Here's a small quirk of Gwyndolin's hallway that I don't think anyone's really explored: there's an event specifically to manage your bloodstain and dropped items when the hallway contracts. Most people don't really think about this, but it's possible that when you beat Gwyndolin, you've dropped an item (unlikely) or have an unclaimed bloodstain (not-so-unlikely). But since the "infinite" hallway is now permanently inaccessible, you wouldn't be able to get them back. So there's an event script whose sole purpose is to check if the fight is over, and if so, move all the dropped items and bloodstains into the small hallway. It does this using a special event script command -- used nowhere else in the game, as I recall -- to move any of these things that reside in a 1450 (length) x 11 (width) x 1 (height) region covering the "infinite" hallway to a 70 x 7 x 1 region covering the small hallway. I'm not really sure how the math works, maybe it just scales down the relative coordinates since that would be the easiest, maybe it does some weird modulo operation, who knows. Anyway, I find it interesting that they decided to put in custom script command for this instead of moving all the stuff to a single "recovery" point. They were really committed to maintaining the illusion that the hallway actually does grow and shrink rather than being a separate location.
@@Someone89a Good point; all they have to do is reuse the "unstable ground" thing that prevents your bloodstain and messages from showing up on elevators and the like. That's probably the case.
Thank you everyone for your patience, it's been far too long since my most recent upload. I plan to remedy that by making a crap-ton more content this coming fall and for the foreseeable future. I can't wait and hope you're looking forward to it too!
Nice to see you're back. Are you gonna continue the Compare-Through series of Demon's Souls? E: Nevermind, sorry. You answered it in the firrst three minutes.
Strong, reaching-into-the-broken-vending-machine energy from Manus there. Great job putting this together anyway. Always fascinating watching folks continue dissecting the game even after all these years.
I might have stolen the idea of using a small font in my video title from Limit Breakers. But what's an old man gonna do about it anyways??? No but in all seriousness, does that look okay on everyone's display?
FWIW, the full video title is just barely too long on my phone and ends with an ellipse. Maybe you could replace the and with an ampersand and possibly cut the parentheses, just an idea!
man these videos always end up making me wish that fromsoft would make a director's cut or in a wilder scenario a full on remake with all the things they cut/couldn't implement properly or something like that, i can't believe that after all these years there's still so many secrets and cool hidden things being found
I would take that over a new game. If they had the time and resources to fully flesh out and integrate all the unused lore and areas in Ds1, 2, 3, bloodborne.
99% of all games are never ever fully complete. There are always things that are cut from the final product that is released then publicly. This isn’t even really a matter of time and resources, as you can have all of that and then some, but there will always be ideas that never make it in because you are always coming up with new ones throughout the process. That’s just how it is working on a creative project.
A note about the underwater textures: The water in the original Dark Souls and Switch version was SIGNIFICANTLY more translucent than it is in DSR. While it is still not super easy to see those textures, it is certainly significantly more noticeable in the original version.
Developer1: we need to make an infinite hallway, I'm thinking about hidden teleport triggers and such. It's pretty difficult to pull off tho. Developer2: just make a 7 minutes long corridor. No one will walk it all the way while Fighting the boss. Developer1: heh, that could work too.
I have had similar discussions during web development XD (I'm usually the one coming up with the more (sometimes unnecessarily) robust and complicated solutions)
Kinda neat to consider though that maybe Gwendolyn himself came up with this trick, and was sure any opponent wouldn't follow him for that long and survive. Like some real life "magic" (trick). His illusions weren't perfect after all, like Gwynevere, which won't survive a bow shot.
It’s mind-boggling to realize you were able to do all of this without Freecam up until this point. But hearing that you intend to do a fresh batch of content soon, I would like to put a viewer request onto the table! I don’t know how much there would actually be to talk about behind the scenes, but semi-online features like messages and bloodstains seem like they could be very interesting, and probably more complicated than they seem.
That reminds me of the blue ghost that you can put on messages in DS3. I would like to know what determines the equipment of those since it always seems to be an arbitrary point between the start and end of my playthrough. And sometimes even showing gear I never equipped!
I found out that the blue ghost didn’t save on my character that I didn’t rate any messages on, so when I put a message, swapped some gear, and replaced the message, the ghost changed to almost match my current gear. It even saved wether I was 2-handing my weapon or 1-handing. The shield was always that circle shield even though I equipped crest shields. I didn’t test greatshields. And the dark hand was replaced with a caestus. I didn’t change a lot of gear so this could use some further testing, and maybe some sort of list on what weapons and armor appear as what on messages. Likely the same applies to the other ghosts like bloodstains and recent players. So as long as you don’t rate (you can read) messages or place any messages, you can have your first message always be your current gear.
@@thaias9654 This is mind boggling how complex this game can be, even for how simple it can feel - it's so amazing to learn about a game that has a special place in my heart and such.
I always wondered what they actually looked like. At one point very early on I thought it was actually Nito, then I wondered if there was anything special about them.
These types of visual tricks are not that far removed from what good filmmakers will do in movies. Goes to show the level of creative problem solving needed for video game development and how you can accomplish a lot with very little.
Yup, a lot of these effects are trivial to do in 3D, but they need to do it IN ENGINE, meaning that it all needs to render real time at 60fps on original hardware (The PS3). Every vertex, every particle, ever shader, all in real time. This was VERY tricky, so a lot of games just accepted janky cutscenes (Like GTA) while others went full on movie where the cutscenes is just an MP4 that looks WAY better than the actual game (Kingdom Hearths, and NFS for example), but games that manage to make stuning cutscenes and keep them in engine like these are a real treat
24:16 this reminds me of the time when I was coming back to Firelink from Blighttown. Lautrec was gone but the Firekeeper was still alive. I then talked to the Crestfallen Warrior and he said that he saw the crow fly off with someone. So I went up to the nest and flew to the asylum, but everything was the same. So I left and Lautrec was back, he said the same dialogue. I doubt it has anything to do with this but I felt like I should share it.
It's good to have Illusory Wall videos back, but damn this really makes me feel like they had no idea what to do with the Painted World when they first made it. It was basically a test map, but for the map designers and not for physics and that kind of stuff, and they found any way they could to keep it in.
weird to think that this strange world kinda awkwardly welded into DS1 ended up being the concept for the grand finale of the whole series and the end of the cycle of flame
What I found weird was thinking about how they probably didn’t want to have to go through losing finished content after having left the northern limit in demon’s souls unused after putting so much work into it
That Shot from the Kiln make it so the Original Size of the First Flame be FUCKING HUGE!!! It explains why at the end we "explode" and also explain why at the end of Dark Souls 3 the flame bearly pops due to how weak it is. Man, Myazaki should release the full thing for us to read
this series is just going through everything in the back of my brain edit: you’re a legend for timestamps in like every video. IllusoryWall you’re bringing together so many people together from all souls games, showing us all really great content like this in 2021 is helping to keep this game alive 👏
I spent all night like “I’m so tired, I’m gonna go right to sleep” and of course the moment I decide to, you upload. Couldn’t be more happy to lose sleep.
Growing up with outdated PCs, I kinda grew to be interested in the ways different games and situations would load in, watching how and when stuff would pop in on my toaster oven. Now I guess I've got a weird soft spot for all the little simple tricks and stuff like this that pulls everything together, knowing how things works behind the scenes just makes a game more enjoyable imo since you're kinda thinking about the game itself as well as how the behind the scenes stuff is all coming together. As always, your vids slap and I'm always jazzed to see a new one!
Videos like this are so insightful for game development. Also, I noticed the Sweet Home music at the end and had to give it a shoutout. The music in that game was such a mood despite the NES sound limitations.
It's funny to see how Manus' full model is used for him pulling you into the past. Since it didn't change while using the Enemy Randomiser mod I previously thought that his arm coming out of the portal is a separate character model. There's no doubt that what became the "Painted World of Ariamis" went through many changes during the development, since it was one of the first areas that From Software designed for Dark Souls and they still really wanted to include it in the final game somewhere, even if it wasn't possible to make it connect to the rest of the world in a normal way. I wonder if there's anything else interesting that you could discover involving the cutscene that plays when you first enter Lordran, since it does not have the tree that's normally located right next to the Firelink Shrine Bonfire, meaning it inexplicably appears right after the cutscene ends. Did the developers just move the tree away for the purposes of the cutscene?
Wow surprisingly clever! The developers could have been so much lazier but they actually put plenty of thought and effort into each of these tricks. Nice!
Woah. I was watching through this playlist again only to go to close it and realize I watched this less an hour after it was uploaded. Glad DS1 content is still being released in 2021.
So the Gwyndolin's hallway makes a lot of sense now, just recently i played through DS1 Remastered after a very long time in coop. And when we went in, me as the phantom also got the cutscene, and i got so confused because i don't remember seeing that before (i guess maybe i never did that boss in coop before) and i remember saying how that was very weird because it doesn't happen with any other boss. But since right when you go into the fog you are in the main hallway, they had to force the cutscene to teleport the phantoms to the second hallway aswell. Very interesting to be honest.
That rotting dragon is really depressing, but also kind of interesting how an upper half is lying on a clif, and in lost Izalith we find the lower half, what happened to these guys?
It just occured to me that the building in the Kiln of the First Flame and Priscilla's tower are very alike. One conceals the secret of Lifehunt, the other safeguards the secret of the Prophecy.
the cutscene @23:30 looks almost what I'd like to imagine as the 'you lose' screen. Your character is sitting defeated at firelink shrine, about to go from crestfallen to hollow. The crow sees this, and departs to get yet another undead to fulfill the "prophesy"
About the teleport from painting to firelink, iirc Priscilla was originally going to be our maiden in black so they probably just used the crow cutscene to transport you from the painted world which would have been the equivalent to the nexus. Very interesting stuff either way!
Your videos are always the ones I'm most excited to see. You're like an archeologist of interactive artwork. and the souls games are my favorite work of art.
omg welcome back, i've been rewatching all the other dissected videos religiously lately to sate my craving for your content and today that craving is well sated
How does that continuity error even slip by? Smough already had a death animation, or that cutscene was made before his in game animation, then it's weird they animated a different one for a cutscene that doesn't even match up with his in game one, Only to swap out the cutscene death animation with his in game one? That's just strange
Its quite strange, but I feel like it's less of a mistake and more of "shrug". Like they probably just liked how each pose looked, and agreed that most people probably wouldn't notice. And to their credit I think they were right!
@@illusorywall Also, what seems like a trivial matter of swapping the placement of a character model in a cutscene would in reality constitute at least a few hours of work. So when they decided to go with Smough being on his back instead of his front, they decided the other angle looked good enough for the shot they needed. And that it wasn't worth the effort and time it would take to correct something the player would never notice. Making a game _at all_ is a Herculean effort for everyone involved. Making it and keeping it on schedule and under budget even more so. Every production is, on some level, held together by paper clips and duct tape. We should be lucky that the scene worked well enough that we needed to hack the game to even notice the trick they pulled.
Great video as always. I loved the free cam views of the kiln area. I was hoping though that you would have shown the ceiling from where you fight Gwyn at. There's a mural of a sun directly above. I feel that it represents the literal sun of the world being the light of the first Flame and giving yourself to the flame ignites the Sun. Also if you think about solaire's quest to find his own sun, if he links the fire in his world, even though his body Burns, he finally finds and becomes the sun.
Amazing video!!!! Dark souls 1 is such a masterpiece. My first DS game was DS3 and while I liked it I didn’t enjoy the lack of exploration. I didn’t know much about the series before it except for hearing that DS1 is a metroidvania and expected that experience. Anyways I went back to DS1 and it is for sure of the best games I’ve ever played. I LOVE the heart and soul they put into the world layout and exploration. The lack of fast travel really makes you learn the layout of Lordlan extremely well. It’s an open world to the best of it with proper dungeon exploration and everything god I love DS1. It’s like everything you would want from a Zelda game! Bosses have clearly designed ways to beat them (summons, items, gimmicks, etc) that the game -wants- you to use. Amazing.
Awesome! Another video finally! I have been waiting for these for quite a while. Would love another one on DS2 Dissected as that is my most favorite one of the series in terms of lore!
Very cool, it’ll be interesting to see what new things are discovered in the next few years. Thanks for the video man, am looking forward to the next one.
I know that in DS3, the world is colliding in on itself and thus physical locations are not where they were originally, so Irithyll wasn't literally part of Anor Londo until DS3, but I do find it really interesting that a snowy level like Irithyll became an adjacent area to Anor Londo when the original plan was for the Painted World to connect to it in some way. Perhaps they liked the aesthetic of Anor Londo being so close to a snowy area that it inspired Irithyll's creation.
What about the crows feathers? Have you ever looked into how many different variations of the cut scene there are when the crow takes you to fire link shrine? Vaati once pointed out how they are different each time. The placement of the falling feathers. I hope you understand what I mean lol
Ah so I've never looked at that specifically but that doesn't surprise me. It's not something they necessarily went out of their way to implement, I think it just means that they handled it as a certain kind of effect that isn't uncommon in their cutscenes. Take the dragon landing on the steps in Boletaria 1-1 in Demon's Souls. Rocks and dust get kicked up when it does this, but they get kicked up differently every time. This is because instead of animating it a specific way, they create an "explosion" effect that generates some thrown rocks as part of the effect. It's generating in real-time and has some RNG to it, so it kind of does its own thing "on top" of the cutscene, in a way, if that makes any sense. So there are 0 extra variations of the same cutscene made for the feathers, it's always the same cutscene file being loaded, but there's also hypothetically infinite variations possible if you're accounting for how the effect processes.
Oh wow although this illustion is a common practice in theatrical performances, the part where they move the whole thing down the hallway is quite smart.
I..... what???I just revisited the miracle resonance video last night and thought "huh, guess he's wrapped up ds1 and moved on to the next games huh" wild.
Really happy to see you are back! I honestly think the reason we can't see to Tomb of The Giants from Izalith is the fact that. Tomb of the Giants exists similary like Kin of the First Flame. It's not directly below Lordran. It's more of a special place as a land of the dead. That's why we can see Ash Lake from the Tomb. It doesn't make sense if we take it literally, but it makes sense if you consider that death can see everywhere and it's a portal to all places.
Here's a small quirk of Gwyndolin's hallway that I don't think anyone's really explored: there's an event specifically to manage your bloodstain and dropped items when the hallway contracts. Most people don't really think about this, but it's possible that when you beat Gwyndolin, you've dropped an item (unlikely) or have an unclaimed bloodstain (not-so-unlikely). But since the "infinite" hallway is now permanently inaccessible, you wouldn't be able to get them back. So there's an event script whose sole purpose is to check if the fight is over, and if so, move all the dropped items and bloodstains into the small hallway.
It does this using a special event script command -- used nowhere else in the game, as I recall -- to move any of these things that reside in a 1450 (length) x 11 (width) x 1 (height) region covering the "infinite" hallway to a 70 x 7 x 1 region covering the small hallway. I'm not really sure how the math works, maybe it just scales down the relative coordinates since that would be the easiest, maybe it does some weird modulo operation, who knows.
Anyway, I find it interesting that they decided to put in custom script command for this instead of moving all the stuff to a single "recovery" point. They were really committed to maintaining the illusion that the hallway actually does grow and shrink rather than being a separate location.
Do they use that, or similar code, for Wolnir's fight as well?
Funny, I just beat Gwyndolin with a bloodstain on the floor and it was right next to me after the fight, so I assumed they just put it next to you.
@@vanderkarl3927 wait does Wolnir’s fight expand and contract? I always thought your bloodstained stayed outside by the chalice?
@@Someone89a Good point; all they have to do is reuse the "unstable ground" thing that prevents your bloodstain and messages from showing up on elevators and the like. That's probably the case.
amazing
Haha, yeah, that Manus, he sure does look funny floating in the void like that. Not terrifying at all.
Big Monke
T-posing in the void to establish dominance.
when you need to reach the high shelf
I don't like that hes just... down there.
@@karenamyx2205 neither does he.
The crow cutscene kind of looks like a fail state where the chosen undead fails and the crow has to go and find another chosen undead.
deep
"ahh dammit hang on lemme go grab another one"
Thank you everyone for your patience, it's been far too long since my most recent upload. I plan to remedy that by making a crap-ton more content this coming fall and for the foreseeable future. I can't wait and hope you're looking forward to it too!
Holy hell, 2021’s prospects just got a hell of a lot brighter! This is the best news.
Thank you for another video! Looking forward to the new upcoming content!
I was just wondering the other day when you were gonna put something out. Thanks for the video!
Nice to see you're back. Are you gonna continue the Compare-Through series of Demon's Souls? E: Nevermind, sorry. You answered it in the firrst three minutes.
I've been waiting for this! (... _Sorta_ patiently.)
that custscene of the player character watching the crow fly away had so much humanity put into it. one of my favourite discoveries for sure
It looks like it would fit for some kind of ending cutscene, or a trailer.
it's too on the nose for dark souls
Did someone say *humanity*
This scene implies that the crow has realized you've given up and will find another chosen-undead to fulfill the prophecy (sorry for bad English)
@@fark4n1818 The new Crestfallen Warrior, hah hah hah...
11:08 There was a second greatbowman on the mossy cliff! This explains everything!!
Kalameet went down and to the left.
WOOO YEAH BABY. That’s what I’ve been waiting for!
That’s what it’s all about! WOOOOooo!
AHAHAA YEAAAA LETS GOOOOOO! WOOOOOOOO AAHA
PRAISE THE SUN!
Is this a moist critical reference
@@youvegotmailed Its actually a dry critical reference. Dont worry, they are distant cousins.
Strong, reaching-into-the-broken-vending-machine energy from Manus there. Great job putting this together anyway. Always fascinating watching folks continue dissecting the game even after all these years.
Aee re a
I might have stolen the idea of using a small font in my video title from Limit Breakers. But what's an old man gonna do about it anyways???
No but in all seriousness, does that look okay on everyone's display?
Thought it was gonna be a collab lol
The small text looks silly and perfectly suited of this type of ᵗʳⁱᶜᵏᵉʳʸ
FWIW, the full video title is just barely too long on my phone and ends with an ellipse. Maybe you could replace the and with an ampersand and possibly cut the parentheses, just an idea!
give me old man, give me old man!
GIVE US THE MIRACLE BUILD. OLD MAN
man these videos always end up making me wish that fromsoft would make a director's cut or in a wilder scenario a full on remake with all the things they cut/couldn't implement properly or something like that, i can't believe that after all these years there's still so many secrets and cool hidden things being found
Majority of gamers would like that for majority of games
@@dafire9634 ironically excluding Death Stranding
I wish...
I would take that over a new game. If they had the time and resources to fully flesh out and integrate all the unused lore and areas in Ds1, 2, 3, bloodborne.
99% of all games are never ever fully complete. There are always things that are cut from the final product that is released then publicly. This isn’t even really a matter of time and resources, as you can have all of that and then some, but there will always be ideas that never make it in because you are always coming up with new ones throughout the process. That’s just how it is working on a creative project.
8:03
Manus trying to get the TV remote that fell under the sofa.
Accurate
A note about the underwater textures: The water in the original Dark Souls and Switch version was SIGNIFICANTLY more translucent than it is in DSR. While it is still not super easy to see those textures, it is certainly significantly more noticeable in the original version.
good eye mugi
Thanks, the letter j
The room getting smaller during the Ornsteins transformation is so cool!
Developer1: we need to make an infinite hallway, I'm thinking about hidden teleport triggers and such. It's pretty difficult to pull off tho.
Developer2: just make a 7 minutes long corridor. No one will walk it all the way while Fighting the boss.
Developer1: heh, that could work too.
I have had similar discussions during web development XD (I'm usually the one coming up with the more (sometimes unnecessarily) robust and complicated solutions)
developer2 is the senior dev, developer1 is junior
Kinda neat to consider though that maybe Gwendolyn himself came up with this trick, and was sure any opponent wouldn't follow him for that long and survive. Like some real life "magic" (trick). His illusions weren't perfect after all, like Gwynevere, which won't survive a bow shot.
"Hey, we need to make a infinite hallway. Of course, it might be-"
"Make it."
"What?"
"Make a comically long hallway."
in my headcannon the hallway isnt infinite because eventually gwyndolyn runs out of stamina to keep the illusion on
It’s mind-boggling to realize you were able to do all of this without Freecam up until this point. But hearing that you intend to do a fresh batch of content soon, I would like to put a viewer request onto the table! I don’t know how much there would actually be to talk about behind the scenes, but semi-online features like messages and bloodstains seem like they could be very interesting, and probably more complicated than they seem.
Some real behind the behind the scenes stuff with the no-freecam reveal.
That reminds me of the blue ghost that you can put on messages in DS3. I would like to know what determines the equipment of those since it always seems to be an arbitrary point between the start and end of my playthrough. And sometimes even showing gear I never equipped!
@@thaias9654 i thought it was the same for everyone. Some dude in light gear and smough’s legs
I found out that the blue ghost didn’t save on my character that I didn’t rate any messages on, so when I put a message, swapped some gear, and replaced the message, the ghost changed to almost match my current gear. It even saved wether I was 2-handing my weapon or 1-handing.
The shield was always that circle shield even though I equipped crest shields. I didn’t test greatshields. And the dark hand was replaced with a caestus.
I didn’t change a lot of gear so this could use some further testing, and maybe some sort of list on what weapons and armor appear as what on messages. Likely the same applies to the other ghosts like bloodstains and recent players.
So as long as you don’t rate (you can read) messages or place any messages, you can have your first message always be your current gear.
@@thaias9654 This is mind boggling how complex this game can be, even for how simple it can feel - it's so amazing to learn about a game that has a special place in my heart and such.
I wasn't expecting this at all, but I'm hyped as fuck for more Dark Souls Dissected
I didn't realize the skeletons in the cutscene for the coffin were giant skeletons
That’s so funny I always thought they were giant cause how could a lil sticc boi move a giant coffin haha
@@somervillettv2272 Skeleton power
I always wondered what they actually looked like. At one point very early on I thought it was actually Nito, then I wondered if there was anything special about them.
Love how they pulled off the hallway cutscene in a simple, but effective way. Pretty seamless effect!
I love love LOVE that they can't just do magic in video game cutscenes and they still need to use filmmaking techniques like a matte painting.
These types of visual tricks are not that far removed from what good filmmakers will do in movies. Goes to show the level of creative problem solving needed for video game development and how you can accomplish a lot with very little.
Yup, a lot of these effects are trivial to do in 3D, but they need to do it IN ENGINE, meaning that it all needs to render real time at 60fps on original hardware (The PS3). Every vertex, every particle, ever shader, all in real time. This was VERY tricky, so a lot of games just accepted janky cutscenes (Like GTA) while others went full on movie where the cutscenes is just an MP4 that looks WAY better than the actual game (Kingdom Hearths, and NFS for example), but games that manage to make stuning cutscenes and keep them in engine like these are a real treat
24:16 this reminds me of the time when I was coming back to Firelink from Blighttown. Lautrec was gone but the Firekeeper was still alive. I then talked to the Crestfallen Warrior and he said that he saw the crow fly off with someone. So I went up to the nest and flew to the asylum, but everything was the same. So I left and Lautrec was back, he said the same dialogue. I doubt it has anything to do with this but I felt like I should share it.
It's good to have Illusory Wall videos back, but damn this really makes me feel like they had no idea what to do with the Painted World when they first made it.
It was basically a test map, but for the map designers and not for physics and that kind of stuff, and they found any way they could to keep it in.
weird to think that this strange world kinda awkwardly welded into DS1 ended up being the concept for the grand finale of the whole series and the end of the cycle of flame
What I found weird was thinking about how they probably didn’t want to have to go through losing finished content after having left the northern limit in demon’s souls unused after putting so much work into it
That Shot from the Kiln make it so the Original Size of the First Flame be FUCKING HUGE!!! It explains why at the end we "explode" and also explain why at the end of Dark Souls 3 the flame bearly pops due to how weak it is.
Man, Myazaki should release the full thing for us to read
Man the first flame to the first game must’ve been a huge side decrease.
@@thaias9654 there's that as well. In DS3 the arch tree is huge. Compared to the one here in DSq
@@ThiagoCRocha-fh6lg the tree grows while the flame shrinks
@@thaias9654 that doesn't make sense...unless that's the only tree that does that. No other arch tree (if we ever found one) does that.
@@ThiagoCRocha-fh6lg oh I thought it would grow because trees grow
this series is just going through everything in the back of my brain
edit: you’re a legend for timestamps in like every video. IllusoryWall you’re bringing together so many people together from all souls games, showing us all really great content like this in 2021 is helping to keep this game alive 👏
Welcome back! I was pleasantly suprised to see new videos pop at this morning ^^ You made my morning coffee 100 times better!
I spent all night like “I’m so tired, I’m gonna go right to sleep” and of course the moment I decide to, you upload. Couldn’t be more happy to lose sleep.
Growing up with outdated PCs, I kinda grew to be interested in the ways different games and situations would load in, watching how and when stuff would pop in on my toaster oven. Now I guess I've got a weird soft spot for all the little simple tricks and stuff like this that pulls everything together, knowing how things works behind the scenes just makes a game more enjoyable imo since you're kinda thinking about the game itself as well as how the behind the scenes stuff is all coming together. As always, your vids slap and I'm always jazzed to see a new one!
Videos like this are so insightful for game development. Also, I noticed the Sweet Home music at the end and had to give it a shoutout. The music in that game was such a mood despite the NES sound limitations.
It's funny to see how Manus' full model is used for him pulling you into the past. Since it didn't change while using the Enemy Randomiser mod I previously thought that his arm coming out of the portal is a separate character model.
There's no doubt that what became the "Painted World of Ariamis" went through many changes during the development, since it was one of the first areas that From Software designed for Dark Souls and they still really wanted to include it in the final game somewhere, even if it wasn't possible to make it connect to the rest of the world in a normal way.
I wonder if there's anything else interesting that you could discover involving the cutscene that plays when you first enter Lordran, since it does not have the tree that's normally located right next to the Firelink Shrine Bonfire, meaning it inexplicably appears right after the cutscene ends. Did the developers just move the tree away for the purposes of the cutscene?
Wow surprisingly clever! The developers could have been so much lazier but they actually put plenty of thought and effort into each of these tricks. Nice!
Always excited to see any of your content. Thanks for another great video!
THE LEGEND HAS RETURNED!!!! PRAISE THE SUN!!!! 🌞
\[T]/
\[T]/
\[T]/
\\`[-|-] //
(☀️)
\[T]/
\[-|-]/
Woah. I was watching through this playlist again only to go to close it and realize I watched this less an hour after it was uploaded. Glad DS1 content is still being released in 2021.
Oh my god I never knew about poor little lion still moving before getting CRUSHED WHILE STILL ALIVE!!!
So the Gwyndolin's hallway makes a lot of sense now, just recently i played through DS1 Remastered after a very long time in coop. And when we went in, me as the phantom also got the cutscene, and i got so confused because i don't remember seeing that before (i guess maybe i never did that boss in coop before) and i remember saying how that was very weird because it doesn't happen with any other boss. But since right when you go into the fog you are in the main hallway, they had to force the cutscene to teleport the phantoms to the second hallway aswell.
Very interesting to be honest.
That rotting dragon is really depressing, but also kind of interesting how an upper half is lying on a clif, and in lost Izalith we find the lower half, what happened to these guys?
They ran out of dev time and just used dragon butts as demons.
Namco Bandai cloned them and and forced them to work as slaves.
Hopefully we'll get more ds2 one day, i live to see what earthen peak castle originally was.
A lot of cool new information. That wall with the room painted on it, in Gwyndolin's hallway, that slides away was pretty clever.
So lucky to catch one of these so early! Was watching the Lordran's Layout video last night and it kept me up thinking.
Regarding the coffin to Nito cutscene, there's a custom PS3 theme showing the Giant Skeleton picking it up and carrying it into the tomb.
Oscar leaning back to get out of frame is my new favorite thing. Look at him go!!
It just occured to me that the building in the Kiln of the First Flame and Priscilla's tower are very alike. One conceals the secret of Lifehunt, the other safeguards the secret of the Prophecy.
Such a underrated channel. I hope this channel gets huge. I always walk away with so much information from these videos. I’m glad you’re back !
I've never noticed that skeleton closing the coffin. That is really nice detail.
I like how the skeleton slides into existence to close the coffin
The amount of work & detail From Soft put into such minor aspects to the game. That make it such an incredible/groundbreaking game!
the cutscene @23:30 looks almost what I'd like to imagine as the 'you lose' screen. Your character is sitting defeated at firelink shrine, about to go from crestfallen to hollow. The crow sees this, and departs to get yet another undead to fulfill the "prophesy"
god i love when boss models t pose sideways under the floor, really reminds you that they're just like us ya know?
Delighted that the series is back, been missing it from my feed
About the teleport from painting to firelink, iirc Priscilla was originally going to be our maiden in black so they probably just used the crow cutscene to transport you from the painted world which would have been the equivalent to the nexus. Very interesting stuff either way!
Your videos are always the ones I'm most excited to see.
You're like an archeologist of interactive artwork.
and the souls games are my favorite work of art.
omg welcome back, i've been rewatching all the other dissected videos religiously lately to sate my craving for your content and today that craving is well sated
The only downside to these videos is them ending. I could watch you dissect these games for hours and hours 💙
How does that continuity error even slip by?
Smough already had a death animation, or that cutscene was made before his in game animation, then it's weird they animated a different one for a cutscene that doesn't even match up with his in game one,
Only to swap out the cutscene death animation with his in game one? That's just strange
Its quite strange, but I feel like it's less of a mistake and more of "shrug". Like they probably just liked how each pose looked, and agreed that most people probably wouldn't notice. And to their credit I think they were right!
I thought the same, maybe there was an inbetween scene that was cut.
@@illusorywall Also, what seems like a trivial matter of swapping the placement of a character model in a cutscene would in reality constitute at least a few hours of work. So when they decided to go with Smough being on his back instead of his front, they decided the other angle looked good enough for the shot they needed. And that it wasn't worth the effort and time it would take to correct something the player would never notice.
Making a game _at all_ is a Herculean effort for everyone involved. Making it and keeping it on schedule and under budget even more so. Every production is, on some level, held together by paper clips and duct tape. We should be lucky that the scene worked well enough that we needed to hack the game to even notice the trick they pulled.
I always thought the Darkroot Garden felt small, would've been interesting to see that pathway actually developed.
Great video as always. I loved the free cam views of the kiln area. I was hoping though that you would have shown the ceiling from where you fight Gwyn at. There's a mural of a sun directly above. I feel that it represents the literal sun of the world being the light of the first Flame and giving yourself to the flame ignites the Sun.
Also if you think about solaire's quest to find his own sun, if he links the fire in his world, even though his body Burns, he finally finds and becomes the sun.
Love your work, friend. Looking forward to the upcoming vids you mentioned!
pretty crazy how much effort went into this game. it’s what makes it one of the greatest ever
Amazing video!!!! Dark souls 1 is such a masterpiece. My first DS game was DS3 and while I liked it I didn’t enjoy the lack of exploration. I didn’t know much about the series before it except for hearing that DS1 is a metroidvania and expected that experience. Anyways I went back to DS1 and it is for sure of the best games I’ve ever played. I LOVE the heart and soul they put into the world layout and exploration. The lack of fast travel really makes you learn the layout of Lordlan extremely well. It’s an open world to the best of it with proper dungeon exploration and everything god I love DS1. It’s like everything you would want from a Zelda game! Bosses have clearly designed ways to beat them (summons, items, gimmicks, etc) that the game -wants- you to use. Amazing.
I wonder what you think of 2 since from what I hear that went even more open ended and wide open
I have loved all your dark souls dissected videos, I can't play demons souls yet so I'm avoiding your compare-through,
Keep the great content coming
8:12 Holy shit I'll never see that cutscene the same way again lmaoo
Finaly another episode of Dark Souls Dissected, i was getting bored
I love all these little tricks to show how much smoke and mirrors goes into making games
That Hallway remains one of the most creative and clever cutscene tricks
Awesome! Another video finally! I have been waiting for these for quite a while. Would love another one on DS2 Dissected as that is my most favorite one of the series in terms of lore!
Please don’t stop making these! I love seeing your channel pop up in my notifications
As a gamedev to be I really apprecciate how you break these down. Definetly taking notes
Very cool, it’ll be interesting to see what new things are discovered in the next few years. Thanks for the video man, am looking forward to the next one.
Manus T posing gonna give me nightmares when I go for the DLC again.
God, I love seeing little tricks like this. It really shows the thought process the developers have when designing games.
I manged to get off work on time today for this! Gonna have me some relaxed good time! Thank you so much for all the good work!
Highly appreciated, thank you again for putting in the work
This is some of my favourite content on youtube,
Praise lord gwyn for illusory wall
They way the model and lighting jumps around in those cutscenes is fascinating to me.
LOOK AT THOSE TENTACLES
BEST HENTAI BOI
Another absolute banger -- this channel does not miss
I know that in DS3, the world is colliding in on itself and thus physical locations are not where they were originally, so Irithyll wasn't literally part of Anor Londo until DS3, but I do find it really interesting that a snowy level like Irithyll became an adjacent area to Anor Londo when the original plan was for the Painted World to connect to it in some way. Perhaps they liked the aesthetic of Anor Londo being so close to a snowy area that it inspired Irithyll's creation.
I aint gonna lie, gwyndolin was really hard for me, so it got to the point where I reached the end of the hallway just cause he kept running
Hooray a new Dark Souls Dissected video
Seeing a new video from you gives me life.
What about the crows feathers? Have you ever looked into how many different variations of the cut scene there are when the crow takes you to fire link shrine? Vaati once pointed out how they are different each time. The placement of the falling feathers. I hope you understand what I mean lol
Ah so I've never looked at that specifically but that doesn't surprise me. It's not something they necessarily went out of their way to implement, I think it just means that they handled it as a certain kind of effect that isn't uncommon in their cutscenes. Take the dragon landing on the steps in Boletaria 1-1 in Demon's Souls. Rocks and dust get kicked up when it does this, but they get kicked up differently every time. This is because instead of animating it a specific way, they create an "explosion" effect that generates some thrown rocks as part of the effect. It's generating in real-time and has some RNG to it, so it kind of does its own thing "on top" of the cutscene, in a way, if that makes any sense.
So there are 0 extra variations of the same cutscene made for the feathers, it's always the same cutscene file being loaded, but there's also hypothetically infinite variations possible if you're accounting for how the effect processes.
The Return of King (after so long). Thanks man, I love this series!!
Thought this was a limit breaker video for a second
Oh wow although this illustion is a common practice in theatrical performances, the part where they move the whole thing down the hallway is quite smart.
Dude I've been so excited for more videos from you! Your stuff is great. Thank you so much for making such fascinating content.
never have I been so excited at a video on my subscriptions page, your stuff is next level.
Hell yeah, love this series so much. Keep em coming
Movie effects, angles and illusions + vidya games = awesomeness!
Two new videos at once? That's an absolute treat.
I'm glad to see this back
Being able to see into Tomb of the Giants from the Demon Ruins would have been amazing. Imagine seeing tiny glowing eyes staring back at you
It is always a treat to get one of these! Love your work!
Gwyndolin lives in the infinity room at the House on the Rock! Right down to the perspective illusion!
I..... what???I just revisited the miracle resonance video last night and thought "huh, guess he's wrapped up ds1 and moved on to the next games huh"
wild.
"you're probably wondering how i ended up. . ." fucking gold man
LET'S FUCKING GOOOOO I LOVE THIS SERIES
I like the limitbreakers reference in the title
Really happy to see you are back!
I honestly think the reason we can't see to Tomb of The Giants from Izalith is the fact that. Tomb of the Giants exists similary like Kin of the First Flame. It's not directly below Lordran. It's more of a special place as a land of the dead.
That's why we can see Ash Lake from the Tomb. It doesn't make sense if we take it literally, but it makes sense if you consider that death can see everywhere and it's a portal to all places.
I watched a guy take so long on the boss fight he naturally got to the end of the hallway, and it still took him ages to win the fight.
I'm really glad there's a new video. And a great one, as always.
I really appreciate your content! :smile:
I can't get enough of your thorough videos.