I am less concerned about not seeing the item being handed over than the fact it appears one character is pulling something out of their butt and handing it to the player character, who then, gratefully, puts it in their own butt.
Not gonna lie, it has bothered me at times to see that. For instance: Kratos stuffing things like a chalice and even a horn back there all while not having clothing remotely suitable enough to fit all that. A diamond or a bracelet sure but the head of a gorgon? I was better off not remembering that one...
Game protagonist: "Here are the 30 wolves' heads that you asked for that I kept hidden behind my belt." NPC: "Looks like its all here. Good job. Here is the Giant Broadsword I promised as a reward that I also kept hidden behind my belt."
My problem is that your giving me a rare powerful sword and a blue amethyst, for slaying the wolf that ate your children, and yet your standing here in a burnt out village on your undies as you claim to also be broke and starving.
Some platformers use a trick called "coyote time" (in reference to Wile E. Coyote) to give players a slightly easier chance of pulling off satisfying jumps at the last moment. Whenever the player would fall off a platform, they'd instead be able to jump as if they were still on the ground, much like how Wile E. would keep running mid-air before eventually falling.
Its an older fact in an older games, that most of us already knows, another example is enemies will miss their few first shot at you, or our indicators of life or ammo have different values, etc
Just a slight bit of info for those interested in game-dev and animation: The difficulty with handing over items isn't really the hand animation being hard to do (although hands will always be a challenge) but more to do with the fact that "re-parenting," an object is difficult to do correctly. In order to have an object move with the hand, you need to "parent," the object to the bone used to animate the hand which will automatically calculate the offset when the hand is moved so you don't have to. Problem is, when that object suddenly needs to be parented to the _other person's_ hand, the offset calculation needs to be switched over. Since the offset is calculated based on two extremely different reference points, this might end up with the object teleporting across the map instead of into the other hand, and is tricky to get right. Even if you do get it right, it usually involves multiple version of the same object and is super tedious to do.
The solution? A game where characters only ever toss items to each other, even if it's a Ming Vase! (I can already imagine said vase juddering the moment it gets close to the receiving character's hand, before tractor-beaming into their palm)
@@deezclutches7924 1) Anyone who has ever uttered the term "lazy devs," has never gotten beyond a single Unity tutorial. 2) funny that you mention Blender as while I love and use Blender professionally, it specifically sucks when inverse transforming objects multiple times during an animation, which you'd need to do when switching hands. 3) the type of handoff that's required to pass objects between characters would either have to be done with re-parenting or animating a stack of constraints. Since these constraints aren't usually exported with the model, actually getting the handoff animation into the game engine is going to be a lot of extra work for the artists, and possibly even a custom coding solution. Sure it's possible, and it happens frequently when it needs to, but it's a lot of extra work that doesn't add as much value as it would cost.
Detroit become human (and other david cage games as well as telltale games) is stupid impressive for having hand offs in the game (for example Connor giving Kamski back the gun), then again, it's basically interactive cutscene, so yeah I guess if your game boils down to cutscene with limited player interaction you can get away with a lot more other devs would have to axe to have more effort put elsewhere
Final Fantasy 12 does too, even in Zodiac Age. It's just a full view of the characters not giving/getting anything. (Yes, I know this comment is a year old, I've been on an Outside XBox binge lol)
I had the same issue but I opened the console, got it cleaned and changed the thermal paste. It isn't silent now but it is much better. I can recommend doing this but it will take more than 1 hour if you aren't used to do this kinnd of things.
Also when Mike supposedly hands Jane a tenner, the camera is positioned in a way in which we can't see the item exchange hands, saving precious processing resouces
“Human hands are a bloody nightmare” As an artist, I can attest to this. It’s like you have to draw a whole other body on the end of the arm, but set 11 times the difficulty!
My mom literally once said to me, no joke, as I was complaining about how hard hands are to draw, that "Hands shouldn't be too hard to draw! It's fairly easy!" Says the woman who can barely draw a stick figure.
Speaking of using camera angle to avoid characters dressing up, how can we not mention Kojima using the camera angle to hide a naked Raiden pretending to be detained in a revolving bed and later escaped and dress up?
When trying to find the way in video games, I always trust the good old "follow the bad guys" technique, in which you go the way that's full of people you can kill. If the path is empty, you're going the wrong way.
@@lfskyden Yeah why bother putting a bunch of enemy things in dark corners of the map the player has no reason to go to? It can get complicated if it's a map with multiple mission objectives. Open world games will have enemies near the important stuff, but... is that the quest you're on right now, or a later one?
@Dahn Half-Life taught me that trick. A trick Halo Combat Evolved taught me was when a game doesn't despawn enemy corpses, you can also use those to find your way back if backtracking is necessary for a level.
Jane, looking at her hands: “It’s not right is it?” I think Jane just found a new field of research, one that definitely won’t involve cutting off people’s hands to replace them with...other things.
Probably robotic claw hands that contain a bazooka in the "fingers" part and a cigarette lighter in the thumb and look suspiciously like Christmas mittens.
I assume all the upvotes are volunteers... And I assume the thumbs up will be removed and replaced without whatever those volunteers end up with on the ends of their arms.
In Assassin's Creed Syndicate one of the mooks yells at his fellows to stop attacking Jacob or Evie one at a time. Didn't know Ubisoft were giving us that much credit.
Coincidentally, that's was the one AC game I felt combat was at all difficult on occasion (haven't played odyssey nor origins yet) Still mostly very chill fights
@@hugofontes5708 Origins and later are HUGE difficulty spike. They cut the parkour and cool counters to make battles more Dark Souls and no, they don't attack you one at the time... But now they're bullet sponge-y AND you got Dynasty Warriors style moves to attack multiple enemies at the time.
@@hugofontes5708 Unity has to be given credit there too, I played it recently and you can be hit while doing a counterkill or hit simultaneously by multiple enemies.
@@KasumiRINA also they keep yelling in origins " Attack at the same time " Which is funny , and also that line " what is this guy'' makes you feel a lot cooler
As physics simulations become more lightweight and accurate and hardware becomes more powerful they wont have to worry about the complex animation of clothes clipping through the body and such since the shirt will just act like a real shirt and all they have to do is animate the character pulling it over itself, which may also be partially procedural
WWE 2k20, an otherwise buggy mess that couldn't manage hair to stop twitching, shown Hulk Hogan properly tear his shirt off during entrance. Problem is if you change his outfit, the shirt magically appears for one shot where he rips it lmao.
They spoiled that one scene in Control that was optional, you'd think they would put a warning for Tetris! Yes, I am the type that CAN get angry at spoiler warnings. Not because of the spoilers, but because I find them stuid. Just be me, and be very hard to impress with twists and reveals...
That whole "not showing a character getting dressed" trick is so ubiquitous that sometimes even movies do it. It is, of course, for a different reason: sometimes the full outfit actors are wearing is not the same as the separate pieces shown, and sometimes suits have some trickery that they don't want the audience to notice. Take a look, for instance, at the Raimi Spider-Man movies, where you see Peter holding his mask and then it cuts to him mimicking pressing it over his neck while it was obviously already there. Or even the famous kiss scene in the first film, where MJ painstakingly makes the effort of bending the mask inside, just so people can't see the mask's actual insides, which likely include some molded bits to keep Spidey's face from showing his lips.
@@Omaru1982 like Batman Returns ms where they clearly show one shot with eye make-up and the next without because it's 1 take when he rips the mask off so can't wear the make-up 😅
Also the Hays Code which was enforced from the 30s through the 60s and prevented films from showing "any licentious or suggestive nudity - in fact or in silhouette." It's convenient that movies had already made the "look away" strategy a standard practice before 3d animators even came onto the scene.
@@VincitOmniaVeritas7 with the right set up and upgraded equipment, the first stage of the fight is a cakewalk (just make sure you summon Solaire beforehand, despite looking flimsy he can tank several hits from both and hold his own against a berserk Ornstein making the fight alot less stressful)
Epistemology: the theory of knowledge, especially with regard to its methods, validity, and scope, and the distinction between justified belief and opinion.
One little trick I remember is called "culling." This when the game only loads in objects that can be seen by the game's camera, instead of everything at once.
Most of the time culling is just polygons, and it's basically required if you want performance. Usually the actual game entities are still loaded and functional.
This is the worst in dynasty warriors games. If you are on a horse you can move faster than the game can load the objects you bring into range, so you can stop in the middle of a mostly empty field and have a bunch of guys spawn on you. Or, more accurately, have to wait for them to appear so you can kill them.
"Hmm. That's clearly the right way. Time to go every other way first." I've always noticed the "enemies won't all attack" one, I just tell myself their afraid of hitting each other instead of me, or obsessively looking for openings without realizing they don't need one.
The Shadow of Wardor games do this pretty well. Enough idle animations mixed with having a good amount of enemies attacking keeps the sense of fighting off 30 orcs alive
Did that with Skyrim, and ended up wondering why I found so many unlockable words of power but yet encountered no dragons to get souls from to unlock them, turns out you need to do the main mission that gets you to kill the dragon, to unlock wild dragons appearing... whoops xD
11:00 Regarding the "Mr. Incrediable puts his hand through his suit's hole," the animators begged the director to let Mr. Incrediable just look at the shirt and say it was ripped rather than having to rig and animate the suit.
Another trick that's pretty common is giving the player more life than it would appear based on their health bar. It seems like you should only be able to take one more hit, but you can actually take two or three. It helps make the battles feel frantic and dangerous if the player's health is constantly in the red, while the devs give the player extra wriggle room to pull off their awesome reversal of fortune. (Ubisoft *loves* doing this.)
How about Fallout 3, where in order to make a metro work, they made the traincar a hat, had an NPC beneath the level wear it, and then have that npc run super fast?
Oh, Bethesda, between this and Mephala being a talking side table, I’m starting to think your just having “ridiculous design solution” contests behind the scenes.
My experience from trying to draw them is similar. I usually end up partially concealing them, feeling happy if the thumbs end up on the right side. Hands are weird.
The rubber band thing is something I did actually notice, because it just can't be that you have been driving faster than the AI, have consistent lap times, but the distance to the cars following you at some point keeps constant.
I remember during one of the old Half-Life 2 games, they had a 'narrator mode,' and they talked about how it sucks to design a really cool set piece, only for the player to be staring directly at a tire laying on the ground, and missing the entire event. That was like 15 years ago, and I always get a chuckle when I think of it.
47's true power is to make some vague cloth-rustling noises for three seconds and then appear in a completely different outfit. (His other one is being able to keep a crowbar, a wrench, a screwdriver, two poisons, three guns and five types of explosives in the pockets. Even if there are no pockets.)
@@OrangeyChocolate Basically yeah. Same for Wolfenstein 3D. It was impossible for home hardware to render 3D at the time. The games that invented the 3D FPS genre were actually 2D top down dungeon crawlers.
@Dahn Also why you could shoot "flying" enemies like Cacodemons without needing to look up as they were essentially walking on invisible stilts that were part of their hitbox.
Dargonhuman - That isn't actually true, there's a video out there that debunks parts of this and points out that, for example, projectiles can fly over players' heads, which wouldn't be possible without a z-axis. So while the map itself is 2D, players and enemies do move in a 3D space. And the reason you can fire up at enemies is because the game auto-aims your bullets upwards to where the enemy is.
@Dahn If you play through "Duke Nukem 3D" it is painfully obvious that the game is really 2D mapped, as nothing at all can overlap. Heck even the lifts/elevators can't go straight up/down and "stair-step" to avoid overalpping, with the levels of the multi-story buildings laid out sort-of like blades of a fan off the eleveators so they also don't overlap. It also explained how you could be "squished" when shrunk by an opponent that seemed to be flying hundreds of feet in the air above you. . Then "Quake" came out only five months later (June 1996 Vs January 1996) with true 3D, in particular the spiral ramp you fight your way up overlaps mulitple times and you can see that if you "mouse look" around to look up, into the distance.
There are a lot of little graphical things like this on models that were formerly not really noticeable, but are now starting to get annoying as the general level of graphics goes up. Wonky shoulders, bendy armor like you say, feet not properly positioned on an incline (although this is much less common now, they seem to be on to that these days), things like dresses and trenchcoats not having cloth physics, various clipping issues, etc. But the biggest bugbear is still jerky animations. The industry is due for a major "pass" (which may take several years) on models to sort all these little niggles out, I think. I think what we really want to see now are pretty much fully realistic 3-d, physics-based everything, cloth simulation, separate physics reacting gear (e.g. ammo belts, scabbards, etc., being independent physics things that jiggle about as the person runs, not fixed and painted on, that kind of thing) with really smooth animations. Again, games here and there are _starting_ to get this done (e.g. Red Dead), but there's still a long way to go.
@@gurugeorge they were able to simulate that actually! Except it was a 10 second long display that took a computer worth about 18 thousand dollars 24 hours to render properly... Yeah, we are still a good ways away from full on 3d real physics rendering in games.
One trick Video Game developers do is to make me believe my life is actually more interesting than it is in real life. Otherwise known as the “immersion effect”.
I've always seen "rubber banding" labeled as "Catch up mode" in older racing games menus, and it even used to be something you could toggle on and off. Before this video I've only ever heard of "rubber banding" being used to refer to lag in multiplayer. when you're running along then get snapped back to a previous position making movement almost impossible.
We called it rubber banding back in the late 90s. It was pretty fitting for some games; you'd be out in front forever, and then out of nowhere 2nd place would fly by you right around the finish line, just like they had been flung by a rubber band.
@@swine13 This is ea, we regret to inform you that the command you just used is locked by dlc. To unlock this command buy the charging people for laughing pack for 20USD
Talking about animating someone putting clothes on, I was really impressed when Geralt put his boots on in Witcher 2. Seems like a simple thing, but I don't think I'd ever seen it in a game.
This title is no joke. Some of these have been ruined for me since I noticed them in the 6th gen. Along the lines of handing items, how about when characters kiss? The game keeps frame until the last second before switching to a back-of-the-head angle. Well... The smart games do, anyway. What about games that entice our nosey nature by having 2 NPCs stand around spoon-feeding exposition in the guise of a conversation?
Because Diablo isn't the genre at which that technique is aimed, because unit-slotting is mostly prevalent in fighting or action games, not older style click and kill rpg's like diablo or sacred
The "one bad guy at a time rule" doesn't always happen on the Assassin's Creed series, well, at least not on Black Flag. Sometimes two or three bad guys would try to attack you at once and if you counterattack them, an epic animation plays of you murdering them through a very quick series of kicks, jabs, and sometimes, acrobatics.
@@deathbykonami5487 I know, how dare that Spartan soldier interrupt me while I'm about to squeeze this other guys head into his body with a big ol' mace
Just because a few enemies seem to break the rule, doesn't mean the game doesn't use the slotting mechanism. In many cases, it's fully intentional.. I'm very certain of the first assassin's creed did it, The Witcher 3, Shadows of Mordor and assassins creed odyssey. From the comment on Black flag, I'm equally certain. My first experience with the first AC game, I still remember quite a bit of it, and one thing I remember is screwing up a mission and getting cornered by soldiers. I figured I'd kill them and escape, not realizing the game spawned endless new guard patrols once the one I was fighting got low on members. That's how it felt at least, and I kept thinking that I'd run out of enemies at some point. 30 minutes later, they were still fighting me, attacking one at a time. All I had to do was counter the one attacking me, and resist the urge to do a follow-up attack. Because the moment the counter finished, the next would attack. I noticed it also in The Witcher, especially because I started the game too easy, so I went up to Death March after an hour or so on each difficulty. The group mobs attack in turns and the biggest difference in difficulty is the speed in which they chain their attacks, how long they wait on one another. Odyssey I don't really recall examples. but Shadow of Mordor never attacked in a way that I couldn't counter. If en enemy attacked while I was countering one enemy, I could, with a quick reaction and some situational awareness, counter the next attack instead of finishing the moves on my first counter. Since that is actually possible, I assume it's intended. Why is it intended? Because I feel like a Boss when I pull it off. Same with Black Flag. The fact you have that epic three-way counter means that the game helped you do that. And it did that by using the slots as discussed in the video, just more creatively. If it didn't, some enemy would mess up your face while you're stuck in your three-way counter.
I think the hidden hand-overs have more to do with the difficulty of shifting an object from being in the hierarchy of one model to another. When it's shown there's usually two copies of the item, one attached to either character, and one just goes invisible as the other one pops in. Sometimes you can even see a frame where it's doubled or completely gone, at least in older games.
This issue is even on a deeper level, the concept of "moving data" doesnt exist in the computer world at all, it is always a combination of copy first, delete the old afterwards or "tell the user that this file is now on a different folder" even though the files technically remain on the same place.
I love the mirror trick developers use to simulate a working mirror, which is to just have the player control a model in a flipped environment but in reverse .
Funnily enough the behaviour of video game enemies (and those in martial arts films) is mentioned as a tactical goal in the book of 5 rings... Where Miyamoto Musashi notes that his general strategy for taking on large crowds of enemies is to use his long sword to keep large groups away from him, then move to funnel them into a position where he can attack one at a time with his short sword. The difference with game characters of course is that Miyamoto (no, not THAT miyamoto - though it's possible they're related, which is an interesting thought) actively works at making sure only one person attacks him at a time, while in games the enemies patiently wait their turn...
I _immediately_ noticed the blocked hand gestures when started playing *Witcher* games. Even though previous games never animated hands, somehow CDPR made them bloody blatant.
@@KSINregirat It was just HUGE amount of bug fixes. And to be fair, There were several hand animations in the release patch like those guitar animations that are extremely accurate. My comment was just poking fun at an in-universe concept, not trying to jump into the hate bandwagon. I actually loved the game even with all the bugs since release, I have 220 hours on it on steam.
I knew we would see "Squeezing Through Tight Gaps to Hide Loading" in a List eventually, they've been mentioned by OXBOXTRA so many times, both in streams and SOTW and etc, it was just foreshadowing lol. OMG, AND the "Valve Follow the Light Rule", for which all of the above applies! 😂
@@gamecavalier3230 if you like action shooters where you can do stylish moves and move ridiculously fast, play Vanquish! The Remaster with Bayonetta (it's a Dual Pack Bundle) just came out, and both games hold up so well, and look great on new gen hardware!
Bloodborne plays a really nasty trick with this, they show you a big beautiful glowing window in a dark house and you're so fixated on it the first time that you don't notice the werewolf charging you from the side...
My "can't unnotice" switch has been on about hidden loading screens since I learned that that was why doors took so long to open after you shot them in Metroid Prime.
imnotapipe Agreed. Nintendo is one of the best at hiding loading in their games - especially Zelda titles. How many Zelda games have actual loading screens? Even the ones that do only fade out for mere seconds compared to Skyrim or Fallout.
Related to unit slotting, prioritising enemies that are on screen over ones that aren't. That way, it doesn't feel unfair because you were killed by something from behind that you didn't know was there.
DOOM 2016 did this very well. With Doom 2016 enemies were able to kick each other out of slots in order to keep the enemies on screen the primary targets
I abused this feature on devil may cry 5 to beat it on the hardest difficulty along with bloody palace. I would purposely rotate the camera so only 1-2 enemies were on screen. Made it alot easier
@@someadventuretimefan5089 that sounds so weird it's almost wrong, the obvious strategy would be to keep as many enemies in sight as possible but no, meta is better
Some of these I don't mind. Unit slotting is a concession to allow a player a manageable situation. Lighting to direct you is subtle enough that even if I recognize it thereafter, I rarely do during gameplay. The item hand-offs I kind of just giggle at now because it is so "video gamey" alongside the getting dressed being a thing that is just far too graphically taxing at this point to be worth the dev time (animate a piece of clothing to morph over a differently textured model and then try to swap that model out for the fully dressed model with the camera still on them, not worth it). The falling off ledges just allows ragdoll physics to get played up, which I always find a joy. On the other end: Rubber banding can go to hell. The number of times I have lost a race in a game due to my superior driving having a minor hiccup at the end and the cars behind me that should've been twenty seconds back zoom by to the finish, it's not fun, it sucks. I have quit racing games due to this. And the sliding in narrow hallways needs to go away once consoles get SSDs for their storage, because I am so sick of it. It has stuck out like a sore thumb for years because I know what is going on.
I've got you one. Characters dont sleep under covers/sheets for the same reason they don't change clothes on screen. One of the few exceptions to this is deadly premonition of all games.
Mike: "that car is from 1971, it should be broken down on the side of the road somewhere" Me, sitting within 10m of three cars from the 70's: "cold Mike, cold..."
@@beauson1983 True. And I had realized on The Crew, that if you are driving a slow car being at high speed. While the player with a higher performance police car can catch you and arrest you on the go, which that made zero sense.
"10 seconds to get fully dressed; that's got to be a record." Honestly for most guys, that's just a casual clothing exercise. If we're running late for work or something, we can cut that time down to 3 seconds flat.
For subversion of number 6 - try Kingdom Come Deliverance. If you turn your back on an opponent - they'll make sure to capitalize on it before you'll get to say "why are they attacking me?!"
100% agree with Mike that finishing the race 30+ seconds ahead of the competition is far more enjoyable than having rubber banding ai constantly cheating for a fake sense of competition.
Hello Need For Speed. You can beat the dominate time but lose because the AI gets infinite grip, power, and traffic smashing power as they fall further behind
Rubber-banding in sports games used to be called "computer assistance" going back into the 90s. Not sure if they still have a toggle for it these days, but it served the same purposes. Keeping the game close and to prevent blowouts. The lead team would go peewee league and couldn't do anything right and the losing team would become all-stars and could do wrong. It got amplified when they started adding in things like play/team momentum and Heat. so when the assistance stopped the former losing team was still Red hot and the other team was super cold. Developers trying to coverup the differences between Sim and arcade.
Even in that situation they're attacking less often than usual. Plus it's not really 1000 3D models on screen. You cannot unsee the background 2D sprites once you go HD in KH2. Loots of trickery going on, including things like a very low enemy render distance and some unit slotting, or maybe it's just the AI of those enemies being dormant most of the time.
"Unit slotting" actually happens IRL, it's a mob mentality thing. The thing that sets humans apart from other predators is endurance, so when you have a group against one other human IRL like that, the instinct is to let one guy fight at a time and just swap him out when he gets tired or beatup too much while the target has no such luxury. You literally have to train this stuff out of people. ...guys...we ARE in a simulation o.0
medieval combat gaming (heavy boffer larps to be precise) would mostly concur with this aside from flanking actions, I wish video games would simulate the actual mentality of attacker 2 using the opening that attacker one caused...but yeah, you tend to go 2v1 or 3v1 because of space and to keep people from tripping each other up while the rest of the attackers block viable retreat strategies
Um. No. If I'm in a group of even 3 dudes were jumping his ass. Way more likely to take them down and makes logical sense. Unless its Batman then im running lol.
Well, faces are weird, too. You know, the way they're smooth... smooth... smooth... and blech! You know? All bumpy and holes, I mean, what are eyes like? It's like a science fiction movie. Don't get me started on lips. Like the edges of a severe wound.
Have you ever looked at feet in a Bethesda game? It looks like the toes are just fused together, with notches to indicate you have toes, not flippers. Imagine how hard animating feet would be? There are so many individual and simultaneous movements when we walk. It would be a nightmare.
It's gratifying to know that the term I spontaneously used to describe how Burnout 3 kept the cars together is the actual industry term. Clearly, it's an accurate analogy. Also, for those who don't know, the burnout series continues under the name Dangerous Driving & Danger Zone for the Crash levels. Also, they made an indoor golf version of the crash levels.
Point 1, hands. The reason is actually that it is very complicated to have two characters exchange a an item and make it look realistic due to the exchange of the item in the hierarchy of the data. Just to parent an object with the right facing to a joint in the animation skeleton of the hand and pass that parented hierarchy information to another tree ( the other character) requires some serious planning and praying to the gods of physics. As most characters require interactions with physics, rag doll, collision objects and other rules. In the past I have seen, instant model switches, but these also can cause bugs do to physics and collisions. The fastest way for this exchange to happen with the least amount of issues with physics is to not do it at all.
I always notice reflections and how they’re done. Sometimes it’s still images(Cube Maps), other times it only reflects what’s on screen(screen space reflections), sometimes it will be a low res real-time reflection(RE2 Licker Room) or maybe they mirror geometry behind the surface(like the MGS 2 Tanker section beginning area).
Fugly Duckling The recent Hitman games do mirror reflections quite nicely. The reflection is just a bit low res, but the cool thing about it is NPC’s will notice you sneaking up on them through the mirror. Can’t think of any other game where they do that. I also think it’s vary cool how in racing games, when you pass through a tunnel, the lights reflect off your car and you see a stream of individual lights trailing off the roof of your vehicle.
Having a transparent surface with a mirrored version of the room behind it was super common a few generations ago when hardware wasn't strong enough to even attempt real reflections. Pretty much all PS2/GameCube/Xbox games used that method when they had something that was reflected, even Mario 64 used it for the mirror room. It's a really clever technique that was used all over the place, but you don't really notice it until it's pointed out to you because of how effective it was
9:10 "You know what you've never seen in a video game? A 3D character getting painstakingly dressed or undressed" DMC. Naked Dante in his trailer. Literally the opening scene.
Also that scene in Final Fantasy X where Riku is taking off that rubber suit. Yes, the camera cuts in sections and she's already fully clothed underneath it, but we see her taking it off
The worst example of rubber banding was a boat racing game called hydro-thunder. It had a mechanic in it that no matter how good you were, when you first started the game it had a preset number of times you would have to race a course before it would let you win. I tested this by, after beating the game, taking the starting boat, and running the starting course multiple times. I then started new, and put down the exact same times, and came in 10th instead of first.
i honestly didnt know this was a thing til i watched troy baker play through the last of us, and now i cant unsee it. though props to them, i've played through it a couple times, and watched a handful of playthroughs, and never noticed it til it was pointed out to me
but that isn't subtle, or maybe i caught on immediately and that is the weird case. i caught on on uncharted 2 (my first uncharted game) when i tried to grab a ledge on the falling train but i had to go to a pipe instead. seem like the ledge would be the logical path because the pipe was just dangling and looked incredibly unsafe. some games are less obvious than others too and uncharted is pretty ok, GOW and HZD tho....
Things like rubber banding and making only few enemies attack you at a time are so common they are pretty well-known. Observant people will notice the lack of dressing or hand animations. But lighting the path is just a stroke of genius. It's so subtle you do not even suspect it and it fools you into thinking you navigated the level all by yourself.
Realising the amount of effort that goes into Hand Animation really makes me appreciate that Ocelot juggling 3 revolvers Russian Roulette scene in MGS3 a hell of a lot more.
Mike is the epitomy of chaotic good. Giving someone a tenner when they ask for a fiver? Giving someone your wallet when they ask for a tenner? See. Chaotic good.
I'd bet that the real reason for rubber banding is to keep the cars together for the sake of the game not having to render as much of the track at any given time. If there are huge gaps between 4 players in a split screen race, the game could have to graphically render the whole track at once, whereas if all the cars are grouped together it can just render a small chunk of the track at a time
2:23 also saves the developer from having to customize and check the animations for every character and every. single. item. This shortcut makes a lot of sense in that regard.
I actually noticed rubber banding when I was a kid in Mario Kart N64, it takes you several seconds just to recover from a red shell and another few to get back to top speed but you can smack an enemy with a red and they'll immediately be right up your tail pipe within that initial recovery window. It's even more obvious if you're playing multiplayer where player 1 has a huge lead on player 2, and if an AI passes player 2 it will 'snap' onto player 1 and get a massive infinite turbo boost until they are right on player 1's ass.
I remembered that someone found a command to enable third-person mode (through the Cheat Engine) in Doom Eternal. Let's say it had some... interesting side-effects. For instance, projectiles are not fired from the weapon model, but from where the weapon would be in first person. More interestingly, launching a grenade or using the flamethrower would still play the first person animation, popping up on screen behind the player model. The weirdest one, however, is the climbing animation: a pair of giant arms spawn on top of the doom marine model.
You showed Heavy Rain, but you're SURE there's no time when they fully show you get dressed? Because I finished that game, and you had to SHAVE, SHOWER AND BRUSH YOUR TEETH IN REAL TIME.
...and yet not get dressed, which really should indicate how pervasive that technique is. If David Cage could make you do a quicktime event to put on your underwear, you bet he would.
@@Sophie_the_Sapphic You are correct. I forgot about that scene. You both remove her shirt and unhook her bra, and honestly, watching a video of it reinforces the point that games *should* hide it from the player.
@@Sophie_the_Sapphic A-Ha! I knew it! God that scene was so awkward too. And i believe there were some camera cuts and trickery in there to prevent you from actually seeing any garment being fully removed, from beginning to end. Lol
To add on the 'follow the light' bit, action platform games have a specific level design to them as well that will assist in cluing the players on where to make the next jump literally - Uncharted for example follows that Naughty Dog yellow (essentially following a yellow hued path) while Tomb Raider or Jedi Fallen Order has ledges/walls that have scruff marks on them. Cool little tricks from clever game design that.
Rubber-banding is mostly used for companion-NPC's to keep them at your side during missions etc. One example is the player (you runs) and if they can't keep up, they'll teleport to your position behind your back where you can't see them.
The falling off ledges thing was on another whole level in the PS2/Xbox game BLACK. There, if you shot an enemy near a railing, they would sort of vault it, hang to it, try to climb it and then plummet to their demise, otherwise known as the ground.
I am less concerned about not seeing the item being handed over than the fact it appears one character is pulling something out of their butt and handing it to the player character, who then, gratefully, puts it in their own butt.
Even something like a club *shudders*
It doesn't look any less weird in Syberia, where Kate stuffs everything, no matter how bulky, into the top of her jacket.
Nathan Weeks the ass is the inventory that’s what you take fall damage
Nathan Weeks I always assume it’s meant to represent then keeping it in a belt or at the top of the pants.
Not gonna lie, it has bothered me at times to see that. For instance: Kratos stuffing things like a chalice and even a horn back there all while not having clothing remotely suitable enough to fit all that. A diamond or a bracelet sure but the head of a gorgon? I was better off not remembering that one...
Game protagonist: "Here are the 30 wolves' heads that you asked for that I kept hidden behind my belt."
NPC: "Looks like its all here. Good job. Here is the Giant Broadsword I promised as a reward that I also kept hidden behind my belt."
Every quest giver in the Witcher 3 has an extra pr-sword kept in their bottom for you to take
Sure, "belt."
Let me fetch it from my prison pocket for you my hero.
My problem is that your giving me a rare powerful sword and a blue amethyst, for slaying the wolf that ate your children, and yet your standing here in a burnt out village on your undies as you claim to also be broke and starving.
Me while playing Skyrim: *proceeds to carry just about everything I find for later use*
Some platformers use a trick called "coyote time" (in reference to Wile E. Coyote) to give players a slightly easier chance of pulling off satisfying jumps at the last moment. Whenever the player would fall off a platform, they'd instead be able to jump as if they were still on the ground, much like how Wile E. would keep running mid-air before eventually falling.
I think that was mentioned in some other outside xbox video, not sure which one though.
Definitely remember it being mentioned in a Shovel Knight video somewhere.
Its an older fact in an older games, that most of us already knows, another example is enemies will miss their few first shot at you, or our indicators of life or ammo have different values, etc
@@gedeyogam9096 those are all, in fact, in the same video, 6 ways video games tricked you into thinking you're awesome.
Yep. You can achieve this by making the collision box slightly longer than the actual sprite/mesh. I have something like this in my game
Just a slight bit of info for those interested in game-dev and animation: The difficulty with handing over items isn't really the hand animation being hard to do (although hands will always be a challenge) but more to do with the fact that "re-parenting," an object is difficult to do correctly.
In order to have an object move with the hand, you need to "parent," the object to the bone used to animate the hand which will automatically calculate the offset when the hand is moved so you don't have to. Problem is, when that object suddenly needs to be parented to the _other person's_ hand, the offset calculation needs to be switched over. Since the offset is calculated based on two extremely different reference points, this might end up with the object teleporting across the map instead of into the other hand, and is tricky to get right. Even if you do get it right, it usually involves multiple version of the same object and is super tedious to do.
Exactly this
The solution? A game where characters only ever toss items to each other, even if it's a Ming Vase!
(I can already imagine said vase juddering the moment it gets close to the receiving character's hand, before tractor-beaming into their palm)
@@deezclutches7924
1) Anyone who has ever uttered the term "lazy devs," has never gotten beyond a single Unity tutorial.
2) funny that you mention Blender as while I love and use Blender professionally, it specifically sucks when inverse transforming objects multiple times during an animation, which you'd need to do when switching hands.
3) the type of handoff that's required to pass objects between characters would either have to be done with re-parenting or animating a stack of constraints. Since these constraints aren't usually exported with the model, actually getting the handoff animation into the game engine is going to be a lot of extra work for the artists, and possibly even a custom coding solution.
Sure it's possible, and it happens frequently when it needs to, but it's a lot of extra work that doesn't add as much value as it would cost.
Thanks for that insight, I never would have considered that. Love finding out details like this about game development.
Detroit become human (and other david cage games as well as telltale games) is stupid impressive for having hand offs in the game (for example Connor giving Kamski back the gun), then again, it's basically interactive cutscene, so yeah I guess if your game boils down to cutscene with limited player interaction you can get away with a lot more other devs would have to axe to have more effort put elsewhere
With the first one, I like how Skyrim does it. Skyrim doesn't even care. It'll just show the character handing you a hand full of nothing.
I was gonna mention that too. They either show an empty hand or dont even bother with any animation at all
Final Fantasy 12 does too, even in Zodiac Age. It's just a full view of the characters not giving/getting anything. (Yes, I know this comment is a year old, I've been on an Outside XBox binge lol)
unrelated but nice niko pfp im a oneshot fan too
BOTW does the same thing
Sometimes they don't even do that the item just appears in your inventory
I always notice when something heavy is loading because my PS4 starts making sounds similar to V2 rocket.
😂
If that ain't the goddamn truth lmao. My PS4 does it too, like its crying "please no more, stop playing these over complex games".
I had the same issue but I opened the console, got it cleaned and changed the thermal paste. It isn't silent now but it is much better. I can recommend doing this but it will take more than 1 hour if you aren't used to do this kinnd of things.
My PS4 is old af so this is true.
Made worse if you don't have a PS4 Pro and you play games that have lots of loading screens. I'm looking at you, Final Fantasy XV!
Ohh, can't fool me oxbox, I see how you cut away before the rubber band snaps to save on having to make complex animations. Tricky tricky~
Also when Mike supposedly hands Jane a tenner, the camera is positioned in a way in which we can't see the item exchange hands, saving precious processing resouces
Got em
I saw the rubber band and heard the ow and he's covering his face. I'm sure he's actually hit by the rubber band
@@ykl1277 to the untrained eye, yes.
@@ykl1277 Press X for doubt.
“10 seconds to fully dressed? Thats gotta be a record.”
Clearly Jane has never witnessed me late for work or the pub before. Lol
If you are really late then you are done with whatever you are wearing.
You can get properly dressed later.
Should've seen me trying to get ready for School and showing up Just as the Bell rings. 10 seconds is a skill.
First time I hear a phrase "late for the pub"
@@Oxalis11 how did you hear it?
Hell I once managed to get dressed, shave, clean my teeth and be in the car on the road all in less than 5 minutes when I was late for work once.
“Human hands are a bloody nightmare”
As an artist, I can attest to this. It’s like you have to draw a whole other body on the end of the arm, but set 11 times the difficulty!
My mom literally once said to me, no joke, as I was complaining about how hard hands are to draw, that "Hands shouldn't be too hard to draw! It's fairly easy!" Says the woman who can barely draw a stick figure.
They are so fiddly! They don't need that many joints!
"wait till you get to the feet!" -- Rob Liefeld, circa late 90's
@@romxxii the WHAT?
The hands in the Mass Effect series freaks me out. They look so weird.
"The universal sound effects of "clothes are happening" I couldn't stop laughing cuz it's true
Dmc3
I heard it immediately
When I hear "clothes happening", I see foley artists on all fours rubbing some old jeans on the floor with a couple of mics perched alongside.
It's either that one, or the sound of a zipper; even for clothes without zippers.
Speaking of using camera angle to avoid characters dressing up, how can we not mention Kojima using the camera angle to hide a naked Raiden pretending to be detained in a revolving bed and later escaped and dress up?
I mean, they're not really teaching the younglings anything, Andy, because they're all dead.
Huh, what’re we going to do to find out how this happened?
They were teaching them not to attack opponents who have the high ground, if Anakin had learned that he would've had less problems
AJXSJS The one time Anakin had the high ground, he got struck by lightning and lost the fight
@@Gloomdrake if he never learned to not attack the high ground he definitely never learned how to defend it
Sableagle Not the scene I’m referencing
When trying to find the way in video games, I always trust the good old "follow the bad guys" technique, in which you go the way that's full of people you can kill. If the path is empty, you're going the wrong way.
Also Known As "Oh An Enemy, this must be the way", of course, that only works if you kill them all as you pass
"It's some new dialogue, this must be right!"
@@lfskyden Yeah why bother putting a bunch of enemy things in dark corners of the map the player has no reason to go to?
It can get complicated if it's a map with multiple mission objectives. Open world games will have enemies near the important stuff, but... is that the quest you're on right now, or a later one?
@Dahn True, but you know where to go.
@Dahn Half-Life taught me that trick.
A trick Halo Combat Evolved taught me was when a game doesn't despawn enemy corpses, you can also use those to find your way back if backtracking is necessary for a level.
Jane, looking at her hands: “It’s not right is it?”
I think Jane just found a new field of research, one that definitely won’t involve cutting off people’s hands to replace them with...other things.
Probably robotic claw hands that contain a bazooka in the "fingers" part and a cigarette lighter in the thumb and look suspiciously like Christmas mittens.
*insert X to Doubt and Are you sure about that memes*
cyborg kittens with mittens probably
I assume all the upvotes are volunteers... And I assume the thumbs up will be removed and replaced without whatever those volunteers end up with on the ends of their arms.
I read cutting hands and had a comment reflex i had to suppress
I want to live a quiet life
In Assassin's Creed Syndicate one of the mooks yells at his fellows to stop attacking Jacob or Evie one at a time. Didn't know Ubisoft were giving us that much credit.
Coincidentally, that's was the one AC game I felt combat was at all difficult on occasion (haven't played odyssey nor origins yet)
Still mostly very chill fights
@@hugofontes5708 Origins and later are HUGE difficulty spike. They cut the parkour and cool counters to make battles more Dark Souls and no, they don't attack you one at the time... But now they're bullet sponge-y AND you got Dynasty Warriors style moves to attack multiple enemies at the time.
@@hugofontes5708 Unity has to be given credit there too, I played it recently and you can be hit while doing a counterkill or hit simultaneously by multiple enemies.
@@KasumiRINA sounds interesting, I guess I should keep my eye on sales
@@KasumiRINA also they keep yelling in origins " Attack at the same time "
Which is funny , and also that line " what is this guy'' makes you feel a lot cooler
One of these days, a studio is gonna flex by showing a character getting dressed, and it turns out it WAS the loading screen.
Actual weird flex but okay
As physics simulations become more lightweight and accurate and hardware becomes more powerful they wont have to worry about the complex animation of clothes clipping through the body and such since the shirt will just act like a real shirt and all they have to do is animate the character pulling it over itself, which may also be partially procedural
WWE 2k20, an otherwise buggy mess that couldn't manage hair to stop twitching, shown Hulk Hogan properly tear his shirt off during entrance. Problem is if you change his outfit, the shirt magically appears for one shot where he rips it lmao.
Whoa whoa whoa, where was the spoiler warning for Tetris? I am SHOOK that reaching completion made them all just disappear.
ikr!!!!! I can't believe they spoiled the game!! I was so excited to play it!
I'm also shook that reaching completion made them all disappear! ....oh you were talking about tetris
Keanu_Reeves_Woah.gif
@@TheSportSatellite IM DEAD
They spoiled that one scene in Control that was optional, you'd think they would put a warning for Tetris!
Yes, I am the type that CAN get angry at spoiler warnings. Not because of the spoilers, but because I find them stuid. Just be me, and be very hard to impress with twists and reveals...
whenever a video game character gets dressed of camera I like to imagine that they are actually getting dressed Sims-style by spinning in mid air
Omg I thought I was the only one who imagined that lmao
Now I will always imagine that. Curse you!!!!!
You mean doing the Wonder Woman?
Lol, Geralt spinning
Glad i'm not the only stupid one
That whole "not showing a character getting dressed" trick is so ubiquitous that sometimes even movies do it. It is, of course, for a different reason: sometimes the full outfit actors are wearing is not the same as the separate pieces shown, and sometimes suits have some trickery that they don't want the audience to notice. Take a look, for instance, at the Raimi Spider-Man movies, where you see Peter holding his mask and then it cuts to him mimicking pressing it over his neck while it was obviously already there. Or even the famous kiss scene in the first film, where MJ painstakingly makes the effort of bending the mask inside, just so people can't see the mask's actual insides, which likely include some molded bits to keep Spidey's face from showing his lips.
True, although I do think that there's a bit of actors doesn't want to be seen getting dressed or undressed in front of the camera. Even child actors.
My favourite is superhero masks, where they obviously have eye makeup on around the eyeholes, but when they take the mask off they have a clean face.
@@Omaru1982 like Batman Returns ms where they clearly show one shot with eye make-up and the next without because it's 1 take when he rips the mask off so can't wear the make-up 😅
Also the Hays Code which was enforced from the 30s through the 60s and prevented films from showing "any licentious or suggestive nudity - in fact or in silhouette." It's convenient that movies had already made the "look away" strategy a standard practice before 3d animators even came onto the scene.
@@billghli True, because that would be uncomfortable for the actor. If heanaged to smudged his makeup.
Enemies attack in small numbers.
DARK SOULS: We dont do that here
@QUEENDOM absolutely not, I have legit gotten hit by 4 at the exact same time or at slightly different times one after the other
Ornstein and Smough have entered the chat, followed by the Four Kings
@@VincitOmniaVeritas7 with the right set up and upgraded equipment, the first stage of the fight is a cakewalk (just make sure you summon Solaire beforehand, despite looking flimsy he can tank several hits from both and hold his own against a berserk Ornstein making the fight alot less stressful)
*laughs in Kingdom Come: Deliverance*
Neither does Minecraft.
Epistemology: the theory of knowledge, especially with regard to its methods, validity, and scope, and the distinction between justified belief and opinion.
Thank you
The more you know *rainbow noises*
One little trick I remember is called "culling."
This when the game only loads in objects that can be seen by the game's camera, instead of everything at once.
In video games the old philosophers were right. Objects don’t exist if no one is looking at them.
I remember using this trick to spawn cars in GTA SA.
Most of the time culling is just polygons, and it's basically required if you want performance. Usually the actual game entities are still loaded and functional.
It's only on the graphical side... It's not rendered in the 3D space, but it's there.. Occlusion boxes used to be common..
This is the worst in dynasty warriors games. If you are on a horse you can move faster than the game can load the objects you bring into range, so you can stop in the middle of a mostly empty field and have a bunch of guys spawn on you. Or, more accurately, have to wait for them to appear so you can kill them.
"Hmm. That's clearly the right way. Time to go every other way first."
I've always noticed the "enemies won't all attack" one, I just tell myself their afraid of hitting each other instead of me, or obsessively looking for openings without realizing they don't need one.
I pretend it's just a case of the bystander effect. "Oh there's an opening, should I attack? Ah, nevermind, I'm sure someone else will"
The Shadow of Wardor games do this pretty well. Enough idle animations mixed with having a good amount of enemies attacking keeps the sense of fighting off 30 orcs alive
@ he combined shadow of war and mordor together
Is it just me, or does Kingdom Hearts not do this? Or am I just bad at the game?
Did that with Skyrim, and ended up wondering why I found so many unlockable words of power but yet encountered no dragons to get souls from to unlock them, turns out you need to do the main mission that gets you to kill the dragon, to unlock wild dragons appearing... whoops xD
11:00 Regarding the "Mr. Incrediable puts his hand through his suit's hole," the animators begged the director to let Mr. Incrediable just look at the shirt and say it was ripped rather than having to rig and animate the suit.
“The other option was to put all the characters in mittens.” Ah yes, the Undertale solution.
Almost every Disney character ever too so they can avoid fingernails.
*Facepalms*
Another trick that's pretty common is giving the player more life than it would appear based on their health bar. It seems like you should only be able to take one more hit, but you can actually take two or three. It helps make the battles feel frantic and dangerous if the player's health is constantly in the red, while the devs give the player extra wriggle room to pull off their awesome reversal of fortune. (Ubisoft *loves* doing this.)
"That's Nintendo, they can get away with it" is the most true comment on the entire internet.
Nic C Nintentards are the worst lol
*luaghs in Nintendo switch online*
@@savagelogic8674 No one agreed, but you tried.
Jason Bliss Try what? Stating my opinion 😂. Even so, clearly there are people who do agree with me, despite me not trying to convince anybody.
@@savagelogic8674 Maybe displaying your opinions with insults is why your channel didn't quite take off. No need to be so bitter about Nintendo fans.
How about Fallout 3, where in order to make a metro work, they made the traincar a hat, had an NPC beneath the level wear it, and then have that npc run super fast?
That was game developers working with what engine programmes gave them, it was probably too dificult to add moving platforms. Bethesda...
Modern problems require modern solutions...
Oh, Bethesda, between this and Mephala being a talking side table, I’m starting to think your just having “ridiculous design solution” contests behind the scenes.
TheValiantBob in actuality, it occupied the “glove” slot, but replaced the head. So the NPC had only one hand.
Fallout 3 has working metro? Huh?
Having actually animated a hand in 3d, I can confirm that hands are one of the worst/most difficult things to animate.
My experience from trying to draw them is similar. I usually end up partially concealing them, feeling happy if the thumbs end up on the right side. Hands are weird.
But my tummy is making the rumblies only hands can satisfy...
also feet
@@FrenchToast663 absolutely
Having never animated a single thing and can't even get a character to move in Unity(My Game Dev dream died before it began) I can also confirm.
The rubber band thing is something I did actually notice, because it just can't be that you have been driving faster than the AI, have consistent lap times, but the distance to the cars following you at some point keeps constant.
I remember during one of the old Half-Life 2 games, they had a 'narrator mode,' and they talked about how it sucks to design a really cool set piece, only for the player to be staring directly at a tire laying on the ground, and missing the entire event. That was like 15 years ago, and I always get a chuckle when I think of it.
Surprised Hitman wasn’t shown at all for the clothing segment.
was thinking the same thing!
They were shown, we just couldn't see it. Because Hitman.
@@musicadictor Yeah Hitman... fudges changing clothes.
47's true power is to make some vague cloth-rustling noises for three seconds and then appear in a completely different outfit. (His other one is being able to keep a crowbar, a wrench, a screwdriver, two poisons, three guns and five types of explosives in the pockets. Even if there are no pockets.)
On a similar note, we did get to see (more or less) Layla Stockton stripping on camera in Hitman Absolution.
My favorite trick is how the original Doom games looked 3D despite the games being entirely 2D.
I heard about that a while ago. Didn't they design Doom as a top-down game, then bring the perspective down to eye level to achieve the effect?
@@OrangeyChocolate Basically yeah. Same for Wolfenstein 3D. It was impossible for home hardware to render 3D at the time.
The games that invented the 3D FPS genre were actually 2D top down dungeon crawlers.
@Dahn Also why you could shoot "flying" enemies like Cacodemons without needing to look up as they were essentially walking on invisible stilts that were part of their hitbox.
Dargonhuman - That isn't actually true, there's a video out there that debunks parts of this and points out that, for example, projectiles can fly over players' heads, which wouldn't be possible without a z-axis. So while the map itself is 2D, players and enemies do move in a 3D space. And the reason you can fire up at enemies is because the game auto-aims your bullets upwards to where the enemy is.
@Dahn
If you play through "Duke Nukem 3D" it is painfully obvious that the game is really 2D mapped, as nothing at all can overlap.
Heck even the lifts/elevators can't go straight up/down and "stair-step" to avoid overalpping, with the levels of the multi-story buildings laid out sort-of like blades of a fan off the eleveators so they also don't overlap.
It also explained how you could be "squished" when shrunk by an opponent that seemed to be flying hundreds of feet in the air above you.
.
Then "Quake" came out only five months later (June 1996 Vs January 1996) with true 3D, in particular the spiral ramp you fight your way up overlaps mulitple times and you can see that if you "mouse look" around to look up, into the distance.
"Hands are weird". Whelp, I don't think Jane's ready to hear about feet.
You mean leg hands?
I'm sure there are a number of watchers ready to hear about Jane's feet.
You can keep those static though, fingers need to wiggle around and manipulate things.
Let’s see her feet and we be the judge. 🙂😇
"Hands are weird." Proceeds to spend eternity baby-splaining this incredibly simple concept.
hey game devs, here’s a lil cheat for you: if all the characters were naked all the time, you wouldn’t need to animate any clothes physics at all :)
But then there would be a lot of extra hair to animate.
@@hackerx7329 not necessarily
Welcome to the world of PC Mods.
Just make them human robots with only hair on top of their heads
Japan: We tried but everyone's a massive fucking prude.
"Hands are weird." - Jane, and now every stoner watching this
try psychedelics next
Now to observe feet.
Jane being creeped out by hands and turned on by the witcher...gold 😂😂!
"They call 'em fingers but I never seen 'em fing"
Metal armor stretching and bending when the character moves around. It just makes it look like they're wearing rubber.
There are a lot of little graphical things like this on models that were formerly not really noticeable, but are now starting to get annoying as the general level of graphics goes up. Wonky shoulders, bendy armor like you say, feet not properly positioned on an incline (although this is much less common now, they seem to be on to that these days), things like dresses and trenchcoats not having cloth physics, various clipping issues, etc. But the biggest bugbear is still jerky animations. The industry is due for a major "pass" (which may take several years) on models to sort all these little niggles out, I think.
I think what we really want to see now are pretty much fully realistic 3-d, physics-based everything, cloth simulation, separate physics reacting gear (e.g. ammo belts, scabbards, etc., being independent physics things that jiggle about as the person runs, not fixed and painted on, that kind of thing) with really smooth animations. Again, games here and there are _starting_ to get this done (e.g. Red Dead), but there's still a long way to go.
@@gurugeorge I mean...you sure can get that if you're ok with the game being about 10 minutes long and burning up your entire hardware.
Also changing shape depending on if it's being worn by a man or a woman.
@@gurugeorge they were able to simulate that actually! Except it was a 10 second long display that took a computer worth about 18 thousand dollars 24 hours to render properly... Yeah, we are still a good ways away from full on 3d real physics rendering in games.
Mordhau makes it painfully obvious with neck plates.
One trick Video Game developers do is to make me believe my life is actually more interesting than it is in real life.
Otherwise known as the “immersion effect”.
Only, it's not a trick...
5:50 I see you what you did there. Saving money by not animating Mike handing over the tenner to Jane.
I've always seen "rubber banding" labeled as "Catch up mode" in older racing games menus, and it even used to be something you could toggle on and off. Before this video I've only ever heard of "rubber banding" being used to refer to lag in multiplayer. when you're running along then get snapped back to a previous position making movement almost impossible.
We called it rubber banding back in the late 90s. It was pretty fitting for some games; you'd be out in front forever, and then out of nowhere 2nd place would fly by you right around the finish line, just like they had been flung by a rubber band.
It makes kart racers so frantic! You're last in Crash but got a ball lighting thingy and everyone falls down.
"at least no one does that anymore"
*Laughs in fallout 4*
Hello, this is Bethesda. We are here to claim the $7.50 you owe us for that laugh emote you just used. 🤚
@@swine13 This is ea, we regret to inform you that the command you just used is locked by dlc. To unlock this command buy the charging people for laughing pack for 20USD
Warframe, although the game is so optimized it takes 2 seconds to load anyway
Talking about animating someone putting clothes on, I was really impressed when Geralt put his boots on in Witcher 2. Seems like a simple thing, but I don't think I'd ever seen it in a game.
I can't hear the tetris theme song anymore without hearing Jane's lyrics to it.
Da dedada deda de dedada tetris song
Which video was that?
@@kaushtubhchauhan it's called something like anoying songs we can't stop humming
@@kaushtubhchauhan 7 Most Infuriating Songs
Neither can I! I’ve also done my best to spread it to everyone I know so they can suffer with me too
This title is no joke.
Some of these have been ruined for me since I noticed them in the 6th gen.
Along the lines of handing items, how about when characters kiss? The game keeps frame until the last second before switching to a back-of-the-head angle. Well... The smart games do, anyway.
What about games that entice our nosey nature by having 2 NPCs stand around spoon-feeding exposition in the guise of a conversation?
King Kagle lol hitman. 2 guards just happen to be talking about the bosses pet tiger that he visits every day or some shit like that
Now I want to see a video of a game character actually making out with someone in engine just to see their lips awkwardly glitch through one another.
The obscured kiss is also a classic of movies, mind you
Diablo ignores the "few enemies attack at once" rule.
Because Diablo isn't the genre at which that technique is aimed, because unit-slotting is mostly prevalent in fighting or action games, not older style click and kill rpg's like diablo or sacred
Beatemups also had enemies attacking at once except for counter based ones where you time your assassin parries for spectacle.
@@KasumiRINA Streets of rage, Double Dragon ahhhh good ol games
The "one bad guy at a time rule" doesn't always happen on the Assassin's Creed series, well, at least not on Black Flag. Sometimes two or three bad guys would try to attack you at once and if you counterattack them, an epic animation plays of you murdering them through a very quick series of kicks, jabs, and sometimes, acrobatics.
But two or three isn't all of them
Assassin's Creed Origins and Odyssey don't abide by that rule
The soldiers took lessons from Dark Souls enemies and attack en masse
@@deathbykonami5487 I know, how dare that Spartan soldier interrupt me while I'm about to squeeze this other guys head into his body with a big ol' mace
I mean, it didn't in the original either. People often complained they'd be locked into fighting one guy while another blindsided them.
Just because a few enemies seem to break the rule, doesn't mean the game doesn't use the slotting mechanism. In many cases, it's fully intentional.. I'm very certain of the first assassin's creed did it, The Witcher 3, Shadows of Mordor and assassins creed odyssey. From the comment on Black flag, I'm equally certain.
My first experience with the first AC game, I still remember quite a bit of it, and one thing I remember is screwing up a mission and getting cornered by soldiers. I figured I'd kill them and escape, not realizing the game spawned endless new guard patrols once the one I was fighting got low on members. That's how it felt at least, and I kept thinking that I'd run out of enemies at some point. 30 minutes later, they were still fighting me, attacking one at a time. All I had to do was counter the one attacking me, and resist the urge to do a follow-up attack. Because the moment the counter finished, the next would attack.
I noticed it also in The Witcher, especially because I started the game too easy, so I went up to Death March after an hour or so on each difficulty. The group mobs attack in turns and the biggest difference in difficulty is the speed in which they chain their attacks, how long they wait on one another.
Odyssey I don't really recall examples. but Shadow of Mordor never attacked in a way that I couldn't counter. If en enemy attacked while I was countering one enemy, I could, with a quick reaction and some situational awareness, counter the next attack instead of finishing the moves on my first counter. Since that is actually possible, I assume it's intended. Why is it intended? Because I feel like a Boss when I pull it off.
Same with Black Flag. The fact you have that epic three-way counter means that the game helped you do that. And it did that by using the slots as discussed in the video, just more creatively. If it didn't, some enemy would mess up your face while you're stuck in your three-way counter.
I think the hidden hand-overs have more to do with the difficulty of shifting an object from being in the hierarchy of one model to another. When it's shown there's usually two copies of the item, one attached to either character, and one just goes invisible as the other one pops in. Sometimes you can even see a frame where it's doubled or completely gone, at least in older games.
StraightOuttaJarhois Exactly! Came here to say that, but was hoping some one else already said that!
This issue is even on a deeper level, the concept of "moving data" doesnt exist in the computer world at all, it is always a combination of copy first, delete the old afterwards or "tell the user that this file is now on a different folder" even though the files technically remain on the same place.
-"Here take this, it came from my butt"
-"Thanks i'll put it right back there"
Little did we know how ubiquitous fecal transplant was in video games.
I love the mirror trick developers use to simulate a working mirror, which is to just have the player control a model in a flipped environment but in reverse .
I guess I never really thought about how they did that, that's really clever.
Funnily enough the behaviour of video game enemies (and those in martial arts films) is mentioned as a tactical goal in the book of 5 rings...
Where Miyamoto Musashi notes that his general strategy for taking on large crowds of enemies is to use his long sword to keep large groups away from him, then move to funnel them into a position where he can attack one at a time with his short sword.
The difference with game characters of course is that Miyamoto (no, not THAT miyamoto - though it's possible they're related, which is an interesting thought) actively works at making sure only one person attacks him at a time, while in games the enemies patiently wait their turn...
I _immediately_ noticed the blocked hand gestures when started playing *Witcher* games. Even though previous games never animated hands, somehow CDPR made them bloody blatant.
Now in Cyberpunk they just wave in your general direction to send you money.
@@Wittemn what about after the big update?
@@KSINregirat It was just HUGE amount of bug fixes. And to be fair, There were several hand animations in the release patch like those guitar animations that are extremely accurate. My comment was just poking fun at an in-universe concept, not trying to jump into the hate bandwagon. I actually loved the game even with all the bugs since release, I have 220 hours on it on steam.
What about locking the camera so you cannot see the endless void surrounding the level?
@Manek Iridius I was referring to camera controls.
I knew we would see "Squeezing Through Tight Gaps to Hide Loading" in a List eventually, they've been mentioned by OXBOXTRA so many times, both in streams and SOTW and etc, it was just foreshadowing lol. OMG, AND the "Valve Follow the Light Rule", for which all of the above applies! 😂
i thought they were gonna mention the naughty dog yellow. which does the same thing as the light, but in naughty dog, just go where you see yellow
@@gamecavalier3230 Titanfall 2's so damn good lol
@@gamecavalier3230 if you like action shooters where you can do stylish moves and move ridiculously fast, play Vanquish! The Remaster with Bayonetta (it's a Dual Pack Bundle) just came out, and both games hold up so well, and look great on new gen hardware!
It's not really a valve thing, more an art thing which is also more a psychological thing. Our eyes naturally go to wherever contrast is greatest.
Bloodborne plays a really nasty trick with this, they show you a big beautiful glowing window in a dark house and you're so fixated on it the first time that you don't notice the werewolf charging you from the side...
My "can't unnotice" switch has been on about hidden loading screens since I learned that that was why doors took so long to open after you shot them in Metroid Prime.
That blows my mind. I was always so impatient with those doors!
I really thought dark souls was where you were going with that lol
imnotapipe Agreed. Nintendo is one of the best at hiding loading in their games - especially Zelda titles. How many Zelda games have actual loading screens? Even the ones that do only fade out for mere seconds compared to Skyrim or Fallout.
Related to unit slotting, prioritising enemies that are on screen over ones that aren't. That way, it doesn't feel unfair because you were killed by something from behind that you didn't know was there.
DOOM 2016 did this very well.
With Doom 2016 enemies were able to kick each other out of slots in order to keep the enemies on screen the primary targets
@@kevinperry8837 That's where I got the idea from.
I abused this feature on devil may cry 5 to beat it on the hardest difficulty along with bloody palace. I would purposely rotate the camera so only 1-2 enemies were on screen. Made it alot easier
@@someadventuretimefan5089 that sounds so weird it's almost wrong, the obvious strategy would be to keep as many enemies in sight as possible but no, meta is better
"you were killed by something from behind that you didn't know was there" aka "The Tony Montana Demise".
Some of these I don't mind. Unit slotting is a concession to allow a player a manageable situation. Lighting to direct you is subtle enough that even if I recognize it thereafter, I rarely do during gameplay. The item hand-offs I kind of just giggle at now because it is so "video gamey" alongside the getting dressed being a thing that is just far too graphically taxing at this point to be worth the dev time (animate a piece of clothing to morph over a differently textured model and then try to swap that model out for the fully dressed model with the camera still on them, not worth it). The falling off ledges just allows ragdoll physics to get played up, which I always find a joy.
On the other end: Rubber banding can go to hell. The number of times I have lost a race in a game due to my superior driving having a minor hiccup at the end and the cars behind me that should've been twenty seconds back zoom by to the finish, it's not fun, it sucks. I have quit racing games due to this. And the sliding in narrow hallways needs to go away once consoles get SSDs for their storage, because I am so sick of it. It has stuck out like a sore thumb for years because I know what is going on.
I've got you one. Characters dont sleep under covers/sheets for the same reason they don't change clothes on screen. One of the few exceptions to this is deadly premonition of all games.
"Clothes are Happening" needs to be a t-shirt.
I’d buy it
jonocard Customink is your friend
Hard agree
Mike: "that car is from 1971, it should be broken down on the side of the road somewhere"
Me, sitting within 10m of three cars from the 70's: "cold Mike, cold..."
What are you doing on the side of a road somewhere?
My dad has an Alfa these guys have no clue about cars.
And he shown a porshe 911.
@@killertruth186 I'll give him that though, Porsche have been building 911's since at least 1968
@@beauson1983 True. And I had realized on The Crew, that if you are driving a slow car being at high speed. While the player with a higher performance police car can catch you and arrest you on the go, which that made zero sense.
"10 seconds to get fully dressed; that's got to be a record."
Honestly for most guys, that's just a casual clothing exercise. If we're running late for work or something, we can cut that time down to 3 seconds flat.
Honestly. that's just what honestly doesn't mean.
@@FlushGorgon I'm not sure what was wrong with their sentence that made you feel the need to be annoying but okay
@@ienzio7795 It means that it's a lie: men don't get dressed in 10 seconds, even less so in 3 seconds.
Meanwhile in Yakuza men get undressed in 1 second
@@DarthSagit in yakuza men swap entire outfits mid song
For subversion of number 6 - try Kingdom Come Deliverance. If you turn your back on an opponent - they'll make sure to capitalize on it before you'll get to say "why are they attacking me?!"
Love the detail of Mike's 'rubber-banding' happening off screen!
you cant animate rubber bands hitting someone, thats too much work
Mick*
Anyone else wonder if any of them accidentally slipped?
*Mork
100% agree with Mike that finishing the race 30+ seconds ahead of the competition is far more enjoyable than having rubber banding ai constantly cheating for a fake sense of competition.
Hello Need For Speed. You can beat the dominate time but lose because the AI gets infinite grip, power, and traffic smashing power as they fall further behind
Jane is right, mittens are great. Imagine how cute Geralt would look in a nice pair of woollen mittens. Adorable.
There are actually gauntlet mittens you can wear in the game.
Everybody had mitten hands in the ps1 era :v
@Nobody In particular except for the people who had blocky permafists
Rubber-banding in sports games used to be called "computer assistance" going back into the 90s. Not sure if they still have a toggle for it these days, but it served the same purposes. Keeping the game close and to prevent blowouts. The lead team would go peewee league and couldn't do anything right and the losing team would become all-stars and could do wrong. It got amplified when they started adding in things like play/team momentum and Heat. so when the assistance stopped the former losing team was still Red hot and the other team was super cold. Developers trying to coverup the differences between Sim and arcade.
“Enemies attack in small numbers”
Me: *looking at kingdom hearts II and III’s 1000 heartless battles suspiciously*
Even in that situation they're attacking less often than usual. Plus it's not really 1000 3D models on screen. You cannot unsee the background 2D sprites once you go HD in KH2. Loots of trickery going on, including things like a very low enemy render distance and some unit slotting, or maybe it's just the AI of those enemies being dormant most of the time.
Nice to see you here
"the world isn't ready for full-frontal Geralt"
stupid world hurry up
Lmao 😂
Hmm...
I played DmC: DmC.
Dante actually got dressed while flying through the air.
Came to the comment section to say this! 😂
The developers made the effort of blocking Dante's crotch with a slice of pizza. Classy.
@@mrflip-flop3198 Someone probably made a mod to remove that pizza LUL
I went and watched this on youtube to see what y'all were talking about... I imagine I'm going to start getting some interesting ads now...
"I'll give you a tenner instead!"
Baller move, Mike.
I just noticed FF7 REMAKE does the "sliding through a gap" alot XD
"Unit slotting" actually happens IRL, it's a mob mentality thing. The thing that sets humans apart from other predators is endurance, so when you have a group against one other human IRL like that, the instinct is to let one guy fight at a time and just swap him out when he gets tired or beatup too much while the target has no such luxury.
You literally have to train this stuff out of people.
...guys...we ARE in a simulation o.0
interesting
medieval combat gaming (heavy boffer larps to be precise) would mostly concur with this aside from flanking actions, I wish video games would simulate the actual mentality of attacker 2 using the opening that attacker one caused...but yeah, you tend to go 2v1 or 3v1 because of space and to keep people from tripping each other up while the rest of the attackers block viable retreat strategies
Um. No. If I'm in a group of even 3 dudes were jumping his ass. Way more likely to take them down and makes logical sense. Unless its Batman then im running lol.
@@mine_mom That's a very scummy Way of doing it mate, you fight someone you fight them alone.
“I really thought we’d end up demonstrating that somehow”
*rubber band enters view*
*_”AAAAAAAA-“_*
I love how perfectly cut that was
Jane, if you think hands are bad take a long look at feet some time.
Feet are just mutant hands, and hands are just mutant feet if you think about it.
Dave Brohman toe-tally agree with you my dude
I appreciate hands and feet
Well, faces are weird, too. You know, the way they're smooth... smooth... smooth... and blech! You know? All bumpy and holes, I mean, what are eyes like? It's like a science fiction movie. Don't get me started on lips. Like the edges of a severe wound.
Have you ever looked at feet in a Bethesda game? It looks like the toes are just fused together, with notches to indicate you have toes, not flippers. Imagine how hard animating feet would be? There are so many individual and simultaneous movements when we walk. It would be a nightmare.
"Handing items" seems to be code for itchy butts. I see you, game developers.
Thanks! Now I can't unsee! AHHHH
It's gratifying to know that the term I spontaneously used to describe how Burnout 3 kept the cars together is the actual industry term.
Clearly, it's an accurate analogy.
Also, for those who don't know, the burnout series continues under the name Dangerous Driving & Danger Zone for the Crash levels. Also, they made an indoor golf version of the crash levels.
Point 1, hands. The reason is actually that it is very complicated to have two characters exchange a an item and make it look realistic due to the exchange of the item in the hierarchy of the data. Just to parent an object with the right facing to a joint in the animation skeleton of the hand and pass that parented hierarchy information to another tree ( the other character) requires some serious planning and praying to the gods of physics. As most characters require interactions with physics, rag doll, collision objects and other rules. In the past I have seen, instant model switches, but these also can cause bugs do to physics and collisions. The fastest way for this exchange to happen with the least amount of issues with physics is to not do it at all.
I always notice reflections and how they’re done. Sometimes it’s still images(Cube Maps), other times it only reflects what’s on screen(screen space reflections), sometimes it will be a low res real-time reflection(RE2 Licker Room) or maybe they mirror geometry behind the surface(like the MGS 2 Tanker section beginning area).
I played Vampire the mascerade last year so I was not surprised that they didn't have mirror reflections but then again I am a vampire.
Fugly Duckling
The recent Hitman games do mirror reflections quite nicely. The reflection is just a bit low res, but the cool thing about it is NPC’s will notice you sneaking up on them through the mirror. Can’t think of any other game where they do that.
I also think it’s vary cool how in racing games, when you pass through a tunnel, the lights reflect off your car and you see a stream of individual lights trailing off the roof of your vehicle.
Don't forget the trick where they muddy up or otherwise dirty the mirror so the reflection can't happen.
Having a transparent surface with a mirrored version of the room behind it was super common a few generations ago when hardware wasn't strong enough to even attempt real reflections. Pretty much all PS2/GameCube/Xbox games used that method when they had something that was reflected, even Mario 64 used it for the mirror room. It's a really clever technique that was used all over the place, but you don't really notice it until it's pointed out to you because of how effective it was
And then there was ray tracing.
9:10 "You know what you've never seen in a video game? A 3D character getting painstakingly dressed or undressed"
DMC. Naked Dante in his trailer. Literally the opening scene.
Also i can swear that romance scene with Miranda in ME:2 includes some undressing
Also that scene in Final Fantasy X where Riku is taking off that rubber suit. Yes, the camera cuts in sections and she's already fully clothed underneath it, but we see her taking it off
“Hands are weird”
-Kira Yoshikage would like a word
The worst example of rubber banding was a boat racing game called hydro-thunder. It had a mechanic in it that no matter how good you were, when you first started the game it had a preset number of times you would have to race a course before it would let you win. I tested this by, after beating the game, taking the starting boat, and running the starting course multiple times. I then started new, and put down the exact same times, and came in 10th instead of first.
Andy: “What are you guys teaching the younglings these days.”
The Jedi: too dead to answer.....
What about the way naughty dog levels paint everything yellow to tell you where to go? I can’t stop looking at suspiciously yellow things now.
i honestly didnt know this was a thing til i watched troy baker play through the last of us, and now i cant unsee it. though props to them, i've played through it a couple times, and watched a handful of playthroughs, and never noticed it til it was pointed out to me
Thats basically the same thing as the light but the light is more common
Or white like god of war. Horizon zero dawn was annoying with all the yellow tho
but that isn't subtle, or maybe i caught on immediately and that is the weird case. i caught on on uncharted 2 (my first uncharted game) when i tried to grab a ledge on the falling train but i had to go to a pipe instead. seem like the ledge would be the logical path because the pipe was just dangling and looked incredibly unsafe. some games are less obvious than others too and uncharted is pretty ok, GOW and HZD tho....
Even Disney Infinity did it.
Great example of someone falling to their death: Spartan kicking enemies off mountains in AC Odyssey
For all its faults, 2012's DmC did actually show Dante putting clothes on, albeit quickly and mid-air
Things like rubber banding and making only few enemies attack you at a time are so common they are pretty well-known.
Observant people will notice the lack of dressing or hand animations.
But lighting the path is just a stroke of genius. It's so subtle you do not even suspect it and it fools you into thinking you navigated the level all by yourself.
Realising the amount of effort that goes into Hand Animation really makes me appreciate that Ocelot juggling 3 revolvers Russian Roulette scene in MGS3 a hell of a lot more.
MGS3 is a masterpiece in the way it was directed, rarely games get so close to being cinematic without sacrificing gameplay.
The Boss RIP😢
The last time i was this early High King Torygg was still alive
EDIT 1: thanks for 86 likes! iwasn't expecting this to get noticed ;3
Love a Skyrim reference any day
I hear Ulfric Stormcloak murdered the High King... with his voice! Shouted him apart!
how did this get 75 likes? XD
@@theyawningari Too much lollygagging.
@@theyawningari Have you heard of the high elves?
Mike: Crossing the line a full thirty seconds before the other racers is fun.
Me: I'll never know :(
Mike is the epitomy of chaotic good. Giving someone a tenner when they ask for a fiver? Giving someone your wallet when they ask for a tenner? See. Chaotic good.
With a low Int and Wis.
@@ourkeving So Egbert, then.
I'll give you he's the epitomy of chaotic that's for sure!
Other games: Unit slotting
Kenshi: *Violently beaten to death by sticks because you never get a chance to relatilate*
Love and hate that game so much.
I'd bet that the real reason for rubber banding is to keep the cars together for the sake of the game not having to render as much of the track at any given time. If there are huge gaps between 4 players in a split screen race, the game could have to graphically render the whole track at once, whereas if all the cars are grouped together it can just render a small chunk of the track at a time
Probably my favourite moment in this video is Mike looking terrified as five rubber bands point towards him.
He has a high level of trust of/with? his coworkers. I'm not sure I'd let anyone do it.
I hope someone makes fanart of it, lol
"Must be why he easily gives up his wallet."
@@ourkeving in. You trust in something.
Um, I am *absolutely* ready for full-frontal Geralt.
2:23 also saves the developer from having to customize and check the animations for every character and every. single. item. This shortcut makes a lot of sense in that regard.
I actually noticed rubber banding when I was a kid in Mario Kart N64, it takes you several seconds just to recover from a red shell and another few to get back to top speed but you can smack an enemy with a red and they'll immediately be right up your tail pipe within that initial recovery window. It's even more obvious if you're playing multiplayer where player 1 has a huge lead on player 2, and if an AI passes player 2 it will 'snap' onto player 1 and get a massive infinite turbo boost until they are right on player 1's ass.
I remembered that someone found a command to enable third-person mode (through the Cheat Engine) in Doom Eternal. Let's say it had some... interesting side-effects. For instance, projectiles are not fired from the weapon model, but from where the weapon would be in first person. More interestingly, launching a grenade or using the flamethrower would still play the first person animation, popping up on screen behind the player model. The weirdest one, however, is the climbing animation: a pair of giant arms spawn on top of the doom marine model.
we bought those hands what you gonna do about it
You showed Heavy Rain, but you're SURE there's no time when they fully show you get dressed? Because I finished that game, and you had to SHAVE, SHOWER AND BRUSH YOUR TEETH IN REAL TIME.
...and yet not get dressed, which really should indicate how pervasive that technique is. If David Cage could make you do a quicktime event to put on your underwear, you bet he would.
@@roguishpaladin wasn't there a sex secne where the opposite happens?
@@Sophie_the_Sapphic You are correct. I forgot about that scene. You both remove her shirt and unhook her bra, and honestly, watching a video of it reinforces the point that games *should* hide it from the player.
@RA like spider-man taking off his mask for example.
@@Sophie_the_Sapphic A-Ha! I knew it! God that scene was so awkward too. And i believe there were some camera cuts and trickery in there to prevent you from actually seeing any garment being fully removed, from beginning to end. Lol
To add on the 'follow the light' bit, action platform games have a specific level design to them as well that will assist in cluing the players on where to make the next jump literally - Uncharted for example follows that Naughty Dog yellow (essentially following a yellow hued path) while Tomb Raider or Jedi Fallen Order has ledges/walls that have scruff marks on them. Cool little tricks from clever game design that.
Excuse me, the world is _definitely_ ready for full-frontal Geralt
Rubber-banding is mostly used for companion-NPC's to keep them at your side during missions etc. One example is the player (you runs) and if they can't keep up, they'll teleport to your position behind your back where you can't see them.
The falling off ledges thing was on another whole level in the PS2/Xbox game BLACK. There, if you shot an enemy near a railing, they would sort of vault it, hang to it, try to climb it and then plummet to their demise, otherwise known as the ground.