Games that Don't Fake the Space

2023 ж. 6 Шіл.
2 755 405 Рет қаралды

Now you're looking for the secret…but you won't find it. | Watch my live library talk, as well as many other exclusive videos, by joining Nebula at go.nebula.tv/jacob-geller
Watch my Nebula-exclusive talk at the Durham County Library: nebula.tv/videos/jacob-geller...
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Patreon: / jacobgeller
Twitter: / yacobg42
Merch: store.nebula.app/collections/...
Silent Hill 2 out of bounds footage captured by Brossentia: / brossentia
Dark Souls out of bounds footage captured by Illusory Wall: / @illusorywall
The Basement’s Basement by Gareth Damian Martin: killscreen.com/previously/art...
Heterotopias 002: www.heterotopiaszine.com/002-2/
Additional Footage from:
Razbuten: / @razbuten
Shesez: / @boundarybreak
HowBigIsTheMap: / @howbigisthemap
SourceSpy91: / @sourcespy91
SlippySlides: / @slippyslides
MetaBallStudios: / @metaballstudios
Jasper and the NoClip Website: noclip.website/
Vox: / @vox
Media shown: FUEL, The Crew 2, Microsoft Flight Simulator 2020, Silent Hill 2, Babbdi, Dark Souls, Bloodborne, Super Mario 64, NaissanceE, The Elder Scrolls II: Daggerfall, Manifold Garden, Final Fantasy VII, Final Fantasy VII Remake, Metal Gear Solid 3: Snake Eater, Minecraft, Birthplace of Ossian, God of War 2, Elden Ring, Portal 2, Scanner Sombre, Lego The Lord of the Rings, Marginalia, Call of Duty: Modern Warfare (2019), SOMA, Fugue in Void, The Stanley Parable: Ultra Deluxe, GTA V, Ben-Hur (1959), Der Golem (1920), The Three Ages, Mad Max: Fury Road, John Wick 4, 2001: A Space Odyssey, The Fresh Prince of Bel-Air, No Man’s Sky, Elite: Dangerous
Music Used (Chronologically): End of the World Sun (No Man’s Sky), Americana (The Crew 2), Urban Style (Roller Coaster Tycoon 2), A Story You Won’t Believe (The Witcher 3), Main Theme (The Last Clockwinder), Dire on the Rocks (Super Mario 64 OCRemix), Endless Stairs (Super Mario 64), Dance with the Night Wind (Silent Hill 3), The Tunnel Beckons (Silent Hill 2), Tears of… (Silent Hill), Hunter’s Dream (Bloodborne), Formal Properties (Manifold Garden), Falling 2 (Babbdi), Human Resources (Perfect Vermin), Wrenhaven River (Dishonored), Dark Sun Gwyndolin (Dark Souls), Main Theme (The Last Clockwinder)
Thumbnail and Graphic Design by / hotcyder

Пікірлер
  • Sometimes, multiple creators spontaneously stumble onto very similar topics; this is definitely the case for me and "The Cursed Judge," who just released a video on empty worlds that features many of the same touchpoints as this essay. It's honestly a really interesting look at how two different people can take the same information and run in different directions with it. I recommend checking it out! kzhead.info/sun/g6mok7CklpaiaJ8/bejne.html

    @JacobGeller@JacobGeller10 ай бұрын
    • Holy shit! Two cakes!!

      @flika1052@flika105210 ай бұрын
    • Thank you very much, I appreciate it.

      @TheCursedJudge@TheCursedJudge10 ай бұрын
    • thank you mr geller

      @dashlydon3507@dashlydon350710 ай бұрын
    • Any chance you’ll be doing a talk in Durham again?? I’d absolutely love to attend in person. Very much enjoyed it on Nebula!

      @dannymac6368@dannymac636810 ай бұрын
    • Also, sometmes, multiple creators spontaneously use the same thumbnail guy 👀

      @hotcyder@hotcyder10 ай бұрын
  • I've played videogames since the 80's and one of the key things for a 'big world' was always things like "you can go inside all the buildings". Nothing breaks immersion like a painted-on door.

    @shockruk@shockruk10 ай бұрын
    • sims 4 players are very familiar with this concept due to "rabbit holes" and debug prop buildings

      @gil5885@gil58859 ай бұрын
    • Especially in isometric topdown RPGs like Fallout

      @RabdoInternetGuy@RabdoInternetGuy9 ай бұрын
    • I just wish a game that i can do this, do you have any recomendations?

      @Ferreira2001@Ferreira20019 ай бұрын
    • This was the saddest part about Cyberpunk to me. Yeah the city is big and nice, and the ratio of visitable to prop buildings is far from the worst... But there are still so many prop buildings that just sit there like cardboard boxes. These are the situations where mostly auto-generated but slightly hand curated spaces can make all the difference.

      @T33K3SS3LCH3N@T33K3SS3LCH3N9 ай бұрын
    • That's why I prefer smaller maps now. In Yakuza, Dishonored, Arkham City, you can go from end to end in a few minutes but the map feels really alive. I'd rather have a small map packed with content than a gigantic map filled with nothingness.

      @TomCruz54321@TomCruz543219 ай бұрын
  • this reminds me of freaking myself out as a kid by realising that even the smallest of distances feel enormous if you move slowly enough.

    @MikeyJ1572@MikeyJ157210 ай бұрын
    • This is a surprisingly wholesome thought lmaooo

      @emmamlis927@emmamlis92710 ай бұрын
    • Or when you realize that spaces you were in as a kid that seemed so big are so much smaller than you originally thought.

      @common-placee@common-placee10 ай бұрын
    • If you walk across a 5 meters long room, but you take half the step of the one before, you would in the end reach the other side of the room, but you will also have to walk for infinity. Maybe I butchered it, learned it from a Phd in abstract mathematics. It has been stuck with me for so many years now.

      @Softlol@Softlol10 ай бұрын
    • Freaking yourself feels so gOod 😩

      @killzoomer@killzoomer10 ай бұрын
    • @@Softlol I think that's one of Zeno's paradoxes. One time I took acid and experienced Alice In Wonderland Syndrome, where I couldn't tell how big or small anything was. Things kept flipping back and forth between appearing really huge and then really small. That was quite anxiety-producing. Really drills into your mind how relative everything is though

      @MikeyJ1572@MikeyJ157210 ай бұрын
  • There was a guy on Penn and Teller Fool Us that did a magic trick where he would spring down cards and seemingly pick out the chosen card from the spring itself. There's a lot of ways to do the illusion, but the method which was used was the most bizarre and impressive trick of all. He simply did it. He practiced it so well for 18 years that he could basically pick out exactly whatever card he wanted in a split second from a rapidly falling card spring. This video somehow reminds me of that. There's a certain realness to it

    @vedaryan334@vedaryan3349 ай бұрын
    • Kostya Kimlat, season 5

      @demonzabrak@demonzabrak7 ай бұрын
    • @@demonzabrak You answered my question before I even asked!

      @j.spiegel3650@j.spiegel36507 ай бұрын
    • "the trick, Potter, is not minding that it hurts" :D

      @NickHunter@NickHunter5 ай бұрын
    • I think he fooled you with this explanation

      @ninobrown6479@ninobrown64795 ай бұрын
    • just wanna say, bc of your comment, i went and watched that episode. truly impressive

      @Somedroxy@Somedroxy4 ай бұрын
  • I remember as a kid finishing the tutorial of Oblivion and looking out. It was my first ever open world rpg. I was legitimately shocked and excited for the first time when my brother said "See that mountain? You can go there."

    @gronklevlonkle1717@gronklevlonkle17179 ай бұрын
    • Was your brother Todd Howard?

      @stiperunac2272@stiperunac22725 ай бұрын
    • Hey, if it just works, then it just works.

      @mariic2@mariic25 ай бұрын
    • He is indeed

      @danielblank9917@danielblank99175 ай бұрын
    • man I wish I had amnesia to relieve such moments

      @satina1169@satina11694 ай бұрын
    • botw was my first open world rpg, when I realized I could go basically anywhere I was so excited. lol

      @KrayZiast@KrayZiast4 ай бұрын
  • man, I was really hoping you might quote or reference Hitchhiker's Guide at some point, because this bit has lived in my head since I first read the book and is absolutely relevant: "It wasn’t infinity in fact. Infinity itself looks flat and uninteresting. Looking up into the night sky is looking into infinity - distance is incomprehensible and therefore meaningless. The chamber into which the aircar emerged was anything but infinite, it was just very very very big, so big that it gave the impression of infinity far better than infinity itself."

    @nutntubear@nutntubear10 ай бұрын
    • Jacob quotes that at another video, actually, can't remember what video now. Probably "The Shape of Infinity".

      @brauliopereira9173@brauliopereira917310 ай бұрын
    • He’s mentioned a similar quote in The Horror of Universal Paperclips and Space Engine.

      @Jaydee-wd7wr@Jaydee-wd7wr10 ай бұрын
    • I really gotta rewatch those ones!

      @nutntubear@nutntubear10 ай бұрын
    • Fireeee

      @hermesriddims3708@hermesriddims370810 ай бұрын
    • omg hi

      @mayatung@mayatung10 ай бұрын
  • The scale of the facility in Portal 2 has always stuck with me. Every time you feel like you're approaching the surface, that maybe you're seeing some natural light peek through, you always inevitably come across some monolithic constructs towering overhead. Love it.

    @Blackcloud288@Blackcloud28810 ай бұрын
    • I am surprised he didn't even mention the fall there. AFAIK, that's also all real.

      @megaing1322@megaing132210 ай бұрын
    • Yes, absolutely. Ever since I first played the game, the implied colossal scale of the Aperture Science facility filled me with wonder. Just how much are we not seeing? What secrets does Aperture have that are not known to GLaDOS or the player?

      @SteamBirds@SteamBirds10 ай бұрын
    • @SteamBirds It helps to achieve a sense of comedy as well, seeing how Aperture, rather than renovate their old test areas, basically built on top of them, creating an impossibly deep facility of old junk. It's constant expansion, to the point of ridiculousness but never really meaninglessness. There's an implied end point, where GLaDOS' influence doesn't reach, where Cave didn't build into. It's the matter of finding it

      @0uttaS1TE@0uttaS1TE10 ай бұрын
    • I was thinking of this game too!

      @cynloh2302@cynloh230210 ай бұрын
    • I'm not sure if it's accurate to describe it like this but it feels very lovecraft it's design. Describing the building itself with anything under super massive feels like a insult. But I call it love craft because it is a super massive building that appears so wide and giant that even with light creeping in it can barely be lit. With larger than life rail systems that move anything and everything around and seem to have beams that go down to the remote possibility of a rumored floor that the darkness hid long ago. When I first started Portal 2 and saw the hotel room being rammed out only to notice that even in the good light it was simply a impossibility large machine holding alot of things in the air with no sight of ground I knew it was amazing. Also I still wonder how humans could even build something as big as that mega project of a building even with the army of robot engineers.

      @thewhitewolf58@thewhitewolf5810 ай бұрын
  • I always remember the first time I went up to the top of the mountain in Skyrim, where the greybeards live. It felt like a "big" journey somehow. Even though that map isn't the biggest, and the climb doesn't take all that long, it truly felt like a long trek.

    @Antares2@Antares29 ай бұрын
    • If you don't know where the path up is, and you instead just try and approach from a random angle madly hopping up the semi sheer cliffs, it can take quite a while...

      @tylerconnelly5119@tylerconnelly51199 ай бұрын
    • same, i remeber looking at the different cities on the map and planning out how i was going to survive the journey up to solitude, I know you can just pay a wagon but i refused to on the first play through.

      @chriss780@chriss7809 ай бұрын
    • I think that's because Skyrim has hidden quests. You don't know what you'll discover on the next nook and cranny. Unlike games like Far Cry, if there's no map marker on the mountain, that means there's nothing there and it's not worth the time to go there. Games with this design can have huge maps but feel really small because you can just ignore huge parts of it. Skyrim and Fallout feels big because I check every inch of the map.

      @TomCruz54321@TomCruz543219 ай бұрын
    • ​@@TomCruz54321I had the opposite feeling when playing the modern fallout games and skyrim. The fact that every square inch had something in them makes them deel artificially dense and ruins the sense if scale. Maybe its because ive grown up in places where there are large stretches of nothing. It doesnt help that they repeat the same formula so often: random hidden entrance with enemies that ends with a miniboss and a treasure for example.

      @matthewirizarry8467@matthewirizarry84678 ай бұрын
    • @@tylerconnelly5119 first time I tried it it took me about 3 hours. bc I wasn't gonna walk that distance and decided to take "a short cut".

      @speediskey3856@speediskey38567 ай бұрын
  • The first time i experienced true, massive scale was in my early 20s when i was working a gig at a convention center and walked through several of their biggest spaces. These are the spaces that usually hold entire conventions in a single "room"; individual stages hosting panels, huge groups of 15-20 booths, places to buy and eat food, etc. The kinds of spaces that are usually partitioned off into smaller, more individual spaces that still feel massive. It took me about 10 minutes to walk from one end of the room to the other, walking at a fast pace. When I hit the middle of the room it felt like I was in an ocean, and the first thought in my head was "If I had a heart attack or some kind of medical emergency, the closest people to me wouldn't even see me fall over. I'd just lay here and they wouldn't even be able to hear me scream, and they might not even find me for who knows how long." We've all felt that before when we're outside in a big park or a giant clearing, but to be walking through a carpeted, air conditioned, walled in, purpose-built structure that's so *empty* is something i'll remember the rest of my life. I felt completely isolated in a building full of hundreds of people.

    @Illjustwait@Illjustwait8 ай бұрын
    • I wonder if there is a difference in the minds of people which live in a very baren landscape, like mongolia or argentinia. Are they afraid of endless space? Do they see the little details in the landscape, that makes one place different from another? How are they remembering paths, distances, locations? Would really love to know that.

      @-sturmfalke-@-sturmfalke-4 ай бұрын
    • This is why people are fascinated by the idea of the backrooms

      @RuthlessBooboo@RuthlessBooboo3 ай бұрын
  • The first game I remember being amazed by it's scale was Shadow of the Colossus. And not necessarily because it felt so big. But because the plains, mountains, architecture and colossi themselves made me feel so small.

    @jasonguarnieri4127@jasonguarnieri412710 ай бұрын
    • I still feel that way about that game.

      @DrDingsGaster@DrDingsGaster10 ай бұрын
    • @@DrDingsGaster SOTC is still one of my favorite games I've probably played through it over a dozen times, and I cant agree more

      @papaspoon1550@papaspoon155010 ай бұрын
    • One thing that help make SOTC feel awesome, in my opinion, is the emptiness. It feels like things USED to be in the lands, but now it’s just empty… gives good down time to consider your actions with the colossi as well

      @THExMRxLOKKI@THExMRxLOKKI10 ай бұрын
    • SotC did scale better than any game I've ever seen. It really felt like you were exploring this long lost world that had been abandoned for thousands of years. Better yet, it felt as though the land itself wasn't even designed for someone your size, as if you were walking through some alien landscape created by beings unknown. Absolutely incredible stuff, from the architecture, land mass, the enemy designs, it's all brilliant. The only game that gave me a similar feeling of awe and scale was Elden Ring, with it's interconnected world design, it's insane verticality and massive draw distances. If you took the enemies out of Elden Ring it wouldn't be far off SotC in look and feel.

      @OsaculnenolajO@OsaculnenolajO10 ай бұрын
    • For me it was the second I got close to the first boss. Sure, there's a cutscene at the start with trees between you and the boss for scale, you already see he's big but when you gain control again, and get close to him and get his attention, and starts walking towards you before he smashes his maze to the ground, only then you know how big he really is.

      @tomstonemale@tomstonemale10 ай бұрын
  • When I learned the world outside of your submarine in Iron Lung was a real, rendered world and not just invisible with randomly selected photos when you use your camera, the game became scary again. It was scary the first playthrough and then became scary again on a second playthrough after learning that everything outside really is there.

    @TheOrangeDart@TheOrangeDart10 ай бұрын
    • To make it less scary again, its only the camera of your sub moving through the map. You sit safely in your box outside of it all.

      @cedaagent@cedaagent10 ай бұрын
    • Oh that's really nice, I also thought it was just "oh you are here, get this photo"

      @NanoMan737400@NanoMan73740010 ай бұрын
    • ​​@@NanoMan737400it's honestly easier to develop with a real space than to arbitrarily decide abstracted coordinates to receive specific pictures while keeping it consistent Old games only ever did the latter due to constraints.

      @GastricProblemsHaver@GastricProblemsHaver9 ай бұрын
    • @@cedaagent this is kinda true about every video game too

      @ace-smith@ace-smith9 ай бұрын
  • man, that stair scene is even more freaky when viewed from out of bounds

    @HellishSpoon@HellishSpoon9 ай бұрын
    • Reminds me of the scene from "1408" where the main character is climbing the outside of the skyscraper to get from one room to the one next to his, but then the camera suddenly zooms out with that scary sound, showing the skyscraper impossibly has only one window - the one from the room he just left. The sheer scale of the building and the impossibility of the image was terrifying

      @MentalParadox@MentalParadox7 ай бұрын
    • could you send the link for that clip@@MentalParadox

      @Empwuznal@Empwuznal4 ай бұрын
    • ​@@Empwuznalkzhead.info/sun/fbeefpmorGaDjZE/bejne.htmlfeature=shared at 1:37 i think

      @mathematicalmodelz@mathematicalmodelz4 ай бұрын
    • @@MentalParadox there's a somewhat tall building next to the Alexanderplatz square in Berlin and the side facing the square has no windows. except one. one of the residents complained they didn't have a nice view on the square so they added one in for them. the building, maybe ten stories or so, has no windows(on one side) except for one.

      @mrsquid_@mrsquid_Ай бұрын
  • This reminds me of a small indie game I used to play. Unfortunately, I don't remember the name anymore, but what made it so special is that after using console commands to enable flying and teleportation, if you went high enough, you could touch the sun. It was real. No skybox, no picture, but an actual, glowing orb hanging in the sky miles about any geometry you should be able to touch. It was really cool.

    @boochin@boochin7 ай бұрын
    • Huh

      @longiusaescius2537@longiusaescius25375 ай бұрын
    • Describe the game so we can find out which it was

      @joaquinlaroca2886@joaquinlaroca28863 ай бұрын
    • Reminds me of a JSR inspired indie game called Zenith where you eventually have to build enough momentum to launch yourself into space and onto the moon. No loading screen, just one long jump til you land on the moon that's been above you the entire game

      @ellagage1256@ellagage1256Ай бұрын
    • @@ellagage1256Just looked into the game and it's actually called Zineth and is made by arcanekids. Leaving this here if anyone wanted to play it.

      @frostern4863@frostern4863Ай бұрын
    • ​@@ellagage1256 Zineth* but yes it was mindblowing when it came out

      @F1nicky@F1nickyАй бұрын
  • This is why Jak and Daxter felt like such a game-changer when it first game out; the loading screens are hidden so as to deliver what feels like a seamlessly integrated and massive world to explore. And at the very end, you can even look back from the mountaintop and see the other levels in the distance, your entire massive journey stretched out before you in a single, glorious view.

    @MadHatter42@MadHatter4210 ай бұрын
    • Yessss ❤❤

      @savannahbugg@savannahbugg10 ай бұрын
    • Being able to see the balloons floating over the swamp or Lurker Island from the top of the jungle temple blew my mind as a kid.

      @Gorfinhofin@Gorfinhofin10 ай бұрын
    • Its wild when you switch to debug mode and discover that those far off elements are actually in the position of those levels. The geometry is faked with imposter low poly versions, but the size is not.

      @known1443@known144310 ай бұрын
    • i experienced that with Soul reaver (1999), where the levels are streamed in as you run through corridors and it just made the (objectively medium sized) world feel so huuuuge

      @Maric18@Maric1810 ай бұрын
    • Candleman does this as part of the story and it generations emotions.

      @Wiseman108@Wiseman10810 ай бұрын
  • I’ve always been curious how deep, vertically, the SH2 stairs puts you. When I first played it, knowing exactly where I was relative to the rest of the map was comforting. That staircase began ripping me apart from an understanding of my surroundings. Surely that was intentional, but it felt personal; as if the creative team knew exactly what comforted me, and decided to tear that away.

    @armitage1950@armitage195010 ай бұрын
    • And that's because what you found comfort in was something a lot of people also took comfort in, and they knew that.

      @Cthululululu@Cthululululu10 ай бұрын
    • @@Cthululululu damn, i might have to play that game. but is this revelation considered a plot spoiler when taken in this context ?

      @jasonhildebrand1574@jasonhildebrand157410 ай бұрын
    • @jasonhildebrand1574 Not so much a plot spoiler as a commentary on Silent Hills design philosophy as a Horror game: It's a horror game focused on psychological horror.

      @Cthululululu@Cthululululu10 ай бұрын
  • you make me love games I've never played and experiences I've never had.

    @RhysticStudies@RhysticStudies8 ай бұрын
    • Oh hey it's the Magic man. Glad to see that you on another channel with quality just as good as yours

      @MoonlitRose101@MoonlitRose1017 ай бұрын
  • Funny that you mention Elite: Dangerous. If were talking 'emotional reaction to big' that was the game that did it for me. You're absolutely right that often times, things are just too big to register. I absolutely agree on No Man's Sky. What made Elite different for me was a combination of things. Let me tell you a story: I'd finally gotten my Cobra MkIII. A good little workhorse that can do whatever you ask of it. And me? I was going to *explore*. I named her *Curiosity* and spent an hour fitting her out. And then, I was ready to set out. My goal was Colonia. And I would explore hundreds of systems on my way out. So off I went. The first twenty jumps were quiet. All I ran into were planets already tagged with 'first discovered by:' So I kept going. And then... Poof, my first unexplored system. I was an awe inspiring feeling to know that I was the first person to ever enter that system, despite it just being a game. And so was the next one. And the next one. I continued on for hundreds than thousands of jumps. Each one into a system that no one had ever visited before. Two things struck me as I made that journey. One, and the thing that still sticks with me today, is what we're talking about. The sense of scale. It's one thing to hear there are 100 Billion stars in our galaxy. It's another to *experience* it. Star after star after star, as you visit but a handful of them. And what truly made it impactful for me? It's real. It's all there, twinkling in the night sky. I may have been traveling virtual representations of them, but many of those stars really are out there. And that leads onto the second thing that has stuck with me. The sense of loneliness. Much of the time, I was playing late at night, the world seemingly dead and quiet. And out there, so far from inhabited space, I felt so alone. At the height of my journey, I would have been thousands of light years away from the nearest player. It was just me, my ship, and the endless stars. To this day, I'm happy I did it. It was an experience like no other, and truly helped me comprehend the vastness of our universe. And with it, that boundless wonder and curiosity of a child I thought I'd grown out of. To be curious is one of my favorite feelings.

    @lt_rainbowslash58@lt_rainbowslash586 ай бұрын
    • I agree that Elite is one of those games that truly feels big because it is big. In a way, it's making an otherwise enormous world feel positively tiny in comparison to what it really is, it's just that the real version is truly incomprehensibly vast. Just sticking to the occupied systems will give you that sense of enormity, and then you zoom out and find that that bubble of space is _tiny_ in comparison to the whole galaxy. No matter that the stars are (mostly) carbon copies of each other, no matter that the planets aren't really all that different from one another, it still feels huge in a way that No Man's Sky fails to encapsulate. Maybe it's because in Elite, all the spaces in between are modeled. You don't jump directly into planetary orbit, you pop in less than a light-second from the system's largest star, and you have to cover all the remaining distance the slow way. No loading screens, just an incomprehensibly high speed over a distance that you _know,_ given enough time, that you could cover at sub-light speed. There is no place for the illusion to break down (unless you try to fly to another system in supercruise) because _it's all there._ The stars, the planets, the asteroids -- all of it, right there for you to run into if you're not paying attention. I'd compare it to flying IRL. Flying has made the world both larger and smaller than it was in the days of our ancestors. Smaller, in that we can actually get from one end to the other in our lifetime; but so much larger, in that we can get to enough of it to truly comprehend its incomprehensible size.

      @mage3690@mage3690Ай бұрын
  • Not necessarily about space but I've felt this way about Dwarf Fortress before. There's a strange quality where the NPCs you meet seem much more real than video game NPCs usually do, because if they say "my daughter was slain by a dragon" they aren't reading a script - that literally happened at some point in the world's history.

    @CheCheDaWaff@CheCheDaWaff10 ай бұрын
    • "Vegeta suplexed my son" Mods are great lol

      @lucylu3342@lucylu334210 ай бұрын
    • IMO, Dwarf Fortress is an example of how big does not always feel big. Such limited graphics and so much limited to plain text results in me not really feeling much about it all. The history may be expansive and actually reflect what happened in the world but most of it just feels generic and nothing more than name swaps to me. I also just do not find the gameplay fun or interesting and there have been notorious programming errors that lead to nonsensical, immersion breaking, results. I want to have more respect for it but there is a siginificant disconnect between the praise i hear for it and the experience i have with it. My impression is hampered further by the fact it has been in development for over 15 years and as such i should not expect any major changes soon or ever. I am not complaining, just being honest about what i really think of it. It just feels too archaic even if impressive.

      @elio7610@elio761010 ай бұрын
    • @@elio7610 You upset me by being incorrect. Every single Dwarf Fortress update HAS brought major changes.

      @pkfiremain710@pkfiremain71010 ай бұрын
    • @@pkfiremain710 Fair point, perhaps what i wrote was unfair. My issues with the game are not things that i would expect to change in any update, although possible.

      @elio7610@elio761010 ай бұрын
    • ​@@elio7610Not too long ago it got a paid version with graphics which significantly increased it's popularity SO it's possible that they could put the money into improving immersion which leads to more money which leads to more immersion and you get rapid improvement well beyond what could be predicted. I'm not saying this will happen just a possibility.

      @nahometesfay1112@nahometesfay111210 ай бұрын
  • 8:33 The reason why I loved Portal 2 so much was because of this. One second you are in a small test chamber, next moment you are in this underground giga-structure, where you can see so extremely far into the unknown. It really created a sense of wonder for me as a child, wanting to break free and explore this place.

    @nak_attak@nak_attak10 ай бұрын
    • That’s interesting because, for me, it was the opposite. I didn’t feel wonder so much as an overwhelming sense of anxiety. I’ve always been… maybe _scared_ isn’t the right word. Disconcerted? Yeah, disconcerted by the out-of-bounds areas of a game. I have to close my eyes or even straight up step away if I glitch through the floor because that infinite space just fills me with dread, and it’s the same with the wide open spaces in Portal 2.

      @B_Skizzle@B_Skizzle10 ай бұрын
    • The most impactfull empty space of Portal 2 for me was just before we enter modern Aperture Science again, but after the elevator. That gigantic space in all directions except up and down, the huge foundation with enormous springs holding the weight of the entire facility just felt so... real? Like it could exist in some real forgotten maintenance tunnels, neither ancient nor new enough to be noteworthy, yet very much necessary for everything to exist...

      @Sigma-xb6kn@Sigma-xb6kn10 ай бұрын
    • And then You almostly get lost on the moon...

      @Burbund@Burbund10 ай бұрын
    • Same!!

      @GlitzPixie@GlitzPixie10 ай бұрын
    • What I liked most about the spaces in portal 2 was the way they made the space feel ominous and spooky and mysterious, but never *too* alienating or lonely. It was the perfect level of familiar and unfamiliar, often both being elements of the same space. You can understand the purpose of a space from the first look within the test chamber, and know what every element does. How they interact with eachother and how to take advantage of the space, that's the puzzle, and the reason this space is presented to you. Contrast this with the space outside the chambers - they do NOT feel finite. You cannot access every part of this space. You enter these spaces with the same mindset that got you out of the chamber --- that's a portal wall, that's a cube, that's a turret, I need to decipher and use the environment to get from point A to point B. But this space is NOT meant for you. It's not meant to be traversed. And every unfamiliar part begs to be explained, and can be, thru extensive daydreaming that runs parallel to the rest of your navigation. Signs, pre-recorded messages, waiting rooms, offices -- the game gives you just enough to think about and chew on to not feel alone in such a lonely space.

      @nigelthornberry5375@nigelthornberry537510 ай бұрын
  • Fuel is a game, although unremarkable in many ways, that still amazes me. It has been years since I last played this game, but I still think about it. The ability to traverse as far as eyes can see, with the geography actually making sense as it changes, and that feeling of being lost and lonely in a world where you actually felt tiny, it was something no other game made me feel. This game did not try to make you feel important and big. I used to roam around rather than play for progression. The maps where quite beautiful for the time. Thank you for making this video. I'll definitely go back to this game someday. PS - Far Cry 2 is another such game. The feeling of loneliness in a big world is inescapable in the game.

    @jojogpt@jojogpt9 ай бұрын
    • After reading about 'biggest map' sizes for games I did find a download for Fuel and it's still installed - I just don't play it much. It IS dated as far as racing games go.

      @terrylandess6072@terrylandess60727 ай бұрын
  • Oh God, the descent into the deepest part of the ocean you can access in Soma is a moment that sticks with me years upon years later. If I recall, it's just conversation the whole way down... but you feel the descent. Lower and lower into the horrors that lie beneath, because you damn well know there lies horrors you dare no dwell on. Then the game has the audacity to actually make you walk the pitch black ocean floor, in those fathomless depths. It's chilling.

    @zoeysheldon5634@zoeysheldon56349 ай бұрын
  • I've always liked the moment early in The Beginner's Guide where narrator-Davey makes the walls transparent at the end of a game and you see a vast unaccessable labyrinth outside the "game." There's this great feeling of wonder and that there must be something bigger outside of the presented game. It's also fun because a) it's clear that narrator-Davey experienced this same wonder, and b) in restrospect it's clear that he's currently weaponizing that emotion to make his actions and worldview more understandable.

    @TheGlooga@TheGlooga10 ай бұрын
    • Adore that moment

      @JacobGeller@JacobGeller10 ай бұрын
    • The Beginner's Guide is a complete triumph in general. Years back I was one of those Lets Play doofuses and I immediately realized the game was too significant to do an LP of. It has to be experienced first hand.

      @ZachGatesHere@ZachGatesHere10 ай бұрын
    • @@ZachGatesHere I also watched a Let's Play of TBG for about 15 minutes before deciding that I wanted to experience it firsthand instead!

      @Eksratu@Eksratu10 ай бұрын
    • The beginners guide is just absolutely beautiful, I felt genuinely betrayed at the “stop putting lampposts in my games” moment

      @Gomberto2000@Gomberto200010 ай бұрын
    • This comment is many times older than the video upload! That is the true terror! (I assume it's patreon)

      @AnimatedStoriesWorldwide@AnimatedStoriesWorldwide10 ай бұрын
  • I was wondering if Shadow of the Colossus would get an honourable mention in this. It may still do some fakery, but having to traverse long distances across a strange forbidden land by horse was magical.

    @napalmpig3772@napalmpig377210 ай бұрын
    • Even more so because there are so many details and secrets in design that hold no relevance to the objective whatsoever

      @GreenGecko93@GreenGecko939 ай бұрын
    • I think it absolutely qualifies. The map is way larger and way freer to explore than it needs to be for the given gameplay. Its obvious the devs very strongly valued the atmospheric significance of giving players such a map.

      @ManoredRed@ManoredRed9 ай бұрын
    • Ohh yeah I remember playing this game like 3 times, that desert with the huge bridge. Mwa, chefs kiss

      @stormraiders1172@stormraiders11729 ай бұрын
    • Part of me wants to replay it without the visual guide and just see if I can fumble my way to colossi…most of me know i don’t have that time

      @Delmworks@Delmworks9 ай бұрын
    • I think it feels so much bigger than it is because there’s so little in it, it’s an empty world with only 16 collosi in it, it’s surreal and it feels endless

      @dsnever3041@dsnever30419 ай бұрын
  • It was Outer Wilds by Mobius Digital that made me think about these things. How can a planet that looks so small feel like I'm in so deep once I start exploring. Also that trick planet, I won't elaborate but it's cool and is like an advancement on the Mario 64 stairs. The way that the DLC uses dark mess and illusion to hide its space is also equally fascinating.

    @christophermolitor4554@christophermolitor45549 ай бұрын
    • Outer Wilds is such a masterpiece, I absolutely love how it handles space, scales and physics in general.

      @LassMineko@LassMineko3 ай бұрын
  • This also makes me think of the Wild-era Zelda games. They feel so huge when you realise that the big, varied playground you've been exploring is a snippet of the true map size. Albeit it's made smaller through things like fast travel and such, but when you head out into the wild (pun intended) you just... wander, it's so dense there's always something to do, some weird npc, a great view from a mountain, or even an entire hidden village if you're dedicated enough. You can enter pretty much every house and it's honestly amazing to explore for the first time. You only realise that the world isn't actually that huge in game terms after you've explored more of it than any casual player would.

    @Tyxaar@Tyxaar6 ай бұрын
    • What are wild era Zelda games? Like are you talking breath of the wild, idk why that’s tripping me up so bad.

      @monhi64@monhi6427 күн бұрын
    • @@monhi64 Yeah I'm talking about BOTW and TOTK!

      @Tyxaar@Tyxaar27 күн бұрын
    • Ironically I've felt the sense the video is talking about in the tiny Majoras mask, whereas botw just felt hollow to me.

      @Otome_chan311@Otome_chan3114 күн бұрын
  • The most effective part of the Silent Hill Historical Society stairs is how, at some point during your descent, you become so disoriented that it suddenly appears that you're going upstairs rather than down. This and the first time you get to the all-consuming blackness of the third floor of the Woodhaven apartments are the scariest moments in the game for me.

    @fripptricky5099@fripptricky509910 ай бұрын
    • I recently played through the game for the first time and at that point I was seriously debating if the game glitched or if It's a puzzle that I am doing wrong

      @Zockanumber1@Zockanumber110 ай бұрын
    • Exactly the same thing happens to me in NaissanceE

      @mycroft3322@mycroft332210 ай бұрын
    • this happens to me in Minecraft if the staircases/mineshafts are long enough lol

      @CrestfallenLizard@CrestfallenLizard10 ай бұрын
    • The historical society / prison / labyrinth all combines into the scariest part of SH2 for me, starting with that ridiculous staircase.

      @SirRaiuKoren@SirRaiuKoren10 ай бұрын
    • @@mycroft3322 good game

      @0Blueaura@0Blueaura10 ай бұрын
  • Your point about Babbdi is something I've always found interesting. A lot of times, video game environments feel like they only exist for the player. And obviously, they DO only exist for the player, but I'm more intrigued by video game environments that feel like they were designed as a place first and a video game second.

    @einootspork@einootspork10 ай бұрын
    • I think immersive sims do a good job at emulating that feeling, since the player has to think about how to pass them, rather than the levels being structured around the player's level

      @goldenstar_64@goldenstar_6410 ай бұрын
    • Rainworld is a game that exists and is basically this, every entity in the area you are in is always being rendered and doing their own things, and the entire map design is based around making everything traversable but not clear in its pathing

      @LeMargot@LeMargot10 ай бұрын
    • @@LeMargot Great example

      @TheAnimator1808@TheAnimator180810 ай бұрын
    • i love how "the beginner's guide" plays with this idea

      @cheesetoob@cheesetoob10 ай бұрын
    • This is also why the "Chosen One" trope for the player character feels so played out and claustrophobic. It's Truman Show-esque to walk around and feel that all the NPCs are there to gawk at you instead of getting to experience the world around you on it's own terms. Speaking of immersive sims, Thief is a great example. You're a thief, not a throne heir. You're trying to pay rent, not save the world. Oddly enough, that makes the world feel *bigger*.

      @vision_is_augmented1213@vision_is_augmented121310 ай бұрын
  • The game has a LOT of issues but when it comes to just being able to seamlessly travel around and explore star citizen really nails that feeling with it's seamless nature. (when it chooses to work)

    @sneedchuckfeedseed@sneedchuckfeedseed7 ай бұрын
  • I'm so happy someone finally put into words what makes FUEL unforgettable for me despite being such a completely mid tier racing game. Starting at the coast and driving uphill from the ocean for 10-15 real life minutes until you come to the top of a ridge and see the wide open plains laid out before you. It captures scale and openness in a very real way I can't remember from any other game.

    @MK--xd3mg@MK--xd3mg9 ай бұрын
  • Jacob Geller videos are so good because you get philosophical conversations of how games use their physical space and how it relates to how you feel inside it, but also phrases like, "and the driving kinda feels like butt." Absolutely top tier shit especially for me. Great job as always

    @BAMFdude15@BAMFdude1510 ай бұрын
    • Shit like that just become extra funny when it's said by sophisticated people. Accented cinema is another one of my favourites

      @banhmyden4994@banhmyden499410 ай бұрын
  • 8:20 in Halo 3, when you watch a real scale UNSC frigate enter orbit, and rapidly grow to be bigger than the entire gameplay map, as it lands for but a fleeting moment to drop off tanks and reinforcements, before just flying off again. Absolutely iconic moment.

    @FearlessLeader2001@FearlessLeader200110 ай бұрын
    • That might just be my favorite moment in the whole series.

      @B_Skizzle@B_Skizzle10 ай бұрын
    • @@B_Skizzle it's certainly a breathtaking highlight of any playthrough.

      @FearlessLeader2001@FearlessLeader200110 ай бұрын
    • The Halo series in general is so good with this kind of stuff. Tip of the Spear in Reach has a similar moment when you clear the first AA gun and multiple frigates fly in, blowing up the phantom coming to drop more troops near you before firing into the battle going on out of bounds, where all of the vehicles in the fight are real. Come to think of it, every single Halo game has at least one jawdropping moment where you realize that some massive object isn't actually background dressing, but a tangible thing that you will interact with.

      @lolusuck386@lolusuck38610 ай бұрын
    • Is there a video somewhere of that happening? Would love to see it.

      @mememationsyt3556@mememationsyt355610 ай бұрын
    • @@mememationsyt3556 You should be able to find it by looking up gameplay of the mission "The Ark."

      @B_Skizzle@B_Skizzle10 ай бұрын
  • ive always appreciated games that can successfully make me forget about the illusions. somehow the first halo always had me feeling like if i just keep going, i could go all the way around the inside of that ring. maybe it was easier to fool me when i was a kid, but i still love that feeling of wonder i get when i look out across a games landscape and think "i wonder whats out there".

    @ICKY427@ICKY4279 ай бұрын
    • I've alway asked myself as a kid what's was beyond the boundaries and death barriers, every halo level from combat evolved, and countless other games one notable one being quake 4.

      @unknownusrname@unknownusrname5 ай бұрын
    • Test Drive unlimited made me feel like that. The entire island of Oahu on the PS2! And, when you visit a car showroom, you can see the traffic and the outside world complete with birds and waving trees beyond the windows, from the cockpit of the car you're looking at. The geography limits the number of roads to a single thread in a few areas, but it's mind-blowing for the PS2 to let you do that.

      @C.I...@C.I...4 ай бұрын
    • Absolutely. I just left a longer comment about it already, but a few moments in Halo 2's Quarantine Zone communicated this sense to me too.

      @MadamLava094@MadamLava0943 ай бұрын
  • Reminds me of how there are some magic tricks that aren't fake at all. Like eating glass. The only "trick" to it is knowing how to not horrifically injure yourself doing it. There is no illusion to glass-eating. The glass does actually end up in your stomach at the end.

    @Morphimus@Morphimus5 ай бұрын
    • What the fuck man

      @bullfrogboss8008@bullfrogboss80082 ай бұрын
  • A lot of Halo’s level design fit this. It’s what made messing around in Forge so exciting seeing the limits/lack thereof of so many maps.

    @ytm23ak@ytm23ak10 ай бұрын
    • I've been learning how to code for 10 years all because of that first experience of playing Halo. The ring is so big. I see a feature in the distance and I want to see it. I look across the ring and want to see whats there. One day I will great a fully flushed out orbital ring that the user will have full access to.

      @BDJones055@BDJones05510 ай бұрын
    • @@BDJones055 Should’ve been how halo infinite was but i guess that wouldn’t be lore accurate or something

      @Spaggot@Spaggot10 ай бұрын
    • ​@@SpaggotHalo Infinite's biome diversity was so disappointing. They had the world in chunks, why could they have some wild rainforest island next to a desert?

      @Mr___f@Mr___f10 ай бұрын
    • I had so much time exploring the world in Halo 3

      @Quzga@Quzga10 ай бұрын
    • ​@@SpaggotIt could've easily been lore accurate- 343 are just incompetent.

      @thisplatformsucks@thisplatformsucks10 ай бұрын
  • 8:10 funnily enough, I find airliners show a real world example of this kind of distinction taking off in an airliner gives you a feeling of height for a whole 10 seconds before oyu are so high up that the world below you feels like a map or background image but flying low i na small aircraft or a helicopter you can continuously see enouhg detail that every moment feels like a place and a situation that you are actually in and hanging above in a way that humans usually don't

    @JulianDanzerHAL9001@JulianDanzerHAL900110 ай бұрын
    • I've had something related the first time I took a flight to another country to study. I walk into the plane, sit, wait 2,5 hours, and when I leave, I'm in a completely different place on Earth. The air I breathed in and the rain that fell was the same as home, so it only clicked how much distance I covered when I imagined a map, where I was and where I were then. Surreal that, first time it happens

      @AKidWithNoAttitude@AKidWithNoAttitude10 ай бұрын
    • I've actually never experienced that abstraction you're describing, to me while on an airplane everything looks like a tiny little diorama except that when you keep zooming in there's no abstraction there keeps being detail because, of course, it's real it's the real cities with real trees and real cars driving around real roads

      @lvl99dh@lvl99dh10 ай бұрын
    • You are also a giant in a bugs world filled with trillions of bugs, many deep underground doing buggy things living a bugs life. You don't see them and maybe that's for the best. Maybe there are intergalactic space faring aliens who don't even notice us because we're just space bugs in a stupidly big universe.

      @cattysplat@cattysplat10 ай бұрын
  • This video just reminds me of how in the Resident Evil 2 remake, Mr. X is actually walking around the map even when you can't see him.

    @ned7748@ned77487 ай бұрын
  • In Lego Batman 2, there's a level that where you leave Gotham City and head to a lexcorp building in Metropolis. You begin the level by flying off the map and towards the silhouette of Metropolis (that was probably just part of the skybox) until the game triggers a loading screen and enters the level. Of course being a child, when I tried to fly back to Metropolis after the story mode was complete, only to be stopped by an invisible wall, I kept at it for a long time. Imagine that. A whole other hub world to explore, teased by the silhouette, but beyond the game's scope.

    @EPPicstuff@EPPicstuff8 ай бұрын
  • I had this terrifying dream when I was younger of an outline of a circle rolling down an endless line. I had it a lot and I still think of it constantly, decades on.

    @nathanwalsh4683@nathanwalsh468310 ай бұрын
    • Wow. How powerful dreams can be.

      @Red_Eagle@Red_Eagle10 ай бұрын
    • I had a dream like this but I was a piece of dust flying in a straight line through space endlessly it also stuck with me into adulthood

      @Dandelion_Animation@Dandelion_Animation10 ай бұрын
    • I had these thought experiments where i would imagine divers coming across every day objects but the objects would be so so so large and under water making it impossible to see all of them at once

      @MouseGoat@MouseGoat10 ай бұрын
    • I had basically the same except it was a boulder in a valley never ending

      @chidile7567@chidile756710 ай бұрын
    • I had that but it was a huge boulder rolling loudly down a hill. Strange, and somewhat archetypal stuff. Quite curious

      @yegorzakharov8514@yegorzakharov85149 ай бұрын
  • I imagine going through the open world in The Crew 2 feels similar to walking through one of those Minecraft maps that recreate the entire planet on a fractional scale.

    @purplehaze2358@purplehaze235810 ай бұрын
    • I don't like cars or car culture, but I play The Crew 2 religiously since it became free on PS+. It is just relaxing good vibes to DRIVE, and they got the scaling and pacing of the world down perfect so that the changes don't feel so quick that they're jarring but are rapid enough that you don't get bored with one landscape. I'm apprehensive for the next one because it's much more geographically restricted (it's set on Oahu) and I'm worried the change in scale will affect the illusion.

      @ckshinrai@ckshinrai10 ай бұрын
    • The Game Dungeon episode of The Crew made me really wanna try it, it's like the developers were passionate about making an open-world driving game, and some marketing exec tried to put a flashy coat of paint over it so people wouldn't think its just a Giant Driving Simulator, something that is far more desired than yet another racing game.

      @EagerSleeper@EagerSleeper10 ай бұрын
  • This is like when you learn that they actually built Hobbitton for Lord of the Rings or that the Ten Commandments movie was actually shot in the Sinaí. It's still fake, the sets, the costumes, the illusion of moviemaking, but the fact that what you see in the screen is "real" gives a special kind of chill down my spine.

    9 ай бұрын
  • The footage of NaissanceE reminds me a lot of 'BLAME!', the endless treck up through an abandoned cityscape with breaches into the bottom of the next layer. It impressed me how much the manga managed to impose that feeling of a hideously inhuman space

    @computeraidedsoul8093@computeraidedsoul80937 ай бұрын
    • Yessss. This was exactly what I was thinking.

      @RenderingUser@RenderingUser4 ай бұрын
  • Noita takes this to the extreme - there’s a whole Terraria-esque world outside the “normal” game area, complete with unique biomes, whole factions of enemies, bosses, spells, mechanics, collectibles, and quests that you’d never know about if you just kept to the main track. And outside the bigger world is a pair of “impenetrable” walls made of cursed rock that damages you if you get too close. Outside those walls are the brothers and sisters of the main world, with subtly different layouts, and covered in copies of previous bosses and cursed versions of collectibles.

    @Fireheart318@Fireheart31810 ай бұрын
    • There's infinite worlds, until the game breaks right!

      @blackoes@blackoes10 ай бұрын
    • Noita manages to feel huge even though it has instant teleportation, it's an impressive achievement

      @G0RSHK0V@G0RSHK0V10 ай бұрын
    • Didn't expect to see a comment about Noita. There are so many reviews on steam saying the map is "limited" or "repetitive" which is sorta true for the main game but with the parallel universes? It's just huge. Too bad the game has an ungodly difficulty level that makes completion hard enough let alone exploration.

      @snakeofminthumbugs330@snakeofminthumbugs33010 ай бұрын
    • My mind was completely blown when I found out about it. I really love the idea that there are multiple universes in the, it really brings back that sense of wonderlust I used to have as a kid playing videogames, that there is something beyond that bounds of a game's world. Too bad it's next to impossible for most players to even attempt 😅

      @SleepyMatt-zzz@SleepyMatt-zzz10 ай бұрын
    • oh, you're right!!! Noita is a _fantastic_ example of the concepts talked about in this video!! It's kind of a shame he _didn't_ take a look at it, actually, it's really perfect for this.

      @LEOTomegane@LEOTomegane10 ай бұрын
  • With naissance and the stairs, I got mixed up halfway through and couldn't tell what direction I was heading. Or even if I was ascending or descending. It was a very memorable moment. Also one of the "biggest" feeling games I've ever played is the first Xenoblade Chronicles game. Eryth Sea in particular feels so impossibly massive

    @jaspin555@jaspin55510 ай бұрын
    • hard agree with xenoblade. i think all of the games have made me feel that way. I was fully expecting it with 3 and was still impressed.

      @InsanityOtter983@InsanityOtter98310 ай бұрын
    • was about to comment the same about naissancee

      @jjaan@jjaan10 ай бұрын
    • Totally, XC1 feels personally a lot more massive than XC2, with the entire world being two absurdly massive creatures directly connected to each other, and being able to walk between very nearly each and every area.

      @deadlock1358@deadlock135810 ай бұрын
    • The other impressive thing is how much is actually not just background but rendered in the distance. Boundary break has a great video on it

      @jaspin555@jaspin55510 ай бұрын
  • NaissanceE is one of my all time faves and the reason I started watching this channel, as no one else seemed to talk about it. Still one of the best games ever. While not nearly as beloved, I’ve always had a soft spot for Vane, and I thought of one of its first levels watching this, where you start as a bird in a massive desert without much of a clue as to where to go. I love when a game feels directionless in a natural way, yet still manages to move me along the path built by some manner of artistic magic.

    @IchiSwagger@IchiSwagger9 ай бұрын
    • NaissanceE enviornment is based almost exclusively on manga "BLAME!"

      @hazestudio@hazestudio4 ай бұрын
  • I've always wanted a racing game that takes place in a space colony like the ones in Gundam. Essencially a massive rotating cylinder. It's so cool to see the terrain and city just curve up to both your left and right and meet upside-down above you. Give us that!

    @bigbossnass9240@bigbossnass92405 ай бұрын
    • O'NEIL CYLINDER RACING GAME!!!!!!!!!!!!!!!!!!

      @yapflipthegrunt4687@yapflipthegrunt46874 ай бұрын
    • ​@yapflipthegrunt4687 Was watching this video again and I was just like "Oh hey, it's me!" (on a different account)

      @awesomenessnetwork213@awesomenessnetwork2132 күн бұрын
  • the whole thing with the game having no invisible walls really reminds me of manifold garden, where you can clip from the starting area directly into the final hallway, and the game doesn't stop you. In fact, I would bet good money that the developers know about it, because placing them that close together _must_ have been intentional

    @__8120@__812010 ай бұрын
  • I genuinely fucking love these videos. They feel so powerful, artistically, philosophically. It makes me feel at peace, while also hooking my interest and refusing to let go until the very end. They feel less like essays and more like fully fledged stories.

    @foolishsparky@foolishsparky10 ай бұрын
    • essays should be art too, but very few writers approach it this way, which is a shame

      @greyfox4838@greyfox483810 ай бұрын
    • This is why I love Jacob's work. I've listened to countless other video essays, even on the same topics/games, and none strike me down to my very core compared to his. I genuinely admire his craft, and how it's made me question many aspects of life in ways that have genuinely enlightened me.

      @deltalunaris@deltalunaris10 ай бұрын
    • I don't always understand what he means, and get confused at times. That's okay though, because that's not always the case AND the videos are soothing to watch in general for my tiny monkey brain. It's a win either way!

      @EngineerMonkey-zp3yj@EngineerMonkey-zp3yj10 ай бұрын
    • I had plans to play Final Fantasy after getting home from work this morning, but made the mistake of clicking in this video... I can't just not finish the video, the hooks were in firmly😭

      @whotio7374@whotio737410 ай бұрын
    • i did philosophy for undergrad and then went into law, stumbling upon this video gave me such a bittersweet feeling - i miss philosophy so fricking much, the abstract theorising, the deep questioning, the meaningfulness of art as a boundary breaking medium! i wish i could go back to writing essays about this stuff lol

      @unebellepatience1197@unebellepatience119710 ай бұрын
  • Really interesting video. I think this is maybe why sometimes playing Minecraft feels a bit... empty, to me? There's just no end. You can walk forever and find nothing but the same, and so you lack destination or sense of progression. When there are constraints it lets you play and think more creatively about how and what you want to do with the space and the things in it, I think. I really enjoy travelling by horse in LOZ Breath of the Wild (which has a really big map) because even though I can instantly teleport places, I really enjoy the feeling of travelling a world that's all there (pretty much) and watch the scenery change around me. It's fun that I can climb a mountain or jump from a tower, pick a point in the distance and just *go* there. Also NaissancE has been on my to-play list for a while so I'll definitely have to check it out now.

    @GracefulValley@GracefulValley5 ай бұрын
  • Good video, as always. My first run-in with fake space was when me and my brother played Monster Truck Madness 2 on our very first PC as kids. This game was a track-based racing game, but for some reason it had no bounds to some tracks. You could drive off and explore around the tracks and when going too far, it did a Mario64-esque thing that gave the illusion of being able to drive infinitely into the distance. We figured out pretty quick that it was fake, but I still kept doing it quite often. It felt so freeing, even if it was just a trick. Many years after, I picked up FUEL on release even though the reviews were negative. I knew I wasn't gonna play it for the racing mechanics or the graphics or the handling. I knew what I was there for, and FUEL delivered. It is quite possibly still the only game that ever did. FUEL's world was beautiful and it was empty and it was incredibly atmospheric. When I was a depressed teen mostly dreaming of getting in a car, driving off and never coming back, playing FUEL and being able to drive for hours in a deserted world with thunderstorms blasting in the background... It just hit a certain spot. Games like The Crew and Test Drive Unlimited came close to scratching this itch because they still allowed me to drive for at least an hour or two without seeing the same spots twice, but the worlds full of traffic and colour never gave that special vibe of endless, beautiful loneliness that FUEL offered. I miss FUEL. I wish people had been nicer to it for what it achieved, instead of focusing on what it didn't. The GFWL DRM was the final nail in the coffin as it's now almost impossible to even play without resorting to piracy.

    @AlfredvanKuik@AlfredvanKuik9 ай бұрын
  • That ending quote "The trick might be that there is no trick at all" hit me with the same impact as the revelation in The Prestige.

    @kunkker77@kunkker7710 ай бұрын
  • Came for the video games, stayed for the existential crisis.

    @BlackSailPass_GuitarCovers@BlackSailPass_GuitarCovers10 ай бұрын
    • Same here.

      @thewhitewolf58@thewhitewolf5810 ай бұрын
    • The Jacob Geller experience

      @joyflameball@joyflameball10 ай бұрын
    • @Jacob Geller you should adopt this

      @ProfSnowy@ProfSnowy9 ай бұрын
    • I also came

      @JGonzZ.@JGonzZ.9 ай бұрын
    • This quote reminds me of the nier games and drake grad you come for the game and stay for the suffering it brings uppon you

      @florianellerbrock8922@florianellerbrock89229 ай бұрын
  • 25:09 LOOK AT IT! Sounds incredibly like VSauce.

    @diynevala@diynevala9 ай бұрын
  • I'm happy I've found your channel!!! The whole concept of virtual spaces, stepping outside the walls, etc, is a key part of why I love video games. It's great to find some videos based on these concepts specifically :D

    @JeraWizard@JeraWizard6 ай бұрын
  • I had a dream once where I was playing a game where you start near the top of the tower and have to work your way to the top. However I broke out of bounds and found every single floor below where you start is fully modelled (was also completely underwater) and then beyond that once I made it out of there the whole town around this building was also model and it's an idea that's endlessly fascinated me just the pointlessly huge world despite the game only taking place in a fraction of this space

    @jumponeverything@jumponeverything10 ай бұрын
    • i love this so much, that’s such a cool dream

      @offchristianamr@offchristianamr10 ай бұрын
    • This is what playing The Coin Game is like

      @MooseyFate100@MooseyFate10010 ай бұрын
  • The far away animation of James walking down those stairs is so god damn cool. Also thanks for releasing this in time for the weekend, legend ❤️

    @judygillespie3717@judygillespie371710 ай бұрын
    • it freaks me out so much

      @ghoul1713@ghoul171310 ай бұрын
  • Dark Souls, opening your first shortcut and realising what has taken you 5 hours to get to links directly back to the beginning, really makes that game feel BIG

    @wastelanderone@wastelanderone8 ай бұрын
  • Your writing is absolutely astounding! And you present it with calm enthusiasm... It's a treat to listen to your topics! Thanks for all your hard work you put into these amazing videos!

    @captaincomatoast@captaincomatoast9 ай бұрын
  • I think reasons like this are why the Half Life series is so popular. You feel as if you are actually covering meaningful distance over a meaningful space, all with a meaningful objective. (Although there are loading screens)

    @nak_attak@nak_attak10 ай бұрын
    • That's one of the great things about HL though, the fact that they're not loading *screens* but just momentary pauses in a seemingly unbroken space.

      @Violet_Knight@Violet_Knight10 ай бұрын
    • HL does such a great job of its trick that when I remember it, I still only ever think of it as totally seamless.

      @hollandscottthomas@hollandscottthomas10 ай бұрын
    • LOADING GRAPHIC NODE Me : oh thank god, I survived that level...

      @habibainunsyifaf6463@habibainunsyifaf646310 ай бұрын
    • @@habibainunsyifaf6463 Pedantic Source nerd chiming in: "Node graph out of date: Rebuilding"

      @Yashirmare@Yashirmare10 ай бұрын
    • Which is actually pretty funny for a developer that loves to conjure up fake catwalks that don't really go anywhere or serve a realistic purpose. They're just there to build atmosphere.

      @BababooeyGooey@BababooeyGooey10 ай бұрын
  • I love the way the stalker series of games fully simulates every single monster and npc at all times, even at the completely far opposite end of the game world where the player is. When you stumble across some massacre, it wasn't just spawned in, those encounters happened

    @IAMSEYMOURMUSIC@IAMSEYMOURMUSIC10 ай бұрын
    • STALKER is a magical piece of Ukrainian voodoo magic. It always manages to screw with my head and i love it

      @MyLifeIsAFrickingMess_MRPOLSKA@MyLifeIsAFrickingMess_MRPOLSKA9 ай бұрын
  • You've got one of my favorite video essay styles, where the points are informative and clear but also poetic.

    @odistabettor@odistabettor9 ай бұрын
  • "Nebula has no ads" *Nebula costing atleast 5 dollars a month to use* I seriously thought we got a alternative to youtube there.

    @NosyCodes@NosyCodes7 ай бұрын
    • KZhead premium is more than double that lol

      @faeriesin1424@faeriesin1424Ай бұрын
  • Funnily enough, the DS port of _Super Mario 64_ ruins the staircase illusion by giving you a map that tracks Mario's exact position and orientation in real-time on the bottom screen, and thus shows you teleporting back down the staircase as you attempt to climb it. Though seeing how they achieved that effect made me appreciate it even more as a kid.

    @the_real_Kurt_Yarish@the_real_Kurt_Yarish10 ай бұрын
    • Stuff like that reminds me of when people say they don't want to know how a magic trick is done, when I've always found how the tick is constructed to be far more interesting than the results on their own. After all, you know it's fake, so refusing to learn more is just being satisfied with ignorance. When you actually do learn how it's done, you gain so much more useful knowledge. The staircase is a good example. It isn't actually infinite, but as a kid you are satisfied with the question of whether or not it is. As you get older, however, you'll become more curious, and eventually want the answer to that question. A lot of people unfortunately never bother to ask for the real answer.

      @spencersdh1@spencersdh110 ай бұрын
    • ​@@spencersdh1 I don't mind learning how the trick is done after it's already had its impact, but I want the full experience first if possible. I enjoy just letting the experience have its intended pull first. Part of enjoying learning about the creation process and charting out a game's production history and the people behind it for me is being able to think back to my first impression and the effect the game had on *me* at the time.

      @themindfulmoron3790@themindfulmoron379010 ай бұрын
    • @@themindfulmoron3790 Oh of course. I love learning about the technical aspects of games, but it definitely has more impact if I have a personal pre-established connection.

      @spencersdh1@spencersdh110 ай бұрын
    • @@spencersdh1 Ignorance can be bliss. We live in a world where much of the technology could be equated to magic. Most people likely have little to no understanding of it either and have no desire to find out lest it make them uncomfortable. Much of human history functioned on fantasy and lies to keep society functional under similar beliefs. Something we thought was consigned to the past, but many are now reverting to living in a fantasy, as our daily lives become more separated from reality more than ever.

      @cattysplat@cattysplat10 ай бұрын
  • This made me remember playing Portal 2 as a kid, suddenly getting pushed out of the rat maze of the traditional levels and into the old Aperture levels and feeling so lost and scared of the vastness.

    @el3phantbird@el3phantbird10 ай бұрын
    • It was a terrifying feeling, really

      @TheUltimateEel@TheUltimateEel10 ай бұрын
  • Your indie examples reminded me of Fibrillation (2012, NOT the remake). It had very eerie level designs that felt big. That sensation of something feeling big really sticks with you, it's awe-inspiring. Shadow of the Colossus stuck with me almost for that reason alone.

    @theclipreaper@theclipreaper9 ай бұрын
  • This video is F-in great! It's the first video i see of your account, but you immediately got me hooked. Very captivating way of presenting an already interesting subject. One of the best game related videos I've seen on KZhead!

    @FritsBlaasbaard@FritsBlaasbaard9 ай бұрын
  • Reading the title of the video I immediately thought of Outer Wilds. Physically taking off in that ship for the first time felt amazing. I expected the transition between earth and space to be a cutscene as it is in so many other space exploration games. But there isn’t one; no kind of barrier to make the planets feel separate from space. And you need to learn to manually take off and land. The realization that the entire game was being constantly simulated, and I could travel anywhere in the solar system without a loading screen was mind blowing.

    @guitaristcj@guitaristcj10 ай бұрын
    • I know right, I can't believe he didn't mention it!

      @jurremioch316@jurremioch31610 ай бұрын
    • Exactly. I was thinking about Outer Wilds all the time watching the video.

      @ludeknovotny3967@ludeknovotny396710 ай бұрын
    • Yaknow on that note I actually wonder whether that's the same with Echoes of the Eye, the DLC that on one layer is ABOUT all the trickery and faking of developing a game world. Like obviously entering and exiting the world is loading but are the inter-section boats loading or merely an actual tunnel? Is the underworld beneath areas actually always underneath all three or are you teleported during the elevator? I just think there might be something there of interest in the same way as the big hall in Dark Souls where the game itself fakes far less than it says it does.

      @TheRealPentigan@TheRealPentigan10 ай бұрын
    • @@TheRealPentigan Im pretty sure there are no secret loading screens in outer wilds. There might be rendering limits tho, meaning that some things might not be rendered at all times, only if you come close or look at it. But that is normal for most games.

      @jurremioch316@jurremioch31610 ай бұрын
    • ​@@jurremioch316There are secret loading screens but only in the sense that the game doesn't account for things too far away in real time. Loading screens were used to compensate for both lower memory and poor data streaming speeds/caches. Also the fact that constantly reading from a CD would wear both it and the the drive out, fast. It's why there aren't really any loading screens in cartridge based games unless the area doesn't fit in a few chunks of memory. Cartridges use flash storage, so they can load as fast as the memory/cache will allow. Like SSDs.

      @GastricProblemsHaver@GastricProblemsHaver9 ай бұрын
  • Outerwilds was like this to me. Despite the solar system actually being relatively small I remember kinda sitting in awe on the moon like “Yeah, I can go anywhere, each planet I can land on and see every corner it has to offer” It’s one of the few games that I think truly captures the feeling of exploration and discovery

    @NotSoMelancholy@NotSoMelancholy10 ай бұрын
    • That was one of my favorite aspects of the game. It felt like nothing was off limits

      @Wilkins325@Wilkins32510 ай бұрын
    • What’s cool about this game is that technically, the world is moving around YOU and not the other way around. Just another genius way that game devs have achieved incredible feats

      @BrooKlynOtter@BrooKlynOtter10 ай бұрын
    • Man that's such a historic game in general.

      @karhu7581@karhu758110 ай бұрын
    • May i suggest a game that is very different from outer wilds but feels very similar. Rain world is a 2d survival platformer that is infuriatingly hard. Just like outer wilds it rewards exploration and discovery. There's a video on youtube that compares the two games and how similar they are if you're intrested

      @rain_enjoyer320@rain_enjoyer32010 ай бұрын
    • And yet... the stars are closed to you. Just too far away to get to. The infinite universe, just too big to touch. Just too big to save.

      @zachrabaznaz7687@zachrabaznaz768710 ай бұрын
  • Jacob, this is I believe the best video I have ever seen on KZhead. Really well done and thanks for making it. Absolutely top quality work.

    @Kamau1865@Kamau18659 ай бұрын
  • Just remembered a hack/cheat in Simcity 2000 where you could build more than one building in the same space. Even over and over again. Games are always interesting when you can break them. Great video!

    @jaytaffer9641@jaytaffer96419 ай бұрын
  • going out of bounds always scared me as a kid. something about the endless void just an accident away still gives me the heebie jeebies

    @toast9928@toast992810 ай бұрын
  • Video game philosophy is quickly becoming one of my favourite KZhead subgenres.

    @Prof.Hummbug@Prof.Hummbug10 ай бұрын
    • Digital humanities, you can study this kinda stuff.

      @DreiSchwarzeKater@DreiSchwarzeKater10 ай бұрын
    • If that’s true look into actual philosophy… your brain will explode

      @Art_official_intelligenc3@Art_official_intelligenc310 ай бұрын
    • @@Art_official_intelligenc3 I mean, what's to say this isn't actual philosophy? Sure, it isn't questioning the meaning of life, or asking about the nature of consciousness, but it still counts, I think.

      @realtechhacks@realtechhacks10 ай бұрын
    • @@realtechhacksI agree but I’d go even further, is this really NOT questioning the meaning of life or the concept of consciousness? I’d argue exploring and examining art in all it’s forms IS a part of asking those questions. Video games in just one of our newest forms of art.

      @Cilibi@Cilibi10 ай бұрын
    • @@Cilibi That's a fair point.

      @realtechhacks@realtechhacks10 ай бұрын
  • Perception is a beautiful thing, and games are masters at fucking up your perspective. And that's beautiful. Even more beautiful when you realize that even AFTER you no clip out of the game's intended bounds, after you free cam your way around, see things from angles and perspectives you were never meant to, the games still feel real. Going back to the intended way to play doesn't break illusions, doesn't break your immersion in the world, and doesn't change a thing, it just gives you a bigger appreciation for the art behind the project.

    @Gabrilos505@Gabrilos5055 ай бұрын
  • “ painted with the false textures of civilization ” goes so hard

    @samskpopcorner@samskpopcorner8 ай бұрын
  • I found the out of bounds view of the SH2 stairway a lot more affecting than the normal PoV - There's something unsettling about how James keeps getting smaller as we pull backwards, and how the darkness above him keeps getting bigger and bigger. You've used the phrase 'swallowed up' to describe going underground several times in your videos, but that shot was the first time I've ever felt it so viscerally.

    @alexhawco2970@alexhawco297010 ай бұрын
    • same, the fact that James just keeps getting smaller and smaller, getting away from the camera, and yet only one ending of the staircase can be visible, it just makes me more scared than walking down the stairs in game

      @edward-byanyothername@edward-byanyothername10 ай бұрын
  • For me, One of the most memorable moments of this type was in the game EVERHOOD, a psychedelic rhythm game reminiscent of Undertale. During the games own genocide route, the green wizard's underground lair has an extra hallway that seems to stretch on forever- covered head to toe in tally marks. He had written signs to remind his addled memory not to go down it, that it goes on so far its pointless to even go down it anymore. I went down the hallway, seemingly it just was looping with screen transitions, BUT the signs were indicators otherwise to me. I kept holding the right arrow key, sprinting down an endless hallway of tally marks counting days, weeks, years, decades, or even centuries for all I knew. The game is about eternity and what that really means to live through, so my inclination was toward a century per tally. Eventually I got tired, and turning back gave me a prompt that it would teleport me all the way back if I did so and asked me if I was sure. I frantically clicked no, desperate not to lose progress in this fools errand. Eventually the hallways become littered with rubble, denying me the ability to hold forward mindlessly-but i was getting close i could feel it. What I saw when I reached the end i keep close to my heart, but I will say it was an ending strong enough to prevent my desire to see my slaughter completed...

    @benjaminc924@benjaminc9246 ай бұрын
  • Both you and the Cursed Judge's videos mentioned Fuel, which brought me back to the good ol' days of Classic Achievement Hunter, where they did a couple of videos racing across the entire map of Fuel.

    @shurley96@shurley969 ай бұрын
  • I personally really love the ash lake from dark souls. I had assumed that the dark gloomy gray area from the intro was something primordial, so when I jumped down a hole in a tree in a giant gloomy chasm I assumed I'd never assumed I would be in a gigantic lake of ash with petrified trunks all around me, without a horizon. It was magical. The area itself is mundane, the area before it even my least favorite part of the game, but the ash lake is just so awe inspiring.. Nothing to do with faking the space, just also something huge that I enjoyed

    @just-mees@just-mees10 ай бұрын
    • 100% this. Encountering Ash Lake for the first time was one of my favorite experiences in Dark Souls.

      @joshmartin2744@joshmartin274410 ай бұрын
    • and the music that plays along...

      @lukkkasz323@lukkkasz32310 ай бұрын
    • @@joshmartin2744 one of my favorites in all of gaming. Stepping out of the great hollow into ash lake for the first time is just otherworldly in a way no other game has ever managed to capture.

      @thegamesforreal1673@thegamesforreal167310 ай бұрын
    • helps that it's one of only two places in the game where music plays outside of a boss, and the music is just the most awe-inspiring shit on the soundtrack.

      @karhu7581@karhu758110 ай бұрын
    • The name is also so wonderfully cheeky and mysterious. "Lake" almost implies that it's no big deal in this magical world. It's notably *not* called something like "The Infinite Sea".

      @vision_is_augmented1213@vision_is_augmented121310 ай бұрын
  • I find myself wandering in games a lot, and usually without any specific reason or goal. Sometimes just having a well thought-out open space to explore is enough to make a game worth playing!

    @mudikyu@mudikyu10 ай бұрын
  • I *really* appreciate this style of commentary, especially when it attacks the philosophical and existential elements that you manage to bring from the games, to us. I thoroughly enjoyed this video, and I am happy to see that your excellent presentation extends into other videos as well. Awesome video, I know I'm a little bit late, and you will never read this, but here I could write something existentialistic about why I'm writing it anyway. lol.

    @partiallyfrozen3425@partiallyfrozen34254 ай бұрын
  • This video reminds me of back in middle school when my friends and I would discover weird map glitches and failed textures when trying to find the best “spots” in Call of Duty 4’s multiplayer maps. We were so young, we didn’t know what mods were and didn’t understand console commands for cheats yet, so just climbing on things trying to “parkour” out of the map was like this game-within-a-game we used to play when we were bored. Personally, I vividly remember the sense of scale and wonder with the tutorial mission, just seeing the big hanger where you meet Captain Price and Gaz for the first time; trying to run all the way down the massive air strip to the other hanger, wondering what was in them.

    @TheBrood525@TheBrood5259 ай бұрын
  • Half Iife 2 felt HUGE to me, incredible. While no where near huge in terms of numbers, the fact that you traversed everywhere on foot (or when it was a vehicle it felt long enough) with no cutscenes and no teleports except for 1 where it made sense, it was such an adventure

    @venrakdrake@venrakdrake10 ай бұрын
    • i know , i was waiting for him to say citadel

      @lexscott2911@lexscott291110 ай бұрын
    • Same. I was so impressed by the map, I googled it after I finished the game. And I found that it makes total sense. Even though I know it consists of multiple different maps, they all connect together like a puzzle to form a complete world. Also, the "hazardous waters" chapter, where you have a boat, is the biggest one, but city parts, where you go on foot, have a lot of verticallity, brilliant disigne

      @G0RSHK0V@G0RSHK0V10 ай бұрын
    • What I've always loved about Halflife 2, and subsequently Half-life Alyx. The spaces you explore don't just feel like maps, but places that were lived in, and logically coherent. Even small details such as how the water levels have lowered due to the Combine harvesting the Earth's water. All this makes the game feel even more eerie and dystopian, such as how the citadel looms over everything like the eye of Sauron.

      @SleepyMatt-zzz@SleepyMatt-zzz10 ай бұрын
  • "But I will always love stepping outside the bounds and marvelling at how the trick might be that that's simply no trick at all." Beautifully said.

    @ashikelahie6035@ashikelahie603510 ай бұрын
  • I've never seen your channel before, but this was really beautiful and engaging, and I got those little chills in a few moments where I think you intended it to happen. Thank you, I enjoyed this

    @Thaldor_@Thaldor_8 ай бұрын
  • I really love this style of videos. Where videogames are analized as piece of art with all the philosophy behind: human, phsychological, ethical, moral, aesthetic, and technical

    @Seijakukun@Seijakukun9 ай бұрын
  • I have a distinct memory of playing Majoras Mask as a kid and seeing the Ben drowned creepy pasta and trying to explore these random fake spaces that never existed. That felt large. Those spaces were so cool because they didn’t make sense. It was the feeling I got from House Of Leaves just far sooner. Things feel large when you can just barely understand them. I don’t know why I commented this this video just reminded me of that feeling.

    @theclarkmaster3642@theclarkmaster364210 ай бұрын
  • I had that feeling of 'enormous environments' while playing Portal 2. The game has perfectly fooled me, as I thought that each of those test chambers you could see in the distance were actual places, where the most weird things could be happening (or not). That feeling even grew stronger when I realized there were actually hidden places in Portal, where the player could simply miss, and the game would still go on. Of course now, after a lot of exploring Aperture Science out of bounds, I know that mostly of what you can see in the distance is just an illusion to make you feel small. But if I fell for it, I must say it's very well done. Still would like to see a game where you could actually get to anywhere you see tho!

    @felipegualda3816@felipegualda381610 ай бұрын
    • Lots of large open world games do that. I haven't played every game in the Just Cause series, but the ones I did took place in huge remote islands, so anything visible was somewhere you could go. The sea abstracts away anything that would exist outside of the map. Using the sea to abstract away the limits of the map and create a world where you can go everywhere you can see is pretty common, whenever the setting allows it.

      @ManoredRed@ManoredRed9 ай бұрын
  • i love your videos so much i constantly watch and rewatch them :) im so happy you got to talk irl thats so awesome wish i couldve been there

    @pinetree8156@pinetree81569 ай бұрын
  • I think youre probably in my top 5 youtube channels. Theres just something about your style of videos, the way you go into detail and describe stuff.. the range of emotions 😂 hauntingly beautiful 🙌

    @Disciple0fWu_36@Disciple0fWu_369 ай бұрын
  • I am a bit surpirsed that you did not mention Control. Its infinite spaces are so beautiful. Brutalist but still beautiful.

    @candyman19891@candyman1989110 ай бұрын
    • More than a few moments where the level design just floors you. Like I commented above, the first time I enter the foundations never fails to fill me with a sense of wonder

      @SomeGuyInAWaistcoat@SomeGuyInAWaistcoat10 ай бұрын
    • Few games truly gave that sense of scale like Control did. It all technically takes place in one building, yet some spaces are so unfathomably huge they made me nervous.

      @redefinitive@redefinitive10 ай бұрын
    • Makes me kinda sad since I dropped Control 5 hours in due to stale gameplay, but oh well ¯⁠\⁠_⁠(⁠ツ⁠)⁠_⁠/⁠¯

      @spiderjerusalem8505@spiderjerusalem850510 ай бұрын
    • Might have to give that another go then. I also dropped it because of gameplay.

      @LandOfAbundance@LandOfAbundance10 ай бұрын
    • @@spiderjerusalem8505 No idea what you're talking about, the combat was so fun, not to mention just flying around and exploring the massive spaces once you're able to do so.

      @redefinitive@redefinitive10 ай бұрын
  • Fun fact: in Mario 64 DS, you can actually see Mario teleport on the map in the endless staircase

    @NAFEDUDE@NAFEDUDE10 ай бұрын
    • Yeah the touch screen map made it painfully obvious

      @LilacMonarch@LilacMonarch4 ай бұрын
  • 8:45 I know exactly what you mean. The first time I played Mass Effect Andromeda, I had that moment of being overwhelmed just by the sheer scale of what I was seeing in the Vault on Eos, when you first emerge into the Goliath underground chasm with all of the pyramids and the ocean of power fluid. That and the crashed remnant ship on Elaaden, which just as you're getting a hold of how big it is, SAM informs you is still 60% buried.

    @michealdrake3421@michealdrake34219 ай бұрын
  • My earlier comment spoke way too soon, amazingly gripping video as usual, and I had realized that this is something I've always longed for and appreciated in games. In any game, I always found myself looking into the distance and wondering "It would be so cool if I could actually go into that room in that building in the distance." Awesome video, and I cannot believe that part about Dark Souls.

    @WeebHutJr@WeebHutJr9 ай бұрын
  • This looks like a video where you'll make me play some obscure game where nothing really happens but it's really moving for absolutely absurd reasons.

    @schippai3308@schippai330810 ай бұрын
    • Well? Have you played Babbdi yet?

      @eclipserepeater2466@eclipserepeater246610 ай бұрын
    • lol that was me when he talked about How Fish Is Made

      @ScarfKat@ScarfKat10 ай бұрын
    • @@eclipserepeater2466 gonna try it on my next off time next week

      @schippai3308@schippai330810 ай бұрын
  • I just wanted to tell you that you are one of a very small number of artists who i get thoroughly excited every time you put out a new piece. Thank you so much for all the effort put into your video's. From the choice of topic, to your clear diction and artistic expression. You genuinely make my life better

    @hermesriddims3708@hermesriddims370810 ай бұрын
  • Great video! I had a similar experience playing the original Sims. For teenage reasons I won't get into, I killed off every member of my Sim-family, and much like when all of your sims went to sleep, the game automatically accelerated the experience of time to x3. Usually the case of sleeping, the game automatically returns time back to "normal speed" once someone in your household wakes up, but here, because all of my Sims were dead, time just sort of automatically jumped to "x3 speed" and never stopped. I just sat there and watched the empty house propel itself through time for what in the game amounted to weeks. Trash or uneaten food moldered. The newspapers and mail piled up each day. I ended up having to stop it manually and exit the game, which is about an anticlimactic ending as you might imagine, but it was an experience that stayed with me. Anyway, your video reminded me of that!

    @karlnykwest4199@karlnykwest41999 ай бұрын
  • I'm so happy you mentioned Fuel. One of my favorite games. There's a certain feeling of isolation you can only get from a game which does a good job of making you feel like a dot on the map. An honorable mention goes to...Halo 4. Bear with me. The beginning has your fighting through the small corridors of your ship only to open up into a large fight outside. After that, you fight through a bunch of areas that are "medium" size for Halo, seeing the scale of the shipwrecks as you go from one area to the next. After walking through a crevasse, you are thrust into one of the most awe inspiring scenes when you reach the cliff side. I remember feeling completely immersed and awestruck seeing the massive pillars in the distance with the game immediately following that up by giving you access to a warthog. The entire way that scene was laid out felt almost perfect to me. The rest of the game is no slouch in this aspect either. The Mammoth is an immense vehicle that you make your home for a good chunk of one of the missions.

    @konakg8174@konakg81749 ай бұрын
    • Thanks for putting words to that... I think the sense of scale, and immense environments that *felt* immense, was pretty much the only thing about Halo 4 that 343 really got right in their continuation of the series. It's a shame that the storytelling and gameplay didn't really hold up in the same way.

      @v-raze1823@v-raze18238 ай бұрын
  • Something incredible about Dark Souls 1 is that the citiy below the Anor Londo buildings you cross and the town under Firelink Shrine are all completley modeled and realistically scaled, of course they're low resolution and have less detail, but they're still fully modeled and, with mods, fully explorable.

    @bonsly608@bonsly60810 ай бұрын
  • One thing you forgot about NaissanceE's stairs is "no guard rails". You have to manage to walk straight in pitch darkness or risk falling and having to do it all again. This added a lot to the experience.

    @Fierce0Deity0Link@Fierce0Deity0Link10 ай бұрын
  • In Everhood, there is a place called The Corridor, with 888 straight rooms, and after room 530, rooms will start to have rocks in the way so you can"t just put something heavy on your movement key, it takes about 3-4 hours to get to the end.

    @antibeastplays71@antibeastplays717 ай бұрын
  • Weirdly, I got this from pikmin 4 of all games- one of the dungeons is a literally massive terraium, and while the relevant area of each level was small, the barriers of the swimmable water went up right to the edge of the map limit, meaning it felt far more open and wide than even the overworld maps

    @Delmworks@Delmworks9 ай бұрын
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