That was due to hardware limitation, nowadays hardware has come a long way and most developers don't have the need to optimize or use clever tricks like they used to.
I commented this before on another TH-camr's video showing the mysterious man in the green jacket, and I just wanted to say that the man's name is Naoki Katakai, who was the art producer for RE4. It seems like a good amount of time has went by and nobody was ever able to identify who he was, but someone on Twitter did a picture comparison shot of Mr. Katakai and his in-game pic and it looks exactly like him.
It never ceases to amaze me the kind of camera trickery game developers pull, and ANYTHING that isn’t necessary to be present or shown.. isn’t. Like with Louis in the closet. It’s implied he is there, but because you don’t need to see him, he really isn’t there.
He spins, most likely, because the programmer wanted him to be looking in a direction based on Leon's direction, and added Leon's rotation to his own angle every frame... On the surface it would seem like this would work, but in practice it actually causes him to not change direction at all when Leon's angle is 0, and for him to spin 180 degrees per frame when Leon's angle is looking in the opposite direction. the closer to 359 degrees Leon's angle gets after 180, the more he _appears_ to slow down again because he's moving more than a half turn every frame, which makes it look like he's turning in the other direction. This is a thing many programmers have mistakenly done, including myself. Rotational coding in 3D is slightly less straightforward than it is in 2D and it may be that once he was moved to be above the stage the code was just left in because it didn't make sense to waste time fixing or removing it if it would never be seen, and likely the programmer who did it didn't really want to mess with it anymore anyway.
So they actually set what should have been his angle to his angular velocity. Instead of being at an angle of 180°, he's getting 180° added to his angle per frame. But this has nothing to do with the fact that it's in 3D and not 2D.
the reason why the monster spins is because it is probably coded to "follow" leon's position and "look" (rotate) towards leon. The way that last part is handled usually when programing games is: you take a point A (monster) and a point B (Leon) and do some vector math to get the direction in which the monster (A) should be rotated in order to "look" towards Leon (B). Thing is that these vector math algorythms usually require the distance between A and B to be anything but zero. (how do you rotate towards yourself? that's nonsense). Normally you would place an "if" statement so the monster doesn't rotate if the distance to Leon is zero, but since the monster is not supposed to be visible anyways, probably the programers didn't care to implement that and the consequense is that the monster is still rotating in the same direction it was rotating before the distance became zero.
That water camera trickery is crazy. What a clever way to achieve the realistic effect. Even crazier that it is repurposed for heat haze. Also that sponsor segment had be laughing so hard it hurt.
It makes sense, because that image alteration is WAY less expensive then lots of geometry. They probably went with a non-hair version of Leon mainly as it was just too obvious otherwise.
I love how Snipey has his fun making these videos :) It gives him something special to him, while overall having similar vibes with Shesez. Snipey is a great addition to boundary break and I'm all here for both of them having all the fun while making these videos!
I really super appreciate that you took a lot of time with this video and didn't brush over the scenes and models in a speedrun. it's so much nicer to take your time when looking into the out of bounds stuff. Good format.
I love how Snipey laughs. I would miss something if it wasn't in a video with him. Sometimes it also makes me laugh and that makes my day a little better
@@videostash413 frankly I couldn't give less of a shit what sponsor they get, unless it's literally a scam like some other people have done. Ad revenue on youtube is barely worth shit for most channels at this point. Even patreon is losing steam for some ppl. It's like ads on TV, I never like to see em but it's how they make money on this stuff. Besides at least on TH-cam I can easily skip over that shit and not have it affect the rest of the video.
Gamecube Resident Evil 4 was an interesting LoD and Camera-Draw study because they where aiming so high. This is a game that prided itself on sheer visual fidelity going full 3D beyond Code Veronica. It might not look that impressive now, but it sure as hell was then. They wanted the squeeze every bit of processing power they could, and these tricks, loading/zones and settings are the result of that goal.
@@Chaos89P Well, artistically it does. I'm talking technically, this game uses fewer polygons and lower-res textures than the Wii-U or even original Wii could produce, nevermind the Switch. But this was the GameCube, and for that this was a technical system-pusher that used a lot of tricks to do so. They actually had to lower the polycounts for the PS2 port.
@@jordanscherr6699 Yeah, I heard that the GameCube was the graphical powerhouse of that generation. RE4 was made for the GameCube, and it shows through the PS2 port.
@@Chaos89P They did pretty damn well with what they had on the PS2 though. Also, the GameCube couldn't quite measure up to the Xbox. (although it was fairly close) But there was no "direct-porting" Chaos Theory to the GameCube. Even if it had been coded from scratch, (which it wasn't) that was the Xbox doing what it only could do. Those where some crazy shaders and environments for the era!
I think this is one of the best crafted video games of all time. Not only is it's a great game with a great story some of the things they have used to build this game have been some of the coolest and most unique things I've ever seen in a video game Resident Evil 4 will always go down in history as one of the best games of all time
I loved hearing you laugh at the Verdugo portion of the video It was actually very pleasant 🤣🤣🤣 also I have to say I'm impress that you called them magazines instead of clips 🤣
Verdugo? More like Vertugo! (Vertere is the Latin verb "to turn"; verdugo is Spanish and Portuguese for executioner or hangman, but it comes from the Latin word "viridis," which means green.)
I'll never get over your excited energy, Snipey. Kinda surprised that an RE4 video can only justify shaving your [*body*], but there's always so much to learn with these episodes. It's so good!
I would love to see a boundary Break episode on the VR version. I found out that the chainsaw guy had a face through VR actually. Also the VR game is a completely different version of the game and it's on a whole another piece of software so it would definitely be handled a lot differently. Also this is perfect timing because I've been playing the shit out of the VR version for this video to come out literally like 5 days ago
it's also not completely different, it is a port. the same bugs that work in the retail games, work in the VR port and vice versa. it's the same game but in a different shell
When you look at it this way you realize how amazing the Game Cube was to have all of this in the game as well as have the out of boundaries extra rendered shapes
I did always wondered if items were in boxes before you smash them it would be interesting to see, also what a fantastic game honestly the best horror action resident evil of all time
....Until REVIllage lol. VIllage is exactly like RE4 in every single way but the gameplay & control is smoother. Literally, you shoot crows for loot, you have weapons upgrade system, a merchant, combinable treasures, "Spinel" type treasures that glisten on the ceiling, true New Game Plus, enemies drop loot, except in VIllage, you can crouch, block, & the game plays like a smooth modern RE game instead of the admittedly clunky controls of RE4. Now, I am the last person to put RE4 down. I've beaten 4 more times than I care to count, & it is in my top 5 echelon of games. But as such a huge supporter of RE4, I'm the first to recognize what VIllage truly accomplished, & if you haven't played it yet, play it NOW. If you have, replay it in 3rd person. Trust me. You won't regret it. It is identical to 4, but better in every way.
@@Iionsong That's understandable. The upgrade from 4 to 8 is just the natural progression developers take when spiritually remaking a game. They probably used RE8 to "practice" remaking RE4, since it's so damn similar in tone. You even start at the Village, move on to the Castle, etc, then return to the Village with new treasures & a treasure map, just like 4. It's amazing honestly
@@Ian.Murray Well, you say that, but my reasoning is purely objective. RE8 is literally the exact same gameplay as RE4 but better made. Smoother button presses. Faster reaction times. My reasons aren't arguments. They're fact.
i wish you mentioned the hidden ada shotgun that was somewhere in one of the caves! you cant get it anywhere else in the game but it's stored out of bounds
for the water, it's actually pretty simple. the gamecube had the ability to render multiple cameras to different buffers, and manipulate those as if they were textures. it's also how reflections worked in luigi's mansion, and if you look closely it's at a lower resolution. the different buffers rendered at around 1/2 to 1/4 of the native resolution, most games only used 1 because it was really taxing on the system.
With the spinning action of the bug man, that is probably because when one actor is tracking another actor, if it is not done correctly, for some reason the tracking actor spins. I had a similar issue with one of my game projects. I needed a turret to track an enemy, and it just spun like I gave it crack. I got it working. It's just a weird thing with having actors tracking each other. But since we never see the bug man, there was no reason to properly track it.
If you pay close attention to water in games, you can catch lots of games doing some sort of trick I assume is along the lines of the water surface camera projection thing. That water wobble effect being incorrectly applied to objects in front of the water too, like Leon's gun at 7:52, is pretty common.
The different masked enemies with some having face and some not is simply could be due to having two different character artists for hire. In my team, all three of us junior artists makes objects wildly different way.
Ah the magic of how it's made. I love this stuff, it's actually what I do for work, and for my own game. 9:50 there are several types of occlusion. Occlusion culling is when things blocking other things, occlude those things. Then there is frustum culling, everything outside of the players POV is culled. There is also distance culling which you mentioned. And the lady with the pitchfork, I'm guessing they forgot to assign her occlusion settings and if they realized that was the case, they probably didn't bother since she wouldn't make a big difference on performance.
i love your laugh for some reason; it's wholesome and therapeutic ^.^ also huge fan of your channel and the Resident Evil 4 coverage on the old and remake game is really fun and a enjoyable era were really in for Resident Evil 4 I think. A game that never dies i feel.
RE4 is one of my favorites, glad you guys came back to this one to show some more stuff off. The water in particular is something I'll never unsee whenever I play the game from now on.. I know it's not his first, but this is the first video I've seen on the channel from Snipey. He did a great job!
This was rather interesting, as I learned a few things I didn't already know about the game. I've spent some time going out of bounds and moving the camera and such around before, but I never thought to check for a spinning Verdugo!
18:36 - it’s on tank controls, much like the enemies and bugs of the previous RE games. You wouldn’t think it but a lot of the creatures were held to tank control movement themselves just like the characters.
the way the UI works is honestly, really interesting & ingenious. why not just have it be something that's stuck to the camera at all times? makes me wonder why modern games do this differently.
When I first clicked on this video, I thought we were going to see every "bugged" item like the purple ammo on the caves, the other shotgun, every part where you can clip Leon OoB etc. But this was so so so so much more interesting! Loved it!!
Finally back a video of you. And of the best game to do boundary break up. Ever considering prince of Persia Warrior Within? I want to know where that freaking nightmare-inducing dahaka comes from and goes to.
People ought to know by now that 99.9% of the time the answer to "where does X go when they go offscreen?" is that they just disappear, with the last 0.01% being that they teleport somewhere under the map.
18:47 Either I am really high, or each time he says "skull", the intro riff for Bad to the Bone starts playing If he actually did that, fucking MAD PROPS. Got my like either way
Does Del Lago just pop out of the water if you shoot at it enough or is his model preloaded? Hope this show answers what I have been questioning! (Edit: It did, and I am happy to know he just pops out)
Considering the game was 'nerfed' from the original designs they had planned out so they could bring it to the GameCube is absolutely insane, most of those details are noticeable here by how they did REALLY DAMN GOOD on their rendering and optic illusions including the filters to give the heat or water effect, it is insane, the fact that the entire game basically plays inside a physical world as well, can you imagine what we would've gotten if they weren't limited to only the GameCube? Hell! Imagine what they could've done had they gotten this crafty with the original plan before the GC port, because originally we did have 3.5 but that isn't how Re4 was going to be, in fact, it was going to be almost like what we have, just more expanded and with more crafty mechanics and locations. But now, I can't wait for the remake, I really have high hopes for it, they have to Re-modernize the standard for survival horror again, the mix between action and horror has gone through many questionable boundaries through the years and we need that OG feeling back XD
The strange spinning looks like quaternion gimbal lock. Basically you need more than 3 coordinates when dealing with rotations, but if you only use 3 you can end up spinning in strange ways as the game engine tries to calculate the position data. The fact that it’s inheriting Leon’s X/Z but a different Y is probably why that’s the case
The old yakuza engine does the reflections in the same way, because when walking near puddles you can sometimes see Kiryu's back "reflected" on the puddle, since the camera is not no restricted as here, the effect doesn't work so well
That whole thing with the water being just another repeat of the camera view explains why in this and many other games why I will sometimes see the reflection of my gun in the water in ways that make absolutely no sense, I always wondered what that was a biproduct of
I've played this game for 17 fucking years, and figuring out that ALL of the UI is rendered in-world right behind Leon, broke my mind. God I love this game.
All of these great gaming channels are finally getting 1 million. Shesez is close and Caddicarus and Scott the Woz just hit 1 million. It's sad it took nearly a decade to get there, but I'm glad they're being recognized for their originality.
The face behind the mask is the result of Dev reuse enemies ID asset, since chainsaw guy, Lady and military using the standard enemies body. They just need to make a mask overlap it, it's help the game director generate mob with different cloth on them
Ok So Idk If You May Have Done This Already But I Noticed After You Do The Doggo Hedgemaze And Grab The Key Items And Head To The Door, Before Putting Them In There Are Some Windows You Can Look Through On The Right Of That Door, There Is No Way To Get Into That Empty Room Only The Windows Show It Off But On The Right Side Of The Empty Room There Looks To Be A Sign Post Up Agaist The Wall, However From Our Angle We Are Looking At The Back Of A Signpost And It Looks Slightly Unrendered Because Of That And I Was Kinda Curious If Its Possible To See/Read The Front Of The Sign?
The reason why there’s no items in the wooden boxes is because in most Resident Evil games, the boxes give you items based on what you need. So, for example; you are nearly out of handgun ammo, the game detects this and gives you a small amount of ammo. Low on healing items? Here’s a green herb. And yeah. That pretty much it. Though, I don’t entirely know if this is true. I just heard it from someone else.
SPIDER WARNING for any fellow arachniphobes: when he mentions the fish details, look away and then after h mentions the spider animations there will be silence for a few seconds, when he talks again then it is safe to look back.
Get 20% off + free shipping @manscaped with code SHESEZ at manscaped.com/shesez #teammanscaped
Shesez can you do crash bandicoot 3 n sane trilogy I am worried you will leave it for another 4 years I dont want that soon please I beg
Can you do an out of Bounds video on The ascent? It's world design is way to detailed to ignore.
Can you do boundary break on gorilla tag?
@@videostash413 That accolade most definitely goes to Established Titles.
@@wickedwhispers595 has anyone told you your videos are disgusting? Because they are
It's amazing how literally everything in the game is made with optical illusion. Videogames are truely an amalgam of multiple art forms.
technical wizardry
Isn't every piece of fiction make believe in a way? Movies, theater plays, books, games... a 3D map isn't so different from a movie set
@@roger1724 the ff7 remake feels more like a giant set piece than a game to me so ye
That was due to hardware limitation, nowadays hardware has come a long way and most developers don't have the need to optimize or use clever tricks like they used to.
“Video games are trusty an amalgam of multiple art forms” yeah no shit. So are movies and books 💀
I commented this before on another TH-camr's video showing the mysterious man in the green jacket, and I just wanted to say that the man's name is Naoki Katakai, who was the art producer for RE4. It seems like a good amount of time has went by and nobody was ever able to identify who he was, but someone on Twitter did a picture comparison shot of Mr. Katakai and his in-game pic and it looks exactly like him.
Not all heroes wear capes!
@@JustJulyo Yeah. Some of them wear green jackets.
The person you might seen the Channel from is call "slippy slide"
@@chillmushroom6016 Yep, SlippySlides and at least two other users too.
Gotta immortalize yourself somehow, even if through a secret that nobody will ever find unless they boundary break.
It never ceases to amaze me the kind of camera trickery game developers pull, and ANYTHING that isn’t necessary to be present or shown.. isn’t. Like with Louis in the closet. It’s implied he is there, but because you don’t need to see him, he really isn’t there.
He spins, most likely, because the programmer wanted him to be looking in a direction based on Leon's direction, and added Leon's rotation to his own angle every frame...
On the surface it would seem like this would work, but in practice it actually causes him to not change direction at all when Leon's angle is 0, and for him to spin 180 degrees per frame when Leon's angle is looking in the opposite direction. the closer to 359 degrees Leon's angle gets after 180, the more he _appears_ to slow down again because he's moving more than a half turn every frame, which makes it look like he's turning in the other direction.
This is a thing many programmers have mistakenly done, including myself. Rotational coding in 3D is slightly less straightforward than it is in 2D and it may be that once he was moved to be above the stage the code was just left in because it didn't make sense to waste time fixing or removing it if it would never be seen, and likely the programmer who did it didn't really want to mess with it anymore anyway.
That really makes alot of sense and explains it well. So in simply they should have had direction be equal instead of added.
yeah, I was thinking the same, also this spinning effects happens in a few other games as well.
@@LucasCunhaRocha where else can I find this error?
So they actually set what should have been his angle to his angular velocity. Instead of being at an angle of 180°, he's getting 180° added to his angle per frame. But this has nothing to do with the fact that it's in 3D and not 2D.
18:48
that very quiet "bad to the bone" riff didnt escape me lol
Shesez, you are so close to 1Mil. You absolutely deserve it after all your years of hard work. We're all so proud of you!!!
and Snipey, he did this vid
@@Feasco Snipey is great. I agree.
the reason why the monster spins is because it is probably coded to "follow" leon's position and "look" (rotate) towards leon. The way that last part is handled usually when programing games is: you take a point A (monster) and a point B (Leon) and do some vector math to get the direction in which the monster (A) should be rotated in order to "look" towards Leon (B). Thing is that these vector math algorythms usually require the distance between A and B to be anything but zero. (how do you rotate towards yourself? that's nonsense). Normally you would place an "if" statement so the monster doesn't rotate if the distance to Leon is zero, but since the monster is not supposed to be visible anyways, probably the programers didn't care to implement that and the consequense is that the monster is still rotating in the same direction it was rotating before the distance became zero.
Very creative work from the RE4 team, its such a captivating experience that its no surprise that this game in particular has so many fans.
Wish I could go back in time to replay this for the first time on my GCN. Man it was so fun...spent hours replaying. Even bought a Brady games book
Get a frontal lobotomy, it will be like nothing changed!!
May I ask what country you are from? In my country we always used “NGC” instead of “GCN”.
@@JKSmith-qs2ii US. Magazines and I believe Nintendo officially abbreviated it GCN.
It was the game that defined my childhood. I too wish I could go back and time and play it for the first time
Thankfully for us, the remake comes out soon. Hopefully it can recapture some of that first playthrough magic again!
That water camera trickery is crazy. What a clever way to achieve the realistic effect. Even crazier that it is repurposed for heat haze.
Also that sponsor segment had be laughing so hard it hurt.
It makes sense, because that image alteration is WAY less expensive then lots of geometry. They probably went with a non-hair version of Leon mainly as it was just too obvious otherwise.
"laughing so hard it hurt"
bro touch grass, that whole thing was cringe
“Santa cares about his sack, so should you!” Genius 😂
@@Ian.Murray maybe next ep there'll be a camera that can find who the fuck asked you
@@jordanscherr6699 good points, especially about the hair. That probably was the best way to hide the effect
I love how Snipey has his fun making these videos :) It gives him something special to him, while overall having similar vibes with Shesez. Snipey is a great addition to boundary break and I'm all here for both of them having all the fun while making these videos!
that water effect is super interesting, never seen that technique used before
Right how tf would you come up with that
I really super appreciate that you took a lot of time with this video and didn't brush over the scenes and models in a speedrun. it's so much nicer to take your time when looking into the out of bounds stuff. Good format.
I love how Snipey laughs. I would miss something if it wasn't in a video with him. Sometimes it also makes me laugh and that makes my day a little better
@@videostash413 who's spiney and what's he got to do with Snipey's genuine laughter
18:59 the very subtle and quiet "Bad to the Bone" riff there was a nice touch
daym, we the viewers just got badtotheboned
Love the energy that Snipey brings to these vids and even the sponsorship bit.
Great addition to the channel.
@@videostash413 frankly I couldn't give less of a shit what sponsor they get, unless it's literally a scam like some other people have done.
Ad revenue on youtube is barely worth shit for most channels at this point. Even patreon is losing steam for some ppl.
It's like ads on TV, I never like to see em but it's how they make money on this stuff.
Besides at least on TH-cam I can easily skip over that shit and not have it affect the rest of the video.
Gamecube Resident Evil 4 was an interesting LoD and Camera-Draw study because they where aiming so high. This is a game that prided itself on sheer visual fidelity going full 3D beyond Code Veronica. It might not look that impressive now, but it sure as hell was then. They wanted the squeeze every bit of processing power they could, and these tricks, loading/zones and settings are the result of that goal.
I think it still holds up.
@@Chaos89P Well, artistically it does. I'm talking technically, this game uses fewer polygons and lower-res textures than the Wii-U or even original Wii could produce, nevermind the Switch. But this was the GameCube, and for that this was a technical system-pusher that used a lot of tricks to do so. They actually had to lower the polycounts for the PS2 port.
@@jordanscherr6699 Yeah, I heard that the GameCube was the graphical powerhouse of that generation. RE4 was made for the GameCube, and it shows through the PS2 port.
@@Chaos89P They did pretty damn well with what they had on the PS2 though. Also, the GameCube couldn't quite measure up to the Xbox. (although it was fairly close) But there was no "direct-porting" Chaos Theory to the GameCube. Even if it had been coded from scratch, (which it wasn't) that was the Xbox doing what it only could do. Those where some crazy shaders and environments for the era!
@@jordanscherr6699 No contractions there, either way, even though I never played Chaos Theory.
5:20 reminds me of that door scene from Airplane II: The Sequel
I love that you did the bare minimum to follow the suggestions from the advertisement notes
Your "My Movie" reference was not lost on me with the extremely quiet Bad to the Bone riffs when displaying the skulls, I just want you to know.
always love seeing these types of videos especially when it's my favorite game. really feels like a Christmas gift, thanks
I think this is one of the best crafted video games of all time. Not only is it's a great game with a great story some of the things they have used to build this game have been some of the coolest and most unique things I've ever seen in a video game Resident Evil 4 will always go down in history as one of the best games of all time
I loved hearing you laugh at the Verdugo portion of the video It was actually very pleasant 🤣🤣🤣 also I have to say I'm impress that you called them magazines instead of clips 🤣
Verdugo? More like Vertugo!
(Vertere is the Latin verb "to turn"; verdugo is Spanish and Portuguese for executioner or hangman, but it comes from the Latin word "viridis," which means green.)
@@SeanCMonahan are you correcting them or not? It gives me vertigo...
@@favoritemustard3542 ha! No, not correcting them. Just making a joke and then over-explaining it 😆
@@SeanCMonahan I speak Portuguese and didn't know verdugo meant that. Thanx.
@@alfredosilvaneto same
Rêgo kkkkkkkkkkkkkkk
I LOVED watching that commercial. I usually skip those sponsored messages, but this one was so funny!
I'll never get over your excited energy, Snipey.
Kinda surprised that an RE4 video can only justify shaving your [*body*], but there's always so much to learn with these episodes. It's so good!
I would love to see a boundary Break episode on the VR version. I found out that the chainsaw guy had a face through VR actually. Also the VR game is a completely different version of the game and it's on a whole another piece of software so it would definitely be handled a lot differently. Also this is perfect timing because I've been playing the shit out of the VR version for this video to come out literally like 5 days ago
it's also not completely different, it is a port. the same bugs that work in the retail games, work in the VR port and vice versa. it's the same game but in a different shell
He has practiced the art of SPEENING to combat Leon properly.
I really appreciate these videos. They are beautifully done. Thanks for all the hard work and an in-depth look to at some of my favorite games.
I will never be scared of Verdugo again, knowing he's just spinning wildly out of control right above my head
When you look at it this way you realize how amazing the Game Cube was to have all of this in the game as well as have the out of boundaries extra rendered shapes
I did always wondered if items were in boxes before you smash them it would be interesting to see, also what a fantastic game honestly the best horror action resident evil of all time
....Until REVIllage lol. VIllage is exactly like RE4 in every single way but the gameplay & control is smoother. Literally, you shoot crows for loot, you have weapons upgrade system, a merchant, combinable treasures, "Spinel" type treasures that glisten on the ceiling, true New Game Plus, enemies drop loot, except in VIllage, you can crouch, block, & the game plays like a smooth modern RE game instead of the admittedly clunky controls of RE4. Now, I am the last person to put RE4 down. I've beaten 4 more times than I care to count, & it is in my top 5 echelon of games. But as such a huge supporter of RE4, I'm the first to recognize what VIllage truly accomplished, & if you haven't played it yet, play it NOW. If you have, replay it in 3rd person. Trust me. You won't regret it. It is identical to 4, but better in every way.
@@jojoversus1100 i prefer re4 icl lol
@@Iionsong That's understandable. The upgrade from 4 to 8 is just the natural progression developers take when spiritually remaking a game. They probably used RE8 to "practice" remaking RE4, since it's so damn similar in tone. You even start at the Village, move on to the Castle, etc, then return to the Village with new treasures & a treasure map, just like 4. It's amazing honestly
@@jojoversus1100 Agree to disagree.
@@Ian.Murray Well, you say that, but my reasoning is purely objective. RE8 is literally the exact same gameplay as RE4 but better made. Smoother button presses. Faster reaction times. My reasons aren't arguments. They're fact.
Back in 2005 I found the guy in the green. Just never thought it was anything important. Great video as always.
this out of bounds is one of the most interesting so far! great video
18:48 I hear you Mr. Funnypants editor person. lol
18:59
That was real quiet, but you can't sneak that past me. I heard that Bad To The Bone sample.
i wish you mentioned the hidden ada shotgun that was somewhere in one of the caves! you cant get it anywhere else in the game but it's stored out of bounds
Great video. Wish there was a way to boundary break the VR version to see if anything was pretty different about that version.
for the water, it's actually pretty simple. the gamecube had the ability to render multiple cameras to different buffers, and manipulate those as if they were textures. it's also how reflections worked in luigi's mansion, and if you look closely it's at a lower resolution. the different buffers rendered at around 1/2 to 1/4 of the native resolution, most games only used 1 because it was really taxing on the system.
With the spinning action of the bug man, that is probably because when one actor is tracking another actor, if it is not done correctly, for some reason the tracking actor spins. I had a similar issue with one of my game projects. I needed a turret to track an enemy, and it just spun like I gave it crack. I got it working. It's just a weird thing with having actors tracking each other. But since we never see the bug man, there was no reason to properly track it.
Buzz cut Leon isn't real. Buzz cut Leon can't hurt you.
Buzz cut Leon: 7:12
I’m obsessed with how you’re able to clip out of bounds in the VR version. Peeking around corners you can’t look at in the original game. So awesome!
If you pay close attention to water in games, you can catch lots of games doing some sort of trick I assume is along the lines of the water surface camera projection thing. That water wobble effect being incorrectly applied to objects in front of the water too, like Leon's gun at 7:52, is pretty common.
The different masked enemies with some having face and some not is simply could be due to having two different character artists for hire. In my team, all three of us junior artists makes objects wildly different way.
Ah the magic of how it's made. I love this stuff, it's actually what I do for work, and for my own game. 9:50 there are several types of occlusion. Occlusion culling is when things blocking other things, occlude those things. Then there is frustum culling, everything outside of the players POV is culled. There is also distance culling which you mentioned. And the lady with the pitchfork, I'm guessing they forgot to assign her occlusion settings and if they realized that was the case, they probably didn't bother since she wouldn't make a big difference on performance.
I love how everyone is just “this guy”
i love your laugh for some reason; it's wholesome and therapeutic ^.^ also huge fan of your channel and the Resident Evil 4 coverage on the old and remake game is really fun and a enjoyable era were really in for Resident Evil 4 I think. A game that never dies i feel.
RE4 is one of my favorites, glad you guys came back to this one to show some more stuff off. The water in particular is something I'll never unsee whenever I play the game from now on.. I know it's not his first, but this is the first video I've seen on the channel from Snipey. He did a great job!
@22:10 I love how Verdugo just casually windmills while following Leon. Lmao
This was rather interesting, as I learned a few things I didn't already know about the game. I've spent some time going out of bounds and moving the camera and such around before, but I never thought to check for a spinning Verdugo!
The first recorded instance of the guy oob in the green jacket was by a guy named Slippy Slides
18:36 - it’s on tank controls, much like the enemies and bugs of the previous RE games. You wouldn’t think it but a lot of the creatures were held to tank control movement themselves just like the characters.
I just beat this game in VR, really cool to see the "behind the cenes"
(17:00) That's because it's Spain, and the Spanish word is "ƧUOЯƎӘИAꓷ".
that bad to the bone was so damn subtle but im glad i heard it, omg was it hilarious
the way the UI works is honestly, really interesting & ingenious. why not just have it be something that's stuck to the camera at all times? makes me wonder why modern games do this differently.
Hey Shesez, I love your videos. Boundary Break is such a good series! Stuff like this is amazing!
When I first clicked on this video, I thought we were going to see every "bugged" item like the purple ammo on the caves, the other shotgun, every part where you can clip Leon OoB etc. But this was so so so so much more interesting! Loved it!!
Imagine that you worked on this game, and then watched this video. "Oh he discovered my spinning boss."
18:59 I hear what you did there :P
21:43 Now that is a cool shot!
The green on the right IS perfectly synced to your health bar.
I’d absolutely love to see a Boundary Break episode or two on some of the Hitman games! I’m obsessed with those games hahahaha
Im glad you mentioned the moment at 13:12. Played so many times but never noticed. When I did it freaked me out.
Finally back a video of you. And of the best game to do boundary break up.
Ever considering prince of Persia Warrior Within? I want to know where that freaking nightmare-inducing dahaka comes from and goes to.
0:40 Bro was so terrified, he changed clothes 💀
People ought to know by now that 99.9% of the time the answer to "where does X go when they go offscreen?" is that they just disappear, with the last 0.01% being that they teleport somewhere under the map.
Epic video as always, thank you, as a dev, these videos are really usefull to find new ways to do things in uncommon ways, really, thank you
2:20 I think those blinking lights are used for your health. It changes from green to yellow to red and flashes just like the dots are.
18:47 Either I am really high, or each time he says "skull", the intro riff for Bad to the Bone starts playing
If he actually did that, fucking MAD PROPS. Got my like either way
This was an insane episode! RE4 is one of my favorite games of all time. Somehow it seems a lot more claustrophobic once you take the camera out
Always a pleasure to listen to the sweet voice of Snipey. So happy to have you in my ears telling me awesome stuff about games I love.
18:48... nice touch lmao
There's a weird button Behind the cabin. Where Louis capture You have to do walk through walls
this is the only game that i can replay over and over. the first time I ever played this game where some of the best memories I had from a video game
Does Del Lago just pop out of the water if you shoot at it enough or is his model preloaded? Hope this show answers what I have been questioning!
(Edit: It did, and I am happy to know he just pops out)
Considering the game was 'nerfed' from the original designs they had planned out so they could bring it to the GameCube is absolutely insane, most of those details are noticeable here by how they did REALLY DAMN GOOD on their rendering and optic illusions including the filters to give the heat or water effect, it is insane, the fact that the entire game basically plays inside a physical world as well, can you imagine what we would've gotten if they weren't limited to only the GameCube? Hell! Imagine what they could've done had they gotten this crafty with the original plan before the GC port, because originally we did have 3.5 but that isn't how Re4 was going to be, in fact, it was going to be almost like what we have, just more expanded and with more crafty mechanics and locations. But now, I can't wait for the remake, I really have high hopes for it, they have to Re-modernize the standard for survival horror again, the mix between action and horror has gone through many questionable boundaries through the years and we need that OG feeling back XD
Playing this in vr rn. Love it. I beat the hell out of everything you can on the wii version years ago
The first recorded vid of the "Girl in the Green Jacket" is actually the TH-camr "Slippy Slides"
The strange spinning looks like quaternion gimbal lock. Basically you need more than 3 coordinates when dealing with rotations, but if you only use 3 you can end up spinning in strange ways as the game engine tries to calculate the position data. The fact that it’s inheriting Leon’s X/Z but a different Y is probably why that’s the case
@3:07 did he forget what a quick time event was called?🤣
The old yakuza engine does the reflections in the same way, because when walking near puddles you can sometimes see Kiryu's back "reflected" on the puddle, since the camera is not no restricted as here, the effect doesn't work so well
The walkie talkies at 5:30 blew my mind - so goofy ha
That whole thing with the water being just another repeat of the camera view explains why in this and many other games why I will sometimes see the reflection of my gun in the water in ways that make absolutely no sense, I always wondered what that was a biproduct of
I've played this game for 17 fucking years, and figuring out that ALL of the UI is rendered in-world right behind Leon, broke my mind.
God I love this game.
All of these great gaming channels are finally getting 1 million. Shesez is close and Caddicarus and Scott the Woz just hit 1 million. It's sad it took nearly a decade to get there, but I'm glad they're being recognized for their originality.
“Spinning verdugo can’t hurt you”
Spinning verdugo:
The face behind the mask is the result of Dev reuse enemies ID asset, since chainsaw guy, Lady and military using the standard enemies body. They just need to make a mask overlap it, it's help the game director generate mob with different cloth on them
Ok So Idk If You May Have Done This Already But I Noticed After You Do The Doggo Hedgemaze And Grab The Key Items And Head To The Door, Before Putting Them In There Are Some Windows You Can Look Through On The Right Of That Door, There Is No Way To Get Into That Empty Room Only The Windows Show It Off But On The Right Side Of The Empty Room There Looks To Be A Sign Post Up Agaist The Wall, However From Our Angle We Are Looking At The Back Of A Signpost And It Looks Slightly Unrendered Because Of That And I Was Kinda Curious If Its Possible To See/Read The Front Of The Sign?
The Verdugo spinning off camera is the funniest shit ever and I'm not afraid of it anymore
18:59 i laughed when i heard it ever so faintly
me too, I had to play it again because I thought I was imagining it
Thank you for taking my viewer request regarding the dog that was caught in a trap. Very cool to see.
Lol "Things not being in things they're assumed to be in"
That had me crackin up for some reason haha.
12:06
BINGO IS NOT A LIE!
you go in that room and realize there is a passage way out the back later.
We’re going to need to see the blooper reel for the manscaped ad 😅
The reason why there’s no items in the wooden boxes is because in most Resident Evil games, the boxes give you items based on what you need. So, for example; you are nearly out of handgun ammo, the game detects this and gives you a small amount of ammo. Low on healing items? Here’s a green herb. And yeah. That pretty much it. Though, I don’t entirely know if this is true. I just heard it from someone else.
“The bingo was a lie” was a crossover I wasn’t ready for
They are just like actors behind the scenes. Amazing
i was crying on that verdugo part near the end
SPIDER WARNING for any fellow arachniphobes: when he mentions the fish details, look away and then after h mentions the spider animations there will be silence for a few seconds, when he talks again then it is safe to look back.