10 Small Details Video Games Still Can’t Get Right

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  • Опубліковано 25 лис 2024

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  • @HawthornHawk
    @HawthornHawk 5 років тому +392

    One thing I notice is NPCs sleeping. Mainly in open world games. They would just sleep uncovered in their regular clothing on top of a bed, bedroll or sleepingbag.

    • @Emma-kz3zr
      @Emma-kz3zr 5 років тому +14

      Another good point.

    • @vampjoseph
      @vampjoseph 5 років тому +36

      what do you mean? that's how I sleep.....oh gods! Am I an npc!?

    • @Gamamus
      @Gamamus 5 років тому +18

      In Skyrim, it kinda makes sense. They down a few ales at the Bannered Mare, go home and pass out in bed.

    • @zhulikkulik
      @zhulikkulik 5 років тому +17

      It is more complex than mirrors. Mirrors just require compute power. The rest is not something new, mirror shaders were made a long time ago.
      Making characters sleeping believably will blow up either your pc or developer's brain. It's incredibly hard to animate a piece of cloth. Cloth simulation drops the performance quite a lot and acts really weird. Rigging is also not going to give good looking results because mesh is just going to deform awkwardly. Plus you'd need to make an animation of them getting under and out of the blanket/sleeping bag and whatever else and then it would be cool to make them move while sleeping. Which is essentially an even harder thing to perform realistically.
      For the same reason there are almost no undressing scenes in games. They can only show a hint of a character undressing and it has nothing to do with rating or whatever. It's totally fine to have a fully nude character (as long as genitalia aren't visible)
      It's just a pain in the ass to animate clothes and it's not going to be seen as often as sitting or walking so obviously it's just ignored.

    • @mithshude
      @mithshude 5 років тому +7

      @@zhulikkulik well, there are easier ways to go about it, make a simple "pulling up bed covers and going to bed" animation (as in, make the character grab and "pull" up the texture a bit while getting into bed) and then make that texture "stretch" over the body of the character.
      sure if you were to make it as realistic as possible you would need extreme amounts of computing power, but the way im talking about would just stretch the already existing textures to make it look a bit more realistic than sleeping on top of the covers. if you want it a bit better you could add a "breathing" effect as well

  • @nix6940
    @nix6940 5 років тому +246

    2:50 I like the way the Arkham games handled this. They never truly go back to normal as long as you're in that room, they are always a bit more on alert and they change their pattern after Batman has revealed himself once or they find a downed ally.

    • @RomnysGonzalez
      @RomnysGonzalez 5 років тому +57

      Yea. They actually group up after every kill. They even destroy pieces of the room to avoid getting hit by the same move in the same places

    • @mypdf
      @mypdf 5 років тому +6

      Or Watchdogs, where they search for you, when they see a dead mate or Aiden.

    • @rich1051414
      @rich1051414 5 років тому +8

      Yeah, they instead changed strategies and remained in an alerted state, with increased heart rate and closer to 'panic'. When they panic, they just wildly shoot every which way xD It was almost fun just to occationally show yourself then hide again over and over to watch them get more and more panicked :P

    • @DantesInferno96
      @DantesInferno96 5 років тому +16

      They actually behave like people. Destroying gargoyles, shooting glasses and stuff. I like the AI in that game. It's slow paced but very efficient

    • @themadtitan7603
      @themadtitan7603 3 роки тому

      Agreed, Arkham probably has some of the best stealth A.I making you completely feel like your Batman striking fear in these criminals.

  • @Nov-5062
    @Nov-5062 5 років тому +778

    I admire every game character's ability to never use the toilet.

    • @1D991
      @1D991 5 років тому +14

      See ARK

    • @penumbrum3135
      @penumbrum3135 5 років тому +50

      Ever played Sims?

    • @Glord-vv
      @Glord-vv 5 років тому +12

      @@penumbrum3135 Thats litterly the only game that does that lol

    • @kateschmid2889
      @kateschmid2889 5 років тому +20

      @Corvo Fox-Gray I think some of the buckets in skyrim are actually meant to be toilets. I think it was in Redwater den that there are buckets in little cubicles and also you'll sometimes see buckets near piles of hay. I'm sure I heard this mentioned in some other video a while ago.

    • @NeonPunkGoose
      @NeonPunkGoose 5 років тому +1

      Nov 5062 oh shoot I knew I was forgetting something 😂

  • @HKD2
    @HKD2 5 років тому +64

    For point 10: The Outer Worlds got it a little right. I remember my companions were having a conversation, then a fight occurred. The banter then stops while fighting. After the fight, Felix continues with "Now where was I?" And the banter kept going after.

    • @Greenwood4727
      @Greenwood4727 5 років тому +10

      farcry 5 had if you walked away from a conversation the npc would get a little annoyed.. oh right walk away from me.. rather than the go get it started them wander off

    • @cryptox1469
      @cryptox1469 5 років тому +9

      Same with Uncharted 4

    • @micah4029
      @micah4029 5 років тому +6

      Mimir in God of War (2018) would do that when you got in and out of the boat.

    • @dnakatomiuk
      @dnakatomiuk 5 років тому +3

      Spiderman in PS4 does that as well you could be in a phone call with Spiderman via his suit and if you end up in a fight afterwards he calls them back and says "where was we" or "sorry my signal went"

    • @hollownite6859
      @hollownite6859 4 роки тому

      Also in god of war when leaving the boat they say they will continue later

  • @Khorganor
    @Khorganor 5 років тому +149

    Worst thing is when an NPC moves at an awkward pace between sprint and walk... Oo
    When you have to alternate between the two to not lose them because that causes them to just stand still. -.-

    • @sunless
      @sunless 5 років тому +3

      Damn this hits home !

    • @MrDankstar
      @MrDankstar 5 років тому +9

      This. When sprinting is too fast but walking is too slow to keep pace.... especially when you're following them.

    • @hakand.7246
      @hakand.7246 5 років тому +11

      *cough* Skyrim

    • @thesageofgames1871
      @thesageofgames1871 5 років тому +3

      Skyrim, Fallout, or any bethesda game in general due to how speed management is an incremental thing. Even star trek Legacy was that way. Your speed options are 1/4 1/2 and full impulse. and your tasked with following someone who moves at 1/3 impulse without getting too close and getting noticed.

    • @KasumiRINA
      @KasumiRINA 5 років тому +1

      Aha, like, analog controls should have fixed that issue by PS2 era, since they can program gradual speeds, but nope, you either have the very slow, useless walk, OR the walk that's faster than NPCs so you could catch up to guards without alerting them via full run. Surprisingly, I played Assassin's Creed Origins and they fixed it and synced your walk speed to talking NPCs. Even on horseback.

  • @Psil33t
    @Psil33t 5 років тому +142

    "issues that video games still can't get right"
    *proceeds to cite Mass Effect 2 as an example, a game that will be a full decade old in two months*

    • @mithshude
      @mithshude 5 років тому +6

      well, the newer games still didnt get it right

    • @KasumiRINA
      @KasumiRINA 5 років тому +6

      It's a very valid example, one of the main noticeable screw-ups of Andromeda was liquids in drinks still behaving the same way, so the fact that Mass Effect 2 and later games have the same issue is the whole point: they couldn't do it thin, and they STILL can't get it right. Oh, I also think gaming just stopped improving after ME2. Sure, there's a boost in texture resolution, shaders etc. but it's so minor, and the main gameplay, atmosphere, dialogue and writing had minimal, if any, improvements (open world curse made most games take several steps back).

    • @johns3937
      @johns3937 5 років тому

      ok so it wasn't a problem back then...

  • @Annihilated481
    @Annihilated481 5 років тому +44

    I can't believe you didn't mention fire. Whenever something burns, it's either a self contained pile of flames that doesn't go anywhere, or it goes out immediately.

    • @N4ppul4
      @N4ppul4 5 років тому +3

      Or that when you step in to the fire either nothing happens, you immidiatly are in flames, or there is a small delay and then you are fully in flames. The fire never spreads.

    • @radikalcreates
      @radikalcreates 5 років тому +6

      In Far Cry games a fire was able to spread, but got put out autmatically after a bit of time

    • @shawnpitman876
      @shawnpitman876 5 років тому

      @@radikalcreates Yea but that can just be explained away by stating that the environment is extremely humid, meaning that all plants contain a LOT of water and are hard to burn, so a fire would have a hard time sustaining itself.

    • @KasumiRINA
      @KasumiRINA 5 років тому +1

      Plenty of games have fire physics, Tomb Raider since very early ones had you DIE unless you found a water, Assassin's Creed games have environment like haystacks, enemies and oil catching fire, Divinity and other RPGs like Dragon Age even have spells that synergize like Grease + Fireball for more flame, it does damage over time etc., Dragon's Dogma fire disables flying enemies, sending them down to shake it off and if you catch fire you need to use a special item to wear it off. So, no, games can get it right. Not all do, though.

    • @radikalcreates
      @radikalcreates 5 років тому

      @@KasumiRINA I don't think you understood what Annihilated481 said. He was talking about fire spreading on the environment.

  • @djwhitepeople
    @djwhitepeople 5 років тому +15

    liquid simulation is one of the absolute most intensive parts of cg. that shit's not gonna work in real time for many, many years

  • @pla1nswalk3r
    @pla1nswalk3r 5 років тому +115

    How did "Characters repeating the same 3 voice lines over and over and OVER again" not make the list?

  • @8523wsxc
    @8523wsxc 5 років тому +73

    Opponents disappearing after they've been killed.

    • @AllTheRage147
      @AllTheRage147 5 років тому +8

      I completely agree. I’m sure it’d be strenuous on whatever system you play on, but it’d be cool in certain games. I think if In CoD after you killed somebody their body stayed, there’d be bodies EVERYWHERE. It’d be dope though. Games like Hitman do this well

    • @methanier3274
      @methanier3274 5 років тому +5

      @@AllTheRage147 You're right, every game object that is in the game has to be rendered by the GPU, so each dead body is more draw calls on the GPU and as that number increases the frame rate will decrease, that is why bodies will disappear after a while or else you could get into a state where you have so many bodies that you're running at 1fps.
      Even in games that don't have a lot of enemies the reason it would be done is because that performance could be used up by things like lighting, shaders, shadows, particle effects etc. which all tax the GPU.

    • @ognjensijak989
      @ognjensijak989 5 років тому +4

      rdr2 has it partially done

    • @pellet1167
      @pellet1167 5 років тому +2

      I broke Halo Reach back in the day cause after my friend went home while we were playing coop I just sat there and kept killing his spartan over and over again and after a while everything kept moving like I was playing on a very bad multiplayer game.

    • @Greenwood4727
      @Greenwood4727 5 років тому

      @@AllTheRage147 maybe have rats eating the bodies or scavengers taking the bodies away, give an in game reason

  • @L30N4KU
    @L30N4KU 5 років тому +55

    I'm surprised that kissing/sex scenes didn't make this list.

    • @smuglord5057
      @smuglord5057 5 років тому +18

      What do you mean, we all smash our faces together in an attempt to create friction burns of love

    • @Fyrmer
      @Fyrmer 5 років тому +6

      Double Fine managed to make a natural looking kissing scene ten years ago in Brütal Legend.

  • @DaveHorgan.
    @DaveHorgan. 5 років тому +19

    NPC reactions to contact. Some you barely brush, they go down like they've been hit by a juggernaut. Head shot with a heavy weapon, they stay on their feet or run/fight back. Unrealisms

  • @huggablepenguin1465
    @huggablepenguin1465 5 років тому +9

    The goldfish memory is a blessing. "Just 10s more and he'll go away". Imagine OUTLAST when you go into a room with no exit but only a locker. Yikes.

  • @oscarpatxot659
    @oscarpatxot659 5 років тому +169

    How about character using stairs! They kind of hover when using them.

    • @henrikhyrup3995
      @henrikhyrup3995 5 років тому +7

      Yep, stairs are still one of the things no programmer/animator can get right in games.

    • @devilmaycry09dante
      @devilmaycry09dante 5 років тому +11

      MGS2 like to have a word with you :D... Well kind of

    • @oscarpatxot659
      @oscarpatxot659 5 років тому

      Bill Ly actually never played mgs2, did they try to address the stair issue? Heheh

    • @devilmaycry09dante
      @devilmaycry09dante 5 років тому +4

      Oscar Patxot the animation of climbing stairs in it is actually spot on. Kind of funny (looks like they tip-toe), but still spot on.

    • @Zethonring23
      @Zethonring23 5 років тому +19

      LA Noire is like the only game I can think of that got that one right, a proper animation for each step taken, in everything else you just kind of stomp over stairs like they're flat

  • @michaelriley8879
    @michaelriley8879 5 років тому +71

    They still can't do teeth right imo

    • @bforthigh1617
      @bforthigh1617 5 років тому +12

      or the eyes. They look like lifeless puppets to me.

    • @indiemagic1473
      @indiemagic1473 5 років тому +6

      Devil may cry 5 has such realistic teeth

  • @ryanrandall1727
    @ryanrandall1727 5 років тому +59

    Nailed it with the rule of 3 and the NPC's pace, so frustrating

    • @shadzudh
      @shadzudh 5 років тому +4

      The NPC movement thing is perfect in Witcher 3. There they keep your pace.

    • @ryanrandall1727
      @ryanrandall1727 5 років тому +1

      @@shadzudh
      For sure, forgot that one but generally in like 90% of games it's the worst

    • @shadzudh
      @shadzudh 5 років тому +1

      @@ryanrandall1727 That is absolutely true.

  • @Weavaloid
    @Weavaloid 5 років тому +51

    >Talks about Duke Nukem: Time To Kill.
    >Shows footage of Duke Nukem Forever.

    • @TakumiJoyconBoyz
      @TakumiJoyconBoyz 5 років тому +6

      They also showed footage of a Sonic The Hedgehog 2 rom hack that had Shadow imported for some reason.

    • @Weavaloid
      @Weavaloid 5 років тому +9

      @@TakumiJoyconBoyz 2 small things that WhatCulture Gaming still can't get right.

  • @BoondockRoberts
    @BoondockRoberts 5 років тому +548

    the most realistic game ever made would probably just end up boring.

    • @Kilbotz
      @Kilbotz 5 років тому +188

      I went to work today. The graphics were awesome but the gameplay sucked.

    • @onemorescout
      @onemorescout 5 років тому +48

      RDR2 proves this

    • @Match25
      @Match25 5 років тому +17

      one of my main complaints of RD2 is that its too realistic

    • @Match25
      @Match25 5 років тому +4

      @Rettznom yeah i really would need a lot of free time to consider replaying it again

    • @MrHarshverdhan
      @MrHarshverdhan 5 років тому +4

      Death stranding...

  • @3possumsinatrenchcoat
    @3possumsinatrenchcoat 5 років тому +87

    Honestly? Invisible walls are better to me than "immediate fail of mission at arbitrary point on map"

    • @ognjensijak989
      @ognjensijak989 5 років тому

      I think that should fall under that. But it's refering to open world games where you can go "everywhere".

    • @nexusgiga
      @nexusgiga 5 років тому +7

      To me. Invisible walls say “my character isn’t fucking dumb enough to just walk off a cliff”

    • @cannedgoodness9633
      @cannedgoodness9633 5 років тому +18

      I think the death zones at the edge of the map are fine if they're lore friendly, like what are devs going to do, build an entire planet?

    • @gizmo12055
      @gizmo12055 5 років тому +4

      although invisible walls like in the clip are the worst(looking at the minimap theres clearly playable area past it) ,when it blocks you from taking a shortcut.

    • @AnthonyClauser
      @AnthonyClauser 5 років тому +7

      @@cannedgoodness9633 GTA 5 does it pretty well. You have to take a plane or boat like 5 miles out before it will kill you.

  • @crimsonteivel5753
    @crimsonteivel5753 5 років тому +19

    7:12 Or sometimes faster than your walking speed but slower than your running/sprinting speed

  • @tuneaddict2655
    @tuneaddict2655 5 років тому +8

    11. Npc’s that forget who you are once you’re done talking. My favorite is assassins creed where they’ll react like you appeared out of nowhere and recoil in fear😂

  • @daviddwarmachine
    @daviddwarmachine 5 років тому +52

    🇩🇪 You can climb everywhere in AC Odyssey, but I understand what they meant.

    • @VenomousCamel
      @VenomousCamel 5 років тому +5

      And Conan Exiles and Breath of the Wild

    • @kttk577
      @kttk577 5 років тому

      in games like tomb raider and uncharted u can actually turn it off though..

    • @whitepaws60
      @whitepaws60 5 років тому +1

      @@kttk577 The weird thing is tomb raider underworld had no colour coating climbable stuff, yet playing through it recently gave me no issue finding a path. Yeah they are still obvious but at least its not a white rock path that someone painted minutes ago in a 700 year old tomb...

    • @KasumiRINA
      @KasumiRINA 5 років тому

      ​My main complaint to AC: Origins was that platforming was downgraded. I loved the parkour in older games and that you had to find a way to climb a big building rather than just holding up. @@whitepaws60 first six Tomb Raider games didn't have color coating. It appeared in Legends, where it's bad enough, but especially grating in Anniversary because you have the same levels from 1, with (actually good) new climbing puzzles ruined by very obvious bright-white highlights of where you need to go... and a diary that told you solutions for all was silly too, but at least optional, unlike automatic radio directions of Legend or walkthrough-monologue she has in later games.

  • @Enydrath
    @Enydrath 5 років тому +1

    about the mirror thing, i remember the old game MDK2, in which when you enter the toilets, the mirrors are covered with tv static and a sign saying "your reflection is not available at this time -Management", i loved this

  • @khamankhoma8232
    @khamankhoma8232 5 років тому +8

    My God the Borderlands series, much as I love it, is notorious for throwing you into those situations. The mission giving NPC (for some reason) felt the need to deliver some funny bit of dialogue over the comm right as you're in the middle of a life or death fire fight or something equally as loud was going on in the background. Usually the interaction always triggers juuuust as you unwittingly stepped into an enemy spawning area or killed something whilst other somethings were still running around attacking you. Like, why? Just why do you have to speak NOW? Could've done it on the way here or at the entrance to the lair/stronghold or at the very end, but noooo.

  • @zhulikkulik
    @zhulikkulik 5 років тому +6

    Two things that games used to be able to do right and now can't:
    1) The goddamn vehicle control on a keyboard.
    Look at GTA IV. As you press W it slowly takes off. In Mafia 1 the wheels would also turn slowly.
    In GTA V it's almost as if you were to drop your whole weight on a pedal. It jumps to a maximum rpm and burns tires. Bikes are just some kind of madness.
    2) Vehicle physics. Meaning that a car should feel like a big hunk of metal rather than a plastic RC toy. GTA IV did well. It even had some cars randomly get carried away to one side if I'm not mistaken. As if something in it was broken. At least Roman's cabs had this problem.

  • @darkmyro
    @darkmyro 5 років тому +1

    Here's one I don't see people talking about. It's more of a problem in older games but I do see it crop up from time to time in modern ones, usually When you're out if cut scenes. When a character hands another character an item and the item just kinda jumps from one hand to another. It happens way too often. Some times they try to hide it by having a character putting their hand above another characters, but it still doesn't look right. Especially if it's a big item like a rifle, I mean who one handedly hands someone a rifle.

  • @tommisabre666
    @tommisabre666 5 років тому +10

    Me: So what surfaces can I climb here?
    BOTW: Yes.

  • @Tribulation88
    @Tribulation88 5 років тому +29

    Assassins Creed (aside from the hay) actually nailed the traversal, you could go anywhere as long as you could reach it.

    • @MsHarpsychord
      @MsHarpsychord 5 років тому +5

      Yea but they also were silly at times. Like you could walk across a plank of wood that was suspended from a ledge and wasn't nailed down. Or you could stand on a spike jutting out from the ground.

    • @Tribulation88
      @Tribulation88 5 років тому +1

      @@MsHarpsychord Oh yeah, it still has it's flaws... but I can't think of anything that gets too close to the natural feel of the open world. Ubisoft are a greedy ass company who keep pumping out clones of successful IP's & have no idea how to write a decent story anymore, but their world design is second to none (aside from some recent bugs).

    • @cgduude
      @cgduude 4 роки тому

      I disagree. I've only played Black Flag, but there are so many times like in the jungle or around the temples and such, where the vines are hanging on the walls, they look very climbable, especially for an athelete like Edward, but you can't climb them. Or the stone buildings and forts are hard to tell whats a climbable stone and what's not.

  • @_insert
    @_insert 5 років тому +20

    What Culture - "Hitting a Game Over anytime you're seen wouldn't be fun"
    Metal Gear - *Laughs in European Extreme*

    • @nexusgiga
      @nexusgiga 5 років тому +4

      Mgs 4: *laughs in big boss*

    • @yo-yw3xs
      @yo-yw3xs 5 років тому +1

      Well in Metal gear every time i get spotted i just let them kill me

  • @davidreed7849
    @davidreed7849 5 років тому +55

    I swear if hair going through clothes isnt on here i'm gonna be pissed

    • @jeremymizer8958
      @jeremymizer8958 5 років тому

      K

    • @austinforenzo4721
      @austinforenzo4721 5 років тому

      You mad yet?

    • @ciceroflyman
      @ciceroflyman 4 роки тому +1

      That goes for bodyparts miraculously glitching through objects aswell. Also in some FPS when you stand near a wall you can see that the weapon holding doesn’t fit with the distance you have to the wall...

    • @Ps3rikbr68
      @Ps3rikbr68 4 роки тому

      @@ciceroflyman And the fact of objects or body parts go through the wall, the floor or another objects when they bug (sometimes it is not even a bug. Just part of the physics of the game).

    • @themadtitan7603
      @themadtitan7603 3 роки тому

      RDR2 really sufferers from this once you reach level 6-7 hair length.

  • @Fahmi4869
    @Fahmi4869 5 років тому +18

    *Avoiding the rule of three*
    GabeN: "Hey, that's a good idea!"

  • @danielsmith6506
    @danielsmith6506 5 років тому +19

    Most games that have a mirror don’t actually “reflect” the image. A reverse of the room is built (really just copied and flipped) on the other side of the wall, and when you walk into the room, a second copy of your character is spawned in that mirrors your movements. Not that difficult or hardware intensive.

    • @Profinoob1337
      @Profinoob1337 5 років тому +7

      It is hardware intensive because the GPU has to render ~ twice the amount of textures

    • @danielsmith6506
      @danielsmith6506 5 років тому +11

      Profinoob 1337 no it’s not. The only textures that are rendered are what is in view of the camera. If you are staring at a mirror, the only thing rendered is the mirrored room and the spawned copy of your character, which is no worse than staring down a hallway with an enemy in it. The engine doesn’t render anything outside of that view.

    • @TesserLink
      @TesserLink 5 років тому +4

      that's how older games used do it. most games these days will render everything again and project it onto the mirror. but its still limited , you will never see a curved surface using this method. the only way to do a curved reflect would be to use the RTX ray tracing.

    • @HanakoSeishin
      @HanakoSeishin 5 років тому

      That's what they did in Duke Nukem. What for why they don't do it in modern games, I suspect it has to do with two different spaces occupying the same space.

    • @KasumiRINA
      @KasumiRINA 5 років тому

      @@Profinoob1337 and it doesn't load memory that much because those are the same textures.

  • @mrrationality2213
    @mrrationality2213 5 років тому +29

    But that’s why I love games, some of their flaws are hilarious, games aren’t real life so I don’t mind as long as is not a broken game

  • @cold_chili3356
    @cold_chili3356 5 років тому +3

    Uncharted 4 was actually pretty tricky to figure out where you needed to climb sometimes. For example, in Scotland with the rock slides, you felt as though you could be jumping to your death if you didn't figure it out.

  • @abhimanyukhadwal
    @abhimanyukhadwal 5 років тому +9

    I admire the NPC ability to forget us. I rely on it, Whatculutre! Cmon!

    • @PikaLink91
      @PikaLink91 5 років тому +1

      I admire their ability to forget period, I wish I could do that.

  • @MrDrProfessorCJ
    @MrDrProfessorCJ 5 років тому +4

    Kissing in video games is still the best thing ever. I love watching two characters awkwardly melding there faces together, simultaneously headbutting and fusing pixelated textures together. I hope they never fix that.

  • @zeronolife5060
    @zeronolife5060 5 років тому +1

    mirror reflections in duke nukem was actually not a reflection. It was a copy and pasted room that was inverted with a window between. It actually has that space occupied as another room. Doing that in a game would require you to make sure that the room on the other side of any mirror on a wall would not be accessable. Plus it wouldnt help against stand mirrors or say puddles and such.

  • @ssensei34
    @ssensei34 5 років тому +1

    In FPS shooters, your ally NPCs in campaign mode are literally shooting blanks. They will only hit the enemies if you take too long to kill them, but other than that, they are either missing all of their shots or just making shooting noises in the direction of the enemy. This is just unrealistic because why am I literally the only person with a morsle of accuracy during a mission

  • @WaxFeather
    @WaxFeather 5 років тому +9

    I *really* hate borderlands 3 constantly giving you the solution when "exploring" during missions.

  • @ibibleflop
    @ibibleflop 5 років тому +5

    WCG: "characters berating you for exploring"
    Me hearing "RIMEREZ! GET TO THE ROOF" in my head frim mw2 all over again.

  • @millionsubscriberwithoutvi3324
    @millionsubscriberwithoutvi3324 5 років тому +8

    Enemy have goldfish memory??
    Hitman : Am I a joke for you?

    • @Okusar
      @Okusar 5 років тому +1

      In most every other game an enemy detects you and instantly the whole world knows about you but in Hitman if one person sees you only they know and they either have to actually tell another NPC about you or radio in a description in order for that knowledge to spread.
      Hitman also has very realistic mirrors, even reflective windows, and NPCs can even see you sneaking up behind them in mirrors.
      Take out some random worker, guard or receptionist and if their boss happens to wander by sometime after they may remark on that persons absence.
      Some neat tech in those games.

  • @PetrSandu
    @PetrSandu 5 років тому +48

    Water in a glass being drinked.

    • @PetrSandu
      @PetrSandu 5 років тому +3

      Ok, it is number 5.

    • @devilmaycry09dante
      @devilmaycry09dante 5 років тому +3

      Hmmm, Metro Exodus kind of did it I guess

    • @Nutsaur
      @Nutsaur 5 років тому +4

      Drinked.

    • @CanMav
      @CanMav 5 років тому +5

      Drunk

    • @Emerje1
      @Emerje1 5 років тому +8

      Did you guess that would be on the list because it's kinda the thumbnail of the video...

  • @Just4Fun-Zocker
    @Just4Fun-Zocker 5 років тому +8

    The Boss of the Third Street Saints about the "Rule of Three": Why does it always have to be 3 things? Why not four? Or one? Or none?

    • @methanier3274
      @methanier3274 5 років тому +1

      I think part of it may come for perceiving difficulty of the encounter. If you only have to dodge something one time, that's too easy, more than 3 it could get too difficult or tedious deciding how many times to do something in a game is a balance of making it fun, and not seem too tedious.

  • @basketcase289
    @basketcase289 5 років тому +1

    rule of three isn't just a video game thing its a really weird human thing that we tend to do, best example is how people tend to three things whenever prompted to give examples of things on say a resume

  • @Match25
    @Match25 5 років тому +1

    Mine is when you find collectibles that reveal things about the game, but it is never used in game. One of my main complaints of Just Cause 3 is we find out the main bad guy was essentially behind you becoming who you are today through collectibles, but yet the main character never brings it up

  • @mcj88
    @mcj88 5 років тому +9

    "It was at that moment that I first realised Elaine had doubts about our relationship; and that, as much as anything else, led to my drinking problem."

    • @palephoenix4194
      @palephoenix4194 5 років тому +3

      It looks like I picked the wrong week to quit reading UA-cam comments.

  • @safebox36
    @safebox36 5 років тому +4

    I asked the walking speed question to a few devs in the past and according to them it's entirely intentional to allow players to immerse themselves in their environment or explore a bit (read: loot the area) while the the NPC is pathfinding. It is annoying but I see their point.

    • @Bloodhurl67
      @Bloodhurl67 5 років тому +4

      There are times where NPCs would walk more slower than you walking.

    • @KasumiRINA
      @KasumiRINA 5 років тому

      I always assumed that your walking speed is higher so you could sneak around guards without running, in Assassin's Creed it made sense, but later they made you get glued to NPC speed and you couldn't loot properly lol, so I get it now.

  • @CommanderTK9091
    @CommanderTK9091 5 років тому +2

    The whole characters berating over exploration is something GTA used to do a lot. In San Andreas my cheap ass rarely bought ammo. I’d just pick up any that was dropped plus some cash. So during driving missions, especially where driveby’s are the key part, I’d get out and pick up the dropped ammo and money and everyone in the fucking car would go off about how I’m a buster. Classic Ryder.

  • @bodtingz23
    @bodtingz23 5 років тому

    Bro I think this is the most underrated channel for videogames I love the whole crew...great personalities. I love you guys

  • @reallyjaybee
    @reallyjaybee 5 років тому +2

    Clipping! Even in some triple A titles, with a single protagonist, that looks EXACTLY the same across the entire game, there will always be certain animations or cut-scenes where clothes clip together, models don't quite merge properly.. nothing breaks immersion for me as much as this reminder that I am indeed inside a virtual, pre-rendered world.

  • @OstapKomaryanskyy
    @OstapKomaryanskyy 5 років тому +4

    7:07 Assassin's Creed series gave a "snapping" auto-walk to escorting NPC scenarios at some point. I think it was in Black Flag? Might have been earlier.

    • @cgduude
      @cgduude 4 роки тому

      Whenever you're in a group of people, and "blending in" to avoid detection, you do match the crowd's speed. As long as you don't hit the freerun button, haha.

  • @cyanidestatic7896
    @cyanidestatic7896 5 років тому +2

    A small annoying detail for me (which devs are getting better at nowdays) is reloading animations in third person games. I've always hated it when a character will do a reload animation but wont actually take the magazine out of the gun and put a new one in which just results in them running their hands over an already inserted magazine. It's a small detail but I absolutely loathed developers that wouldn't take the extra steps to make it realistic

  • @HolyHadou
    @HolyHadou 5 років тому +3

    I need Scott in my life saying “Let’s get this done!” w/ chores and adult stuff.

    • @smuglord5057
      @smuglord5057 5 років тому +1

      My mind lacks the necessary maturity to not only think of sex when people mention adult stuff.
      If someone says "let's get this done" while I'm in bed with my girlfriend I'm gonna die of a damn heart attack

  • @evanjohns2166
    @evanjohns2166 5 років тому +6

    Destiny 2 also features a joke about how everything happens in threes

  • @tobiasdodd9521
    @tobiasdodd9521 5 років тому +4

    The “rule of three” is repeated over and over again because that’s what looks good to the human eye. It’s for aesthetic purposes, I learned it while taking illustration classes.

    • @KasumiRINA
      @KasumiRINA 5 років тому +2

      it also makes sense in puzzles and lore for keys because that's how a lot of mythology is built, i.e. Holy Trinity, Olympic triad for Greeks, Capitoline one for Romans, Egypt had Theban, Memphis, Osirian and other triads, Lao Zi (Taoism), Confucius and Buddha are Three Great Teachers in China, not to mention historical Triumvirates, Three Kingdoms, Central Powers and Antante, then three Axis Powers etc., and those weren't made for aesthetics, it's just naturally occuring number in every system that goes beyond binary. I.e. bi-polar Cold War created... the therm Third World Countries, ones not aligned with main two powers.

    • @crybabyboy9323
      @crybabyboy9323 4 роки тому

      @@KasumiRINA maybe I'm tired of the number 3 then.

  • @nodalisehill208
    @nodalisehill208 5 років тому +4

    I was wondering some devs use slow walking NPCs as a sneaky way to load the game in the background?

    • @cgduude
      @cgduude 4 роки тому

      That's what lot's of elevators and hallways do, so you're probably right to an extent

  • @jasonoverman9679
    @jasonoverman9679 5 років тому +1

    Rikkits from red dead redemption whom you meet in Mexico is one of the most annoying npcs I've come across for berating you during a quest. In his last mission for instance he nag you for not driving fast enough and to stop stopping even if he's so far behind you that the mission insta fails for driving to far ahead of him. (of course this is also the guy that I've seen talk about how the townsfolk love him right before he drew his gun and shot his horse a few dozen times before he holsterd it and mounted the very same horse who somehow was still alive and we proceeded with the mission)

  • @Yowazuptz
    @Yowazuptz 5 років тому +5

    Taking items out of their inventory and receiving them.

  • @oicco6719
    @oicco6719 5 років тому +7

    I am a simple man, I see Mass Effect, i like.

  • @CrystalTikal
    @CrystalTikal 5 років тому +1

    I love exploring levels and looking at all the design. It's part of why the Dreamcast version of Sonic Adventure is my all-time favorite Sonic the Hedgehog game.

  • @nicolaifeldthaus4649
    @nicolaifeldthaus4649 5 років тому +2

    In GTA 5 people stop talking then repeats the last word when you’re driving if you crash

  • @slzr911
    @slzr911 5 років тому

    6:25 the way he says "look at the absolute state of it" has me stuck in a absolute state of LOL

  • @KakkoiSan
    @KakkoiSan 5 років тому +3

    Also facial expressions during gameplay, hair physics, and npcs walking aimlessly 😁

  • @meltingatom
    @meltingatom 5 років тому +2

    Realistic breath duration would be a big one for me, either your character is a obese, chain smoker who can only hold their breath for like 8 seconds, or they are an Olympic swimmer who's mother was a dolphin and can just about live in the water , idk about you but I can hold my breath about 40 seconds while swimming and a bit more just submerged , but in games my character would drown in a 3 foot pool of water becuase I crouched for a second too long

    • @KasumiRINA
      @KasumiRINA 5 років тому

      Tomb Raider makes sense for Lara being a trained diver and underwater puzzles being annoying... Other games? Not so much.

  • @Deathvalley1980
    @Deathvalley1980 5 років тому +1

    3:31
    I'm sensing a lot of inspiration from the video done by Gameranx and narrated by Falcon

  • @thesageofgames1871
    @thesageofgames1871 5 років тому +1

    In Saints Row 4 Your character calls the rule of threes into question when he/she is tasked with destroying three generators in some virtual world simulation. After getting the info they say: why is it always three? why not two? or one? or none? The character helping you says that it is perhaps some number that the system devs settled on arbitrarily.

    • @KasumiRINA
      @KasumiRINA 5 років тому

      SR4 is some amazing satire on game design in general...

  • @JoMWood
    @JoMWood 5 років тому +2

    I think the Yakuza series has done drinking/drinks fantastically.

  • @AsapRockyOG
    @AsapRockyOG 5 років тому +1

    Goldfish actually have a memory span of up to a month. Them having bad memory was only a myth

  • @motombo87
    @motombo87 5 років тому

    Thank you for mentioning God Of War in the final entry, that in universe explanation of the markings where you can climb was absolutely brilliant once it was revealed.

  • @joeldfisher
    @joeldfisher 5 років тому +1

    Uncharted 4 introduced a way to pick up where a line of dialogue left off if it was interrupted in 2016

    • @BosSupes
      @BosSupes 4 роки тому

      GTA 5 did it before in 2013 too lol

  • @Zesilo
    @Zesilo 5 років тому +1

    6:30 If you knew the work into making a liquid in a game engine you would understand why it is difficult. The liquid is a shape with a material applied to it and code. Making that object come out of one object go into another object while changing shapes and still looking fluid is already a challenge in itself xD

  • @DieselWeasel
    @DieselWeasel 5 років тому +1

    In regards to #2, the reactions to violence, and specifically GTA 5... Why is it that in GTA 5 when I shoot a gun, EVERYONE GETS OUT OF THEIR CARS?! XD Previous GTA games had most people try to, you know, drive away like sane human beings. Why did 5 remove everyone's frontal lobe?

  • @the1stJZ
    @the1stJZ 5 років тому +1

    NPCs who are supposed to be leading you somewhere. One of two things happen. The character stops until you pass them. You have to guess where to go before they starting to lead you again. Hmm should I go this way nope still standing there. This way? Nope.Wait this way was inches away from the other path.Then you are following them and they disappear only to have them transport to a totally different area. Occasionally you can't find them.

  • @Wecoc1
    @Wecoc1 5 років тому +3

    I've seen people in Skyrim drinking with their ears

  • @rocnado
    @rocnado 5 років тому +1

    Rockstar still hasn’t figured out how to properly match the dialogue to the travel time. So often do I get to the destination well before the characters finish talking.

    • @ariton2990
      @ariton2990 5 років тому

      Yes lol.

    • @MinimiMax
      @MinimiMax 5 років тому +2

      And then it becomes a dilemma of "Will I go to the marked spot and cut the dialog off or wait here awkwardly as they finish" and either way it's an immersion killer.

    • @KasumiRINA
      @KasumiRINA 5 років тому

      Assassin's Creed has same issue and it's more grating for auto-walking NPC. BUT, Mafia 2 had it synced up really well for driving and that game had one of the best immersion rates for an open world game, unfortunately, at a huge coast to freedom with a lot of railroading.

  • @blakzodiak8445
    @blakzodiak8445 5 років тому +4

    Also: fabrics/clothing physics, and hair physics.

    • @arthurmorgan6390
      @arthurmorgan6390 5 років тому

      Tyler Williams my game, Hitman 1 and 2, Star Wars Battlefront 2 (2017), and Breath of the Wild have pretty much perfected those.

  • @bowserdragon777
    @bowserdragon777 5 років тому +1

    Me:
    Other Bandit: huh? Must be my imagination.

  • @lexibyday9504
    @lexibyday9504 5 років тому +1

    it's hilarious watching these with my brother because he and I have solutions (or have seen seelution in older games) to all of these problems.

  • @RobertLeather
    @RobertLeather 5 років тому

    2:50 That's my favourite feature. In Battlefield V, in the desert campaign, you can literally pick off their mates in front of them. They all get excited for about 2 minutes and then go around stepping over the bodies and not being particularly bothered about it. Hilarious.

  • @Leongon
    @Leongon 5 років тому

    2:42 Goldfish have good memory, we know it for many years already. One of the tests scientists used was playing a sound at feeding time, then they were released, after several months the sound was played the fish came back to the place they used to get fed.

  • @Brex10
    @Brex10 5 років тому +4

    10: Every time I start a game I go into the settings and turn down all audio options except voice. This way that doesn’t happen.

    • @KasumiRINA
      @KasumiRINA 5 років тому

      You still get distracted a lot by action. That's why I prefer dubs to subs in Japanese games, I can't be expected to read subtitles that explain the story in a middle of the combo! xD

    • @Brex10
      @Brex10 5 років тому

      Kasumi Gaming O rarely play japanese games, i was bisically just saying i make the voices louder than the action. And yea, I usually prefer Dubs as well in general, (notable exception being Jojo’s bizarre adventure.) but in games i CAN NOT STAND now being able to get it in english of it’s a game where my eyes will probably be distracted by something else.

  • @dizzyheads
    @dizzyheads 5 років тому +9

    Rule of three
    Riot loves that for league
    Until they made Jhin

  • @chrisp9824
    @chrisp9824 5 років тому +4

    There is one thing missing here, something I've been wondering about since years. When will we see a game... WITH NO GOD DAMN CLIPPING ? My poor immersion goes away in a split second, after I see that ;P

    • @chrisp9824
      @chrisp9824 5 років тому +1

      @QUEENDOM Dude, I'm pointing out one specific thing in semi serious manner, so chill with those question marks ;) I didn't want to talk about immersion in general, just the clipping, since it's very common and fits the theme of the video.

    • @Emma-kz3zr
      @Emma-kz3zr 5 років тому

      I dream of a day 3d beat-em ups, actually have full physics and no clipping.
      I feel your pain on this one.
      Not to mention characters always slightly levitating or clipping the ground. Particularly on slopes or stairs.
      And of course there's the weapons which just clip through walls as you run along, see dark souls etc. for that one.

    • @chrisp9824
      @chrisp9824 5 років тому +1

      @@Emma-kz3zr Eeeeexactly :) I have a pretty good guess as to why that's the case. I would bet, that detecting collisions between high polygon objects is just heavy on the system. That beeing said, I also wonder if anyone makes any effort to clean that up, or they are just like "meeeeh, people got used to it at this point". Especially if list like this mentions drinking animations (which I never noticed) and glosses over general issues like clipping.

    • @KasumiRINA
      @KasumiRINA 5 років тому +1

      It's more of a gameplay thing than anything. You don't want to get stuck in a narrow walkway because your weapon grabs everything and characters just don't naturally move it out of the way as a person would do IRL. Jedi Knight games found a way to make it less immersion-breaking with lightsabers leaving wall-marks.

    • @Emma-kz3zr
      @Emma-kz3zr 5 років тому

      @@KasumiRINA
      Your rationalising a broken mechanic, admittedly, the Jedi Knight series did at least acknowledge the issue.

  • @fary5000
    @fary5000 5 років тому +1

    I hate when there’s a bunch of things to explore but you accidently walk into a cutscene or battle area and then get locked out of going back and have to restart and meticulously avoid that area. Looking at you, Astral Chain.

  • @mrtiggah7
    @mrtiggah7 5 років тому +1

    What about the way doors open the same way regardless of if your walking in or out a building?

  • @dawnunited6946
    @dawnunited6946 4 роки тому +1

    I tried to learn how to smooth walkthrough the game as NPC is walking side-by-side I know some people are like why would you do this well in certain games like metal gear solid they require you to walk or crouch walking slowly and smoothly without making any noise also some days I just feel like casually walking through the game taking it all in listen to the NPC give directions or talk about something very interesting some players do not understand this but later on you will do this

  • @CapsLockKeyon
    @CapsLockKeyon 5 років тому +4

    And number one is why I loved Breath of the Wild more than Horizon Zero Dawn.

  • @lorddude
    @lorddude 5 років тому

    Number 10 is an issue I've had going back to the first three Halo games. I'd enter or be dropped into a war zone and have vital objective information fed to me on the coms that got drowned out by the gunfire and explosions, which I couldn't avoid due to the whole war zone thing. And I couldn't read them via subtitles because of the whole "being shot at" thing. If the games had no objective markers, or at the very least a message on the HUD telling me where to go and what to do, I'd never be able to finish the missions.
    As for Number 3, I know at least some older first-person games didn't have actual reflections in the mirrors. They would simply have an identical, yet reversed room rendered on the opposite side of the mirror, and a version of the player character's model that was set to mimic your actions. Don't know if that was for all games in that era, though, but I'm guessing that's how most, if not all devs did it. I'm guessing modern developers don't want to use that tired old trick nowadays, and I assume that rendering an accurate reflection is a lot more costly in terms of resources than the old-school method. So it's either do it the old and arguably worse way, do it the modern but expensive way, or find a way to avoid it altogether.

  • @nintendians
    @nintendians 5 років тому +1

    10. hate when that happens.
    9. it to limit you to go out of bounds.
    8. it's funny.
    7. it kind of annoying when you try to enjoy the game.
    6. 3 is a magic number.
    5. limitations.
    4. hate slow walkers in game like real life.
    3. mirrors are cool when done right.
    2. those game put less effort to interact with the player.
    1. i guess to help the player climb on a climb-able edge.

  • @tinaarmstrong7947
    @tinaarmstrong7947 5 років тому +1

    Don't forget that guy who used to be an adventurer like me but had an arrow to the knee

  • @KasumiRINA
    @KasumiRINA 5 років тому

    7:07 because you're supposed to be able to catch up to guards while walking. Also, Assassin's Creed fixed the issue by Origins, synchronizing the speed of you and the NPC, both horseback and walking... BUT they have huge problem of cutting off dialogue there.

  • @pellet1167
    @pellet1167 5 років тому +3

    How about how when they open a book they always seem to open it right in the middle and on the right page.
    Though you could argue that's not just a video game trope as I see that in cartoons and movies all the time as well.

    • @smuglord5057
      @smuglord5057 5 років тому

      I always open the book on the right page, this is pretty normal

    • @pellet1167
      @pellet1167 5 років тому

      @@smuglord5057 well they'll be doing a thing where they are acting like it's the first time they ever even heard of the book they are about to read and dont even bother with the first half of it. And immediately get the information they need due to plot convenience.

    • @smuglord5057
      @smuglord5057 5 років тому

      @@pellet1167 I get what you're getting at, but think of it this way would you rather watch your character take 10-30 mins reading a book while you just sit and watch them, or for them to get on with their lives/plot.
      The act is weird but its just a general action that doesn't really take you out of the immersion that much and is generally something one can overlook.
      That or there's a bookmark in place already, which could actually be the case sometimes, if it were a book stolen by the heroes from the villain, and they are trying to figure out what the villain is doing.

    • @pellet1167
      @pellet1167 5 років тому

      @@smuglord5057 I don't have a problem w it. But as a kid it bugged the crap out of me once I noticed it.
      But to the bookmark thing, this is a scenario where it fails,
      "This book has been sealed away for thousands of years"
      *Main character opens book to the page directly in the middle of the book*
      "Oh hey, I found out what we need to know to do the thing that we couldn't do before"
      *everybody celebrates the convenience of the invisible bookmark that was placed in the ancient book of curses*

    • @KasumiRINA
      @KasumiRINA 5 років тому

      there are creative ways around it... like, show a fade, time passing by. Can be as simple as having characters open first pages, then in next camera cut, being in the middle, which would imply the passing of time.

  • @EldenRinging
    @EldenRinging 5 років тому +1

    Number 10 - one of the reasons why I always put on subtitles, oftentimes dialogue is getting quieter, when you continue to explore and move away from a npc speaking. That way I at least get the chance to get all the information.

  • @Theodin74
    @Theodin74 5 років тому

    To help with number 10, I usually put voices up to 10, sound effects to 8, and music to 6, this help a little when the voices are louder than the action and music but just being distracted fighting is enough to miss out on the dialog

  • @birdboy0013
    @birdboy0013 5 років тому +1

    Has anyone noticed things behaving weirdly when a character wants to hand an item to another character? Most of the time the characters hurl this probably fragile item to their partner with reckless abandon or if it is hand to hand its concealed or the object jumps to its new position. First time I noticed it actually working was Arkham Knight

    • @KasumiRINA
      @KasumiRINA 5 років тому

      Tali giving Shepard invisible rock in Mass Effect 3.

  • @troydreamer5939
    @troydreamer5939 5 років тому +1

    for the first one. about talking during combat. i just turn up voice volume and turn down everything else by about 3 points.

  • @advang4820
    @advang4820 5 років тому +1

    I hate seeing characters never get wet properly, whether under the rain or just got out of any water sources.
    In some cases, their clothes get wet or have that rain effects, but not on their skin, faces and hair.

  • @Dhruv1223
    @Dhruv1223 5 років тому

    About the thing with the water. The reason why Oceans are simpler to do than a glass of water is because most of the times the ocean is a plane object with an animated displacement map. To have realistic water flowing animation into and out of a glass would require realtime fluid simulation and simultaneous meshing of those particles. The mesh also mostly ends up being very high poly, so it is quite taxing on a system.

  • @Novasky2007
    @Novasky2007 5 років тому +1

    It would be so simple to synchronize walking animations like your a single entity for the period of the walk, you know the way assassins blend with courtesans or monks.

  • @PikaLink91
    @PikaLink91 5 років тому +1

    While we are talking about drinkable liquid not working right, let's add hair to that, and I don't just mean hair physics, but hair graphics as well. In animated movies they have gotten it right, but the moment we are talking about a videogame, something gets lost in translation.

    • @scitizenkane1
      @scitizenkane1 5 років тому +1

      That's because in animated movies, it's animated for a set script/frames etc. Meaning it will look the way it was animated at the same angle Everytime. Whereas in a videogame, the parameters are too great for ultra realistic graphics/animation of hair to be rendered in real-time to look as good as the movies. It's the same reason why back in the early computer/PlayStation 1 days, we'd wonder why they couldn't make the gameplay look as good as the chi cutscenes.

    • @PikaLink91
      @PikaLink91 5 років тому

      @@scitizenkane1 Right, but now a days we have graphics that far exceeds the PS1, graphics the back in those days we could really only dream about. So why can't we still make hair look as good as in movies? Is it JUST because they are following a script? I mean, whether it's a movie or a game it is still a 3D model that you film from various angles.

    • @scitizenkane1
      @scitizenkane1 5 років тому

      True, but the fruits off labor would be too expensive for the detail. Remember how amazed we were when clothing in games (especially sports games) went from "cardboard" to moving realistically/ripping/waving? I guess with hair, they'd have to find a cheap way of processing it to wear it realistically flows from a player controlled movement, on top of that, to show those same movements rendered at all zoom levels. It's kinda like trying to animate an oil painting. Can it be done? Yes, but with the expenses, due dates, long hours etc, it's at the bottom of the list.

    • @KasumiRINA
      @KasumiRINA 5 років тому

      @@scitizenkane1 Tomb Raider 2013 had optional realistic hair for Lara. Pretty sure games can render do that for main character and two-four people in a versus fighter. It's silly when hair on wrestlers looks the same in a 2k20 game as it did 15 years ago on PS2.

    • @scitizenkane1
      @scitizenkane1 5 років тому

      @@KasumiRINA Pretty sure rendering the hair to photo realistic physics isn't the absolute be all end all, regardless of what Tomb Raider 2013 did. Until more people complain about hair other than this thread, it will never trump all the other aspects.