@@gordonfreeman7187because he asked a very valid, curious, dark souls related question. Why did Shesez decide to use Willem Dafoe in a thumbnail about Dark Souls? I see no relation.
@Sketchazoid You can do that in Dark Souls 1 too; you can get a similar item called Lloyd's Talisman(s) which you can throw at other undead to stop them using estus - and it happens to put mimics to sleep for a while so you can loot their item without fighting them.
I wouldn't be surprised if one of the main reasons Gwynevere doesn't have a modelled back is because they spent all the polygons they could on her front.
you don't see the back, so why would they waste time modeling her back. there isn't a limit on how many polygons you can have in a model. also nothing to do with lighting, the reply above me is moronic
fun fact, if you take an early shortcut with the master key item and run all the way up to the bridge where you fight the torus demon from the other direction you can see his model mashed down and sticking through the tower ceiling.
The "4 kings" that is outside the arena is actually the one that holds the boss HP bar. Every other one that you actually fight have their own HP bar, and hitting them will hurt both them and the one outside (who has more HP).
In regards to Quelaag having a unique mouth model, she did at one point have speaking lines, so it would make sense that her model would support mouth movement. And it's nice to know that even with that content being cut, her having rigging for facial animation didn't go entirely to waste with that wicked little smirk she gives us in her intro cutscene.
Did anyone else, when entering Ash Lake for the first time, think that all those trees lead to different worlds? Not like literally in game would take you. But lore wise. Since you entered Ash Lake through a tree, I couldn't help but imagine that each of those trees was a gateway to a different world entirely.
As someone who got into the souls games during the pandemic culminating in the release of Elden Ring the first game sticks out among the rest. It has such a interesting interconnected world and you could see why people fell in love with it back in the day.
Exactly, the world itself was created with such love and thought. Since your new to the games please play Bloodborne it’s still probably my favorite after DS1. DS2 is also really good and unrated just bcuz it’s the odd one out. Really tho all of the From Soft games are amazing and you should play. Sekiro is another great one but you basically need to forget all souls tactics before playing and develop a the new style of play.
@@PHGRP At this point I literally have over 1000 hours in all the soulsborne games so I wouldn't say I'm new anymore. This has been over the course of 2 or so years. Also Bloodborne was the one that made the formula finally click for me. It forced me to play the way the game wanted me to. I ended up hitting a wall and playing all the rest of the games besides sekiro ( I suck at parrying and just can't be bothered for that one) and recently came back to bloodbored after elden ring and it's so much easier now that I understand souls mechanics and how you're supposed to traverse the world. I still prefer demonsouls, elden ring, and the souls series because I rather stand behind my shield and use strength builds or mess with magic/faith but that's just me. Bloodborne is sick as hell and has its own little niche that none of the other games fill. I will eventually beat it!
@@666slateran666 lol ya the pandemic being 2 yrs old at this point is crazy so of coarse your not new to them anymore. But ya bloodborne is excellent But very different and way faster. And sekiro is insanely different, if your a normal souls player that uses a shield it’s crazy hard. I had an super hard time with it for the longest but ya just gotta start a new game and forget everything you know about souls then prefect the parry (easier said than done). I haven’t even finished elden ring yet since Ive been way too busy lately but it’s a masterpiece, it’s like a mixture of all the games. Its just cool when anyone new gets into fromsoft game bcuz they’re very tough and the “git gud” assholes make a lot of ppl not want to even try them. You probably have by now but if not try a magic builds, it’s crazy how badass it is. When I first started playing the games I never did and regret not trying sooner.
My friend refuses to play ds1 he's played Elden Ring, DS3, PS5 Demons Souls, and Bloodborne. He says he doesn't want to deal with the old jank going to an older game.
@@PHGRP I started messing with magic in DS1 in prep for elden ring. As I rolled a melee and a mage build on 2 different systems lmao. Also the "git gud", mentality may seem toxic but it comes from a legit place. Trust me i play fighting games competitively but used to be way more casual. It's very similar where at first it seems super mechanically daunting but you get used to it after a large chunk of hours. Souls games are different because they are mostly PvE games by and large despite the sweaty pvp heads. But the difficulty and feeling of accomplishment is half the point. It's way more rewarding personally to fight a boss 10+ times until you master it rather than just getting summoned player and steam rolling. I've done it all and ultimately it's up to you what you want out if th3se games but the difficulty is definitely part of the artistic direction of the series. It hardens back to the 80s and early 90s NES hard games and has obvious metroidvania elements. Where early castelvanias were hard as balls. Another game that gives me a similar sense is monster hunter, where you literally need 100+ hours under your belt to be considered to somewhat know what your doing. I miss that from games because most triple A stuff holds your hand till the end. Fromsoft doesn't care if you finish their games or experience half the world if you don't make the effort and that's really cool to me. Can't wait for armored core to come out and make a ton of people seethe with how hard it is because armored core like all other fromsoft stuff is notoriously hard. And knowing fromsoft they will double down on a new entry. And the combat in that is 10x harder and more intense then dark souls ever is. Even sekiro lol
@@SaicomantisJ it could be in the video this way to get people to comment on it below. Lots of people make obvious mistakes to increase engagement. I won't knock the hustle
I'll probably repeating something already said, but the original ending designed for Dark Souls 1 was Andre moving a stature in firelink shrine and the player reaching it by foot instead of being moved there by the primordial serpent. I seem to remember every location originally were supposed to be reachable by foot, but they had to rework some of them late in production.
Makes you wonder if Undead Asylum would originally connect to the painted world (given they're the only snowy areas) and eventually Firelink through sewers or something.
@@MetroAndroid The painted world was originally designed in anor londo as an actual building, if I remember it right. Unfortunately the reworking of the areas was very extensive in the game production, this is why a lot of weird stuff is sometimes there (just think about lost Izalith, tomb of giants, crystal cave ecc.) They also reused cut content as a base for the dlc.
@@1r0zz The Painted World wasn't a physical building in Anor Londo. The Painted World map exists within the Anor Londo map, and if you go out of bounds in the Painted World, Anor Londo will eventually load in. However, this is just because the Painted World map is stored in Anor Londo for loading purposes, since you access it via the painting in Anor Londo. The Painted World was actually the first area ever designed for Dark Souls.
@@deathbyslipknot I think hes referring to the fact that a character (I think Nito weirdly enough) was a boss there in a large circular building with a breakaway floor,
@@Raven-fr3ki The large circular building was Priscilla's boss room. Nito was there at one point, and also, strangely enough, Demon Firesage was there at one point too. His internal name in the game's files is "snow demon"
Excellent video! Regarding mimic chests, you didn't mention what to me has always been the most obvious indicator. Regular chests have the chain on the side of the chest coiled backwards and away from the player when facing the chest, whereas on mimic chests the chain is coiled the opposite way, pointing towards the player.
The archway in the lordvessel area is very interesting. I believe its related to cut content where instead of Frampt carrying you to the area it was Andre that would push the statue in firelink to reveal a similar door. I wasn't aware that there was a leftover in the lordvessel area, so thats really cool to see.
The extra king for the Four Kings boss fight is actually the one who has the group health bar. Every point of damage dealt to the other four is also dealt to him one-to-one, but he has four times the health. When he dies, it triggers the end-of-fight cutscene.
Shesez please please PLEASEEEE do Demon's Souls (the original 2009 release), there's so much cool stuff out of bounds in that game, it deserves a very thoroughly look as the progenitor of all Souls games 🙏🙏🙏
Can we just appreciate this videogame came out in twenty eleven, and is so well designed it never needs a loads screen apart from the initial one. They way they accomplished doing this is by using evaluators ladders tunnels doors, ect to mask loading. Which given this game has still unmatched game design for levels detail complexity and interconnectivity, its amazing.
@@nibiru2x410 No,it's the original version.The remastered is the remastered version.If they were exactly the same,there wouldn't be different release dates.
FINALLY... a "Boundary Break" video that is purposeful and detailed. I've seen so many "boundary break" videos where they just zip through the scenes as fast as possible as if we were doing a speed run... with no decen narration or context as to what or why or how. I appreciate your detailed commentary and slow movements with the camera -- a video I didn't have to pause over and over just to see details. Much appreciated.
Yeah man, Loved revisiting Dark Souls for the show. I was replaying this game back in March through April and I was thinking back on how limited my original attempt was for the Dark Souls Boundary Break. Almost literally over the moon to see a camera was available for Remastered. Because the amount of questions I had were really piling up after my last play through.. Definitely WAY happier with how this turned out. Fingers are crossed that you guys still love FromSoft games over here because I'd love to tackle Dark souls 2 next. Its the only Soulsborne game i havnt covered unless you count Sekiro and believe it or not, its one of my favorites (yeah i know, hot take i guess). Anyways, thanks for watching and reading this little blurb! Always reading your comments so always share whats on your mind if you ever want to share a thoughts with me. 😎✌️
05:51 Am I crazy or does he move into the position you find him later, after his fight with the demon on the roof? 22:19 The biggest giveaway of a chest being a mimic is actually the chain on the right hand side of all chests. The mimic chests have the end of the chain point into the opposite direction than normal chests. Nice little details you find on the front of the chests to tell if it's real or not though!
Definitely do DS2 stuff. That game is such a mystery to me. I know all the games changed a lot near the end of development but DS2 really sticks out as having so much that I wish had made it in, like the original Gutter etc
Dark souls 2 is underrated as hell. Sure you can tell it was made by the B team, but the pros outweigh the cons. There is a reason they brought back power stancing in elden ring
@@indecay8756 to be fair Miyazaki had to go back and fix the OG version to his liking. So even the original release was not as intended. It's a great game but definitely has a lot of weird decisions for being the sequel to one of the biggest games of this decade.
If I remember correctly, Frampt's and Kaathe's models are actually not that long. They're actually much shorter and their silhouette implies shoulders. Instead their animations stretch their model out from their original size.
Regarding low-poly background towns, it looks to use a lot of textures from undead burg. It could’ve easily been an early revision/concept model that was repurposed.
At 25:30 that entrance was actually a cut mechanic from the game. Andre was meant to push the statue behind Frampt in Fire link shrine and expose a secret entrance to the Lord vessel. Obviously they never went through with this idea. Maybe you can find some hidden mechanics behind the statue!
Another fun fact about Gwyndolin boss fight. Because the long hallway isn't actually after the fog gate, a short cutscene plays for every summoned phantom entering as well to hide them being loaded into the area.
There was a designer who spoke on the out of bounds detail after your first Dark Souls and he said something about creating different versions of places that you get to experience such as multiple Undead Burghs. The one outside of Firelink, for example, was an expanded part of Lower Undead Burgh and it was supposed to connect to the forest. Of course it was eventually cut and used for background but apparently there's some detailed background because they were experimenting with playable areas.
The Four Kings boss floating outside the arena is also a common trick with Souls games. When you're fighting multiple bosses with one shared health bar, the enemy hidden outside the arena is the owner of the health bar you're damaging, they just take damage from everything else getting hit and the fight ends when they themselves are defeated.
The original Dark Souls episode is what actually brought me to your channel, glad to see you revisit it with your modern non cringe self and your improved knowledge of what's happening.
For that opening in the Lord vessel area, it's been shown in old concept art and data that originally Gwyn's son was andre, and he was gonna move the statue in firelink to lead you to the kiln, so I'm fairly certain that's where it comes from
the tunnel entry in the lord vessel bonfire was covered pretty well on by crestfallen, it was suppose to be a connection to firelink shrine up where frampt is, the statue would be moved aside by andre, and it would lead downward into that location.
The reason Asylum Demon is floating is because he actually IS meant to be visible by the player before they enter the boss room. The devs probably moved him up a little bit so that less of him would be covered up by the edge of the roof.
Thank you for using my thumbnail! It's really cool to say I got to make a thumbnail for a Boundary Break episode! I have a very large smile on my face. 🤩
I would have loved an Anor Londo Town area. The stairs where you first show up go down into the town which you tackle first and work your way up to the castle.
The extra Four Kings guy under the arena is actually the collective health bar to determine when you've beaten the boss versus beaten an individual king Also you completely ignore the best giveaway of a mimic, the chain on the right side. Normal chests have it coiled inwards while mimics have it splayed out haphazardly
@@remote24 actually, the four in four kings refers to how many can be present in the arena at once. They will respawn and gang up on you if killed and you give them long enough; it's not that you kill four kings.
One of my favorite smaller details of the game is how you can see Ash lake and lost izalith off in the distance as you're going through the Tomb of the giants. Makes me wonder if it's just a 2D model or an out of bounds area
You can see great hollow and blighttown from firelink,you can see dukes archives from the bell gargoyles and you can see the bell gargoyles from sen's fortress
I recently started playing Dark Souls for the 1st time (tho technically it's my 2nd "proper" playthrough cause I quit on the first one). I was just watching ur old DS1 BB vid and then this popped up. The timing is unbelievable
@@DontXtheStream it's just not your kind of humor. Leading into something that should be 100% obvious but then referring to something else instead is comedy, just not the kind that people normally enjoy
25:30 Interesting fact about this actually! Originally, Andre would have opened a passage for you in the Firelink Shrine from the statue, that passage of course leading from the statue to that hole in the wall. The idea was later scrapped and replaced with Frampt.
I actually have a wild guess that the fully modeled low poly backgrounds environment were actually planned to be traversable. Kinda like they first made a rough concept of the map, added low details, then choose which stays as a playable area and which gets turned into background
The biggest give away for Mimic chests in DS1, it's the chain connected to the chest. For normal chests, the chain curved in a semi circle, but for mimics it's straight out in front, showing how the mimic backed up to the wall, making the chain straight.
21:42 - 22:43 skip this if you don't want to listen to all the weirdest ways to ''spot a mimic'' except the easiest of all... i really don't get how you find these things but not the chain... it's astonishing
With the detail you put into your work I was beyond shocked you mention these super tiny details of mimics vs regular chests but not the super obvious chain either pointing toward you or away from you.
According to Illusory Wall's video on Dark Souls 1's cutscenes, the player actually does start in the smaller Gwyndolin hallway (AKA the real one that leads to Gwyn's tomb), but is teleported to the longer one during the cutscene, just before the fake back wall moves away.
7:34 Frampt’s model is that long because Kaathe hangs upside down in the Kiln, meaning you see more of him since they share the same model. This also explains why Gwyndolin is the only boss in the trilogy to have an opening and closing cutscene. The Izalith lighting for BoC looks so much better than the arena lighting.
7:52 I'd love to see a video dedicated to just this area. I have since you uploaded your first version years ago! That, and the Big Blue "city" from F-Zero GX, and really, any of those sort of areas the developers put way more effort into than normal!
that small background town was probably some dev's little side project that they worked on whenever they were bored. definitely gives off that vibe, seems like quite a bit of love was put into it. like some semi-detailed scribbles in a notebook
Loving this series, was wondering if you'd be willing to do a boundry break of layers of fear? With the spooks coming on the fall winds soon, I'd love to know how they pulled off the tricks they did. Cheers!
Another thing I always noticed about Taurus Demon is that it only appears when our camera is close enough to the tower to not get a proper view of the top, which makes it more believable that it was already lurking somewhere on top of the tower, rather than magically appearing.
5:20 - not exactly "cutscene" version of him. It's a main healthbar one. It's his health that we're seeing in the fight. Our hits are transferred to him. 6:30 - that's a T-pose, not A-pose.
Yeah... technically t-pose, so its weird to say "a"... but really, neither are meaningful phrases. Its the neutral rigging pose, which is which whatever pose it is modeled in (usually) and easiest to access and see all parts needing bones... there are many that arent necessarily t or a
I played 3 years before 1 then I replayed 3...seeing anor londo changed from sunny city to Gothic and cold was a huge shock.. Loved it how they kept the area where u fight smough and then u fight Aldrich... To go up to see the princess chamber is empty....
I don't know if you've ever been this funny before. The really understated humor of this video shows how far you've come since that original Dark Souls break.
DS2 has so much weird unusued shit but it all has to be manually edited to load back into the game. Doesn't seem like what Shesez usually does however. But still like.. several zones worth of content just exist in the game files never to be seen by the player.
Dark Souls Dissected is still my go to video series, such great videos that show the relation of Lordran from different areas. I’m going to guess he didn’t see them, also really surprised he didn’t mention the mimic chest chain is the most common way to tell within a split second.
Mimics have visible teeth that can be seen just by angling the camera right (it's extra clear when they breathe). I'm kinda sad they did the obvious chain tell, it's much more tense to stare at them watching for signs of movement. Also, Sif is a female wolf.
Honestly, the fact that you made a longer form video had me like 😁. Great update to an already amazing piece of content (First DS video 👏🏼). Hope you make more of these longer videos. 22:27 the sarcastic pan into and then away from the chain on the mimic *chef's kiss* (not sure if intentional but still funny lol)
The point of the "last" of the Four Kings is to keep track of the overall health of the boss since you're fighting multiple entities. Its a trick From has used a lot in the series.
That entrance in that's buried behind a wall is likely left over from a VERY early development build where originally Andre was in fireline shrine and was going to push aside a statue to give you access to where you put the Lord Vessel (there's old concept art of this online). So that was probably the original entrance before they had Frampt take you down there instead. Honestly surprised it's still left there in the HD version.
If I'm not mistaken, all the cut content that was left in the files is still there within the remaster. It just really goes to show how much of a "remaster" it really is. Also it's more than just concept art, an unfinished cutscene of it can also be found within the files.
The Asylum Demon is honestly able to be noticed with a controller, because in PS4, if you don't fully enter the arena, you can look up and see his silhouette as he stands up there seemingly watching you enter before dropping down to kill you
1:54 I've played on PS4 with no special camera, you can see the opening and the asylum demon up top if you stand in the doorway and look up. He legit appears like he's looking dead at you too, which was always unsettling
21:00 It's one thing to acknowledge those mostly obscured parts of Quelaag we all want to see, but I didn't think he'd actually zoom all the way in... Past the geometry that's usually in the way... And let us finally see every bit of those round... Bare... Eyeballs. Finally, someone with the guts to give the people what they want, consequences be damned.
8:20 i would guess that the reason why they put so much effort into modelling the town is that they were blocking (planning) out the actual level/environment that the player later traverses, since... yeah, that's the street leading to the door to the sewers. It also seems that some parts were originally intended to be playable, so they did some blocking for them too, but later closed them off/cut them from the game, but left the blocking in. the blue box of new londo ruins i would expect to be a postprocessing volume, not just a texture. Siegmeyer's fully modelled head is just a consequence of how NPCs are handled, that being very similarly to player character - they're a dude with equipment set, and the equipment set is put on top of the dude model, same as for player character. For any other helmet, it would still show face, so the face isn't disabled by code, it just gets occlusion culled (probably) for the catalina helmet, meaning when you get inside of it, it stops being occlusion culled and shows normally.
22:40 literally everyone just looks at the chain attached to the chest, as the real ones have it curled up while the mimic has it straight, and it's a giveaway that can be seen from fkn space.
25:47 my theory is That's because Andre the blacksmith was supposed to move the firelink statue, allowing you to enter there it almost looks to be in the right place, especially if it let's down.
You know what blows my mind... and what I'm sure shesez misssed, despite doing what they did. The Illusion.. of a 'god', the fake image is half modeled.. THE ILLUSION IS HALF MODELED. ... when SO many other things in this game have near full models, with only lod only areas not having a back model, like the town areas you can never reach (or see without majorly moding the game) In a game where they have fully rendered models sitting off screen for a in game cutscene, only mere moments after fighting several summoned versions for a boss fight. the fact that a model you could physical hit in normal game play.... that's literally an illusion (saying nothing about who, why, or lore) is half modeled when it's still possible to get behind that model if you do enough shenanigans. Characters that never show their faces have modeled detail, bosses so bloody large you couldn't see the tip tops or the undersides for the life of you ... have full models, and there are more world modeling than most games would even do (which makes it cool for myself and gives a way for people to make builds of it in other games for their own reasons) ... and sheer fact ... that a Higher quality high rez only model is half rendered in a very limited sized room/area doesn't imediately ring some bell and even more when lore wise it's only an illusion itself, as to It was done on purpose for reasons other than meh performance
@@deathbyslipknot perhaps, but given the series habits of doing things. 1. That is an illusion 2. Known ways of getting behind it have been done & the ways are known to the devs. 3. That the only, and mean only character/boss model that isn't fully rendered... is the illusionary female that is a projection from a male character. 4. Even other npcs you talk to that couldn't possibly see their full model .... all have one 5. That in a game where they go tothe hassle of cutscene npcs being stored near by & fully rendered .... that's the only partial render in the game outside noclip 3d buildings you'll hit death barriers before you even ger close enough to notice the missing walls. 6. Even npcs that are stuck in walls are fully modeled. (Notably qualags sister that's blind, nearly immobile, & requires a ring to talk to)
I personally may not care about the souls games but hearing someone passionately talk about it and the way you construct your videos is always just a treat to watch
Just reminded me of a puzzle in Ty the Tasmanian Tiger HD, either I'm super color blind or the HD version screwed up on some textures because there was a puzzle involving colored icicles, and the order you're meant to hit them in, I looked up a forum because I couldn't figure it out, and the reason is because I was seeing three green icicles instead of one green icicle, apparently the other two green icicles were supposedly orange and yellow, they certainly didn't look like it to me
Spot a mimic - look at the chain connected to the chest. A mimic chest chain will curl towards the player and a normal chest's chain will curl away from the player
The tunnel at the end is a cut entry to the cave. The blacksmith would have moved the statue, behind Frampt, for the player at some point. There's also a low poly bridge at fire keeper shrine that I believe would have been a short cut. I think you can still see the other end in the mountains.
something I thought was fascinating was how whenever you exit the undead asylum, if you look on the environment surrounding it, it isn't just generic mountains, you can see forests, although the trees are very VERY low detail, and I'm pretty sure a couple of lakes. I haven't looked at dark souls 3's environment around firelink shrine in a while, but I remember noticing a while back, that the mountains look almost identical to dark souls 1s outside of undead asylum, which led to my theory that perhaps lothric rather than being connected to lordran in some way, is set more around the undead asylum, with lordran being far off near irythill/anor londo
Never played any of these but always watch these vids cuz it's just fascinating some of the random things you find and the little tricks devs put in the games.
So another fun fact about that member of the Four Kings outside the arena. It’s not just used for the cutscene, it’s also the actual boss health bar. Since there are multiple kings you have to face, those kings have individual health bars, but hits on them also damage the cutscene king. When the cutscene king dies, is when you’ve beaten the boss. From soft uses this trick multiple times when facing multi enemy boss fights that share a health bar.
I remember seeing how the elevator loads and de-loads in a video about history of Dark Souls speedruns. Before that I had little idea about how the maps were designed. To the lay person, it does feel like they're all 3D models and terrain fully rendered with complete geometry, rather than all the video game graphics tricks and techniques that programmers and artists use to save resources. I love these clever game design and 3D environment design techniques.
The opening near the lord vessel is from cut content where Andre would have opened a passage in Fire Link Shrine, in the same room where Frampt is now. It would have been behind one of the statues.
why tf is Willem Dafoe in the thumbnail 🤔
Why is this pinned?
@@gordonfreeman7187because he asked a very valid, curious, dark souls related question.
Why did Shesez decide to use Willem Dafoe in a thumbnail about Dark Souls? I see no relation.
@@lukuswoods8199 Invalidated.
He is in the dark souls
a really easy way to detect mimics is by looking at the chains by the chest
Glad someone said it before me
you can also hit the chest.
Hitting the chest is still the quickest way to check
@Sketchazoid You can do that in Dark Souls 1 too; you can get a similar item called Lloyd's Talisman(s) which you can throw at other undead to stop them using estus - and it happens to put mimics to sleep for a while so you can loot their item without fighting them.
@@tims.1615 Nope, throwing Loyd's talismans is safer because they don't wake up and attack you.
I wouldn't be surprised if one of the main reasons Gwynevere doesn't have a modelled back is because they spent all the polygons they could on her front.
It might actually have to do with lighting, both sides of the pixels are have spotlights so you can see them even more clearly.
you don't see the back, so why would they waste time modeling her back. there isn't a limit on how many polygons you can have in a model. also nothing to do with lighting, the reply above me is moronic
@@slugintub i mean, they modeled a whole town you can't see just cause, why not to the gwynevere model too
They actually had several different models of her behind but Miyazaki wanted more emphasis on her feet so they only focused on her front
@@slugintubMe when I’m an asshole for no reason:
fun fact, if you take an early shortcut with the master key item and run all the way up to the bridge where you fight the torus demon from the other direction you can see his model mashed down and sticking through the tower ceiling.
Taurus Buns
Can you attack him from there?
@@michaelwerkov3438 no, and you can't actually enter the other fog wall either
You don't even need the master key for that. Opening the seal in new londo by killing the keeper makes it possible as well.
Man I was just there like yesterday when I tried to enter his room for backwards. Shame I didn't look up but now I know
The "4 kings" that is outside the arena is actually the one that holds the boss HP bar. Every other one that you actually fight have their own HP bar, and hitting them will hurt both them and the one outside (who has more HP).
Godskin Duo also uses the same trick funnily enough. There’s a hidden Apostle who dictates the health bar.
In regards to Quelaag having a unique mouth model, she did at one point have speaking lines, so it would make sense that her model would support mouth movement.
And it's nice to know that even with that content being cut, her having rigging for facial animation didn't go entirely to waste with that wicked little smirk she gives us in her intro cutscene.
I really wanted to see another "detail" of her in more depth, if you know what I mean.
@@Nightweaver1ayoo 💀💀
Did anyone else, when entering Ash Lake for the first time, think that all those trees lead to different worlds? Not like literally in game would take you. But lore wise. Since you entered Ash Lake through a tree, I couldn't help but imagine that each of those trees was a gateway to a different world entirely.
Its a fascinating idea and reminds me of the 100s of Erdtrees in the Elden Beast fight, or the dead looking pillars/dead trees in the Hunters Dream
Makes sense because the last dragon is trapped where the world is still formless
just like the Jack movie
Yeah
Like the lakes in The Magician's Nephew.
For the mimic chest I remember it like this:
If the chain is in, theres treasure within.
If its facing out, theres danger about
I always remembered if it points at me, it's about to get me
So damn obvious. Everyone knows this
@@calorlondo5323 thank you soy pfp. Your accurate pic has let me know who i should block.
@@calorlondo5323 accurate pfp
If the chain is away, you'll be okay,
If the chain is ahead, you'll end up dead.
6:38 the zoom in we came for.
(_|_)
Yes
EXTRA THICC!
💀💀💀
came we did, alright
As someone who got into the souls games during the pandemic culminating in the release of Elden Ring the first game sticks out among the rest. It has such a interesting interconnected world and you could see why people fell in love with it back in the day.
Exactly, the world itself was created with such love and thought. Since your new to the games please play Bloodborne it’s still probably my favorite after DS1. DS2 is also really good and unrated just bcuz it’s the odd one out. Really tho all of the From Soft games are amazing and you should play. Sekiro is another great one but you basically need to forget all souls tactics before playing and develop a the new style of play.
@@PHGRP At this point I literally have over 1000 hours in all the soulsborne games so I wouldn't say I'm new anymore. This has been over the course of 2 or so years. Also Bloodborne was the one that made the formula finally click for me. It forced me to play the way the game wanted me to. I ended up hitting a wall and playing all the rest of the games besides sekiro ( I suck at parrying and just can't be bothered for that one) and recently came back to bloodbored after elden ring and it's so much easier now that I understand souls mechanics and how you're supposed to traverse the world. I still prefer demonsouls, elden ring, and the souls series because I rather stand behind my shield and use strength builds or mess with magic/faith but that's just me. Bloodborne is sick as hell and has its own little niche that none of the other games fill. I will eventually beat it!
@@666slateran666 lol ya the pandemic being 2 yrs old at this point is crazy so of coarse your not new to them anymore. But ya bloodborne is excellent But very different and way faster. And sekiro is insanely different, if your a normal souls player that uses a shield it’s crazy hard. I had an super hard time with it for the longest but ya just gotta start a new game and forget everything you know about souls then prefect the parry (easier said than done). I haven’t even finished elden ring yet since Ive been way too busy lately but it’s a masterpiece, it’s like a mixture of all the games. Its just cool when anyone new gets into fromsoft game bcuz they’re very tough and the “git gud” assholes make a lot of ppl not want to even try them. You probably have by now but if not try a magic builds, it’s crazy how badass it is. When I first started playing the games I never did and regret not trying sooner.
My friend refuses to play ds1 he's played Elden Ring, DS3, PS5 Demons Souls, and Bloodborne. He says he doesn't want to deal with the old jank going to an older game.
@@PHGRP I started messing with magic in DS1 in prep for elden ring. As I rolled a melee and a mage build on 2 different systems lmao. Also the "git gud", mentality may seem toxic but it comes from a legit place. Trust me i play fighting games competitively but used to be way more casual. It's very similar where at first it seems super mechanically daunting but you get used to it after a large chunk of hours. Souls games are different because they are mostly PvE games by and large despite the sweaty pvp heads. But the difficulty and feeling of accomplishment is half the point. It's way more rewarding personally to fight a boss 10+ times until you master it rather than just getting summoned player and steam rolling. I've done it all and ultimately it's up to you what you want out if th3se games but the difficulty is definitely part of the artistic direction of the series. It hardens back to the 80s and early 90s NES hard games and has obvious metroidvania elements. Where early castelvanias were hard as balls. Another game that gives me a similar sense is monster hunter, where you literally need 100+ hours under your belt to be considered to somewhat know what your doing. I miss that from games because most triple A stuff holds your hand till the end. Fromsoft doesn't care if you finish their games or experience half the world if you don't make the effort and that's really cool to me. Can't wait for armored core to come out and make a ton of people seethe with how hard it is because armored core like all other fromsoft stuff is notoriously hard. And knowing fromsoft they will double down on a new entry. And the combat in that is 10x harder and more intense then dark souls ever is. Even sekiro lol
Shesez: "everyone knows the easiest way to tell the mimicks appart is-"
Me: "the chain."
Shesez: "the breathing."
Me: "..."
Lloyd talisman, or just hit the chest
I'd like to believe this was an intentional joke.
@@SaicomantisJ it could be in the video this way to get people to comment on it below. Lots of people make obvious mistakes to increase engagement. I won't knock the hustle
Everyone knows the easiest way to tell the mimics apart is the getting eaten
I mean i always checked by the breathing(or just hitting it)
I'll probably repeating something already said, but the original ending designed for Dark Souls 1 was Andre moving a stature in firelink shrine and the player reaching it by foot instead of being moved there by the primordial serpent.
I seem to remember every location originally were supposed to be reachable by foot, but they had to rework some of them late in production.
Makes you wonder if Undead Asylum would originally connect to the painted world (given they're the only snowy areas) and eventually Firelink through sewers or something.
@@MetroAndroid
The painted world was originally designed in anor londo as an actual building, if I remember it right.
Unfortunately the reworking of the areas was very extensive in the game production, this is why a lot of weird stuff is sometimes there (just think about lost Izalith, tomb of giants, crystal cave ecc.)
They also reused cut content as a base for the dlc.
@@1r0zz The Painted World wasn't a physical building in Anor Londo. The Painted World map exists within the Anor Londo map, and if you go out of bounds in the Painted World, Anor Londo will eventually load in. However, this is just because the Painted World map is stored in Anor Londo for loading purposes, since you access it via the painting in Anor Londo. The Painted World was actually the first area ever designed for Dark Souls.
@@deathbyslipknot I think hes referring to the fact that a character (I think Nito weirdly enough) was a boss there in a large circular building with a breakaway floor,
@@Raven-fr3ki The large circular building was Priscilla's boss room. Nito was there at one point, and also, strangely enough, Demon Firesage was there at one point too. His internal name in the game's files is "snow demon"
Excellent video! Regarding mimic chests, you didn't mention what to me has always been the most obvious indicator. Regular chests have the chain on the side of the chest coiled backwards and away from the player when facing the chest, whereas on mimic chests the chain is coiled the opposite way, pointing towards the player.
Yep! Came here looking for this. 💜
I think he was intentionally avoiding this indicator as a joke, it being the most well known and easily identifiable indicator.
chain curls in? treasure within!
chain curls out? better watch out!
shout out to bonfireside chat for the rhyme scheme
Joke goes swoosh 😂
@@lucheist some real salvager code type stuff
The archway in the lordvessel area is very interesting. I believe its related to cut content where instead of Frampt carrying you to the area it was Andre that would push the statue in firelink to reveal a similar door. I wasn't aware that there was a leftover in the lordvessel area, so thats really cool to see.
The extra king for the Four Kings boss fight is actually the one who has the group health bar. Every point of damage dealt to the other four is also dealt to him one-to-one, but he has four times the health. When he dies, it triggers the end-of-fight cutscene.
Shesez please please PLEASEEEE do Demon's Souls (the original 2009 release), there's so much cool stuff out of bounds in that game, it deserves a very thoroughly look as the progenitor of all Souls games 🙏🙏🙏
Oooh i secod this, it'd be a great episode
@@bezolsmate they specifically said the original 2009 release, not the PS5 version.
the progenitor of the series is King's Field :V
Yeah good luck getting a proper noclip style camera for a ps3 exclusive that was niche on release LOL
@@666slateran666 Actually, I remember hearing like a month ago that someone finally made a proper noclip camera for Demon Souls PS3
Thank you Shesez for blessing us with Asylum Demon cheeks
Can we just appreciate this videogame came out in twenty eleven, and is so well designed it never needs a loads screen apart from the initial one. They way they accomplished doing this is by using evaluators ladders tunnels doors, ect to mask loading. Which given this game has still unmatched game design for levels detail complexity and interconnectivity, its amazing.
Even more impressive cause it was 2011
This is the remastered version.Youre both wrong,as it was released in 2018
@@jeffdroog I know but they didn't change this kind of thing.
@@jeffdroog the original is the same
@@nibiru2x410 No,it's the original version.The remastered is the remastered version.If they were exactly the same,there wouldn't be different release dates.
FINALLY... a "Boundary Break" video that is purposeful and detailed. I've seen so many "boundary break" videos where they just zip through the scenes as fast as possible as if we were doing a speed run... with no decen narration or context as to what or why or how. I appreciate your detailed commentary and slow movements with the camera -- a video I didn't have to pause over and over just to see details. Much appreciated.
Man, seeing these environments really shows how special it was. So many great, memorable areas. Such an intricate world. Dark Souls was special, man.
Yeah man, Loved revisiting Dark Souls for the show. I was replaying this game back in March through April and I was thinking back on how limited my original attempt was for the Dark Souls Boundary Break. Almost literally over the moon to see a camera was available for Remastered. Because the amount of questions I had were really piling up after my last play through.. Definitely WAY happier with how this turned out.
Fingers are crossed that you guys still love FromSoft games over here because I'd love to tackle Dark souls 2 next. Its the only Soulsborne game i havnt covered unless you count Sekiro and believe it or not, its one of my favorites (yeah i know, hot take i guess).
Anyways, thanks for watching and reading this little blurb! Always reading your comments so always share whats on your mind if you ever want to share a thoughts with me.
😎✌️
05:51 Am I crazy or does he move into the position you find him later, after his fight with the demon on the roof?
22:19 The biggest giveaway of a chest being a mimic is actually the chain on the right hand side of all chests.
The mimic chests have the end of the chain point into the opposite direction than normal chests. Nice little details you find on the front of the chests to tell if it's real or not though!
Definitely do DS2 stuff. That game is such a mystery to me. I know all the games changed a lot near the end of development but DS2 really sticks out as having so much that I wish had made it in, like the original Gutter etc
Yeah the ds2 development was incredibly complicated, its a miracle it turned out playable in time
Dark souls 2 is underrated as hell. Sure you can tell it was made by the B team, but the pros outweigh the cons. There is a reason they brought back power stancing in elden ring
@@indecay8756 to be fair Miyazaki had to go back and fix the OG version to his liking. So even the original release was not as intended. It's a great game but definitely has a lot of weird decisions for being the sequel to one of the biggest games of this decade.
If I remember correctly, Frampt's and Kaathe's models are actually not that long. They're actually much shorter and their silhouette implies shoulders. Instead their animations stretch their model out from their original size.
That out of bounds instance of the four kings isn't just there for a cutscene, it's the one that controls the boss healthbar.
Regarding low-poly background towns, it looks to use a lot of textures from undead burg. It could’ve easily been an early revision/concept model that was repurposed.
At 25:30 that entrance was actually a cut mechanic from the game. Andre was meant to push the statue behind Frampt in Fire link shrine and expose a secret entrance to the Lord vessel. Obviously they never went through with this idea. Maybe you can find some hidden mechanics behind the statue!
Another fun fact about Gwyndolin boss fight. Because the long hallway isn't actually after the fog gate, a short cutscene plays for every summoned phantom entering as well to hide them being loaded into the area.
There was a designer who spoke on the out of bounds detail after your first Dark Souls and he said something about creating different versions of places that you get to experience such as multiple Undead Burghs. The one outside of Firelink, for example, was an expanded part of Lower Undead Burgh and it was supposed to connect to the forest. Of course it was eventually cut and used for background but apparently there's some detailed background because they were experimenting with playable areas.
The Four Kings boss floating outside the arena is also a common trick with Souls games. When you're fighting multiple bosses with one shared health bar, the enemy hidden outside the arena is the owner of the health bar you're damaging, they just take damage from everything else getting hit and the fight ends when they themselves are defeated.
21:45 You can tell a mimic apart just by looking at the chains. A real chest has the chain looped away from you, a mimic has the chain towards you.
6:38 You have just brought my fears back to life. Thanks again lol
The original Dark Souls episode is what actually brought me to your channel, glad to see you revisit it with your modern non cringe self and your improved knowledge of what's happening.
For that opening in the Lord vessel area, it's been shown in old concept art and data that originally Gwyn's son was andre, and he was gonna move the statue in firelink to lead you to the kiln, so I'm fairly certain that's where it comes from
the tunnel entry in the lord vessel bonfire was covered pretty well on by crestfallen, it was suppose to be a connection to firelink shrine up where frampt is, the statue would be moved aside by andre, and it would lead downward into that location.
The reason Asylum Demon is floating is because he actually IS meant to be visible by the player before they enter the boss room. The devs probably moved him up a little bit so that less of him would be covered up by the edge of the roof.
Thank you for using my thumbnail! It's really cool to say I got to make a thumbnail for a Boundary Break episode! I have a very large smile on my face. 🤩
I would have loved an Anor Londo Town area. The stairs where you first show up go down into the town which you tackle first and work your way up to the castle.
The extra Four Kings guy under the arena is actually the collective health bar to determine when you've beaten the boss versus beaten an individual king
Also you completely ignore the best giveaway of a mimic, the chain on the right side. Normal chests have it coiled inwards while mimics have it splayed out haphazardly
You can damage the king's if they're in their deathanimation. If you deal high enough damage you only fight three kings :D
@@remote24 actually, the four in four kings refers to how many can be present in the arena at once. They will respawn and gang up on you if killed and you give them long enough; it's not that you kill four kings.
The chain of the mimic chest is also different than the chain on regular chests.
One of my favorite smaller details of the game is how you can see Ash lake and lost izalith off in the distance as you're going through the Tomb of the giants. Makes me wonder if it's just a 2D model or an out of bounds area
You can see great hollow and blighttown from firelink,you can see dukes archives from the bell gargoyles and you can see the bell gargoyles from sen's fortress
Was happy that he started with Gwyndolin, and then ma man just keep going even more in details about him.
Perfect video, liked, saved, loved ♡
I recently started playing Dark Souls for the 1st time (tho technically it's my 2nd "proper" playthrough cause I quit on the first one). I was just watching ur old DS1 BB vid and then this popped up. The timing is unbelievable
"The dead giveaway of a mimic is the heart and ridge"
Chain: "Am I a joke to you?"
You missed that it was a joke.. that's why he went overboard explaining how easy his method was.
@@randomcatname7792 oh lol
@@DontXtheStream it's just not your kind of humor.
Leading into something that should be 100% obvious but then referring to something else instead is comedy, just not the kind that people normally enjoy
25:30 Interesting fact about this actually! Originally, Andre would have opened a passage for you in the Firelink Shrine from the statue, that passage of course leading from the statue to that hole in the wall. The idea was later scrapped and replaced with Frampt.
I love how the light reflecting is simple, like repeated, it shows confidence and style
I actually have a wild guess that the fully modeled low poly backgrounds environment were actually planned to be traversable. Kinda like they first made a rough concept of the map, added low details, then choose which stays as a playable area and which gets turned into background
The biggest give away for Mimic chests in DS1, it's the chain connected to the chest.
For normal chests, the chain curved in a semi circle, but for mimics it's straight out in front, showing how the mimic backed up to the wall, making the chain straight.
21:42 - 22:43 skip this if you don't want to listen to all the weirdest ways to ''spot a mimic'' except the easiest of all... i really don't get how you find these things but not the chain... it's astonishing
With the detail you put into your work I was beyond shocked you mention these super tiny details of mimics vs regular chests but not the super obvious chain either pointing toward you or away from you.
PSYCHONAUTS 2 WHEN????
Not stopping till ya do it.
According to Illusory Wall's video on Dark Souls 1's cutscenes, the player actually does start in the smaller Gwyndolin hallway (AKA the real one that leads to Gwyn's tomb), but is teleported to the longer one during the cutscene, just before the fake back wall moves away.
7:34 Frampt’s model is that long because Kaathe hangs upside down in the Kiln, meaning you see more of him since they share the same model.
This also explains why Gwyndolin is the only boss in the trilogy to have an opening and closing cutscene.
The Izalith lighting for BoC looks so much better than the arena lighting.
Always love Dark Souls content. Can't wait for a Dark Souls 2 episode!
I watched so many videos, memes, tributes of this game and loved every single one. And yet I just can't get into them when actually playing them
7:52 I'd love to see a video dedicated to just this area. I have since you uploaded your first version years ago! That, and the Big Blue "city" from F-Zero GX, and really, any of those sort of areas the developers put way more effort into than normal!
that small background town was probably some dev's little side project that they worked on whenever they were bored. definitely gives off that vibe, seems like quite a bit of love was put into it. like some semi-detailed scribbles in a notebook
Loving this series, was wondering if you'd be willing to do a boundry break of layers of fear? With the spooks coming on the fall winds soon, I'd love to know how they pulled off the tricks they did. Cheers!
I second this do some more spooky related stuff please!
Another thing I always noticed about Taurus Demon is that it only appears when our camera is close enough to the tower to not get a proper view of the top, which makes it more believable that it was already lurking somewhere on top of the tower, rather than magically appearing.
5:20 - not exactly "cutscene" version of him. It's a main healthbar one. It's his health that we're seeing in the fight. Our hits are transferred to him.
6:30 - that's a T-pose, not A-pose.
Yeah... technically t-pose, so its weird to say "a"... but really, neither are meaningful phrases. Its the neutral rigging pose, which is which whatever pose it is modeled in (usually) and easiest to access and see all parts needing bones... there are many that arent necessarily t or a
Oh, the group representative!
🤓 🤓 🤓 🤓
@@michaelwerkov3438 Please don't talk about stuff you have no knowledge on, lmao
@@Maxiter 🤓 🤓 🤓 🤓
I played 3 years before 1 then I replayed 3...seeing anor londo changed from sunny city to Gothic and cold was a huge shock.. Loved it how they kept the area where u fight smough and then u fight Aldrich... To go up to see the princess chamber is empty....
Interesting differences on the mimic..still, it's easier to tell if it's a mimic by whether the chain is coiled or not
I don't know if you've ever been this funny before. The really understated humor of this video shows how far you've come since that original Dark Souls break.
The care you have for this game really shows, can't wait for DS2!
DS2 has so much weird unusued shit but it all has to be manually edited to load back into the game. Doesn't seem like what Shesez usually does however. But still like.. several zones worth of content just exist in the game files never to be seen by the player.
Dark Souls Dissected is still my go to video series, such great videos that show the relation of Lordran from different areas.
I’m going to guess he didn’t see them, also really surprised he didn’t mention the mimic chest chain is the most common way to tell within a split second.
Mimics have visible teeth that can be seen just by angling the camera right (it's extra clear when they breathe). I'm kinda sad they did the obvious chain tell, it's much more tense to stare at them watching for signs of movement.
Also, Sif is a female wolf.
Honestly, the fact that you made a longer form video had me like 😁. Great update to an already amazing piece of content (First DS video 👏🏼). Hope you make more of these longer videos.
22:27 the sarcastic pan into and then away from the chain on the mimic *chef's kiss* (not sure if intentional but still funny lol)
That was the first vid of yours I saw back in the day
22:00 Actually the easiest way to find a mimic chest is to look at the chain. The mimic's chain is curled up opposite to regular chests
The point of the "last" of the Four Kings is to keep track of the overall health of the boss since you're fighting multiple entities. Its a trick From has used a lot in the series.
Awesome video! For the mimic, another way to tell is the chain on the right side of the chest. Straight-ish for mimic, curved C for regular
That entrance in that's buried behind a wall is likely left over from a VERY early development build where originally Andre was in fireline shrine and was going to push aside a statue to give you access to where you put the Lord Vessel (there's old concept art of this online). So that was probably the original entrance before they had Frampt take you down there instead. Honestly surprised it's still left there in the HD version.
If I'm not mistaken, all the cut content that was left in the files is still there within the remaster. It just really goes to show how much of a "remaster" it really is. Also it's more than just concept art, an unfinished cutscene of it can also be found within the files.
The Asylum Demon is honestly able to be noticed with a controller, because in PS4, if you don't fully enter the arena, you can look up and see his silhouette as he stands up there seemingly watching you enter before dropping down to kill you
1:54 I've played on PS4 with no special camera, you can see the opening and the asylum demon up top if you stand in the doorway and look up. He legit appears like he's looking dead at you too, which was always unsettling
Ash Lake was always my favorite location. It was so mysterious and scary. So empty and full of void. Thank you, man!
6:35 ayo?🧐
21:00 It's one thing to acknowledge those mostly obscured parts of Quelaag we all want to see, but I didn't think he'd actually zoom all the way in...
Past the geometry that's usually in the way...
And let us finally see every bit of those round...
Bare...
Eyeballs. Finally, someone with the guts to give the people what they want, consequences be damned.
how is the strip the best giveaway for a mimic chest when the chain on the side is so obviously different?
The OG Dark Souls video was what made me love this channel. Gunna have to do another play through now.
8:20 i would guess that the reason why they put so much effort into modelling the town is that they were blocking (planning) out the actual level/environment that the player later traverses, since... yeah, that's the street leading to the door to the sewers. It also seems that some parts were originally intended to be playable, so they did some blocking for them too, but later closed them off/cut them from the game, but left the blocking in.
the blue box of new londo ruins i would expect to be a postprocessing volume, not just a texture.
Siegmeyer's fully modelled head is just a consequence of how NPCs are handled, that being very similarly to player character - they're a dude with equipment set, and the equipment set is put on top of the dude model, same as for player character. For any other helmet, it would still show face, so the face isn't disabled by code, it just gets occlusion culled (probably) for the catalina helmet, meaning when you get inside of it, it stops being occlusion culled and shows normally.
geographically you never actually go there
22:40 literally everyone just looks at the chain attached to the chest, as the real ones have it curled up while the mimic has it straight, and it's a giveaway that can be seen from fkn space.
@[TEXT ON TELEGRAM @Shesez what is this bot? A scam or what?
25:47 my theory is That's because Andre the blacksmith was supposed to move the firelink statue, allowing you to enter there it almost looks to be in the right place, especially if it let's down.
the original dark souls video is how i became aware of this chanel glad to see you give it another go with more experience
You know what blows my mind... and what I'm sure shesez misssed, despite doing what they did.
The Illusion.. of a 'god', the fake image is half modeled.. THE ILLUSION IS HALF MODELED. ... when SO many other things in this game have near full models, with only lod only areas not having a back model, like the town areas you can never reach (or see without majorly moding the game)
In a game where they have fully rendered models sitting off screen for a in game cutscene, only mere moments after fighting several summoned versions for a boss fight. the fact that a model you could physical hit in normal game play.... that's literally an illusion (saying nothing about who, why, or lore) is half modeled when it's still possible to get behind that model if you do enough shenanigans.
Characters that never show their faces have modeled detail, bosses so bloody large you couldn't see the tip tops or the undersides for the life of you ... have full models, and there are more world modeling than most games would even do (which makes it cool for myself and gives a way for people to make builds of it in other games for their own reasons) ... and sheer fact ... that a Higher quality high rez only model is half rendered in a very limited sized room/area doesn't imediately ring some bell and even more when lore wise it's only an illusion itself, as to It was done on purpose for reasons other than meh performance
You're reaching.
@@deathbyslipknot perhaps, but given the series habits of doing things.
1. That is an illusion
2. Known ways of getting behind it have been done & the ways are known to the devs.
3. That the only, and mean only character/boss model that isn't fully rendered... is the illusionary female that is a projection from a male character.
4. Even other npcs you talk to that couldn't possibly see their full model .... all have one
5. That in a game where they go tothe hassle of cutscene npcs being stored near by & fully rendered .... that's the only partial render in the game outside noclip 3d buildings you'll hit death barriers before you even ger close enough to notice the missing walls.
6. Even npcs that are stuck in walls are fully modeled. (Notably qualags sister that's blind, nearly immobile, & requires a ring to talk to)
I personally may not care about the souls games but hearing someone passionately talk about it and the way you construct your videos is always just a treat to watch
"Orange sky dome" Uh. Sheesez, are you red-green color blind? Like legitimately asking because that is definitely green.
Just reminded me of a puzzle in Ty the Tasmanian Tiger HD, either I'm super color blind or the HD version screwed up on some textures because there was a puzzle involving colored icicles, and the order you're meant to hit them in, I looked up a forum because I couldn't figure it out, and the reason is because I was seeing three green icicles instead of one green icicle, apparently the other two green icicles were supposedly orange and yellow, they certainly didn't look like it to me
I think that the fourkings cutscene one, is also the health bar, and the other kings make the health bar take dmaage
Miyazaki doesn't take shortcuts. He goes all in with all of his games because he's a mad genius.
this is extremely valuable for aspiring gamedevs
Spot a mimic - look at the chain connected to the chest. A mimic chest chain will curl towards the player and a normal chest's chain will curl away from the player
11:11 Same thing that happens to the blue skybox. You're probably right about it being an LOD effect, reducing the quad to a poly.
22:30 how is he NOT talking about the chain? This has been known for 10+ years
The tunnel at the end is a cut entry to the cave. The blacksmith would have moved the statue, behind Frampt, for the player at some point.
There's also a low poly bridge at fire keeper shrine that I believe would have been a short cut. I think you can still see the other end in the mountains.
something I thought was fascinating was how whenever you exit the undead asylum, if you look on the environment surrounding it, it isn't just generic mountains, you can see forests, although the trees are very VERY low detail, and I'm pretty sure a couple of lakes.
I haven't looked at dark souls 3's environment around firelink shrine in a while, but I remember noticing a while back, that the mountains look almost identical to dark souls 1s outside of undead asylum, which led to my theory that perhaps lothric rather than being connected to lordran in some way, is set more around the undead asylum, with lordran being far off near irythill/anor londo
Your DS1 video is what got me subscribed to the channel!
How did you mess up the mimic chest bit! The chain, the chain!
Never played any of these but always watch these vids cuz it's just fascinating some of the random things you find and the little tricks devs put in the games.
Glad that your revisiting your past boundary break videos. I am really love to see Elden Ring’s boundary break.
So another fun fact about that member of the Four Kings outside the arena. It’s not just used for the cutscene, it’s also the actual boss health bar.
Since there are multiple kings you have to face, those kings have individual health bars, but hits on them also damage the cutscene king. When the cutscene king dies, is when you’ve beaten the boss. From soft uses this trick multiple times when facing multi enemy boss fights that share a health bar.
I remember seeing how the elevator loads and de-loads in a video about history of Dark Souls speedruns. Before that I had little idea about how the maps were designed. To the lay person, it does feel like they're all 3D models and terrain fully rendered with complete geometry, rather than all the video game graphics tricks and techniques that programmers and artists use to save resources. I love these clever game design and 3D environment design techniques.
8:20 reminder that that's not just any town, but a low poly copy of undead burg, which likely explains why it's still got so much detailing
The opening near the lord vessel is from cut content where Andre would have opened a passage in Fire Link Shrine, in the same room where Frampt is now. It would have been behind one of the statues.