floating door wasn't the only thing they had issues with here, apparently. - - - - - - - - - - From @RucaBurankee - "41:29 "do you know any other place where this happens?" Does this count? ua-cam.com/video/qJ4uFUjhPz8/v-deo.htmlsi=jD8WozfKik0rwQpS" Lol, no because that's not a kill plane getting you! But in a way that's more fascinating to me because you must be tricking the game into causing fall damage by doing that. I can't think of any other explanation, at least. I didn't know you could do that.
typically what you call "low collision" (the game might use these terms) is just called "simple geometry" because it is simpler to do the math on, while what you call "high collision" is typically called "Complex Geometry". generally you want to avoid concave and convex shapes as much as possible, so we reduce things down to flat planes and circles/cylinders as much as possible, all in the name of speed. there is an entire superset of Game Engine Physics for collision detection: it all stems from "computers are really really bad at logic, but can do math mostly well" (see "floating point approximation"). the distance equations for 3D space when talking about non-flat or circular things get very special (remember that the physics system does not intuitively know what is "inside" or "outside" and we might need to determine this "isColliding()" or "isOverlapping()" for every surface the given entity could be near, so simplifying the geometry as much as possible can save hundreds to thousands of collision checks per entity; just so the character can walk down a set of stairs and not be floating.
For your comment at 41:29 about areas that will kill you for simply standing on them, there's at least the Brume Tower one, not sure exactly how it's triggered however since it's not instant
One of the weird places your character can just randomly die I is in DS2 Iron King dlc right near the first fire at the top of the tower. I'm not sure what but just standing around that area can randomly kill the player.
@@jamesarthurkimbellI swear, every tiny alley and window is religiously marled by a sign saying "No plump sort ahead" or "If only I had a skinny sort". It's as reliable as the "Liar ahead" + "Invisible wall ahead" combo. My other favorite repeated joke is any sewer hole in the wall, resulting in "Could this be Elden Ring?"
@@conspiracypanda1200My favorite message system running gag has to be the people that place "Try jumping" near ledges where you will very obviously die by jumping off, or tell you to stand still by a ledge near an enemy that will knock you off and kill you. You also can't go wrong with "Praise the Elden Ring!" randomly littered around in Elden Ring, or "Amazing chest ahead" in front of Quelaag's boss arena or Gwynevere (or a painting of her in Anor Londo, which was very funny when I realized what it meant). There's also "Don't give up, skeleton," which is a classic as well.
Hearing that the pillars in the depths aren't protected by an invisible wall is the worst news I've heard all year. I truly am a fatty and the message was right
As a child I saw my father watching woodworking shows and in-depth how its made like documentaries on machinery and mundane stuff and wondered how in the world he could sit there watching this stuff. Now at that same age I watch hour long breakdowns on invisible walls in Dark Souls and 4 hour breakdowns on video games I have and will never play. I am become old, destroyer of long form content.
@@cosmicwonderer6269 I'll check it out. Just worked my way through all of Mr Edder's stuff and am waiting on more majuular/tehsnakerer/grimbeard/dungeonchill/ect. lol
The first time I fought the iron golem, I was incredibly nauseous from the screen shake, then suddenly he just did a backflip off the arena and died. That was surreal. I was very confused until I eventually had it happen again and noticed that he just got teleported upward due to the collision issue.
do you feel like you are betraying your roots as a man named after walls that look like they exist but don't by making a video about walls that don't look like they exist but do
man, its such an honor to have my name in one of these videos! this series inspired me to start modding DS1, and despite how much experience i have with it, every one of your videos teaches me loads of new stuff. i do have a few things to add, though! for the bridge to sen's, it is actually possible to miss the kill plane and fall out of bounds if you jump over the left railing from the stairs leading out of the undead parish bonfire. the out of bounds area is pretty weird and its easy to fall into the void from there. for the iron golem, its not that the falling animation is allowed to bypass the enemy wall, but rather, the enemy wall is simply disabled through the event that handles him staggering. for ceaseless discharge, the reason why they were confident enough in his pathing to leave out invisible walls is because his pathing is completely unique and only goes between set regions. most events in the game world are controlled by event scripts, written in a proprietary language made by from software called EMEVD, while specific enemy pathing like this is usually handled through ai scripts, which are written in the lua programming language. ceaseless uses the obscure lua events system, a holdover from demon's souls. in that game it handled all world events, but in DS1 it only handles things like ladders, bonfire warps, some network related stuff, etc. ceaseless is the only enemy to directly interact with this system in the entire game. the reason why his desperate jump always happens even when controlling ceaseless is because there's a region that will force the jump animation if he steps inside it, regardless of whether or not his arm is out. the reason why he just spams the fire blast when his arm isnt ripped out is because the region that ceaseless paths to in order to get to the area that forces the jump animation is simply excluded from the list of potential points he can navigate to when his arm is still in. so he never has the chance to navigate there and thus, he never does the jump. a prime example of the extremely janky, unpolished, last minute hacks you would expect of a rushed area like the demon ruins.
35 minutes in and seeing the reasons behind the Taurus Demon fall, the lower undead burg skip, the titanite demon blocker, and the invisible arch you can hit your head on is insane, these are such iconic parts of the game to me.
Hi 3D modeler here, the flickering is called Z fighting and happens when two faces are in the same planar location I.E. the same spot at same angle, and the renderer gets instructions to display both at once but you can only put one pixel at a time so it kind of wigs out and flickers between both
Of course, the renderer has to resolve the conflict eventually. Because it's a computer program, and computers can't handle ambiguity. Which face gets rendered ends up being determined by the pseudo-chaos of floating point numbers, putting some pixels of both faces a tiny fraction closer to the camera than others. Which is why the faces flicker as the camera/the faces move around. The floating point numbers keep changing, frame by frame. So the renderer resolves the z-fighting conflict differently, frame by frame.
My question has now become why the program is smart enough to realize that they are two distinct faces in the same place and displays them properly instead of a random tv static looking mishmash BUT isn’t smart enough to find a better way to display them than flicking between both faces 10 times a second. It doesn’t feel like a particularly hard problem to solve at least to an amateur coder
@@monhi64 Because the computer hasn't been told which one takes priority. Decal rendering, for example, is basically a flag you can code into your render that if a plane that is z-fighting is a decal, it will always render on top. In order to stop Z-fighting, you need to tell the renderer which ones takes priority. Programs also aren't smart, they just do what they're told.
@@monhi64 Most likely the in-house tools do have the ability to set render priorities. Don't forget that this video is made with mods and the public release version of the game.
@@monhi64 The renderer ISN'T smart enough to realise that two different faces are occupying the same space. That's why Z-fighting happens. The renderer is trying to determine how to colour every pixel on-screen, so it looks for whichever planar surface is closest to the camera. Because that plane will naturally block whatever is behind it, therefore the pixel should be coloured to match that front-most plane. But when there are two planes in the exact same place, with the exact same orientation, then the calculation to determine which plane is closer to the camera becomes unpredictable. The renderer may call a function to calculate the distance from the camera to the plane, and that function will most likely return a floating point number. But floating point numbers can behave unpredictably, especially at very high precision. So if the renderer checks a single pixel, then plane A and plane B may return numbers that are different by a tiny fraction. When the renderer compares these values, it sees that plane A should be in front of B. And so it colours that pixel to match plane A. But a neighbouring pixel might return numbers that are different in the opposite direction. So the renderer sees plane B should be in front of A, and so colours that pixel to match plane B. That messiness is what leads to the patchwork or stripey rendering effect of some faces. And of course, when the camera moves and rotates, that changes all the floating point numbers again, every single frame. Which is what produces the characteristic flicker of z-fighting. And if the distances of the planes end up being exactly the same, then which plane gets rendered will come down to the particulars of the rendering function, and the order in which it executes statements. In other words, no, this is not a trivial problem to solve, and certainly not by an amateur coder. But a fix would also be unnecessary. It's highly unlikely for any two faces to end up overlapping like this by accident, and any modeller could fix the issue in a second. Rather than creating bloated, unnecessary rendering code, just tell your modellers to not leave faces overlapping like this, and z-fighting will never be a problem.
On the topic of the enemy-only invis wall in front of the Everlasting Dragon, in Zullie's "Killing the Unkillable" video, she points out that when you kill the Everlasting Dragon, it also plays the "boss defeated" sound (though with no accompanying "Victory Achieved" popup). Another bit of evidence for the Everlasting Dragon being intended to be fightable at some point.
Hey, I just wanted to thank you SO MUCH for the flashing lights warning. I get photosensitive migraines and so many youtubers just will not warn for flashing lights or flickering nonsense. Warning me means I can take precautions to make it less bad so that I can watch the video instead of having to stop halfway through. You've been one of my favourite youtubers for a while now, and this has cemented that. Thank you from the bottom of my heart.
27:30 - Funny you should mention this; back in PtDE, I invaded Upper Burg and couldn't find the host anywhere. It was fully cleared, so I figured that the host was either very good at hiding and moving unseen, or that they'd skipped to Lower Burg. I assumed the latter, did the skip myself, and still couldn't find the host as well as not being able to get back to Upper Burg through the open shortcut. After a while stuck, I sent them a congratulatory message on GFWL and left a spare White Slab behind the shortcut fog wall.
if I had a nickel for every overly detailed video about invisible walls I'd seen I'd have two nickels. Which isn't a lot but it's weird that it happened twice.
It's interesting seeing how many walls there are in the Undead Burg, because that zone always felt wrong. It's one of the most memorable levels in the game, which means we're intensely familiar with its weird boundaries. It's full of places where it looks like you can take some kind of weird shortcut, but can't. It's all the more perplexing to go back to Boletarian Palace in Demon's Souls, which feels like an equivalent first level for a lot of reasons, because that zone expects you to cross over small barriers to meet Ostrava, etc. I think a lot of people who played Dark Souls first missed the fact that you can climb over small ledges in Demon's Souls for this exact reason. Not only is it a weird obscure mechanic that you'd only learn out of desperation when something seems inaccessible, but the Undead Burg trained you to see those kinds of barriers as impassible.
Solid plan. I can recommend some old Dark Souls playthroughs and videos to distract from Elden Ring? Idk. The streamers Rurikhan and Pallytime did some co-op together back in the olden days of DS1. Like, 2013/2014 stuff. Their Smough and Ornstein cosplay run is iconic, but they did a few other interesting runs. OnlyAfro and Krazy have some goofy PvP vids for DS1 and DS2. Sometimes I rewatch Vaatividya's old Dark Souls lore videos. EpicNameBro's "From the Dark" walkthrough for classic DS1 is so well made, that I still sometimes go back to it for fun. Happy Souls is a classic DS2 parody. The gags might not be god-tier, but they're definitely demi-god tier at minimum. InfernoPlus's somewhat recent "Cursed Dark Souls" mods are fascinating as hell, whether to watch or play. Definitely worth watching. His normal Souls playthroughs are generally cool too. Inferno also did some Cursed Halo mods. That's... an experience.
47:00 I'm certain that the dragon was supposed to be a boss, because when you kill it, it plays the same sound effect when you kill a boss. Of course, you can't kill it without cheats.
I don't know how to explain how much I love this series. Besides being super interesting, each episode is so well structured. truly a pleasant experience. Good work man.
41:34 Not quite the same, but there are the small number of weird kill spots in ds2, where idling or doing certain actions can be quite lethal. I remember one at the boards over Lucatiel's room in Lost Bastille and a second one near the first bonfire in brume tower.
There's also a lever in Eleum Loyce where if you cancel the lever-pull animation, you just die on the spot. Zerolenny showed it off recently while following the IGN guide.
I did actually notice the enemy wall placement for the undead parish titanite demon in gameplay. It's very common for it to start spamming ranged attacks at the ends of the room, which would make sense since when trying to target a melee attack it cannot find a viable path to get around the enemy wall. A surprisingly gracious game design feature that makes it a lot easier and consistent to just run past the demon, since the ranged attack is quite a long animation and usually followed up by a second and maybe even third attack :3
I started playing dark souls for the first time with my boyfriend literally last week and it’s been fun to come back to this video after I finish an area and see the collision or details about it that I wondered about like the room in the parish etc etc
35:42 Beautiful! Every time I think I've seen the peak this channel can reach, it surprises me in a new way. The memes in this video were definitely a nice touch.
Wow, that was the fastest hour and a half of my life. Will never get tired of exploring every last inch of Lordran and always appreciate your insane dedicaiton in doing so. The cinematography especially! Super cool to see all these rare angles and viewpoints. Also 1:21:00 Kate Bush mentioned, pog.
I've been watching a lot of vids on DOS-era soundcards recently, so hearing the Space Quest III intro theme while you were discussing the Undead Asylum threw me off for a hot sec, I've been hearing that theme in just about *every* audio demonstration I've watched recently. Great video btw, as always! I was unreasonably pleased to see an hour and a half video about DS invisible walls pop up in my feed.
Sometimes I wonder who the hell would watch an hour and a half long video about invisible walls in a video game. Then I realize I’m gonna be watching the whole thing.
The little synth sting as you said "getting up this hill" actually for real made me bust laughing. All your understated little editing jokes slay me, I catch them every time and they never fail to elicit a smile. That one REALLY got me though!
47:28 Someone once used this against me in pvp. I successfully made the jump and followed them, but when I got top of the area that leads out of the basin and back into the garden the guy used wrath of the gods and knocked me off lmao.
5:35 the high collision missing is hilarious and I didn't realize it was there. Also the idle animations is also funny with the moving foot but i understand why it happens
1:27:40 There's a funny piece of collision right before the Centipede Demon. If you jump from lower branch towards the right wall (if you are facing the fogwall), you will start sliding to the fogwall. If you reload you'll get the same effect.
this is actually my favourite video, ever. your channel was already my favourite, but now I have a very long, detailed dissection of my favourite aspect of game design, focused on my favourite game. amazing work, as always :)
Lot of fire dropped today. Not lost on me the (probably unintentional) coincidence of two very beloved games getting long, extended breakdowns on their invisible walls -- not at ALL complaining, this is a cool way to spend the night watching. Thanks iw
The ledge at 43:37 was the first thing I thought of when I saw the title of the video. That ledge is so beyond explanation with how absurdly hard it is to climb I'm surprised it never got the notoriety it deserved, and the method you described in letting you get over it consistently only adds to it's legacy
The sheer amount of content the Souls series has been able to give life to boggles my mind. From challenge runs, lore deepdives, secrets and videos going into the development of the game. That's why this is my favorite series of games ever
This is absolutely the best video yet, since it answers so many questions kid me had of places I could or couldn't get to. Like the well in Lower Undead Burg always bugged me. Or the jump behind the secret wall in New Londo that would give me the weird camera but not kill me. It's incredibly fascinating seeing how invisible walls work, as I had no real idea before.
It's incredible how we get these videos in 2024, I'm glad I'm not the only person that much in love with DS1. Thank you for the humongous effort put in this video! It would be cool to see what's happening with the crystal beams that lead to the golems in the crystal cave (the ones after the invisible walkways), both are really iffy and make you slide off pretty easily.
I really appreciate the effort you put into these videos. They make me feel so nostalgic for the days when FromSoft games weren't as popular. When I was a teenager, and had all the time in the world to think about Dark Souls. You manage to link an old flame inside of me. Keep it up ❤
1:10:05 I think it was exactly a 'designated landing spot.' landing there aggros at least one of the skulls, to the left, floating at roughly that height. it doesn't take very long for him to come over to you, and while his damage might not kill many characters, the knockback will certainly make you fall. plus, the other locations are slightly easier, both mechanically and psychologically, to make without the collision being there, so it makes sense that they made all of the easier shortcuts impossible and then left the one shortcut that is the most difficult to take successfully in the game. it'd make sense for me, a shortcut that acts as a reward for having the skill or game knowledge to take the shortcut itself certainly seems like a FromSoftware idea
I feel you sound like a slightly higher pitched version of David Hayter. I now cannot unhear this. Not that it’s a detriment! Love the detail of this video.
1:22:55 lol I cant believe this is where I find an explanation about why I could never pull of the Ceaseless cheese consistenty. I had no idea that I had to wait for that one specific attack.
Ah yeah! It's achieved by collecting the Gold Hemmed Set. And if you already collected it, then in a subsequent run you just need to go all the way to where it was, and wait for/ watch the arm detach animation before running back to the fog gate to make sure it happens. :)
One important thing to note about collision too: The simpler the collision is, the less processing power it's going to take to calculate it. Also another important thing to remember when discussing collision is that where your character is on the screen is not necessarily where they are in 3D space. The character would have a root position, that is always aligned with the ground collision plane, but where the actual rendered version of the character is could be completely different height wise to where they actually are.
1:18:14 interesting to me is that the distance they make you go to reach the first king to get damage in before the others show up ONLY brings you closer to where they spawn in
My favourite spot to glitchy jump up to is in Dark Souls 3 jumping up the tail of the dead Wyvern near the binoculars, theres usually lots of messages on top of the dragon's back or wings or the nearby pillar and considering the High Wall is an invasion / co-op hotspot makes for a fun place to confuse new players by sitting on the dragons back
Regarding 20:34 and later, it's truly impressive how many interesting skips and game exploits there are in this specific area especially considering how limited the jump is in DS1. haha
Today while playing i noticed that the illusary wall in irithyll which leads to the underground room of aldrich faithful covenant reveals in tow separate section. The lower section reveals first notifying the player about the presence of an illusory wall while the upper section delays lil bit so the player doesn't fall to his death.
I wonder if From noticed that red kill plane in Blighttown and thought of the cursed pots in DS2? Haha Oddly, I'm realizing these invisible walls positively contribute to the unique feel of DS1 for me, where you often have this odd combination of seeing wide open spaces but feeling highly constrained spatially. I'd say "open" spaces in DS2, DS3 and ER feel much more actually open, which significantly alters the vibe somehow
This video alone revealed and explained so many more exploits than any "Complete list of Exploits in Dark Souls Remastered and how to do them" type video out there.
Ohhh! You wonderful human. Thank you. I've been eagerly awaiting another video about Dark Souls maps, and you made this one an hour and a half long. Bless you.
52:46 I have actually done a glitch with it where i quit out as the iron golem threw me and when i got back in i was able to freely walk around out of bounds in that area and i filmed it and put it on my reddit
25:23 You can also just jump from the staircase leading to the first fog wall. It's a tricky jump though, so I might switch to one of those other methods.
I can't be arsed to watch a 15 minute ER lore vid... but 90 mins of obscure mechanical DS1 technicalities by this aptly named channel is essential viewing in my house. Great stuff, very interesting as always. Thanks for your dedication to the classics and revealing how they work.
21:26 I have been using that rooftop to skip to Lower Burg (by rolling onto a nearby abutment and then jumping) for years and I had no idea i was just barely going around an invisible wall.
41:23 In Dark Souls 2, I remember being on the ship in No Man's Wharf and randomly dying on the ship with the death cam activating. Maybe one of those zones?
53:34 Now it's interesting to see why this happened but I've had the Iron Golem once float on a top of this invisible wall. I don't have video recording of this any longer but you can find several examples of this from other youtube videos. Just search "dark souls floating iron golem" and you should be able to find tons of videos. Also I find it interesting that you didn't mention anything about the part shown at 1:16:21, which has the path leading towards a crystal golem with clunky hit boxes. I've played the game dozens of times and I'm always vary of this part! I've fallen so many times here because it feels some invisible force is pushing you towards the ledge. I thought this part was infamous but maybe not? Thank you for the video anyway. It was super interesting, informative, well edited and overall put out together as always.
I believe there may be another one 41:29 In anor londo, when you go left at the archer section, when running down the other ppillar to the left, you can just straight up die. Its shown in an inferno plus video
Ah so in that case it's not the result of a poorly-placed kill plane, but the game handling a sloped surface poorly and tallying up your descent as if you're falling! So it's glitchily-induced fall damage when that happens. Elden Ring's equivalent to this is whenever you die from a "small" jump when riding Torrent - you were probably previously descending a steep wall and the same kind of thing is very likely happening there.
25:41 this spot where you climb the ladder and go through the wall, it was hilarious for me to do in multiplayer and snipe the capra demon as a phantom. Also to note is that if the host goes down with the phantom, the game will disconnect. Only the phantom can. Something interesting to note that I've found through that glitch
When I was playing for the first time, the little extra tag on the first invisible path on the way down to Seath was the Woooooorst. I wasn’t sure of the exact path, and kept thinking I had to go somewhere from there after I found that little lip.
Incredible vid! The Everlasting Dragon enemy wall isn't wild speculation; I'm pretty sure I read an interview where From directly acknowledge the Everlasting Dragon was going to be a boss before they ran out of time. I've always thought that was why Kalameet exists
1:28:40 that's really cool that the arena actually exists in the area below and you can skip to get the crystal. I wonder about the other games where their arenas and where they're located.
Nothing on youtube gets me as excited as seeing a new Dark Souls Dissected popping up in my subscription box. I'm so glad I can watch through this one immediately ^^
Being a souls veteran of more than 10 years now, not knowing that you could just jump from firelink shrine to get back to the asylum, hurt me more than any wound, I mean I have completed the game like 200 times by now and 100% it.
Excellent breakdown and absolutly facinating! Keep up the amazing work on the inner workings of these great games. Looking forward to the next weird thing behind the curtain!
illusorywall I'm really a huge fan of your youtube content. i've always been grateful to you for you for the dedication you had to keeping the two *good* dark souls wikis (the wikidots) updated and with correct information. I can only imagine how much work its taken over the years and it really does seem like a monumental effort, I do really understand why we didn't get a wikidot for bb or elden ring. It's a shame that it seems that literally no one else in the community really had the care for the wikis that you did, considering the dismal state of the others ( and how bad fextralife is) but anyways these videos are an even greater source of great knowledge and super interesting, not to mention great entertainment. idk man just keep it up, one of my favorites on the site
Almost feels like this hidden policing of what we can and can’t do, yet what I love about this is the exploitation of these fundamental structures. Great video.
As someone who is epileptic, I greatly appreciate the flash warning. As much as I'm a fan I will be taking a break from this video. Keep up the good work.
Fantastic work with the video. I really appreciate the editing, and the script is both tight and well paced. 10/10 this shouldn’t be interesting, but you made it absolutely fascinating.
Great video, love seeing a game being broken into in so many different ways despite not having access to the source code! If it helps in future videos, QA folks refer to the texture glitches you posted a warning about at the beginning of the video as "z-fighting", and is a major part of QA in finding and addressing such things because when you see it, it's so severely jarring that it can and does throw off any other feeling the game is setting up because it's so obvious and grabs everyone's attention so easily.
Word can not describe how much I love the Dark Souls disected series. It's so fascinating learning these things about a game series that I've adored for over a decade at this point, and you present every video in such a fantastic way. Hopefully there are still many things left to be discussed in the series
Love your work, been watching ENB's old from the dark playthrough again and there's like a 5 minute intro part of one video dedicated to shouting you out lol
25:20 you don’t even need to go through the fog wall to clear that railing, if you run to the top of those stairs and jump 90 degrees right you can make it to lower undead burg the instant you enter the area.
I found a weird kill situation yesterday. In the elevator from the Parish to Firelink. From the Undead Parish, enter the left elevator. Turn around and, as the elevator is moving down, run towards the front-left corner for a while so your character keeps bouncing up and down. I died for some reason doing this.
the amount of work you put in to time everything right and pause stuff to get it just right with the enemies and their positions and the ai is just incredible
Your videos have gotten so good recently. the small jokes and the little music added when you were jumping through the demon ruins makes the videos much more watchable and more of an "event" keep up the work.
Responding to various comments in one pinned comment here!
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From @inakilukac -
"I DO HAVE QUESTIONS!!!
1. Lock-on system, does it use the high poly collision or the low poly one?
2. Enemies, which collision obstructs their view when trying to aggro you?
3. Your attacks bouncing on walls if you're too close, which collision does it use to determine it?"
1) Lock-on uses low-poly collisions. So in the example with the arrows getting blocked when trying to snipe the crow demons in the tower, flying right up to the outside tower so they're nearby, you can't lock onto them because of the low-poly collision blocking your way. Same goes for the hollow seen at 4:05. You can free aim throw a projectile at the hollow because of the lack of high collision blocking the window, but the low collision blocks your ability to lock on.
2) Low collisions also block enemy line of sight.
3) Melee attacks impact low collision instead of high collision. So the spot I showed in Firelink where your projectiles pass through, your sword will still hit it. :)
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From @bronze81 - "You can actually clear the invis wall by the burg merchant, at least in ptde ua-cam.com/video/TI5_Ak8_iSk/v-deo.html (~3:50 in this video)"
Oh my god, hahaha. I simply did not envision making it all the way up those objects without breaking any of them. Speed runners are scary.
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@scantyer Informed me of something much more egregious than the missing high collision in Firelink Shrine, something I didn't realize was already looked at by king bore! That area behind the Black Knight in the Undead Burg? An entire section of building is missing its high collision! It's WIDE open for throwing projectiles through it: imgur.com/a/cRP4AUP
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From @xormak3935 - "At the start of the depths, the archways don't just have the low-poly collision in mid-air but also the high-poly collision as it seems. Arrows get stuck in that same space that the player collides with. Very annoying when trying to snipe enemies from the stairs."
I took a closer look and it's extremely cursed. There isn't high collision there, so your arrows *should* pass through. This doesn't make any sense because you're standing so close to it, though, so why wouldn't the high collision be loaded from there?
It's because the ceiling of the hallway (including the archways) wasn't made as part of the hallway you're in, and it belongs to the set of collision for the Butchers' room instead (for no apparent reason). And despite being so close to you, it doesn't want to load the high collisions of the butchers' room until you're literally inside it. Go down into that room and find an angle where you can shoot back up through the arches, and now your arrows pass through correctly. lol, what a mess. imgur.com/a/6HuZWgy
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From @victorpilgrim - "1:17:10 i cannot believe you didn't mention the invisible trees of in the duke's archives garden"
lol, I can't believe I missed this! So there's at least one invisible tree you can walk into: imgur.com/a/t6TTUsB
With a quick look I couldn't find any others, but so far I did find two more floating trees that are too high off the ground to walk into (another skinny vine-like one like the other, and another regular full-sized tree). Funny stuff! The floating door wasn't the only thing they had issues with here, apparently.
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From @RucaBurankee - "41:29 "do you know any other place where this happens?" Does this count? ua-cam.com/video/qJ4uFUjhPz8/v-deo.htmlsi=jD8WozfKik0rwQpS"
Lol, no because that's not a kill plane getting you! But in a way that's more fascinating to me because you must be tricking the game into causing fall damage by doing that. I can't think of any other explanation, at least. I didn't know you could do that.
prolly the scene change caused a fall damage issue.
typically what you call "low collision" (the game might use these terms) is just called "simple geometry" because it is simpler to do the math on, while what you call "high collision" is typically called "Complex Geometry". generally you want to avoid concave and convex shapes as much as possible, so we reduce things down to flat planes and circles/cylinders as much as possible, all in the name of speed. there is an entire superset of Game Engine Physics for collision detection: it all stems from "computers are really really bad at logic, but can do math mostly well" (see "floating point approximation"). the distance equations for 3D space when talking about non-flat or circular things get very special (remember that the physics system does not intuitively know what is "inside" or "outside" and we might need to determine this "isColliding()" or "isOverlapping()" for every surface the given entity could be near, so simplifying the geometry as much as possible can save hundreds to thousands of collision checks per entity; just so the character can walk down a set of stairs and not be floating.
you didnt mention anything about the weird collision with the spiral elevator in Anor Londo ;-;
For your comment at 41:29 about areas that will kill you for simply standing on them, there's at least the Brume Tower one, not sure exactly how it's triggered however since it's not instant
One of the weird places your character can just randomly die I is in DS2 Iron King dlc right near the first fire at the top of the tower.
I'm not sure what but just standing around that area can randomly kill the player.
The “fatty” message in The Depths, is now officially canon
No plump sort ahead
@@jamesarthurkimbellI swear, every tiny alley and window is religiously marled by a sign saying "No plump sort ahead" or "If only I had a skinny sort". It's as reliable as the "Liar ahead" + "Invisible wall ahead" combo. My other favorite repeated joke is any sewer hole in the wall, resulting in "Could this be Elden Ring?"
@@conspiracypanda1200"try thrusting"
@@conspiracypanda1200My favorite message system running gag has to be the people that place "Try jumping" near ledges where you will very obviously die by jumping off, or tell you to stand still by a ledge near an enemy that will knock you off and kill you. You also can't go wrong with "Praise the Elden Ring!" randomly littered around in Elden Ring, or "Amazing chest ahead" in front of Quelaag's boss arena or Gwynevere (or a painting of her in Anor Londo, which was very funny when I realized what it meant). There's also "Don't give up, skeleton," which is a classic as well.
@@scottcameron3030 Mine would be the skeleton related ones in DS2, made me chuckle everytime I found a skeleton with a message commenting on it !
Hearing that the pillars in the depths aren't protected by an invisible wall is the worst news I've heard all year. I truly am a fatty and the message was right
😔😔😔
Some dev left a tiny spot without an invisible wall in an boss arena
The community: Oh yeah, that's the Cheese McCheese spot 9000
Damn i didnt know the emperor is a darksouls fan, is this what u do while on the golden throne?
@@Classysassy12 yeah, he loves relaxing with a light hearted game.
@@FFKonokotoo busy playing DS1 to pay attention to his kids lmao
@@d3vitron779touche
@@Classysassy12i love the idea of the golden throne being like the emperors pc that also serves as a god tier gaming rig
As a child I saw my father watching woodworking shows and in-depth how its made like documentaries on machinery and mundane stuff and wondered how in the world he could sit there watching this stuff.
Now at that same age I watch hour long breakdowns on invisible walls in Dark Souls and 4 hour breakdowns on video games I have and will never play. I am become old, destroyer of long form content.
enjoyer* of long form content
@@forgot7en destroyer still worked :)
If you haven't seen it, check out "what's so strange about The Forest" by SovietWomble.
Very good essay, especially if you've never played the game.
Well you should play dark souls
@@cosmicwonderer6269 I'll check it out. Just worked my way through all of Mr Edder's stuff and am waiting on more majuular/tehsnakerer/grimbeard/dungeonchill/ect. lol
The first time I fought the iron golem, I was incredibly nauseous from the screen shake, then suddenly he just did a backflip off the arena and died. That was surreal. I was very confused until I eventually had it happen again and noticed that he just got teleported upward due to the collision issue.
First time I fought him I was two hits from beating him and he stomped me through the floor and I fell under the map and died lol
The way there's tiny walls protecting the drakes from falling off just for them to jump 50 feet over them is a hilarious programming moment
With the strength of Illusory Walls, they challenged the Invisible Walls...
Gwyn's ring activated walls peeled apart their invisible vertices...
do you feel like you are betraying your roots as a man named after walls that look like they exist but don't by making a video about walls that don't look like they exist but do
lol
Wol
Traitorous!
Asking the important questions
I honestly felt the same way
I can not explain the level of joy I feel when I settle down for the evening after work and there's a new DS Dissected video out.
Thanks so much!
It’s true. This channel, Iron Pineapple and Summoning Salt are the three I will cancel plans for.
I got this video at the start of the work day. good thing work is easy and I can watch on the side (well, watch the vid and work on the side)
A Video about dark soul 1 no less! It's crazy that there is still stuff to talk about.
Im doing exactly what this comment said 😂 just got home and saw illusory wall and knew what to watch!
man, its such an honor to have my name in one of these videos! this series inspired me to start modding DS1, and despite how much experience i have with it, every one of your videos teaches me loads of new stuff. i do have a few things to add, though!
for the bridge to sen's, it is actually possible to miss the kill plane and fall out of bounds if you jump over the left railing from the stairs leading out of the undead parish bonfire. the out of bounds area is pretty weird and its easy to fall into the void from there.
for the iron golem, its not that the falling animation is allowed to bypass the enemy wall, but rather, the enemy wall is simply disabled through the event that handles him staggering.
for ceaseless discharge, the reason why they were confident enough in his pathing to leave out invisible walls is because his pathing is completely unique and only goes between set regions. most events in the game world are controlled by event scripts, written in a proprietary language made by from software called EMEVD, while specific enemy pathing like this is usually handled through ai scripts, which are written in the lua programming language. ceaseless uses the obscure lua events system, a holdover from demon's souls. in that game it handled all world events, but in DS1 it only handles things like ladders, bonfire warps, some network related stuff, etc. ceaseless is the only enemy to directly interact with this system in the entire game. the reason why his desperate jump always happens even when controlling ceaseless is because there's a region that will force the jump animation if he steps inside it, regardless of whether or not his arm is out. the reason why he just spams the fire blast when his arm isnt ripped out is because the region that ceaseless paths to in order to get to the area that forces the jump animation is simply excluded from the list of potential points he can navigate to when his arm is still in. so he never has the chance to navigate there and thus, he never does the jump. a prime example of the extremely janky, unpolished, last minute hacks you would expect of a rushed area like the demon ruins.
Dark souls dissected is the best series on UA-cam fr
Illusory wall is the goat
For real :))
fr
Fr 🇫🇷
37:42 remember guys, that's The Best way to get to a girl's heart
35 minutes in and seeing the reasons behind the Taurus Demon fall, the lower undead burg skip, the titanite demon blocker, and the invisible arch you can hit your head on is insane, these are such iconic parts of the game to me.
Hi 3D modeler here, the flickering is called Z fighting and happens when two faces are in the same planar location I.E. the same spot at same angle, and the renderer gets instructions to display both at once but you can only put one pixel at a time so it kind of wigs out and flickers between both
Of course, the renderer has to resolve the conflict eventually. Because it's a computer program, and computers can't handle ambiguity. Which face gets rendered ends up being determined by the pseudo-chaos of floating point numbers, putting some pixels of both faces a tiny fraction closer to the camera than others. Which is why the faces flicker as the camera/the faces move around. The floating point numbers keep changing, frame by frame. So the renderer resolves the z-fighting conflict differently, frame by frame.
My question has now become why the program is smart enough to realize that they are two distinct faces in the same place and displays them properly instead of a random tv static looking mishmash BUT isn’t smart enough to find a better way to display them than flicking between both faces 10 times a second. It doesn’t feel like a particularly hard problem to solve at least to an amateur coder
@@monhi64 Because the computer hasn't been told which one takes priority. Decal rendering, for example, is basically a flag you can code into your render that if a plane that is z-fighting is a decal, it will always render on top. In order to stop Z-fighting, you need to tell the renderer which ones takes priority.
Programs also aren't smart, they just do what they're told.
@@monhi64 Most likely the in-house tools do have the ability to set render priorities. Don't forget that this video is made with mods and the public release version of the game.
@@monhi64 The renderer ISN'T smart enough to realise that two different faces are occupying the same space. That's why Z-fighting happens. The renderer is trying to determine how to colour every pixel on-screen, so it looks for whichever planar surface is closest to the camera. Because that plane will naturally block whatever is behind it, therefore the pixel should be coloured to match that front-most plane.
But when there are two planes in the exact same place, with the exact same orientation, then the calculation to determine which plane is closer to the camera becomes unpredictable. The renderer may call a function to calculate the distance from the camera to the plane, and that function will most likely return a floating point number. But floating point numbers can behave unpredictably, especially at very high precision. So if the renderer checks a single pixel, then plane A and plane B may return numbers that are different by a tiny fraction. When the renderer compares these values, it sees that plane A should be in front of B. And so it colours that pixel to match plane A.
But a neighbouring pixel might return numbers that are different in the opposite direction. So the renderer sees plane B should be in front of A, and so colours that pixel to match plane B. That messiness is what leads to the patchwork or stripey rendering effect of some faces. And of course, when the camera moves and rotates, that changes all the floating point numbers again, every single frame. Which is what produces the characteristic flicker of z-fighting. And if the distances of the planes end up being exactly the same, then which plane gets rendered will come down to the particulars of the rendering function, and the order in which it executes statements.
In other words, no, this is not a trivial problem to solve, and certainly not by an amateur coder. But a fix would also be unnecessary. It's highly unlikely for any two faces to end up overlapping like this by accident, and any modeller could fix the issue in a second. Rather than creating bloated, unnecessary rendering code, just tell your modellers to not leave faces overlapping like this, and z-fighting will never be a problem.
On the topic of the enemy-only invis wall in front of the Everlasting Dragon, in Zullie's "Killing the Unkillable" video, she points out that when you kill the Everlasting Dragon, it also plays the "boss defeated" sound (though with no accompanying "Victory Achieved" popup). Another bit of evidence for the Everlasting Dragon being intended to be fightable at some point.
The collision on that one root in the Great Hollow made me what to burn that whole tree to the ground
so this is what elden ring has been about all this time
@@uhrguhrguhrg
Coincidentally they make you do painful platforming to get the ending where you make sure that Tree never comes back
Hey, I just wanted to thank you SO MUCH for the flashing lights warning. I get photosensitive migraines and so many youtubers just will not warn for flashing lights or flickering nonsense. Warning me means I can take precautions to make it less bad so that I can watch the video instead of having to stop halfway through.
You've been one of my favourite youtubers for a while now, and this has cemented that. Thank you from the bottom of my heart.
35:37 LMAO, I love it when you drop the sudden humor in the middle of a serious explanation, man 🤣
Fancy meeting you here (and just about everywhere lmao)
Bro that clip got me laughing for a solid 30 seconds when i first saw it
13 years i've been on youtube as a spectator and i think this is one of the best series i've seen, ever. You're gonna grow cause you deserve it m8
27:30 - Funny you should mention this; back in PtDE, I invaded Upper Burg and couldn't find the host anywhere. It was fully cleared, so I figured that the host was either very good at hiding and moving unseen, or that they'd skipped to Lower Burg. I assumed the latter, did the skip myself, and still couldn't find the host as well as not being able to get back to Upper Burg through the open shortcut.
After a while stuck, I sent them a congratulatory message on GFWL and left a spare White Slab behind the shortcut fog wall.
Wonder where they were
Chameleon ?
1:29:20 maybe the outer ring is a place for the dark magic bolts to 'land' during Manus' attack when they come from all directions.
if I had a nickel for every overly detailed video about invisible walls I'd seen I'd have two nickels. Which isn't a lot but it's weird that it happened twice.
Just to take a wild guess, but the SM64 one really was insanely detailed
@@Shulkifyboth illusory and pannen are great at this kind of “overly-detailed deep-dive” video.
funny joke, dude
@@Shulkify Let's just say, after watching that video, you know EVERY invisible wall in that game and WHY they are there... xD
I was about to make a similar comment
It's interesting seeing how many walls there are in the Undead Burg, because that zone always felt wrong. It's one of the most memorable levels in the game, which means we're intensely familiar with its weird boundaries. It's full of places where it looks like you can take some kind of weird shortcut, but can't. It's all the more perplexing to go back to Boletarian Palace in Demon's Souls, which feels like an equivalent first level for a lot of reasons, because that zone expects you to cross over small barriers to meet Ostrava, etc. I think a lot of people who played Dark Souls first missed the fact that you can climb over small ledges in Demon's Souls for this exact reason. Not only is it a weird obscure mechanic that you'd only learn out of desperation when something seems inaccessible, but the Undead Burg trained you to see those kinds of barriers as impassible.
I'll watch this for the next two days so I can avoid all spoilers 💀
Amen brother
Only safe content this week boys
Solid plan.
I can recommend some old Dark Souls playthroughs and videos to distract from Elden Ring? Idk.
The streamers Rurikhan and Pallytime did some co-op together back in the olden days of DS1. Like, 2013/2014 stuff. Their Smough and Ornstein cosplay run is iconic, but they did a few other interesting runs.
OnlyAfro and Krazy have some goofy PvP vids for DS1 and DS2.
Sometimes I rewatch Vaatividya's old Dark Souls lore videos.
EpicNameBro's "From the Dark" walkthrough for classic DS1 is so well made, that I still sometimes go back to it for fun.
Happy Souls is a classic DS2 parody. The gags might not be god-tier, but they're definitely demi-god tier at minimum.
InfernoPlus's somewhat recent "Cursed Dark Souls" mods are fascinating as hell, whether to watch or play. Definitely worth watching. His normal Souls playthroughs are generally cool too.
Inferno also did some Cursed Halo mods. That's... an experience.
This on repeat while I keep on building my new char
@@mattmelton7389 *chars
"maybe this wasn't meant to keep something out. Maybe it was meant to keep something in." sent random chills down my spine
"I'm not stuck in here with you, YOU'RE STUCK IN HERE WITH ME"
yeah same!! everlasting dragon is menacing..
47:00
I'm certain that the dragon was supposed to be a boss, because when you kill it, it plays the same sound effect when you kill a boss. Of course, you can't kill it without cheats.
The fact that you can get a weapon from it's tail further supports that it was supposed to be an enemy at some point
I don't know how to explain how much I love this series. Besides being super interesting, each episode is so well structured. truly a pleasant experience. Good work man.
41:34 Not quite the same, but there are the small number of weird kill spots in ds2, where idling or doing certain actions can be quite lethal. I remember one at the boards over Lucatiel's room in Lost Bastille and a second one near the first bonfire in brume tower.
There's also a lever in Eleum Loyce where if you cancel the lever-pull animation, you just die on the spot. Zerolenny showed it off recently while following the IGN guide.
24:06 That jump is the one I use to get to the Capra demon early haha. This is a know jump I found it from a Chanel called LobosJr years ago
lobos is great! my next video will have some footage of another skip he demonstrated way back...
I did actually notice the enemy wall placement for the undead parish titanite demon in gameplay. It's very common for it to start spamming ranged attacks at the ends of the room, which would make sense since when trying to target a melee attack it cannot find a viable path to get around the enemy wall. A surprisingly gracious game design feature that makes it a lot easier and consistent to just run past the demon, since the ranged attack is quite a long animation and usually followed up by a second and maybe even third attack :3
I started playing dark souls for the first time with my boyfriend literally last week and it’s been fun to come back to this video after I finish an area and see the collision or details about it that I wondered about like the room in the parish etc etc
35:42 Beautiful!
Every time I think I've seen the peak this channel can reach, it surprises me in a new way. The memes in this video were definitely a nice touch.
A one and a half hour video from illusory wall doing a deep dive into Dark Souls invisible walls? Splendid. This will do nicely at 10:32 pm :)
Me at 11 : 17 pm: Yes, this brother gets it. (salute)
@32:18 that knight was so pissed. "OH, THAT'S JUST DELIGHTFUL"
An hour and thirty minutes???? You are spoiling us Illusory
amazing video dude. got me watching an hour and a half and it flew by like it was 20 minutes.
Idk what you're doing, but keep it up 😂
Thanks so much! I have another invisible wall video for Dark Souls 2 coming out tomorrow!
Wow, that was the fastest hour and a half of my life. Will never get tired of exploring every last inch of Lordran and always appreciate your insane dedicaiton in doing so. The cinematography especially! Super cool to see all these rare angles and viewpoints. Also 1:21:00 Kate Bush mentioned, pog.
thank god you said it before i spent an hour trying to figure out what that song was lmao, that would have driven me crazy
This was very intresting. It really makes you understand better what the developpers have tested the limits of player freedom
32:45 I'll hazard a guess and say it's to stop the demon from blocking the door and I am now eternally thankful for that
I've been watching a lot of vids on DOS-era soundcards recently, so hearing the Space Quest III intro theme while you were discussing the Undead Asylum threw me off for a hot sec, I've been hearing that theme in just about *every* audio demonstration I've watched recently. Great video btw, as always! I was unreasonably pleased to see an hour and a half video about DS invisible walls pop up in my feed.
Sometimes I wonder who the hell would watch an hour and a half long video about invisible walls in a video game. Then I realize I’m gonna be watching the whole thing.
As a game dev and big dark souls fan these videos are always extremely entertaining and educational. Thanks for all your hard work
The little synth sting as you said "getting up this hill" actually for real made me bust laughing. All your understated little editing jokes slay me, I catch them every time and they never fail to elicit a smile. That one REALLY got me though!
47:28 Someone once used this against me in pvp. I successfully made the jump and followed them, but when I got top of the area that leads out of the basin and back into the garden the guy used wrath of the gods and knocked me off lmao.
Ok that player was cooking, lol.
5:35 the high collision missing is hilarious and I didn't realize it was there. Also the idle animations is also funny with the moving foot but i understand why it happens
1:27:40 There's a funny piece of collision right before the Centipede Demon. If you jump from lower branch towards the right wall (if you are facing the fogwall), you will start sliding to the fogwall. If you reload you'll get the same effect.
I got stuck there my first playthrough lol, but was able to escape somehow
this is actually my favourite video, ever. your channel was already my favourite, but now I have a very long, detailed dissection of my favourite aspect of game design, focused on my favourite game. amazing work, as always :)
19:35 it’s funny that the kill plane gap just so happens to line up with the one spot where you can get over the invisible walls
Lot of fire dropped today.
Not lost on me the (probably unintentional) coincidence of two very beloved games getting long, extended breakdowns on their invisible walls -- not at ALL complaining, this is a cool way to spend the night watching. Thanks iw
The ledge at 43:37 was the first thing I thought of when I saw the title of the video. That ledge is so beyond explanation with how absurdly hard it is to climb I'm surprised it never got the notoriety it deserved, and the method you described in letting you get over it consistently only adds to it's legacy
Not sure why but your Deep dives into dark souls mechanics/oddities really lighten up my day.
Cant wait to watch this one!
The sheer amount of content the Souls series has been able to give life to boggles my mind.
From challenge runs, lore deepdives, secrets and videos going into the development of the game.
That's why this is my favorite series of games ever
This is absolutely the best video yet, since it answers so many questions kid me had of places I could or couldn't get to. Like the well in Lower Undead Burg always bugged me. Or the jump behind the secret wall in New Londo that would give me the weird camera but not kill me. It's incredibly fascinating seeing how invisible walls work, as I had no real idea before.
It's incredible how we get these videos in 2024, I'm glad I'm not the only person that much in love with DS1. Thank you for the humongous effort put in this video!
It would be cool to see what's happening with the crystal beams that lead to the golems in the crystal cave (the ones after the invisible walkways), both are really iffy and make you slide off pretty easily.
I really appreciate the effort you put into these videos. They make me feel so nostalgic for the days when FromSoft games weren't as popular. When I was a teenager, and had all the time in the world to think about Dark Souls. You manage to link an old flame inside of me. Keep it up ❤
1:10:05 I think it was exactly a 'designated landing spot.'
landing there aggros at least one of the skulls, to the left, floating at roughly that height. it doesn't take very long for him to come over to you, and while his damage might not kill many characters, the knockback will certainly make you fall. plus, the other locations are slightly easier, both mechanically and psychologically, to make without the collision being there, so it makes sense that they made all of the easier shortcuts impossible and then left the one shortcut that is the most difficult to take successfully in the game. it'd make sense for me, a shortcut that acts as a reward for having the skill or game knowledge to take the shortcut itself certainly seems like a FromSoftware idea
I feel you sound like a slightly higher pitched version of David Hayter. I now cannot unhear this. Not that it’s a detriment! Love the detail of this video.
Thank you! And I've never heard or thought about that before lmao. I'll take it!
1:22:55 lol I cant believe this is where I find an explanation about why I could never pull of the Ceaseless cheese consistenty. I had no idea that I had to wait for that one specific attack.
Ah yeah! It's achieved by collecting the Gold Hemmed Set. And if you already collected it, then in a subsequent run you just need to go all the way to where it was, and wait for/ watch the arm detach animation before running back to the fog gate to make sure it happens. :)
One important thing to note about collision too: The simpler the collision is, the less processing power it's going to take to calculate it. Also another important thing to remember when discussing collision is that where your character is on the screen is not necessarily where they are in 3D space. The character would have a root position, that is always aligned with the ground collision plane, but where the actual rendered version of the character is could be completely different height wise to where they actually are.
1:18:14 interesting to me is that the distance they make you go to reach the first king to get damage in before the others show up ONLY brings you closer to where they spawn in
My favourite spot to glitchy jump up to is in Dark Souls 3 jumping up the tail of the dead Wyvern near the binoculars, theres usually lots of messages on top of the dragon's back or wings or the nearby pillar and considering the High Wall is an invasion / co-op hotspot makes for a fun place to confuse new players by sitting on the dragons back
Regarding 20:34 and later, it's truly impressive how many interesting skips and game exploits there are in this specific area especially considering how limited the jump is in DS1. haha
Today while playing i noticed that the illusary wall in irithyll which leads to the underground room of aldrich faithful covenant reveals in tow separate section.
The lower section reveals first notifying the player about the presence of an illusory wall while the upper section delays lil bit so the player doesn't fall to his death.
I just discovered a few days ago the elevator teleporting enemies and I thought it was so strange, happy to have an explanation of that now!
I wonder if From noticed that red kill plane in Blighttown and thought of the cursed pots in DS2? Haha
Oddly, I'm realizing these invisible walls positively contribute to the unique feel of DS1 for me, where you often have this odd combination of seeing wide open spaces but feeling highly constrained spatially. I'd say "open" spaces in DS2, DS3 and ER feel much more actually open, which significantly alters the vibe somehow
This video alone revealed and explained so many more exploits than any "Complete list of Exploits in Dark Souls Remastered and how to do them" type video out there.
Ohhh! You wonderful human. Thank you. I've been eagerly awaiting another video about Dark Souls maps, and you made this one an hour and a half long.
Bless you.
52:46 I have actually done a glitch with it where i quit out as the iron golem threw me and when i got back in i was able to freely walk around out of bounds in that area and i filmed it and put it on my reddit
"Gee Tchukkelz, how come you get TWO content creators you love making extended invisible wall videos in one year?"
First pannen and now illusory, we really are spoiled.
I agree completely Tchukkelz
25:23 You can also just jump from the staircase leading to the first fog wall. It's a tricky jump though, so I might switch to one of those other methods.
I can't be arsed to watch a 15 minute ER lore vid... but 90 mins of obscure mechanical DS1 technicalities by this aptly named channel is essential viewing in my house. Great stuff, very interesting as always. Thanks for your dedication to the classics and revealing how they work.
21:26 I have been using that rooftop to skip to Lower Burg (by rolling onto a nearby abutment and then jumping) for years and I had no idea i was just barely going around an invisible wall.
41:23 In Dark Souls 2, I remember being on the ship in No Man's Wharf and randomly dying on the ship with the death cam activating. Maybe one of those zones?
53:34 Now it's interesting to see why this happened but I've had the Iron Golem once float on a top of this invisible wall. I don't have video recording of this any longer but you can find several examples of this from other youtube videos. Just search "dark souls floating iron golem" and you should be able to find tons of videos. Also I find it interesting that you didn't mention anything about the part shown at 1:16:21, which has the path leading towards a crystal golem with clunky hit boxes. I've played the game dozens of times and I'm always vary of this part! I've fallen so many times here because it feels some invisible force is pushing you towards the ledge. I thought this part was infamous but maybe not?
Thank you for the video anyway. It was super interesting, informative, well edited and overall put out together as always.
I believe there may be another one 41:29
In anor londo, when you go left at the archer section, when running down the other ppillar to the left, you can just straight up die. Its shown in an inferno plus video
Ah so in that case it's not the result of a poorly-placed kill plane, but the game handling a sloped surface poorly and tallying up your descent as if you're falling! So it's glitchily-induced fall damage when that happens. Elden Ring's equivalent to this is whenever you die from a "small" jump when riding Torrent - you were probably previously descending a steep wall and the same kind of thing is very likely happening there.
@@illusorywall ok, good to know, thanks 😊
00:54:30 this exact thing happened during my first playthrough, I remember being so happy I didn't have to fight him lol
25:41 this spot where you climb the ladder and go through the wall, it was hilarious for me to do in multiplayer and snipe the capra demon as a phantom. Also to note is that if the host goes down with the phantom, the game will disconnect. Only the phantom can. Something interesting to note that I've found through that glitch
When I was playing for the first time, the little extra tag on the first invisible path on the way down to Seath was the Woooooorst. I wasn’t sure of the exact path, and kept thinking I had to go somewhere from there after I found that little lip.
Incredible vid! The Everlasting Dragon enemy wall isn't wild speculation; I'm pretty sure I read an interview where From directly acknowledge the Everlasting Dragon was going to be a boss before they ran out of time. I've always thought that was why Kalameet exists
1:28:40 that's really cool that the arena actually exists in the area below and you can skip to get the crystal. I wonder about the other games where their arenas and where they're located.
Nothing on youtube gets me as excited as seeing a new Dark Souls Dissected popping up in my subscription box. I'm so glad I can watch through this one immediately ^^
Really nice King's Field music picks with this one, always fun.
Being a souls veteran of more than 10 years now, not knowing that you could just jump from firelink shrine to get back to the asylum, hurt me more than any wound, I mean I have completed the game like 200 times by now and 100% it.
Excellent breakdown and absolutly facinating! Keep up the amazing work on the inner workings of these great games. Looking forward to the next weird thing behind the curtain!
illusorywall I'm really a huge fan of your youtube content. i've always been grateful to you for you for the dedication you had to keeping the two *good* dark souls wikis (the wikidots) updated and with correct information. I can only imagine how much work its taken over the years and it really does seem like a monumental effort, I do really understand why we didn't get a wikidot for bb or elden ring. It's a shame that it seems that literally no one else in the community really had the care for the wikis that you did, considering the dismal state of the others ( and how bad fextralife is)
but anyways these videos are an even greater source of great knowledge and super interesting, not to mention great entertainment. idk man just keep it up, one of my favorites on the site
Almost feels like this hidden policing of what we can and can’t do, yet what I love about this is the exploitation of these fundamental structures.
Great video.
As someone who is epileptic, I greatly appreciate the flash warning. As much as I'm a fan I will be taking a break from this video. Keep up the good work.
Fantastic work with the video. I really appreciate the editing, and the script is both tight and well paced.
10/10 this shouldn’t be interesting, but you made it absolutely fascinating.
Great video, love seeing a game being broken into in so many different ways despite not having access to the source code!
If it helps in future videos, QA folks refer to the texture glitches you posted a warning about at the beginning of the video as "z-fighting", and is a major part of QA in finding and addressing such things because when you see it, it's so severely jarring that it can and does throw off any other feeling the game is setting up because it's so obvious and grabs everyone's attention so easily.
Word can not describe how much I love the Dark Souls disected series. It's so fascinating learning these things about a game series that I've adored for over a decade at this point, and you present every video in such a fantastic way. Hopefully there are still many things left to be discussed in the series
The verticality of Sen's is probably why I loved invading there so much
Love your work, been watching ENB's old from the dark playthrough again and there's like a 5 minute intro part of one video dedicated to shouting you out lol
Oh my Gwyn a 90 minute video on DS1 from you. Thanks a bunch!
25:20 you don’t even need to go through the fog wall to clear that railing, if you run to the top of those stairs and jump 90 degrees right you can make it to lower undead burg the instant you enter the area.
I found a weird kill situation yesterday. In the elevator from the Parish to Firelink.
From the Undead Parish, enter the left elevator. Turn around and, as the elevator is moving down, run towards the front-left corner for a while so your character keeps bouncing up and down. I died for some reason doing this.
the amount of work you put in to time everything right and pause stuff to get it just right with the enemies and their positions and the ai is just incredible
this video is really good
makes me wanna watch some ds1 playthroughs while waiting for the elden ring dlc
Your videos have gotten so good recently. the small jokes and the little music added when you were jumping through the demon ruins makes the videos much more watchable and more of an "event" keep up the work.
This video automatically gets a like from me for using Crystal Teardrops as background music when talking about the catacombs
If i had a nickel for every hour+ long video about invisible walls…
Love the content, keep it up :)