That's a theory I heard, remember when toad told him "Sorry Mario, Princess is in another castle"? Wouldn't you be friggin angry if you knew you worked so hard just for...dust?
Team Fortress 2 made me realize that bullets come out of the player's eyes. Heavy weapons guy holds his minigun down by his knees but he's still able to shoot and hit targets while hiding behind cover.
It isn't coming out of the eyes you oaf; a lot of these shots are just hit scan, which means they litearlly just shoot instantly to where you are aiming; they don't come from anywhere
FromSoft games like Dark Souls and Elden Ring, curiously, don't do this. If you crouch while firing a bow at a ledge with enemies below you, the arrows will often hit the ledge even if you have your reticle aimed directly at your target. It feels really weird and is kinda annoying.
The Crash Bandicoot remake actually didn't affect the "coyote time" at all. What happened was they changed Crash's hitbox from a square to round, and crash can only jump when his hitbox is touching ground. Therefore, the flat bottom square hitbox of the older game made it so you could stand and jump much farther from the edge of a ledge than in the remaster. The rounded hitbox of the remake also makes landing a jump much harder, because crash will slide back and off the ledge if he doesn't land beyond the front rounded half of his hitbox. This actually really messed up the difficulty and certain levels like the skyward ascent stage was near impossible. They actually had to go back and modify the game in an update because of this.
I've never even heard of such nonsense as calling that mechanic 'coyote time.' Also, a lot of his explanations are pure nonsense, like claiming Mass Effect 1 limits your run speed because otherwise the game wouldn't be able to load, or claiming need for speed nitro does nothing; it boosts acceleration, not speed.
@@pyropulseIXXIWell "coyote time" is a real game mechanic programmed into games since, well, platform games existed. Like, 40 years ago games were programmed to allow jump inputs to be accepted after the game character's hitbox stopped contacting ground. And more games than I can possibly list use such a mechanic. A good example is Doom 2016 and Doom Eternal. There is literally a special invisible mesh box you can place near an edge (or anywhere actually) in a map editor that allows Doomguy to jump while inside it. This is so you can jump more easily during the first person gameplay, as it is EXTREMELY hard top tell when your character's legs walk off ground. And regardless of what you believe, sprinting in Mass Effect DOES NOT increase movement time, acceleration or max running speed. It only does so in combat. As the video explained, outside of combat in the open world, the game deliberately limits your speed to allow adequate time for more of the world to load properly. You can test this for yourself by setting up your character in the open world at the same spot and time yourself how long it takes to reach the same point, running vs sprinting. The times will be the same. Again, this was explained and demonstrated in the video.
@@pyropulseIXXI Just because you haven't heard of something before, doesn't mean it doesn't exist. The first game with _significant_ coyote time was A Boy and His Blob: Trouble on Blobolonia all the way back in 1989 on the NES (of course we didn't call it that back then). Celeste (2018) is probably when the term became mainstream, and is perhaps the most famous coyote time game of all time. And I'm not sure if the Donkey Kong Country series counts? You have to roll off cliffs to be able to get your jump, you can't just run... maybe we could call it "donkey time?" This part isn't directed at you anymore, Pyro, I'm just rambling BTW. Or if it does count, then the Donkey Kong Country series actually has the most coyote time of all video games to date... if I'm not mistaken.
From what I understand they never fixed this issue? it got the the point of unbearable and I had to shelf the game because later levels were near impossible for me
I refuse to believe the XCOM 2 hidden accuracy buff is real because I will quite simply NEVER forget the time I had a 100% chance to hit a shot and it missed.
@@-SirDuke- I remember getting a mod to help with the bullshit percentages, it basically calculated every hit chance and made up a new percentage based on how you actually hit or missed your shots with the original percentage, didn't make it any less bullshit but I liked the "85% chance to hit... but probably 67%". It simply made it easier to track their actual accuracy as opposed to the arbitrary percentage you could never believe in anyways.
Agreed, I got so frustrated of my elite marines constantly missing clear shots with shotgun from short distance, that I quit the game and will never play again. The % system there is broken.
There’s actually another video game lie I know of. In the horror game Five Nights at Freddy’s: Sister Location, when exiting the circus gallery control module through the vent on Night 1, You here something in the vent, trying to attack you, but there’s actually nothing there, it was probably just added to give you the feeling something is going to jumpscare you if you don’t move fast enough. But you can go AFK in that part of the game for as long as you want, because there is nothing there, it was just an illusion made to keep up with the horror genre
@@BeAmazeddon’t crack on Team Salvato… or DDLC for that matter you should be ashamed of yourself your channel is peak but nothing is more important than DDLC!
@@BeAmazedif it were anything like Mortuary Assistant it can't be classified as a thriller game. Give me a good body hyped jump scare or adrenaline rush from being chased. I'll be a fan then. 😂
25:50 The "neat little trick" to only render what you can actually see has been used in virtually every videogame that has graphics more advanced than the 70's Pong. Vanilla Doom and Quake have it, all Half-Life games and their derivatives have it, and every other such game does, modern or old. It's built-in into Unity and other engines. Games don't render everything behind you, objects behind buildings that you can't see, and even the backs of the buildings themselves.
Indeed, it's a fairly fundamental principle of 3D graphics. Even early versions of OpenGL had an instruction called "glFrustum" which essentially set up the field of view (this was phased out when programmable shaders were introduced). The other effect you mentioned is "occlusion culling"... not rendering objects that are completely obscured by other objects or which are elsewhere in the level. Doom and Quake uses BSP trees for this, while the Unreal Engine uses "portals" to segregate different parts of the map. I think what the narrator was trying to get at was not so much not drawing what's outside the frustum, but selectively loading assets just before they come into view and unloading them as they fall out of view, taking advantage of the fact that players tend to turn relatively slowly rather than snap into a specific view, although this is mostly to save memory than be an outright performance gain, since loading assets can cause significant overhead if you're not careful. "id Tech 5" (Rage) infamously didn't do this too well, as you would experience visible texture popping if you turned quickly.
Most game surfaces are one-sided, with the back being transparent. If the face is turned more than 90 degrees away from the camera, you can't see it, so it isn't drawn. Games generally don't do reflections in glass or mirrored surfaces, because then this facing-away render-saving trick doesn't work.
I used this to my advantage in each of the GTA games , police can't spawn in front of you if you are using the look behind camera view , you can then hold the button down and use the mini map to know when to turn right or left while driving.
@@DMahalkomost games don't do real reflections because it's a massive waste of performance. duke3d's included level editor had a warning not to have two mirrors pointed at each other. screenspace reflections are a warping effect rather than reflections and raytraced reflections are only allowed 1 bounce. some mirrors in games are just a window with clones on the other side
Alien Isolation was such a fantastic game and I've always been yearning for a sequel. It's the only game that's made me literally scream. Turning a wrong corner to have that thing notice you and charge, just the most terrifying thing.
@@mikoto7693 of all the movie slashers out there, xenomorph is most likely to actually exist, which makes it all the more terrifying. I’m not surprised you wouldn’t enjoy A:I, neither would I.
@@renmyomoto4009 for other games yes, for the guardian yes, but for the vandal, the first shot is mroe inaccurate then the second and third Edit : i realised that my first comment was kinda vague and a bit too emphasised so sorry for that. But the point i was trying to make is that when you shoot while standing, the first shot is likely to not fully match up to your crosshair, meaning that theres a small chance that the bullet wont hit EXACTLY where the crosshair is, but close to it.
As a kid I assumed it was by design that being further behind in mariocart ment I got access to better weapons. I was never under the assumptions that I would be able to get a lightning bolt or ghost if I was in second or first.
Yeah rubber banding was particularly strong on mariokart because it was designed for the wii console, which was massively marketed towards family entertainment - all the adverts of mums and dads and daughters and sons all playing together having great fun. In reality, any skill-based game would result in one of them wiping the floor with the rest of them which wouldn't be much fun for the whole family. So they intentionally designed it so that it was always a close match not matter how good or bad you were at it. It probably had the intended result to be fair - good for families having a few silly giggles, but not good for a gamer.
In Mario Kart you only have one chance to stay first permanently. You have to drive like a god so that you gain enough of a lead so that nothing that is triggered behind you can hit you anymore. If you're just barely better than everyone else, you're going to have a really hard time.
I'm 100% convinced that most MMORPGs have some form of bonus system for people who play less, like better droprates, easier random encounters, better loot and so on, so that people who only play once a week don't fall behind that much.
I play one of those where over the course of like 3h I get an increasing % in loot probability. Source: Fiesta Online; this mechanic is deadass placed in your buff bar
im 100% convinced genshin and other gachas have an AI that detects when you loose your pulls, if spend money reduces luck, if REFUSE to spend or ONLY spend when it is kind, it ups your luck.
I think you should have put in a part two.. "the times the games told you the truth" For example in banjo Kazoie when you're warned to not use certain cheat codes or game file will be deleted.
Sounds like every Soulslike game I've ever played. And sometimes you get hit by a combo that staggers you, so it is actually 3 hits, but you can't do anything against the second and third one, after the first one hits you...
Yeah in World War 2 battle combat most sniper rifles are so OP that most of the time they usually one hit a player unless they have better armor but if you survive the first shot the damage done by the first bullet is devastating.
Speaking of horror games. A little known title "Calling" on Wii featured a little easteregg hunt where you would spt this red lady in various hidden locations, and for every time you spotted her, a new message would pop up on your Wii's main menu message board in a red envelope with one creepy message after another.
GTA V also has a hidden mechanic: when you're driving on high speed or doing a mission, some NPCs will try to crash their cars into you. And did anyone notice that in Clash Royale elixir bar fills a bit slower sometimes?
Rubberbanding in Mario Kart also has a breaking point. If you get too far ahead, it starts treating you as if you're behind. Generally, I would start dead last, get the ultimate boost, then get to first, then blow away everyone at the shortcut/cheat spot using the boost to permanently separate me from the pack. Sometimes Toad or a light racer would get fast and leave everyone else behind too.
The original Pokémon games also lie to you about the catching as the great balls are better than the ultra balls, now thankfully it was fixed in the later games but Red/Blue/Green/Yellow made the great balls unintentionally the better ball
@@The_Blazement So true! My first Pokémon game was Gold, which had its issues, but was, actually, pretty funny game. After that, I also played Yellow and man was that frustrating experience. I somehow finished the game, but honestly, if this was my first Pokémon game, I'd probably quit in frustration and never tried any other Pokémon game again 😅
That isn’t quite true. The Ultra Balls are better for pokemon with mid range catch rates, and have the same effectiveness for the hardest and easiest pokemon to catch. But even at best they are only 20% more effective than a Great Ball. So not worth the extra cost.
In arcade fighters, your opponents get progressively more difficult until you die. After you put in another token, they lower the difficulty substantially to let you beat that guy easily and move on to the next challenger. Very addictive!
It sounds very rare to me to read "put another token". I don't know the rest of Europe but in Spain we don't use tokens in arcade games. We insert real coins in them.
@@albertmas3752 A huslte they have around here is to make you buy tokens. Maybe you lose some, maybe you bring some home to use later. You always end up buying more.
@@albertmas3752 It would vary here. A game outside a Walmart would take quarters, but one in an arcade would take quarters or tokens depending on the arcade.
3:52 “After all, there’s nothing worse than feeling like the horror is extending past your device and into your home, at least until- … Ah, just kidding, I’m not going anywhere.”
17:55 my dad played it on his yt channel. he died alot and the rott never reached her head so I can confirm that it is not true. the only time it did reach her head was in the cutscene after her final fight when she admitted defeat
In NFS, the rubber banding was so bad that i can induce it by hitting the accelerator hard just before a sharp turn but immediately tone it down so as not to actually lose control, and the cars behind me respond by accelerating so much they derail themselves (These cars are normally locked into the road and never slide) and they all crash into the wall behind me letting me get a few more seconds of lead time.
There is also rubber banding in crash team racing nitro fuelled as well looking like you’re gonna win the rice easily then suddenly out of nowhere the ai racer zooms past you on the inside to win the race at the last second
I remember one game, I think Forza Horizon, when you raced the "boss", if you waited at the start for a bit, it was a lot easier to win because of the rubberbanding, than if you tried to go flat out the whole way.
Try Mario Kart 8 with one other player split screen with cpus. The rubberbanding will punish the player that gets left behind Massively. I play with my nieces n nephews and I have to stay back if I don't thanks to my experience and years of playing it will make their time, not fun. You see if you are good enough to say lap 12th most the cpu pack will rubberband to you and some of them to the other player. It really is a terrible system.
They probably didn't have a whole lot of confidence in a sequel. Because despite how well the first game might've done, a lot of the game's popularity seems to come from its scare tactics. Which rely very heavily on the player having no idea that those tactics are going to go so hard. If there was a sequel, everybody would go into it knowing what to expect. Ergo, it fundamentally wouldn't have worked as well.
I remember Eternal Darkness… 1am. Home alone. Dog and my feet tangled in the control cord. Hour sense my last save. “You’re controller has been disconnected” as 20 zombies swarm me right at the door way as I enter the room.
17:34 'They didn't want you to lose your progress and stop playing' I died likr two times and thought 'never gonna make it till the end like that' and stopped 😂
That rubberbanding is most noticable in GTA 5 story mode street races, when you take franklin and activate his abillity in some very clutch turn, the AI behind you goes easily without braking through it too, not to mention they are always behind you no matter how fast you go...
I think my favorite silliness is the first-person train sequence in Fallout 3 which turned out to be the character RUNNING along the tracks with a train compartment around him.
4:20 i just noticed that in the farcry 4 is also like that, i remember being low health but then suddenly i felt like i was bulletproof for a minute since the enemies are shooting at me with the low hp
The last sliver of health being bigger is kinda realistic if you think about it. Irl when you are very wounded you'll get an adrenaline shock that lets you do crazy stuff as if you were not that wounded at the expense of your long term health...
21:34 This is actually visible in Halo 2. A cutscene in level 7 "The Oracle" shows projectiles appearing nowhere near the gun. I noticed it when I used the Needler here thanks to the glowing shots.
The one where you talked about Mario actually being the villain reminded be of a story where someone got kidnapped by their dad to avoid their cruel mother
Mario-Carlo, Bowser-Sonny, Wario-Michael in Godfather 3, Luigi-Fredo, Goombas-The Mob, Mushrooms-Michael's motivation for revenge, Mario Kart-an allegory for the Sigma grind.
I write strategy guides, and so it was my job to test the permadeath mechanic in Hellblade to see how many times you could die before losing your progress. So I figured out pretty quickly that there was no actual permadeath mechanic, and it didn't affect me while I was playing. However, I will point out that this wasn't so much a lie as a misdirection. The game says, each time you fail the rot will grow. If the rot reaches Senua's head, her quest is over, and all progress will be lost. Nothing here is untrue. It's just that the rot cannot reach Senua's head because you fail during the course of the game. And to be fair, the game never says that it can. It just says the rot will grow. It doesn't say it will expand to her head. At the end of the game Senua dies in the final battle. It's an unwinnable fight. Enemies respawn endlessly, and you fight on forever until you get hit and don't dodge away before an enemy does a finishing move on you. When she dies here, the rot reaches her head. Her quest then ends, and you lose all of your progress, as this game does not contain any post game content, so your save becomes useless. If you want to continue to play, you have to start over. The game does exactly what it says it will do. It just leads you to believe that you can fail and trigger this mechanic by playing badly, while the truth is that the mechanic is set to happen at a specific point in the game.
I disagree. And even if you're right, it backfired nonetheless. I was terrified when I read the info lines at the beginning. I played extremely cautious. About a quarter in, I realized that the rot didn't grow more than once when repeating the same battle. So, it DIDN'T grow "each time you fall". AND that it actually decreased when not dying for some time. At that point, the game lost any sense of dread to me. It actually became boring.
One I like to mention as a developer: You are not moving through the game world-- the game world is moving through you. Technically, your camera in the world never really moves, despite the convincing illusion. The math behind rendering camera placement is actually inversed. When you move backwards, the entire world is really moving forward. It sure gives the right impression though.
I'm surprised you didn't mention the Mario Party dice. In Mario Party 1 & 2 and possibly others, you can save the game on any given turn and replay that turn 100 times. You and the CPU characters will only roll the same 2 or 3 numbers every time, like one possible scenario is Wario this turn rolls 4 or 6 depending when he hits A, Yoshi 2 or 8, Peach 1 or 3, Mario 1 or 9. Play the turn 100 times Wario will never ever roll a 1 and Yoshi never a 4.
Splatoon doesn't do it and it's very smooth as a matter of fact there is a tactic in professional called peeking where you just hang your gun around a corner and you can shoot enemies but they can't hit you and the cross here doesn't lie
The eye bullet trick was quickly noticed back when I was messing around watching Theater mode replays in my firefight games of Halo Reach. Every time I hid behind a box and shot over said box, AI enemies would notice me a lot slower. Eventually I’d see my Spartans’s bullets come out of the very top of their model instead of their gun. It made practical mechanical sense at least. I’d rather be able to more easily shoot over cover then grapple with realism.
depends what you want out of the game. A game like Halo, which is entirely fantasy, would not do well with any sort of realism being forced. Where as games like Red Orchestra, Rising Storm, Arma, and Hell Let Loose are more bogged into realism and have actual ballistic simulation that do not need a center-of-the-screen trick and are able to line up with the sights of the game. Truth is it's just easier to design the game to read what a crosshair is pointed at, than to simulate a bullet leaving from the barrel of the gun model to the point of aim. (though these games usually have actual bullet drop mechanics)
I think eye bullets only affect games with cover mechanics that allow you to shoot around obstacles as opposed to shooting the thing that's directly in front of you
Frustum culling can be rather annoying. It often doesn’t take shadows into account, so turning away from a tree can cause its shadow to disappear when you can still see that shadow.
FYI, old 8-bit computers and game consoles indeed didn't have any RTC (real time clock). Timing had been done in various ways; most often, it was derived from the vertical or horizontal TV output sync signal. See, analog TV based on a vacuum tube (aka CRT) literally prints each frame on the display using a stream of electrons fired from the "electron gun" cathode at the display anode. (In fact, it's simply rather high anode voltage that pulls them from the cathode with a little help of the field modulation, but that's maybe going too technical.) The stream is directed by electromagnets; where the electrons land, a pixel shines up. The whole frame is printed by lines. Whenever the electron stream jumps at the next line, a "horizontal sync" happens. When the whole frame is printed, a "vertical sync" happens. And when they happen, a "HW interrupt signal" is (may be) sent to the CPU, which then stops its current work and executes the appropriate registered interrupt handler. As the frame rate is fixed (defined by the TV standard, typically 25 FPS for PAL and SECAM), so are the synchronisation signals frequencies; and thus, they are usable to keep track of time (well, let's say reasonably well).
Things don't cease to exist if you're not looking at them in games, they're just not rendered. In other words, they cease to be visible. That's why events still happen behind you. Imagine in GTA online if players were disconnected from you everytime you stopped looking at them.
Oh. My. God. THATS why the Crash Bandicoot Reboot is so hard?!?! I thought I was going nuts or losing hand/eye coordination because I felt like it's SO much harder to play now 😭😭😭
@@pyropulseIXXI Crash's hitbox has nothing to do with it. It was the removal of the "grace block" that was bigger than the object you were jumping from that made it harder. I also don't have an issue with it, having not really played Crash Bandicoot back in the day. I can't imagine how much easier the original version of the games must have been, given the remastered versions aren't all that hard to begin with.
The unrendering tactic has certainly been used in some interesting ways. In Dark Souls, if you aren't looking at enemies, the render rate drops to something like 1 or2 fps. It doesn't really become too noticable until you get to the fast moving dogs, which is why it sometimes feels like they just teleport out of nowhere and attack you
I like how a single game gets called out for Occlusion Culling, when it's been an industry standard. Now yes, people need to learn how it works, but calling it a "lie" isn't how you go about teaching people.
That one amused me as well. Especially giving a 8 Year old Game Credit for John Carmacks over 30 year old invention. But since he confused rendering with existing he should have said that about half the thing they player look at don't exists as well.
100% Agree. As a game developer, I do Occlusion Culling to make sure that even younger people with low/medium - end pc can enjoy the game. And this dude calls me a liar?
@BeAmazed so bit of a story on the panic erase games thing. Whenever the game started to do funky things, I got the buttons down to save by memory. So I could do it really fast. So when I did my normal fast flick of the wrist save, it popped up that message. I nearly ripped the memory card out. But then remembered that a friend did that and lost everything on it.
@BeAmazed I wish I knew how to make video games, because I want to make a game exactly like this. But it would be so much harder now as so many different styles of pc and tv. BUT, how funny would it be to do the burned out monitor or green line down the whole screen like dead pixels
I really enjoyed the game messing with me , I began a new play through and at the very start of the game I let my sanity meter get as low as possible and played the entire game that way. My favorite was the channel changing one , I totally thought my remote fell between me and the seat cusion.
maybe it used to be difficult to "spawn" bullets from the gun's barrel... but nowadays it's extremely easy now, targeting and hit scanning is more accurate to the "shooting from the eyes" narrative but only if it uses hit scanning and not physical bullets
It never was difficult to spawn bullets from the gun's barrel. A bit more effort than just going off the player's camera view but there's nothing challenging to implement it. The original versions of Serious Sam games have it. It was changed in Fusion though.
Fun fact: physical bullets are less realistic than hitscan bullets in terms of simulating a bullet within most games. In almost every videogame environment the distances you have available to you are simply so short that a modern bullet from a modern gun would reach its target. The average bullet has a speed of 1,200 m/s. Yes, over a kilometer per second. Meaning that 350 meter shot in Apex legends should hit in 0.29 seconds. This is almost the same as human reaction time (0.2 seconds flat), which means at that range, the shot should connect almost faster than you can perceive. Almost no videogames have ranges that far. Most of the time you're fighting at ranges smaller than 100m. There is absolutely no reason to be doing physics calculations for distances where IRL bullet drop and deviation are impreceptiably small, and travel time is so fast a human literally cannot perceive it. To "fix" this, game devs make guns shoot EXTREEMLY slow, and widely innaccuratly. Videogame guns are almost never EVER even close to a real gun. Which is incredibly frustrating for many people who like guns. And that's before nonsense like automatic weapons doing less damage than single shot weapons that use the same round and have the same barrel length...
The bullets that spawn on the gun in FPS games are pure cosmetics, they just trace a line from your camera to the direction forward because naturally you want your gun to hit what you're aiming at
in walking dead game, the decision does make effect, in the last episode it all depends your interactions with Kenny wither he will go with u to find Clem or not. also for other characters as well
I had the idea for frustrum culling back in high school, when games had just started getting bigger. I wish I'd had the know-how and resources to do it then!
For the need a little help one, in undertale, if you fail one of the ruins puzzles 10 times, Toby fox will auto complete it. But this change is visible because the 11th time you step on a wrong tile, all of your holes will disappear and you can go any place on the puzzle.
Ha, little do the devs know I deliberately drive in 2nd place until the last couple of corners and then go all out to win in driving games.. and shoot random things in FPS games to keep my hitrate down. I consider mechanics to be a part of the game, so abusing them is fair play.
Except that they know someone will abuse the system, and will now play their games more because they think they had outsmarted the system. It all works out to their favor.
In mario kart (almost every one of them) itsnot ONLY the "first place gets worse items" mechanic, but NPC drivers (the 3 closest to first place) actively cheat (drive at 1000mph and cross half the map in 2 seconds) if you go way too fast OR perform a "non-intended" shortcut.
18:00 That's Mario Kart 8, and i have it on my Nintendo Switch OLED. Also, i really like being in 1st place, but the A.I.s also seem to speed up and use whatever they've got, ESPECIALLY Spiny Shells (i hate those!)!
As someone who played every Need for Speed title post 2003 at least once such as Underground 2 and Most Wanted 2005, and some other NFS titles religiously such as Heat, I never knew the nitrous didn’t actually do very much. Maybe it does in later games, but in the older ones it makes sense why it wouldn’t.
the nitrous was there for a reason it let you accelerate faster the top speed doesn't really change so if you messed up you can get back up to speed faster
It does work. I have tested because I am playing Underground 2. Nitrous does work as people stated, as it decreases the time you take to get from point A to Point B (tested it in a straight road) Hitting the wall in first place makes the rubberband even more obvious And hard mode turns some drag races (randomly) impossible to win, especially in early races where you'll be facing Skylines, Mustangs, Subarus, and Evos when you barely have the first mods available. Restarting after losing doesn't help so when that happens you have to quit and come back in again and hope the impossible race isn't the first one you're playing for your session
15:44 actually in the game Minecraft story mode, in episode 7 you get 4 options to say to Petra and when you say one I'll use "this is for your own good" later when Jessie battles the chipped Petra, she repeats the line you said, like this "list just like you told Petra, this is for your own good" so some games actually do make their characters "remember that"
No wonder your videos' narrator seems to change voice frequently. I'm been a supporter, subscriber and fan of your work for idk more than 4 years maybe? Well I can't really tell, but I for sure it's been a long time. I love your videos, every single of it. Keep doing what your doing, and always be awesome. Showing love and support from the Philippines. (PS: I didn't take the pool, because your both awesome and this channel with its videos are phenomenal!!!) 💙
Matpat did a Doki Doki Literature theory I haven’t seen those videos because it has a warning saying it’s to scary and I don’t really like scary things.
@@favoritemustard3542 No I want having a bad day I was good.The videos had a scary warning on it and from past experience I know that if a video has a warning on it you take it seriously, so I didn’t watch it. Are you having a good day?
Eternal Darkness is still one of my favorite games of all time. I just wish it would work as well in today's technology. Like the Mute bar popping up wouldn't do much to freak you out. It works best on an old TV.
Hellblade is one of my favourite games and I totally freaked out about the permadeath...and though I knew most of your entries I didn't know that one :o
But which one is which?!!? Lol it would be more understanding if they put in the description of each video WHO was actually narrating that video. Edit: Nvm that is cleared up when they first talked about it a couple videos ago! omg lol
I think their just trying to pull a fast one on us. There's only one narrator. He's trying to make us join a "TEAM" just to see how many people will fall for the ruse.
One of the things that frustrates me the most in terms of time is on the pro evo games, say you have 5 minutes of extra time at the end of the match so if you are 1-0 down needing to score you think ok I have 5 minutes to score but in that game every match the timer doesn’t count down seconds like normal time it’s in it’s turbo speed so you have no chance of scoring a goal as when it says five minutes it’s more like a few seconds
@@therunawaykid6523Well MOST football games don't have ACTUAL 90 Minute matches now, Well I mean the default pretty much never was, but some earlier one's you could change the match length to ACTUALLY be 90 mins. But usually the match length was set from between 4-10 REAL MINUTES for 90 Minutes of in-game time.
@@lmcgregoruk yeah that’s true but it would be nice to actually have a proper five mins added time that actually felt like that time instead of like a few seconds I mean that last five mins of stoppage time could be the difference between you losing, winning or drawing
Paragraph incoming: for the last one: the culling, there's something a bit deeper in it: the games that erase everything that you can't see *partially* cull things like items or things that can change (like something that you can move or break), so the items' info are kept in so they don't totally despawn and (for example) a broken wall is memorised as broken. An example is Zelda Breath of the Wild and Zelda Tears of the Kingdom: if you drop a shield on the ground and walk away just enough for the shield to disappear, that shield isn't completely erased, it's just hidden to preserve RAM, indeed if you get close again it will reappear with all of it's stats exactly as it was before. Said shield only completely unloads and gets deleted completely if you walk too far away (there's no way that I know to tell when you got too far away unless you go back to the item and see that it's not loading in anymore)
I observed in The Witcher 3 that all enemies always moved towards me and the old ‘separate one from the group and kill it’ tactic didn’t work. The game also reduces the number of enemies and/or buffs Geralt when you’ve tried and failed to get through a fight several times in a row.
17:56 Need for Speed 2 has had a rubber banding mechanic my friends and I used to exploit. The mechanic: In split screen as long as your car is far behind your opponents car yours is slightly faster to make it easier to catch up. Once you cought up both cars drive the same speed (I really felt my car slowing down). This only happens when both players drive the same car (McLaren F1 372km/h top speed). The exploit: The race starts but only one players drives away. The second player remains at the starting/finishing line. Once the leading player completes the first lap (Our races got up to eight laps) the second player startes. Because of the rubber banding mechanic the second player is faster than the leading player. Of course the first lap time is terrible because you have waited but in the second lap you have the chance to set a new record as long as the leading player is not overtaken. Sometimes I even started with two laps late to the leading player to max out the effect. Do I have to mark out that me and my friends played the crap out of this game? And that the exploit only is usable when both players are experts on the track? Good times 😁
We used to run into this timing issue b/c we had to count time based on clock cycles and not a real-time clock. So if you coded and compiled for a 4MHz processor but ran the game on a 6MHz processor, your timers would be off by about 66%. This would explain the 1sec = 0.6sec ratio you describe. Apparently the Famicom, the PAL NES, and NTSC NES all ran at slightly different CPU clock frequencies. And who knows what the pre-release development unit CPU speed was. That would cause the same code to run at different speeds, including the countdown timer. I used to run into this all of the time on early PCs. A perfectly good game on a PC-XT might be unplayably fast on a Turbo enabled unit or an 80286 CPU (which could run 6x faster depending on your chip). I expect these timer inconsistancies were the result of hardware differences and not intentional programming decisions.
24:36 Fire Emblem also does something similar in some of its games. There is a hybrid RNG system instilled that allows them to dynamically alter the odds, if your hit rate is below 50%, the game will only draw on a single random number, giving you the illusion that you are challenging the odds put before you, but 50% and above the game will pull two random numbers to reduce the chance of you missing , making you less likely to miss those 90% hit rates
I think the legendary edition update for mass effect has more sprinting options because I remember being surprised that I could sprint in non-combat situations.
Unless you are playing crash 4 the number of times where the double jump has saved me from certain death is crazy it’s all about that extra few seconds of air time
I would rather have the matchmaking system be skill based because nothing makes me want to quit playing an online multiplayer game more than being forced to go up against players who might as well be contenders for the esports league for 50+ consecutive matches.
My former older half sister's (she's no longer a part of my family, long story) kid was having trouble with crash bandicoot on a jumping level they couldn't finish because of difficult jumps, I went to the absolute edges of the platform and jumped from there and made it everytime. Was I just using the coyote time all this time playing videogames without realizing it? Another game that reminds me of Braid with a unique plot twist was Chernobylite. It's a great hidden gem where you travel a alternate Chernobyl wasteland with real world scans of the exclusion zone all around Chernobyl as a scientist looking for his wife with green crystals called Chernobylite that's helpful and harmful. Check it out.
Missed a chance to say about fighting games. CPU cheating so can grab u more money, like use comands automaticaly (no necessary inputs like a player have to), reading your moves for a fast response, or even manipulating frame data and hitboxes. The list is huge, and evil!
2:01 in need for speed most wanted, the nitro increases your acceleration, if you are already at top speed it barely does anything.
Thats what i was thinking 🤔
Same for Moto Racer 2.
☝️🤓
@@aguyoverhere8954that’s basic knowledge anyone can know who plays the game dude. Why is that such a nerd thing?
Right
Don't you dare tell me I can't double jump.
always thought i could double jump irl 😂😂😂
@@Glitchswave🤓
Of course you can, it takes practice( Before you argue, it’s a joke)
r/woooooooooooooooooooooooooooooooooosh@@Glitchswave
Ikr 😂
Just imagine Bowser is the one trying to keep her safe in his castle from Mario 😂
That's a theory I heard, remember when toad told him "Sorry Mario, Princess is in another castle"?
Wouldn't you be friggin angry if you knew you worked so hard just for...dust?
Okay...okay............LOOOOOOOOOOOOOHHHHHHHRRRRRRRRRRRRRREEEEEEEEER
@@InnerEagleI always wondered why toad would always be there saying that, “like, bruh, are you working for this fool?”.
@@buttarain27 and...HOW THE HELL toad was ALREADY there when Mario had to struggle to reach that point?
Toad is bowser’s cousin I think
Team Fortress 2 made me realize that bullets come out of the player's eyes. Heavy weapons guy holds his minigun down by his knees but he's still able to shoot and hit targets while hiding behind cover.
Unfortunately, the same thing happens in counter strike, call of duty, battlefield and many other games.
True c.o.d and T.F.2 are more slightly common with this
It isn't coming out of the eyes you oaf; a lot of these shots are just hit scan, which means they litearlly just shoot instantly to where you are aiming; they don't come from anywhere
somehow a roblox game of all games does this well, the bullets actually come from the barrel of the gun instead of your face
FromSoft games like Dark Souls and Elden Ring, curiously, don't do this. If you crouch while firing a bow at a ledge with enemies below you, the arrows will often hit the ledge even if you have your reticle aimed directly at your target. It feels really weird and is kinda annoying.
The Crash Bandicoot remake actually didn't affect the "coyote time" at all. What happened was they changed Crash's hitbox from a square to round, and crash can only jump when his hitbox is touching ground. Therefore, the flat bottom square hitbox of the older game made it so you could stand and jump much farther from the edge of a ledge than in the remaster. The rounded hitbox of the remake also makes landing a jump much harder, because crash will slide back and off the ledge if he doesn't land beyond the front rounded half of his hitbox. This actually really messed up the difficulty and certain levels like the skyward ascent stage was near impossible. They actually had to go back and modify the game in an update because of this.
I've never even heard of such nonsense as calling that mechanic 'coyote time.' Also, a lot of his explanations are pure nonsense, like claiming Mass Effect 1 limits your run speed because otherwise the game wouldn't be able to load, or claiming need for speed nitro does nothing; it boosts acceleration, not speed.
@@pyropulseIXXIWell "coyote time" is a real game mechanic programmed into games since, well, platform games existed. Like, 40 years ago games were programmed to allow jump inputs to be accepted after the game character's hitbox stopped contacting ground. And more games than I can possibly list use such a mechanic. A good example is Doom 2016 and Doom Eternal. There is literally a special invisible mesh box you can place near an edge (or anywhere actually) in a map editor that allows Doomguy to jump while inside it. This is so you can jump more easily during the first person gameplay, as it is EXTREMELY hard top tell when your character's legs walk off ground. And regardless of what you believe, sprinting in Mass Effect DOES NOT increase movement time, acceleration or max running speed. It only does so in combat. As the video explained, outside of combat in the open world, the game deliberately limits your speed to allow adequate time for more of the world to load properly. You can test this for yourself by setting up your character in the open world at the same spot and time yourself how long it takes to reach the same point, running vs sprinting. The times will be the same. Again, this was explained and demonstrated in the video.
@@pyropulseIXXI Just because you haven't heard of something before, doesn't mean it doesn't exist. The first game with _significant_ coyote time was A Boy and His Blob: Trouble on Blobolonia all the way back in 1989 on the NES (of course we didn't call it that back then). Celeste (2018) is probably when the term became mainstream, and is perhaps the most famous coyote time game of all time. And I'm not sure if the Donkey Kong Country series counts? You have to roll off cliffs to be able to get your jump, you can't just run... maybe we could call it "donkey time?" This part isn't directed at you anymore, Pyro, I'm just rambling BTW. Or if it does count, then the Donkey Kong Country series actually has the most coyote time of all video games to date... if I'm not mistaken.
From what I understand they never fixed this issue? it got the the point of unbearable and I had to shelf the game because later levels were near impossible for me
I refuse to believe the XCOM 2 hidden accuracy buff is real because I will quite simply NEVER forget the time I had a 100% chance to hit a shot and it missed.
fair point
I play XCOM1, which is superior anyway, and really cannot imagine this being in that game.
Yep, that's either a "new feature", or BE AMAZED got it the wrong way.
I swear, a 95% chance to hit, had a 25% chance to miss...
@@-SirDuke- I remember getting a mod to help with the bullshit percentages, it basically calculated every hit chance and made up a new percentage based on how you actually hit or missed your shots with the original percentage, didn't make it any less bullshit but I liked the "85% chance to hit... but probably 67%". It simply made it easier to track their actual accuracy as opposed to the arbitrary percentage you could never believe in anyways.
Agreed, I got so frustrated of my elite marines constantly missing clear shots with shotgun from short distance, that I quit the game and will never play again. The % system there is broken.
There’s actually another video game lie I know of. In the horror game Five Nights at Freddy’s: Sister Location, when exiting the circus gallery control module through the vent on Night 1, You here something in the vent, trying to attack you, but there’s actually nothing there, it was probably just added to give you the feeling something is going to jumpscare you if you don’t move fast enough. But you can go AFK in that part of the game for as long as you want, because there is nothing there, it was just an illusion made to keep up with the horror genre
horror games are full of sneaky tactics like this! those cruel, cruel developers
@BeAmazed, how else would it be fun if they Didn't
@@BeAmazeddon’t crack on Team Salvato… or DDLC for that matter you should be ashamed of yourself your channel is peak but nothing is more important than DDLC!
@@BeAmazedif it were anything like Mortuary Assistant it can't be classified as a thriller game. Give me a good body hyped jump scare or adrenaline rush from being chased. I'll be a fan then. 😂
@@DDLCman1117cant it be a matter of opinion?
25:50 The "neat little trick" to only render what you can actually see has been used in virtually every videogame that has graphics more advanced than the 70's Pong. Vanilla Doom and Quake have it, all Half-Life games and their derivatives have it, and every other such game does, modern or old. It's built-in into Unity and other engines. Games don't render everything behind you, objects behind buildings that you can't see, and even the backs of the buildings themselves.
Indeed, it's a fairly fundamental principle of 3D graphics. Even early versions of OpenGL had an instruction called "glFrustum" which essentially set up the field of view (this was phased out when programmable shaders were introduced). The other effect you mentioned is "occlusion culling"... not rendering objects that are completely obscured by other objects or which are elsewhere in the level. Doom and Quake uses BSP trees for this, while the Unreal Engine uses "portals" to segregate different parts of the map.
I think what the narrator was trying to get at was not so much not drawing what's outside the frustum, but selectively loading assets just before they come into view and unloading them as they fall out of view, taking advantage of the fact that players tend to turn relatively slowly rather than snap into a specific view, although this is mostly to save memory than be an outright performance gain, since loading assets can cause significant overhead if you're not careful. "id Tech 5" (Rage) infamously didn't do this too well, as you would experience visible texture popping if you turned quickly.
Most game surfaces are one-sided, with the back being transparent. If the face is turned more than 90 degrees away from the camera, you can't see it, so it isn't drawn. Games generally don't do reflections in glass or mirrored surfaces, because then this facing-away render-saving trick doesn't work.
I used this to my advantage in each of the GTA games , police can't spawn in front of you if you are using the look behind camera view , you can then hold the button down and use the mini map to know when to turn right or left while driving.
@@williamseidle2687 you are confusing game mechanics and rendering optimizations which have nothing to do with each other at all.
@@DMahalkomost games don't do real reflections because it's a massive waste of performance. duke3d's included level editor had a warning not to have two mirrors pointed at each other. screenspace reflections are a warping effect rather than reflections and raytraced reflections are only allowed 1 bounce. some mirrors in games are just a window with clones on the other side
Alien Isolation was such a fantastic game and I've always been yearning for a sequel. It's the only game that's made me literally scream. Turning a wrong corner to have that thing notice you and charge, just the most terrifying thing.
I also screamed once in fright. I was walking and the alien fell out of the air in front of me. It was the biggest scare I've ever had in my life.
I’ve watched play throughs of that game and I don’t think I’d enjoy it.
@@mikoto7693 of all the movie slashers out there, xenomorph is most likely to actually exist, which makes it all the more terrifying. I’m not surprised you wouldn’t enjoy A:I, neither would I.
Watch ai and games for a full breakdown its really interesting
@@mikoto7693 A strange game. The only winning move is not to play.
I swear all of these rubberbanding, gaslighting, asswhooping mechanics exist in Valorant.
lets not forget that they advertise their game as "precise gameplay" when theres a feature that makes your first shot the most inaccurate
@@canijustgo3013 I'm sorry to tell you this but your first shot is (not 100%) but very close to 100%
@@renmyomoto4009 that's what kinda what I said....
@@canijustgo3013 Wrong again! You said the first shot is the most inaccurate. I said the first shot is most accurate!
@@renmyomoto4009 for other games yes, for the guardian yes, but for the vandal, the first shot is mroe inaccurate then the second and third
Edit : i realised that my first comment was kinda vague and a bit too emphasised so sorry for that. But the point i was trying to make is that when you shoot while standing, the first shot is likely to not fully match up to your crosshair, meaning that theres a small chance that the bullet wont hit EXACTLY where the crosshair is, but close to it.
So after all these years of throwing my NES controller across the room when I was younger saying the game was cheating actually was true.
Those bastards 😂
Street fighter definitely was broken in favor of the cpu.
@@y_s4021don’t get me STARTED on the old Mortal Kombat games
As a kid I assumed it was by design that being further behind in mariocart ment I got access to better weapons. I was never under the assumptions that I would be able to get a lightning bolt or ghost if I was in second or first.
as someone who is particularly skilled at mario kart 8, I have never gotten anything other than shells, mushrooms, and blast boxes while in 1st place
Yeah, this was not a lie, it was a catch-up mechanic
@@AntimatterStudios857yeah and the player in last always seems to get the bullet bill so they end up zooming past everyone in an instant
Yeah rubber banding was particularly strong on mariokart because it was designed for the wii console, which was massively marketed towards family entertainment - all the adverts of mums and dads and daughters and sons all playing together having great fun.
In reality, any skill-based game would result in one of them wiping the floor with the rest of them which wouldn't be much fun for the whole family. So they intentionally designed it so that it was always a close match not matter how good or bad you were at it.
It probably had the intended result to be fair - good for families having a few silly giggles, but not good for a gamer.
In Mario Kart you only have one chance to stay first permanently. You have to drive like a god so that you gain enough of a lead so that nothing that is triggered behind you can hit you anymore. If you're just barely better than everyone else, you're going to have a really hard time.
I'm 100% convinced that most MMORPGs have some form of bonus system for people who play less, like better droprates, easier random encounters, better loot and so on, so that people who only play once a week don't fall behind that much.
I play one of those where over the course of like 3h I get an increasing % in loot probability.
Source: Fiesta Online; this mechanic is deadass placed in your buff bar
Many mumtiplayer games also have a mechanic to put you against weaker players or in a better team if you are performing to poorly.
@@molybdaen11 Pretty sure War Thunder puts me with smooth brain trammates when I start doing too well/having too much fun.
im 100% convinced genshin and other gachas have an AI that detects when you loose your pulls, if spend money reduces luck, if REFUSE to spend or ONLY spend when it is kind, it ups your luck.
I think you should have put in a part two.. "the times the games told you the truth"
For example in banjo Kazoie when you're warned to not use certain cheat codes or game file will be deleted.
“Is there anything more terrifying than.. a red health bar?”
Me: Constantly being one shot
That's rough dude
Sounds like every Soulslike game I've ever played. And sometimes you get hit by a combo that staggers you, so it is actually 3 hits, but you can't do anything against the second and third one, after the first one hits you...
Yeah in World War 2 battle combat most sniper rifles are so OP that most of the time they usually one hit a player unless they have better armor but if you survive the first shot the damage done by the first bullet is devastating.
Jay and Wesley.......after all these years I finally got their names....
In my opinion I like the coolguy voice better.
Likewise brotha, but still, they're both doing great!.
There’s different voices?
Yeah I thought it was just one person talking
So that means I am not going crazy! I was like 'I swear I am hearing different voices.'
still no reveail of the atual owner itself tho. which makes conspracys in my head run wild.
Speaking of horror games. A little known title "Calling" on Wii featured a little easteregg hunt where you would spt this red lady in various hidden locations, and for every time you spotted her, a new message would pop up on your Wii's main menu message board in a red envelope with one creepy message after another.
GTA V also has a hidden mechanic: when you're driving on high speed or doing a mission, some NPCs will try to crash their cars into you.
And did anyone notice that in Clash Royale elixir bar fills a bit slower sometimes?
I understand now why in NFS games npc cars jumps in your trajectory
Certainly f
Rubberbanding in Mario Kart also has a breaking point. If you get too far ahead, it starts treating you as if you're behind. Generally, I would start dead last, get the ultimate boost, then get to first, then blow away everyone at the shortcut/cheat spot using the boost to permanently separate me from the pack. Sometimes Toad or a light racer would get fast and leave everyone else behind too.
The original Pokémon games also lie to you about the catching as the great balls are better than the ultra balls, now thankfully it was fixed in the later games but Red/Blue/Green/Yellow made the great balls unintentionally the better ball
Those games had so many bugs, it was a miracle they worked at all lol
@@The_Blazement So true! My first Pokémon game was Gold, which had its issues, but was, actually, pretty funny game. After that, I also played Yellow and man was that frustrating experience. I somehow finished the game, but honestly, if this was my first Pokémon game, I'd probably quit in frustration and never tried any other Pokémon game again 😅
Forget Gen 1, because Red/Blue had many bugs. Gen 2, which is newer, was even worse.
I noticed that playing but couldn't prove it.
That isn’t quite true. The Ultra Balls are better for pokemon with mid range catch rates, and have the same effectiveness for the hardest and easiest pokemon to catch. But even at best they are only 20% more effective than a Great Ball. So not worth the extra cost.
In arcade fighters, your opponents get progressively more difficult until you die. After you put in another token, they lower the difficulty substantially to let you beat that guy easily and move on to the next challenger. Very addictive!
It sounds very rare to me to read "put another token". I don't know the rest of Europe but in Spain we don't use tokens in arcade games. We insert real coins in them.
@@albertmas3752 tomatoe potato .. you have to buy the tokens first, so they are just a substitute for money.
@@albertmas3752 A huslte they have around here is to make you buy tokens. Maybe you lose some, maybe you bring some home to use later. You always end up buying more.
@@albertmas3752 It would vary here. A game outside a Walmart would take quarters, but one in an arcade would take quarters or tokens depending on the arcade.
@@cqmorrell Thanks!
3:52
“After all, there’s nothing worse than feeling like the horror is extending past your device and into your home, at least until-
…
Ah, just kidding, I’m not going anywhere.”
i missed the realism effect because i was watching this on a windowed browser. should've pressed f11 for maximum immersion 🤣
@@sylpisophia5612 Indeed.
👋💀🤳
I wasnt using a tv💀
17:55 my dad played it on his yt channel. he died alot and the rott never reached her head so I can confirm that it is not true. the only time it did reach her head was in the cutscene after her final fight when she admitted defeat
Subnatica. You actually go crazy irl. And when the void leviathans stop chasing you after so far... you wonder. What can be deeper..
In NFS, the rubber banding was so bad that i can induce it by hitting the accelerator hard just before a sharp turn but immediately tone it down so as not to actually lose control, and the cars behind me respond by accelerating so much they derail themselves (These cars are normally locked into the road and never slide) and they all crash into the wall behind me letting me get a few more seconds of lead time.
There is also rubber banding in crash team racing nitro fuelled as well looking like you’re gonna win the rice easily then suddenly out of nowhere the ai racer zooms past you on the inside to win the race at the last second
I remember one game, I think Forza Horizon, when you raced the "boss", if you waited at the start for a bit, it was a lot easier to win because of the rubberbanding, than if you tried to go flat out the whole way.
The many times where rubberbanding gets the medicine instead of you
Which NFS? Just tried Most Wanted and it isn't the case. Same thing with NFS Hot Pursuit Remastered.
Try Mario Kart 8 with one other player split screen with cpus. The rubberbanding will punish the player that gets left behind Massively. I play with my nieces n nephews and I have to stay back if I don't thanks to my experience and years of playing it will make their time, not fun. You see if you are good enough to say lap 12th most the cpu pack will rubberband to you and some of them to the other player. It really is a terrible system.
Man, how did Eternal Darkness never get a sequel? Criminal.
There was a sequel kickstarter a while back but it failed to get funded.
@@andybrown4284 😢
Yoo that game had crazy scare tactics!
They probably didn't have a whole lot of confidence in a sequel. Because despite how well the first game might've done, a lot of the game's popularity seems to come from its scare tactics. Which rely very heavily on the player having no idea that those tactics are going to go so hard. If there was a sequel, everybody would go into it knowing what to expect. Ergo, it fundamentally wouldn't have worked as well.
I remember Eternal Darkness…
1am. Home alone. Dog and my feet tangled in the control cord. Hour sense my last save.
“You’re controller has been disconnected” as 20 zombies swarm me right at the door way as I enter the room.
They game was amazing and I couldn't even get past about 40% of the campaign 😂
😂😂😂
Ouch...
17:34
'They didn't want you to lose your progress and stop playing'
I died likr two times and thought 'never gonna make it till the end like that' and stopped 😂
That rubberbanding is most noticable in GTA 5 story mode street races, when you take franklin and activate his abillity in some very clutch turn, the AI behind you goes easily without braking through it too, not to mention they are always behind you no matter how fast you go...
I think my favorite silliness is the first-person train sequence in Fallout 3 which turned out to be the character RUNNING along the tracks with a train compartment around him.
The train being actually a hat the character wore.
"Wear it on your head for a hat" is a funny comeback line, in certain situations 😂👍
When tf did that happen? I’m at the second to last story mission, don’t think I’ve done it.
4:20 i just noticed that in the farcry 4 is also like that, i remember being low health but then suddenly i felt like i was bulletproof for a minute since the enemies are shooting at me with the low hp
The last sliver of health being bigger is kinda realistic if you think about it. Irl when you are very wounded you'll get an adrenaline shock that lets you do crazy stuff as if you were not that wounded at the expense of your long term health...
21:34 This is actually visible in Halo 2. A cutscene in level 7 "The Oracle" shows projectiles appearing nowhere near the gun.
I noticed it when I used the Needler here thanks to the glowing shots.
i was just gonna put the same timestamp was 😂
❤ Twin Needlers ❤
For me the biggest lies in games are the loots, microtransactions, and releasing an incomplete games.
In some cases, the bullets don't even shoot. They just spawn at the destination and play an explosion effect.
The one where you talked about Mario actually being the villain reminded be of a story where someone got kidnapped by their dad to avoid their cruel mother
Mario-Carlo, Bowser-Sonny, Wario-Michael in Godfather 3, Luigi-Fredo, Goombas-The Mob, Mushrooms-Michael's motivation for revenge, Mario Kart-an allegory for the Sigma grind.
I write strategy guides, and so it was my job to test the permadeath mechanic in Hellblade to see how many times you could die before losing your progress. So I figured out pretty quickly that there was no actual permadeath mechanic, and it didn't affect me while I was playing.
However, I will point out that this wasn't so much a lie as a misdirection.
The game says, each time you fail the rot will grow. If the rot reaches Senua's head, her quest is over, and all progress will be lost.
Nothing here is untrue. It's just that the rot cannot reach Senua's head because you fail during the course of the game. And to be fair, the game never says that it can. It just says the rot will grow. It doesn't say it will expand to her head.
At the end of the game Senua dies in the final battle. It's an unwinnable fight. Enemies respawn endlessly, and you fight on forever until you get hit and don't dodge away before an enemy does a finishing move on you. When she dies here, the rot reaches her head. Her quest then ends, and you lose all of your progress, as this game does not contain any post game content, so your save becomes useless. If you want to continue to play, you have to start over.
The game does exactly what it says it will do. It just leads you to believe that you can fail and trigger this mechanic by playing badly, while the truth is that the mechanic is set to happen at a specific point in the game.
I disagree. And even if you're right, it backfired nonetheless.
I was terrified when I read the info lines at the beginning. I played extremely cautious.
About a quarter in, I realized that the rot didn't grow more than once when repeating the same battle. So, it DIDN'T grow "each time you fall". AND that it actually decreased when not dying for some time.
At that point, the game lost any sense of dread to me. It actually became boring.
Thanks for the spoilers.
i love that the lie for ddlc is "it's actually a horror game... but it has aNIME CHARACTERS??!?"
When I played DDLC it wasn’t even that scary
@@DDLCman1117 yeah honestly it's just shock factor
To me anime is already horror
@@CsjStudios lmao, dude i was so confused when i saw this notification with no context
whats ddlc
One I like to mention as a developer: You are not moving through the game world-- the game world is moving through you.
Technically, your camera in the world never really moves, despite the convincing illusion. The math behind rendering camera placement is actually inversed. When you move backwards, the entire world is really moving forward. It sure gives the right impression though.
I'm surprised you didn't mention the Mario Party dice. In Mario Party 1 & 2 and possibly others, you can save the game on any given turn and replay that turn 100 times. You and the CPU characters will only roll the same 2 or 3 numbers every time, like one possible scenario is Wario this turn rolls 4 or 6 depending when he hits A, Yoshi 2 or 8, Peach 1 or 3, Mario 1 or 9. Play the turn 100 times Wario will never ever roll a 1 and Yoshi never a 4.
I just hate how videogames get the fact that we shoot bullets out of our eyes instead of our guns wrong
if you've ever played an fps that doesn't use that trick, you'd realize you don't hate the physical inaccuracy as much as you think you do.
No i actually like the mechanic using the guns trajectory
Splatoon doesn't do it and it's very smooth as a matter of fact there is a tactic in professional called peeking where you just hang your gun around a corner and you can shoot enemies but they can't hit you and the cross here doesn't lie
@@Mc_clorinde888.8 splatoon also isn't an fps, its third person.
@@zami001001 WHO ASKED+MY CONTENT IS WAY BETTER.
jk I didn't realize this was about fps I thought it included third person ones
The eye bullet trick was quickly noticed back when I was messing around watching Theater mode replays in my firefight games of Halo Reach. Every time I hid behind a box and shot over said box, AI enemies would notice me a lot slower. Eventually I’d see my Spartans’s bullets come out of the very top of their model instead of their gun. It made practical mechanical sense at least. I’d rather be able to more easily shoot over cover then grapple with realism.
depends what you want out of the game. A game like Halo, which is entirely fantasy, would not do well with any sort of realism being forced. Where as games like Red Orchestra, Rising Storm, Arma, and Hell Let Loose are more bogged into realism and have actual ballistic simulation that do not need a center-of-the-screen trick and are able to line up with the sights of the game.
Truth is it's just easier to design the game to read what a crosshair is pointed at, than to simulate a bullet leaving from the barrel of the gun model to the point of aim. (though these games usually have actual bullet drop mechanics)
I think eye bullets only affect games with cover mechanics that allow you to shoot around obstacles as opposed to shooting the thing that's directly in front of you
About the health bar length not being proportional to HP: in Minecraft it is, so surviving on half a heart (1HP) is actually impressive.
And Fortnite
It's a trend not a rule. Survive games don't tend to use the health grace mechanic
Yeah, MC does almost none of these
@@TheKillager
Do they even do frustrum culling?
@@LordRazer3
Did I ever say it was a rule? No.
Did I ever think it was a rule? No.
Bro the Doki Doki literature club was mentally disturbing 10:51
Frustum culling can be rather annoying. It often doesn’t take shadows into account, so turning away from a tree can cause its shadow to disappear when you can still see that shadow.
FYI, old 8-bit computers and game consoles indeed didn't have any RTC (real time clock). Timing had been done in various ways; most often, it was derived from the vertical or horizontal TV output sync signal.
See, analog TV based on a vacuum tube (aka CRT) literally prints each frame on the display using a stream of electrons fired from the "electron gun" cathode at the display anode. (In fact, it's simply rather high anode voltage that pulls them from the cathode with a little help of the field modulation, but that's maybe going too technical.) The stream is directed by electromagnets; where the electrons land, a pixel shines up. The whole frame is printed by lines. Whenever the electron stream jumps at the next line, a "horizontal sync" happens. When the whole frame is printed, a "vertical sync" happens. And when they happen, a "HW interrupt signal" is (may be) sent to the CPU, which then stops its current work and executes the appropriate registered interrupt handler. As the frame rate is fixed (defined by the TV standard, typically 25 FPS for PAL and SECAM), so are the synchronisation signals frequencies; and thus, they are usable to keep track of time (well, let's say reasonably well).
Things don't cease to exist if you're not looking at them in games, they're just not rendered. In other words, they cease to be visible. That's why events still happen behind you. Imagine in GTA online if players were disconnected from you everytime you stopped looking at them.
Oh. My. God.
THATS why the Crash Bandicoot Reboot is so hard?!?! I thought I was going nuts or losing hand/eye coordination because I felt like it's SO much harder to play now 😭😭😭
I got the original on PSP, and I was like "What the hell? I can get this Box without Dying?"
Yup, because the jumps were tuned and playtested for effectively different platform lengths and you got in the reboot.
felt fine to me. maybe because i never played the ps1 versions. it is probably your muscle memory from ps1 version.
@@itakwilsimanalo The hitbox went from square to round you oaf; that means you litearlly have less room to land
@@pyropulseIXXI Crash's hitbox has nothing to do with it. It was the removal of the "grace block" that was bigger than the object you were jumping from that made it harder. I also don't have an issue with it, having not really played Crash Bandicoot back in the day. I can't imagine how much easier the original version of the games must have been, given the remastered versions aren't all that hard to begin with.
To be honest, I would like a sample of each voice so that it's easier for me to decide.
I didn’t even know who’s who
Jay & Wesley, clearly the same guy.
(He's lying to us)
@@milesrogers7225 You're the one who's lying, Jay is the narrator of this video and another video just dropped today and Wesley is narrating it.
The unrendering tactic has certainly been used in some interesting ways. In Dark Souls, if you aren't looking at enemies, the render rate drops to something like 1 or2 fps. It doesn't really become too noticable until you get to the fast moving dogs, which is why it sometimes feels like they just teleport out of nowhere and attack you
I like how a single game gets called out for Occlusion Culling, when it's been an industry standard. Now yes, people need to learn how it works, but calling it a "lie" isn't how you go about teaching people.
"called out" "lie" _so extreme_ lol
That one amused me as well. Especially giving a 8 Year old Game Credit for John Carmacks over 30 year old invention.
But since he confused rendering with existing he should have said that about half the thing they player look at don't exists as well.
100% Agree. As a game developer, I do Occlusion Culling to make sure that even younger people with low/medium - end pc can enjoy the game. And this dude calls me a liar?
Spoiler alert: nothing in a video game actually exists
Eternal Darkness. I LOVED that game. I really wish they'd do a remake. Also, the erasing all saved games made me panic for real.
yeah, a remake or sequel - if done well - would be so cool!
@BeAmazed so bit of a story on the panic erase games thing. Whenever the game started to do funky things, I got the buttons down to save by memory. So I could do it really fast. So when I did my normal fast flick of the wrist save, it popped up that message. I nearly ripped the memory card out. But then remembered that a friend did that and lost everything on it.
@BeAmazed I wish I knew how to make video games, because I want to make a game exactly like this. But it would be so much harder now as so many different styles of pc and tv. BUT, how funny would it be to do the burned out monitor or green line down the whole screen like dead pixels
No, stop with all the remakes. NEW games please. We want Eternal Darkness numero DOS, not a remake, they'd screw it up anyway.
I really enjoyed the game messing with me , I began a new play through and at the very start of the game I let my sanity meter get as low as possible and played the entire game that way. My favorite was the channel changing one , I totally thought my remote fell between me and the seat cusion.
maybe it used to be difficult to "spawn" bullets from the gun's barrel... but nowadays it's extremely easy
now, targeting and hit scanning is more accurate to the "shooting from the eyes" narrative but only if it uses hit scanning and not physical bullets
It never was difficult to spawn bullets from the gun's barrel. A bit more effort than just going off the player's camera view but there's nothing challenging to implement it. The original versions of Serious Sam games have it. It was changed in Fusion though.
@@RealRushinRussian I can only speak for recent events since I just recently started learning about game development
thank you for the insight
Hitscanning is probably the worst thing in gaming since countless shitty jumpscares in horror games.
Fun fact: physical bullets are less realistic than hitscan bullets in terms of simulating a bullet within most games. In almost every videogame environment the distances you have available to you are simply so short that a modern bullet from a modern gun would reach its target. The average bullet has a speed of 1,200 m/s. Yes, over a kilometer per second. Meaning that 350 meter shot in Apex legends should hit in 0.29 seconds. This is almost the same as human reaction time (0.2 seconds flat), which means at that range, the shot should connect almost faster than you can perceive. Almost no videogames have ranges that far. Most of the time you're fighting at ranges smaller than 100m.
There is absolutely no reason to be doing physics calculations for distances where IRL bullet drop and deviation are impreceptiably small, and travel time is so fast a human literally cannot perceive it. To "fix" this, game devs make guns shoot EXTREEMLY slow, and widely innaccuratly. Videogame guns are almost never EVER even close to a real gun. Which is incredibly frustrating for many people who like guns. And that's before nonsense like automatic weapons doing less damage than single shot weapons that use the same round and have the same barrel length...
The bullets that spawn on the gun in FPS games are pure cosmetics, they just trace a line from your camera to the direction forward because naturally you want your gun to hit what you're aiming at
in walking dead game, the decision does make effect, in the last episode it all depends your interactions with Kenny wither he will go with u to find Clem or not. also for other characters as well
Most of them are cosmetic changes thou
I had the idea for frustrum culling back in high school, when games had just started getting bigger. I wish I'd had the know-how and resources to do it then!
Brother you really can pay attention to almost everything. Are you CIA? or FBI?
the CIA and FBI both answer directly to me.
@@BeAmazed lol 😂
For the need a little help one, in undertale, if you fail one of the ruins puzzles 10 times, Toby fox will auto complete it. But this change is visible because the 11th time you step on a wrong tile, all of your holes will disappear and you can go any place on the puzzle.
this also allows for players to go out of bounds through one of the walls
Ha, little do the devs know I deliberately drive in 2nd place until the last couple of corners and then go all out to win in driving games.. and shoot random things in FPS games to keep my hitrate down. I consider mechanics to be a part of the game, so abusing them is fair play.
Except that they know someone will abuse the system, and will now play their games more because they think they had outsmarted the system. It all works out to their favor.
In mario kart (almost every one of them) itsnot ONLY the "first place gets worse items" mechanic, but NPC drivers (the 3 closest to first place) actively cheat (drive at 1000mph and cross half the map in 2 seconds) if you go way too fast OR perform a "non-intended" shortcut.
18:00 That's Mario Kart 8, and i have it on my Nintendo Switch OLED.
Also, i really like being in 1st place, but the A.I.s also seem to speed up and use whatever they've got, ESPECIALLY Spiny Shells (i hate those!)!
Am i the only one who didn't know there was two narrators?
ur not :D
Yea i noticed that the voice gets deep then like yea i thought it was just him
Games aren't the only ones lying to us 😂
Sounded like one person to me.
Is there really two tho?
As someone who played every Need for Speed title post 2003 at least once such as Underground 2 and Most Wanted 2005, and some other NFS titles religiously such as Heat, I never knew the nitrous didn’t actually do very much. Maybe it does in later games, but in the older ones it makes sense why it wouldn’t.
the nitrous was there for a reason it let you accelerate faster the top speed doesn't really change so if you messed up you can get back up to speed faster
It does work. I have tested because I am playing Underground 2.
Nitrous does work as people stated, as it decreases the time you take to get from point A to Point B (tested it in a straight road)
Hitting the wall in first place makes the rubberband even more obvious
And hard mode turns some drag races (randomly) impossible to win, especially in early races where you'll be facing Skylines, Mustangs, Subarus, and Evos when you barely have the first mods available. Restarting after losing doesn't help so when that happens you have to quit and come back in again and hope the impossible race isn't the first one you're playing for your session
The real deception is that he actually voices everything🤔😁
15:44 actually in the game Minecraft story mode, in episode 7 you get 4 options to say to Petra and when you say one I'll use "this is for your own good" later when Jessie battles the chipped Petra, she repeats the line you said, like this "list just like you told Petra, this is for your own good" so some games actually do make their characters "remember that"
The health bar applies to your gas tank too😅
No wonder your videos' narrator seems to change voice frequently. I'm been a supporter, subscriber and fan of your work for idk more than 4 years maybe? Well I can't really tell, but I for sure it's been a long time. I love your videos, every single of it. Keep doing what your doing, and always be awesome. Showing love and support from the Philippines. (PS: I didn't take the pool, because your both awesome and this channel with its videos are phenomenal!!!) 💙
Matpat did a Doki Doki Literature theory I haven’t seen those videos because it has a warning saying it’s to scary and I don’t really like scary things.
It did NOT scare me and people think of me as a wuss so actually try playing before criticizing it
It's not really scary at all it just has really dark subject material
They weren't criticising anything, though...
...were you having a bad day?!
@@favoritemustard3542 No I want having a bad day I was good.The videos had a scary warning on it and from past experience I know that if a video has a warning on it you take it seriously, so I didn’t watch it. Are you having a good day?
I feel like you both replied to the wrong people and I find it hilarious
Hollow Knight was shown for about 1 second total, nice
that bit where you pretended to turn it off did suprise me but i wasn't on full screen because my computer lags on my current wifi
Eternal Darkness is still one of my favorite games of all time. I just wish it would work as well in today's technology. Like the Mute bar popping up wouldn't do much to freak you out. It works best on an old TV.
26:57 so that’s why I hear some videos different
12:33 hollow knight, the best game ever
10:43 "I gently open the door"
Hellblade is one of my favourite games and I totally freaked out about the permadeath...and though I knew most of your entries I didn't know that one :o
The developers of X-Com should have also realised it's equally annoying learning that a specific shot each turn WILL miss no matter what.
Jay and Wesley are both great
But which one is which?!!? Lol it would be more understanding if they put in the description of each video WHO was actually narrating that video. Edit: Nvm that is cleared up when they first talked about it a couple videos ago! omg lol
I think their just trying to pull a fast one on us. There's only one narrator. He's trying to make us join a "TEAM" just to see how many people will fall for the ruse.
@@bakersnuts100 I could see that lmfao!!!
Why do they always lie to us?
🤑$$$$$$$$$$🤑 They’re greedy bastards, who don’t know the lord.
One of the things that frustrates me the most in terms of time is on the pro evo games, say you have 5 minutes of extra time at the end of the match so if you are 1-0 down needing to score you think ok I have 5 minutes to score but in that game every match the timer doesn’t count down seconds like normal time it’s in it’s turbo speed so you have no chance of scoring a goal as when it says five minutes it’s more like a few seconds
@@therunawaykid6523Well MOST football games don't have ACTUAL 90 Minute matches now, Well I mean the default pretty much never was, but some earlier one's you could change the match length to ACTUALLY be 90 mins. But usually the match length was set from between 4-10 REAL MINUTES for 90 Minutes of in-game time.
@@lmcgregoruk yeah that’s true but it would be nice to actually have a proper five mins added time that actually felt like that time instead of like a few seconds I mean that last five mins of stoppage time could be the difference between you losing, winning or drawing
Because you're a whimsical, gullible sucker. A fool and his money will soon be parted.
Imagine going to a haunted house only to find out that the ghost lady was hitching a ride on your back the whole time >_
Paragraph incoming:
for the last one: the culling, there's something a bit deeper in it: the games that erase everything that you can't see *partially* cull things like items or things that can change (like something that you can move or break), so the items' info are kept in so they don't totally despawn and (for example) a broken wall is memorised as broken. An example is Zelda Breath of the Wild and Zelda Tears of the Kingdom: if you drop a shield on the ground and walk away just enough for the shield to disappear, that shield isn't completely erased, it's just hidden to preserve RAM, indeed if you get close again it will reappear with all of it's stats exactly as it was before. Said shield only completely unloads and gets deleted completely if you walk too far away (there's no way that I know to tell when you got too far away unless you go back to the item and see that it's not loading in anymore)
I observed in The Witcher 3 that all enemies always moved towards me and the old ‘separate one from the group and kill it’ tactic didn’t work. The game also reduces the number of enemies and/or buffs Geralt when you’ve tried and failed to get through a fight several times in a row.
20:14 see Game Theorists/Matpat vids on Mario for more info on Mario is the villain (caution: may ruin your childhood :P)
17:56 Need for Speed 2 has had a rubber banding mechanic my friends and I used to exploit.
The mechanic:
In split screen as long as your car is far behind your opponents car yours is slightly faster to make it easier to catch up.
Once you cought up both cars drive the same speed (I really felt my car slowing down).
This only happens when both players drive the same car (McLaren F1 372km/h top speed).
The exploit:
The race starts but only one players drives away.
The second player remains at the starting/finishing line.
Once the leading player completes the first lap (Our races got up to eight laps) the second player startes.
Because of the rubber banding mechanic the second player is faster than the leading player.
Of course the first lap time is terrible because you have waited but in the second lap you have the chance to set a new record as long as the leading player is not overtaken.
Sometimes I even started with two laps late to the leading player to max out the effect.
Do I have to mark out that me and my friends played the crap out of this game?
And that the exploit only is usable when both players are experts on the track?
Good times 😁
You mean the mercy logo
So that's why I suck at nfs most wanted
We used to run into this timing issue b/c we had to count time based on clock cycles and not a real-time clock. So if you coded and compiled for a 4MHz processor but ran the game on a 6MHz processor, your timers would be off by about 66%. This would explain the 1sec = 0.6sec ratio you describe.
Apparently the Famicom, the PAL NES, and NTSC NES all ran at slightly different CPU clock frequencies. And who knows what the pre-release development unit CPU speed was.
That would cause the same code to run at different speeds, including the countdown timer.
I used to run into this all of the time on early PCs. A perfectly good game on a PC-XT might be unplayably fast on a Turbo enabled unit or an 80286 CPU (which could run 6x faster depending on your chip).
I expect these timer inconsistancies were the result of hardware differences and not intentional programming decisions.
24:36 Fire Emblem also does something similar in some of its games. There is a hybrid RNG system instilled that allows them to dynamically alter the odds, if your hit rate is below 50%, the game will only draw on a single random number, giving you the illusion that you are challenging the odds put before you, but 50% and above the game will pull two random numbers to reduce the chance of you missing , making you less likely to miss those 90% hit rates
10:51 YES I KNEW YOU WOULD DO DDLC!!!!
Keep it up Wesley wait who’s who?
you mixed bugs with programming techniques and with gaming design. these have nothing to do with each other
I think the legendary edition update for mass effect has more sprinting options because I remember being surprised that I could sprint in non-combat situations.
Be Amazed is the only channel that makes you argue about mundane things.
27:07
Both
Same
Do not tell me I cannot Double jump
You Really can't
Unless you are playing crash 4 the number of times where the double jump has saved me from certain death is crazy it’s all about that extra few seconds of air time
How do I skip this I am a child 11:10
U can't
I would rather have the matchmaking system be skill based because nothing makes me want to quit playing an online multiplayer game more than being forced to go up against players who might as well be contenders for the esports league for 50+ consecutive matches.
On a side note, that Alien in the thumbnail is so cute!
Snap back to reality 😂...
Oop there goes gravity
NFS MW fans like here ⬇⬇⬇
i miss NFS World only on pc
Where is the alien part
13:32
13 mins in
My former older half sister's (she's no longer a part of my family, long story) kid was having trouble with crash bandicoot on a jumping level they couldn't finish because of difficult jumps, I went to the absolute edges of the platform and jumped from there and made it everytime.
Was I just using the coyote time all this time playing videogames without realizing it?
Another game that reminds me of Braid with a unique plot twist was Chernobylite. It's a great hidden gem where you travel a alternate Chernobyl wasteland with real world scans of the exclusion zone all around Chernobyl as a scientist looking for his wife with green crystals called Chernobylite that's helpful and harmful.
Check it out.
Missed a chance to say about fighting games.
CPU cheating so can grab u more money, like use comands automaticaly (no necessary inputs like a player have to), reading your moves for a fast response, or even manipulating frame data and hitboxes.
The list is huge, and evil!
Wow never new that
NPC
I’m not an npc @@theultimateyoutuber1
Why whould you even think that@@theultimateyoutuber1
@@BiggginerGames that's exactly what an NPC would say