This is genuinely one of the most interesting episodes of Boundary Break. A lot of really neat stuff going on both in front of and behind the camera in this game.
That first bit with the extra assets on the title screen makes me think that maybe they were playing around with what it would look like, and when it was decided on, the devs just moved what wasn't used out of frame, instead of deleting it and risking something going wrong.
Having not played the game, I assumed they were reused from buildings you could enter in the city. That was a mind blowing level of detail in just the title screen! I was tripping 🤣
6:06 During the museum break in mission in the silver lining dlc, as your looking for the security guards fingerprints to access the cameras, you can find this crossword puzzle and peter notes how kumquat doesn’t quite make sense
@@johnham14 hmm.. also.. as someone who has done more than a few of these.... the way the puzzle is numbered feels wrong. It'd be right... if you swapped the numbers 9 and 12.... hunh? Why though? also makes me wonder if that means the answers need swapped?
The assets off to the side in the menu screen may be Peter's apartment and the few buildings you see in the opening cutscene so that the game can just start right up when you select new game instead of putting you through another loading screen.
Back when the game fits came out, there was a bridge that didn’t have a boundary making the player go back. It was cool to see the far off background in all its 140p glory.
@@JudeTheUA-camPoopersubscribe Probably. I think it was the north west bridge. It's been ages since I did it. You can just try all the bridges. Jump on a car and it will eventually turn around I think, and at that point, you'll have to swim for a while.
@@TheSpongyMallard haven't fired up my pro in like a year since I got a series X lol. But I love playing games unpatched as you can see what it was like 2-4 months before it officially launched and often there are hilarious bugs and things that just don't work properly. For best results run cyberpunk straight off the disc and oh boy
@@JudeTheUA-camPoopersubscribe Very rare I had RDR2 on my ps4 it didn't require any updates. I booted up the game started playing had no stutters or fps drops
2:02 The stretched building on the title screen is what happens with "texture clamping" enabled when the edge of a texture is reached but the polygon still continues. I presume the billboard was too big in the initial draft of the freshly 2D-ified title screen and they "fixed" it by adjusting the texture scale to shrink and lower the city, rather than changing the polygon itself.
6:21 in the first mission of The Heist DLC, Spidey has a voice line upon inspecting one of these crossword puzzles stating that "kumquat" should instead be "karaoke"
10:59 - That Sunlight and the shot of the Statue of Liberty and the River reminds Me so much of Spider-Man 2. Swinging around at the crack of Dawn or In the Evening and just watching the City go by. All Is so peaceful and quiet... Until a Kid loses Their Balloon for the 50th time.
One thing that I thought was cool that I found out just using the base version of the game on PlayStation 4, is that while using photo mode if you're very careful and slow, you can look inside of the web shooter model, and even though it's not really important it still has a high amount of detail and the capsule that holds the web is rendered inside of it. Well there are no actual webs inside it, as it simply just a small 3d texture, on the inside of the shooter where the capsule ends is actually where the web models load in when you shoot them.
I don't know if you would find anything interesting, but I've always been curious of the behind the scenes stuff of the Hitman 3 game. The glacier engine is a very unique engine, and I wonder what unique features it has compared to other games
Wow I honestly feel like we are learning some industry secrets here, this is an incredible video. I would love to see this with more cinematcially driven games like The Last of Us or the Uncharted Series
Since no one is mentioning it at 10:19 with all the drawings on the wall, they just took the board in May’s office from the Feast shelter for the background
Theeee best boundary break yet honestly, props to the spiderman devs for optimizing the game so much, and all the modders for making the free cam, so that you guys could deliver such an awesome episode tbh
You can absolutely tell the cutscenes were made by professionals from marvel. Completely changing the positions of things, as well as little lighting details all between each individual shot all to make it look just right. Incredible!!!
As others have said, really enjoyed this episode because it's just really interesting to see all the details and tricks that developers put into rendering their games and specific scenes. Stuff like parallax mapping is always particularly interesting to see, especially with how simplistic many of those techniques were when they were first introduced, I love how devs continue to iterate on those kinds of ideas to make them more and more realistic while still serving the purpose of low budget rendering
For the title screen, maybe they were planning on Spidey having a few set poses in different locations that were either random or set by how far you've progressed in the game?
bit late but yeah this is probably the case as in sm2 on PS5 peter & miles are on alternate backgrounds in the title screen pretty much every time you boot it & i think it’s tied to story progression
I think it should be done a part 2! show whats on the other side os the rivers, and the plane, and when peter wares the mask if his face is still there...
2:02 - that'll be because the plane with the skyline texture is bigger than the texture itself and the texture is set to use clamp wrapping i.e. the pixels at the border are repeated beyond the texture boundary.
I’m really glad they adapted Kate and Kevin into a video game. It’s so much fun being able to play the 2 player co-op with me as Kevin and my wife at Kate
Bro I love you guys so much keep up the good work so glad I clicked that bell cause the “personalized” notifications don’t do crap and I’ve been watching for awhile now but I’ve been here every Friday since the schedule change
I doubt it, but maybe the title screen potentially had other versions of how Spiderman would be seen. Similar to the loading screen in the subway. Spiderman in an arcade, Spiderman on a treadmill, Spiderman relaxing on a chair reading a comic book or having a pizza, who knows. But they didn't look good, so they left it alone.
In the original demo he’s on the wall like usual eating something and then when he start he jumps off the wall so he would be placed on the nearest wall whenever you quit the game and when you started he would jump off that same wall
Its amazing how optimized some things are, and than at other times there are entire sections of models and characters that are never seen or distant geometry that never unloads.
the bit about the webs at 16:20 can actually be seen in normal gameplay by jumping off a really tall building (like the avengers tower) and doing the downward slam thing (forgot the name)
This is a great episode, and the parallax window trick is crazy, when you pushed the camera through the window I was still shocked it's all flat despite hearing how it works and seeing the perspective broken
For the crossword puzzle there is a character inside feast that is solving it when you're doing the feasting and if you walk up and talk to them as Peter he will tell the person that the answer kumquat is wrong and then he will tell them the right answer
Funny enough is that at 17:57, i actually saw this glitch in the flesh during the miles morales stealth mission as he is trying to get to the homeless shelter (this was on the ps4 version of the game way before it got ported to pc). This randomly happened as i was near the shelter and every model around me for about 45 seconds to a full minute were like this until they resumed and became normal. Also, i got this game, well...borrowed this game from my dad's friend a while back when it came out a few months after. I had no internet during that time so i knew i was doing the legacy version (pretty much before the game got updates). i was freaking out actually and had it recorded a while back but i think i deleted it. it was really something though as i just witnessed denim people invading new york for a minute xD
With the parallax mapping of rooms thing, I would like what it looks like if you can fool the game to think that the camera is locked in position x, but you move around looking it, while the game thinks you're staying still
I think this is one of the best episodes of boundary break. As an aspiring game developer, the subtle educational value is really appreciated...I didn't actually know about parallax occlusion maps before this.
The video doesn't mention it, but if you swim far enough away from the main island, you can clearly see and clip through the Low Poly boats and people.
So happy to see that your vids are finally taking off now. I've been around since about 100k and the views are the best I've seen so far. Keep up the good work man and hit that 1 million subs. Lets go for the gold bro
5:20 that text is actual source code from the Linux kernel. (linux/kernel/groups.c to be precise). It's from an old version, though, and I think it's from one version in 2011. How do I know that? Because, although it's mixed up, I'm pretty sure it's the same source code that the HackerTyper website uses to fake animated code. That's how I was able to recognize it on sight. Why 2011? Because that's when HackerTyper was made, and that's when it took a local copy of the Linux source file to use as the example. (Except for comments and compiler directives, there's a version of group.c in the Linux source code from 2011 that is identical to the one in HackerTyper.)
The weird walking animation at 18:07 is the "going down a set of stairs" animation. When you go under the map and look at the subways area, the npc's does the same thing to just climb on the other side of the street
So I managed to clip through the floor when I was playing SpiderMan. Basically I forced myself to enter the floor by hitting the part of the subway trains that didn’t have the hit box. Not sure if anyone else found that. Really fascinating when I managed to clip in one of the buildings and just looking at the people walking by. Oh and when I clipped into the ground after awhile of swinging underground I despawned. Turns out the ground is possible to web swing off of.
One of the first things I had to check when I booted this up on my pc was to see if they updated the creepy polygon models on the boats on the edge of the map and came to find out the devs put sticky notes on them that say "miss us?" I thought that was so great lol
This really was one of the best Boundary Break episodes. I loved the deep explanation of parallax occlusion mapping. That's a super interesting technique that I didn't know about. Thank you!
10:00 I bet they mangle their models during animations so they know that the camera shouldn’t be on them during this part. It’s like when you see the black and purple checker texture so you know that it shouldn’t be shown or needs to be fixed.
This is the first video ive seen on your channel and I have to admit I am completely hooked on the idea of out of bounds secrets!! it has instantly and single handedly replaced my love for special effects in movies and behind the scenes content (everything now is just CGI ) I am really looking forward to watching every single one of these and any new stuff you post! You have a new fan dude! 😄
See we keep asking "but...why?", when to me this shows how absolutely above and beyond Insomniac went with this game...doing so many tiny things they didn't need to do in moments most people would never actually see.
When I was playing it on my ps4 a few years back, I found that if you're on the college mission just before you crawl out of the window to the wall outside, and either go into the camera mode or some other action, you'll break the camera and have full control over it and you'll be able to look around freely. Not sure if you still can do it though.
Can we just stop for a moment and acknowledge how amazing Snipey is? For such a niche series on UA-cam he does an incredible job giving the same level of quality that Sheesez has been doing for years. Seriously dude, you're doing an amazing job.
Those fully detailed building in the title screen leads me to believe that it is literally the last thing they did. So they just literally copied and pasted a random building asset they had already done from working on the game. It’s so freaking cool seeing how they did thing’s behind the scenes
Wow, lots of unusual tech on display! Some stuff really looks like one of those, "Wait, what do you mean the game shipped already?" situations where developers hope nothing breaks _too_ much.
_Kate and Kevin_ isn’t bad, actually, but you want it on Xbox / PC for quality-of-life mods like “Bigger Blood Spatter”, “Grappling Hook Improved” and my favorite, “Immersive Kevin”
I have been waiting for this episode for a while. Specifically I've been wanting to learn how they did the windows, which thanks to you guys I now know is called Paralax Mapping. I once spent over 45 minutes talking with an engineering friend trying to figure out how they could have done it. We also decided not to look up anything as it was a lot of fun just testing the environment to see what we could learn. That's how we found out each "room" inside had the same dimensions, despite window size, and if they wouldn't physically work beside another half size window, and they were optical illusions. We even found a building in which the textures inside the rooms were messed up due to not being the same dimensions as all other rooms for whatever reason. Thank you for finally covering this, my wife stared at me during this entire segment knowing my questions were finally being answered. Easily one of my favourite episode so far!
I recently saw a video in which devs explained the rooms actually where rendered in 3D, but somewhere underneath the map and were then "projected" where they appear in the windows. That way, assets can be reused in countless buildings while only being rendered once. BTW, I know nothing of what I'm talking about. I'm just trying to remember what I heard.
Found someone stealing your content on tiktok, just reuploading your videos, so i just typed out of boundery spiderman and found this original. Really nice concept and a really great video, this was super interesting, new sub here!
I would love to see a Boundary Break for NEO The World Ends With You. It's one of my favorite games and I feel like there are a lot of interesting things that can be found in it!
17:34 I am guessing the reason there are eyes inside the model with the mask is that there are the same bones used for all the npc's for their animations and eyes are generally separated from the main body mash...
Download Opera GX for free here: operagx.gg/Shesez
First
Lellas
Awesome Video
3RD?!
I love that you have kept this series going! huge inspiration to game devs
This is genuinely one of the most interesting episodes of Boundary Break. A lot of really neat stuff going on both in front of and behind the camera in this game.
Second to Batman Arkham Knight.
That first bit with the extra assets on the title screen makes me think that maybe they were playing around with what it would look like, and when it was decided on, the devs just moved what wasn't used out of frame, instead of deleting it and risking something going wrong.
The high amount of detail makes me think they might have considered these for alternate title screens.
@@KeybladeMasterAndy maybe they wanted to have a rotating set of title screens, but couldn't get it working how they wanted to
@@KeybladeMasterAndy I was thinking that, or maybe they'd be used for the background of some submenus.
nah halo is better
Having not played the game, I assumed they were reused from buildings you could enter in the city. That was a mind blowing level of detail in just the title screen! I was tripping 🤣
6:06 During the museum break in mission in the silver lining dlc, as your looking for the security guards fingerprints to access the cameras, you can find this crossword puzzle and peter notes how kumquat doesn’t quite make sense
Was gonna comment this as well
He says karaoke which would make pig a hog. I haven't found anyone making that connection 🙃
@@johnham14 hmm.. also.. as someone who has done more than a few of these.... the way the puzzle is numbered feels wrong. It'd be right... if you swapped the numbers 9 and 12.... hunh? Why though?
also makes me wonder if that means the answers need swapped?
It’s Kubrick
The assets off to the side in the menu screen may be Peter's apartment and the few buildings you see in the opening cutscene so that the game can just start right up when you select new game instead of putting you through another loading screen.
Makes sense
Sounds like something they wanted to pull off but it didn’t quite work out yea
@@Lysuko ps4 probably couldn't pull it off so they scrapped the idea.
@@JudeTheUA-camPoopersubscribe ps4 could do it. Even ps3 can do it. Just loading it before so that another loading screen is not needed.
Except it does put you through a loading screen, so that idea was likely scrapped.
This series is, for the most part, just How it’s made but for games, and I love it
Learning about parallax mapping and such is so fun.
there's a form of painting that uses the same parallax technique. it's pretty cool
Imagine huggbees narrating one of the episodes xd
Back when the game fits came out, there was a bridge that didn’t have a boundary making the player go back. It was cool to see the far off background in all its 140p glory.
Can I play the game unpatched on my ps4 Pro and go find this?
@@JudeTheUA-camPoopersubscribe Probably. I think it was the north west bridge. It's been ages since I did it. You can just try all the bridges. Jump on a car and it will eventually turn around I think, and at that point, you'll have to swim for a while.
@@TheSpongyMallard haven't fired up my pro in like a year since I got a series X lol. But I love playing games unpatched as you can see what it was like 2-4 months before it officially launched and often there are hilarious bugs and things that just don't work properly. For best results run cyberpunk straight off the disc and oh boy
@Rocky Montana Garcia mayne rdr2 is atleast 100% playable straight off the disc which is rare
@@JudeTheUA-camPoopersubscribe Very rare I had RDR2 on my ps4 it didn't require any updates. I booted up the game started playing had no stutters or fps drops
2:02 The stretched building on the title screen is what happens with "texture clamping" enabled when the edge of a texture is reached but the polygon still continues. I presume the billboard was too big in the initial draft of the freshly 2D-ified title screen and they "fixed" it by adjusting the texture scale to shrink and lower the city, rather than changing the polygon itself.
I love the paralax illusion trick! It's so interesting learning about different tricks developers use to make in game worlds more believable!
6:21 in the first mission of The Heist DLC, Spidey has a voice line upon inspecting one of these crossword puzzles stating that "kumquat" should instead be "karaoke"
10:59 - That Sunlight and the shot of the Statue of Liberty and the River reminds Me so much of Spider-Man 2. Swinging around at the crack of Dawn or In the Evening and just watching the City go by. All Is so peaceful and quiet...
Until a Kid loses Their Balloon for the 50th time.
One thing that I thought was cool that I found out just using the base version of the game on PlayStation 4, is that while using photo mode if you're very careful and slow, you can look inside of the web shooter model, and even though it's not really important it still has a high amount of detail and the capsule that holds the web is rendered inside of it.
Well there are no actual webs inside it, as it simply just a small 3d texture, on the inside of the shooter where the capsule ends is actually where the web models load in when you shoot them.
I don't know if you would find anything interesting, but I've always been curious of the behind the scenes stuff of the Hitman 3 game. The glacier engine is a very unique engine, and I wonder what unique features it has compared to other games
same
I just wanted to say man your one of the reasons I got into game dev. Thanks for being inspirational
16:57 Omg, they were teasing white cube from Spider-Man 2!
Wow I honestly feel like we are learning some industry secrets here, this is an incredible video. I would love to see this with more cinematcially driven games like The Last of Us or the Uncharted Series
Since no one is mentioning it at 10:19 with all the drawings on the wall, they just took the board in May’s office from the Feast shelter for the background
Theeee best boundary break yet honestly, props to the spiderman devs for optimizing the game so much, and all the modders for making the free cam, so that you guys could deliver such an awesome episode tbh
You can absolutely tell the cutscenes were made by professionals from marvel. Completely changing the positions of things, as well as little lighting details all between each individual shot all to make it look just right. Incredible!!!
As others have said, really enjoyed this episode because it's just really interesting to see all the details and tricks that developers put into rendering their games and specific scenes. Stuff like parallax mapping is always particularly interesting to see, especially with how simplistic many of those techniques were when they were first introduced, I love how devs continue to iterate on those kinds of ideas to make them more and more realistic while still serving the purpose of low budget rendering
Insomniac always delivers when it comes to details in games, it's amazing to see the amount of work they put in the little things. Great episode!
6:17 I like to think Peter does these wrong anyways and no one is around to tell him no.
Really impressed by the technical knowledge here! Using all the proper terms and explaining them expertly!
I'm usually not fazed by weird/creepy looking stuff but glitched bodies/textures in video games always gets me for some reason
17:15 actually nightmare inducingly horrifying. that image has genuinely imprinted on my mind and will haunt me.
For the title screen, maybe they were planning on Spidey having a few set poses in different locations that were either random or set by how far you've progressed in the game?
bit late but yeah this is probably the case as in sm2 on PS5 peter & miles are on alternate backgrounds in the title screen pretty much every time you boot it & i think it’s tied to story progression
I think it should be done a part 2! show whats on the other side os the rivers, and the plane, and when peter wares the mask if his face is still there...
2:02 - that'll be because the plane with the skyline texture is bigger than the texture itself and the texture is set to use clamp wrapping i.e. the pixels at the border are repeated beyond the texture boundary.
neat!
Going to the outskirts of the map would’ve been really cool
ua-cam.com/video/kR3oWccKg8I/v-deo.html
I’m really glad they adapted Kate and Kevin into a video game. It’s so much fun being able to play the 2 player co-op with me as Kevin and my wife at Kate
I love that you have kept this series going! huge inspiration to game devs
Your channel is one of the most educational channel for a game dev! Lots of technique to take away from these triple A studios
Bro I love you guys so much keep up the good work so glad I clicked that bell cause the “personalized” notifications don’t do crap and I’ve been watching for awhile now but I’ve been here every Friday since the schedule change
I doubt it, but maybe the title screen potentially had other versions of how Spiderman would be seen. Similar to the loading screen in the subway. Spiderman in an arcade, Spiderman on a treadmill, Spiderman relaxing on a chair reading a comic book or having a pizza, who knows. But they didn't look good, so they left it alone.
In the original demo he’s on the wall like usual eating something and then when he start he jumps off the wall so he would be placed on the nearest wall whenever you quit the game and when you started he would jump off that same wall
Love the Louie Zong & Brian David Gilbert shoutout! What a great idea for a playlist!
10:00 This is more horrifyng than any horror game I hav ever seen
Its amazing how optimized some things are, and than at other times there are entire sections of models and characters that are never seen or distant geometry that never unloads.
Insomniac are gods it's not a suprise rac on ps5 is super good looking
the bit about the webs at 16:20 can actually be seen in normal gameplay by jumping off a really tall building (like the avengers tower) and doing the downward slam thing (forgot the name)
This is a great episode, and the parallax window trick is crazy, when you pushed the camera through the window I was still shocked it's all flat despite hearing how it works and seeing the perspective broken
For the crossword puzzle there is a character inside feast that is solving it when you're doing the feasting and if you walk up and talk to them as Peter he will tell the person that the answer kumquat is wrong and then he will tell them the right answer
Loved the Distractible cameo alongside BDG in the sponsored segment
Funny enough is that at 17:57, i actually saw this glitch in the flesh during the miles morales stealth mission as he is trying to get to the homeless shelter (this was on the ps4 version of the game way before it got ported to pc). This randomly happened as i was near the shelter and every model around me for about 45 seconds to a full minute were like this until they resumed and became normal. Also, i got this game, well...borrowed this game from my dad's friend a while back when it came out a few months after. I had no internet during that time so i knew i was doing the legacy version (pretty much before the game got updates). i was freaking out actually and had it recorded a while back but i think i deleted it. it was really something though as i just witnessed denim people invading new york for a minute xD
This must have been one of the most interesting episodes!
Great job!
Really gets to show how graphic bomb games like Spider-Man do their tricks!
16:51 DUDE, OH MY GOD
IT'S THE HYPHEN
THE HYPHEN BETWEEN SPIDER AND MAN
Good on you, SnipeyFox. You know I come here for the low poly birds!
With the parallax mapping of rooms thing, I would like what it looks like if you can fool the game to think that the camera is locked in position x, but you move around looking it, while the game thinks you're staying still
I think this is one of the best episodes of boundary break. As an aspiring game developer, the subtle educational value is really appreciated...I didn't actually know about parallax occlusion maps before this.
The video doesn't mention it, but if you swim far enough away from the main island, you can clearly see and clip through the Low Poly boats and people.
Love the technical aspects in this video, keep em coming!
that Osborn one scared the ever living everything out of me
So happy to see that your vids are finally taking off now. I've been around since about 100k and the views are the best I've seen so far. Keep up the good work man and hit that 1 million subs. Lets go for the gold bro
5:20 that text is actual source code from the Linux kernel. (linux/kernel/groups.c to be precise).
It's from an old version, though, and I think it's from one version in 2011.
How do I know that? Because, although it's mixed up, I'm pretty sure it's the same source code that the HackerTyper website uses to fake animated code. That's how I was able to recognize it on sight.
Why 2011? Because that's when HackerTyper was made, and that's when it took a local copy of the Linux source file to use as the example. (Except for comments and compiler directives, there's a version of group.c in the Linux source code from 2011 that is identical to the one in HackerTyper.)
The weird walking animation at 18:07 is the "going down a set of stairs" animation. When you go under the map and look at the subways area, the npc's does the same thing to just climb on the other side of the street
The Oscorp Tower at 19:10 was truly amazing! I can't believe how many objects are still being rendered behind the building!!!
This was actually so cool it was like watching a behind the scenes it was neat seeing how they pulled those camera tricks!
that could of been an hour longer for me, really enjoyed it. The scary images early on tho are gonna haunt me for a while.
this is pog, i literally was searching your channel 2 days ago for a spiderman episode, thank you!
So I managed to clip through the floor when I was playing SpiderMan. Basically I forced myself to enter the floor by hitting the part of the subway trains that didn’t have the hit box. Not sure if anyone else found that. Really fascinating when I managed to clip in one of the buildings and just looking at the people walking by. Oh and when I clipped into the ground after awhile of swinging underground I despawned. Turns out the ground is possible to web swing off of.
One of the first things I had to check when I booted this up on my pc was to see if they updated the creepy polygon models on the boats on the edge of the map and came to find out the devs put sticky notes on them that say "miss us?" I thought that was so great lol
I have been waiting for this for a long time. The vid is really good!
The parallax scrolling / 3D texture stuff was really cool! And Snipey is a really good narrator too. Good work on this one.
This really was one of the best Boundary Break episodes. I loved the deep explanation of parallax occlusion mapping. That's a super interesting technique that I didn't know about. Thank you!
10:00 I bet they mangle their models during animations so they know that the camera shouldn’t be on them during this part.
It’s like when you see the black and purple checker texture so you know that it shouldn’t be shown or needs to be fixed.
that's so cool, I'm amazed how much the cinematics they rendered in real time. So used to pre-rendered work in triple a games like the Last of Us.
the last of us part 1 and 2 are rendered in real time
@@Tekeysix ua-cam.com/video/0mv0dAwPqCs/v-deo.html
nope, they didn't
I will always see that new Peter face as Scott Wozniak Parker.
Edit: I love seeing all the hidden animation techniques off the camera.
"What'll it be?"
"PICTURES OF SPIDER-MAN"
"This is a bar."
That real-time cutscene for Osborne/Fisk is similar to how Riddler is loaded into the map on Arkham City when he's appearing on TV.
This is the first video ive seen on your channel and I have to admit I am completely hooked on the idea of out of bounds secrets!! it has instantly and single handedly replaced my love for special effects in movies and behind the scenes content (everything now is just CGI ) I am really looking forward to watching every single one of these and any new stuff you post! You have a new fan dude! 😄
See we keep asking "but...why?", when to me this shows how absolutely above and beyond Insomniac went with this game...doing so many tiny things they didn't need to do in moments most people would never actually see.
When I was playing it on my ps4 a few years back, I found that if you're on the college mission just before you crawl out of the window to the wall outside, and either go into the camera mode or some other action, you'll break the camera and have full control over it and you'll be able to look around freely. Not sure if you still can do it though.
6:30 12. got answered in The Heist DLC, i remember Peter mentions a crossword puzzle he found in the museum and the word kumquat
Great stuff as always! Thanks guys
Can we just stop for a moment and acknowledge how amazing Snipey is? For such a niche series on UA-cam he does an incredible job giving the same level of quality that Sheesez has been doing for years. Seriously dude, you're doing an amazing job.
Those fully detailed building in the title screen leads me to believe that it is literally the last thing they did. So they just literally copied and pasted a random building asset they had already done from working on the game.
It’s so freaking cool seeing how they did thing’s behind the scenes
Wow, lots of unusual tech on display! Some stuff really looks like one of those, "Wait, what do you mean the game shipped already?" situations where developers hope nothing breaks _too_ much.
Insomniac man
@@wizzenberry i too have insomnia
Breezy Slide is a great song lol
_Kate and Kevin_ isn’t bad, actually, but you want it on Xbox / PC for quality-of-life mods like “Bigger Blood Spatter”, “Grappling Hook Improved” and my favorite, “Immersive Kevin”
I just can't believe the sequel _Kate and Kevin: Full Body_ actually had a character called Qevin. It's literally an internet joke come to life.
@18:18 _Ministry of Silly Walks_ is that you?
**Mr. Monty Python has entered the chat**
Very interesting that random buildings have so much detail inside for no reason when they shouldn’t even need be there
You should Boundary Break the Wolfenstein series, I believe it would be pretty cool. Great video too!
I have been waiting for this episode for a while. Specifically I've been wanting to learn how they did the windows, which thanks to you guys I now know is called Paralax Mapping. I once spent over 45 minutes talking with an engineering friend trying to figure out how they could have done it. We also decided not to look up anything as it was a lot of fun just testing the environment to see what we could learn. That's how we found out each "room" inside had the same dimensions, despite window size, and if they wouldn't physically work beside another half size window, and they were optical illusions. We even found a building in which the textures inside the rooms were messed up due to not being the same dimensions as all other rooms for whatever reason. Thank you for finally covering this, my wife stared at me during this entire segment knowing my questions were finally being answered. Easily one of my favourite episode so far!
I recently saw a video in which devs explained the rooms actually where rendered in 3D, but somewhere underneath the map and were then "projected" where they appear in the windows. That way, assets can be reused in countless buildings while only being rendered once. BTW, I know nothing of what I'm talking about. I'm just trying to remember what I heard.
I always love boundary breaks on super high-detail high poly games because of how the camera utterly destroys the realism.
I am so hyped for the sequel...and probably even more so for the wolverine game from Insomniac.
16:00 Just like the the original 60's cartoon. Looks like swinging from clouds is canon, after all
God I love game dev… solutions I would come up with if I was in that situation, but a marvel to wonder about when playing.
The parallax scrolling definitely surprised me. Great video!
Found someone stealing your content on tiktok, just reuploading your videos, so i just typed out of boundery spiderman and found this original. Really nice concept and a really great video, this was super interesting, new sub here!
This is perfect timing, I just finished 100% this game, and this is one of the first things I see in my recommendations.
Ha literally same. 100% last night, saw this today
20:21 weird thing can actually be seen on the game by just looking up during this mission
Boundary-man, Boundary-man
Goes wherever a camera can
Can he find where secrets hide?
He'll find out what's inside
Subscriiiibe to the Boundary-man!
They probably load a ton of random assets in the menu to help speed up starting the game, makes it smoother when pressing Start Game.
18:05 hitting the griddy for spiderman
After I saw the results for the pole I’ve been so excited for this video
Girl : What did you dream about? I had one about flowers.
Me : 18:08
Those low poly breads is an offensive crime in Europe.
I would love to see a Boundary Break for NEO The World Ends With You. It's one of my favorite games and I feel like there are a lot of interesting things that can be found in it!
8:18 npc in green jacket at the left: heist occuring? get jiggy with it.
I literally went to your channel yesterday to see if you had a video on this game and the next day you upload it?? The odds!
17:34 I am guessing the reason there are eyes inside the model with the mask is that there are the same bones used for all the npc's for their animations and eyes are generally separated from the main body mash...
how doc ock's arms come out of his body is something i've always wondered
i'm so used to spidey and his amazing friends that i forgot doc ock is usually a guy