10 TRICKS Games Use TO FOOL YOU

2024 ж. 12 Мам.
713 289 Рет қаралды

Some games use clever tricks behind the curtain to make things more believable or fun.
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0:00 Intro
0:20 Number 10
1:39 Number 9
3:20 Number 8
4:23 Number 7
5:52 Number 6
7:18 Number 5
8:36 Number 4
10:22 Number 3
11:14 Number 2
11:57 Number 1

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

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

      @3rdpig@3rdpigАй бұрын
    • But you guys still buy and played the games thats the funny parts lmfao. Just followering the trend huh

      @AlphaXiro@AlphaXiroАй бұрын
    • true. @@3rdpig

      @polskagurom12345@polskagurom12345Ай бұрын
    • I thought you were referring to Dragon's Dogma 2 but it had them at launch... Though they weren't in for the early reviewers

      @zhin4362@zhin4362Ай бұрын
    • Updating a years old game by removing content unrelated to commercial deals. A big example is one of the fighting games, I think was Guilty Gear, where they removed an artbook and changed some assets.

      @dansmith16@dansmith16Ай бұрын
  • 11:31 Dude a big thank you for the shout out here ❤

    @BoundaryBreak@BoundaryBreakАй бұрын
    • Oh shit, I love your vids! Been watching since around 2020

      @crazyinsanepenguin@crazyinsanepenguinАй бұрын
    • Oh wow, just found out about your channel now. Cool content!

      @zain1smith@zain1smithАй бұрын
    • I was just rewatching your Uncharted 2 video about the train, and when he was talking about it in 10, it was all I could think of! Glad they brought your name up later on in the list!

      @richardvenables619@richardvenables619Ай бұрын
    • DUDE I WAS JUST GOING TO GO COMMENT EVERYWHERE ON YOUR CHANNEL ABOUT IT!!!

      @uncletrash8770@uncletrash8770Ай бұрын
    • just followed you because of this shoutout.

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

    @SirZelean@SirZeleanАй бұрын
    • and thats why i don't enjoy mulitplayer games anymore

      @De_Lus@De_LusАй бұрын
    • ​They always worked liked this

      @Matt-bp5vy@Matt-bp5vyАй бұрын
    • @@Matt-bp5vy uuuuh... Did I ever say they haven't?

      @SirZelean@SirZeleanАй бұрын
    • ​@@SirZeleanhe was replying to Des_lus

      @alanbugler4404@alanbugler4404Ай бұрын
    • @@alanbugler4404 Ah, I see. Thanks!

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

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

      @raziel710@raziel710Ай бұрын
    • @@raziel710 Minecraft has several world generation bugs when really far from 0,0. Some of them, like the "stripe lands" are a result of floating point errors. Others, like the "far lands" and a result of integer overflow and is a different thing entirely.

      @KenW418@KenW418Ай бұрын
  • One of the crazy ones I learned recently was that ins Dragon Age Inquisition the "sprint" button when riding a horse doesn't actually make it go faster. It's goes the exact same speed when sprinting or not, all they did was add animations to make it look like it was going faster.

    @josephhouser7078@josephhouser7078Ай бұрын
    • Mass Effect did the same, using sprint button just shook the screen and nothing else, the speed was the same

      @malikmubashir9941@malikmubashir9941Ай бұрын
    • Lol really? So the sprint button is effectively useless?

      @juan2049@juan2049Ай бұрын
    • @@juan2049should dry cooo

      @amincampbell1939@amincampbell1939Ай бұрын
    • In Burnout, boosts only made you 15% faster. They just change the camera FOV to make it seem much faster.

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

      @fredEVOIX@fredEVOIXАй бұрын
  • Most famous one is when they fool you by saying "in game footage"😅

    @amritanjalsingh756@amritanjalsingh756Ай бұрын
    • That's why i hate most gameplay reveals, oh look its an awesome rendered no hud seemless gameplay with super intriquite movements and actions, looks totally real yup...

      @weasle5022@weasle5022Ай бұрын
  • How space in video games works: take ship. Add box of "stars" around ship. Make planets that move in and out of the box as you move your ship towards them. Everything is about your ship. Your ship makes the universe exist. How multiplayer works: you aren't actually seeing the other player. You're seeing a bot that is getting the inputs from another player's controller. You're alone. You're just controlling bots in each other's games that are labelled "players" and running the controls you input in real time.

    @runikvarze6191@runikvarze6191Ай бұрын
    • Maybe that's real life. You aren't seeing the other person, you are seeing bots (perceptions) created by your brain, which as we know aren't perfect

      @basuparmar2720@basuparmar2720Ай бұрын
    • Mind blown 😮​@@basuparmar2720

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

      @xtlm@xtlmАй бұрын
    • @@xtlm speed of light = IRL's lag 🙂

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

      @turbo8628@turbo8628Ай бұрын
  • Saying "two" instead of "one" when describing 2-D games that are actually 3-D... genius.

    @golf7078@golf7078Ай бұрын
  • My favorite illusion is Falcon sayong "Number 2" for the #1 spot.

    @alcoone1403@alcoone1403Ай бұрын
    • I just noticed, he repeats number 2 twice that's funny.

      @rizlosamtelaire9271@rizlosamtelaire9271Ай бұрын
    • Came to the comments for this!!

      @aiucard28@aiucard28Ай бұрын
    • He fooled me

      @Doughvakin@DoughvakinАй бұрын
  • 11:57 You mean "number 1",Falcon my friend.😁

    @renamoda5450@renamoda5450Ай бұрын
    • I was gonna comment about that lol

      @vortexluigirosalina5557@vortexluigirosalina5557Ай бұрын
    • This is how Falcon tricked us.

      @doyowan@doyowanАй бұрын
    • @@doyowanbet it was on purpose

      @elisavbizau9909@elisavbizau9909Ай бұрын
    • 10:45 too lol

      @mistersteezy3416@mistersteezy3416Ай бұрын
    • falcon is a mush mouth who can't say the work iteration.

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

    @Bibbly53@Bibbly53Ай бұрын
    • I loved the duplicated assets for fake reflections because of hardware limitations.

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

    @tonyrobinsonjr4741@tonyrobinsonjr4741Ай бұрын
    • That one makes the most sense though. Imagine how slow it would be if it was calculating everything per person lol

      @DEVILTAZ35@DEVILTAZ35Ай бұрын
    • Well, like pretty much all the points here - that's how I expected it would work. You reduce the info that has to travel to/from the server to the bare minimum, and have each individual console/computer interpolate all the rest locally.

      @Midwinter2@Midwinter2Ай бұрын
    • That was dumb and wrong as while chatting and playing with friends in online games, it all goes as we perform in the games rather than puppets matching the other players' actions!!

      @Sarthak-ij8tv@Sarthak-ij8tvАй бұрын
    • @@Sarthak-ij8tv Yeah that's the point, your local game is puppet players, but the actual data info being sent is just minute bits of data to tie the player to that puppet, and if you shoot the puppet, it sends data that you shot the puppet and where and from which direction. How they exactly died on their screen may not be exactly the same animation as it looked on your screen. That's why when games lag, you still see their character even tho it's a puppet and it acts weird because it isn't receiving the tiny bits of info being sent fast enough to accurately predict what is happening on their end so you can't interact properly. Like Minecraft, when you lag, you can't interact with objects on other people's servers and blocks don't break at first because the information isn't reaching their instance of the game, but then a moment later the data pushes through and the block breaks seemingly randomly. If you are hosting the server, interaction doesn't fail because of lagging, but other player puppets start acting weird.

      @Grand_Works@Grand_WorksАй бұрын
    • Its actually similar to real life when our brains creates their own versions of realities in our heads.

      @adamruzenec-freerunning9838@adamruzenec-freerunning9838Ай бұрын
  • This was the best Gameranx list video in a long time, give us more technical stuff like this, it was great

    @davidbruce482@davidbruce482Ай бұрын
    • I agree my favourite video in a while

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

    @Titanhex@TitanhexАй бұрын
  • The fact that the creation engine is still a thing is enough for a whole video in itself

    @Jash0192@Jash0192Ай бұрын
    • Let's not make a video, let's put it out of its misery

      @kaldo8907@kaldo8907Ай бұрын
    • Honestly thought they'd updated the Creation Engine for StarField. Would swear I saw an interview about it a year or two ago.

      @Joreel@JoreelАй бұрын
    • ​@@JoreelTodd loves his sweet lies

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

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

      @kaldo8907@kaldo8907Ай бұрын
  • I always tell people the same thing when they are confused about where to go in a level: "Go to the light Carol Anne. Go to the light."

    @donaldpriola1807@donaldpriola1807Ай бұрын
    • I always loved Diablo 3 level design. On most of the rifts you naturally flow to the exit, compared to something like Diablo 4 where you need to constantly backtrack everywhere.

      @weasle5022@weasle5022Ай бұрын
  • The many games playing at the same time, one for each separate player, explains something that I have always wondered about. In City of Heroes there is a power that makes a random object appear out of nowhere and be thrown at an enemy. Sometimes it is a safe or a piano or a filing cabinet or whatever. Anyways if you are on a team and someone used that power, to each different player the object would be a different object, now I know why.

    @MarvelX42@MarvelX42Ай бұрын
  • So what you're saying gameranx is that we ARE the center of the universe!! Thank you for confirming my confirmation bias!!!

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

    @irfanmetin5962@irfanmetin5962Ай бұрын
    • The original prey playing with portals, scale, and gravity.

      @brodriguez11000@brodriguez11000Ай бұрын
    • I came here to say this, Chuck Norris simulator would be the best game ever made

      @davidbruce482@davidbruce482Ай бұрын
    • God damn it!! I was just about to say the exact same thing!!

      @Tsunami14@Tsunami14Ай бұрын
    • If that is the case, we are all Chuck Norris. According to relativity, there is no difference between you jumping up and the universe dipping beneath you. Velocity is a meaningless measurement as far as physical forces are concerned.

      @robertbeste@robertbesteАй бұрын
    • Great minds think alike.

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

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

    @bekda4963@bekda4963Ай бұрын
  • The lack of Goomba's and ? Boxes, is truly the only thing missing from Elden Ring

    @bobbyjones8312@bobbyjones8312Ай бұрын
  • Man videos like these make me wish I had pursued a career in game development at an earlier point in my life. I bet it’s super interesting to work on all these types of things.

    @jon83chewy@jon83chewyАй бұрын
    • Bro it's never too late you should have a play around in Unreal or Godot right now, you'll be surprised how quick you pick things up. Let us know how you get on :)

      @jacobfoster@jacobfosterАй бұрын
  • That multiplayer bit was very fascinating 🤔 I never even considered something like that but that’s really cool

    @playmaker728@playmaker728Ай бұрын
    • lowkey scary...individual realities.

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

      @Darkprosper@DarkprosperАй бұрын
    • what is the Reddit posts about Multiplayer? I can’t find it.

      @trippvaladez2255@trippvaladez2255Ай бұрын
    • @@Darkprospermakes it also that you can shoot of into the distance from the slightest touch or hitting when on your screen there is a small gap but the netcode predicts the gap wrong

      @matthijsweststrate5552@matthijsweststrate5552Ай бұрын
    • it was alright u are kind of slow so i forgive you

      @ihanak8814@ihanak8814Ай бұрын
  • 9:11 as a game dev the easiest way to describe it is this: You see a representation of the other players and a collection of their interactions on the world around you is kept track by the server itself. It's not a real time 1:1 combination of your games, but rather a remote interaction between them. Additionally it'd be insane to have all of the different possible data shared between all of the players cause, well, firstly there's a security issue with that because you would have to allow other players active knowledge of every detail of where you are and what you are doing which would be a nightmare for situations like cheaters, but also that'd be way too much unnecessary data being sent between your computers when realistically you just need the state of the other players and what in the world is being effected, which is all handled by the server host. Netcode may vary, ofc. Like, couch coop games likeee, say, Baldur's Gate 3? BG3's couch coop is basically the truest multiplayer you can have, sorta deal.

    @thewolfstu@thewolfstuАй бұрын
  • One of my favorite tricks they use is disguising loading screens as some sort of gameplay. For example, when you have to slowly squeeze through a narrow gap between two rocks, that's the game loading the next area you're entering into. It's a clever way to not interrupt the games immersion with a classic loading screen.

    @salmonsweat3189@salmonsweat3189Ай бұрын
  • That Space one, isn't that how it works in Futurama where thr Ship doesn't move but everything else moves around it? Or was thst Rick and Morty? 😂

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

      @richardvenables619@richardvenables619Ай бұрын
    • @@richardvenables619 No, that's what being a magical elf is all about!

      @kamele0n946@kamele0n94629 күн бұрын
  • The time I actually looked into how online multiplayer works was how I discovered what rubber-banding is. Basically, if your internet is slow, there's a lot more guesswork going on, and at some point, the game goes off-script. When your game can connect to the main server, it gets new information, which can result in you (or other players) getting tossed around. It's like playing a board game and discovering you forgot to trigger an effect three turns ago, then quickly trying to patch up what should have happened before you continue playing.

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

    @darknesswave100@darknesswave100Ай бұрын
  • Space is like a paint drawing of a landscape. You have your levels of perspective. For instance, on the scene you're showing on starfield you have three levels of depth. Near objects like the asteroid field is drawn in 3D, since you can reach them with your ship, then you have the closer planets, those normally are part of the skybox, since you're not supposed to come near them without a cutscene, and finally you have your far away stars, those are basically 2D dots on the screen that you rotate with your character, because they are representing a unreasonable distance, which no matter how much you fly to that distance in "normal" means the size of the object is pretty much the same. Thats why the term is called "skybox" actually, on the older days it was literally a box around the level with a texture that rotates appropriate and show objects that should not be reachable by the player using perspective tricks.

    @arturpaivads@arturpaivadsАй бұрын
  • The Tim Curry C&C space easter egg is glorious

    @DarthFurball@DarthFurballАй бұрын
    • Best cutscene fail in any game they kept in.

      @JoriDiculous@JoriDiculousАй бұрын
    • I could hear him as soon as I saw it. Lol.

      @oldoggorilla5650@oldoggorilla5650Ай бұрын
    • shpaice

      @grimace4257@grimace4257Ай бұрын
  • One of the greatest scale changing weapons I think is when you pick up the reikling shield in Morrowind and drop them, the shield grows like 3x as big

    @lazrustosadow5880@lazrustosadow5880Ай бұрын
  • The Mario trick with the shrunken head/arms works because it requires 0 lines of code and no changes to the mario model. The animation just scales a couple of bones in the Mario rig and the parts of the body attached will scale down and fit inside the box without clipping.

    @DavePoo2@DavePoo2Ай бұрын
  • My favorite scaling trick has been the docks and Normandy in Mass Effect for way too long now.

    @whyjnot420@whyjnot420Ай бұрын
  • Chuck Norris doesn't jump, he pushes the planet away.

    @curteaton@curteatonАй бұрын
  • This engine moves space around you - professor Farnsworth

    @amazincrackmonkey7176@amazincrackmonkey7176Ай бұрын
    • Fiction has used that trope before. Kind of a novel way of dealing with FTL issues.

      @brodriguez11000@brodriguez11000Ай бұрын
    • Considering how you move in The Outer Wilds, space moving around you is pretty crazy.

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

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

    @ferd617@ferd617Ай бұрын
  • 8 million subs = Falcon face reveal!

    @heil5373N@heil5373NАй бұрын
    • No

      @AndrewKidd14145@AndrewKidd14145Ай бұрын
  • I really appreciate Falcon, Jake and the Gameranx team. This is the next best thing to relaxing in a den or room with a new gaming magazine!

    @DrVenture45@DrVenture45Ай бұрын
  • With the recent controversy with games “journalism” attacking gamers yet again, we really need to elevate channels that not only cover the basics, avoid politics, and most importantly don’t attack us. There are certainly issues from individuals acting in horrible ways, holding anyone who’s male and picks up a controller isn’t the way to hold individuals responsible though. I’m sure the team sometimes wants to weigh in on things, but you’re taking the right approach by just delivering great content that people want to watch with consistency. Don’t let the “silence is violence” minority apply pressure to your formula. You’re going to hit 10 million easy just doing what you’re passionate about.

    @starscream6629@starscream6629Ай бұрын
  • Thank you for being AWESOME GameRanx

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

    @nighthawk8412@nighthawk8412Ай бұрын
  • I love the little tricks that devs use to make games come to life. Valve including developer commentary in their games, provides you a lot of interesting information. Like in Portal, how they realized that people seem to refuse to look up unless prompted to, but instead of using big bright arrows or objective markers, they use the environment to guide players' eyes upwards.

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

    @Grand_Works@Grand_WorksАй бұрын
  • this is, by far, my favorite channel on KZhead. And it's honestly not close.

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

    @pigmasta7273@pigmasta7273Ай бұрын
  • This is a good video. You should do more of these sort of behind the scenes type videos.

    @gackmasta202@gackmasta202Ай бұрын
  • 3:40 In most FPS games, a weapon on the ground and a weapon you are holding are technically 2 different things. A ground weapon is an entity in the game world with its own coordinates, models and some times physics. It can interact with other objects in the game world. By contrast, a weapon you are welding is off in its own world, sometimes called a viewmodel. You import the lighting from the game world onto the weapon to give the illusion that it is inside the game. When you pick up a weapon, the object on the ground is destroyed and a first person swap to weapon animation is triggered. Likewise, when you drop a weapon, your viewmodel is destroyed and an entity is spawned in front of you.

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

    @amigo3284@amigo3284Ай бұрын
  • That fact that falcon said no.2 instead of no.1 is just pure sophistry😂😂

    @TheGamer69-pro-gamer@TheGamer69-pro-gamerАй бұрын
  • That multiplayer tidbit just completely blew my mind

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

    @ShadeMeister93@ShadeMeister93Ай бұрын
    • Or it can be the animation simply isn't playing for whatever reason.

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

      @dansmith16@dansmith16Ай бұрын
    • Not necessarily. It's pretty tricky to match up the feet to the model to the world. There's a technique for it these days called "inverse kinematics" but some developers don't mind the slippery feel. Americans are far more into realism in games, so you see IK done by western developers more.

      @kaldo8907@kaldo8907Ай бұрын
  • *edit, posted this before i heard them say the exact thing in this video 😂 One of my favourite 'illusions' is fallout 3 where a train is actually an NPC with a hat on, it's fucking wild that that's the workaround.... But it works 😂

    @UnjustifiedRecs@UnjustifiedRecsАй бұрын
    • Games as interactive movies complete with tricks...just like movies.

      @brodriguez11000@brodriguez11000Ай бұрын
  • What is Falcon's favorite beverage? . . . Falcon Punch.

    @hhch2@hhch2Ай бұрын
    • Lol

      @evelynstenberg@evelynstenbergАй бұрын
    • @@evelynstenbergSorry to hear that.

      @dansmith16@dansmith16Ай бұрын
    • Show me yo moves!

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

    @krazy1922@krazy1922Ай бұрын
  • Falcon his name is AFTERMATH like the record label 😂 then the letters (XCVII) are the numbers (97) hence the A97 😂

    @wutthabuck8772@wutthabuck8772Ай бұрын
  • Thanks Gameranx!

    @omarmainuddin7251@omarmainuddin7251Ай бұрын
  • That shadow banning cheaters thing is brilliant.

    @Starless85@Starless85Ай бұрын
  • A trick I'm quite fond of is your health bar. When it appears your almost out of health, you actually still have a decent amount. Making you able to "barely make it", not realizing the game is straighup lying to you.

    @Fonzzz002@Fonzzz002Ай бұрын
    • I noticed this a lot too! Sometimes I would keep track of my health bar when it's in critical and notice how little it goes down when hit. Horizon definitely did this.

      @pixelpuppy@pixelpuppyАй бұрын
  • Another day another gameranx video, thanks guys 😊

    @arjunprasad5250@arjunprasad5250Ай бұрын
  • Shovel Knight absolutely did use its 3D aspect... it was a 3DS game. Although since most people played their 3DS in 2D mode all the time, they wouldn't have noticed, but if you cranked up the 3D slider it actually used that to great effect.

    @justinkearl2212@justinkearl2212Ай бұрын
  • The 3D construction of the Shovel Knight is heavily utilized in the 3DS version with the stereoscopic 3D. I know it can be done using only a sprite based engine, like Wario Land on the Virtual Boy, but I'm pretty sure this way made the Yacht Club job's way easier to adjust it for the 3DS

    @Manobaru@ManobaruАй бұрын
  • I love this kind of stuff, part 2 please!!!

    @drgonzo123@drgonzo123Ай бұрын
  • The netcode point becomes a huge deal in combat flight sims like DCS where you're dealing with incredibly fast moving objects trying to intercept other incredibly fast objects from tens of miles away. Even relatively small differences in apparent position can result in a missile missing by hundreds of feet from the server's perspective but look like an incredibly near miss, close enough for the proximity fuse to have gone off, from a player's perspective.

    @wraith444@wraith444Ай бұрын
  • 3:20 Scale is something that God of War has mastered beautifully in the games. The very first game already impressed with the Hydra, Cronos and Ares, the 2nd one added the Colossus of Rhodes etc. Even the Norse Era has them with the dragon fight and Jörmungandr. I expected those to be named at nr. 8 as well.

    @EmileVinesh@EmileVineshАй бұрын
  • Shoutout to boundary break!

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

    @jonaskromwell4464@jonaskromwell4464Ай бұрын
  • Good list. Though I'm surprised you didn't mention a few others like skyboxes, levels of detail, and occlusion culling.

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

    @znugget2051@znugget2051Ай бұрын
  • 3:42 think Falcon got too focused on the name. Pretty sure it's simply Aftermath XCVII (97)

    @travisbenham3420@travisbenham3420Ай бұрын
  • Little did we know... #1 was actually #2! Small error but one I noticed, great video and thanks for the consistent content! But yeah, Falcon mistakenly said #2 for #1. Much love...

    @beatinbuzzers@beatinbuzzersАй бұрын
  • Super interesting list!! Thanks Falcon for an awesome video as always :)

    @Kleed44@Kleed44Ай бұрын
  • I watch you guys every day and I really liked today's video. I learned a lot. Especially number 4. That explains a lot about why multiplayer games are so janky sometimes lol. Thanks falcon

    @vegettoblack7852@vegettoblack7852Ай бұрын
  • Yacht Club does use the 3D aspect of the engine they used for Shovel Knight. Have you seen the 3DS version of that game? The added depth makes the graphics pop! Looks pretty nice.

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

    @Lakeiscoolsex@LakeiscoolsexАй бұрын
  • Really awesome video dude! Easy to understand and interesting! Big upvote!

    @ufcfan1985@ufcfan1985Ай бұрын
  • The initial scene of Bioshock, just after you get the first plasmid, was a master-class in this. Everything is falling apart, but not until you move past the place it's about to block. Play it again up to there, and just take a very leisurely stroll thru the area from where you get the plasmid to where you get the pistol and you'll see what I mean.

    @darrennew8211@darrennew8211Ай бұрын
  • Nice video u keep coming with new ideas

    @tanujdhillon9949@tanujdhillon9949Ай бұрын
  • you guys deserve so much more subs fr ...the most awesome gaming related channel

    @Spectru91@Spectru91Ай бұрын
  • Wait, Shovel Knight came out on 3DS as well, and I'm pretty sure it allowed 3D depth so there actually is a reason for the game having 3D depth to its layering.

    @jakd.rabbit@jakd.rabbitАй бұрын
  • 'Instructive Level Design' - describes it as 'benign.' Proceeds to describe *the* fundamental way of not making your game unapproachable for new players.

    @Tigersight0@Tigersight0Ай бұрын
  • 5:52 Star Citizen begins smashing down your doors "WHAT DID YOU SAY!!"

    @commanderoof4578@commanderoof4578Ай бұрын
  • Honestly the gameranx boys have the best video game content that aren't hour long retrospective's hell i wouldnt mind if they made a few of thoughs too or a couple anime videos if they were fans

    @andrewmcdowellmillenial4209@andrewmcdowellmillenial4209Ай бұрын
  • 7:18 When I was young, when driving a car with my parents I always imagined that the whole planet is rotating in opposite direction than we go and we are actually stationary :D

    @WCF06@WCF06Ай бұрын
  • It's kind of like good glitches and stuff like this. It's kind of like in Zelda tears the Kingdom. You can do some kind of trick where you can just stack weapons on top of each other. And have an insane amount of damage that kills bosses in just a few swings.

    @roronoazoro8322@roronoazoro8322Ай бұрын
  • Love the Tim Curry face when mentioning space

    @ragerancher@ragerancherАй бұрын
  • *clicks on video *hears falcon's voice Me happy!❤

    @humphreytimm8470@humphreytimm8470Ай бұрын
  • Thanks for letting me know a puppet is better than me in multiplayer... soul crushing.

    @nel359@nel359Ай бұрын
  • The 2D games using 3D to layer elements like foreground, player, level, background is also very helpful in debugging and layering your play world, this way you can more easily track which part is messing up or how you want things to be arranged.

    @cherrycheshire7555@cherrycheshire7555Ай бұрын
  • Falcon is an Arrested Development fan. Love that!!

    @DigiTism@DigiTismАй бұрын
  • You forgot to mention the part where they literally only render the stuff that's actually on the screen to save on resources. It's kind of entertaining when a game is doing so much stuff it starts to lag slightly then you spin around and for a brief second the area is blank until the engine catches up and renders everything. It's also why things like clipping errors commonly used for speed running can happen, in that extremely brief moment between it isn't there and then it is there you can sometimes sneak into a place you shouldn't be, then when the object (a wall, usually) finally renders it has to shove you out of the way and can sometimes shove you the wrong direction so you're out of bounds. Zelda speedruns are especially famous for this trick.

    @richard3365@richard3365Ай бұрын
  • 6:57 That's how it works in Futurama too.

    @Mitsurugi2424@Mitsurugi2424Ай бұрын
  • Nice video, but being flashbanged in every number was something else

    @marcelopantoja5375@marcelopantoja5375Ай бұрын
  • My favorite tricks are Coyote Time and Health Bar Manipulation. If you're running off a ledge and want to jump at the last second, most games will give you an extra frame or two to make the jump, essentially making you float in the air for a moment like Wile E. Coyote. If you're in a fight and you're down to the last point of health and barely make it by the skin of your teeth on that last health bar, that last health bar has anywhere from double to quadruple the value of another health bar to give you the illusion of barely eeking it out.

    @SinBlade06@SinBlade06Ай бұрын
  • FALCON!!! On top per usual

    @Robinsoncay22@Robinsoncay22Ай бұрын
  • the explanation of shadow box is how i see first person shooters actually sometimes after smoking some good reefer... i never could explain it right to others besides telling my friends i would sometimes in FPS games see the layers in front of me that were supposed blend in like normally a 3d world would, but the green stuff must alter something in my brain to make me see it like layers as a shadowbox as you explained.. again this happens occasionally for me during first person shooters.. crazy stuff..

    @iamthemusicman13@iamthemusicman13Ай бұрын
    • Funnily enough, that might not be too far from the truth when it comes to making the game run smoothly. Having a massive world always rendered at the highest detail would be a ridiculous undertaking for the system you're playing the game on. One really good example is Half Life 2 (or Garry's Mod). If you cheat and fly to take a closer look at those far off buildings, you'll find that they're floating in empty space. Some background objects may even just be flat pictures. It's all a bunch of trickery to make the world feel expansive and immersive without making your system struggle. So, in a way, it's almost like a 3d shadow box.

      @knuxtoastOFroblox@knuxtoastOFrobloxАй бұрын
  • Hollow knight also does the last thing (made in unity I think) thought it was interesting when I learned it. It's the game version of having backgrounds and foregrounds in 2d animations

    @kaspershaupt@kaspershauptАй бұрын
  • for number 9 here. I like how monster hunter does this. take an end game monster fight, and all of that monsters move sets. youve faced monsters before with the same moves, just not all of them at once, or as powerful and fast.

    @Nijonibi@NijonibiАй бұрын
  • Working with 2D HW accelerated rendering a lot, all 2D engines are actually 3D, GPUs are designed for 4×4 matrix (3D) operations so for 3×3 matrix (2D) operations, 3×3 matrices are just interpreted as 4×4 matrices with the .z component equal to 0. Similarly GPUs treat half-precision floating point numbers as single-precision with a bunch of extra zeroes, and CPUs treat single-precision floating point numbers as double-precision (GPUs are optimised for single precision because it's good enough for 3D rendering and optimising for double precision would make them slower, CPUs for double precision because single-precision errors can quickly add up after a couple thousand iterations). We can design 2D GPUs which will be faster than 3D GPUs but then you'd need a dedicated 2D GPU and that's expensive, so it's easier to just run everything in 3D and pretend that it's 2D.

    @stensoft@stensoftАй бұрын
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