That was due to hardware limitation, nowadays hardware has come a long way and most developers don't have the need to optimize or use clever tricks like they used to.
I commented this before on another UA-camr's video showing the mysterious man in the green jacket, and I just wanted to say that the man's name is Naoki Katakai, who was the art producer for RE4. It seems like a good amount of time has went by and nobody was ever able to identify who he was, but someone on Twitter did a picture comparison shot of Mr. Katakai and his in-game pic and it looks exactly like him.
It never ceases to amaze me the kind of camera trickery game developers pull, and ANYTHING that isn’t necessary to be present or shown.. isn’t. Like with Louis in the closet. It’s implied he is there, but because you don’t need to see him, he really isn’t there.
He spins, most likely, because the programmer wanted him to be looking in a direction based on Leon's direction, and added Leon's rotation to his own angle every frame... On the surface it would seem like this would work, but in practice it actually causes him to not change direction at all when Leon's angle is 0, and for him to spin 180 degrees per frame when Leon's angle is looking in the opposite direction. the closer to 359 degrees Leon's angle gets after 180, the more he _appears_ to slow down again because he's moving more than a half turn every frame, which makes it look like he's turning in the other direction. This is a thing many programmers have mistakenly done, including myself. Rotational coding in 3D is slightly less straightforward than it is in 2D and it may be that once he was moved to be above the stage the code was just left in because it didn't make sense to waste time fixing or removing it if it would never be seen, and likely the programmer who did it didn't really want to mess with it anymore anyway.
So they actually set what should have been his angle to his angular velocity. Instead of being at an angle of 180°, he's getting 180° added to his angle per frame. But this has nothing to do with the fact that it's in 3D and not 2D.
the reason why the monster spins is because it is probably coded to "follow" leon's position and "look" (rotate) towards leon. The way that last part is handled usually when programing games is: you take a point A (monster) and a point B (Leon) and do some vector math to get the direction in which the monster (A) should be rotated in order to "look" towards Leon (B). Thing is that these vector math algorythms usually require the distance between A and B to be anything but zero. (how do you rotate towards yourself? that's nonsense). Normally you would place an "if" statement so the monster doesn't rotate if the distance to Leon is zero, but since the monster is not supposed to be visible anyways, probably the programers didn't care to implement that and the consequense is that the monster is still rotating in the same direction it was rotating before the distance became zero.
That water camera trickery is crazy. What a clever way to achieve the realistic effect. Even crazier that it is repurposed for heat haze. Also that sponsor segment had be laughing so hard it hurt.
It makes sense, because that image alteration is WAY less expensive then lots of geometry. They probably went with a non-hair version of Leon mainly as it was just too obvious otherwise.
I love how Snipey has his fun making these videos :) It gives him something special to him, while overall having similar vibes with Shesez. Snipey is a great addition to boundary break and I'm all here for both of them having all the fun while making these videos!
I really super appreciate that you took a lot of time with this video and didn't brush over the scenes and models in a speedrun. it's so much nicer to take your time when looking into the out of bounds stuff. Good format.
I love how Snipey laughs. I would miss something if it wasn't in a video with him. Sometimes it also makes me laugh and that makes my day a little better
@@videostash413 frankly I couldn't give less of a shit what sponsor they get, unless it's literally a scam like some other people have done. Ad revenue on youtube is barely worth shit for most channels at this point. Even patreon is losing steam for some ppl. It's like ads on TV, I never like to see em but it's how they make money on this stuff. Besides at least on UA-cam I can easily skip over that shit and not have it affect the rest of the video.
I loved hearing you laugh at the Verdugo portion of the video It was actually very pleasant 🤣🤣🤣 also I have to say I'm impress that you called them magazines instead of clips 🤣
Verdugo? More like Vertugo! (Vertere is the Latin verb "to turn"; verdugo is Spanish and Portuguese for executioner or hangman, but it comes from the Latin word "viridis," which means green.)
I'll never get over your excited energy, Snipey. Kinda surprised that an RE4 video can only justify shaving your [*body*], but there's always so much to learn with these episodes. It's so good!
Gamecube Resident Evil 4 was an interesting LoD and Camera-Draw study because they where aiming so high. This is a game that prided itself on sheer visual fidelity going full 3D beyond Code Veronica. It might not look that impressive now, but it sure as hell was then. They wanted the squeeze every bit of processing power they could, and these tricks, loading/zones and settings are the result of that goal.
@@Chaos89P Well, artistically it does. I'm talking technically, this game uses fewer polygons and lower-res textures than the Wii-U or even original Wii could produce, nevermind the Switch. But this was the GameCube, and for that this was a technical system-pusher that used a lot of tricks to do so. They actually had to lower the polycounts for the PS2 port.
@@jordanscherr6699 Yeah, I heard that the GameCube was the graphical powerhouse of that generation. RE4 was made for the GameCube, and it shows through the PS2 port.
@@Chaos89P They did pretty damn well with what they had on the PS2 though. Also, the GameCube couldn't quite measure up to the Xbox. (although it was fairly close) But there was no "direct-porting" Chaos Theory to the GameCube. Even if it had been coded from scratch, (which it wasn't) that was the Xbox doing what it only could do. Those where some crazy shaders and environments for the era!
This was rather interesting, as I learned a few things I didn't already know about the game. I've spent some time going out of bounds and moving the camera and such around before, but I never thought to check for a spinning Verdugo!
I did always wondered if items were in boxes before you smash them it would be interesting to see, also what a fantastic game honestly the best horror action resident evil of all time
....Until REVIllage lol. VIllage is exactly like RE4 in every single way but the gameplay & control is smoother. Literally, you shoot crows for loot, you have weapons upgrade system, a merchant, combinable treasures, "Spinel" type treasures that glisten on the ceiling, true New Game Plus, enemies drop loot, except in VIllage, you can crouch, block, & the game plays like a smooth modern RE game instead of the admittedly clunky controls of RE4. Now, I am the last person to put RE4 down. I've beaten 4 more times than I care to count, & it is in my top 5 echelon of games. But as such a huge supporter of RE4, I'm the first to recognize what VIllage truly accomplished, & if you haven't played it yet, play it NOW. If you have, replay it in 3rd person. Trust me. You won't regret it. It is identical to 4, but better in every way.
@@Iionsong That's understandable. The upgrade from 4 to 8 is just the natural progression developers take when spiritually remaking a game. They probably used RE8 to "practice" remaking RE4, since it's so damn similar in tone. You even start at the Village, move on to the Castle, etc, then return to the Village with new treasures & a treasure map, just like 4. It's amazing honestly
@@Ian.Murray Well, you say that, but my reasoning is purely objective. RE8 is literally the exact same gameplay as RE4 but better made. Smoother button presses. Faster reaction times. My reasons aren't arguments. They're fact.
Ah the magic of how it's made. I love this stuff, it's actually what I do for work, and for my own game. 9:50 there are several types of occlusion. Occlusion culling is when things blocking other things, occlude those things. Then there is frustum culling, everything outside of the players POV is culled. There is also distance culling which you mentioned. And the lady with the pitchfork, I'm guessing they forgot to assign her occlusion settings and if they realized that was the case, they probably didn't bother since she wouldn't make a big difference on performance.
i love your laugh for some reason; it's wholesome and therapeutic ^.^ also huge fan of your channel and the Resident Evil 4 coverage on the old and remake game is really fun and a enjoyable era were really in for Resident Evil 4 I think. A game that never dies i feel.
When you look at it this way you realize how amazing the Game Cube was to have all of this in the game as well as have the out of boundaries extra rendered shapes
I would love to see a boundary Break episode on the VR version. I found out that the chainsaw guy had a face through VR actually. Also the VR game is a completely different version of the game and it's on a whole another piece of software so it would definitely be handled a lot differently. Also this is perfect timing because I've been playing the shit out of the VR version for this video to come out literally like 5 days ago
it's also not completely different, it is a port. the same bugs that work in the retail games, work in the VR port and vice versa. it's the same game but in a different shell
I think this is one of the best crafted video games of all time. Not only is it's a great game with a great story some of the things they have used to build this game have been some of the coolest and most unique things I've ever seen in a video game Resident Evil 4 will always go down in history as one of the best games of all time
RE4 is one of my favorites, glad you guys came back to this one to show some more stuff off. The water in particular is something I'll never unsee whenever I play the game from now on.. I know it's not his first, but this is the first video I've seen on the channel from Snipey. He did a great job!
i wish you mentioned the hidden ada shotgun that was somewhere in one of the caves! you cant get it anywhere else in the game but it's stored out of bounds
When I first clicked on this video, I thought we were going to see every "bugged" item like the purple ammo on the caves, the other shotgun, every part where you can clip Leon OoB etc. But this was so so so so much more interesting! Loved it!!
If you pay close attention to water in games, you can catch lots of games doing some sort of trick I assume is along the lines of the water surface camera projection thing. That water wobble effect being incorrectly applied to objects in front of the water too, like Leon's gun at 7:52, is pretty common.
With the spinning action of the bug man, that is probably because when one actor is tracking another actor, if it is not done correctly, for some reason the tracking actor spins. I had a similar issue with one of my game projects. I needed a turret to track an enemy, and it just spun like I gave it crack. I got it working. It's just a weird thing with having actors tracking each other. But since we never see the bug man, there was no reason to properly track it.
for the water, it's actually pretty simple. the gamecube had the ability to render multiple cameras to different buffers, and manipulate those as if they were textures. it's also how reflections worked in luigi's mansion, and if you look closely it's at a lower resolution. the different buffers rendered at around 1/2 to 1/4 of the native resolution, most games only used 1 because it was really taxing on the system.
18:36 - it’s on tank controls, much like the enemies and bugs of the previous RE games. You wouldn’t think it but a lot of the creatures were held to tank control movement themselves just like the characters.
Finally back a video of you. And of the best game to do boundary break up. Ever considering prince of Persia Warrior Within? I want to know where that freaking nightmare-inducing dahaka comes from and goes to.
The different masked enemies with some having face and some not is simply could be due to having two different character artists for hire. In my team, all three of us junior artists makes objects wildly different way.
the way the UI works is honestly, really interesting & ingenious. why not just have it be something that's stuck to the camera at all times? makes me wonder why modern games do this differently.
Ok So Idk If You May Have Done This Already But I Noticed After You Do The Doggo Hedgemaze And Grab The Key Items And Head To The Door, Before Putting Them In There Are Some Windows You Can Look Through On The Right Of That Door, There Is No Way To Get Into That Empty Room Only The Windows Show It Off But On The Right Side Of The Empty Room There Looks To Be A Sign Post Up Agaist The Wall, However From Our Angle We Are Looking At The Back Of A Signpost And It Looks Slightly Unrendered Because Of That And I Was Kinda Curious If Its Possible To See/Read The Front Of The Sign?
The old yakuza engine does the reflections in the same way, because when walking near puddles you can sometimes see Kiryu's back "reflected" on the puddle, since the camera is not no restricted as here, the effect doesn't work so well
People ought to know by now that 99.9% of the time the answer to "where does X go when they go offscreen?" is that they just disappear, with the last 0.01% being that they teleport somewhere under the map.
I think the reason that verdugo is spinning in the last part is due to the forced perspective from the boundary break, kind of like the illusion with the water. Like I think he's supposed to face a particular direction based on the camera. Funny as heck though 🤣
Snipey knows I'm here for these birds! Lol. I was curious about the parasite being loaded in or not before the headshot, so that's interesting, too. Good finds all around, man!
The strange spinning looks like quaternion gimbal lock. Basically you need more than 3 coordinates when dealing with rotations, but if you only use 3 you can end up spinning in strange ways as the game engine tries to calculate the position data. The fact that it’s inheriting Leon’s X/Z but a different Y is probably why that’s the case
SPIDER WARNING for any fellow arachniphobes: when he mentions the fish details, look away and then after h mentions the spider animations there will be silence for a few seconds, when he talks again then it is safe to look back.
18:47 Either I am really high, or each time he says "skull", the intro riff for Bad to the Bone starts playing If he actually did that, fucking MAD PROPS. Got my like either way
That whole thing with the water being just another repeat of the camera view explains why in this and many other games why I will sometimes see the reflection of my gun in the water in ways that make absolutely no sense, I always wondered what that was a biproduct of
I have never played a Resident Evil game in my life (or, like, most of the games yall do these for), but this was a really fun video because I can hear you having fun making it. 'XD
I've played this game for 17 fucking years, and figuring out that ALL of the UI is rendered in-world right behind Leon, broke my mind. God I love this game.
Get 20% off + free shipping @manscaped with code SHESEZ at manscaped.com/shesez #teammanscaped
Shesez can you do crash bandicoot 3 n sane trilogy I am worried you will leave it for another 4 years I dont want that soon please I beg
Can you do an out of Bounds video on The ascent? It's world design is way to detailed to ignore.
Can you do boundary break on gorilla tag?
@@videostash413 That accolade most definitely goes to Established Titles.
@@wickedwhispers595 has anyone told you your videos are disgusting? Because they are
It's amazing how literally everything in the game is made with optical illusion. Videogames are truely an amalgam of multiple art forms.
technical wizardry
Isn't every piece of fiction make believe in a way? Movies, theater plays, books, games... a 3D map isn't so different from a movie set
@@roger1724 the ff7 remake feels more like a giant set piece than a game to me so ye
That was due to hardware limitation, nowadays hardware has come a long way and most developers don't have the need to optimize or use clever tricks like they used to.
“Video games are trusty an amalgam of multiple art forms” yeah no shit. So are movies and books 💀
I commented this before on another UA-camr's video showing the mysterious man in the green jacket, and I just wanted to say that the man's name is Naoki Katakai, who was the art producer for RE4. It seems like a good amount of time has went by and nobody was ever able to identify who he was, but someone on Twitter did a picture comparison shot of Mr. Katakai and his in-game pic and it looks exactly like him.
Not all heroes wear capes!
@@JustJulyo Yeah. Some of them wear green jackets.
The person you might seen the Channel from is call "slippy slide"
@@chillmushroom6016 Yep, SlippySlides and at least two other users too.
Gotta immortalize yourself somehow, even if through a secret that nobody will ever find unless they boundary break.
It never ceases to amaze me the kind of camera trickery game developers pull, and ANYTHING that isn’t necessary to be present or shown.. isn’t. Like with Louis in the closet. It’s implied he is there, but because you don’t need to see him, he really isn’t there.
He spins, most likely, because the programmer wanted him to be looking in a direction based on Leon's direction, and added Leon's rotation to his own angle every frame...
On the surface it would seem like this would work, but in practice it actually causes him to not change direction at all when Leon's angle is 0, and for him to spin 180 degrees per frame when Leon's angle is looking in the opposite direction. the closer to 359 degrees Leon's angle gets after 180, the more he _appears_ to slow down again because he's moving more than a half turn every frame, which makes it look like he's turning in the other direction.
This is a thing many programmers have mistakenly done, including myself. Rotational coding in 3D is slightly less straightforward than it is in 2D and it may be that once he was moved to be above the stage the code was just left in because it didn't make sense to waste time fixing or removing it if it would never be seen, and likely the programmer who did it didn't really want to mess with it anymore anyway.
That really makes alot of sense and explains it well. So in simply they should have had direction be equal instead of added.
yeah, I was thinking the same, also this spinning effects happens in a few other games as well.
@@LucasCunhaRocha where else can I find this error?
So they actually set what should have been his angle to his angular velocity. Instead of being at an angle of 180°, he's getting 180° added to his angle per frame. But this has nothing to do with the fact that it's in 3D and not 2D.
Ho dang, that's the kind of thing I love getting from these comment sections. Cheers man, genuinely!
Shesez, you are so close to 1Mil. You absolutely deserve it after all your years of hard work. We're all so proud of you!!!
and Snipey, he did this vid
@@Feasco Snipey is great. I agree.
the reason why the monster spins is because it is probably coded to "follow" leon's position and "look" (rotate) towards leon. The way that last part is handled usually when programing games is: you take a point A (monster) and a point B (Leon) and do some vector math to get the direction in which the monster (A) should be rotated in order to "look" towards Leon (B). Thing is that these vector math algorythms usually require the distance between A and B to be anything but zero. (how do you rotate towards yourself? that's nonsense). Normally you would place an "if" statement so the monster doesn't rotate if the distance to Leon is zero, but since the monster is not supposed to be visible anyways, probably the programers didn't care to implement that and the consequense is that the monster is still rotating in the same direction it was rotating before the distance became zero.
Wish I could go back in time to replay this for the first time on my GCN. Man it was so fun...spent hours replaying. Even bought a Brady games book
Get a frontal lobotomy, it will be like nothing changed!!
May I ask what country you are from? In my country we always used “NGC” instead of “GCN”.
@@JKSmith-qs2ii US. Magazines and I believe Nintendo officially abbreviated it GCN.
It was the game that defined my childhood. I too wish I could go back and time and play it for the first time
Thankfully for us, the remake comes out soon. Hopefully it can recapture some of that first playthrough magic again!
Very creative work from the RE4 team, its such a captivating experience that its no surprise that this game in particular has so many fans.
18:48
that very quiet "bad to the bone" riff didnt escape me lol
That water camera trickery is crazy. What a clever way to achieve the realistic effect. Even crazier that it is repurposed for heat haze.
Also that sponsor segment had be laughing so hard it hurt.
It makes sense, because that image alteration is WAY less expensive then lots of geometry. They probably went with a non-hair version of Leon mainly as it was just too obvious otherwise.
"laughing so hard it hurt"
bro touch grass, that whole thing was cringe
“Santa cares about his sack, so should you!” Genius 😂
@@Ian.Murray maybe next ep there'll be a camera that can find who the fuck asked you
@@jordanscherr6699 good points, especially about the hair. That probably was the best way to hide the effect
that water effect is super interesting, never seen that technique used before
Right how tf would you come up with that
I love how Snipey has his fun making these videos :) It gives him something special to him, while overall having similar vibes with Shesez. Snipey is a great addition to boundary break and I'm all here for both of them having all the fun while making these videos!
I really super appreciate that you took a lot of time with this video and didn't brush over the scenes and models in a speedrun. it's so much nicer to take your time when looking into the out of bounds stuff. Good format.
I love how Snipey laughs. I would miss something if it wasn't in a video with him. Sometimes it also makes me laugh and that makes my day a little better
@@videostash413 who's spiney and what's he got to do with Snipey's genuine laughter
Love the energy that Snipey brings to these vids and even the sponsorship bit.
Great addition to the channel.
@@videostash413 frankly I couldn't give less of a shit what sponsor they get, unless it's literally a scam like some other people have done.
Ad revenue on youtube is barely worth shit for most channels at this point. Even patreon is losing steam for some ppl.
It's like ads on TV, I never like to see em but it's how they make money on this stuff.
Besides at least on UA-cam I can easily skip over that shit and not have it affect the rest of the video.
always love seeing these types of videos especially when it's my favorite game. really feels like a Christmas gift, thanks
18:59 the very subtle and quiet "Bad to the Bone" riff there was a nice touch
daym, we the viewers just got badtotheboned
I loved hearing you laugh at the Verdugo portion of the video It was actually very pleasant 🤣🤣🤣 also I have to say I'm impress that you called them magazines instead of clips 🤣
Verdugo? More like Vertugo!
(Vertere is the Latin verb "to turn"; verdugo is Spanish and Portuguese for executioner or hangman, but it comes from the Latin word "viridis," which means green.)
@@SeanCMonahan are you correcting them or not? It gives me vertigo...
@@favoritemustard3542 ha! No, not correcting them. Just making a joke and then over-explaining it 😆
@@SeanCMonahan I speak Portuguese and didn't know verdugo meant that. Thanx.
@@alfredosilvaneto same
Rêgo kkkkkkkkkkkkkkk
I love that you did the bare minimum to follow the suggestions from the advertisement notes
I really appreciate these videos. They are beautifully done. Thanks for all the hard work and an in-depth look to at some of my favorite games.
I LOVED watching that commercial. I usually skip those sponsored messages, but this one was so funny!
I'll never get over your excited energy, Snipey.
Kinda surprised that an RE4 video can only justify shaving your [*body*], but there's always so much to learn with these episodes. It's so good!
He has practiced the art of SPEENING to combat Leon properly.
this out of bounds is one of the most interesting so far! great video
Gamecube Resident Evil 4 was an interesting LoD and Camera-Draw study because they where aiming so high. This is a game that prided itself on sheer visual fidelity going full 3D beyond Code Veronica. It might not look that impressive now, but it sure as hell was then. They wanted the squeeze every bit of processing power they could, and these tricks, loading/zones and settings are the result of that goal.
I think it still holds up.
@@Chaos89P Well, artistically it does. I'm talking technically, this game uses fewer polygons and lower-res textures than the Wii-U or even original Wii could produce, nevermind the Switch. But this was the GameCube, and for that this was a technical system-pusher that used a lot of tricks to do so. They actually had to lower the polycounts for the PS2 port.
@@jordanscherr6699 Yeah, I heard that the GameCube was the graphical powerhouse of that generation. RE4 was made for the GameCube, and it shows through the PS2 port.
@@Chaos89P They did pretty damn well with what they had on the PS2 though. Also, the GameCube couldn't quite measure up to the Xbox. (although it was fairly close) But there was no "direct-porting" Chaos Theory to the GameCube. Even if it had been coded from scratch, (which it wasn't) that was the Xbox doing what it only could do. Those where some crazy shaders and environments for the era!
@@jordanscherr6699 No contractions there, either way, even though I never played Chaos Theory.
I love how everyone is just “this guy”
Your "My Movie" reference was not lost on me with the extremely quiet Bad to the Bone riffs when displaying the skulls, I just want you to know.
Back in 2005 I found the guy in the green. Just never thought it was anything important. Great video as always.
This was rather interesting, as I learned a few things I didn't already know about the game. I've spent some time going out of bounds and moving the camera and such around before, but I never thought to check for a spinning Verdugo!
I did always wondered if items were in boxes before you smash them it would be interesting to see, also what a fantastic game honestly the best horror action resident evil of all time
....Until REVIllage lol. VIllage is exactly like RE4 in every single way but the gameplay & control is smoother. Literally, you shoot crows for loot, you have weapons upgrade system, a merchant, combinable treasures, "Spinel" type treasures that glisten on the ceiling, true New Game Plus, enemies drop loot, except in VIllage, you can crouch, block, & the game plays like a smooth modern RE game instead of the admittedly clunky controls of RE4. Now, I am the last person to put RE4 down. I've beaten 4 more times than I care to count, & it is in my top 5 echelon of games. But as such a huge supporter of RE4, I'm the first to recognize what VIllage truly accomplished, & if you haven't played it yet, play it NOW. If you have, replay it in 3rd person. Trust me. You won't regret it. It is identical to 4, but better in every way.
@@jojoversus1100 i prefer re4 icl lol
@@Iionsong That's understandable. The upgrade from 4 to 8 is just the natural progression developers take when spiritually remaking a game. They probably used RE8 to "practice" remaking RE4, since it's so damn similar in tone. You even start at the Village, move on to the Castle, etc, then return to the Village with new treasures & a treasure map, just like 4. It's amazing honestly
@@jojoversus1100 Agree to disagree.
@@Ian.Murray Well, you say that, but my reasoning is purely objective. RE8 is literally the exact same gameplay as RE4 but better made. Smoother button presses. Faster reaction times. My reasons aren't arguments. They're fact.
I will never be scared of Verdugo again, knowing he's just spinning wildly out of control right above my head
Ah the magic of how it's made. I love this stuff, it's actually what I do for work, and for my own game. 9:50 there are several types of occlusion. Occlusion culling is when things blocking other things, occlude those things. Then there is frustum culling, everything outside of the players POV is culled. There is also distance culling which you mentioned. And the lady with the pitchfork, I'm guessing they forgot to assign her occlusion settings and if they realized that was the case, they probably didn't bother since she wouldn't make a big difference on performance.
i love your laugh for some reason; it's wholesome and therapeutic ^.^ also huge fan of your channel and the Resident Evil 4 coverage on the old and remake game is really fun and a enjoyable era were really in for Resident Evil 4 I think. A game that never dies i feel.
When you look at it this way you realize how amazing the Game Cube was to have all of this in the game as well as have the out of boundaries extra rendered shapes
@22:10 I love how Verdugo just casually windmills while following Leon. Lmao
Great video. Wish there was a way to boundary break the VR version to see if anything was pretty different about that version.
5:20 reminds me of that door scene from Airplane II: The Sequel
I’m obsessed with how you’re able to clip out of bounds in the VR version. Peeking around corners you can’t look at in the original game. So awesome!
I would love to see a boundary Break episode on the VR version. I found out that the chainsaw guy had a face through VR actually. Also the VR game is a completely different version of the game and it's on a whole another piece of software so it would definitely be handled a lot differently. Also this is perfect timing because I've been playing the shit out of the VR version for this video to come out literally like 5 days ago
it's also not completely different, it is a port. the same bugs that work in the retail games, work in the VR port and vice versa. it's the same game but in a different shell
Im glad you mentioned the moment at 13:12. Played so many times but never noticed. When I did it freaked me out.
I think this is one of the best crafted video games of all time. Not only is it's a great game with a great story some of the things they have used to build this game have been some of the coolest and most unique things I've ever seen in a video game Resident Evil 4 will always go down in history as one of the best games of all time
RE4 is one of my favorites, glad you guys came back to this one to show some more stuff off. The water in particular is something I'll never unsee whenever I play the game from now on.. I know it's not his first, but this is the first video I've seen on the channel from Snipey. He did a great job!
i wish you mentioned the hidden ada shotgun that was somewhere in one of the caves! you cant get it anywhere else in the game but it's stored out of bounds
When I first clicked on this video, I thought we were going to see every "bugged" item like the purple ammo on the caves, the other shotgun, every part where you can clip Leon OoB etc. But this was so so so so much more interesting! Loved it!!
The first recorded instance of the guy oob in the green jacket was by a guy named Slippy Slides
If you pay close attention to water in games, you can catch lots of games doing some sort of trick I assume is along the lines of the water surface camera projection thing. That water wobble effect being incorrectly applied to objects in front of the water too, like Leon's gun at 7:52, is pretty common.
With the spinning action of the bug man, that is probably because when one actor is tracking another actor, if it is not done correctly, for some reason the tracking actor spins. I had a similar issue with one of my game projects. I needed a turret to track an enemy, and it just spun like I gave it crack. I got it working. It's just a weird thing with having actors tracking each other. But since we never see the bug man, there was no reason to properly track it.
Hey Shesez, I love your videos. Boundary Break is such a good series! Stuff like this is amazing!
Imagine that you worked on this game, and then watched this video. "Oh he discovered my spinning boss."
18:48 I hear you Mr. Funnypants editor person. lol
18:59
That was real quiet, but you can't sneak that past me. I heard that Bad To The Bone sample.
“Spinning verdugo can’t hurt you”
Spinning verdugo:
for the water, it's actually pretty simple. the gamecube had the ability to render multiple cameras to different buffers, and manipulate those as if they were textures. it's also how reflections worked in luigi's mansion, and if you look closely it's at a lower resolution. the different buffers rendered at around 1/2 to 1/4 of the native resolution, most games only used 1 because it was really taxing on the system.
Buzz cut Leon isn't real. Buzz cut Leon can't hurt you.
Buzz cut Leon: 7:12
I just beat this game in VR, really cool to see the "behind the cenes"
Merry Christmas Snipey and thank you for becoming a big part of this community to where we have more video game discoveries we dorks can geek out over
18:36 - it’s on tank controls, much like the enemies and bugs of the previous RE games. You wouldn’t think it but a lot of the creatures were held to tank control movement themselves just like the characters.
that bad to the bone was so damn subtle but im glad i heard it, omg was it hilarious
We’re going to need to see the blooper reel for the manscaped ad 😅
This was an insane episode! RE4 is one of my favorite games of all time. Somehow it seems a lot more claustrophobic once you take the camera out
0:40 Bro was so terrified, he changed clothes 💀
Finally back a video of you. And of the best game to do boundary break up.
Ever considering prince of Persia Warrior Within? I want to know where that freaking nightmare-inducing dahaka comes from and goes to.
The different masked enemies with some having face and some not is simply could be due to having two different character artists for hire. In my team, all three of us junior artists makes objects wildly different way.
the way the UI works is honestly, really interesting & ingenious. why not just have it be something that's stuck to the camera at all times? makes me wonder why modern games do this differently.
Epic video as always, thank you, as a dev, these videos are really usefull to find new ways to do things in uncommon ways, really, thank you
There's a weird button Behind the cabin. Where Louis capture You have to do walk through walls
Ok So Idk If You May Have Done This Already But I Noticed After You Do The Doggo Hedgemaze And Grab The Key Items And Head To The Door, Before Putting Them In There Are Some Windows You Can Look Through On The Right Of That Door, There Is No Way To Get Into That Empty Room Only The Windows Show It Off But On The Right Side Of The Empty Room There Looks To Be A Sign Post Up Agaist The Wall, However From Our Angle We Are Looking At The Back Of A Signpost And It Looks Slightly Unrendered Because Of That And I Was Kinda Curious If Its Possible To See/Read The Front Of The Sign?
The Verdugo spinning off camera is the funniest shit ever and I'm not afraid of it anymore
Always a pleasure to listen to the sweet voice of Snipey. So happy to have you in my ears telling me awesome stuff about games I love.
The old yakuza engine does the reflections in the same way, because when walking near puddles you can sometimes see Kiryu's back "reflected" on the puddle, since the camera is not no restricted as here, the effect doesn't work so well
“The bingo was a lie” was a crossover I wasn’t ready for
The green on the right IS perfectly synced to your health bar.
I’d absolutely love to see a Boundary Break episode or two on some of the Hitman games! I’m obsessed with those games hahahaha
the water blew my mind but the spinning Verdugo set me free
People ought to know by now that 99.9% of the time the answer to "where does X go when they go offscreen?" is that they just disappear, with the last 0.01% being that they teleport somewhere under the map.
I think the reason that verdugo is spinning in the last part is due to the forced perspective from the boundary break, kind of like the illusion with the water. Like I think he's supposed to face a particular direction based on the camera. Funny as heck though 🤣
2:20 I think those blinking lights are used for your health. It changes from green to yellow to red and flashes just like the dots are.
@3:07 did he forget what a quick time event was called?🤣
this is the only game that i can replay over and over. the first time I ever played this game where some of the best memories I had from a video game
Its so cool how the UI is a part of the game world
Playing this in vr rn. Love it. I beat the hell out of everything you can on the wii version years ago
(17:00) That's because it's Spain, and the Spanish word is "ƧUOЯƎӘИAꓷ".
Snipey knows I'm here for these birds! Lol. I was curious about the parasite being loaded in or not before the headshot, so that's interesting, too. Good finds all around, man!
The strange spinning looks like quaternion gimbal lock. Basically you need more than 3 coordinates when dealing with rotations, but if you only use 3 you can end up spinning in strange ways as the game engine tries to calculate the position data. The fact that it’s inheriting Leon’s X/Z but a different Y is probably why that’s the case
Lol I loved the ad ngl, seems like you guys had fun making it
21:43 Now that is a cool shot!
The first recorded vid of the "Girl in the Green Jacket" is actually the UA-camr "Slippy Slides"
SPIDER WARNING for any fellow arachniphobes: when he mentions the fish details, look away and then after h mentions the spider animations there will be silence for a few seconds, when he talks again then it is safe to look back.
Lol "Things not being in things they're assumed to be in"
That had me crackin up for some reason haha.
Thank you for taking my viewer request regarding the dog that was caught in a trap. Very cool to see.
18:47 Either I am really high, or each time he says "skull", the intro riff for Bad to the Bone starts playing
If he actually did that, fucking MAD PROPS. Got my like either way
The walkie talkies at 5:30 blew my mind - so goofy ha
That whole thing with the water being just another repeat of the camera view explains why in this and many other games why I will sometimes see the reflection of my gun in the water in ways that make absolutely no sense, I always wondered what that was a biproduct of
Cathedral: *Castle.
Lake Fish Thing: *Giant Salamander.
New guy since I was last here, works though, this is one of the few channels where an addition of a host actually works well!
That sponsor footage was entertaining, can tell you put a lot of effort into it! Along with the video itself.
I have never played a Resident Evil game in my life (or, like, most of the games yall do these for), but this was a really fun video because I can hear you having fun making it. 'XD
I've played this game for 17 fucking years, and figuring out that ALL of the UI is rendered in-world right behind Leon, broke my mind.
God I love this game.
Man, who the hell comes up with such an ingenious trick for the water effects.