How Video Games LIE To You
2024 ж. 4 Ақп.
1 194 538 Рет қаралды
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2:01 in need for speed most wanted, the nitro increases your acceleration, if you are already at top speed it barely does anything.
Thats what i was thinking 🤔
Same for Moto Racer 2.
☝️🤓
@@aguyoverhere8954that’s basic knowledge anyone can know who plays the game dude. Why is that such a nerd thing?
Right
Don't you dare tell me I can't double jump.
always thought i could double jump irl 😂😂😂
You can't
@@Commanderb7ue🤓
Of course you can, it takes practice( Before you argue, it’s a joke)
r/woooooooooooooooooooooooooooooooooosh@@Commanderb7ue
Just imagine Bowser is the one trying to keep her safe in his castle from Mario 😂
That's a theory I heard, remember when toad told him "Sorry Mario, Princess is in another castle"? Wouldn't you be friggin angry if you knew you worked so hard just for...dust?
Okay...okay............LOOOOOOOOOOOOOHHHHHHHRRRRRRRRRRRRRREEEEEEEEER
@@InnerEagleI always wondered why toad would always be there saying that, “like, bruh, are you working for this fool?”.
@@buttarain27 and...HOW THE HELL toad was ALREADY there when Mario had to struggle to reach that point?
Team Fortress 2 made me realize that bullets come out of the player's eyes. Heavy weapons guy holds his minigun down by his knees but he's still able to shoot and hit targets while hiding behind cover.
Unfortunately, the same thing happens in counter strike, call of duty, battlefield and many other games.
True c.o.d and T.F.2 are more slightly common with this
It isn't coming out of the eyes you oaf; a lot of these shots are just hit scan, which means they litearlly just shoot instantly to where you are aiming; they don't come from anywhere
I swear all of these rubberbanding, gaslighting, asswhooping mechanics exist in Valorant.
lets not forget that they advertise their game as "precise gameplay" when theres a feature that makes your first shot the most inaccurate
@@canijustgo3013 I'm sorry to tell you this but your first shot is (not 100%) but very close to 100%
@@renmyomoto4009 that's what kinda what I said....
@@canijustgo3013 Wrong again! You said the first shot is the most inaccurate. I said the first shot is most accurate!
@@renmyomoto4009 for other games yes, for the guardian yes, but for the vandal, the first shot is mroe inaccurate then the second and third Edit : i realised that my first comment was kinda vague and a bit too emphasised so sorry for that. But the point i was trying to make is that when you shoot while standing, the first shot is likely to not fully match up to your crosshair, meaning that theres a small chance that the bullet wont hit EXACTLY where the crosshair is, but close to it.
There’s actually another video game lie I know of. In the horror game Five Nights at Freddy’s: Sister Location, when exiting the circus gallery control module through the vent on Night 1, You here something in the vent, trying to attack you, but there’s actually nothing there, it was probably just added to give you the feeling something is going to jumpscare you if you don’t move fast enough. But you can go AFK in that part of the game for as long as you want, because there is nothing there, it was just an illusion made to keep up with the horror genre
horror games are full of sneaky tactics like this! those cruel, cruel developers
@BeAmazed, how else would it be fun if they Didn't
@@BeAmazeddon’t crack on Team Salvato… or DDLC for that matter you should be ashamed of yourself your channel is peak but nothing is more important than DDLC!
@@BeAmazedif it were anything like Mortuary Assistant it can't be classified as a thriller game. Give me a good body hyped jump scare or adrenaline rush from being chased. I'll be a fan then. 😂
@@DDLCman1117cant it be a matter of opinion?
Oh. My. God. THATS why the Crash Bandicoot Reboot is so hard?!?! I thought I was going nuts or losing hand/eye coordination because I felt like it's SO much harder to play now 😭😭😭
I got the original on PSP, and I was like "What the hell? I can get this Box without Dying?"
Yup, because the jumps were tuned and playtested for effectively different platform lengths and you got in the reboot.
felt fine to me. maybe because i never played the ps1 versions. it is probably your muscle memory from ps1 version.
@@user-qr6nu7he4x The hitbox went from square to round you oaf; that means you litearlly have less room to land
I refuse to believe the XCOM 2 hidden accuracy buff is real because I will quite simply NEVER forget the time I had a 100% chance to hit a shot and it missed.
fair point
I play XCOM1, which is superior anyway, and really cannot imagine this being in that game.
Yep, that's either a "new feature", or BE AMAZED got it the wrong way. I swear, a 95% chance to hit, had a 25% chance to miss...
@@-SirDuke- I remember getting a mod to help with the bullshit percentages, it basically calculated every hit chance and made up a new percentage based on how you actually hit or missed your shots with the original percentage, didn't make it any less bullshit but I liked the "85% chance to hit... but probably 67%". It simply made it easier to track their actual accuracy as opposed to the arbitrary percentage you could never believe in anyways.
Agreed, I got so frustrated of my elite marines constantly missing clear shots with shotgun from short distance, that I quit the game and will never play again. The % system there is broken.
25:50 The "neat little trick" to only render what you can actually see has been used in virtually every videogame that has graphics more advanced than the 70's Pong. Vanilla Doom and Quake have it, all Half-Life games and their derivatives have it, and every other such game does, modern or old. It's built-in into Unity and other engines. Games don't render everything behind you, objects behind buildings that you can't see, and even the backs of the buildings themselves.
Indeed, it's a fairly fundamental principle of 3D graphics. Even early versions of OpenGL had an instruction called "glFrustum" which essentially set up the field of view (this was phased out when programmable shaders were introduced). The other effect you mentioned is "occlusion culling"... not rendering objects that are completely obscured by other objects or which are elsewhere in the level. Doom and Quake uses BSP trees for this, while the Unreal Engine uses "portals" to segregate different parts of the map. I think what the narrator was trying to get at was not so much not drawing what's outside the frustum, but selectively loading assets just before they come into view and unloading them as they fall out of view, taking advantage of the fact that players tend to turn relatively slowly rather than snap into a specific view, although this is mostly to save memory than be an outright performance gain, since loading assets can cause significant overhead if you're not careful. "id Tech 5" (Rage) infamously didn't do this too well, as you would experience visible texture popping if you turned quickly.
Most game surfaces are one-sided, with the back being transparent. If the face is turned more than 90 degrees away from the camera, you can't see it, so it isn't drawn. Games generally don't do reflections in glass or mirrored surfaces, because then this facing-away render-saving trick doesn't work.
I used this to my advantage in each of the GTA games , police can't spawn in front of you if you are using the look behind camera view , you can then hold the button down and use the mini map to know when to turn right or left while driving.
@@williamseidle2687 you are confusing game mechanics and rendering optimizations which have nothing to do with each other at all.
@@DMahalkomost games don't do real reflections because it's a massive waste of performance. duke3d's included level editor had a warning not to have two mirrors pointed at each other. screenspace reflections are a warping effect rather than reflections and raytraced reflections are only allowed 1 bounce. some mirrors in games are just a window with clones on the other side
Alien Isolation was such a fantastic game and I've always been yearning for a sequel. It's the only game that's made me literally scream. Turning a wrong corner to have that thing notice you and charge, just the most terrifying thing.
I also screamed once in fright. I was walking and the alien fell out of the air in front of me. It was the biggest scare I've ever had in my life.
Man, how did Eternal Darkness never get a sequel? Criminal.
There was a sequel kickstarter a while back but it failed to get funded.
@@andybrown4284 😢
Yoo that game had crazy scare tactics!
In NFS, the rubber banding was so bad that i can induce it by hitting the accelerator hard just before a sharp turn but immediately tone it down so as not to actually lose control, and the cars behind me respond by accelerating so much they derail themselves (These cars are normally locked into the road and never slide) and they all crash into the wall behind me letting me get a few more seconds of lead time.
There is also rubber banding in crash team racing nitro fuelled as well looking like you’re gonna win the rice easily then suddenly out of nowhere the ai racer zooms past you on the inside to win the race at the last second
I remember one game, I think Forza Horizon, when you raced the "boss", if you waited at the start for a bit, it was a lot easier to win because of the rubberbanding, than if you tried to go flat out the whole way.
The many times where rubberbanding gets the medicine instead of you
Which NFS? Just tried Most Wanted and it isn't the case. Same thing with NFS Hot Pursuit Remastered.
Jay and Wesley.......after all these years I finally got their names.... In my opinion I like the coolguy voice better.
Likewise brotha, but still, they're both doing great!.
The Crash Bandicoot remake actually didn't affect the "coyote time" at all. What happened was they changed Crash's hitbox from a square to round, and crash can only jump when his hitbox is touching ground. Therefore, the flat bottom square hitbox of the older game made it so you could stand and jump much farther from the edge of a ledge than in the remaster. The rounded hitbox of the remake also makes landing a jump much harder, because crash will slide back and off the ledge if he doesn't land beyond the front rounded half of his hitbox. This actually really messed up the difficulty and certain levels like the skyward ascent stage was near impossible. They actually had to go back and modify the game in an update because of this.
I've never even heard of such nonsense as calling that mechanic 'coyote time.' Also, a lot of his explanations are pure nonsense, like claiming Mass Effect 1 limits your run speed because otherwise the game wouldn't be able to load, or claiming need for speed nitro does nothing; it boosts acceleration, not speed.
@@pyropulseIXXIWell "coyote time" is a real game mechanic programmed into games since, well, platform games existed. Like, 40 years ago games were programmed to allow jump inputs to be accepted after the game character's hitbox stopped contacting ground. And more games than I can possibly list use such a mechanic. A good example is Doom 2016 and Doom Eternal. There is literally a special invisible mesh box you can place near an edge (or anywhere actually) in a map editor that allows Doomguy to jump while inside it. This is so you can jump more easily during the first person gameplay, as it is EXTREMELY hard top tell when your character's legs walk off ground. And regardless of what you believe, sprinting in Mass Effect DOES NOT increase movement time, acceleration or max running speed. It only does so in combat. As the video explained, outside of combat in the open world, the game deliberately limits your speed to allow adequate time for more of the world to load properly. You can test this for yourself by setting up your character in the open world at the same spot and time yourself how long it takes to reach the same point, running vs sprinting. The times will be the same. Again, this was explained and demonstrated in the video.
FYI, old 8-bit computers and game consoles indeed didn't have any RTC (real time clock). Timing had been done in various ways; most often, it was derived from the vertical or horizontal TV output sync signal. See, analog TV based on a vacuum tube (aka CRT) literally prints each frame on the display using a stream of electrons fired from the "electron gun" cathode at the display anode. (In fact, it's simply rather high anode voltage that pulls them from the cathode with a little help of the field modulation, but that's maybe going too technical.) The stream is directed by electromagnets; where the electrons land, a pixel shines up. The whole frame is printed by lines. Whenever the electron stream jumps at the next line, a "horizontal sync" happens. When the whole frame is printed, a "vertical sync" happens. And when they happen, a "HW interrupt signal" is (may be) sent to the CPU, which then stops its current work and executes the appropriate registered interrupt handler. As the frame rate is fixed (defined by the TV standard, typically 25 FPS for PAL and SECAM), so are the synchronisation signals frequencies; and thus, they are usable to keep track of time (well, let's say reasonably well).
I like how a single game gets called out for Occlusion Culling, when it's been an industry standard. Now yes, people need to learn how it works, but calling it a "lie" isn't how you go about teaching people.
"called out" "lie" _so extreme_ lol
That one amused me as well. Especially giving a 8 Year old Game Credit for John Carmacks over 30 year old invention. But since he confused rendering with existing he should have said that about half the thing they player look at don't exists as well.
As a kid I assumed it was by design that being further behind in mariocart ment I got access to better weapons. I was never under the assumptions that I would be able to get a lightning bolt or ghost if I was in second or first.
as someone who is particularly skilled at mario kart 8, I have never gotten anything other than shells, mushrooms, and blast boxes while in 1st place
Yeah, this was not a lie, it was a catch-up mechanic
@@AntimatterStudios857yeah and the player in last always seems to get the bullet bill so they end up zooming past everyone in an instant
Yeah rubber banding was particularly strong on mariokart because it was designed for the wii console, which was massively marketed towards family entertainment - all the adverts of mums and dads and daughters and sons all playing together having great fun. In reality, any skill-based game would result in one of them wiping the floor with the rest of them which wouldn't be much fun for the whole family. So they intentionally designed it so that it was always a close match not matter how good or bad you were at it. It probably had the intended result to be fair - good for families having a few silly giggles, but not good for a gamer.
The original Pokémon games also lie to you about the catching as the great balls are better than the ultra balls, now thankfully it was fixed in the later games but Red/Blue/Green/Yellow made the great balls unintentionally the better ball
Those games had so many bugs, it was a miracle they worked at all lol
@@The_Blazement So true! My first Pokémon game was Gold, which had its issues, but was, actually, pretty funny game. After that, I also played Yellow and man was that frustrating experience. I somehow finished the game, but honestly, if this was my first Pokémon game, I'd probably quit in frustration and never tried any other Pokémon game again 😅
Forget Gen 1, because Red/Blue had many bugs. Gen 2, which is newer, was even worse.
I noticed that playing but couldn't prove it.
That isn’t quite true. The Ultra Balls are better for pokemon with mid range catch rates, and have the same effectiveness for the hardest and easiest pokemon to catch. But even at best they are only 20% more effective than a Great Ball. So not worth the extra cost.
I think my favorite silliness is the first-person train sequence in Fallout 3 which turned out to be the character RUNNING along the tracks with a train compartment around him.
The train being actually a hat the character wore.
"Wear it on your head for a hat" is a funny comeback line, in certain situations 😂👍
4:20 i just noticed that in the farcry 4 is also like that, i remember being low health but then suddenly i felt like i was bulletproof for a minute since the enemies are shooting at me with the low hp
Speaking of horror games. A little known title "Calling" on Wii featured a little easteregg hunt where you would spt this red lady in various hidden locations, and for every time you spotted her, a new message would pop up on your Wii's main menu message board in a red envelope with one creepy message after another.
3:52 “After all, there’s nothing worse than feeling like the horror is extending past your device and into your home, at least until- … Ah, just kidding, I’m not going anywhere.”
i missed the realism effect because i was watching this on a windowed browser. should've pressed f11 for maximum immersion 🤣
@@sylpisophia5612 Indeed.
👋💀🤳
I wasnt using a tv💀
So after all these years of throwing my NES controller across the room when I was younger saying the game was cheating actually was true.
In arcade fighters, your opponents get progressively more difficult until you die. After you put in another token, they lower the difficulty substantially to let you beat that guy easily and move on to the next challenger. Very addictive!
It sounds very rare to me to read "put another token". I don't know the rest of Europe but in Spain we don't use tokens in arcade games. We insert real coins in them.
@@albertmas3752 tomatoe potato .. you have to buy the tokens first, so they are just a substitute for money.
Am i the only one who didn't know there was two narrators?
ur not :D
Yea i noticed that the voice gets deep then like yea i thought it was just him
“Is there anything more terrifying than.. a red health bar?” Me: Constantly being one shot
That's rough dude
Sounds like every Soulslike game I've ever played. And sometimes you get hit by a combo that staggers you, so it is actually 3 hits, but you can't do anything against the second and third one, after the first one hits you...
Yeah in World War 2 battle combat most sniper rifles are so OP that most of the time they usually one hit a player unless they have better armor but if you survive the first shot the damage done by the first bullet is devastating.
I'm 100% convinced that most MMORPGs have some form of bonus system for people who play less, like better droprates, easier random encounters, better loot and so on, so that people who only play once a week don't fall behind that much.
I play one of those where over the course of like 3h I get an increasing % in loot probability. Source: Fiesta Online; this mechanic is deadass placed in your buff bar
Many mumtiplayer games also have a mechanic to put you against weaker players or in a better team if you are performing to poorly.
Subnatica. You actually go crazy irl. And when the void leviathans stop chasing you after so far... you wonder. What can be deeper..
21:34 This is actually visible in Halo 2. A cutscene in level 7 "The Oracle" shows projectiles appearing nowhere near the gun. I noticed it when I used the Needler here thanks to the glowing shots.
i was just gonna put the same timestamp was 😂
❤ Twin Needlers ❤
i didn't even realize there is two narrators
I like both, but my favorite is the one with the sarcastic voice...I don't know the name.
s a m e
I thought there was three
I didn’t even know there was two. Help.
Where is the alien part
13:32
13 mins in
The eye bullet trick was quickly noticed back when I was messing around watching Theater mode replays in my firefight games of Halo Reach. Every time I hid behind a box and shot over said box, AI enemies would notice me a lot slower. Eventually I’d see my Spartans’s bullets come out of the very top of their model instead of their gun. It made practical mechanical sense at least. I’d rather be able to more easily shoot over cover then grapple with realism.
depends what you want out of the game. A game like Halo, which is entirely fantasy, would not do well with any sort of realism being forced. Where as games like Red Orchestra, Rising Storm, Arma, and Hell Let Loose are more bogged into realism and have actual ballistic simulation that do not need a center-of-the-screen trick and are able to line up with the sights of the game. Truth is it's just easier to design the game to read what a crosshair is pointed at, than to simulate a bullet leaving from the barrel of the gun model to the point of aim. (though these games usually have actual bullet drop mechanics)
I think eye bullets only affect games with cover mechanics that allow you to shoot around obstacles as opposed to shooting the thing that's directly in front of you
maybe it used to be difficult to "spawn" bullets from the gun's barrel... but nowadays it's extremely easy now, targeting and hit scanning is more accurate to the "shooting from the eyes" narrative but only if it uses hit scanning and not physical bullets
It never was difficult to spawn bullets from the gun's barrel. A bit more effort than just going off the player's camera view but there's nothing challenging to implement it. The original versions of Serious Sam games have it. It was changed in Fusion though.
@@RealRushinRussian I can only speak for recent events since I just recently started learning about game development thank you for the insight
Hitscanning is probably the worst thing in gaming since countless shitty jumpscares in horror games.
Fun fact: physical bullets are less realistic than hitscan bullets in terms of simulating a bullet within most games. In almost every videogame environment the distances you have available to you are simply so short that a modern bullet from a modern gun would reach its target. The average bullet has a speed of 1,200 m/s. Yes, over a kilometer per second. Meaning that 350 meter shot in Apex legends should hit in 0.29 seconds. This is almost the same as human reaction time (0.2 seconds flat), which means at that range, the shot should connect almost faster than you can perceive. Almost no videogames have ranges that far. Most of the time you're fighting at ranges smaller than 100m. There is absolutely no reason to be doing physics calculations for distances where IRL bullet drop and deviation are impreceptiably small, and travel time is so fast a human literally cannot perceive it. To "fix" this, game devs make guns shoot EXTREEMLY slow, and widely innaccuratly. Videogame guns are almost never EVER even close to a real gun. Which is incredibly frustrating for many people who like guns. And that's before nonsense like automatic weapons doing less damage than single shot weapons that use the same round and have the same barrel length...
The bullets that spawn on the gun in FPS games are pure cosmetics, they just trace a line from your camera to the direction forward because naturally you want your gun to hit what you're aiming at
I've heard Alien Isolation has another dastardly trick (as does Lethal Company). I've seen evidence of this in play/videos too. If you have an open microphone, it will hear you. So even if you hide in a locker well before it enters the room, and you've never hid in a locker before, if you breath too hard or panic talk, it'll open the locker and snatch you.
Really huh so that’s why the alien kept finding me
Yup. I was watching someone play, they got in the locker, then started talking about how it'll never find them there. Then when it walked into the room, they squeeled, and the alien snapped its attention to them and investigated the locker. It was hilarious. My daughter played it too, she's loud whalen she panics, so she unplugged the microphone... but forgot there was a microphone on her headset. She suffered the same fate.
that's just mean 😂 you scream, and it gives you a reason to scream more
thats not a lie tho.. that a legit marketed feature and is even listed as doing so thats exactly why they highly recommend using in game prox chat over a third party app its part of the game core mechanics. lots of game use prox chat for the same reason its to add "realism" to the game
Alien Isolation wasn't as good as it was claimed anyway. I guess thats the same mechanic as robbing stores in GTA V? You dont have to shout at the storekeeper, you can just go "aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah" and it works.
i love that the lie for ddlc is "it's actually a horror game... but it has aNIME CHARACTERS??!?"
When I played DDLC it wasn’t even that scary
@@DDLCman1117 yeah honestly it's just shock factor
To me anime is already horror
@@CsjStudios lmao, dude i was so confused when i saw this notification with no context
I write strategy guides, and so it was my job to test the permadeath mechanic in Hellblade to see how many times you could die before losing your progress. So I figured out pretty quickly that there was no actual permadeath mechanic, and it didn't affect me while I was playing. However, I will point out that this wasn't so much a lie as a misdirection. The game says, each time you fail the rot will grow. If the rot reaches Senua's head, her quest is over, and all progress will be lost. Nothing here is untrue. It's just that the rot cannot reach Senua's head because you fail during the course of the game. And to be fair, the game never says that it can. It just says the rot will grow. It doesn't say it will expand to her head. At the end of the game Senua dies in the final battle. It's an unwinnable fight. Enemies respawn endlessly, and you fight on forever until you get hit and don't dodge away before an enemy does a finishing move on you. When she dies here, the rot reaches her head. Her quest then ends, and you lose all of your progress, as this game does not contain any post game content, so your save becomes useless. If you want to continue to play, you have to start over. The game does exactly what it says it will do. It just leads you to believe that you can fail and trigger this mechanic by playing badly, while the truth is that the mechanic is set to happen at a specific point in the game.
The one where you talked about Mario actually being the villain reminded be of a story where someone got kidnapped by their dad to avoid their cruel mother
Mario-Carlo, Bowser-Sonny, Wario-Michael in Godfather 3, Luigi-Fredo, Goombas-The Mob, Mushrooms-Michael's motivation for revenge, Mario Kart-an allegory for the Sigma grind.
I remember Eternal Darkness… 1am. Home alone. Dog and my feet tangled in the control cord. Hour sense my last save. “You’re controller has been disconnected” as 20 zombies swarm me right at the door way as I enter the room.
They game was amazing and I couldn't even get past about 40% of the campaign 😂
😂😂😂
Rubberbanding in Mario Kart also has a breaking point. If you get too far ahead, it starts treating you as if you're behind. Generally, I would start dead last, get the ultimate boost, then get to first, then blow away everyone at the shortcut/cheat spot using the boost to permanently separate me from the pack. Sometimes Toad or a light racer would get fast and leave everyone else behind too.
I'm surprised you didn't mention the Mario Party dice. In Mario Party 1 & 2 and possibly others, you can save the game on any given turn and replay that turn 100 times. You and the CPU characters will only roll the same 2 or 3 numbers every time, like one possible scenario is Wario this turn rolls 4 or 6 depending when he hits A, Yoshi 2 or 8, Peach 1 or 3, Mario 1 or 9. Play the turn 100 times Wario will never ever roll a 1 and Yoshi never a 4.
in walking dead game, the decision does make effect, in the last episode it all depends your interactions with Kenny wither he will go with u to find Clem or not. also for other characters as well
I just hate how videogames get the fact that we shoot bullets out of our eyes instead of our guns wrong
if you've ever played an fps that doesn't use that trick, you'd realize you don't hate the physical inaccuracy as much as you think you do.
No i actually like the mechanic using the guns trajectory
Splatoon doesn't do it and it's very smooth as a matter of fact there is a tactic in professional called peeking where you just hang your gun around a corner and you can shoot enemies but they can't hit you and the cross here doesn't lie
@@octoling7 splatoon also isn't an fps, its third person.
@@zami001001 WHO ASKED+MY CONTENT IS WAY BETTER. jk I didn't realize this was about fps I thought it included third person ones
For me the biggest lies in games are the loots, microtransactions, and releasing an incomplete games.
(26:35) Code Lyoko reference righ there!
About the health bar length not being proportional to HP: in Minecraft it is, so surviving on half a heart (1HP) is actually impressive.
And Fortnite
It's a trend not a rule. Survive games don't tend to use the health grace mechanic
Yeah, MC does almost none of these
@@TheKillager Do they even do frustrum culling?
@@LordRazer3 Did I ever say it was a rule? No. Did I ever think it was a rule? No.
For the need a little help one, in undertale, if you fail one of the ruins puzzles 10 times, Toby fox will auto complete it. But this change is visible because the 11th time you step on a wrong tile, all of your holes will disappear and you can go any place on the puzzle.
this also allows for players to go out of bounds through one of the walls
The unrendering tactic has certainly been used in some interesting ways. In Dark Souls, if you aren't looking at enemies, the render rate drops to something like 1 or2 fps. It doesn't really become too noticable until you get to the fast moving dogs, which is why it sometimes feels like they just teleport out of nowhere and attack you
GTA V also has a hidden mechanic: when you're driving on high speed or doing a mission, some NPCs will try to crash their cars into you. And did anyone notice that in Clash Royale elixir bar fills a bit slower sometimes?
NFS MW fans like here ⬇⬇⬇
i miss NFS World only on pc
Eternal Darkness. I LOVED that game. I really wish they'd do a remake. Also, the erasing all saved games made me panic for real.
yeah, a remake or sequel - if done well - would be so cool!
@BeAmazed so bit of a story on the panic erase games thing. Whenever the game started to do funky things, I got the buttons down to save by memory. So I could do it really fast. So when I did my normal fast flick of the wrist save, it popped up that message. I nearly ripped the memory card out. But then remembered that a friend did that and lost everything on it.
@BeAmazed I wish I knew how to make video games, because I want to make a game exactly like this. But it would be so much harder now as so many different styles of pc and tv. BUT, how funny would it be to do the burned out monitor or green line down the whole screen like dead pixels
No, stop with all the remakes. NEW games please. We want Eternal Darkness numero DOS, not a remake, they'd screw it up anyway.
I really enjoyed the game messing with me , I began a new play through and at the very start of the game I let my sanity meter get as low as possible and played the entire game that way. My favorite was the channel changing one , I totally thought my remote fell between me and the seat cusion.
I think you should have put in a part two.. "the times the games told you the truth" For example in banjo Kazoie when you're warned to not use certain cheat codes or game file will be deleted.
1:00 - Ou yes the Mass effect 1 , great game, but that run got me pretty good. 13:04 Finally i can undersant why i had such a problems with platform games, when i tried to jump right on the edge, and still fail miserably, left me simply to get away from it. 13:40 - What a feature, Alien always lurks around me, when i needed to get throught that one dammit long corridor, that connects all rooms, but when you see him clearly from behind, he would turn around, but if you watch his tail that is behind him, it is much easier, to avoid it. Good to know, and learn few thing about games, and their secret features, like in Warcarft 3 , AI always has line of vision on your buildings. I'm looking forward to another great video.
In almost all RTS games the AI can see the whole board at all times. They also get build bonuses and never run out of resources generally. In Warcraft I and II you could destroy the AIs entire village except a barracks and it would put out one soldier forever (I tried an hour once, but it seemed like forever), even though the AI could not possibly have any gold left. Quite often the AI can also see your "sight distance" and can skirt around your guards and scouts by 1 pixel width and never be seen. The AI will also use each soldier like an individual guerilla fighter, while your troops tromp around in inefficient groups and allow themselves to be mowed down. What this tells you is how good humans are at games compared to "AI" players. Somehow though, people are afraid AI is going to wipe us out. Most AIs without huge amounts of help couldn't beat humans in almost any game, how on Earth are they going to beat humans in the real world?
@@liwojenkins Feel the same way, As if in World of Warcraft games , AI gets like passive income of recources , and by double more recources from mines/ trees. To make the AI not even better with these invisible one man soldiers, raiding your camp, while you are battling enemy camp, gets complicated. Used to play a lot with mine brother, that was just playing on Hardest difficulty possible, only to find out, how insane it is, and that the AI get´s like 3x more recources, from exactly same mine that has same amound of gold as him. Worst play he ever had (not counting maps like Bleach vs one piece funny map), was Warcraft 3 frozen throne , random map, as Night elf, against Orcs, it was hell of a fight, those archers in light armours, dont damage the orcs with heavy armours much , while orcs are just cutting them down like a butter.
To be honest, I would like a sample of each voice so that it's easier for me to decide.
I didn’t even know who’s who
Jay & Wesley, clearly the same guy. (He's lying to us)
@@milesrogers7225 You're the one who's lying, Jay is the narrator of this video and another video just dropped today and Wesley is narrating it.
As someone who played every Need for Speed title post 2003 at least once such as Underground 2 and Most Wanted 2005, and some other NFS titles religiously such as Heat, I never knew the nitrous didn’t actually do very much. Maybe it does in later games, but in the older ones it makes sense why it wouldn’t.
the nitrous was there for a reason it let you accelerate faster the top speed doesn't really change so if you messed up you can get back up to speed faster
It does work. I have tested because I am playing Underground 2. Nitrous does work as people stated, as it decreases the time you take to get from point A to Point B (tested it in a straight road) Hitting the wall in first place makes the rubberband even more obvious And hard mode turns some drag races (randomly) impossible to win, especially in early races where you'll be facing Skylines, Mustangs, Subarus, and Evos when you barely have the first mods available. Restarting after losing doesn't help so when that happens you have to quit and come back in again and hope the impossible race isn't the first one you're playing for your session
I've noticed "a little help" with a lot of games lately. They either do it secretly, or they indirectly tell you by putting you in a match during tutorial or right after tutorial and it evaluates your skills. Then after that match puts you in thr correct skill tier matches.
Things don't cease to exist if you're not looking at them in games, they're just not rendered. In other words, they cease to be visible. That's why events still happen behind you. Imagine in GTA online if players were disconnected from you everytime you stopped looking at them.
Ha, little do the devs know I deliberately drive in 2nd place until the last couple of corners and then go all out to win in driving games.. and shoot random things in FPS games to keep my hitrate down. I consider mechanics to be a part of the game, so abusing them is fair play.
Except that they know someone will abuse the system, and will now play their games more because they think they had outsmarted the system. It all works out to their favor.
The real deception is that he actually voices everything🤔😁
That was actually crazy.. I was watching this video while playing a game, and right when you did the "turn screen off" bit around the 4 minute mark, my PC just immediately crashed to a black screen lmao
25:50 it's called Frustum Culling (not frustrum) and it's widely used in most of video games, many times in tandem with Occlusion Culling.
Brother you really can pay attention to almost everything. Are you CIA? or FBI?
the CIA and FBI both answer directly to me.
@@BeAmazed lol 😂
27:07 Both
4:40 I'm an indie dev and I also do this with the health bar. I use a curve to determine how full the bar is vs the actual health percentage. This is not just for dramatic effect. We love stories of pushing just that little harder to survive when we're on the brink, it just feels right to do that.
What games do you make?
@@davidglenn2739 An RTS game in early access called The Dwarves of Glistenveld, and a little horror game in alpha called Out of the Depths both use non linear bars.
That rubberbanding thing explains why when I used to play the tiger woods golf games (04 - 07) the game players would always improve closer to my score each tournament
Hollow Knight was shown for about 1 second total, nice
No wonder your videos' narrator seems to change voice frequently. I'm been a supporter, subscriber and fan of your work for idk more than 4 years maybe? Well I can't really tell, but I for sure it's been a long time. I love your videos, every single of it. Keep doing what your doing, and always be awesome. Showing love and support from the Philippines. (PS: I didn't take the pool, because your both awesome and this channel with its videos are phenomenal!!!) 💙
Saw the thumbnail and just had to say that my favorite shooter of all time Unreal (and following Unreal Tournament games) is one of the few shooters that does actually spawn your weapon projectiles offset where your gun is instead of shooting directly from your face/crosshair. We'd set up hot keys to switch weapon hands to shoot around corners better lol. The new System Shock 2023 does this as well, and I actually prefer the way this feels in a shooter vs bullets coming directly from your face. I understand why the change was made though to shoot bullets from your face for competitive shooters, but I think it still has its flaws (alla enemy fires from behind cover but all you see is the tip of his hat)
hi! a great video!.........regarding the frustrum culling, if i flick the mouse 180 with hi sensi, would i see the nothingness and then the rendering to begin in front of my eyes, or can it catch up with my turn anyway?
Usually games are set that maximum sensibility speeds won't exceed their capacity to render the image and anyway, they don't load that from the drive, all that's behind you is still stored in RAM so the GPU gets it fast enough to be rendered on time. However, it could happen that if your RAM and VRAM are completely full that it needs to pick up some high quality textures from HDD/SSD and you see the change from the lower resolution ones (those typically used when the object is too far) to the high quality ones. The same as when the game couldn't load all textures during the load screen and when that screen ends you see some textures popping here and there. Also remember that there is a big difference between not being rendered and not being processed. So yeah, it catches up with your turn. What you could also experience is some sort of freeze.
Matpat did a Doki Doki Literature theory I haven’t seen those videos because it has a warning saying it’s to scary and I don’t really like scary things.
It did NOT scare me and people think of me as a wuss so actually try playing before criticizing it
It's not really scary at all it just has really dark subject material
They weren't criticising anything, though... ...were you having a bad day?!
@@favoritemustard3542 No I want having a bad day I was good.The videos had a scary warning on it and from past experience I know that if a video has a warning on it you take it seriously, so I didn’t watch it. Are you having a good day?
I feel like you both replied to the wrong people and I find it hilarious
my first video i see in under 1 hour after released i am always amazed by you
8:18 fun fact: there was planned to be a third pikachu evolution called gorochu, although it was scrapped, so it's likely this was a left over from a previous build of the game when they were still planning gorochu
About speed and boost in racers: It makes a HUGE difference. Often it is just a small gain in maximum speed, but a larger gain in acceleration - and the visual change is basically the balancing for that increases speed. And just having a bit more speed is often all that is needed to be able to overtake the competition 2-3 corners earlier which leads to massive time-changes. In racing games that are not designed with an arcade-feel (without rubberbanding etc) on longer tracks it can easily make 5% timesavings.
I didn't know there were two voices. we need to know about facts and stories about the channel itself!
Agreed
17:56 Need for Speed 2 has had a rubber banding mechanic my friends and I used to exploit. The mechanic: In split screen as long as your car is far behind your opponents car yours is slightly faster to make it easier to catch up. Once you cought up both cars drive the same speed (I really felt my car slowing down). This only happens when both players drive the same car (McLaren F1 372km/h top speed). The exploit: The race starts but only one players drives away. The second player remains at the starting/finishing line. Once the leading player completes the first lap (Our races got up to eight laps) the second player startes. Because of the rubber banding mechanic the second player is faster than the leading player. Of course the first lap time is terrible because you have waited but in the second lap you have the chance to set a new record as long as the leading player is not overtaken. Sometimes I even started with two laps late to the leading player to max out the effect. Do I have to mark out that me and my friends played the crap out of this game? And that the exploit only is usable when both players are experts on the track? Good times 😁
You mean the mercy logo
3D graphics developer here: at 25:50, you misspelt it (although it's correct in the subtitles)... it's "frustum", not "frustrum". To be technical, a frustum (or more fully, a square frustum) is essentially a square-based pyramid with its top cut off (Mayan temples and other ziggurats are famously this shape), and for a rectangular screen, your field of view is essentially shaped like a frustum (rather than an approximate cone in real life) if you're looking down from the top (traditionally, the top of the frustum is the 'inside' of the screen, and the base of the frustum defined the 'draw distance'). It's a fairly fundamental principle of 3D graphics, as well as to selectively not draw objects that are completely outside of the frustum, so as to not give work to the graphics card that will never been seen by the user (it's relatively easy mathematically to work out if a point is inside the frustum or not, at least compared to a cone, for example). The more advanced trick though, as you explained, is loading assets just before they come into view, taking advantage of the fact that players tend to turn relatively slowly rather than snap their view into a specific location (exceptions are when the level first loads, which can be disguised by a fade-in effect, or teleportation, which also tend to use some effect to mask your view temporarily, or speculatively load in the target destination before you enter the teleporter). Also, objects that are extremely far away and which you'll never visit may just be a 'billboard'... a flat, static picture. There are some cases where the speculative loading wasn't done well, most infamously in the "id Tech 5" (Rage) engine; players who turned quickly would experience visible texture popping.
Skyrim does some of this stuff in reverse…it knows when you are low on health after a difficult battle and chooses that moment to have a random bandit chief (or other dangerous npc) enter stage left and end you! It also enables foes to see in the dark when you can’t see them.
So that's why I suck at nfs most wanted
Imagine going to a haunted house only to find out that the ghost lady was hitching a ride on your back the whole time >_
I remember in one game, Gothic 3, I think, you could use cheats to move just past the visible game area. And saw signs reading "If you're here, you cheated."
The timer in Super Mario Bros. does not follow second-unit-measurement. Instead it uses frame measurement. A time unit in those games (Lost Level Game included) don't last 0.6 secs *_but 0.4 secs_* which is 24 frames in 60Hz NTSC or 20 frames in 50Hz PAL As for Mario Kart, depending on which character you've chosen, TWO others will be your "antagonists" the entire game. Those 2 will always be faster, have better aim, better pathing and better AI in case you try to attack them with items
Why do they always lie to us?
🤑$$$$$$$$$$🤑 They’re greedy bastards, who don’t know the lord.
One of the things that frustrates me the most in terms of time is on the pro evo games, say you have 5 minutes of extra time at the end of the match so if you are 1-0 down needing to score you think ok I have 5 minutes to score but in that game every match the timer doesn’t count down seconds like normal time it’s in it’s turbo speed so you have no chance of scoring a goal as when it says five minutes it’s more like a few seconds
@@therunawaykid6523Well MOST football games don't have ACTUAL 90 Minute matches now, Well I mean the default pretty much never was, but some earlier one's you could change the match length to ACTUALLY be 90 mins. But usually the match length was set from between 4-10 REAL MINUTES for 90 Minutes of in-game time.
@@lmcgregoruk yeah that’s true but it would be nice to actually have a proper five mins added time that actually felt like that time instead of like a few seconds I mean that last five mins of stoppage time could be the difference between you losing, winning or drawing
Because you're a whimsical, gullible sucker. A fool and his money will soon be parted.
Do not tell me I cannot Double jump
You Really can't
Unless you are playing crash 4 the number of times where the double jump has saved me from certain death is crazy it’s all about that extra few seconds of air time
In some cases, the bullets don't even shoot. They just spawn at the destination and play an explosion effect.
I've never heard of that type of rubber banding before. In my experience its typically associated with lag. When you're running forward in an MMO or some such game, sometimes even able to interact with things around you.. only to suddenly be snapped back to where you started like a rubber band.
Snap back to reality 😂...
Oop there goes gravity
Jay and Wesley are both great
But which one is which?!!? Lol it would be more understanding if they put in the description of each video WHO was actually narrating that video. Edit: Nvm that is cleared up when they first talked about it a couple videos ago! omg lol
I think their just trying to pull a fast one on us. There's only one narrator. He's trying to make us join a "TEAM" just to see how many people will fall for the ruse.
@@bakersnuts100 I could see that lmfao!!!
the permadeath thing did make me quit playing when a section was basically impossible in the VR release and my VR progress didn't carry over to the flat screen
I think why coyote time feels so natural is that it simulates that last possible step, toes on the ledge leap of faith. The step pattern might not line up perfectly, which is something we can do naturally, so simply extending the platform makes up for the difference. It's something I haven't experimented with myself, but I imagine the best coyote time works out to be about a step's distance
In fact it's not there to make the game easier. The point of it is to avoid failing due to a framerate drop. When framerate drops there is a problem with input keys/controllers that you press the jump button 3 frames (as an example) before falling but as there is lag the game registers that input (for example) 5 frames later so it is processed 2 frames after the ledge ended so you die. That coyote time allows for extra frames to be on the air so it leverages any input failure. Making the game a little easier is a side effect of it.
@@albertmas3752 it extends the timing window. Intentional or not, they actively made jumps easier. My comment was less about why coyote time exists and more about why it doesn't feel unnatural to jump off thin air
@@mobbs6426 It doesn't make the game easier, it just prevents failing due to avery common and frequent hardware problems. So no one gets angry (with a good reason) of having failed despite having done things right. Not having it wouldn't make the game more difficult, it just would be buggy. Because you're not aware how many times coyote time has saved you from an unfair failure. And that doesn't make the game easier, just lets it work properly.
Keep it up Wesley wait who’s who?
Wow never new that
NPC
I’m not an npc @@theultimateyoutuber1
Why whould you even think that@@theultimateyoutuber1
@@BiggginerGames that's exactly what an NPC would say
The FPS game Brink has the opposite scaling as normal rubber banding. If you do better in the game your teams AI will also play better, but if you do worse so will your teams AI. I think they switched some values somewhere.
22 years later and I still think about Eternal Darkness and how it fooled me into thinking I clipped through the level geometry.
Every like I lose a braincell
There ya go, lost every single one
You lost 2 braincell 4:19
@@Uzu2uUeu-om3rk no you broke the system, now he has -1 brain cells. He only had one to begin with😮💨
Oogah boogah
Well, now you have -65 brain cells.
Every like this comment gets I do a push-up Edit: thank you so much for the likes but I hate you for the push-ups
Dear everyone else, please don't like this. This guy is begging for likes.
I've seen these comment's everywhere and all from different people. Get a life!
@@Polar_Pyro_YT21 people fall for this lmao
Don’t like their comment until they learn punctuation.
Fake
"Speed boost barely increases your speed"... Try Ballistics. an old and quite underappreciated game from 00's. Where going below Mach 2.0 is basically standing still. And 25:08 "lie" is actually the very praised technique that allowed games like Doom or Hexen to run on contemporary slow machines. They only rendered the portion of the map visible to players. A lot of PS2 games also use this trick. So... a lie? Hardly.
We used to run into this timing issue b/c we had to count time based on clock cycles and not a real-time clock. So if you coded and compiled for a 4MHz processor but ran the game on a 6MHz processor, your timers would be off by about 66%. This would explain the 1sec = 0.6sec ratio you describe. Apparently the Famicom, the PAL NES, and NTSC NES all ran at slightly different CPU clock frequencies. And who knows what the pre-release development unit CPU speed was. That would cause the same code to run at different speeds, including the countdown timer. I used to run into this all of the time on early PCs. A perfectly good game on a PC-XT might be unplayably fast on a Turbo enabled unit or an 80286 CPU (which could run 6x faster depending on your chip). I expect these timer inconsistancies were the result of hardware differences and not intentional programming decisions.
Yeah, Frustrum culling has been used since the 90s, but it's also doubled with Occlusion culling, basically, any object behind something, isn't fully rendered to save the CPU and GPU from working overboard.
Their 5 stages of NPC Agro: Ignore, Aware, Suspect, Aggravated, Fatigue. In the 1st stage you can't really hide from the game and the NPC's are part of the game. It is just that the stealth mechanics tells the NPCs to ignore the player's avatars.
Yeah see, this was the reason I was bad at CS: I always tend to "overcalculate" the bullet's trajectory and only fire when the gun is not pointing at the corner of the wall. To do that you have to move further out and expose yourself more, and you get killed. I kinda understood that, in the game, the bullets are spawned exactly where the crosshair is, but when you are immersed you forget about that. However, when the game visuals trick you into thinking like that, or when it "pretends" it doesn't know where you are, even though it always does, I accept it as "fair game". But when it comes to dirty tricks, like stretching the timers or rubber banding, I don't.
Warthunder has several mechanics to do with spawn camping early in match , number of uptiers , boosters , premium account , accuracy,... Theres quite a few running for a game wanting to be "E-sports ready".