10 TRICKS Games Use TO FOOL YOU

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  • Опубліковано 3 лют 2025

КОМЕНТАРІ • 688

  • @BoundaryBreak
    @BoundaryBreak 10 місяців тому +434

    11:31 Dude a big thank you for the shout out here ❤

    • @crazyinsanepenguin
      @crazyinsanepenguin 10 місяців тому +11

      Oh shit, I love your vids! Been watching since around 2020

    • @zain1smith
      @zain1smith 10 місяців тому +5

      Oh wow, just found out about your channel now. Cool content!

    • @richardvenables619
      @richardvenables619 10 місяців тому +1

      I was just rewatching your Uncharted 2 video about the train, and when he was talking about it in 10, it was all I could think of! Glad they brought your name up later on in the list!

    • @uncletrash8770
      @uncletrash8770 10 місяців тому +4

      DUDE I WAS JUST GOING TO GO COMMENT EVERYWHERE ON YOUR CHANNEL ABOUT IT!!!

    • @deliciouserest
      @deliciouserest 10 місяців тому +2

      just followed you because of this shoutout.

  • @Mrcharrio
    @Mrcharrio 10 місяців тому +695

    The worst trick is launching a game with No Micro Transactions at launch but then adds them weeks to months later with a vengeance.

    • @3rdpig
      @3rdpig 10 місяців тому +56

      You know what's worse? A developer that conceals the fact that there are microtransactions in their newest game, and game reviewers with early access not telling anyone.

    • @AlphaXiro
      @AlphaXiro 10 місяців тому +6

      But you guys still buy and played the games thats the funny parts lmfao. Just followering the trend huh

    • @susunyaa
      @susunyaa 10 місяців тому

      true. @@3rdpig

    • @zhin13
      @zhin13 10 місяців тому +3

      I thought you were referring to Dragon's Dogma 2 but it had them at launch... Though they weren't in for the early reviewers

    • @dansmith16
      @dansmith16 10 місяців тому +4

      Updating a years old game by removing content unrelated to commercial deals. A big example is one of the fighting games, I think was Guilty Gear, where they removed an artbook and changed some assets.

  • @SirZelean
    @SirZelean 10 місяців тому +122

    I'm a dev and that's all pretty much accurate, yeah.
    Also, multiplayer games are a NIGHTMARE. There's so much you need to do for it to actually feel like you are playing with people in real time. Like, most of what you see isn't what the other player is doing right now. The game is just predicting the path the other player will follow until it receives the information that the other player is changing direction. That's why when there is some significant lag, other players keep teleporting - it's just the game falling hard to predict where the other player is going to go due to network delays, and then readjusting their trajectory.
    Same thing for shooting and hitting other players. The shots don't hit in real time actually, they hit the prediction of where the game thinks the other player will be. If the other player actually moves and the prediction fails, again due to lag, it seems for you that you hit, but the opponent leaves unscathed because you didn't actually hit them. There some actually pretty complicated engineering into making online games, especially shooters, feel good and fair.

    • @De_Lus
      @De_Lus 10 місяців тому +7

      and thats why i don't enjoy mulitplayer games anymore

    • @Matt-bp5vy
      @Matt-bp5vy 10 місяців тому +5

      ​They always worked liked this

    • @SirZelean
      @SirZelean 10 місяців тому +1

      @@Matt-bp5vy uuuuh... Did I ever say they haven't?

    • @alanbugler4404
      @alanbugler4404 10 місяців тому +3

      ​@@SirZeleanhe was replying to Des_lus

    • @SirZelean
      @SirZelean 10 місяців тому

      @@alanbugler4404 Ah, I see. Thanks!

  • @JakeIsDev
    @JakeIsDev 10 місяців тому +103

    I can offer some insight into number 6. In most game engines (all?), the physics, lighting, etc can get pretty wonky the further you stray from the center world point of (0,0,0) for your xyz position. This is due to something called floating point precision.
    The cause of this is say that your x position is saved as an 8 digit number and it currently is 10.856911. All the physics, lighting/shadows, and position of objects around you are calculated with 6 decimal points of precision. Now lets say you fly your space shipment ten kilometers to the right. Your new x position 10,010.856. Because you moved and your position is now into the ten of thousands, the decimal point precision has lost 3 points. Here increases the chance of seeing issues like shadows flickering, z fighting etc.
    Now to RESOLVE, many developers will move the whole world around you (aren't you special ;) ) at the inverse of your movement so that the player is always at (0,0,0). It's a common trick. No Mans Sky does this, Outer Wilds does this, I've done this. It's possible that Bethesda only calls this function when you're in your ship and doesn't really worry about it when you walk around (or it does it after the player has walked a certain amount.)
    EDIT: well DAMN... I paused and now see you already touched on this for number 5 lmao. Anyways number 5 and 6 are basically the same problem and same solution.

    • @raziel710
      @raziel710 10 місяців тому +3

      Is that related to how Minecraft's world generation goes insane when you get extremely far from 0,0,0?

    • @KenW418
      @KenW418 10 місяців тому +3

      @@raziel710 Minecraft has several world generation bugs when really far from 0,0. Some of them, like the "stripe lands" are a result of floating point errors. Others, like the "far lands" and a result of integer overflow and is a different thing entirely.

  • @josephhouser7078
    @josephhouser7078 10 місяців тому +184

    One of the crazy ones I learned recently was that ins Dragon Age Inquisition the "sprint" button when riding a horse doesn't actually make it go faster. It's goes the exact same speed when sprinting or not, all they did was add animations to make it look like it was going faster.

    • @malikmubashir9941
      @malikmubashir9941 10 місяців тому +37

      Mass Effect did the same, using sprint button just shook the screen and nothing else, the speed was the same

    • @juan2049
      @juan2049 10 місяців тому +21

      Lol really? So the sprint button is effectively useless?

    • @amincampbell1939
      @amincampbell1939 10 місяців тому

      @@juan2049should dry cooo

    • @pixelpuppy
      @pixelpuppy 10 місяців тому +19

      In Burnout, boosts only made you 15% faster. They just change the camera FOV to make it seem much faster.

    • @fredEVOIX
      @fredEVOIX 10 місяців тому +3

      in skyrim there's a mod that adds horse move speed enchants or another a perk for it, they both work making you move faster but they both have a delay before it activates so there's some kind of trickery going on behind the scenes

  • @Hmmmm..ok3
    @Hmmmm..ok3 10 місяців тому +54

    Most famous one is when they fool you by saying "in game footage"😅

    • @weasle5022
      @weasle5022 10 місяців тому +2

      That's why i hate most gameplay reveals, oh look its an awesome rendered no hud seemless gameplay with super intriquite movements and actions, looks totally real yup...

    • @Cesarser004
      @Cesarser004 4 місяці тому

      "straight from the engine faucet"

  • @renamoda5450
    @renamoda5450 10 місяців тому +285

    11:57 You mean "number 1",Falcon my friend.😁

  • @alcoone1403
    @alcoone1403 10 місяців тому +71

    My favorite illusion is Falcon sayong "Number 2" for the #1 spot.

    • @rizlosamtelaire9271
      @rizlosamtelaire9271 10 місяців тому +3

      I just noticed, he repeats number 2 twice that's funny.

    • @aiucard28
      @aiucard28 10 місяців тому +1

      Came to the comments for this!!

    • @Doughvakin
      @Doughvakin 10 місяців тому +3

      He fooled me

  • @runikvarze6191
    @runikvarze6191 10 місяців тому +17

    How space in video games works: take ship. Add box of "stars" around ship. Make planets that move in and out of the box as you move your ship towards them. Everything is about your ship. Your ship makes the universe exist.
    How multiplayer works: you aren't actually seeing the other player. You're seeing a bot that is getting the inputs from another player's controller. You're alone. You're just controlling bots in each other's games that are labelled "players" and running the controls you input in real time.

    • @basuparmar2720
      @basuparmar2720 10 місяців тому +5

      Maybe that's real life. You aren't seeing the other person, you are seeing bots (perceptions) created by your brain, which as we know aren't perfect

    • @AmericanAppleProd
      @AmericanAppleProd 10 місяців тому

      Mind blown 😮​@@basuparmar2720

    • @xtlm
      @xtlm 10 місяців тому +8

      @@basuparmar2720 Nah. However everything you see in real life, is actually the past. You never see the actual present and are always reacting to things that have already happened.

    • @vannustube
      @vannustube 10 місяців тому +4

      @@xtlm speed of light = IRL's lag 🙂

    • @turbo8628
      @turbo8628 10 місяців тому +2

      ​@@vannustube the human eye works spmewhere between 30 and 60 frames per second. The common pigeon is about 3 times faster, so they basically see the world in slow motion compared to us.
      The best description i have heard of this is that if you took a pigeon to the cinema it would effectively be watching a slideshow.

  • @davidbruce482
    @davidbruce482 10 місяців тому +24

    This was the best Gameranx list video in a long time, give us more technical stuff like this, it was great

    • @_doxinho
      @_doxinho 10 місяців тому +2

      I agree my favourite video in a while

  • @Mehenstein
    @Mehenstein 10 місяців тому +68

    Most of these are not really that surprising, but what did catch me off guard was that bit about online multiplayer.

    • @DEVILTAZ35
      @DEVILTAZ35 10 місяців тому +7

      That one makes the most sense though. Imagine how slow it would be if it was calculating everything per person lol

    • @Sarthak-ij8tv
      @Sarthak-ij8tv 10 місяців тому

      That was dumb and wrong as while chatting and playing with friends in online games, it all goes as we perform in the games rather than puppets matching the other players' actions!!

    • @Grand_Works
      @Grand_Works 10 місяців тому +2

      @@Sarthak-ij8tv Yeah that's the point, your local game is puppet players, but the actual data info being sent is just minute bits of data to tie the player to that puppet, and if you shoot the puppet, it sends data that you shot the puppet and where and from which direction. How they exactly died on their screen may not be exactly the same animation as it looked on your screen. That's why when games lag, you still see their character even tho it's a puppet and it acts weird because it isn't receiving the tiny bits of info being sent fast enough to accurately predict what is happening on their end so you can't interact properly. Like Minecraft, when you lag, you can't interact with objects on other people's servers and blocks don't break at first because the information isn't reaching their instance of the game, but then a moment later the data pushes through and the block breaks seemingly randomly. If you are hosting the server, interaction doesn't fail because of lagging, but other player puppets start acting weird.

    • @adamruzenec-freerunning9838
      @adamruzenec-freerunning9838 10 місяців тому

      Its actually similar to real life when our brains creates their own versions of realities in our heads.

    • @rafaelcruz1539
      @rafaelcruz1539 9 місяців тому

      @@Sarthak-ij8tvhave you ever shot a characters body after you killed them and it’s not getting shot on your friends screen?

  • @Jash0192
    @Jash0192 10 місяців тому +25

    The fact that the creation engine is still a thing is enough for a whole video in itself

    • @kaldogorath
      @kaldogorath 10 місяців тому +4

      Let's not make a video, let's put it out of its misery

    • @Joreel
      @Joreel 10 місяців тому +1

      Honestly thought they'd updated the Creation Engine for StarField. Would swear I saw an interview about it a year or two ago.

    • @Maowka
      @Maowka 10 місяців тому +3

      ​@@JoreelTodd loves his sweet lies

    • @SpottopsNL
      @SpottopsNL 10 місяців тому

      Unreal engine is also still a thing, this is a nonsensical statement. If you think their engine is the same as it was in Morrowind/Oblivion days, you have no idea how games are developed.

    • @kaldogorath
      @kaldogorath 10 місяців тому

      @@SpottopsNL Creation Engine wasn't used to make Morrowind and Oblivion, that was Gamebryo. Creation Engine is still using some modules that were created for Oblivion though. Creation Engine 2 (released in 2021) finally has global illumination, a feature that the public engines have had for more than a decade.

  • @cardinalhamneggs5253
    @cardinalhamneggs5253 6 місяців тому +1

    The first one with the timing changing depending on your pace is actually really cool and clever.

  • @arturpaivads
    @arturpaivads 10 місяців тому +2

    Space is like a paint drawing of a landscape. You have your levels of perspective.
    For instance, on the scene you're showing on starfield you have three levels of depth. Near objects like the asteroid field is drawn in 3D, since you can reach them with your ship, then you have the closer planets, those normally are part of the skybox, since you're not supposed to come near them without a cutscene, and finally you have your far away stars, those are basically 2D dots on the screen that you rotate with your character, because they are representing a unreasonable distance, which no matter how much you fly to that distance in "normal" means the size of the object is pretty much the same.
    Thats why the term is called "skybox" actually, on the older days it was literally a box around the level with a texture that rotates appropriate and show objects that should not be reachable by the player using perspective tricks.

  • @Bibbly53
    @Bibbly53 10 місяців тому +28

    Location based dolls has been multiplayer for ages. Same thing with old reflections that duplicated assets in a different parallel space.
    These logic and logistics based deep dives are great.

    • @pixelpuppy
      @pixelpuppy 10 місяців тому +3

      I loved the duplicated assets for fake reflections because of hardware limitations.

  • @golf7078
    @golf7078 10 місяців тому +42

    Saying "two" instead of "one" when describing 2-D games that are actually 3-D... genius.

  • @MarvelX42
    @MarvelX42 10 місяців тому +40

    The many games playing at the same time, one for each separate player, explains something that I have always wondered about. In City of Heroes there is a power that makes a random object appear out of nowhere and be thrown at an enemy. Sometimes it is a safe or a piano or a filing cabinet or whatever. Anyways if you are on a team and someone used that power, to each different player the object would be a different object, now I know why.

  • @irfanmetin5962
    @irfanmetin5962 10 місяців тому +138

    8:22 "When you jump in Outer Wilds you're not actually moving, the planet goes down under you"
    so Outer Wilds is basically a Chuck Norris simulator?

    • @brodriguez11000
      @brodriguez11000 10 місяців тому +1

      The original prey playing with portals, scale, and gravity.

    • @davidbruce482
      @davidbruce482 10 місяців тому +4

      I came here to say this, Chuck Norris simulator would be the best game ever made

    • @Tsunami14
      @Tsunami14 10 місяців тому +1

      God damn it!! I was just about to say the exact same thing!!

    • @robertbeste
      @robertbeste 10 місяців тому +1

      If that is the case, we are all Chuck Norris. According to relativity, there is no difference between you jumping up and the universe dipping beneath you. Velocity is a meaningless measurement as far as physical forces are concerned.

    • @TheOnlyFMP
      @TheOnlyFMP 10 місяців тому

      Great minds think alike.

  • @bobbyjones8312
    @bobbyjones8312 10 місяців тому +7

    The lack of Goomba's and ? Boxes, is truly the only thing missing from Elden Ring

  • @donaldpriola1807
    @donaldpriola1807 10 місяців тому +24

    I always tell people the same thing when they are confused about where to go in a level: "Go to the light Carol Anne. Go to the light."

    • @weasle5022
      @weasle5022 10 місяців тому

      I always loved Diablo 3 level design. On most of the rifts you naturally flow to the exit, compared to something like Diablo 4 where you need to constantly backtrack everywhere.

  • @bekda4963
    @bekda4963 10 місяців тому +3

    A good example for the online multiplayer part is how different ragdolls are.
    Ever had one of those moments when you see a funny ragdoll and you wanna show it to your friend but its different on his screen?

  • @jon83chewy
    @jon83chewy 10 місяців тому +8

    Man videos like these make me wish I had pursued a career in game development at an earlier point in my life. I bet it’s super interesting to work on all these types of things.

    • @jacobfoster
      @jacobfoster 10 місяців тому +1

      Bro it's never too late you should have a play around in Unreal or Godot right now, you'll be surprised how quick you pick things up. Let us know how you get on :)

  • @rccustomsports
    @rccustomsports 10 місяців тому +39

    That multiplayer bit was very fascinating 🤔 I never even considered something like that but that’s really cool

    • @BashVideoEditor
      @BashVideoEditor 10 місяців тому +6

      lowkey scary...individual realities.

    • @Darkprosper
      @Darkprosper 10 місяців тому +13

      You can see it particularly in racing games, where a slight delay will mean a crash in one person's game and a miss in another. Different realities for a split second, that converge once the game caught up.

    • @MainAtomGaming
      @MainAtomGaming 10 місяців тому

      what is the Reddit posts about Multiplayer? I can’t find it.

    • @matthijsweststrate5552
      @matthijsweststrate5552 10 місяців тому +3

      @@Darkprospermakes it also that you can shoot of into the distance from the slightest touch or hitting when on your screen there is a small gap but the netcode predicts the gap wrong

    • @ihanak8814
      @ihanak8814 10 місяців тому +1

      it was alright u are kind of slow so i forgive you

  • @joesjoeys
    @joesjoeys 10 місяців тому +4

    So what you're saying gameranx is that we ARE the center of the universe!!
    Thank you for confirming my confirmation bias!!!

  • @pixelpuppy
    @pixelpuppy 10 місяців тому +2

    Racing games like Mario Kart have what's called a "rubber banding" effect, where if one player falls too far behind, they get a hidden boost of speed, while the lead player gets slowed down a little, in order to keep the race tight and exciting.

  • @Titanhex
    @Titanhex 10 місяців тому +2

    As a Dev, I'm surprised at how accurate all of this is. This is great research!

  • @FNLEGOwrath
    @FNLEGOwrath 10 місяців тому +6

    Thank you for being AWESOME GameRanx

  • @gackmasta202
    @gackmasta202 10 місяців тому +1

    This is a good video. You should do more of these sort of behind the scenes type videos.

  • @DarthFurball
    @DarthFurball 10 місяців тому +65

    The Tim Curry C&C space easter egg is glorious

    • @JoriDiculous
      @JoriDiculous 10 місяців тому +6

      Best cutscene fail in any game they kept in.

    • @oldoggorilla5650
      @oldoggorilla5650 10 місяців тому +4

      I could hear him as soon as I saw it. Lol.

    • @grimace4257
      @grimace4257 10 місяців тому +2

      shpaice

  • @RexRecon
    @RexRecon 10 місяців тому +1

    3:40 In most FPS games, a weapon on the ground and a weapon you are holding are technically 2 different things. A ground weapon is an entity in the game world with its own coordinates, models and some times physics. It can interact with other objects in the game world. By contrast, a weapon you are welding is off in its own world, sometimes called a viewmodel. You import the lighting from the game world onto the weapon to give the illusion that it is inside the game.
    When you pick up a weapon, the object on the ground is destroyed and a first person swap to weapon animation is triggered. Likewise, when you drop a weapon, your viewmodel is destroyed and an entity is spawned in front of you.

  • @DavePoo2
    @DavePoo2 10 місяців тому +1

    The Mario trick with the shrunken head/arms works because it requires 0 lines of code and no changes to the mario model. The animation just scales a couple of bones in the Mario rig and the parts of the body attached will scale down and fit inside the box without clipping.

  • @metal_gear_jay
    @metal_gear_jay 10 місяців тому +1

    this is, by far, my favorite channel on UA-cam. And it's honestly not close.

  • @torgranael
    @torgranael 10 місяців тому +4

    The time I actually looked into how online multiplayer works was how I discovered what rubber-banding is. Basically, if your internet is slow, there's a lot more guesswork going on, and at some point, the game goes off-script. When your game can connect to the main server, it gets new information, which can result in you (or other players) getting tossed around. It's like playing a board game and discovering you forgot to trigger an effect three turns ago, then quickly trying to patch up what should have happened before you continue playing.

  • @heil5373N
    @heil5373N 10 місяців тому +4

    8 million subs = Falcon face reveal!

  • @StarScreamReee
    @StarScreamReee 10 місяців тому +2

    With the recent controversy with games “journalism” attacking gamers yet again, we really need to elevate channels that not only cover the basics, avoid politics, and most importantly don’t attack us. There are certainly issues from individuals acting in horrible ways, holding anyone who’s male and picks up a controller isn’t the way to hold individuals responsible though.
    I’m sure the team sometimes wants to weigh in on things, but you’re taking the right approach by just delivering great content that people want to watch with consistency. Don’t let the “silence is violence” minority apply pressure to your formula. You’re going to hit 10 million easy just doing what you’re passionate about.

  • @Grand_Works
    @Grand_Works 10 місяців тому +1

    Just a wee note, the Creation Engine isn't from 1999, it was first used on Skyrim, before that they used the Gamebryo Engine. A lot of the code from Gamebryo survived the transfer, but it was a enough of a change to rename it as a brand new engine.

  • @Beer_Wolf
    @Beer_Wolf 10 місяців тому +6

    That Space one, isn't that how it works in Futurama where thr Ship doesn't move but everything else moves around it? Or was thst Rick and Morty? 😂

    • @richardvenables619
      @richardvenables619 10 місяців тому +2

      It was Futurama. Nothing is impossible if you can imagine it, that's what being a scientist is all about!

    • @kamele0n946
      @kamele0n946 9 місяців тому +2

      @@richardvenables619 No, that's what being a magical elf is all about!

  • @DrVenture45
    @DrVenture45 10 місяців тому +1

    I really appreciate Falcon, Jake and the Gameranx team. This is the next best thing to relaxing in a den or room with a new gaming magazine!

  • @curteaton
    @curteaton 10 місяців тому +4

    Chuck Norris doesn't jump, he pushes the planet away.

  • @darknesswave100
    @darknesswave100 10 місяців тому +2

    Introducing new enemies is really common in games. They sometimes introduce them as bosses and then they become common enemies later on

  • @drgonzo123
    @drgonzo123 10 місяців тому +1

    I love this kind of stuff, part 2 please!!!

  • @whyjnot420
    @whyjnot420 10 місяців тому +5

    My favorite scaling trick has been the docks and Normandy in Mass Effect for way too long now.

  • @ragerancher
    @ragerancher 10 місяців тому +1

    Love the Tim Curry face when mentioning space

  • @TheGamer69-pro-gamer
    @TheGamer69-pro-gamer 10 місяців тому +3

    That fact that falcon said no.2 instead of no.1 is just pure sophistry😂😂

  • @krazy1922
    @krazy1922 10 місяців тому +1

    Falcon either flying high or has been sipping too much. Slurring his words and not knowing how to count. Holy moly! 😂

  • @ufcfan1985
    @ufcfan1985 10 місяців тому

    Really awesome video dude! Easy to understand and interesting! Big upvote!

  • @JMPants
    @JMPants 10 місяців тому +4

    The hammers and axes in AC Valhalla grow significantly when you swing them vs them resting, once I noticed I couldn't unsee it, and it just bugged the crap out of me

  • @WCF06
    @WCF06 10 місяців тому +1

    7:18 When I was young, when driving a car with my parents I always imagined that the whole planet is rotating in opposite direction than we go and we are actually stationary :D

  • @austinkoble
    @austinkoble 10 місяців тому +2

    That multiplayer tidbit just completely blew my mind

  • @Fools_Requiem
    @Fools_Requiem 10 місяців тому +1

    I love the little tricks that devs use to make games come to life. Valve including developer commentary in their games, provides you a lot of interesting information. Like in Portal, how they realized that people seem to refuse to look up unless prompted to, but instead of using big bright arrows or objective markers, they use the environment to guide players' eyes upwards.

  • @amigo3284
    @amigo3284 10 місяців тому +2

    All art, digital or physical are an illusion to the eye. Shaders do amazing trickeries to the eye, it can make an object on a paper look like it’s popping out.

  • @ageup7493
    @ageup7493 10 місяців тому

    Very interesting video, thank you.

  • @hhch2
    @hhch2 10 місяців тому +15

    What is Falcon's favorite beverage? . . . Falcon Punch.

  • @omarmainuddin7251
    @omarmainuddin7251 10 місяців тому +3

    Thanks Gameranx!

  • @nighthawk8412
    @nighthawk8412 10 місяців тому +2

    If only life worked like the movement technique in The Outer Wilds. I wish the universe revolved around me. LOL.

  • @mn3438
    @mn3438 10 місяців тому +4

    1 trick: MICROTRANSACTIONS ☠️

  • @bxllfxce7021
    @bxllfxce7021 10 місяців тому

    10:00 so that's why I get shot during "lag" when I already left the enemy line of sight? Because the puppet wasn't fast as me LMFAO

  • @wutthabuck8772
    @wutthabuck8772 10 місяців тому +5

    Falcon his name is AFTERMATH like the record label 😂 then the letters (XCVII) are the numbers (97) hence the A97 😂

  • @amazincrackmonkey7176
    @amazincrackmonkey7176 10 місяців тому +23

    This engine moves space around you - professor Farnsworth

    • @brodriguez11000
      @brodriguez11000 10 місяців тому +1

      Fiction has used that trope before. Kind of a novel way of dealing with FTL issues.

    • @azalago
      @azalago 10 місяців тому +1

      Considering how you move in The Outer Wilds, space moving around you is pretty crazy.

  • @Fonzzz002
    @Fonzzz002 10 місяців тому +4

    A trick I'm quite fond of is your health bar. When it appears your almost out of health, you actually still have a decent amount. Making you able to "barely make it", not realizing the game is straighup lying to you.

    • @pixelpuppy
      @pixelpuppy 10 місяців тому

      I noticed this a lot too! Sometimes I would keep track of my health bar when it's in critical and notice how little it goes down when hit. Horizon definitely did this.

  • @lazrustosadow5880
    @lazrustosadow5880 10 місяців тому +1

    One of the greatest scale changing weapons I think is when you pick up the reikling shield in Morrowind and drop them, the shield grows like 3x as big

  • @wraith444
    @wraith444 10 місяців тому

    The netcode point becomes a huge deal in combat flight sims like DCS where you're dealing with incredibly fast moving objects trying to intercept other incredibly fast objects from tens of miles away. Even relatively small differences in apparent position can result in a missile missing by hundreds of feet from the server's perspective but look like an incredibly near miss, close enough for the proximity fuse to have gone off, from a player's perspective.

  • @darrennew8211
    @darrennew8211 10 місяців тому

    The initial scene of Bioshock, just after you get the first plasmid, was a master-class in this. Everything is falling apart, but not until you move past the place it's about to block. Play it again up to there, and just take a very leisurely stroll thru the area from where you get the plasmid to where you get the pistol and you'll see what I mean.

  • @Lakeiscoolsex
    @Lakeiscoolsex 10 місяців тому

    I love gameranx. Been watching them since middle school and I’m 20 years old now. I’ll never stop watching their content no matter what they’re making but this video confused the hell out of me I support them no matter what but I just really wish they would come up with some more fresh topics that really seems like they’re running out of ideas again I love all the hard work they put into their videos, but it’s looking like the rivers running dry
    EDIT: Jake falcon if y’all read this again, I’m not trying to knock y’all’s craft. I just wanna see y’all thrive still a very loyal supporter💚💚

  • @arjunprasad5250
    @arjunprasad5250 10 місяців тому +1

    Another day another gameranx video, thanks guys 😊

  • @znugget20
    @znugget20 10 місяців тому +2

    Always a good day when you start with a falcon top 10 😌

  • @crimsonraen
    @crimsonraen 10 місяців тому

    Thanks for the video, Falcon! These are definitely really interesting! ...and super weird. :P

  • @JoriDiculous
    @JoriDiculous 10 місяців тому

    Appreciate the smal Tim Curry cameos :) Spaace

  • @ferd617
    @ferd617 10 місяців тому +1

    Re #2, those also make for some of the funniest bugs when it isn't pulled off correctly. Like, in Marvel's Avengers Academy mobile game (now shuttered), Dracula could turn into a swarm of bats. On-brand so far. But in a mistake both creepy and hilarious, the devs messed up the camera follow.
    If you were tracking Dracula when he transformed, instead of switching to follow the bats, the camera would dip below the ground surface and continue tracking the sprites for Dracula's body parts. THOSE sprites had been disassembled (head, torso, legs) and piled up "underground" directly below the bats, where they'd slide around until they were needed again.

  • @Busyshark92
    @Busyshark92 10 місяців тому

    Yay! The outro is back!

  • @YoungKBofficial
    @YoungKBofficial 10 місяців тому +1

    Did you ever think your channel would be one of the largest gaming channels?

  • @ShadeMeister93
    @ShadeMeister93 10 місяців тому +10

    7:18 so THATS why alot of Japanese games the character is sliding when moving and not making contact with the ground and using inertia to move, this always bugged me in games

    • @JWonn
      @JWonn 10 місяців тому +2

      Or it can be the animation simply isn't playing for whatever reason.

    • @dansmith16
      @dansmith16 10 місяців тому

      They do this with Earth Defense Force and I can't unsee it. They are levitating the whole time and when a scripted event happens, they bounce off the floor with different models.

    • @kaldogorath
      @kaldogorath 10 місяців тому +2

      Not necessarily. It's pretty tricky to match up the feet to the model to the world. There's a technique for it these days called "inverse kinematics" but some developers don't mind the slippery feel. Americans are far more into realism in games, so you see IK done by western developers more.

  • @pigmasta7273
    @pigmasta7273 10 місяців тому +1

    Your last point is very useful in 2D game dev! being able to separate things on that 3rd dimention allows for a lot of computation to be saved. For example you have a "layer" for the player and a "layer" for the world like the ground and walls. Then for collisions with these you only have to chack these two layers and not the whole gamespace! It was quite cool to see something like this, which a novice like me uses daily, show up in your video.

  • @Spectru91
    @Spectru91 10 місяців тому

    you guys deserve so much more subs fr ...the most awesome gaming related channel

  • @bioassassin
    @bioassassin 10 місяців тому

    This was a great video to think about when making a game. Notes taken.

  • @Gounen
    @Gounen 10 місяців тому +1

    So, in Outer Wilds the solar system works like the ship in Futurama - the ship stays in place and the universe moves around it!?

  • @jonaskromwell4464
    @jonaskromwell4464 10 місяців тому

    A very positive spin on this. Very glad to see you've stepped back from describing the illusions as "lies". Very fun and informative!

  • @beatinbuzzers
    @beatinbuzzers 10 місяців тому

    Little did we know... #1 was actually #2! Small error but one I noticed, great video and thanks for the consistent content! But yeah, Falcon mistakenly said #2 for #1. Much love...

  • @andrewmcdowellmillenial4209
    @andrewmcdowellmillenial4209 10 місяців тому

    Honestly the gameranx boys have the best video game content that aren't hour long retrospective's hell i wouldnt mind if they made a few of thoughs too or a couple anime videos if they were fans

  • @SprayNpreyT
    @SprayNpreyT 10 місяців тому

    Falcon always with great vids

  • @justinkearl2212
    @justinkearl2212 10 місяців тому

    Shovel Knight absolutely did use its 3D aspect... it was a 3DS game. Although since most people played their 3DS in 2D mode all the time, they wouldn't have noticed, but if you cranked up the 3D slider it actually used that to great effect.

  • @Manobaru
    @Manobaru 10 місяців тому

    The 3D construction of the Shovel Knight is heavily utilized in the 3DS version with the stereoscopic 3D. I know it can be done using only a sprite based engine, like Wario Land on the Virtual Boy, but I'm pretty sure this way made the Yacht Club job's way easier to adjust it for the 3DS

  • @ShadowSenpaiRetro
    @ShadowSenpaiRetro 10 місяців тому

    almost to 8 million subs gameranx ill be proud that u guys will reach that goal and good morning👍👍

  • @Kleed44
    @Kleed44 10 місяців тому

    Super interesting list!! Thanks Falcon for an awesome video as always :)

  • @comog
    @comog 10 місяців тому +3

    Shoutout to boundary break!

  • @durtydeeds69
    @durtydeeds69 10 місяців тому

    can we PLEASE get my man FALCON some new GRAPHICS!?!? Love you guys btw.

  • @XoADREADNOUGHT
    @XoADREADNOUGHT 10 місяців тому

    Unity isn't primarily a 3d engine. Actually, it's considered one of the best 2D engines out there.

  • @cienaustrales
    @cienaustrales 10 місяців тому

    One of my favourites is faking high speeds. I think it's mostly used on open world games in which the map itself isn't that big, like GTA San Andreas. The cars are actually moving quite slow, but they added fog, motion blur and "speed lines" (like if it's wind) to fake it all.

  • @D_To_The_J
    @D_To_The_J 10 місяців тому

    One other cool thing to do is look at character animations in slow motion , especially league of legends characters(Darius Ult) to see how they warp, deform and exaggerate character models to make the animation look cool when played out at regular speed.

  • @commanderoof4578
    @commanderoof4578 10 місяців тому +1

    5:52 Star Citizen begins smashing down your doors "WHAT DID YOU SAY!!"

  • @Atari917
    @Atari917 10 місяців тому

    Howdy Falcon! Good video for my little break from work. :P

  • @cherrycheshire7555
    @cherrycheshire7555 10 місяців тому

    The 2D games using 3D to layer elements like foreground, player, level, background is also very helpful in debugging and layering your play world, this way you can more easily track which part is messing up or how you want things to be arranged.

  • @ayanbandyopadhyay767
    @ayanbandyopadhyay767 10 місяців тому

    This was mind blowing

  • @3rdstreet780
    @3rdstreet780 10 місяців тому +1

    “HI FOLKS ITS FALCON”🗣️💯🔥‼️

  • @marcuscowles3384
    @marcuscowles3384 10 місяців тому

    This video has massively fed into my simulation theory psychosis, cheers for that

  • @rattmanthestupid
    @rattmanthestupid 10 місяців тому

    As a (indie, and not that great) game developer, here's a (maybe) better explanation of multiplayer/net-code stuff.
    So, every client's (individual player) game is actually a seperate instance of the game. For example, every player is actually in a completely empty Rust map when playing call of duty on rust. The game will load in other client's player models to each individual client's game world. Without proper coding (relaying client input to the server so it can get redistributed to the other clients in the same game world) every player model on a client's screen would be frozen in place.
    So, that's the basic idea. The next issue is ping. How do you make a game fair when every player has a different connection? Well, the server intakes every client's input and then guesses where the player will be next. It sends this data to the other clients. Whenever rubber-banding or player's glitching around happens, that's because the game is having to predict where the player is by a larger amount (this is why weird glitches/lag happens when a player's ping is really high. There is a larger gap between the client inputting an action and those inputs being read by the server).
    Plenty of lag/hit detection issues aren't net-code problems but instead server problems. But, bad predictive net-code can have terrible effects on hit detection and lag.

  • @TheThird1977
    @TheThird1977 10 місяців тому

    Nice meta-trick at the end there, dude.

  • @ZlothZloth
    @ZlothZloth 10 місяців тому

    3D Vision would show all sorts of strange things by displaying everything in stereoscopic 3D. Sometimes the skybox would only be 20ft off the ground, or a fireball would really be a fire circle. Oh, and when you bring up your gun to look down the gun sight, you're putting the gun on your nose.

  • @travisbenham3420
    @travisbenham3420 10 місяців тому +2

    3:42 think Falcon got too focused on the name. Pretty sure it's simply Aftermath XCVII (97)

  • @Starless85
    @Starless85 10 місяців тому +1

    That shadow banning cheaters thing is brilliant.