ITT: Interesting game details and largely unknown facts
Analysis of Civil Protection in HL2
youtube.com
Analysis of Overwatch Voice in HL2
youtube.com
Post your forbidden tidbits
ITT: Interesting game details and largely unknown facts
Analysis of Civil Protection in HL2
youtube.com
Analysis of Overwatch Voice in HL2
youtube.com
Post your forbidden tidbits
Other urls found in this thread:
youtube.com
youtube.com
youtube.com
youtube.com
youtube.com
youtube.com
imfdb.org
youtube.com
youtube.com
youtube.com
youtube.com
youtube.com
twitter.com
Fuck yeah, this is my kind of thread.
I hope it doesn't 404, i want autistic breakdowns of little details in games.
Idk what to post, so I’ll post a way to emulate the Silent Hill series
I'll do my best to keep it alive for you, user
Here's SM64's "Mystery Goomba"
youtube.com
youtube.com
youtube.com
Here's over an hour and a half of video all about the differences between walls, ceilings, and floors in SM64
youtube.com
youtube.com
youtube.com
THERE'S NO SUCH THING AS HALF A PRESS
come on guys can we please have an actually interesting thread just this once
80% of guns in Doom are all from toys. Some of them are done in an odd way
imfdb.org
Nice way to shill your shitty videos.
moar?
Nah I just found those two on here last night and really enjoyed them. That channel only has 4 or 5 interesting videos like this, most of them are just rips of ambient sounds from games or similar shit
Genius, I love shit like that
loved these, thanks for sharing OP
Sniper has a bruise on his finger that's caused by jamming his thumb in the chamber after reloading.
that seems like it would become really noticible after a while.
I think this was first done in Devil May Cry, the game would sometimes leave a pixel of health left when Dante gets hit with an attack that should kill him.
Anything about Pawns in Dragons Dogma
I meant for Shadow of War or Shadow of Mordor
kinda disgusting, its also very obvious in the game itself.
SOMETHING I'VE ALWAYS WONDERED:
In 3D World, there are levels where the backing music will nicely resolve with a closing sting right as Mario hits the pole at the end of the level. I found it really impressive at the time and want to know how they did it
Possible methods I can think of:
The sting will only trigger if the player happens to hit the pole at the right time
The song speed is subtly altered throughout the level to make it perfectly coincide
Some player action specific to a part of the level near the end triggers a longer lead-up
It's obvious, but only in theory once you ask yourself "what's the likelihood that I'm really just so happening to perfectly dodge every scripted event?"
I really dislike the Uncharted games but this doesn't strike me as a bad thing at all
It's been a while since I touched 3d world but I'd have the composer stick to simplistic 4/4 beats that way when Mario touches the flagpole the transition to the ending clip would easily Crossfade in.
Id check now but I'm on the phone but I'm sure I could figure it out.
Speaking of sound, ssx still has some godly dynamic music
But the sting fits perfectly with the song, it's right at the very end of the bar and sounds like it's being lead up to as you approach the pole (either incidentally or mechanically)
>New Vegas as a game is just locking a player while an npc talks
>100 sterilized credits equals non-mechanical reproduction simulation
Hold tha fuckin phone. The Combine offer living fleshlights or some shit? Or do they enslave women to act as sex dolls? Wtf?
Lmao, very nice
Almost on-par with the train hat
Speaking of which, if you noclip at the start of Half Life 2 you can find a dark room floating in space with the Gman inside, used for the opening cinematic
>good in quotes
To me, "non-mechanical" implies that it's a purely psychological simulation. Given that they're encouraged to subject themselves to "memory replacement" I think it's safe to say the Combine has the capacity for very specific control of the human brain
Oh, I remember watching a few of this guy's videos, they're weirdly fascinating.
He just means how quickly they're completing the level, which is highly relevant to the issue of timing animations that alter the player's environment
Again I hate Naughty Dog but don't complain when nothing's wrong
Is there a specific level you're thinking of? I watched a few levels just to check and the audio just fades on a flagpole touch. I vaguely recall a buildupon the switch levels and on some bosses though
Been forever since I've played but the level was kind of dark-ish with a lot of grays and purples, with something like brickwork or cobblestone walls. Sorry I can't be of more help
There's a possibility that it's just a coincidence and the music happened to work out very well for my playthrough a few times but it seemed just a bit too perfect
Yeah i´ve noticed this while playing with a mod, and i thought it was actually part of a scene or something.
This is his most popular and most insane video. Sounds like you're about due for a rewatch, my friend
I still can't believe the narrator is fucking Ron Perlman
>dark room floating in space
That's common, it allows you to quickly load different "areas" without having to actually load them, such as when moving between hubs. A Hat in Time and Super Mario Sunshine do it. On the topic of Sunshine, looking through the game files reveals that Nintendo made the same amateur mistakes that Game Freak made with Pokemon -- they copy-pasted models whenever they needed a new instance of it. Those 7 chapters to each level? 7 different folders, each with the exact same model files, enemies, items, etc. The game could've been cut down by like 60% if they just called the same file rather than copy-pasting it. Also, Pianta Village's nighttime version is actually just a darker retexture rather than different lighting.
You might not be crazy I do hear some subtle mixing but nothing on par with like banjo kazooie or dkr
This is so fucking cool
I didn't even know they were speaking real sentences most of the time
good thread, thanks OP
Thanks for showing these videos, they are really interesting.
Any time, friend. The only payment I ask is more interesting facts
I recommend watching this guy's videos about half-life, i learned so many thing from them.
youtube.com
Neat technical explanation of the extended 1-up sound glitch in SMB3
youtube.com
Surprisingly no, since most of the fights in Bioshock 1-2 are solidly hectic. Also because they're fucking easy so you'd rarely get that low.
This isn't totally relevant to vidya (yet...) but here's the first part in a great and very entertaining explanation of neural networks
youtube.com
I wish I had the old Street fighter documents, the character designs had crazy notes.
Like rufus' yellow jumpsuit was a nod to Bruce Lee, but stylized like a lightning bolt because he was quick in all areas and his dive kick hit like lightning along with his stupid braid ponytail
Or that Sean is actually supposed to be a shitty character and when he was busted in 3:si they made sure to need him in 3s to keep him as a handicap Character
The moving train in Fallout 3 is just a hat on an npc who's running below ground level
I found it a really apparent mechanic, I figured everyone knew about it
If you just watch how long it takes a bouncer to cross a room when youre watching them pursue you, and then turn around and lead them back through the room, its really obvious
This is done in the new Doom as well.
Doom does a lot of things to the enemies based on whether you are looking at them as well as how much you are moving.
Basically if you don't look at enemies they barely shoot, and take turns shooting you.
lel
hl2 fast zombies only charge when you look at them.
This is done all the time for enemies in games that have to be fighting before you get there.
Also I'm 2si all the stages are given a perspective so when characters super jump it looks like you're actually in the crowd watching them jump, the warped perspective was dropped in 3 I assume to show off the layering that cps3 can use despite cps3 basically made for sfiii and jojo
Idiot.
Snake starts out with one less bullet in MGS2 because he used it to shoot a light in the cutscene
Unironically, bravo kojima
bump