The most unrealistic thing is that all clothes, armor or equipment pieces you find in an open works or RPG fits your character perfectly. You can even switch sometimes clothes between male and female characters and the clothes magically change the appearance.
That would be the funniest mechanic, where each piece of gear has a "S, M, L, XL..." value, and your character has a size stat that affects how baggy or awkwardly small it is on them. You could get a bonus for something that fits well and/or a penalty for things that fit poorly. Maybe in practice it's a terrible idea for most games, but it's entertaining to think about.
I like that in most games, reloading my magazine of 29/30 bullets lets me keep those 29 bullets in my total ammo count despite the fact that my character simply tossed the whole magazine into the void.
Well technically, professionally trained combatants keep empty mags since a shipment of bullets doesn't include mags (considering all the different weapon vs ammo types). When a fresh mag comes out of you pocket the empty one takes its place...
@@brazenh2836 But still.... if you have 5 mags on you, and 100 bullets total, and each mag holds 20... you shoot 15 out of the first, reload, shoot 10 out of the next, reload, shoot 5 more, reload, shoot another 5, reload... and out of the last mag you shoot 10 bullets... that's all 5 mags. You shot 45 out of 100 bullets, and hit the reload button and... you have another 20 bullet mag ready to go. And you can do this until you've spent all 100 bullets, it's like the mags auto-reload while they're in your pockets.
RE: Fast Travel, I liked how Oblivion handled it. Not only did it advance the clock, but it considered your speed when it did, so if you drank a speed potion before fast traveling, you would arrive sooner than if you had not (though in that case your speed boost would miraculously last for the hours of travel even if it should only have lasted a few seconds, which was great when you crafted a MASSIVE speed boost spell with a short duration to cast on your horse to make near-instant fast travel).
I liked Kingdom Come Deliverance. You travel while time moves at same speed you could cover the ground, and it shows you traveling across the map itself. And can be interrupted by things you come upon.
@@jonny-b4954 I was looking for someone to say this! One of the things I loved the most about KCD was that you could fast travel, but also could be ambushed while doing it, throwing you into battle unprepared. Perfect risk-reward ratio and never a dull moment!
@@miikareinikainen4050Yup, fantastic game. You could also take a dice roll on either avoiding/fleeing from the ambush or not. I loved how that game forced me (especially with the original save system before they patched it) to "live a life" throughout the day and retreat back home to save. Wake up, eat, do mission, gallop back home at dusk. I'm skeptical KCD2 will be good now that Warhorse Studios was bought up by Koch Media. Hate when small studios sell out.
Another one is stealth games, were the enemy sees you, and if you hide, they just continue with their lives... or if the enemy finds a dead body but sees no one around, they just assume it was its time.
And in sandbox games where the literal military is hunting you because you blew up a city block's worth of cars but then you pull into a safehouse in front of a tank and they go, "Whelp, he got away. Let's forget he ever existed."
Lol that was how it worked in the Getaway. I remember walking into a room with really shitty enemy placement and and almost got destroyed. I walked right back out and the character literally just leans against his arm on the wall and takes a breather before going right back in
Corollary to this is you can take 30 bullets and still be walking around totally fine and normal, but then someone bumps into you lightly and it knocks off the last little shred of health and kills you instantly
The loot explosion is kinda like Lara Croft walking into a tomb that's a couple thousand years old, and not only finding lit torches for whatever reason, but also attachables for her semi-automatic rifle...
@@ФёдорСеряков-я9ъ So the bad guys are incredibly incompetent, leaving ammo and attachables just.. lying about? Jeez, these people have NO sense of business. This kind of stuff is expensive!
or going into a tomb in skyrim that been sealed for hundres or thousands of years and finding eddible bread, wine that is not just vinigear (the torches is alteast explained with the druger taking care of the places in some way) and potions that got any liquid that is even remotly drinkable. also have chees and fruit that edbile hehe
After going from Elden Ring to Dark Souls I gotta say being able to leap down from tall heights was incredible and under appreciated, because realistically if i skip a steep going down my stairs I will blow out both my knees.
On grapple hooks, how about the amount of force they put on your arm to accelerate you in a perfectly linear line. That kinda force would either dislocate or straight up rip off your arm
And thats if the piece of whatever you attached the hook and two does not immediately rip off, most games in an urban environment when you are using a grappling hook to traverse rooftops the hook usually is attaching to things like chimney caps, rain gutters, balcony railings etc. and those things can easily pull out with enough force.
I always loved "nade jumps" in old shooters. Throwing a grenade and jumping over it at the right time to increase your height. You know... instead of losing your lower body.
Two words. Hit points. “I just got run through by a sword and took 120hp of damage, but I’m still at 50% hp so I’ll just attack back instead of coughing up some blood and then lie here on the ground dying.”
That concept (supposedly) goes back to WWII if you can believe it. I have heard that "hit points" refers to the number of 14-inch shells a ship could be expected to take before sinking. ...I haven't actually verified this, so apologies if I just spread an urban legend.
And also respawn mechanic... Well there are a lot of unrealistics things in games but most wouldn't be fun to play with... I remember a racing game where your car damage was to be paid quite an expensive amount, then I 1rst tried it I didn't like the game as I basically never had any money for anything, a few years after I played it again and was carefull in my racing so it was more enjoyable to actually be able to afford stuff...
Yep! Or in the Fallout series (for example), Super Mutant just took a dozen .50 cal rounds through his face and out the back of his head, but he still fights at full effect because...umm...he's a MUTANT! "Super Mutant strong! Not need brain to fight!"
I always loved this in Soul Calibur two. I'd spend the whole fight as Nightmare slashing and impaling my opponent with a sword half as big as they were, but if I could, I'd always make my final blow stomping on their foot, because it was hilarious to me that that, of all things, is what would finally stop them lol.
One of my favourite mechanics, especially in open world games, has to be the glider. Is there really a better way to cap off your dramatic ascent up a building or mountain than to jump off in style and enjoy the scenery on the way down? Also, honourable mention, the worlds most loyal and able bodied horse/mount that can traverse time and space at the sound of a whilste.
Mine is rocket jumping. I got into tf2 and learned so much about movement mechanics and how to sticky jump, rocket jump, and trimp. In rocket jumping there are so many skills you could write a book about how many things there are.
For number 2, Titan Falls Wall Running is explained by the fact that all the Pilots have little booster rocket packs strapped to the small of their backs that they use for all their extra human feet’s like wall running and double jumping.
13:09 this is totally explained for Titanfall 2. It's called a jumpkit, and they tell you about it frequently. You can even hear the little rockets going when you double jump or wall run.
@@adnanasghar1087 I'm specifically referencing him saying "They let you do it with no explanation." But there is a very constant and long-winded explanation.
@@mimcduffee86 Bruce banner was exposed to lots of radiation and now when he gets mad he gains mass, turns green, and becomes bullet proof. The explanation simply explains a corpse, maybe with some glowing as a power.
Titanfall absolutely has a reason for everything you can do! The wall running, double jump, and even the sliding at such speed and distance is all enabled by your jump kit! The jump kit is like a harness with small jets attached to it that's calibrated to a pilot's weight and such, using bursts from the jets to enhance their natural movement as well as enabling advanced movements as mentioned previously
except it doesn't allow extended wall running. Tiny jets aren't going to let you defy gravity. That's why it's unrealistic. Plus, it's never stated anywhere that they are anywhere except the back of the waist.
@@necrochemical5572 It's almost as though it's a science fiction game that requires a certain amount of suspension of belief The fact that it wouldn't work in real life doesn't mean the game doesn't have a REASON why it works in the game Titans have reasons why they work in game, but I'd like to see you try to make one I also never said it was REALISTIC just that there's a reason why it works in game and that reason is the jump kit, which is a factual statement
@@connorturner4612 the issue is that it's never stated anywhere that the jump kit does anything more than provide a double jump, nothing about keeping someone in the air to wall run longer. You completely missed the bigger point of me saying that the jump kit doesn't assist wall running. Either way, the video was about unrealistic gameplay mechanics, and you're trying to say it's not by pointing out it has a reason when that's not the reason a pilot can do it.
but it literally doesn't let you wall run or double jump in the campaign until the jump kit is calibrated ToT, and the original comment was made bc bro said "there's not a reason for it in the game" but there is :(@@necrochemical5572
Perfect dodge is kind of a real thing in boxing and mma: dodging only just as much as needed leaves you more ready to attack your opponent while they are extended/vulnerable. And like seeing an attack coming and using the dodge as an attack strategy, often the perfect dodges in boxing are a strategic string of movements to provoke an attack where you want it, where you are strategically ready for it.
Dodge rolling is what I think its very unrealistic, in Enter The Gungeon, someome just Rocket Launch you and then you dodge THROUGH the rocket like its intangible lmfao edit: I mean unrealistic guys 💀
Even the backflip from BOTW is a real technique in a lot of martial arts. Is it overly flashy, tiring, and mostly pointless for what you get? Sure. Is it basically just shuffling back a couple steps? Yeah. But it does give you the distance you want, covers your exit with a potential kick, and leaves you facing your opponent.
@@trs4184 Also to add to what you just said: most people are going to respond in pure surprise. They'll be like: o.O how the heck did he do that? And that gives you more of an opening than if you were to just block a hit.
Fallout New Vegas also has a hardcore mode where ammo has weight (you also have to sleep and drink water) I thought it was a really great system at the time, but I don't really play hardcore modes much anymore
Why not just have infinite ammo then lol? Thats the problem with games like that. You scrounge through the first level but after that it might as well just be a cheat. I guess some people like games to be a challenge and some just want a power fantasy.
@@peaceandloveusa6656 in botw if the monsters turn their face to you they attack immediately but if they partially see or detect something nearby it triggers the alert bar
to be fair if a guard heard a little noise they would be more alert but wouldnt check unless there was another guard near by and only if the noise seemed man made or load as they wouldnt want leave their post and get in trouble
In Project IGI, guards will usually run to sound the base-wide alarm and guards will pop up until you turn it off. However game had nasty habit of spawning enemies right behind you, and they will always shoot and damage you. You just enter some barrack, check every room, no one there, and as soon as you walk out of the room, there's dude showing up out of nowhere shooting at you.
I thought that video game stealth, where you can crouch in a bush that doesn't even cover player character, grants invisibility would make the list. Also, crafting nuke launchers on the fly from some scrap aluminium, bubblegum and duct tape in looter shooters without any tools and electricity is kinda unrealistic
Shadow of Mordor had an amazing answer to the "you'd get murked during takedowns" dilemma. Your resident soul-buddy would counter, sometimes even creating clones of himself in the process. This persisted into the sequel. We need more creative solutions like this. Prototype- (both games) They were actually consuming the wall where they came in contact with it. The virus in the wall then assumed it's form and healed, actually becoming more wall. (So I always explained it in my head anyway- that's why the black tendrils from feet to wall when you run on it. Always hoped there would be a prototype 3 that delved into the idea of integrating non-organic into the virus.)
I think the prototype protagonists are just wall running through sheer super strength and super speed. Every step probably leaves a hole in the wall which they use as grip to keep running
Games like Arkham also do a pretty good job of it, where that take down is so sudden and brutal that the other enemies don't just freeze in place, they recoil in shock and fear.
For Game Devs looking for a summary: 10: Bullet Time 9: Dodging: invincibility frames & perfect dodging reactions 8: Big Jumps: Cars going off of ramps 7: Repelling projectiles 6: Double Jump 5: Glory Kills: Player should be invincible during this time 4: Active Reload: Risk/reward: pressing the reload at the right time, speeds up the reload or makes the bullets more powerful, but missing the timing makes reload take longer 3: Grappling Hooks 2: Wall Running 1: Loot Drops from Enemies: Not looting enemies, but unrealistic loot that appears. Bonus: Rocket-Jumping Bonus: Fast Travel
A note on enemies standing around during a takedown: some games make enemies recoil in shock or horror to the scene of the takedown, to help give some credibility to the delay
Especially in COD (surprisingly). The enemy’s character will actually try to shoot or fight back before the takedown animation actually takes them down
Immediately remembered how orcs in Shadow of Mordor/War would literally shit their pants if you take down one of them. These games even had a *specific takedown* to *make* then run away!
@@ziziorens348 brutalizing, aka how to make even the genocidal race of murderhobos crap their pants and run away in terror because you just killed their boss in two seconds.
Kindgom Come Deliverance has a great fast travel - where the game actually renders the time that has passed and all NPCs do their things and such. It's amazing.
You can tell Falcon had fun making this list. I was thinking of the grapple hook mechanic while playing Gotham Knights and being able to grapple up to a building roof 300ft away in a second.
I was looking for Just Cause to get a mention or screen time when he was talking about the grappling hook. I don’t think it was there but we all know that game is the king of the unrealistic badass grappling hook
@@foxmind2490 In JC3, there's actually a cutscene where Rico grapples to a launching missile, and another where he grapples to a jet fighter passing the building he's in. So, it officially actually happened, not just a play mechanic. 🤯
Somehow grappling hooks in video games are even cooler than jetpacks. Especially when you have really good physics and maybe even a double jump or a wall run. Just being able to string together a grappling hook swing or boost with some of those other unrealistic but awesome movement abilities to blitz through an area you had to slog through before is incredibly satisfying.
I would say the top unrealistic game mechanic is health bars. In RL if you get shot or have a huge blow to your head with a sword you die or at least get incapacitated. In video games you often even get a 'berserk' mode that makes you super powerful when you got wounded a lot of times.
I don't remember the name, but there was a counter strike-like game which had body part hp, so you could hurt your leg if you jumped off from high enough, or got shot in them, same for arms, torso and head. and so getting your legs hurt would make you slower.
Dodging is actually a realistic combat strategy even in medival times. But, not with a roll or stuff like that, but rather by just backing up for a sideswing (in german HEMA called Zweg) or stepping to the side for a downswing (HEMA: Ochs or Dach). This can also be seen in the Talhofer Fechtbuch and in "schwertkampf" by Herber Schmidt (a reconstruction of older Fechtbücher) and is a regular practice to get a so called "Meisterhau" in, a move where you defend and attack in one move.
I was just about to say that. People didn't wore armor because they couldn't dodge. They worse armor because humans are fragile. Even in full plate armor, the combatant was pretty nimble. You really don't want to be hit upside the head with a mace, even with the proper armor. I guess the other thing is most dodging was combined with other techniques so it it isn't the "dodging" of video game. They were combine with footwork, like you mention side stepping and backing up. But you would also dodge and counter attack. And when you block and parry, you would also dodge because the goals was not to hard stop the attack, but deflect it, so you want to move out of the way of the attack.
I'd say that learning to dodge properly is even more important than wearing armor, since even full plate doesn't mitigate the trauma you'll feel from getting hit with a heavy ass medieval weapon lol. Dodging is an important and essential part of combat if you wanna survive and out maneuver your opponents
@@timothylopez8572 they actually did try to explain this. Wether or not this applies to every other iteration, idk. But they said he’s not actually “sticking”, his body is doing some sort of “magnetism” causing his body to attract itself to any material he chooses which is why he can stick.
Canonically in Doom eternal doomguy actually integrated the double jump boots he gets from the first game into his armor in the second game allowing him to do the dashes and double jumps that he's able to do using the rocket boosts from said boots that he gets in the first game
In regards to loot explosions. In the original borderlands the enemy would drop the weapon that they spawned with. Something they got rid of in BL2 (which is the clearly superior game) but I really miss that mechanic of the first game. I’ve always liked that to get a strong weapon, you have to fight the enemy with the weapon before you are rewarded with it. Perfectly logical, yet just as rewarding.
Souls games are similar. You have a chance to get an enemy’s weapon or other gear if they are using it. A certain spear for example can only be dropped by an enemy attacking you with it.
The first game I played with the grapple element was Just Cause 2. The basic use: Leap off of a high point, active your glider wings, and use the grapple to pull yourself through the air. But you could break game physics with it. You could jump off a cliff high enough to cause fatal fall damage but aim your grapple gun at the ground and grapple the ground when it comes in range, not only do you start falling a little faster, you reach the ground with no damage.
In JC3, the developers added a little snide remark about grappling straight down to survive a fall. They put it as a remark during the loading screens.
I like the way Immortals fenyx rising handles double jump with the wings, and in similar games. I know it's fiction but a touch of "realism" is always nice
When it comes to Uncharted, me and my brother had a way of playing which we called "Action Hero Mode" Where we would never use a gun unless we had no choice what so ever. It was just a way for us to pass the controller back and forth more since we basically memorized all the stages already. Haha Good times.
Fun fact about car jumps in movies - they have to take the engine out of the car that they launch off the ramp - otherwise it would tip straight down b/c the engine is so heavy. Front-engined cars are NOT balanced to jump through the air.
Watching KITT jump in the 80s is sometimes unintentionally hilarious for this very reason. Front points down like crazy, yet only the wheels hit the ground in editing. Lol.
Fun fact: Its actually for safety reasons and not because of weight (which can easily by fixed by weighing down the end of the car without the engine). Leaving the engine in creates a good possibility for not only fluid spills, but also creating a 400lb metal projectile when said engine easily separates from the car on impact.
As great as Fast Travel is, there are infinitely more rewards to taking the long way after killing the Judge at Mt. Bur-Omisace in Final Fantasy 12 all the way to the Nalbina Fortress. You could fast travel there using the orange save crystals and one teleport stone, but you have a killer stash of loot to sell once you get to Nalbina if you take the long way. Where does the loot come from? Monsters respawn very easily in that game because you only have to cross two zone lines, and they drop similar or unique loot that is worth quite a bit. Find a three-zone circle, and each zone should respawn all monster by the time you get back to it. You also get experience and License Points to unlock more licenses, letting you use different equipment, technicks, spells and the like. It's worth the hike.
@@Ghoulbum: Which games? Final Fantasy 12 doesn't have an inventory limit as far as I recall. You COULD carry everything you pick up, but it's better to sell most of it. Just hang onto vital ingredients until you can sell them in sets so that you can get the Bazaar Goods that go with them. Serpent Eyes are a pain to get, and you only need one for the Serpentarius ingredient. You need three Serpentarius to get the weapon from Bazaar Goods (I think it's Ultima Blade). If you sell all three Serpent Eyes at once, you will only get one Serpentarius.
I would actually enjoy watching the carriage rides in Skyrim. Seeing wolves munching on a bandit who unfortunately ran into a Spriggon while chasing a messenger for his loot then a spider entering the frey after running away from a hunter followed by a dragon joining in..... And for some reason the Skeever believes it can defeat said dragon. What I would give to watch that unfold while on a carriage ride from Solitude to Winterhold
The carriage would be attacked by bandits, animals, and monsters all the time, just like the player character walking on his/her own. The driver and the horse would be dead in not time. It's not really explained how the coach magically avoids all the trouble. Or maybe it is and I just forgot.
Titanfall explains why you can wall run and double jump, you have a booster pack that's on your waist connected to a neural link in the helmet a pilot wears, I'm pretty sure its explained at the beginning of both titanfall games
I like how destiny 2 does takedowns because the enemies can still attack you while you do it but you get a temporary shield while doing it. This way if you are not carefull you can still die while taking the enemies down but you can get bonuses like ability cooldown. High risk decent reward
My counterargument to bullet time for CoD would be that with high adrenaline and hyper-focus at the moment, time could appear to slow down some as the brain is in overdrive. Not to the extent in the games, but enough that you would have a second or two more to think and act.
As a veteran I will say time doesn't feel like it's slower 😂 if anything it sort of just becomes a blur and then you can think about what happened after the fact. You don't really think all that much in high adrenaline situations which is why you act faster but its sort of instinct built up through training if you get me
My experience with adrenaline rush is from panic attacks due to a bad phobia of mine. There are a few times I got kind of trapped with no realistic means of escape. Interestingly it is quite different from accounts in combat situations, where it can be described as hyper-focused. Like Stephen said above, your brain just know what to do. For me, time didn't slow down as well, but I became hyper-aware of my surroundings. A lot of times when we see something, it takes a short time before we processed it, and then realise what it is or what happened. During my panic attacks, things just get realised almost instantly. I can 'see' things quite clearly with my peripheral vision (as in, you sort of know what objects are there and what they are without directly looking at them), and so by just turning around and look to my back, I can 'know' what is around already. I can work out what are the possible path to escape right then, or realised I am trapped and say my prayers. The main thing is that time didn't exactly slow down, it is just that the brain works faster. p.s. It may sound fun and like a super power to those who haven't experienced it, but it is what comes after that you will not like. Once the dust settles and I am 'safe', I feel exhausted and extremely weak. I feel like I have just taken a 20 km hike, while I haven't slept for a few days. My hands and legs shake, and I can't close my eyes, or I will have flashbacks, triggering the panic attack again. It is like overclocking your computer to ludicrous speed, only to have it smoking after a minute. Not a good way to think faster.
On the contrary, if they are minding their business and dispdn’t exoect to be atracked, it would be logical that they need a couple of s of stun before starting to react.
A pseudo excuse for a lesser version of bullet time is entering a "flow state". I was a fencer for years, and while I sure as hell couldn't dodge bullets, there were a few moments where everything just "clicked" to the point where everything just felt so simple and clear, and I felt like I had all the time in the world to make the right choices. One of the most satisfying experiences I've had in life. Yes flow state does happen in gaming too, but in a combat sport (historical fencing as well a modern Olympic) feeling like you have perfect kinestetic knowledge and response is amazing.
no matter you say the normie of US people won't understand. there can't comprehend science remember?. i know what you talking about bullet time when you fencing only those play sport can feel
Here's another 10: 1. Never needing to eat or sleep (unless you're playing a life sim or something) 2. Being able to just sleep off injuries and some diseases in RPGs. 3. Not instantly dying when shot or stabbed with a weapon. 4. Always having supplies conveniently placed around your environment when you need them, and items to defeat bosses when you need them. 5. Linear paths always conveniently having some possible path forward (at least in linear games) 6. Unnaturally fast night/day cycles (if any at all) 7. Impractically large inventory 8. Unnatural physics (e.g. unnatural acceleration due to gravity, unnaturally fast movement speeds, being able to move around mid-air in some games like 2d platformers, etc.) 9. Multiple lives/continues 10. And last, but not least, load/save points and load/save states, as well as the ability to pause.
When I used to play the OG Assassin’s Creed; I often chose to go to the next destination by riding the horse as if I actually had to travel the realistic way; avoiding any fast travel; But it was more to immerse myself in the game. Great video!
I have used fast travel in Genshin: Impact all of 2-3 times, and that is because I was playing with friends who did not want to travel for an hour to do the quest. Slow travel is great in games where travel mechanics are enjoyable and/or there is plenty of things to come across along the way. G:I was best for this, IMO.
It's nice that you get a choice. There is something to say for doing that if you actually have the time and want to max out the time spent playing. But, for those that have busy lives it can be hard enough to play a game like that with the time available.
I'm replaying Odyssey right now and yeah, just running through the world on a horse has taken me hours of just side exploration for legit no other reason than it's pretty
"You'd have these conversations where you'd be sitting in a design review and somebody'd say, _'that's not realistic.'_ And you're like, 'okay, what does that have, like, explain to me why that's interesting.' Because in the real world, I have to write up lists of stuff I have to go to the grocery store to buy. And I have never thought to myself that realism is fun. I go play games to have fun." -GabeN (Half-Life: 25th Anniversary Documentary)
I'm almost offended you didn't mention Just Cause games at the grapling hook, those games are literally the prime example of grapling in games 😂 On that note, you can technically wall run with a rope attached above (like a grapling hook 😳) but like Falcon said it, to secure a grapling hook perfectly first time every time is insane 😅
12:00 Dying Light 2 had a pretty decent realistic take on grappling hook for me. You couldn't exactly button-time it so you had to actually aim your hook to proper locations (albeit thats debatable lol), it didn't stick onto many locations, you had to select it from your quick-slot to actually use it, it drained more stamina if you overuse it. You don't gain too much height or distance from it either but it does help you ascend more than a wallrun would and just allow you to swing between different platforms.
Honestly just jumping in games is incredibly unrealistic. When would anyone ever jump in real life (By jumping, I mean standing and jumping out of nowhere, not like in basketball and such)? Never, pretty much, and that's for a very good reason. You spend a ton of energy and you earn nothing from it. Also, in video games, you jump really high, and if you ever tried to just jump without momentum or anything, you could barely jump 30-40 centimeters (1 foot)...
I definitely don't want to come home from the real world to play a game just like my real life. I play games to have fun and escape reality for a while.
I mean some games are good with realism like I don’t think that you would go to work and start robberies in the western 1800’s or fight alien creatures or fight in ww2
@@nathaniel9526 : I think in those cases, the unrealistic appeal instead comes from the lack of consequences being applied to an otherwise convincing and grounded experience. "Sorry I died Colonel, can I try that critically important covert operation again?" XD
Even the Sims, which is ostensibly a simulation, is made by people who have the good sense to gamify everyday experiences and to mix in some of the more trans-mundane elements usually through DLC. A 1-to-1 sim would be very little fun for anyone save those who literally have no life, be it a zombie or an A.I. construct.
Funny you mentioned Fallout 4 at the end because the first thing I thought of when seeing the video title, was crafting and base building. Demolish some 200yo wooden houses with rusted steel frames, some cola bottles and a derelict robot or two -- and that causes you to be able to plop a new building and some turrets into existence? Unlikely. But very handy.
you missed how unfathomably high most video game characters can jump. I can barely jump over half my height, but tons of video game characters can jump well over their own height, sometimes 3x higher than they stand! and thats BEFORE they double jump.
Assassins Creed fast travel actually doesn't stop the world around you which is cool. Noticed it in Odyssey when trying to travel to where a Phylake is to fight them, when you load up they have moved so you kind gotta predict their movement a bit or ride to them on horseback
I really want to see you guys cover the entire Motorstorm racing series. It’s little known. But, it’s the coolest racing series I’ve ever played. It’s the best example of the ramps and jumps and landing without destroying yourself. Every game is equally as insane in different ways. I want more people to know about them, and reach back in time to revisit them.
In certain FPS games (like COD), bullet time could be considered an "adrenaline rush." Like when you're breaching a room or something and time slows. It could be explained away slightly as an adrenaline rush, as they say adrenaline in tense situations can help you focus better.
I'm glad someone else said it, there are many Navy Seals who said time feels like it slows down during high intensity moments. the youtuber "Speak The Truth" said their was one time when a Mortem shell landed right next to him while shooting his gun and he said it felt exactly like in call of duty during the slow mo moments. He said he could feel his guns shooting slower for a very short moment.
I might just be a weirdo but I really like satisfying gore whether or not it is realistic. There is something really fun about making a zombie's head explode from a .22 pistol that is really cool. When there is also dismemberment that doesn't hold back, it is very cool. It automatically makes almost any game better.
Stealth - it's not totally unrealistic the way it works in most games but when you can crank it up so high that you can stealth your way up in front of an enemy in broad daylight and you are essentially invisible (I'm looking at you Skyrim) something is broken. BUT it is also soooo cool to deliver those one-hit, knife-strike glory kills to the face while they look right at you but can't see you.
The grappling hook one is debatable. I mean if something like a fishing line can hold over 800lbs. I mean the science behind Batman’s grapple is pretty solid, the only two things that make it slightly difficult to make realistic is having the metal grapple attachment capable to attach anywhere and the internal mechanism that reels the cable to pull you up.
You forgot a few things: - the things that you grapple onto - most of the time they would break in reality. - the force required to pull you in THAT fast (and in a straight line), would literally rip the arm from your body.
In fact, the line and motor are the least of your concern. Those we've already developed to things more than strong enough for a human body. But as others said, the thing the hook connects to, and the thing the gun connects to (your hand/arm) simply cannot take those strains/forces, no matter how good the hook/line/motor/gun.
Titanfall 2 also has grapples. But it's more akin to the ones used Attack on Titan. So, it's at least much more explainable. And also given that its far in the future, so grapple technology could definitely be more compact.
Kinda forgot one of the most basic things: Health bars. In games it's nice to not just die from every little hit. But good luck IRL swinging your massive chunk of steel that you call a sword while having an arrow stuck in your shoulder.
I like the artful guidance level designers put into their worlds to communicate "Hey! You can do this thing!" to show you abilities without needing a tutorial for it, or at least what the player WOULDN'T perceive as a tutorial. Some games do such an amazing job at making the player feel smart when the gameplay forces a quickly learned behavior and it stings all the more when you try a different game and you just get tossed into the deep end and expected to figure out a dozen different variables simultaneously. Portal 1 is a total masterclass at this. In fact I'll say Valve games in general more or less have that as a guaranteed feature of their games whenever they decide to make them. The only instance in one of those games where I felt boxed in and nearly forced to use a specific gadget was getting the Gravity Gun in HL2 but it's so short and the concept of a bonna fide physics weapon blew a lot of people away at the time including me when I got my copy of The Orange Box back in early 2008, almost 15 years ago!
2 years prior to Max Payne a game called Aliens vs Predator had something similar as a cheat code. After beating the first level as a marine with 80% or more headshots you unlocked the John Woo mode. That was fun.
Let's not forget the bonus unrealism to double jumping: Why can you only do that mid-air jump once? Why do your wings, or rocket pack, or magic ability to briefly make air solid absolutely require making contact with the ground before they can possibly work again? Sure, sometimes games explain how the mid-air jump itself works, but they NEVER explain why that ability is strictly limited to one use per jump.
@@kevinconnors2430 I forgot about Kirby but yeah, good point. He can air-jump a bunch of times without touching the ground, so he's a rare exception to the once-per-jump rule. And there's even an in-game reason for the limit to air jumps, so he's a double exception. As usual, Kirby succeeds where all others fail.
Man I love the wall running mechanic, picked up Star Wars Jedi fallen order and sunset overdrive for £10 in total yesterday on sale on steam looking forward to finally playing them on my aya Neo handheld pc 😏😏
I remember first picking up Borderlands, where the concept of "looter shooter" was new to me. There is this...strange joy one gets when popping an enemy in the head, and seeing a shower of ammo or mods or weapons explode from their corpse in arrays of colored beams.
IDK how you can say it's unrealistic. The other day I aggro'ed the wife and she went to slap me. I activated bullet time, kissed her, told I was sorry and avoided the slap all before bullet time ran out. She forgave me, and I was gtg. Then the neighborhood punk kids through a snow ball at me the other day, I dodged at the last second, picked up and made snow ball, in a quick reload, and threw it back at them with such force it knocked them clean on their butts. Two weeks ago the daughter's cat was stuck up a tree, and I had lent out the ladder, but no problem for me, I jumped up and fell short, but tried a second time using a second jump to rescue the kitty. Couple of months back, the lawnmower, a rider, was in the back 40, and I didn't want to drive around the irrigation ditch, so I made a ramp cleared the ditch, saving 20 minutes of drive time! Those 12hp really launched that mower, let me tell ya! Last year, the boys were at a Basket ball tourney, when the ball took a weird bounce onto the roof top, as it was getting late, I didn't want to wait for the maintenance crew, so I ran up the school wall, and fetched the ball so the tourney could continue. When I was sharpening my mower blade, last summer, some gang bangers pulled a drive by a block away, and I turned with the blade in my hand when I heard the ruckus, and deflected 3 bullets, instinctively of course. The only unrealistic thing is loot explosion, cuz when mine happen the IRS shows up and takes most of it away!
I always suspected Falcon might be Batman, I mean have you ever seen both of them in the same room together? Glad he's confirmed it, now grapple, grapple away Falcon!
Yeah, I’d say air manoeuvring is even more fitting on this list than double jump. The rare games without it are excruciating but it’s a conceptually absurd mechanic.
Dodging exixsts, that is true. But imagine you try to hit someone and your fists just punch through your opponent without doing anything to him/her/whatever... That would feel ... a tiny bit awkward... i guess..
For number 5, Destiny 2 dealt with this issue in a way. If you're performing a finisher on a combatant, enemies will still shoot at you. And if you're at low health you may die while doing the finisher, or right after. Theres even an armor mod that gives you increased protection while performing a finisher.
RE:Grappling Hooks ... I love the ones in Tomb Raider (the reboot series) because they are just ridiculous. At some point during her adventures in each game, Lara goes "you know what would be awesome? If I just tie a rope to my climbing axe and throw it!" and that's _exactly_ what she does. You can be running, jumping, falling, and just throw your climbing axe at any surface you can normally use a climbing axe with, or other objects that can be grappled and it works. It's awesome because it's so damn silly and unrealistic.
I'm shocked that Falcon didn't mention the Just Cause series when talking about the grappling hook. When I think of a grappling hook I immediately think of just cause 2 or 3. Easily the best mechanic in those games
I know we all talk about how consistently amazing Gameranx is but with that level of quality I hope the team takes care of themselves and don’t burn out! We love your content but hope you aren’t working yourselves too hard to keep this up, we appreciate y’all!
I once did an Oblivion playthrough with no fast travels at all. I did install some facelift mods, such as open cities, better environment, unique dungeons and such. It was fun. Took a lot of time, but I had to plan really well, because as you said I will not go back from Anvil to Cheydinhall for that one rusty longsword and weak potion, I'd rather buy or loot a new one locally. It made me use the environment more and yup as you would expect made the game more immersive. I imposed that rule on myself, but I wouldn't mind a toggle switch to be able to just turn off fast travel altogether in immersive RPGs.
I'm still kinda sour about the cool Morrowind vibes that Oblivion cast away. Like walking everywhere in real time. And just getting better at the things your character actually practised which they partly replaced with a fallout-esque perk system. But yeah, I try to avoid fast travel whenever I can.
"Way back in the day." Ha. My main in WOW vanilla, before the first expansion, was a Dwarven hunter. I scrimped and saved every copper. Always walked/ran from one place to another, aspect of the cheetah ready to be toggled on and off (...with aspect of the... monkey, was it?) in case of in-coming damage, let my pet's 'growl' pull them off of me while I kept running through places I ought not be. I could always play dead if I had to. Returned quests the 'cheap' way and would take advantage of doing a bunch at once. Finally got to level 40, the level you had to be to get the first 'normal', read 'slow', mount back then. I told this great news to my buddy that had gotten me into playing WOW when I saw him at a party IRL. He was 'end game' before I even started. He congratulated me, 'ding-gratz', and said he would help all he could and would ask in his guild if anybody else could pitch in for part of my mount and training. He was pretty sure it was "like 40 gold" or something and that while they couldn't pay for all of it, they could probably get half when I was ready, "we'll get you a mount before Christmas". I almost didn't have the heart to tell him that if you weren't a paladin it cost exactly 100 gold for training the skill and one mount, 80/20, and that because I made the purchases in the correct order I could still say I had never spent more than half of all my gold in any one purchase. He had always known about my not-taking-the-griffin-cause-it-costs-too-much attitude, though we didn't play together. "Very first thing I did! Before I trained any class skills. I literally flew the entire way, straight there." He always had all the answers to my questions and I had always looked up to (idolized) his wisdom regarding both the game and just life so much that I will never forget the look on his face or my feeling of pride. I later learned that other than a few people, who only did late game recipes, no body in the guild even bothered with crafting?!? Crafting was my bread and butter. Before you can worry about saving money, you have to have money to save. Also explains why it took me just over a year (well, there was/is also the wife and two kids, but...) to finally settle on a main character and get them to level 60. Actually used the in-game-world promotion of the first expansion to push from level 54 to 57 before it went live. Loved that game. "Way back in the day." Ha.
For reloading, putting aside the potential damage boost for success, it is absolutely both possible and realistic to have a quick, mid-combat reload. Special forces soldiers are trained in various reloading techniques (though most end up choosing one) that streamline the efficiency of reloading during a firefight. What I personally find most unrealistic in games is that when you reload from a magazine that still has rounds in it, you get to keep all of the rounds that were in the previous magazine instead of having to throw them away! But boy am I glad you get to keep them because in video games I'm a terrible shot!
A theory for the item drops is that any npc may also have an inventory/item box/spatial storage in which only a little part of it is released after the spatial collapse otherwise not destryed after the fight. Be it money, armor or weapons or any other kind of object inside. For example, a recently spawned goblin not having as many drops as another one that has not been slayed for longer time.
But why would a giant bee carry a bunch of big ass axes that are on fire? :P Why would it carry anything. I mean sure, killing a wolf and then rummaging through its stomach contents (but whyyyyy) might yield a coin.. but it's not likely it'd eat a full set of armor, that'd be terribly inconvenient when having to take a dump (even if something like Wow has its fair share of poop quests).
Titanfall 2 has an explanation for wall running and double jumping. Every pilot is equiped with a jump kit. Essentially just a thruster. It speeds you up when running, propells you in the air for the double jump, and allows you to cling to a wall as long as possible.
Regarding Titanfall wall running; there is a reason for it there. As I understand it they have limited jetpacks. They are not powerful enough to lift you off the ground, but they can push you against a wall hard enough that you can run in it for a while.
The classic Ocarina of Time grappling hook. The believe this was probably the first grappling hook that I encountered. But yeah even though the hook was really simplistic in that game, it was nonetheless fun to swing back and forth and see how fast you can turn around and grapple after each consecutive grapple.
BF2 2005 for the PC had a special forces expansion pack that introduced ziplines and grappling hooks, where you could grapple and zip anywhere given you had the appropriate space and distance to do so. But for 2005, nearly 2 decades ago, it was revolutionary and i feel like that whole game gets no credit. Way ahead of its time.
I like that this wasn't a swing at unrealistic parts of games; part of the point of a video game is to be in an unrealistic world or do unrealistic things
With double jump also comes air walk or fall control (not sure what it's called) : when you fall you can still control your character so they land perfectly on a platform or an enemy. Physically impossible without something to help (thrusters, wings,...). It was necessary in old school platforming but I can still see this in recent tomb raiders or some FPS.
It's still necessary since you can't calculate the force necessary to make the jump using just visual references and controller inputs and also calculate the vertical and horizontal vector (and the lateral vector if it's 3D) all before making the jump. It would need a mechanic much like aiming in the Worms games and those are turn based instead of real time for a reason.
3:35-4:55 : I remember back on PS1 I played 'Driver: You Are the Wheelman'. There you could race through San Francisco and while being chased by the police. It was awesome flying down the streets and some times over a police roadblock in the process. It was hilariously fun!
Infinite warfare’s wall running wasn’t super explained but did make sense. They used exoskeletons that enhanced physical ability and gave access boost technology which aided in it.
@@Firelord6127 same with the double jump. and grapple being explained by the pilots kinda being super soldiers enhanced with some form of nanobots iirc
Fun fact about Jedi deflecting bullets. The reason Mandolorians were so effective against jedi is because they used slug throwers instead of blasters. What happens when you shoot a solid metal slug through a super heated laser sword? You get molten metal flying at a few hundred feet per second.
The most unrealistic thing is that all clothes, armor or equipment pieces you find in an open works or RPG fits your character perfectly. You can even switch sometimes clothes between male and female characters and the clothes magically change the appearance.
👆🏻
Yeah. Like breastplate for male looks completely different vs breastplate for female. 🤣
That would be the funniest mechanic, where each piece of gear has a "S, M, L, XL..." value, and your character has a size stat that affects how baggy or awkwardly small it is on them. You could get a bonus for something that fits well and/or a penalty for things that fit poorly. Maybe in practice it's a terrible idea for most games, but it's entertaining to think about.
@@ryo-kai8587 and you need skill to customize armor or weapons for yourself or pay NPC who will do it.
If i remember correctly in demon's souls some elements can only be worn by a specific genre
I like that in most games, reloading my magazine of 29/30 bullets lets me keep those 29 bullets in my total ammo count despite the fact that my character simply tossed the whole magazine into the void.
Well technically, professionally trained combatants keep empty mags since a shipment of bullets doesn't include mags (considering all the different weapon vs ammo types). When a fresh mag comes out of you pocket the empty one takes its place...
@@brazenh2836 But still.... if you have 5 mags on you, and 100 bullets total, and each mag holds 20... you shoot 15 out of the first, reload, shoot 10 out of the next, reload, shoot 5 more, reload, shoot another 5, reload... and out of the last mag you shoot 10 bullets... that's all 5 mags. You shot 45 out of 100 bullets, and hit the reload button and... you have another 20 bullet mag ready to go. And you can do this until you've spent all 100 bullets, it's like the mags auto-reload while they're in your pockets.
@@Dhalin true though I think I've seen some games actually track individual mag fill (but very few since it's realistic but not player friendly)...
I can't really remember any game doing that except for the Mafia: City of Lost Haven
I agree, i thought reloading period would be on here.
RE: Fast Travel, I liked how Oblivion handled it. Not only did it advance the clock, but it considered your speed when it did, so if you drank a speed potion before fast traveling, you would arrive sooner than if you had not (though in that case your speed boost would miraculously last for the hours of travel even if it should only have lasted a few seconds, which was great when you crafted a MASSIVE speed boost spell with a short duration to cast on your horse to make near-instant fast travel).
As a vampire in Oblivion fast travel became the bane of my existance.
I liked Kingdom Come Deliverance. You travel while time moves at same speed you could cover the ground, and it shows you traveling across the map itself. And can be interrupted by things you come upon.
In Days Gone you can fast travel only if you have enough fuel in the motorbike.
@@jonny-b4954 I was looking for someone to say this! One of the things I loved the most about KCD was that you could fast travel, but also could be ambushed while doing it, throwing you into battle unprepared. Perfect risk-reward ratio and never a dull moment!
@@miikareinikainen4050Yup, fantastic game. You could also take a dice roll on either avoiding/fleeing from the ambush or not. I loved how that game forced me (especially with the original save system before they patched it) to "live a life" throughout the day and retreat back home to save. Wake up, eat, do mission, gallop back home at dusk. I'm skeptical KCD2 will be good now that Warhorse Studios was bought up by Koch Media. Hate when small studios sell out.
Another one is stealth games, were the enemy sees you, and if you hide, they just continue with their lives... or if the enemy finds a dead body but sees no one around, they just assume it was its time.
Now man they are taking. Nappies
"It must have been the wind...!"
@@Peter86820 beat me to it hahaha
Batman arkham games are different though
And in sandbox games where the literal military is hunting you because you blew up a city block's worth of cars but then you pull into a safehouse in front of a tank and they go, "Whelp, he got away. Let's forget he ever existed."
The most unrealistic is instant healing. Take like 7 seven bullets to the chest, rest for 5 seconds behind a wall and you're as good as new.
being 100% still operative after you've been riddled with bullets and have 1 HP left
Lol that was how it worked in the Getaway. I remember walking into a room with really shitty enemy placement and and almost got destroyed. I walked right back out and the character literally just leans against his arm on the wall and takes a breather before going right back in
or eat snack like gta V
Corollary to this is you can take 30 bullets and still be walking around totally fine and normal, but then someone bumps into you lightly and it knocks off the last little shred of health and kills you instantly
With COD I've always treated health as luck
The loot explosion is kinda like Lara Croft walking into a tomb that's a couple thousand years old, and not only finding lit torches for whatever reason, but also attachables for her semi-automatic rifle...
both TR and Uncharted explain that by having the bad guys fiddle around that same place before.
@@ФёдорСеряков-я9ъ So the bad guys are incredibly incompetent, leaving ammo and attachables just.. lying about?
Jeez, these people have NO sense of business. This kind of stuff is expensive!
or going into a tomb in skyrim that been sealed for hundres or thousands of years and finding eddible bread, wine that is not just vinigear (the torches is alteast explained with the druger taking care of the places in some way) and potions that got any liquid that is even remotly drinkable. also have chees and fruit that edbile hehe
@@sorrowandsufferin924 they're overfunded. Speaking of indirect storytelling.
Or currency
After going from Elden Ring to Dark Souls I gotta say being able to leap down from tall heights was incredible and under appreciated, because realistically if i skip a steep going down my stairs I will blow out both my knees.
On grapple hooks, how about the amount of force they put on your arm to accelerate you in a perfectly linear line. That kinda force would either dislocate or straight up rip off your arm
I remember watching a Game Theory episode on this topic, specifically about the unrealistic physics of the hookshot from the Zelda series
especially just cause 2-4
And thats if the piece of whatever you attached the hook and two does not immediately rip off, most games in an urban environment when you are using a grappling hook to traverse rooftops the hook usually is attaching to things like chimney caps, rain gutters, balcony railings etc. and those things can easily pull out with enough force.
At least with Tomb Raider: Legend, the hook was magnetic and it stuck to metal surfaces.
Spiderman actually mentioned that when he lost his powers and used his web slinger. It about ripped off his arm.
I always loved "nade jumps" in old shooters. Throwing a grenade and jumping over it at the right time to increase your height. You know... instead of losing your lower body.
Or it's cousin ROCKET JUMPING 😂 like in Team Fortress 2
Another unrealistic mechanic that doesn’t suck, when reloading in most games , it automatically combines partially used magazines
Yep
I recall that being in one of their videos about guns/shooting mechanics in games. :D
Weapons that dont jam
But there is nothing awesome about inventory unless you have OCD
@@anniemcmillen940 Not every game needs one, but it works great in survival horror games though. It is awesome there.
Two words. Hit points.
“I just got run through by a sword and took 120hp of damage, but I’m still at 50% hp so I’ll just attack back instead of coughing up some blood and then lie here on the ground dying.”
my battery is not dead yet
That concept (supposedly) goes back to WWII if you can believe it. I have heard that "hit points" refers to the number of 14-inch shells a ship could be expected to take before sinking.
...I haven't actually verified this, so apologies if I just spread an urban legend.
And also respawn mechanic... Well there are a lot of unrealistics things in games but most wouldn't be fun to play with...
I remember a racing game where your car damage was to be paid quite an expensive amount, then I 1rst tried it I didn't like the game as I basically never had any money for anything, a few years after I played it again and was carefull in my racing so it was more enjoyable to actually be able to afford stuff...
Yep! Or in the Fallout series (for example), Super Mutant just took a dozen .50 cal rounds through his face and out the back of his head, but he still fights at full effect because...umm...he's a MUTANT! "Super Mutant strong! Not need brain to fight!"
I always loved this in Soul Calibur two. I'd spend the whole fight as Nightmare slashing and impaling my opponent with a sword half as big as they were, but if I could, I'd always make my final blow stomping on their foot, because it was hilarious to me that that, of all things, is what would finally stop them lol.
One of my favourite mechanics, especially in open world games, has to be the glider. Is there really a better way to cap off your dramatic ascent up a building or mountain than to jump off in style and enjoy the scenery on the way down?
Also, honourable mention, the worlds most loyal and able bodied horse/mount that can traverse time and space at the sound of a whilste.
Good ones!
Mine is rocket jumping. I got into tf2 and learned so much about movement mechanics and how to sticky jump, rocket jump, and trimp. In rocket jumping there are so many skills you could write a book about how many things there are.
@@blitzworldace Halo 3 was my first experience of rocket jumping 🤣
@@Lorronzo Lol I love movement mechanics
For number 2, Titan Falls Wall Running is explained by the fact that all the Pilots have little booster rocket packs strapped to the small of their backs that they use for all their extra human feet’s like wall running and double jumping.
Which is why until lastimosas calibrates to Cooper you can wall run or double jump
How would a little rocket help you run on a wall??
Also prototype is basically you stab your feet into it
Extra human feets? Why are they carrying around human feet?
@ZlothZloth the force of the jetpack pushes the player against the wall I guess. Great Game though
My personal favorite is the falling from any height at all and taking no damage so long as you land in a puddle of water.
Yup...if you fall far enough, you hit Terminal Velocity and hitting water at that speed is no different than hitting concrete...SPLAT...
Or a bucket of water cough cough minecraft
@@HappilyHomicidalHooligan everyone knows and no one asked bruh 💀
Half-Life being a prime example.
@@WALTER_WHITE____ so unnecessarily rude man like bro he was just adding to the comment
13:09 this is totally explained for Titanfall 2. It's called a jumpkit, and they tell you about it frequently. You can even hear the little rockets going when you double jump or wall run.
Explaining it doesn't make it believable
@@adnanasghar1087 I'm specifically referencing him saying "They let you do it with no explanation." But there is a very constant and long-winded explanation.
@@adnanasghar1087 Explaining science fiction doesn't make it science fact? No way?!
@@mimcduffee86 Bruce banner was exposed to lots of radiation and now when he gets mad he gains mass, turns green, and becomes bullet proof. The explanation simply explains a corpse, maybe with some glowing as a power.
Titanfall absolutely has a reason for everything you can do! The wall running, double jump, and even the sliding at such speed and distance is all enabled by your jump kit!
The jump kit is like a harness with small jets attached to it that's calibrated to a pilot's weight and such, using bursts from the jets to enhance their natural movement as well as enabling advanced movements as mentioned previously
yeh he didnt know the lore of his fav game :)
except it doesn't allow extended wall running. Tiny jets aren't going to let you defy gravity. That's why it's unrealistic. Plus, it's never stated anywhere that they are anywhere except the back of the waist.
@@necrochemical5572 It's almost as though it's a science fiction game that requires a certain amount of suspension of belief
The fact that it wouldn't work in real life doesn't mean the game doesn't have a REASON why it works in the game
Titans have reasons why they work in game, but I'd like to see you try to make one
I also never said it was REALISTIC just that there's a reason why it works in game and that reason is the jump kit, which is a factual statement
@@connorturner4612 the issue is that it's never stated anywhere that the jump kit does anything more than provide a double jump, nothing about keeping someone in the air to wall run longer. You completely missed the bigger point of me saying that the jump kit doesn't assist wall running.
Either way, the video was about unrealistic gameplay mechanics, and you're trying to say it's not by pointing out it has a reason when that's not the reason a pilot can do it.
but it literally doesn't let you wall run or double jump in the campaign until the jump kit is calibrated ToT, and the original comment was made bc bro said "there's not a reason for it in the game" but there is :(@@necrochemical5572
Perfect dodge is kind of a real thing in boxing and mma: dodging only just as much as needed leaves you more ready to attack your opponent while they are extended/vulnerable.
And like seeing an attack coming and using the dodge as an attack strategy, often the perfect dodges in boxing are a strategic string of movements to provoke an attack where you want it, where you are strategically ready for it.
i was about to say, its only dodge rolling thats not realistic. sidestepping is very much a real thing in both new and old times
Dodge rolling is what I think its very unrealistic, in Enter The Gungeon, someome just Rocket Launch you and then you dodge THROUGH the rocket like its intangible lmfao
edit: I mean unrealistic guys 💀
Yes, but even the best ones in dodging prefer to defend most of the hits cause dodging is risky or even can tire you more...
Even the backflip from BOTW is a real technique in a lot of martial arts. Is it overly flashy, tiring, and mostly pointless for what you get? Sure. Is it basically just shuffling back a couple steps? Yeah. But it does give you the distance you want, covers your exit with a potential kick, and leaves you facing your opponent.
@@trs4184 Also to add to what you just said: most people are going to respond in pure surprise. They'll be like: o.O how the heck did he do that?
And that gives you more of an opening than if you were to just block a hit.
What we want for Christmas in real life: Fast travel. Finding loot everywhere. Getting xp points and using them to upgrade your stats/skills. :)
I think holding thousands of rounds or arrows and weighing nothing is one of the must have in any game unless it's a survival nightmare.
10,000 bottle caps..... Ahem!
Fallout New Vegas also has a hardcore mode where ammo has weight (you also have to sleep and drink water) I thought it was a really great system at the time, but I don't really play hardcore modes much anymore
Only a thousand?
bv1
Why not just have infinite ammo then lol? Thats the problem with games like that. You scrounge through the first level but after that it might as well just be a cheat. I guess some people like games to be a challenge and some just want a power fantasy.
Also in games where the enemies' alert bar has to get full to be actually able to detect you is totally unrealistic but fun.
"Is that person three feet in front of me actually a person?"
*You walk around the corner*
"Nope. Must have been a walking, human-sized box."
@@peaceandloveusa6656 in botw if the monsters turn their face to you they attack immediately but if they partially see or detect something nearby it triggers the alert bar
to be fair if a guard heard a little noise they would be more alert but wouldnt check unless there was another guard near by and only if the noise seemed man made or load as they wouldnt want leave their post and get in trouble
In Project IGI, guards will usually run to sound the base-wide alarm and guards will pop up until you turn it off. However game had nasty habit of spawning enemies right behind you, and they will always shoot and damage you. You just enter some barrack, check every room, no one there, and as soon as you walk out of the room, there's dude showing up out of nowhere shooting at you.
So true! And I'm so annoyed when you're detected by one npc and the rest of his squad immediately know exactly where you are without being informed :D
I have always gamed for escapism, some people don't understand. This sheds light upon just a few mechanics that make playing unrealistically cool.
I thought that video game stealth, where you can crouch in a bush that doesn't even cover player character, grants invisibility would make the list. Also, crafting nuke launchers on the fly from some scrap aluminium, bubblegum and duct tape in looter shooters without any tools and electricity is kinda unrealistic
Thing is, actually going inside most bushes is impossible, cause it's not like there's a lot of empty space in them
meh, only a little bit
Shadow of Mordor had an amazing answer to the "you'd get murked during takedowns" dilemma. Your resident soul-buddy would counter, sometimes even creating clones of himself in the process. This persisted into the sequel. We need more creative solutions like this.
Prototype- (both games) They were actually consuming the wall where they came in contact with it. The virus in the wall then assumed it's form and healed, actually becoming more wall. (So I always explained it in my head anyway- that's why the black tendrils from feet to wall when you run on it. Always hoped there would be a prototype 3 that delved into the idea of integrating non-organic into the virus.)
That's just your head canon tho. I've never seen it explicitly explained in the game that that is how the protag do wallrunning.
I think the prototype protagonists are just wall running through sheer super strength and super speed. Every step probably leaves a hole in the wall which they use as grip to keep running
Games like Arkham also do a pretty good job of it, where that take down is so sudden and brutal that the other enemies don't just freeze in place, they recoil in shock and fear.
For Game Devs looking for a summary:
10: Bullet Time
9: Dodging: invincibility frames & perfect dodging reactions
8: Big Jumps: Cars going off of ramps
7: Repelling projectiles
6: Double Jump
5: Glory Kills: Player should be invincible during this time
4: Active Reload: Risk/reward: pressing the reload at the right time, speeds up the reload or makes the bullets more powerful, but missing the timing makes reload take longer
3: Grappling Hooks
2: Wall Running
1: Loot Drops from Enemies: Not looting enemies, but unrealistic loot that appears.
Bonus: Rocket-Jumping
Bonus: Fast Travel
Also, when using the grappling hook in mid air, the characters suddenly stops falling while the hook is travelling towards the target.
A note on enemies standing around during a takedown: some games make enemies recoil in shock or horror to the scene of the takedown, to help give some credibility to the delay
Ghost of Tsushima is a good example. The enemies often recoil in horror and sometimes run away.
Especially in COD (surprisingly). The enemy’s character will actually try to shoot or fight back before the takedown animation actually takes them down
Immediately remembered how orcs in Shadow of Mordor/War would literally shit their pants if you take down one of them. These games even had a *specific takedown* to *make* then run away!
@@ziziorens348 yesss
@@ziziorens348 brutalizing, aka how to make even the genocidal race of murderhobos crap their pants and run away in terror because you just killed their boss in two seconds.
Kindgom Come Deliverance has a great fast travel - where the game actually renders the time that has passed and all NPCs do their things and such. It's amazing.
You can tell Falcon had fun making this list. I was thinking of the grapple hook mechanic while playing Gotham Knights and being able to grapple up to a building roof 300ft away in a second.
I think the grappling hook was his excuse for making this video, actually. They just needed nine more things and... voila
@@zJoriz JUST CAUSE HAS GRAPPLE HOOK TOO...🙂
I was looking for Just Cause to get a mention or screen time when he was talking about the grappling hook. I don’t think it was there but we all know that game is the king of the unrealistic badass grappling hook
@@firedragneel483 OKAY I BELIEVE YOU
@@foxmind2490 In JC3, there's actually a cutscene where Rico grapples to a launching missile, and another where he grapples to a jet fighter passing the building he's in.
So, it officially actually happened, not just a play mechanic. 🤯
Somehow grappling hooks in video games are even cooler than jetpacks. Especially when you have really good physics and maybe even a double jump or a wall run. Just being able to string together a grappling hook swing or boost with some of those other unrealistic but awesome movement abilities to blitz through an area you had to slog through before is incredibly satisfying.
Spoken like a true gamer. I don't think Just Cause grappling can be beaten by any jetpack games
Ssg from doom eternal is my first tought
Channeling Ghostrunner or Fallen Order lol
@@wamerteen780 I was surprised that they didn't even mention Just Cause when talking about grappling hooks
Bioshock infinite
I would say the top unrealistic game mechanic is health bars. In RL if you get shot or have a huge blow to your head with a sword you die or at least get incapacitated. In video games you often even get a 'berserk' mode that makes you super powerful when you got wounded a lot of times.
I don't remember the name, but there was a counter strike-like game which had body part hp, so you could hurt your leg if you jumped off from high enough, or got shot in them, same for arms, torso and head. and so getting your legs hurt would make you slower.
Dodging is actually a realistic combat strategy even in medival times. But, not with a roll or stuff like that, but rather by just backing up for a sideswing (in german HEMA called Zweg) or stepping to the side for a downswing (HEMA: Ochs or Dach). This can also be seen in the Talhofer Fechtbuch and in "schwertkampf" by Herber Schmidt (a reconstruction of older Fechtbücher) and is a regular practice to get a so called "Meisterhau" in, a move where you defend and attack in one move.
I was just about to say that. People didn't wore armor because they couldn't dodge. They worse armor because humans are fragile. Even in full plate armor, the combatant was pretty nimble. You really don't want to be hit upside the head with a mace, even with the proper armor. I guess the other thing is most dodging was combined with other techniques so it it isn't the "dodging" of video game. They were combine with footwork, like you mention side stepping and backing up. But you would also dodge and counter attack. And when you block and parry, you would also dodge because the goals was not to hard stop the attack, but deflect it, so you want to move out of the way of the attack.
Came here to say the same thing. Whoever wrote this script dropped the ball on this one.
I'd say that learning to dodge properly is even more important than wearing armor, since even full plate doesn't mitigate the trauma you'll feel from getting hit with a heavy ass medieval weapon lol. Dodging is an important and essential part of combat if you wanna survive and out maneuver your opponents
also i feel like doging like rolling is best used on range openents who dont have any control over there projectile once fired
@@Andrew-yq4vb Yeah definitely, people don't seem to get that armor plates dent in, and if your helmet dents into your skull, thats game over haha.
The double jump *NEVER* gets old.
It gets old......when you get a TRIPLE JUMP! 😂😂
Why can Spider-man wall crawl at all? His body is mutated and would allow this to happen. But he's wearing tough gloves and regular sole boots.
@@Babybalugaspirit que DMC 5 wings
I like that some games compliment the double jump with some mechanic like having wings or magic boots or whatnot, like in WOW with Demon Hunters.
@@timothylopez8572 they actually did try to explain this. Wether or not this applies to every other iteration, idk. But they said he’s not actually “sticking”, his body is doing some sort of “magnetism” causing his body to attract itself to any material he chooses which is why he can stick.
Canonically in Doom eternal doomguy actually integrated the double jump boots he gets from the first game into his armor in the second game allowing him to do the dashes and double jumps that he's able to do using the rocket boosts from said boots that he gets in the first game
In regards to loot explosions. In the original borderlands the enemy would drop the weapon that they spawned with. Something they got rid of in BL2 (which is the clearly superior game) but I really miss that mechanic of the first game. I’ve always liked that to get a strong weapon, you have to fight the enemy with the weapon before you are rewarded with it. Perfectly logical, yet just as rewarding.
Souls games are similar. You have a chance to get an enemy’s weapon or other gear if they are using it. A certain spear for example can only be dropped by an enemy attacking you with it.
The first game I played with the grapple element was Just Cause 2. The basic use: Leap off of a high point, active your glider wings, and use the grapple to pull yourself through the air. But you could break game physics with it. You could jump off a cliff high enough to cause fatal fall damage but aim your grapple gun at the ground and grapple the ground when it comes in range, not only do you start falling a little faster, you reach the ground with no damage.
Not only did they keep the "grappling into the ground ignores fall damage" around, it's a loading screen tip in Just Cause 3
In JC3, the developers added a little snide remark about grappling straight down to survive a fall. They put it as a remark during the loading screens.
I like the way Immortals fenyx rising handles double jump with the wings, and in similar games. I know it's fiction but a touch of "realism" is always nice
When it comes to Uncharted, me and my brother had a way of playing which we called "Action Hero Mode" Where we would never use a gun unless we had no choice what so ever. It was just a way for us to pass the controller back and forth more since we basically memorized all the stages already. Haha Good times.
Fun fact about car jumps in movies - they have to take the engine out of the car that they launch off the ramp - otherwise it would tip straight down b/c the engine is so heavy. Front-engined cars are NOT balanced to jump through the air.
Watching KITT jump in the 80s is sometimes unintentionally hilarious for this very reason. Front points down like crazy, yet only the wheels hit the ground in editing. Lol.
dude, if you like racing check out STADIUM SUPER TRUCKS. Its awesome
Fun fact: Its actually for safety reasons and not because of weight (which can easily by fixed by weighing down the end of the car without the engine). Leaving the engine in creates a good possibility for not only fluid spills, but also creating a 400lb metal projectile when said engine easily separates from the car on impact.
As great as Fast Travel is, there are infinitely more rewards to taking the long way after killing the Judge at Mt. Bur-Omisace in Final Fantasy 12 all the way to the Nalbina Fortress. You could fast travel there using the orange save crystals and one teleport stone, but you have a killer stash of loot to sell once you get to Nalbina if you take the long way. Where does the loot come from? Monsters respawn very easily in that game because you only have to cross two zone lines, and they drop similar or unique loot that is worth quite a bit. Find a three-zone circle, and each zone should respawn all monster by the time you get back to it. You also get experience and License Points to unlock more licenses, letting you use different equipment, technicks, spells and the like. It's worth the hike.
I walk around a lot and mostly only fast travel back to my base when running out of loot space. I tend to just wonder in games.
@@Ghoulbum: Which games? Final Fantasy 12 doesn't have an inventory limit as far as I recall. You COULD carry everything you pick up, but it's better to sell most of it. Just hang onto vital ingredients until you can sell them in sets so that you can get the Bazaar Goods that go with them. Serpent Eyes are a pain to get, and you only need one for the Serpentarius ingredient. You need three Serpentarius to get the weapon from Bazaar Goods (I think it's Ultima Blade). If you sell all three Serpent Eyes at once, you will only get one Serpentarius.
@DarkPegasus87 , uh, any game I've played that has an item limit or weight limit. FF12 is my favorite one, though.
I would actually enjoy watching the carriage rides in Skyrim. Seeing wolves munching on a bandit who unfortunately ran into a Spriggon while chasing a messenger for his loot then a spider entering the frey after running away from a hunter followed by a dragon joining in..... And for some reason the Skeever believes it can defeat said dragon. What I would give to watch that unfold while on a carriage ride from Solitude to Winterhold
The carriage would be attacked by bandits, animals, and monsters all the time, just like the player character walking on his/her own. The driver and the horse would be dead in not time. It's not really explained how the coach magically avoids all the trouble. Or maybe it is and I just forgot.
Titanfall explains why you can wall run and double jump, you have a booster pack that's on your waist connected to a neural link in the helmet a pilot wears, I'm pretty sure its explained at the beginning of both titanfall games
You mean a game about giant mecha robots that are smart have some realism to it
Came here to say this!
Dont forget about the pistol that curves bullets and locks onto heads lmao
@@raziel520 It's the fuuutuure, my dooods. Future tech is all you need to know.
I like how destiny 2 does takedowns because the enemies can still attack you while you do it but you get a temporary shield while doing it. This way if you are not carefull you can still die while taking the enemies down but you can get bonuses like ability cooldown. High risk decent reward
My counterargument to bullet time for CoD would be that with high adrenaline and hyper-focus at the moment, time could appear to slow down some as the brain is in overdrive. Not to the extent in the games, but enough that you would have a second or two more to think and act.
As a veteran I will say time doesn't feel like it's slower 😂 if anything it sort of just becomes a blur and then you can think about what happened after the fact. You don't really think all that much in high adrenaline situations which is why you act faster but its sort of instinct built up through training if you get me
My experience with adrenaline rush is from panic attacks due to a bad phobia of mine. There are a few times I got kind of trapped with no realistic means of escape.
Interestingly it is quite different from accounts in combat situations, where it can be described as hyper-focused. Like Stephen said above, your brain just know what to do.
For me, time didn't slow down as well, but I became hyper-aware of my surroundings. A lot of times when we see something, it takes a short time before we processed it, and then realise what it is or what happened. During my panic attacks, things just get realised almost instantly.
I can 'see' things quite clearly with my peripheral vision (as in, you sort of know what objects are there and what they are without directly looking at them), and so by just turning around and look to my back, I can 'know' what is around already. I can work out what are the possible path to escape right then, or realised I am trapped and say my prayers.
The main thing is that time didn't exactly slow down, it is just that the brain works faster.
p.s. It may sound fun and like a super power to those who haven't experienced it, but it is what comes after that you will not like. Once the dust settles and I am 'safe', I feel exhausted and extremely weak. I feel like I have just taken a 20 km hike, while I haven't slept for a few days. My hands and legs shake, and I can't close my eyes, or I will have flashbacks, triggering the panic attack again. It is like overclocking your computer to ludicrous speed, only to have it smoking after a minute. Not a good way to think faster.
Wouldn't the enemies be in that same hyper focus, though? At least after the first one of them was taken down.
On the contrary, if they are minding their business and dispdn’t exoect to be atracked, it would be logical that they need a couple of s of stun before starting to react.
A pseudo excuse for a lesser version of bullet time is entering a "flow state". I was a fencer for years, and while I sure as hell couldn't dodge bullets, there were a few moments where everything just "clicked" to the point where everything just felt so simple and clear, and I felt like I had all the time in the world to make the right choices. One of the most satisfying experiences I've had in life. Yes flow state does happen in gaming too, but in a combat sport (historical fencing as well a modern Olympic) feeling like you have perfect kinestetic knowledge and response is amazing.
no matter you say the normie of US people won't understand. there can't comprehend science remember?. i know what you talking about bullet time when you fencing only those play sport can feel
Here's another 10:
1. Never needing to eat or sleep (unless you're playing a life sim or something)
2. Being able to just sleep off injuries and some diseases in RPGs.
3. Not instantly dying when shot or stabbed with a weapon.
4. Always having supplies conveniently placed around your environment when you need them, and items to defeat bosses when you need them.
5. Linear paths always conveniently having some possible path forward (at least in linear games)
6. Unnaturally fast night/day cycles (if any at all)
7. Impractically large inventory
8. Unnatural physics (e.g. unnatural acceleration due to gravity, unnaturally fast movement speeds, being able to move around mid-air in some games like 2d platformers, etc.)
9. Multiple lives/continues
10. And last, but not least, load/save points and load/save states, as well as the ability to pause.
Now someone go and make a game with all of this mechanics in it, man that game would be one for the ages.
Play Apex... Every bloody thing is there... Haha
Pretty much lego games
Skyrim mods..
When I used to play the OG Assassin’s Creed; I often chose to go to the next destination by riding the horse as if I actually had to travel the realistic way; avoiding any fast travel; But it was more to immerse myself in the game. Great video!
I have used fast travel in Genshin: Impact all of 2-3 times, and that is because I was playing with friends who did not want to travel for an hour to do the quest. Slow travel is great in games where travel mechanics are enjoyable and/or there is plenty of things to come across along the way. G:I was best for this, IMO.
It's nice that you get a choice. There is something to say for doing that if you actually have the time and want to max out the time spent playing. But, for those that have busy lives it can be hard enough to play a game like that with the time available.
I'm replaying Odyssey right now and yeah, just running through the world on a horse has taken me hours of just side exploration for legit no other reason than it's pretty
"You'd have these conversations where you'd be sitting in a design review and somebody'd say, _'that's not realistic.'_ And you're like, 'okay, what does that have, like, explain to me why that's interesting.' Because in the real world, I have to write up lists of stuff I have to go to the grocery store to buy. And I have never thought to myself that realism is fun. I go play games to have fun."
-GabeN (Half-Life: 25th Anniversary Documentary)
I'm almost offended you didn't mention Just Cause games at the grapling hook, those games are literally the prime example of grapling in games 😂
On that note, you can technically wall run with a rope attached above (like a grapling hook 😳) but like Falcon said it, to secure a grapling hook perfectly first time every time is insane 😅
12:00 Dying Light 2 had a pretty decent realistic take on grappling hook for me. You couldn't exactly button-time it so you had to actually aim your hook to proper locations (albeit thats debatable lol), it didn't stick onto many locations, you had to select it from your quick-slot to actually use it, it drained more stamina if you overuse it. You don't gain too much height or distance from it either but it does help you ascend more than a wallrun would and just allow you to swing between different platforms.
True, but you could also grapple the ground to fall off a building without taking damage, but I did like the limitations.
Honestly just jumping in games is incredibly unrealistic. When would anyone ever jump in real life (By jumping, I mean standing and jumping out of nowhere, not like in basketball and such)? Never, pretty much, and that's for a very good reason. You spend a ton of energy and you earn nothing from it. Also, in video games, you jump really high, and if you ever tried to just jump without momentum or anything, you could barely jump 30-40 centimeters (1 foot)...
I definitely don't want to come home from the real world to play a game just like my real life. I play games to have fun and escape reality for a while.
I mean some games are good with realism like I don’t think that you would go to work and start robberies in the western 1800’s or fight alien creatures or fight in ww2
@@nathaniel9526 : I think in those cases, the unrealistic appeal instead comes from the lack of consequences being applied to an otherwise convincing and grounded experience. "Sorry I died Colonel, can I try that critically important covert operation again?" XD
I remember playing Heavy Rain and thinking, "Ugh. this is TOO much realism."
I’m the complete opposite I prefer ultra realistic hardcore games, games like hell let loose, Gran turismo, etc
Even the Sims, which is ostensibly a simulation, is made by people who have the good sense to gamify everyday experiences and to mix in some of the more trans-mundane elements usually through DLC. A 1-to-1 sim would be very little fun for anyone save those who literally have no life, be it a zombie or an A.I. construct.
Funny you mentioned Fallout 4 at the end because the first thing I thought of when seeing the video title, was crafting and base building. Demolish some 200yo wooden houses with rusted steel frames, some cola bottles and a derelict robot or two -- and that causes you to be able to plop a new building and some turrets into existence? Unlikely. But very handy.
😅
you missed how unfathomably high most video game characters can jump. I can barely jump over half my height, but tons of video game characters can jump well over their own height, sometimes 3x higher than they stand! and thats BEFORE they double jump.
Assassins Creed fast travel actually doesn't stop the world around you which is cool. Noticed it in Odyssey when trying to travel to where a Phylake is to fight them, when you load up they have moved so you kind gotta predict their movement a bit or ride to them on horseback
I really want to see you guys cover the entire Motorstorm racing series. It’s little known. But, it’s the coolest racing series I’ve ever played. It’s the best example of the ramps and jumps and landing without destroying yourself. Every game is equally as insane in different ways. I want more people to know about them, and reach back in time to revisit them.
I played that game a lot with my uncle! That boost is just crazy.
Little known? Everyone was talking about that game when the PS3 launched!
Healing potion/fast healing/fast fix mechanics also natural in many games, but couldn't be found in real life.
In certain FPS games (like COD), bullet time could be considered an "adrenaline rush." Like when you're breaching a room or something and time slows. It could be explained away slightly as an adrenaline rush, as they say adrenaline in tense situations can help you focus better.
Oh yeah, F.E.A.R. did it as well
Yeah that's what I was thinking until he mentioned actually dodging bullets.
I'm glad someone else said it, there are many Navy Seals who said time feels like it slows down during high intensity moments. the youtuber "Speak The Truth" said their was one time when a Mortem shell landed right next to him while shooting his gun and he said it felt exactly like in call of duty during the slow mo moments. He said he could feel his guns shooting slower for a very short moment.
I feel like in titanfall the implication for wall running is the fact that the jets are keeping them up on the wall a little longer
^this
And you cannot wallrun indefinitely if I remember it right, jump kit has a limited thrusting time.
@@den_bush YES
I might just be a weirdo but I really like satisfying gore whether or not it is realistic. There is something really fun about making a zombie's head explode from a .22 pistol that is really cool. When there is also dismemberment that doesn't hold back, it is very cool. It automatically makes almost any game better.
Stealth - it's not totally unrealistic the way it works in most games but when you can crank it up so high that you can stealth your way up in front of an enemy in broad daylight and you are essentially invisible (I'm looking at you Skyrim) something is broken. BUT it is also soooo cool to deliver those one-hit, knife-strike glory kills to the face while they look right at you but can't see you.
The grappling hook one is debatable. I mean if something like a fishing line can hold over 800lbs. I mean the science behind Batman’s grapple is pretty solid, the only two things that make it slightly difficult to make realistic is having the metal grapple attachment capable to attach anywhere and the internal mechanism that reels the cable to pull you up.
You forgot a few things:
- the things that you grapple onto - most of the time they would break in reality.
- the force required to pull you in THAT fast (and in a straight line), would literally rip the arm from your body.
In fact, the line and motor are the least of your concern. Those we've already developed to things more than strong enough for a human body.
But as others said, the thing the hook connects to, and the thing the gun connects to (your hand/arm) simply cannot take those strains/forces, no matter how good the hook/line/motor/gun.
Titanfall 2 also has grapples. But it's more akin to the ones used Attack on Titan. So, it's at least much more explainable. And also given that its far in the future, so grapple technology could definitely be more compact.
Kinda forgot one of the most basic things: Health bars.
In games it's nice to not just die from every little hit. But good luck IRL swinging your massive chunk of steel that you call a sword while having an arrow stuck in your shoulder.
I like the artful guidance level designers put into their worlds to communicate "Hey! You can do this thing!" to show you abilities without needing a tutorial for it, or at least what the player WOULDN'T perceive as a tutorial. Some games do such an amazing job at making the player feel smart when the gameplay forces a quickly learned behavior and it stings all the more when you try a different game and you just get tossed into the deep end and expected to figure out a dozen different variables simultaneously. Portal 1 is a total masterclass at this. In fact I'll say Valve games in general more or less have that as a guaranteed feature of their games whenever they decide to make them. The only instance in one of those games where I felt boxed in and nearly forced to use a specific gadget was getting the Gravity Gun in HL2 but it's so short and the concept of a bonna fide physics weapon blew a lot of people away at the time including me when I got my copy of The Orange Box back in early 2008, almost 15 years ago!
I believe the concept is called 'antepiece' and yeah, Valve games uses this often.
11:13 Something about Falcon mimicking the Bat growl is just amazing. On top of that it's so accurate! Love it! 😂👍
I think N° 1 should be reviving, respawning. The most UNREALISTIC thing that every video game has, and no one complains about.
I remember play Max Payne and doing the bullet time move and thinking this will be in almost every game from here on out. I was blown away.
2 years prior to Max Payne a game called Aliens vs Predator had something similar as a cheat code. After beating the first level as a marine with 80% or more headshots you unlocked the John Woo mode. That was fun.
Let's not forget the bonus unrealism to double jumping: Why can you only do that mid-air jump once?
Why do your wings, or rocket pack, or magic ability to briefly make air solid absolutely require making contact with the ground before they can possibly work again? Sure, sometimes games explain how the mid-air jump itself works, but they NEVER explain why that ability is strictly limited to one use per jump.
kirby tho
@@kevinconnors2430 I forgot about Kirby but yeah, good point. He can air-jump a bunch of times without touching the ground, so he's a rare exception to the once-per-jump rule. And there's even an in-game reason for the limit to air jumps, so he's a double exception. As usual, Kirby succeeds where all others fail.
@@Alloveck is the reason that he's puffing air out to air-jump, and he runs out of air?
Because they’re powered by the Earth and thus you must touch grass before activating it again
@@yihsiangkao A perfectly reasonable answer. But name any game that came out and stated that.
Man I love the wall running mechanic, picked up Star Wars Jedi fallen order and sunset overdrive for £10 in total yesterday on sale on steam looking forward to finally playing them on my aya Neo handheld pc 😏😏
Falcon cranking up the humor in this one, well done. The Batman bit got me laughing so hard :D
🤝🦅
I remember first picking up Borderlands, where the concept of "looter shooter" was new to me. There is this...strange joy one gets when popping an enemy in the head, and seeing a shower of ammo or mods or weapons explode from their corpse in arrays of colored beams.
IDK how you can say it's unrealistic. The other day I aggro'ed the wife and she went to slap me. I activated bullet time, kissed her, told I was sorry and avoided the slap all before bullet time ran out. She forgave me, and I was gtg. Then the neighborhood punk kids through a snow ball at me the other day, I dodged at the last second, picked up and made snow ball, in a quick reload, and threw it back at them with such force it knocked them clean on their butts. Two weeks ago the daughter's cat was stuck up a tree, and I had lent out the ladder, but no problem for me, I jumped up and fell short, but tried a second time using a second jump to rescue the kitty. Couple of months back, the lawnmower, a rider, was in the back 40, and I didn't want to drive around the irrigation ditch, so I made a ramp cleared the ditch, saving 20 minutes of drive time! Those 12hp really launched that mower, let me tell ya! Last year, the boys were at a Basket ball tourney, when the ball took a weird bounce onto the roof top, as it was getting late, I didn't want to wait for the maintenance crew, so I ran up the school wall, and fetched the ball so the tourney could continue. When I was sharpening my mower blade, last summer, some gang bangers pulled a drive by a block away, and I turned with the blade in my hand when I heard the ruckus, and deflected 3 bullets, instinctively of course. The only unrealistic thing is loot explosion, cuz when mine happen the IRS shows up and takes most of it away!
I always suspected Falcon might be Batman, I mean have you ever seen both of them in the same room together? Glad he's confirmed it, now grapple, grapple away Falcon!
5:52 love that iconic "screw it with realism" scene xD
Can't believe you left out midair repositioning. You can move around by the sheer force of will, take turns and so on, all while falling.
especially with a car.
Yeah, I’d say air manoeuvring is even more fitting on this list than double jump. The rare games without it are excruciating but it’s a conceptually absurd mechanic.
Dodging without the doge roll is realistic though, most if not all fighting styles adapt it. But imagine a boxer starts rolling in the ring. 😅
it's different in fist fights. martial arts adapt dodges
Dodging exixsts, that is true.
But imagine you try to hit someone and your fists just punch through your opponent without doing anything to him/her/whatever... That would feel ... a tiny bit awkward... i guess..
For number 5, Destiny 2 dealt with this issue in a way. If you're performing a finisher on a combatant, enemies will still shoot at you. And if you're at low health you may die while doing the finisher, or right after. Theres even an armor mod that gives you increased protection while performing a finisher.
Milles Spider-man fast travel is cool, he takes the subway and even have cinematics of him in the train talking to people
hard to overstate just how impactful John Woo has been in all visual entertainment media
absolute legend
Have you ever played Stranglehold? It was a great game!
Man I just realized.. John Wick is just John Woo reference?
RE:Grappling Hooks ... I love the ones in Tomb Raider (the reboot series) because they are just ridiculous. At some point during her adventures in each game, Lara goes "you know what would be awesome? If I just tie a rope to my climbing axe and throw it!" and that's _exactly_ what she does. You can be running, jumping, falling, and just throw your climbing axe at any surface you can normally use a climbing axe with, or other objects that can be grappled and it works. It's awesome because it's so damn silly and unrealistic.
I'm shocked that Falcon didn't mention the Just Cause series when talking about the grappling hook. When I think of a grappling hook I immediately think of just cause 2 or 3. Easily the best mechanic in those games
I was about to say you can't mention a grappling hook and not mention the Just Cause series
Deflecting bullets. In VR. With a lightsaber. It's awesome as hell.
How can you talk about grappling hooks without mentioning the Just Cause series?
Epic, fun, and unrealistic mechanics all around 😁
I know we all talk about how consistently amazing Gameranx is but with that level of quality I hope the team takes care of themselves and don’t burn out! We love your content but hope you aren’t working yourselves too hard to keep this up, we appreciate y’all!
I once did an Oblivion playthrough with no fast travels at all. I did install some facelift mods, such as open cities, better environment, unique dungeons and such. It was fun. Took a lot of time, but I had to plan really well, because as you said I will not go back from Anvil to Cheydinhall for that one rusty longsword and weak potion, I'd rather buy or loot a new one locally. It made me use the environment more and yup as you would expect made the game more immersive. I imposed that rule on myself, but I wouldn't mind a toggle switch to be able to just turn off fast travel altogether in immersive RPGs.
I'm still kinda sour about the cool Morrowind vibes that Oblivion cast away. Like walking everywhere in real time. And just getting better at the things your character actually practised which they partly replaced with a fallout-esque perk system. But yeah, I try to avoid fast travel whenever I can.
"Way back in the day." Ha.
My main in WOW vanilla, before the first expansion, was a Dwarven hunter. I scrimped and saved every copper. Always walked/ran from one place to another, aspect of the cheetah ready to be toggled on and off (...with aspect of the... monkey, was it?) in case of in-coming damage, let my pet's 'growl' pull them off of me while I kept running through places I ought not be. I could always play dead if I had to. Returned quests the 'cheap' way and would take advantage of doing a bunch at once. Finally got to level 40, the level you had to be to get the first 'normal', read 'slow', mount back then.
I told this great news to my buddy that had gotten me into playing WOW when I saw him at a party IRL. He was 'end game' before I even started. He congratulated me, 'ding-gratz', and said he would help all he could and would ask in his guild if anybody else could pitch in for part of my mount and training. He was pretty sure it was "like 40 gold" or something and that while they couldn't pay for all of it, they could probably get half when I was ready, "we'll get you a mount before Christmas". I almost didn't have the heart to tell him that if you weren't a paladin it cost exactly 100 gold for training the skill and one mount, 80/20, and that because I made the purchases in the correct order I could still say I had never spent more than half of all my gold in any one purchase. He had always known about my not-taking-the-griffin-cause-it-costs-too-much attitude, though we didn't play together. "Very first thing I did! Before I trained any class skills. I literally flew the entire way, straight there."
He always had all the answers to my questions and I had always looked up to (idolized) his wisdom regarding both the game and just life so much that I will never forget the look on his face or my feeling of pride.
I later learned that other than a few people, who only did late game recipes, no body in the guild even bothered with crafting?!? Crafting was my bread and butter. Before you can worry about saving money, you have to have money to save. Also explains why it took me just over a year (well, there was/is also the wife and two kids, but...) to finally settle on a main character and get them to level 60. Actually used the in-game-world promotion of the first expansion to push from level 54 to 57 before it went live.
Loved that game.
"Way back in the day." Ha.
Why would you need a toggle switch to turn fast travel off? Just don’t use.
For reloading, putting aside the potential damage boost for success, it is absolutely both possible and realistic to have a quick, mid-combat reload. Special forces soldiers are trained in various reloading techniques (though most end up choosing one) that streamline the efficiency of reloading during a firefight.
What I personally find most unrealistic in games is that when you reload from a magazine that still has rounds in it, you get to keep all of the rounds that were in the previous magazine instead of having to throw them away! But boy am I glad you get to keep them because in video games I'm a terrible shot!
A theory for the item drops is that any npc may also have an inventory/item box/spatial storage in which only a little part of it is released after the spatial collapse otherwise not destryed after the fight. Be it money, armor or weapons or any other kind of object inside. For example, a recently spawned goblin not having as many drops as another one that has not been slayed for longer time.
But why would a giant bee carry a bunch of big ass axes that are on fire? :P Why would it carry anything. I mean sure, killing a wolf and then rummaging through its stomach contents (but whyyyyy) might yield a coin.. but it's not likely it'd eat a full set of armor, that'd be terribly inconvenient when having to take a dump (even if something like Wow has its fair share of poop quests).
the way he said that at 12:59 doesn't seem like he remembers the rocket boosters that the pilots wore
Titanfall 2 has an explanation for wall running and double jumping. Every pilot is equiped with a jump kit. Essentially just a thruster. It speeds you up when running, propells you in the air for the double jump, and allows you to cling to a wall as long as possible.
Regarding Titanfall wall running; there is a reason for it there. As I understand it they have limited jetpacks. They are not powerful enough to lift you off the ground, but they can push you against a wall hard enough that you can run in it for a while.
The classic Ocarina of Time grappling hook. The believe this was probably the first grappling hook that I encountered. But yeah even though the hook was really simplistic in that game, it was nonetheless fun to swing back and forth and see how fast you can turn around and grapple after each consecutive grapple.
BF2 2005 for the PC had a special forces expansion pack that introduced ziplines and grappling hooks, where you could grapple and zip anywhere given you had the appropriate space and distance to do so. But for 2005, nearly 2 decades ago, it was revolutionary and i feel like that whole game gets no credit. Way ahead of its time.
great video, im a game dev that comes here to see how gamers react to specific stuff in games and this is a great list of mechanics to put into games
I like that this wasn't a swing at unrealistic parts of games; part of the point of a video game is to be in an unrealistic world or do unrealistic things
Just Cause 3 I think the best example of most unrealistic, yet awesome grappling
Love a game that makes you feel so powerful!
Especially God of War and Prototype
With double jump also comes air walk or fall control (not sure what it's called) : when you fall you can still control your character so they land perfectly on a platform or an enemy. Physically impossible without something to help (thrusters, wings,...).
It was necessary in old school platforming but I can still see this in recent tomb raiders or some FPS.
It's still necessary since you can't calculate the force necessary to make the jump using just visual references and controller inputs and also calculate the vertical and horizontal vector (and the lateral vector if it's 3D) all before making the jump. It would need a mechanic much like aiming in the Worms games and those are turn based instead of real time for a reason.
@@ahumeniy Portal 2 had those jump platforms that would always jump you into the exact same place. You can still rotate though.
3:35-4:55 : I remember back on PS1 I played 'Driver: You Are the Wheelman'. There you could race through San Francisco and while being chased by the police. It was awesome flying down the streets and some times over a police roadblock in the process. It was hilariously fun!
Infinite warfare’s wall running wasn’t super explained but did make sense. They used exoskeletons that enhanced physical ability and gave access boost technology which aided in it.
Titanfall's running was explained too, Pilots have jumpkits
@@Firelord6127 same with the double jump. and grapple being explained by the pilots kinda being super soldiers enhanced with some form of nanobots iirc
Fun fact about Jedi deflecting bullets. The reason Mandolorians were so effective against jedi is because they used slug throwers instead of blasters. What happens when you shoot a solid metal slug through a super heated laser sword? You get molten metal flying at a few hundred feet per second.