Respawning in Destroy All Humans: You don't. Your corpse is featured in the local newspaper and your superiors have to clone you for the hunderedth time.
I never got to beat that game, being an unskilled child, but didn't the final boss keep coming back after you thought you'd beaten him depending on how many times you died during the game as those reanimated corpses or something?
Also, it makes sense why you aren’t able to go to certain places even though it’s relatively open world. The barriers show up as holograms blocking your way, which androids would see
Yeah one of the games you help this hippy dude grow a cult until the hippy owns a temple with the blessing of those alien statues you've interacted with. You eventually need to kill the hippy, but the hippy has as many lives as you've went through
i mean that kinda is a respawn - cloning with memory insertion's not really that different than being rebuilt via quantum bullshit like bioshock or digital reconstruction (which honestly happens when you teleport anyway) in borderlands honestly makes more sense for there to be a body left behind either way, than for it to just 'not be there' when you come back (though i guess borderlands does 'disintegrate' your body when you die so it has an excuse anyway)
I remember this from a 2D slide-scrolling shooter game: "Why can I only see enemies a few feet away from me?" "Uh... you're near-sighted." "But when I walk to a side of the screen I can't see past it?" _"very_ near-sighted"
@@NotLordAsshat If I remember right i have played this game, think it's called "The final deatwish". Also it could be the other game from the same dev "Versus umbra"
Didn’t Bioshock: Infinite also "kind of" explained it - whenever Booker dies without Elizabeth reviving you, that version of Booker really dies and another one gets sent by Lutece to finish the job... or at least that‘s how I understood it with Booker‘s office door being shown shortly before respawn.
the whole BioShock respawning loop is an alternative to the half-life-ian save-die-reload system and inspired the use of NEW-U stations in borderlands, though you can turn off vita-chambers in the first two games, or more specifically the second game. the vita-chamber was also inspired off of the drastically different system shock resurrection boxes, which don't cost money but instead need to be hacked
@@soren7550 Regardless, being unable to swim doesn't mean you're at any serious risk of instantly suffering a fatal heart attack after deciding to stop and soak your aching feet in a public waterway.
I believe ir wasn't actually an Animus bug, but rather that it wasn't supported by the Animus OS. So it couldn't be performed, which is the same explanation as to why driving a car is not possible in an Animus
When it comes to Red Dead Redemption just be glad they didn't go for full realism. Exposure times used to be like 5 full minutes so you'd have to stand perfectly still for much longer.
@@harrylane4 yeah, early photography did take long, but by the time an outlaw was able to purchase and carry a compact camera such as the kodak Arthur lugs around takig a picture was about as easy as it is now on a film-based camera, even the stand wasn't technically necessary, just customary because "that's how pictures were supposed to be taken" because the mentality of protraits being taken for posterity hadn't faded yet. That is also why people on those antique photos often looked sterna nd serious, and why pictures like a certain famous antique picture of a broadly smiling chinese man eating his rice is so special and uncommon
I just love that he did what I did, took a photo of outside of the strawberry jail with Micah in there hahaha On playthrough 2 I found out you can literally keep him in there til a good ways into chapter 3, he never even came to the horseshoe camp But yeah, hence the no smiles in old photos
Iirc thats how HP started sorta. Your HP wasn't being stabbed and fixing it but your mental state causing you to not be able to dodge attacks and stuff.
Well, that's the whole plot of the game. The experimental drug that can predict the future with 100% accuracy. then it just goes into mindfucks with what's real and what isn't.
something similar goes in Call of Juarez Gunslinger, when the main protagonist tells a story, so when you die, listeners are like "aaaand you died?" and protagonist goes "well no actually that´s not what happened, BUT IT COULD HAVE"
I was about to talk about Katana Zero. Katana Zero is incredible at linking the game's mechanics to it's story. Probably one of the best indie games out there.
Would be a fun way to explain health in a game. Nanomachines, they absorb but obviously breaks. Get to a health kit to replenish them. But the body can only hold so much tech.
the video touches on Halo (talking about Guns with Ammo Indicators directly on them) but i think one of the better 'mechanic hiding' tricks was in the first two Halo games...when Master Chief first comes out of whatever cryo-nap he was in before that game started, the first thing you do is look at some lights, to "make sure you werent frozen too long" or whatever...but if you look a bit closer, these lights actually set up your Regular/Inverted control scheme...the "Up" light and the "Down" light can both be looked at by pressing Up on the right stick, for example...if you push Up to look up and Down to look down, youll start with the Standard control scheme...if you push Down to look up and vice-versa, youll be set with the Inverted control scheme... ...i found out about this trick by pushing Up for both up AND down-- the NPC whos 'calibrating your HUD' will say something like "i still cant figure out whats wrong; try This" and the menu screen pops up to ask 'do you want to play with Regular sticks or Inverted sticks?' which basically translates to "make up your damn mind, Spartan!"
Escaping the exploding Pillar of Autumn was the tutorial very cleverly disguised as a tense "run for your life" mission. Notice how the game gradually introduces you to additional mechanics because the direct route is blocked by a damaged door or you're slowly given different weapons one at a time after a protracted segment where you use just one weapon?
Things like that are very clever... But in a way it's just a return to form. At some point games started to lean very heavily on the idea of explicit tutorials. Yet if you go to older games you see they have 'tutorials' as well but never actually explain anything, they use the game itself to naturally lead you to learn things. One of the most well known examples is Super Mario Bros. The beginning of Stage 1-1 is purpose built to teach you several things; You can't get anywhere if you don't learn to jump. There are things hidden in blocks. And it even has part of this early portion designed such that it's very difficult to NOT pick up the mushroom that comes out of the block. That might seem like a minor point, but it teaches you that this mushroom is a powerup, rather than being harmful. (Kinda more important since the first enemy you see is also a mushroom) Mega Man X also does this kind of thing; The first stage contains several points that are impassable until you learn how to use some basic abilities such as dashing and wall jumps. These aren't difficult to use or figure out, just press the buttons and you'll probably make sense of it. There is one less obvious ability though - hold down the fire button to use a charge shot. This isn't immediately obvious, since it takes more than just pushing buttons at random to figure out. But... The Main menu teaches you this, because to select anything you fire off a charge shot; You need to press the fire button to select menu items, but rather than this working immediately, it instead does a charge shot from Mega Man who works as the indicator for what's selected. While this doesn't guarantee that people know how a charge shot works, it at the very least demonstrates that this is an ability you have... This kind of design is difficult to get right, but far more satisfying than any explicit tutorial...
it maintains the diegeticity (diegeticness, diegety, what) even more because the hud is customizable (at least in mankind divided). i have used that for some immersive scenes; whenever jensens augs are acting up, i turn off parts of the hud. and if his augs are completely offline, i turn off the hud entirely.
I remember in MGS2 near the end when Snake shows up to help Raiden during that extended elevator battle, I think Raiden asks if he needs ammo so Snake coyly gestures at his headband and through a smug grin, very matter-of-factly says “infinite ammo”. Man I love that game.
Call everybody on codec when in women's room in MGS or MGS2. Funniest is calling Snake himself.))) Also, equip unusual items and call people. IIRK, Nastasha Romanenko is the only one who doesn't chastise you for smoking.
I love how Dark Souls explained an Undead coming back to life at a bonfire, and if you were fighting a boss, then the boss won't repeat its intro sequence, but instead be waiting for you like it just saw you die and expected you to return. Dark Souls also explains ragequit gamers never playing again by saying that Hollowing Undead that die too much and lose hope in life will fully Hollow and die for good.
Andrew Howland Those longfall boots and the predecessor the advanced knee replacement had their conception spawned from a cut Half-Life 2 enemy: The Combine Assassin. Some artwork of the female assassins from Half-Life 1 had them too.
@@brandonmartin-moore5302 I always imagined how the Prince's narration goes, how he describes jumping over bottomless pit and suddenly, the guy he tells the story to goes "And then you missed the ledge and died!" "Yes, i did... well, i mean no, obviously... damn it, let me tell you the last 15 minutes once again..."
The Borderlands series handles immersion extremely well. Digitally stored items, digital respawning and teleportation, shields that let you eat bullets, extreme jumping ability is from reduced gravity, HUD is digital hardware, newly discovered mystical iridium properties that add new mechanics and story elements, villains act in corporate interest rather than just "pure evil" (lots of aspects of the game stem from corporate activity). For a cartoonish, over the top rpg, they really put a lot of work into their world building and they don't get enough credit.
Though it feels really off putting knowing if you die once, that's your only flesh body permanently dying and the new body is just a digital reconstruction copy. So technically you're dead.
I was pretty surprised Borderlands wasn't mentioned. That's the series that comes to mind as having some kind of little explanation for a huge amount of FPS gameplay stuff.
I've always loved how Psychonauts justifies "water" as being a barrier that can't be levitated over--it literally shorts out your psychic powers because your concentration is broken for fear of the family curse.
I doubt that that is why they added it. Fog / smoke was part of the story / environment since it was inspired by a town that is constantly burning and on fire due to mine or underground explosion....
Ubisoft's in-universe lore for why Altair couldn't swim was that he could swim but there was a glitch in The Animus software during version 1.28 which caused the user to drown upon contact with water.
Show of the Week Darksiders 2 all the way back in 2012. Andy tells Jane Mike died and Mike has to challenge death for his soul via a series of videogame challenges.
okay, picture this, your character escapes rapture, lives the rest of his life in peace and finally dies after a life well lived, but than, because the vita chambers never went offline, he respawns under the crushing weight of the ocean, even though rapture was flooded, the chambers still work and will forever reanimate him till the power runs out
That would be the ending for Prey 2 (which was cancelled). The game would use a similar device for the character to respawn. And in the end, the protagonist lived happy ever after and died of old age, just to be brought back to the same spot in space.
The Vita Chambers had an effective range. Ryan dies not because he deactivated all of them, just the one in his office that was the only one in range that could revive him. Once you're far enough away from a working Vita Chamber, you can't be revived. Hence why he has them all over Rapture, to prevent dying wherever he is in the city.
@@MegamanXfan21xx I forgot about that. "One of the drawbacks of the Vita-Chambers is that they can only bring a person back to life if he or she dies of trauma. Slow wasting sicknesses or genetic illness can not be cured by a Vita-Chamber, so an individual who died of such a condition would remain permanently dead ."
are we going to ignore the fact that 80% of dark souls entire lore revolves arround a curse that makes everyone unable to truly die and respawn unwillingly, And the whole hollowing process of the main character translates to the player giving up on the game?
Apparently we are. That's why I clicked on this video. That was honestly the most amazing thing to me. Dying actually became an immersive part of the game! Mind blowing.
I had always hoped that the next DS would take PCs that haven't logged in for a while and insert them randomly as NPC hollows with current item set, etc. Would be tough to program the AIs I guess but still would be very cool.
The Borderlands thing technically isn't canonical though. The New-U Stations don't actually exist in-universe, even if there's one quest that specifically uses them.
@@Oyasumi05 it exists IN GAME, but it does not exist in "lore". Think about it, if the New-U station actually existed, everyone would be immortal and nothing would matter, It completely "reconstructs" a person after death, that's not tech that actually exists in Borderlands, otherwise Jack could have just cloned his own daughter or anyone who got killed that he still needed.
In Nier Automata, they had a limited save point system that they disguised as a place where you could backup/download yourself into a replacement robot body. Since you played as androids, it made sense that your backup would only activate at that save point and you’d lose your progress in the previous body if you had died. The game also had a host of immersive elements related to the android nature like virus corruption actually affecting menu and visual displays or having the Operating System (OS) chip taking up space in your memory processing, and that removing the chip would cause you to die. Edit: and then I see it’s on the list. Nailed it.
@@d.b.4671 Maybe it's easier to simply glance at an HUD rather than having an automated system. If that doesn't convince you then maybe we can just say that the androids are a little more based on humans than they are machines (which is mentioned a couple times)
The fast travel still doesn't make any sense though, unless you think there being a fuckton of perfect physical replicas of A2, 9S, and 2B (Chipsets included, yes even the +8s) at literally every single possible fast travel location (or the fact that there is only room for one android at each station), is perfectly reasonable. Game would be really annoying if we had to schlep our way around the entire world tho, so... **shrugs** Edit: i somehow forgot about best girl: A2 (tied with 2B... and 9S)
Judging from the movies, Jedi need more of an explanation for why they *don't* grow in power faster. I mean: Luke studies with Obi for a couple days and blows up the Death star then heads over to hang with a muppet for a few more days. Bam. Master. The new chick finds a light saber and skips even that much.
@@nateschultz8973 Your timeline is off, the time between movies isn't the next day, years have passed. Luke theoretically trained with Yoda for a few years and then returned and trained for a few more years.
@@nateschultz8973 "Luke spent 18 months on Dagobah, with a six-month window between The Empire Strikes Back and The Return of the Jedi" Meanwhile, TFA-TLJ literally take a week. I cry at how far SW fell
No Mass Effect 2's opening justifying character customization by spacing, then charbroiling Commander Shepard with extreme prejudice and having him/her literally rebuilt? :(
Mass Effect in general has really great technobabble to explain pretty much everything in the universe. It's amazing to watch it go from "There's this one element with strange properties..." to "...and that's how you do space magic with your brain" in a few sentences.
Honestly there could be an entire episode on weird canon reasons for character creation, including Sitting for a Portrait in GreedFall, a mad scientist selecting which colonists to defrost in Outer Planets and being repeatedly shot in the face in Fallout: New Vegas alongside the spacing and char-broiling of our favorite commander on the Citadel.
Oh! And Mass Effect 2 explaining that you can't just slap omnigel on locks anymore because that was a pretty big security flaw actually and needed to be patched out.
New U stations (and all other forms of resurrection) are not cannon, and are just there because... reasons. What i wanna know is how Handsome Jack one shots Roland, through his shield and shit (the answer is probably cause they wanted a cheap and easy way to make the player angry, which didn't work since i hated Roland and wanted him dead anyways)
BL1 Claptrap also introduces the "Travelers" to the H.U.D. and hands it to em'. Thus starting the ongoing tradition of starting with little or no hud in Borderlands games. ;D
@@robonerd125 he did it cause he is handsome Jack he is rich and this gun probably had high damage and shit. Also, we don't know that but maybe your shield doesn't work if your gun touches skin
Chainsaws in Doom 3, that takes place on Mars, were there isn't any trees or some kind of plants. There's a note that someone made a wrong order from earth.
And the fact in doom 3 they accidently made the texture upside down and explained they somehow got knock-offs of an in universe brand of chainsaw in the lore
in morrowind you're literally the reincarnation of a god and you have control over timelines. this means that every time you save and reload to get the perfect outcome, your character is cycling through timelines to find the best one.
#3 The theory I have about The Elder Scrolls series is that your in-game journal is actually an Elder Scroll in the process of being written. Every time you go in the 'inventory screen' to change weapons you're actually rewriting the scroll to alter the event. One moment you're holding a shock-enchanted dwarven hammer and in the next you have a fire-enchanted ebony sword.
kinda like that - sorta feels weird when the health is basically regulated to just a numerical value that is easily recovered, instead of some sort of body condition related aspect like at least fallout tries - there's been other games iirc that also have limb damage that could equal death potentially - iirc something like crippling the head could affect aim and whatnot but head and torso they died even if their 'total health' didn't drop all the way yet - also like 3 limbs or a limb and a torso were enough to drop you, or just health damage from DOT effects like fire or poison
@@MrSpikethefirst Nope, it's the same in 5e. "[Hitpoints are] a combination of physical and mental durability, the will to live, and luck." - PHB, pg. 196
I really got into it in Stars Without Number (really good system, check it out) when no matter how much you level up you're still just human. So to make it so getting 'hit' by a car doesn't kill you, I had to really get into that. I'm much more comfortable with it now.
@@leeman27534 Yeah, Fallout is a bit realistic when it comes to limb damage: in real life, a bullet to the head isn't guaranteed to kill you unless it's powerful enough. Saying bullets always kill you in one hit if you get shot in the head is like saying blank rounds are safe at all ranges: wrong. Blank rounds might be fake rounds, but the explosions in the gun you're using to fire them are still very real. Fire a blank at someone's head at point-blank range, and you might end up killing them. A man who's death got reenacted on the show "1,000 Ways To Die" accidentally killed himself with a blank.
You gotta love the character creator excuse in Fallout New Vegas. After doc Mitchell wakes you up, he mentions that he had to go "rooting in your noggin to get all the bits of lead out" if I can quote it by memory, and asks you how he did. Somehow, he can manage to get your hair, eye and skin color and your sex wrong. That's some terrible reconstructive surgery. On the other hand, he could do miracles as a plastic surgeon. Guy missed his calling if you ask me.
"Doc you somehow fucked up the cranial reconstruction surgery so bad you managed to turn my vagina inside out" -me, starting every playthrough, cause if my spurs are gonna go jingle jangle jingle for the next 100 hours, i might as well see some titties along the way...
@@Ithrial420 Hmm sometimes when you do tests like these you find out more than you want to, might explain the situation your in though... (Or something along those lines, its too tempting to pass up that option though) lol
In The Mummy Demastered, you play as a generic soldier, so every time you die, you lose contact with the base, and start as another soldier from the last point where you reported. Also, the mummy raises you as a zombie (with ALL your weapons).
Star Wars: Commando begins explaining the existence of the HUD saying it's the helmet's HUD, and the game's HUD does not appear untill you put on the Helmet
...and I'm pretty sure SWC and Halo got those things from Half Life's HEV suit HUD.. which probably stole it from System Shock 1 that had all of its interfaces enabled via chips found in world plugged into your cybernetics....
@@azuredragoon2054 yep and the respawn system worked by creating a clone of your character... which kind of explains why the bandits keep coming back to life after I've killed them for the 50th time...
@@Eric-yc2kf If it's built in hardware they could still have them unless they pull that hardware out, where it may be linked to something that can't be removed.
What about Shadow of Mordor and Shadow of War? They solve respawning by killing you in the opening of the game and telling you that you’ve been banished from death.
I hope this gets more attention. I was about to submit the same idea before I saw this. Also I'm pretty sure it has something to do with your connection to Celebrimbumbble
@@theenigma2861 IIRC doesn't Celery reveal near the end of the first game that *he* was the one keeping Talion (the MC) alive so that he could get back at Sauron; and that there was never really a curse.
Breath of the Wild lore explaining Link's backstory of actually being extremely energetic and outgoing as a kid before retreating inward and suppressing his emotions to the point of going mute outside of occasional yells in order to focus his entire being to becoming the best possible knight and bodyguard to the princess conceivable. Also Infinity Blade's endgame/sequel reveal of how respawning works. *Spoilers* At first it's explained as it being a very long lineage of males all showing up to the same place after about 20 years (in game) between each "life". In the sequel, it's revealed that the entire lineage was actually one man, an immortal man who takes several years to heal from otherwise fatal wounds. Which is later shortened considerably.
Your horses testicles will react to the weather! I think there's attention to detail computer games then there is just plain perversion on the developers part. I mean what the f*** were rockstar thinking about animating poo and testicles. There's only so much interactivity I wanna see.
The Elite Force thing makes perfect sense in the universe of Star Trek. People can get stuck in holding patterns in the transporter. So purposefully doing that with items is a great way to use that flaw as a function.
@@Cloneman-ic9rx I have _heard_ of Dead Space, I just haven't _played_ it. In fact, I haven't played a lot of games in these videos, but I still watch them because I'm interested in how different games do things differently.
What about Portal turrets where they shoot entire bullets (including shells) so in reality the player is getting light bruises instead of bullet holes? Edit: I forgot to mention they are fired using springs making them even more ineffective
No, those are just stupid powerful springs as they DO leave bullet holes, as seen on objects (such as the cube you're hiding behind) when they miss you.
Phoenix - ok, crazy silly theory: The bullet holes in the walls are because Aperture is just THAT CHEAP with construction materials. The blood stains are because they’re really paint bullets.
In we happy few everyone takes a drug called joy that erases memories so whenever you anger people and then run and hide they will actually forget about you and go back to what they were doing unlike other games where people just have memories of 3 minutes tops.
Don't forget about the 3-person party rule in "Chrono Trigger": time Gates overload and your 3+ person party gets spit out into the End of Time, thus you must always keep your party to 3 people or fewer. This is also the reason I give when not wanting to hang out in large groups of people...
Star Trek Voyager: Elite Force being talked about in 2019... That’s incredible. I always gotta make a point to play it every year, so it’s good to know I’m not the only one who remembers it😂
I love that game, and Elite Force II. I recently discovered that both are available on G.O.G. and do not need the disc to play. Simply epic - yet forgotten - games.
And now they're back on digital distribution, hurrah! Next, they should do the same with Klingon Academy, Starfleet Command II+Orion Pirates, and DS9 - The Fallen.
Dark Souls justifies the resurrection system with the Darksign and undead curse. In universe, when someone with the Darksign dies, they are reborn again but they lose a little bit of their humanity. Undead cannot die but they all eventually "hollow" which when they lose the will to carry on after having their soul chipped away over and over again through the resurrection cycle. Your character finally hollows when you as a player give in and stop trying to push past each ridiculously difficult obstacle in the game. It's one of the most beautiful examples of lore through mechanics I've seen in gaming
@@creamtoneshoes Another game example, although not from Dark Souls, is how DOOM 2016 explains the power ups you can get! I forget how specifically they explained them, but it was interesting.
Middle Earth: Shadow of Mordor (and ME: Shadow of War) explained respawning as Celebrimbor (and later the ring of power) keeping you from permanent death. They even made it so time passes in game and certain events get resolved whilst you’re dead
Both the reused settings and the enemies dropping in from the sky were lampshaded in the third one. It was actually explained as a flaw in Varric's writing.
As a kid, I figured out that the turn based battles in final fantasy were limitations of the time/game design and that the party and enemies were having proper battles but the turn based was just a representation of it to play through.
If you look at D&D which is pretty much where all the turn-based RPGs got their combat system derived from you'll see that a single "Round" of combat actually only supposedly takes 6 seconds. Despite the probably 10 minutes it takes everyone at the table to decide on actions, roll dice, and do calculations.
Teacher: What's two plus two? System shock: *quietly* four... Bioshock: *FOUR!* Teacher: very good bioshock. System shock, you need to contribute to these classes more.
They probably also covered this in another video, but the reason you had to do all these tasks in BIOSHOCK was because of the Would-You-Kindly mind-control imperative. Someone else thinks these tasks are important, so you automatically think they're important.
Injustice: Gods Among Us explains away characters being able to take a punch from people like Superman thanks to the special invulnerability pill they all take.
Heroes of the Storm basically says to your face "yeah it's weird all these people fighting each other, don't think too hard about it and just go with it"
What about any game that had eagle vision that wasn't Assassin's Creed? Like the Batman Arkham games with "detective vision" aka Batman's Cowl or Shadow of Mordor with going into the wraith world. In fact, you could probably make a series of list videos on just that. Times that games justified using eagle vision.
Ad Odyssey goes one better with the Eagle Vision by explaining how the eagle relays the information of what it sees to Kassandra revealing that when you're controlling the eagle that's literally what's happening. Kassandra is genuinely looking through Ikaros' eyes and seeing what he's seeing.
@@StickWithTrigger it is a well known fact that bathing in the blood of those who dislike your videos keeps you young and full of vigor Rule of thumb: don't hit that dislike button
They said we’re playing as the assassin’s “ancestor” when we’re playing as the descendent. Ancestors are in the past; descendants are born from them in the future.
Borderlands guns are explained the same way as the Star Trek game. Well, mostly. Apparently, they're stored... digitally? And also, borderlands explains respawning with New-U stations. You register your DNA to be digitally reconstructed. Which, by the way, is confirmed to be non-canon.
@@n.u.n1177 Because if they new-U was Canon lorewise, characters dying in the Borderlands series wouldn't be a thing, because they would've just respawn. Thus rendering it non-canon
@@fenrisvermundr2516 so you're telling me, that every single person that have died so far in the borderlands timeline have chosen not to use the newU stations?
Mike's intro actually sparked a memory of one time in a normally toxic game I played turned wholesome where everyone heard this little 5-6 year old on voice (with his older brother audible in the background) and it turned into the sweetest game I ever played. People were shooting dead enemies the kid was wildly shooting in the general direction of and they'd be like "You did it buddy you got him!" And everyone else would cheer despite knowing this kid wasn't hitting squat. I think we actually managed to win too if I recall, hahah.
How about the entire mass effect codex. The devs made a lot of explanation for the game. My favorite being why the guns had infinite ammo in 1 then not in 2
But it's a bit contrived not to keep an even small hand gun with infinite ammo (The thing which ME3 fixed). Especially for scenarios in which Shepard would die to a Ymir robot due to lack of ammo.
@ENG The heat sinks allow you to instantly cool your weapon down and continue firing instead of waiting 5-10 seconds. Seems a bit silly to me though as a weapon with infinite ammo seems more valuable than having to wait a few less seconds between firing cycles.
The explanation in universe was after the Geth invasion in ME1 some of their weapons were recovered and had the thermal clip tech, they were found to be vastly more effective and powerful than the internal heat sink technology being used by the citadel and other species so a mass production of these new thermal clip weapons was done. Of course like Pure above stated the weapons did technically have the block of metal for unlimited ammo but there was a safety feature to prevent them being fired without one so the gun didn't overheat so in effect they did have ammo, honestly it was a bad call by the devs.
@@frag2k12 Well that's just story fluff ultimately. Mechanically, it was a good decision despite us being able to pick apart the internal logic of the lore.
Derrick Steen that’s exactly what I was thinking watching this, I was honestly surprised it wasn’t included, the souls series does an incredible job at explaining (most of the time indirectly) why mechanics are the way they are. Even for the stuff that doesn’t even require explanation like estus being bottle fire that rejuvenates you because your soul is made up of the first flame...... like come on that’s crazy cool game design!!
I think they didn't include it since they already put Bioshock and their justification for respawning is pretty similar. If they had to put every game that justifies respawns there would be a lot of them.
I really really love Jedi Fallen Order’s use of PTSD as both a game mechanic and narrative mechanic. In previous SW games, you usually start as something like a Padawan and have to spend ability points on something as simple as “Force Push.” But in Fallen Order, Cal starts out as a fully-fledged Jedi, but has to *re-learn* all of his Jedi abilities because he’s suppressed them under his crushing PTSD. The more abilities you re-learn, the more Cal learns to deal with his trauma. It’s an ingenious way to tie together character progression and game progression and gives emotional weight to the abilities you unlock. I hope you guys mention it in a later video!
It's actually him siphoning force from different sources. It's essentially what happened to Meetra Surik (KoTOR2 protag) who also had severe PTSD from a war. She was able to siphon the force from people and objects to gain her abilities again
@@ratchetexperience8379 the director Corey Balrog? (Spelling is not my strong suit) said that she had set the path before the events in an interview. Part of the whole giants can see the future thing....
@@ratchetexperience8379 So was Kratos for killing the Greek gods for vengeance, and so will Loki when he helps start Ragnarok, so it's just a family of crazy :P
Fun fact: the transporter pattern buffer is a staple in the Star Trek universe, and predates the ST: Voyager series; it's a memory buffer dedicated to temporarily storing the "pattern" of any transported entity (whether a person or item), hence "[transporter] [pattern] [buffer]" - so, to put it simply, it's the equivalent of RAM dedicated for the sole purpose of storing what makes up something which is being transported. In this case, it's done so that things can be stored in said buffer indefinitely, with the intent being to retrieve the items in question from it.
Montgomery "Scotty" Scott is a prime example of a pattern being stored in the buffer for a long time, about 75 years. The crew of the Enterprise D finally got him out of there.
@@Schnittertm1 Yep; I forget the title of the episode (my wife and I watched it recently), but he managed to pull it through by putting the system through a diagnostic cycle, so that his pattern wouldn't degrade over time, as is the norm otherwise.
In Hyperdimension Neptunia 3, the reason the characters in your party start at a low level at the beginning of the game, despite being the same characters from the previous games, is that there has been very little conflict since the ending of the 2nd game and thus little reason to practice their skills in combat. The main character is all the way back at level 1 because she has been exceedingly lazy in the time between 2 and 3, whereas her sister is level 10 because she actual does some of the dirty work of defeating monsters just outside of the city on occasion.
Pretty sure they put that extra effort in to sweep it under the rug because they never got around to programming swimming animations or making anything modeled under the water.
Shepherd's death, ressurrection and pre-mature 'reactivation' in Mass Effect 2 was a fantastic explanation for he/she having lost all of the abilities gained in Mass Effect 1
What about in Mass Effect when they get around the whole ‘infinite ammo’ thing by adding a whole codex entry about slicing small slivers off a metal block inside the gun and using those as bullets?
@@spicybeantofu I'll accept that explanation. The only time she actually had to deal with the concept of descendants was that time she had a son, but he died on a cross so that didn't last long.
TES load and save feature: **c h i m** in ESO you also basically killed at the start of the game and got a body made of "daedric matter" afterwards, so when you die you would generate a new one as you spawn (too bad you cant see your previous one)
During the Scavenger mission in Elite Force, you can also see Munro switch his/her weapons when standing in front of a mirror. Surprised that footage wasn’t included!
Liana Kriebel Elite Force had a bizarre amount of polish for a game of its type in the time it came out. Probably why it's a longstanding personal favorite.
@@Woogoo336 Why wasn't Elite Force 2 more popular? I heard lots of people talking about the first game but I don't think I heard about the sequel until years after it came out. Usually that doesn't happen unless a sequel was bad.
@@marscaleb The multiplayer was awful compared to the original. The map design, weapon balance, and UI / UX design was too far removed. Players just stuck with the original specifically because it had endless customization. Players were playing on custom servers and game modes with custom maps and skin packs for years. There was no reason to move to a new game that was demanding for most computers at the time, so the community just rejected it. I might be misremembering but that's how I recall it happening. EF 1 was a fuckin masterpiece. No reason to move to EF 2.
tbh that Star Trek one made a lot of sense. If you have the technology to teleport anything anywhere, why wouldn't you just have an entire arsenal that could be beamed into your hand right when you need it? I mean, that's basically what Borderlands did.
Fallout 4’s dialog options where a total waste sarcasm could also mean light hearted joke to death threats to racism as you said 😂 all the same options. Should have build on the new Vegas system
The "Your health is actually your luck" explanation sure made me think better of so many games with auto-heal, since I currently headcanon it to games like Call of Duty nowadays. Thank you, Uncharted. Also love the Star Trek: Elite Force one, though I prefer the utilization of interdimensional Hammerspace more.
In Gears Of War, the COG soldiers, or Gears, have heavy armor that can take a lot of punishment, while the Locust have very thick shin that does the same thing, and health regen is the Gear/Locust shrugging off the pain. (Getting hit in the head is an instant kill, though, as most characters lack helmets.)
Destiny: "we refill your guns using programmable matter" me: "so does that mean i can convert ammo into other types of ammo?" Destiny: "..." me: "or what about Glimmer? that's also programmable matter, why can't i spend money to refill my mag whenever i fucking please?" Destiny: "who want's a third type of Gjallerhorn!? any takers?" me: "why can cutscene guardians use their powers as much as they want? when i'm supposedly this ridiculously strong Guardian, capable of killing gate lords and punching Oryx in the weiner repeatedly until yellow colored orbs come out like hes a fucking pinata" Destiny: "please... have mercy." me: "WHY DO THE SWORDS NEED AMMO, YOU COCKMONGLING FUCKNUGGETS"
@@robonerd125 Or really the fact that they still use firearms at all. I mean, they have FTL travel, FTL communications, and transmaterialization. They've terraformed Mercury ( tidally locked rock with no atmosphere and 1000+ degree difference between day and night ), Venus ( a planet with a CO2 / sulfuric acid atmosphere 90x the pressure of Earth that's actually hotter than Mercury ), and multiple gas giant moons ( despite them being too far from the sun to get above freezing ). But yeah, with all that, they're still using explosive ballistic weapons . . .
@@Hyrule409 As an example, Skyrim has a bug where if you don't pick up a sword on the ground, it NEVER goes away. Even if you can't see it anymore, it's still there. Eventually the world becomes so filled with invisible swords that the game crashes. The Blood Moon deletes anything you don't pick up, preventing this. It also resets the weather clock, so that you don't get stuck with never-ending rain. Among other things (such as moving NPCs back to where they're supposed to be if they somehow disappear).
I don’t know if it counts but in Conker’s Bad Fur Day, dying and respawning was explained. Apparently squirrels, somewhat similar to cats, have as many lives as they think they can get away with. It also explained that the floating blocks of chocolate (used for health), are the work of a scientist working on Anti-grav chocolate.
They had normal names in the original Japanese language. Capcom US just went the extra mile of making them punny, as if making everything American was not enough.
The whole HUD thing was also in the most recent Deus Ex games, with Adam going as far as to command his HUD on and off in some scenes in Mankind Divided. In the novel, it even says that it is projected directly on his augmented eyes.
My favourite "we're telling a story and that didn't happen" is in Mafia III where, if you do something epic but ridiculous like ramping your car into the sea you get a cut scene of the historian shuffling his papers and muttering "No no, that can't be right".
Respawning in Destroy All Humans: You don't. Your corpse is featured in the local newspaper and your superiors have to clone you for the hunderedth time.
I never got to beat that game, being an unskilled child, but didn't the final boss keep coming back after you thought you'd beaten him depending on how many times you died during the game as those reanimated corpses or something?
I love how your name also changes with the clone number. I think i got to Cryptosporidium 400 something.
Also, it makes sense why you aren’t able to go to certain places even though it’s relatively open world. The barriers show up as holograms blocking your way, which androids would see
Yeah one of the games you help this hippy dude grow a cult until the hippy owns a temple with the blessing of those alien statues you've interacted with. You eventually need to kill the hippy, but the hippy has as many lives as you've went through
i mean that kinda is a respawn - cloning with memory insertion's not really that different than being rebuilt via quantum bullshit like bioshock or digital reconstruction (which honestly happens when you teleport anyway) in borderlands
honestly makes more sense for there to be a body left behind either way, than for it to just 'not be there' when you come back (though i guess borderlands does 'disintegrate' your body when you die so it has an excuse anyway)
I remember this from a 2D slide-scrolling shooter game:
"Why can I only see enemies a few feet away from me?"
"Uh... you're near-sighted."
"But when I walk to a side of the screen I can't see past it?"
_"very_ near-sighted"
Whoaa
Do you remember what game?
@@NotLordAsshat Some old flashgame made over 10 years ago. It would take more time than its worth to go looking for the exact one.
@@AnonEMus-cp2mn ah I got you, yeah flash games were the shit mate
@@NotLordAsshat If I remember right i have played this game, think it's called "The final deatwish". Also it could be the other game from the same dev "Versus umbra"
Didn’t Bioshock: Infinite also "kind of" explained it - whenever Booker dies without Elizabeth reviving you, that version of Booker really dies and another one gets sent by Lutece to finish the job... or at least that‘s how I understood it with Booker‘s office door being shown shortly before respawn.
I think that's what they were going for.
But then why does Elizabeth never mention this?
@@robertyocum7200 Because it's not the same Elizabeth.
the whole BioShock respawning loop is an alternative to the half-life-ian save-die-reload system and inspired the use of NEW-U stations in borderlands, though you can turn off vita-chambers in the first two games, or more specifically the second game. the vita-chamber was also inspired off of the drastically different system shock resurrection boxes, which don't cost money but instead need to be hacked
Though doesn't that mean that her killing you in the end fails if you'll just be replaced?
"One of the hardest illness to get better from is being dead."
Paramedic, here. Can confirm.
interesting, but I'd like a second opinion on that to truly believe it
Ever tried CPR?
Unless you're in gta
Maintenance tech and I can also confirm.
@@brohvakiindova4452 now you have it.
The whole Altaïr not being able to swim thing was actually mentioned as being a bug in the Animus OS.
@Kitchen Philosopher Maybe his legs were just too tired from doing sweet parkour ?
Really? I could of sworn that they said that he never learned how to swim.
@@soren7550 Regardless, being unable to swim doesn't mean you're at any serious risk of instantly suffering a fatal heart attack after deciding to stop and soak your aching feet in a public waterway.
I believe ir wasn't actually an Animus bug, but rather that it wasn't supported by the Animus OS. So it couldn't be performed, which is the same explanation as to why driving a car is not possible in an Animus
When Ubisoft games don't have bugs in the Gameplay, they have them in the lore. Damn.
When it comes to Red Dead Redemption just be glad they didn't go for full realism. Exposure times used to be like 5 full minutes so you'd have to stand perfectly still for much longer.
it would have been cool if the image was flipped like you were looking through ground glass, though
Doesn't RDR2 take place in 1900? Film was around by then, and it exposure took a few seconds
@@harrylane4 yeah, early photography did take long, but by the time an outlaw was able to purchase and carry a compact camera such as the kodak Arthur lugs around takig a picture was about as easy as it is now on a film-based camera, even the stand wasn't technically necessary, just customary because "that's how pictures were supposed to be taken" because the mentality of protraits being taken for posterity hadn't faded yet. That is also why people on those antique photos often looked sterna nd serious, and why pictures like a certain famous antique picture of a broadly smiling chinese man eating his rice is so special and uncommon
I just love that he did what I did, took a photo of outside of the strawberry jail with Micah in there hahaha
On playthrough 2 I found out you can literally keep him in there til a good ways into chapter 3, he never even came to the horseshoe camp
But yeah, hence the no smiles in old photos
Harrison Lane you’re thinking of the pre-sequel
I actually like the “health is actually your luck running out” thing
the similar approach was used in Brothers in Arms: Hell's Highway. They called that a threat meter, determining how exposed you were
I always think about that, it's very creative.
And here I always thought he was just wearing Hero brand jeans
Iirc thats how HP started sorta. Your HP wasn't being stabbed and fixing it but your mental state causing you to not be able to dodge attacks and stuff.
@@giveluminacat10nobles21 that's actually pretty neat and a nice touch.
How about how in Katana Zero, whenever you die, the character just says “No, that won’t work” and it’s explained as precognition.
Well, that's the whole plot of the game. The experimental drug that can predict the future with 100% accuracy. then it just goes into mindfucks with what's real and what isn't.
@@TM-qk2yy it's still the same thing, it's a bit like the Assassins creed example, the plot justifies the mechanic
@@Resters52_official yes, exactly!
something similar goes in Call of Juarez Gunslinger, when the main protagonist tells a story, so when you die, listeners are like "aaaand you died?" and protagonist goes "well no actually that´s not what happened, BUT IT COULD HAVE"
I was about to talk about Katana Zero. Katana Zero is incredible at linking the game's mechanics to it's story. Probably one of the best indie games out there.
person playing metal gear solid: this makes no sense
metal gear : yes it does
person: how
metal gear: N A N O M A C H I N E S
Nanomachines, son!
*Snaaaaaaaake!*
THEY HARDEN IN RESPONSE TO PHYSICAL TRAUMA! YOU CANT HURT ME JACK!
Or nukes, or memes, or nuclear-nanomemes. Or Kojima forgetting to take his meds again...
Would be a fun way to explain health in a game.
Nanomachines, they absorb but obviously breaks. Get to a health kit to replenish them. But the body can only hold so much tech.
When you think about it, Altair's health bar is a de-synch bar. He never got hit. The OG GOAT.
I think even the instruction manual for AC1 mentions this
Plus the fact he doesnt know how to swim
The manual actually explained the lack of swimming as a technical limitation of the animus.
@@TheDel1911
Really? I thought he couldn't swim because he has a lot of metal items on him.
@@TheDel1911 its kinda weird that it still says desync-death tho
the video touches on Halo (talking about Guns with Ammo Indicators directly on them) but i think one of the better 'mechanic hiding' tricks was in the first two Halo games...when Master Chief first comes out of whatever cryo-nap he was in before that game started, the first thing you do is look at some lights, to "make sure you werent frozen too long" or whatever...but if you look a bit closer, these lights actually set up your Regular/Inverted control scheme...the "Up" light and the "Down" light can both be looked at by pressing Up on the right stick, for example...if you push Up to look up and Down to look down, youll start with the Standard control scheme...if you push Down to look up and vice-versa, youll be set with the Inverted control scheme...
...i found out about this trick by pushing Up for both up AND down-- the NPC whos 'calibrating your HUD' will say something like "i still cant figure out whats wrong; try This" and the menu screen pops up to ask 'do you want to play with Regular sticks or Inverted sticks?' which basically translates to "make up your damn mind, Spartan!"
That's actually an incredibly cool and subtle way to do it!
Escaping the exploding Pillar of Autumn was the tutorial very cleverly disguised as a tense "run for your life" mission.
Notice how the game gradually introduces you to additional mechanics because the direct route is blocked by a damaged door or you're slowly given different weapons one at a time after a protracted segment where you use just one weapon?
I feel like I've seen that in other games and never clued in... mostly because I don't even think about controls, I just adapt as needed.
Things like that are very clever...
But in a way it's just a return to form.
At some point games started to lean very heavily on the idea of explicit tutorials.
Yet if you go to older games you see they have 'tutorials' as well but never actually explain anything, they use the game itself to naturally lead you to learn things.
One of the most well known examples is Super Mario Bros.
The beginning of Stage 1-1 is purpose built to teach you several things;
You can't get anywhere if you don't learn to jump.
There are things hidden in blocks.
And it even has part of this early portion designed such that it's very difficult to NOT pick up the mushroom that comes out of the block.
That might seem like a minor point, but it teaches you that this mushroom is a powerup, rather than being harmful.
(Kinda more important since the first enemy you see is also a mushroom)
Mega Man X also does this kind of thing;
The first stage contains several points that are impassable until you learn how to use some basic abilities such as dashing and wall jumps.
These aren't difficult to use or figure out, just press the buttons and you'll probably make sense of it.
There is one less obvious ability though - hold down the fire button to use a charge shot.
This isn't immediately obvious, since it takes more than just pushing buttons at random to figure out.
But... The Main menu teaches you this, because to select anything you fire off a charge shot; You need to press the fire button to select menu items, but rather than this working immediately, it instead does a charge shot from Mega Man who works as the indicator for what's selected.
While this doesn't guarantee that people know how a charge shot works, it at the very least demonstrates that this is an ability you have...
This kind of design is difficult to get right, but far more satisfying than any explicit tutorial...
@@KuraIthys Boy, Egoraptor LOVED that Megaman X bit when he covered it on Sequelitis
You can also add Deus Ex's HUD to the list, it's actually a genuine HUD, that the character is aware of, produced by his robotic eyes...
it maintains the diegeticity (diegeticness, diegety, what) even more because the hud is customizable (at least in mankind divided). i have used that for some immersive scenes; whenever jensens augs are acting up, i turn off parts of the hud. and if his augs are completely offline, i turn off the hud entirely.
Wish granted as of May 2022. Has it been that long?
there's a similar thing in mirrors edge catalyst where the hud is a high tech contact lense
Just like Metroid prime.
I remember Max Payne justified bullet time as being caused by a mix of all the coffee and painkillers with the stress of the situation.
Ross Wolfe I interpreted it as adrenaline
It is Adrenaline.
Duke Nukem had ego bar instead of health in Forever.
Plus Mac is an unreliable narrator and he was injected with some kind of super serum one time
Max Payne 3 bullet time represents his fast reflexes and skills
Best is Metal Gear Solid.
"Snake. Press the action button to perform a grapple."
"Why does the Patriot shoot infinite bullets?"
"Cause the chamber is shaped like an infinity symbol"
"Oh yeah, that'll do it"
I remember in MGS2 near the end when Snake shows up to help Raiden during that extended elevator battle, I think Raiden asks if he needs ammo so Snake coyly gestures at his headband and through a smug grin, very matter-of-factly says “infinite ammo”.
Man I love that game.
Cory Wilson they are the Best with their exposition in metal gear
@@hansmatheson5976 lol there was a lot of 4th wall breaking in MGS2 lol I absolutely love that game lol
Call everybody on codec when in women's room in MGS or MGS2. Funniest is calling Snake himself.))) Also, equip unusual items and call people. IIRK, Nastasha Romanenko is the only one who doesn't chastise you for smoking.
I love how Dark Souls explained an Undead coming back to life at a bonfire, and if you were fighting a boss, then the boss won't repeat its intro sequence, but instead be waiting for you like it just saw you die and expected you to return.
Dark Souls also explains ragequit gamers never playing again by saying that Hollowing Undead that die too much and lose hope in life will fully Hollow and die for good.
I like how that series caused so much rage quitting that they needed an In-universe explanation for people rage quitting.
Dark Souls is insanely meta... The first one at least
I'm pretty sure I saw Smough stomp over Orstein's corpse more than once though
@@HoradeFidges Smough is so brutal that he needs to be thorough
@@Boomblox5896 can’t revive if you’re being digested
Portal 2 alluded that Chell is a silent protagonist due to a minor case of serious brain damage.
This comment should be up there. Best justification ever!
Also Long Fall Boots.
Andrew Howland Those longfall boots and the predecessor the advanced knee replacement had their conception spawned from a cut Half-Life 2 enemy: The Combine Assassin. Some artwork of the female assassins from Half-Life 1 had them too.
@Squared Up Yeah Portal is amazing with humor that's like that.
"Minor case of serious brain damage" is a very GLaDOS sentence
Assassins Creed: You died. Nope, you just remembered it wrong.
You: kills 3 civilians
Assassin's creed: actually no
I love the way Prince of Persia deals with that problem. "Ah, no,it wasn't that"
That's not actually a genius way
@@brandonmartin-moore5302 I always imagined how the Prince's narration goes, how he describes jumping over bottomless pit and suddenly, the guy he tells the story to goes "And then you missed the ledge and died!" "Yes, i did... well, i mean no, obviously... damn it, let me tell you the last 15 minutes once again..."
@@Sseltraeh89 "And then that's when I got stabbed through the heart" "H-How did you survive?!" "Haha, I'm just messing with you."
The Borderlands series handles immersion extremely well. Digitally stored items, digital respawning and teleportation, shields that let you eat bullets, extreme jumping ability is from reduced gravity, HUD is digital hardware, newly discovered mystical iridium properties that add new mechanics and story elements, villains act in corporate interest rather than just "pure evil" (lots of aspects of the game stem from corporate activity).
For a cartoonish, over the top rpg, they really put a lot of work into their world building and they don't get enough credit.
Though it feels really off putting knowing if you die once, that's your only flesh body permanently dying and the new body is just a digital reconstruction copy.
So technically you're dead.
I was pretty surprised Borderlands wasn't mentioned. That's the series that comes to mind as having some kind of little explanation for a huge amount of FPS gameplay stuff.
I've always loved how Psychonauts justifies "water" as being a barrier that can't be levitated over--it literally shorts out your psychic powers because your concentration is broken for fear of the family curse.
Yeah, will he still be afraid of water in the sequel? Yet when he is a giant he doesn't seem to mind.
@@AlmightyPolarBear Except for deep lakes and oceans.
Still one of the best platformers iv ever played, and fantastic characters
I'm not sure how you managed to be so incorrect - the family curse physically manifests to attack you when you touch water.
@@somdudewillson So not drinking water then, or baths or singing in the rain? :) Just joking around, i love that game.
Silent Hill had a super shitty render distance so they covered it up with fog. Always love that one.
Not related to the video.
What about Silent Hill 2?
I doubt that that is why they added it. Fog / smoke was part of the story / environment since it was inspired by a town that is constantly burning and on fire due to mine or underground explosion....
@@Rustyhound-Cartoons Yes ,what about SH2 has to do with this video / conversation? 🤔
@@greshzuki8234 no. Fog was originally decided cause it hid the limitations that they were working with.
Ubisoft's in-universe lore for why Altair couldn't swim was that he could swim but there was a glitch in The Animus software during version 1.28 which caused the user to drown upon contact with water.
“One of the hardest illnesses to get over is death” Says Mike, the one man in OxBox that has successfully died and returned. And it’s canon!
I mean, he DID say that it's hard to get over, not completly impossible.
When? I don't remember this would like to rewatch when this happened
Show of the Week Darksiders 2 all the way back in 2012. Andy tells Jane Mike died and Mike has to challenge death for his soul via a series of videogame challenges.
That’s why he knows!
Everyone else died,jane exploded and andy became a vampire
okay, picture this, your character escapes rapture, lives the rest of his life in peace and finally dies after a life well lived, but than, because the vita chambers never went offline, he respawns under the crushing weight of the ocean, even though rapture was flooded, the chambers still work and will forever reanimate him till the power runs out
That would be the ending for Prey 2 (which was cancelled). The game would use a similar device for the character to respawn. And in the end, the protagonist lived happy ever after and died of old age, just to be brought back to the same spot in space.
The Vita Chambers had an effective range. Ryan dies not because he deactivated all of them, just the one in his office that was the only one in range that could revive him. Once you're far enough away from a working Vita Chamber, you can't be revived. Hence why he has them all over Rapture, to prevent dying wherever he is in the city.
You only respawn in a vita chamber if you died violently.
@@MegamanXfan21xx I forgot about that. "One of the drawbacks of the Vita-Chambers is that they can only bring a person back to life if he or she dies of trauma. Slow wasting sicknesses or genetic illness can not be cured by a Vita-Chamber, so an individual who died of such a condition would remain permanently dead ."
i can imagine the char being like "FUUUUUUUUUUCK"
are we going to ignore the fact that 80% of dark souls entire lore revolves arround a curse that makes everyone unable to truly die and respawn unwillingly, And the whole hollowing process of the main character translates to the player giving up on the game?
Apparently we are. That's why I clicked on this video. That was honestly the most amazing thing to me.
Dying actually became an immersive part of the game! Mind blowing.
They could of even had the light source in demons souls for an example, being explained by an agate on your characters belt..
So all the hollows I kill are game journalists? It's getting annoying guys!
I had always hoped that the next DS would take PCs that haven't logged in for a while and insert them randomly as NPC hollows with current item set, etc. Would be tough to program the AIs I guess but still would be very cool.
Is trying again after a game over really a curse?
Borderlands: You died, money is removed for you to be auto cloned.
Undertale: Your save/load powers saved you.
The Borderlands thing technically isn't canonical though. The New-U Stations don't actually exist in-universe, even if there's one quest that specifically uses them.
Death Stranding: The afterlife is broken, and you've been given the ability to come back to life from any injury.
@@XanKreigor but even in the first one the new U station exist how is it not Canon?
@@Oyasumi05 it exists IN GAME, but it does not exist in "lore".
Think about it, if the New-U station actually existed, everyone would be immortal and nothing would matter, It completely "reconstructs" a person after death, that's not tech that actually exists in Borderlands, otherwise Jack could have just cloned his own daughter or anyone who got killed that he still needed.
In Might and Magic Death himself will send you back telling you, your quest is not over yet.
In Nier Automata, they had a limited save point system that they disguised as a place where you could backup/download yourself into a replacement robot body. Since you played as androids, it made sense that your backup would only activate at that save point and you’d lose your progress in the previous body if you had died.
The game also had a host of immersive elements related to the android nature like virus corruption actually affecting menu and visual displays or having the Operating System (OS) chip taking up space in your memory processing, and that removing the chip would cause you to die.
Edit: and then I see it’s on the list. Nailed it.
But if you're an android, why do you need a HUD? Doesn't all the information in it just run itself through your circuits anyway?
@@d.b.4671 Maybe it's easier to simply glance at an HUD rather than having an automated system.
If that doesn't convince you then maybe we can just say that the androids are a little more based on humans than they are machines (which is mentioned a couple times)
The fast travel still doesn't make any sense though, unless you think there being a fuckton of perfect physical replicas of A2, 9S, and 2B (Chipsets included, yes even the +8s) at literally every single possible fast travel location (or the fact that there is only room for one android at each station), is perfectly reasonable. Game would be really annoying if we had to schlep our way around the entire world tho, so... **shrugs**
Edit: i somehow forgot about best girl: A2 (tied with 2B... and 9S)
KOTOR 2. You’re a wound in the force that sucks in the life of your defeated foes, which explains why your character levels up as they defeat enemies
That's not in any way needed to explain why defeating challenges results in the gaining of experience and ability.
@@seigeengine easy, you suck up the gratitude/emotions from it. Remember how fear and such led to the Dark Side? And love/hope led to Light?
Judging from the movies, Jedi need more of an explanation for why they *don't* grow in power faster. I mean: Luke studies with Obi for a couple days and blows up the Death star then heads over to hang with a muppet for a few more days.
Bam. Master.
The new chick finds a light saber and skips even that much.
@@nateschultz8973 Your timeline is off, the time between movies isn't the next day, years have passed. Luke theoretically trained with Yoda for a few years and then returned and trained for a few more years.
@@nateschultz8973 "Luke spent 18 months on Dagobah, with a six-month window between The Empire Strikes Back and The Return of the Jedi" Meanwhile, TFA-TLJ literally take a week. I cry at how far SW fell
No Mass Effect 2's opening justifying character customization by spacing, then charbroiling Commander Shepard with extreme prejudice and having him/her literally rebuilt? :(
Mass Effect in general has really great technobabble to explain pretty much everything in the universe. It's amazing to watch it go from "There's this one element with strange properties..." to "...and that's how you do space magic with your brain" in a few sentences.
Mass Effect 1 and 3 just had you restore a personnel file.
Honestly there could be an entire episode on weird canon reasons for character creation, including Sitting for a Portrait in GreedFall, a mad scientist selecting which colonists to defrost in Outer Planets and being repeatedly shot in the face in Fallout: New Vegas alongside the spacing and char-broiling of our favorite commander on the Citadel.
Oh! And Mass Effect 2 explaining that you can't just slap omnigel on locks anymore because that was a pretty big security flaw actually and needed to be patched out.
Also able to add/subtract biotics and muscle memory at will despite your Shepherd possibly never being a vanguard or sentinel before?...
What about the beginning of borderlands 2? Claptrap literally hands you the HUD.
Edit: Also the new u stations.
New U stations (and all other forms of resurrection) are not cannon, and are just there because... reasons. What i wanna know is how Handsome Jack one shots Roland, through his shield and shit (the answer is probably cause they wanted a cheap and easy way to make the player angry, which didn't work since i hated Roland and wanted him dead anyways)
@@robonerd125 hud argument still valid?
BL1 Claptrap also introduces the "Travelers" to the H.U.D. and hands it to em'. Thus starting the ongoing tradition of starting with little or no hud in Borderlands games. ;D
The new u stations aren't canon
@@robonerd125 he did it cause he is handsome Jack he is rich and this gun probably had high damage and shit.
Also, we don't know that but maybe your shield doesn't work if your gun touches skin
Chainsaws in Doom 3, that takes place on Mars, were there isn't any trees or some kind of plants. There's a note that someone made a wrong order from earth.
Heh. Thanks for reminding me about that log. One of these days I really should finish that game.
Even in the DOOM Board Game, 'we have chainsaws because someone fucked up an order'
And in DOOM 2016, we get a log saying they were smuggled up by rogue employees for unknown reasons
And the fact in doom 3 they accidently made the texture upside down and explained they somehow got knock-offs of an in universe brand of chainsaw in the lore
Judging by all these replies, ID software takes chainsaws *VERY* seriously
in morrowind you're literally the reincarnation of a god and you have control over timelines. this means that every time you save and reload to get the perfect outcome, your character is cycling through timelines to find the best one.
How many of these did Dr Strange see?
@@zarnox3071 Dr Strange is Vivec
#3 The theory I have about The Elder Scrolls series is that your in-game journal is actually an Elder Scroll in the process of being written. Every time you go in the 'inventory screen' to change weapons you're actually rewriting the scroll to alter the event. One moment you're holding a shock-enchanted dwarven hammer and in the next you have a fire-enchanted ebony sword.
I like that. It would also explain why the series has that name when the actual elder scrolls have so little to do with anything in most games.
That's not what an elder scroll is or does though.
hush
But that wouldn't dork due to the lore in the game
Dom Guilfoyle, anyobe who knew what an Elder Scroll is-- would never say "...that's what an Elder Scroll is or does..."
The “luck” thing with Uncharted is the same way the D&D HP system works, even if most DMs (including me) often forget
Not in 5e at least its explained as something along the lines of "think of hp as how many hits you can take and still keep fighting"
kinda like that - sorta feels weird when the health is basically regulated to just a numerical value that is easily recovered, instead of some sort of body condition related aspect like at least fallout tries - there's been other games iirc that also have limb damage that could equal death potentially - iirc something like crippling the head could affect aim and whatnot but head and torso they died even if their 'total health' didn't drop all the way yet - also like 3 limbs or a limb and a torso were enough to drop you, or just health damage from DOT effects like fire or poison
@@MrSpikethefirst Nope, it's the same in 5e.
"[Hitpoints are] a combination of physical and mental durability, the will to live, and luck."
- PHB, pg. 196
I really got into it in Stars Without Number (really good system, check it out) when no matter how much you level up you're still just human. So to make it so getting 'hit' by a car doesn't kill you, I had to really get into that. I'm much more comfortable with it now.
@@leeman27534 Yeah, Fallout is a bit realistic when it comes to limb damage: in real life, a bullet to the head isn't guaranteed to kill you unless it's powerful enough. Saying bullets always kill you in one hit if you get shot in the head is like saying blank rounds are safe at all ranges: wrong. Blank rounds might be fake rounds, but the explosions in the gun you're using to fire them are still very real. Fire a blank at someone's head at point-blank range, and you might end up killing them. A man who's death got reenacted on the show "1,000 Ways To Die" accidentally killed himself with a blank.
You gotta love the character creator excuse in Fallout New Vegas. After doc Mitchell wakes you up, he mentions that he had to go "rooting in your noggin to get all the bits of lead out" if I can quote it by memory, and asks you how he did. Somehow, he can manage to get your hair, eye and skin color and your sex wrong. That's some terrible reconstructive surgery. On the other hand, he could do miracles as a plastic surgeon. Guy missed his calling if you ask me.
"Doc you somehow fucked up the cranial reconstruction surgery so bad you managed to turn my vagina inside out" -me, starting every playthrough, cause if my spurs are gonna go jingle jangle jingle for the next 100 hours, i might as well see some titties along the way...
Say the first thing that comes to mind mother
HUMAN SHEILD XD
@@Ithrial420 Hmm sometimes when you do tests like these you find out more than you want to, might explain the situation your in though... (Or something along those lines, its too tempting to pass up that option though) lol
@@robonerd125 ikr
In The Mummy Demastered, you play as a generic soldier, so every time you die, you lose contact with the base, and start as another soldier from the last point where you reported. Also, the mummy raises you as a zombie (with ALL your weapons).
Me: "Why TF is Mario beating the living crap outta all these video game icons?"
Smash: "He's playing with a buncha figures"
SSB is all a kid playing with their gachapon toys
Mario: Did you see that?
Peach: No, I didn't see you playing with your dolls again.
Mario: Good!
Star Wars: Commando begins explaining the existence of the HUD saying it's the helmet's HUD, and the game's HUD does not appear untill you put on the Helmet
Halo did the same thing
...and I'm pretty sure SWC and Halo got those things from Half Life's HEV suit HUD.. which probably stole it from System Shock 1 that had all of its interfaces enabled via chips found in world plugged into your cybernetics....
@@Hand_Of_Cthulhu And i'm pretty sure they stoled it from somewhere else
@@Hand_Of_Cthulhu Borderlands also had a system like that, where it was something put onto your face. It just had to be given to you by a Claptrap.
@@azuredragoon2054 yep and the respawn system worked by creating a clone of your character... which kind of explains why the bandits keep coming back to life after I've killed them for the 50th time...
There is also Detroit: Become Human that uses robots with code to justify invisible walls
Good one that game got a few nice examples.
But technically they shouldn’t have had any invisible walls after they go deviant
Ahh I get it. Like they programmed the robots to make a terrible game? Wait..
@@Eric-yc2kf
If it's built in hardware they could still have them unless they pull that hardware out, where it may be linked to something that can't be removed.
@@Eric-yc2kf those walls are self imposed.
Prince: "No, wait. That's not how it happened. I didn't get butchered or plummet to my death."
Farah: "No shit."
"But I did however run in circles 30 times and jumped on you without you reacting, THAT happened!"
What about "7 Awkward Times Games Refused to Justify Videogame Mechanics" ?
youcantleavethisempty Here’s one where your about to drown in fallout and you can drink water to restore health.
Why can't I jump over this waist high fence?
Why does this perfect apple juice restore more health then a steak!
Why did i miss a guy from point blank range when shoting a minigun? Only 95% max chance to hit in Fallout 2? I guess it makes sens ... in a way :P
That list would be endless
What about Shadow of Mordor and Shadow of War? They solve respawning by killing you in the opening of the game and telling you that you’ve been banished from death.
Then again they namedrop the Souls games in the same segment, that also explains away their death.
I hope this gets more attention. I was about to submit the same idea before I saw this. Also I'm pretty sure it has something to do with your connection to Celebrimbumbble
@@theenigma2861 IIRC doesn't Celery reveal near the end of the first game that *he* was the one keeping Talion (the MC) alive so that he could get back at Sauron; and that there was never really a curse.
@@therockstarknight666 nah that was the end of the second
@@therockstarknight666 yeah pretty much, I do find it weird that Talion just went along with Celerybrineboar in the second game after all that
Breath of the Wild lore explaining Link's backstory of actually being extremely energetic and outgoing as a kid before retreating inward and suppressing his emotions to the point of going mute outside of occasional yells in order to focus his entire being to becoming the best possible knight and bodyguard to the princess conceivable.
Also Infinity Blade's endgame/sequel reveal of how respawning works. *Spoilers*
At first it's explained as it being a very long lineage of males all showing up to the same place after about 20 years (in game) between each "life".
In the sequel, it's revealed that the entire lineage was actually one man, an immortal man who takes several years to heal from otherwise fatal wounds. Which is later shortened considerably.
Dead space has a thing where pretty much EVERY menu and the health meter and ammo counters were all able to be explained.
Holograms ahoy! And I don't remember the spinal bar's name (':
@@darktail67 was called the rig if I recall correctly
darktail67 RIG
Does Andy just come up with something that happens in RDR2 and then work backwards to get the rest of the list? 🤔
Shhhhh don't tell people the secret
Your horses testicles will react to the weather! I think there's attention to detail computer games then there is just plain perversion on the developers part. I mean what the f*** were rockstar thinking about animating poo and testicles. There's only so much interactivity I wanna see.
@@ashra8281 😉🤫
Pretty sure he's already stated this (even if it may have been jokingly)
I hope so
The Elite Force thing makes perfect sense in the universe of Star Trek. People can get stuck in holding patterns in the transporter. So purposefully doing that with items is a great way to use that flaw as a function.
The entirety of Dead Space’s UI? I’m kinda disappointed since that was an easy one.
Everyone knows how RIG works so adding it would be pointless. Ones on the video are half-hidden facts.
@@SalvageET "Everyone" - except for people who haven't played Dead Space.
@@rolfs2165 well if you haven't played it really doesn't matter
@@rolfs2165 why would someone who hasn't heard of dead space care?
@@Cloneman-ic9rx I have _heard_ of Dead Space, I just haven't _played_ it. In fact, I haven't played a lot of games in these videos, but I still watch them because I'm interested in how different games do things differently.
What about Portal turrets where they shoot entire bullets (including shells) so in reality the player is getting light bruises instead of bullet holes?
Edit: I forgot to mention they are fired using springs making them even more ineffective
Aren't they also fired using springs, to keep costs down?
@@kirbyfanprime tecnically yes. even tho they make a flash and a "bang" sound whenever they fire
No, those are just stupid powerful springs as they DO leave bullet holes, as seen on objects (such as the cube you're hiding behind) when they miss you.
Cheaf Min that, and the fact that (in Portal 1 at least), you leave blood splatters every time you get hit
Phoenix - ok, crazy silly theory:
The bullet holes in the walls are because Aperture is just THAT CHEAP with construction materials.
The blood stains are because they’re really paint bullets.
Hud in Deus Ex, first mission after the prologue is “fix your retinal display”
In we happy few everyone takes a drug called joy that erases memories so whenever you anger people and then run and hide they will actually forget about you and go back to what they were doing unlike other games where people just have memories of 3 minutes tops.
First time I've heard about that game since launch lol
"we found a body, commencing search"
3 min later: guess it was nothing
Decody G this dude just kinda died, let the medics handle it, it was the wind that killed Jerry
I was very disappointed in that game. So much potential.
Don't forget about the 3-person party rule in "Chrono Trigger": time Gates overload and your 3+ person party gets spit out into the End of Time, thus you must always keep your party to 3 people or fewer. This is also the reason I give when not wanting to hang out in large groups of people...
Star Trek Voyager: Elite Force being talked about in 2019... That’s incredible. I always gotta make a point to play it every year, so it’s good to know I’m not the only one who remembers it😂
Got the disc sitting in a rack on top of my bookcase. I should see if it works with WINE someday.
I love that game, and Elite Force II. I recently discovered that both are available on G.O.G. and do not need the disc to play. Simply epic - yet forgotten - games.
And now they're back on digital distribution, hurrah!
Next, they should do the same with Klingon Academy, Starfleet Command II+Orion Pirates, and DS9 - The Fallen.
@@Roxor128 It's working flawlessly on my Arch Linux install. Still a great game. I installed using the GOG client in Bottles.
Dark Souls justifies the resurrection system with the Darksign and undead curse. In universe, when someone with the Darksign dies, they are reborn again but they lose a little bit of their humanity. Undead cannot die but they all eventually "hollow" which when they lose the will to carry on after having their soul chipped away over and over again through the resurrection cycle. Your character finally hollows when you as a player give in and stop trying to push past each ridiculously difficult obstacle in the game. It's one of the most beautiful examples of lore through mechanics I've seen in gaming
Huh. Just like i die a little inside irl when a stupid slime kills me in dark souls 3
@@sevensins3584 Haha yes, exactly
@@creamtoneshoes Another game example, although not from Dark Souls, is how DOOM 2016 explains the power ups you can get! I forget how specifically they explained them, but it was interesting.
@@IamaPERSON I haven't gotten to play that one yet. I'll have to look into it! I love elegantly presented game mechanics :)
@@creamtoneshoes well, "elegant" is stretching it for Doom
Middle Earth: Shadow of Mordor (and ME: Shadow of War) explained respawning as Celebrimbor (and later the ring of power) keeping you from permanent death. They even made it so time passes in game and certain events get resolved whilst you’re dead
Iron brigade:"If you squint your eyes just right you can get a better look at the enemy."
Yep, loved that.
Mind filling me in, what is that?
I guess Ezio stabbed two random civilians in the street, but three? Absolutely not.
I guess 1-2 civilian death is considered "close enough" by the animus thing.
Hey if you throw people into collapsible shops you can get up to like 12, cos it only counts the one you throw.
I prefered how that was handled in AC1, killing Civilians actually made you lose part of your health/sync bar for every civilian killed.
He was having a bad day
right?!? but this is "genius"... whateves...
Dragon Age 2: countless hordes of enemies - Varric wants to make story more EPIC, one type of dungeon - eh, Varric can't describe it very well.
Both the reused settings and the enemies dropping in from the sky were lampshaded in the third one. It was actually explained as a flaw in Varric's writing.
i liked that as early badassery was explained by him embellishing too
As a kid, I figured out that the turn based battles in final fantasy were limitations of the time/game design and that the party and enemies were having proper battles but the turn based was just a representation of it to play through.
If you look at D&D which is pretty much where all the turn-based RPGs got their combat system derived from you'll see that a single "Round" of combat actually only supposedly takes 6 seconds. Despite the probably 10 minutes it takes everyone at the table to decide on actions, roll dice, and do calculations.
10:06
*Bioshok introduced vita-chambers*
System shock 1: "Am I a joke to you?"
Teacher: What's two plus two?
System shock: *quietly* four...
Bioshock: *FOUR!*
Teacher: very good bioshock. System shock, you need to contribute to these classes more.
@@JacobKinsley Bioshock is overrated garbage compared to System Shock tbh
@@bovinleephann It's true but you shouldn't say it
I said this exact thing.
They probably also covered this in another video, but the reason you had to do all these tasks in BIOSHOCK was because of the Would-You-Kindly mind-control imperative. Someone else thinks these tasks are important, so you automatically think they're important.
Injustice: Gods Among Us explains away characters being able to take a punch from people like Superman thanks to the special invulnerability pill they all take.
@@SlayerRunefrost They said that the reality merging messed with everyone's powers
@@SlayerRunefrost Sorry
and that justify that AMAZING comic book moment when Alfred kicked Superman's ass
Heroes of the Storm basically says to your face "yeah it's weird all these people fighting each other, don't think too hard about it and just go with it"
There's also the Deus Ex series: You're a cyborg with literal cameras for eyes, so the HUD is something Adam Jensen sees in-universe.
Forgive my interruption
My vision is augmented
What about any game that had eagle vision that wasn't Assassin's Creed? Like the Batman Arkham games with "detective vision" aka Batman's Cowl or Shadow of Mordor with going into the wraith world.
In fact, you could probably make a series of list videos on just that. Times that games justified using eagle vision.
There's also Astral Chain's IRIS as a very recent example.
Tiger Vision in the case of Tigers Woods PGA tour 2009
Ad Odyssey goes one better with the Eagle Vision by explaining how the eagle relays the information of what it sees to Kassandra revealing that when you're controlling the eagle that's literally what's happening. Kassandra is genuinely looking through Ikaros' eyes and seeing what he's seeing.
That's an awesome choice. I hope they see it
I like how the metroid prime games did it best
Borderlands series: all loot is in the digistruct wallet and that's why you can carry so many guns.
Good canidate for this is Halo, as it's explained in the lore that all the multiplayer elements are actually training simulations
That's why after Arbiter and Chief join sides you can play as an Elite in multiplayer. They're training with humans to learn to work better together.
Not to mention the HUD is literally just a HUD in the helmet lol
And really good sims at that.
The UNSC Infinity War Games are lackluster though.
The people on outside Xbox do not age apparently after all thee years
This was actually explained as them being vampires in episode 37 part 2 : Revenge harder
You shouldn't age to much if you take care of your health and skin
Oh god they really don’t!
@@StickWithTrigger it is a well known fact that bathing in the blood of those who dislike your videos keeps you young and full of vigor
Rule of thumb: don't hit that dislike button
Red dwarf:
"We're 3 million years into deep space. Can someone please tell me where i got this traffic cone?"
Hey, it's not a good night unless you get a traffic cone; it's the policewoman's helmet and suspenders that I don't understand!
@@rhiannonenright4458 I feel a genuine Jackson Pollock coming on
Is it me or is that cockroach shuffling too loudly?
I think you meant to say “descendant” not “ancestor”.
What? Your ancestors don't remember stuff you have experienced before they were born?
They said we’re playing as the assassin’s “ancestor” when we’re playing as the descendent. Ancestors are in the past; descendants are born from them in the future.
Yeah I know. I was agreeing with you with a sarcastic remark to their line.
I was having a hard time because the way it read was a little Criss-crossed. Also, Poe’s Law....
Well in assassin's creed you play as the ancestor. I mean, i use altair,ezio,connor, ecc... for 99,99% of the game
Never thought I'd see Star Trek Voyager Elite Force on one of these lists. I love that game.
It could do with a remaster, not that Activision would be up for that. For.... reasons.....
I was just watching Voyager today. I've never heard of the game but it looks fun.
I managed to find a demo a while back, but I've never been able to play the full game.
I love that they have a good mix of old and new games. Even fairly forgotten old games.
Played the hell out of that game! Had a fun competitive scene for a short bit too
Borderlands guns are explained the same way as the Star Trek game.
Well, mostly. Apparently, they're stored... digitally?
And also, borderlands explains respawning with New-U stations. You register your DNA to be digitally reconstructed. Which, by the way, is confirmed to be non-canon.
How is the new-U station non Canon when it's from almost every game (haven't played the first one)
@@n.u.n1177 Because if they new-U was Canon lorewise, characters dying in the Borderlands series wouldn't be a thing, because they would've just respawn. Thus rendering it non-canon
@@Hewesesm Not exactly. People may choose not to do so out of Fear something might go wrong.
@@fenrisvermundr2516 so you're telling me, that every single person that have died so far in the borderlands timeline have chosen not to use the newU stations?
Yeah it's non canon. There's a playable character in one game that you kill in a different game. He would have respawned.
Mike's intro actually sparked a memory of one time in a normally toxic game I played turned wholesome where everyone heard this little 5-6 year old on voice (with his older brother audible in the background) and it turned into the sweetest game I ever played. People were shooting dead enemies the kid was wildly shooting in the general direction of and they'd be like "You did it buddy you got him!" And everyone else would cheer despite knowing this kid wasn't hitting squat. I think we actually managed to win too if I recall, hahah.
How about the entire mass effect codex. The devs made a lot of explanation for the game. My favorite being why the guns had infinite ammo in 1 then not in 2
But it's a bit contrived not to keep an even small hand gun with infinite ammo (The thing which ME3 fixed). Especially for scenarios in which Shepard would die to a Ymir robot due to lack of ammo.
If I'm not mistaken in ME2 they said the guns still have unlimited ammo but needs thermal clip to work
@ENG The heat sinks allow you to instantly cool your weapon down and continue firing instead of waiting 5-10 seconds. Seems a bit silly to me though as a weapon with infinite ammo seems more valuable than having to wait a few less seconds between firing cycles.
The explanation in universe was after the Geth invasion in ME1 some of their weapons were recovered and had the thermal clip tech, they were found to be vastly more effective and powerful than the internal heat sink technology being used by the citadel and other species so a mass production of these new thermal clip weapons was done.
Of course like Pure above stated the weapons did technically have the block of metal for unlimited ammo but there was a safety feature to prevent them being fired without one so the gun didn't overheat so in effect they did have ammo, honestly it was a bad call by the devs.
@@frag2k12 Well that's just story fluff ultimately. Mechanically, it was a good decision despite us being able to pick apart the internal logic of the lore.
Should have dark souls for the respawn. The game's story is literally based around their explanation for why your character respawns.
Derrick Steen that’s exactly what I was thinking watching this, I was honestly surprised it wasn’t included, the souls series does an incredible job at explaining (most of the time indirectly) why mechanics are the way they are. Even for the stuff that doesn’t even require explanation like estus being bottle fire that rejuvenates you because your soul is made up of the first flame...... like come on that’s crazy cool game design!!
To easy and predictable
Dark Souls wouldn't permadeath you anyway. They get more joy from killing you repeatedly and draining the player of hope.
I think they didn't include it since they already put Bioshock and their justification for respawning is pretty similar. If they had to put every game that justifies respawns there would be a lot of them.
@@NA-nz9lv Yes but bioshocks reason is way more ham-fisted into the story, where as dark souls entire story centers around why you resurrect.
I really really love Jedi Fallen Order’s use of PTSD as both a game mechanic and narrative mechanic. In previous SW games, you usually start as something like a Padawan and have to spend ability points on something as simple as “Force Push.” But in Fallen Order, Cal starts out as a fully-fledged Jedi, but has to *re-learn* all of his Jedi abilities because he’s suppressed them under his crushing PTSD. The more abilities you re-learn, the more Cal learns to deal with his trauma. It’s an ingenious way to tie together character progression and game progression and gives emotional weight to the abilities you unlock. I hope you guys mention it in a later video!
It's actually him siphoning force from different sources. It's essentially what happened to Meetra Surik (KoTOR2 protag) who also had severe PTSD from a war. She was able to siphon the force from people and objects to gain her abilities again
Why no God of War? Laufey literally led Kratos and Atreaus by painting all of the climbing and jump spots for the whole game!
I think the only thing that Fey did was put the barrier up for Kratos to cut down after she dies. Everything else was just do to fate.
@@ratchetexperience8379 the director Corey Balrog? (Spelling is not my strong suit) said that she had set the path before the events in an interview. Part of the whole giants can see the future thing....
@@jonathanbrown9121 Well then that chick is fucking crazy.
@@ratchetexperience8379 So was Kratos for killing the Greek gods for vengeance, and so will Loki when he helps start Ragnarok, so it's just a family of crazy :P
if the justification is not in game, does not count
Fun fact: the transporter pattern buffer is a staple in the Star Trek universe, and predates the ST: Voyager series; it's a memory buffer dedicated to temporarily storing the "pattern" of any transported entity (whether a person or item), hence "[transporter] [pattern] [buffer]" - so, to put it simply, it's the equivalent of RAM dedicated for the sole purpose of storing what makes up something which is being transported. In this case, it's done so that things can be stored in said buffer indefinitely, with the intent being to retrieve the items in question from it.
Montgomery "Scotty" Scott is a prime example of a pattern being stored in the buffer for a long time, about 75 years. The crew of the Enterprise D finally got him out of there.
You're Justin Long's character from Galaxy Quest.
@@Schnittertm1 Yep; I forget the title of the episode (my wife and I watched it recently), but he managed to pull it through by putting the system through a diagnostic cycle, so that his pattern wouldn't degrade over time, as is the norm otherwise.
@@malindemunich2883 I'll take that as a compliment.
Once, I was asked about D&D: "Where can I find the ninja class?"
I replied: "Which one?"
@@RaspK Relics!
In Hyperdimension Neptunia 3, the reason the characters in your party start at a low level at the beginning of the game, despite being the same characters from the previous games, is that there has been very little conflict since the ending of the 2nd game and thus little reason to practice their skills in combat.
The main character is all the way back at level 1 because she has been exceedingly lazy in the time between 2 and 3, whereas her sister is level 10 because she actual does some of the dirty work of defeating monsters just outside of the city on occasion.
Metal gear 3's time paradox for killing ocelot was a funny game over.
The thing about altair dying in water was explained away in a future game as well, as a "software glitch in the animus."
Pretty sure they put that extra effort in to sweep it under the rug because they never got around to programming swimming animations or making anything modeled under the water.
@@PACKERMAN2077 There are a ton of games that have only surface-level swimming and nothing textured under the water.
@@Hyrule409 I know there's not much excuse... even watch dogs wihich they did much later had surface swimming and a completely broken water system.
@@PACKERMAN2077 literally making jokes about their failure in a following game is the opposite of "sweeping it under the rug"
@@KasumiRINA so that would be a lampshade hanging or hand-waving right?
I'm a troper but I haven't troped in awhile
Shepherd's death, ressurrection and pre-mature 'reactivation' in Mass Effect 2 was a fantastic explanation for he/she having lost all of the abilities gained in Mass Effect 1
What about in Mass Effect when they get around the whole ‘infinite ammo’ thing by adding a whole codex entry about slicing small slivers off a metal block inside the gun and using those as bullets?
I thought that was only for one shotgun?
@@robonerd125 Nope. That's every gun in the game. Later games had some that didn't operate like that, but the vast majority of them still did.
Jane, I think you mixed up the meanings of ‘ancestors’ and ‘descendants’ there 🤪
Time to replace this Jane clone with a fresh one. :D
I was thinking the same thing.
She's clearly pulling a Chamber of Secrets and deliberately mixing them up to distort our understanding of the chronology of time lol.
Well when you are being outside of time its self you get all mixed up.
@@spicybeantofu I'll accept that explanation.
The only time she actually had to deal with the concept of descendants was that time she had a son, but he died on a cross so that didn't last long.
TES load and save feature: **c h i m**
in ESO you also basically killed at the start of the game and got a body made of "daedric matter" afterwards, so when you die you would generate a new one as you spawn (too bad you cant see your previous one)
i don't understand
I came here because of Star Trek Voyager: Elite Force in the thumbnail. Never thought I'd see it featured in a 2019 youtube video.
During the Scavenger mission in Elite Force, you can also see Munro switch his/her weapons when standing in front of a mirror. Surprised that footage wasn’t included!
Liana Kriebel Elite Force had a bizarre amount of polish for a game of its type in the time it came out.
Probably why it's a longstanding personal favorite.
Or the cutscene in the opening mission where he pulls a helmet out of his pattern-buffer.
In elite force 2 the guns are actually animated with the transporter effect. Also ef2 had some really cool guns. One was like a phaser G36.
@@Woogoo336 Why wasn't Elite Force 2 more popular? I heard lots of people talking about the first game but I don't think I heard about the sequel until years after it came out. Usually that doesn't happen unless a sequel was bad.
@@marscaleb The multiplayer was awful compared to the original. The map design, weapon balance, and UI / UX design was too far removed. Players just stuck with the original specifically because it had endless customization. Players were playing on custom servers and game modes with custom maps and skin packs for years. There was no reason to move to a new game that was demanding for most computers at the time, so the community just rejected it.
I might be misremembering but that's how I recall it happening. EF 1 was a fuckin masterpiece. No reason to move to EF 2.
Respawning enemies in Legend of Zelda: Breath of the Wild. The blood moon resurrects all fallen enemies.
tbh that Star Trek one made a lot of sense. If you have the technology to teleport anything anywhere, why wouldn't you just have an entire arsenal that could be beamed into your hand right when you need it? I mean, that's basically what Borderlands did.
Idea for a feature: 7 times conversation options seriously mislead you
My first thought is Fallout 4's "sarcasm" response, which makes you borderline racist at times.
@@tformerdude6788 Yeah that's a good one
Fallout 4’s dialog options where a total waste sarcasm could also mean light hearted joke to death threats to racism as you said 😂 all the same options. Should have build on the new Vegas system
Yeya, I like this idea!
"Glass him"
That was not a good day to not be a native speaker of English.
The "Your health is actually your luck" explanation sure made me think better of so many games with auto-heal, since I currently headcanon it to games like Call of Duty nowadays. Thank you, Uncharted.
Also love the Star Trek: Elite Force one, though I prefer the utilization of interdimensional Hammerspace more.
In Gears Of War, the COG soldiers, or Gears, have heavy armor that can take a lot of punishment, while the Locust have very thick shin that does the same thing, and health regen is the Gear/Locust shrugging off the pain.
(Getting hit in the head is an instant kill, though, as most characters lack helmets.)
Destiny, Half Life, Mass Effect, Fallout, Injustice, and more.
We are going to need a commenter's edition, guys.
Destiny: "we refill your guns using programmable matter"
me: "so does that mean i can convert ammo into other types of ammo?"
Destiny: "..."
me: "or what about Glimmer? that's also programmable matter, why can't i spend money to refill my mag whenever i fucking please?"
Destiny: "who want's a third type of Gjallerhorn!? any takers?"
me: "why can cutscene guardians use their powers as much as they want? when i'm supposedly this ridiculously strong Guardian, capable of killing gate lords and punching Oryx in the weiner repeatedly until yellow colored orbs come out like hes a fucking pinata"
Destiny: "please... have mercy."
me: "WHY DO THE SWORDS NEED AMMO, YOU COCKMONGLING FUCKNUGGETS"
i an curious about the half life and the injustice one
but i guess about injustice is the kriptonite-pill-thing
Destiny has the best explanations for the other stuff though, like how you can die and revive, and why you can take 50000 bullets
@@zachgenereaux7529
Right??
@@robonerd125 Or really the fact that they still use firearms at all. I mean, they have FTL travel, FTL communications, and transmaterialization. They've terraformed Mercury ( tidally locked rock with no atmosphere and 1000+ degree difference between day and night ), Venus ( a planet with a CO2 / sulfuric acid atmosphere 90x the pressure of Earth that's actually hotter than Mercury ), and multiple gas giant moons ( despite them being too far from the sun to get above freezing ).
But yeah, with all that, they're still using explosive ballistic weapons . . .
does the blood moon from Breath of the Wild count, games don't always justify why enemies respawn but this game did
Yes, yes it does.
The Blood Moon is also a World-Reset, helping to prevent bugs
@@hanasong8013 Interesting. How so? Like, a boss battle not spawning in the right place but boom Blood Moon then maybe a dice re-roll to fix it?
@@Hyrule409
As an example, Skyrim has a bug where if you don't pick up a sword on the ground, it NEVER goes away. Even if you can't see it anymore, it's still there. Eventually the world becomes so filled with invisible swords that the game crashes. The Blood Moon deletes anything you don't pick up, preventing this.
It also resets the weather clock, so that you don't get stuck with never-ending rain.
Among other things (such as moving NPCs back to where they're supposed to be if they somehow disappear).
@@hanasong8013 Neat. I wonder what other games have world resets built into the lore. Dark Souls is kinda one, but that only applies to enemies.
I don’t know if it counts but in Conker’s Bad Fur Day, dying and respawning was explained.
Apparently squirrels, somewhat similar to cats, have as many lives as they think they can get away with.
It also explained that the floating blocks of chocolate (used for health), are the work of a scientist working on Anti-grav chocolate.
Honestly game designers are incredibly inventive and somehow very unoriginal at the same time - looking at you character names in Phoenix Wright.
*cough* Mr.Sawitt from the first game and Ini & Mimi Miney in Justice for All *cough*
*looks agressively at the evil twins from Crash Twinsanity*
They had normal names in the original Japanese language. Capcom US just went the extra mile of making them punny, as if making everything American was not enough.
You actually put Elite Force on a list! This is why you are my favorite channel! Now if I could just get game play and commentary...
Best explanation for having all these weapons on your person has to be Mass Effect's, where the weapons fold up so they can fit on your back
Where's Dead Space and, y'know, 90% of it's interfaces and HUD being grounded in the universe?
90%?
you mean all.
even the little chestpiece on the front, everything is a hologram, or on your suit.
what's the 10% that isn't grounded?
A canon HUD might have been noteworthy once upon a time, but it's so common these days that it's not worth mentioning except maybe in the buildup.
The whole HUD thing was also in the most recent Deus Ex games, with Adam going as far as to command his HUD on and off in some scenes in Mankind Divided. In the novel, it even says that it is projected directly on his augmented eyes.
Dark Souls: Summon signs and messages are caused by rifts in time.
My favourite "we're telling a story and that didn't happen" is in Mafia III where, if you do something epic but ridiculous like ramping your car into the sea you get a cut scene of the historian shuffling his papers and muttering "No no, that can't be right".
0:14 Mike on voice chat with Jules from WhatCulture.
THAT. Is something I want to see someday.
Oh god. Yep that cheeky fucker would say something about Mike's mom. Guy gets a one per list even on a different channel.
5:22 gave me flashbacks to egbert
“One question. Whats chess?”
bioshock didnt invent the vitachambers, even System Shock had those.