Something that makes movement in Breath of the Wild and Tears of the Kingdom feel good to me, on top of everything mentioned in this video, is it’s rhythm. The sound of Link’s footfalls and the clanking of his equipment creates a rhythm that makes moving Link feel a little addictive to me in the way that a song I really like is addictive.
really high quality video, wow! i'm impressed! very glad i took a chance on this and gave it a watch, this is exactly my kind of video. if i may offer a tiny bit of feedback - sometimes the ends of sentences would get a little quiet and hard to hear. didn't take away from the overall experience much, but thought it might be helpful feedback? would also love to see you add captions to your stuff over time - i know it can be pretty labor intensive, especially just starting out, so i'll hold out hope for captions in future videos. 💙 anyway, great work! just glancing over the rest of your videos i already see a few titles that have me intrigued. looking forward to more!
I like to walk in games For immersion sake, and to take in environmental designs. I notice when games do walking animations right It just feels good in some games more than others Good video
Banger vid and great points. I think you can't have proper immersion without grounding the player character in a world. Xenoblade's walking really detached me from the world and, even with its scope, made it feel like an amusement park rather than an actual place. Red Dead 2 goes for hyper-realism in many aspects to its detriment, I always say it's the closest thing to a modern big-budget Shenmue in how it makes decisions that create a world you're clearly integrated into as the player, even at the cost of making decisions that negatively impact the playability and gameplay. Zelda is a great example of a middle ground - everything feels tactile, but responsive. It doesn't ever sacrifice your agency as a player to take an action for the cost of grounding the player character in the world, but is built around ensuring that's done no matter what the player does. And it suits the energy of the game very well. A weird example of a game doing this interestingly is the Yakuza series. There are a lot of aspects of its physics and locomotion that sacrifice realism for playability, especially when running instead of walking. But then you'll be going at a slower pace, and your character will carefully animate themselves stepping over an obstacle, or brush shoulders as they pass people, and it really creates a feel of being integrated into the environment. They basically have two modes: walking, which is carefully animated and detailed, and running, which sacrifices that a fair bit in favour of getting you where you need to go. But then, you can afford to build that detail in when 90% of your assets are reused each game hahah.
I was playing Horizon Zero Dawn yesterday because of the Steam Sale and I guess not necessarily the walking, but things just looks so goofy like jumping around and just stuff like that.
I think complementing sound design is also very underappreciated when it comes to movement. It really amplifies the tactile feel of a game to me, to the point where I deliberately lower the music volume in some games to feel more immersed. TotK’s sound design however is so good the music complements and elevates the sound design as a whole, and any tweaking would subtract from it.
Something that makes movement in Breath of the Wild and Tears of the Kingdom feel good to me, on top of everything mentioned in this video, is it’s rhythm. The sound of Link’s footfalls and the clanking of his equipment creates a rhythm that makes moving Link feel a little addictive to me in the way that a song I really like is addictive.
Yeah your channel is gonna blow up, absolutely insane production value I thought you had way more subs when I watched this. Great work.
Thank you bro
really high quality video, wow! i'm impressed! very glad i took a chance on this and gave it a watch, this is exactly my kind of video.
if i may offer a tiny bit of feedback - sometimes the ends of sentences would get a little quiet and hard to hear. didn't take away from the overall experience much, but thought it might be helpful feedback? would also love to see you add captions to your stuff over time - i know it can be pretty labor intensive, especially just starting out, so i'll hold out hope for captions in future videos. 💙
anyway, great work! just glancing over the rest of your videos i already see a few titles that have me intrigued. looking forward to more!
Thanks! The quiet is probably me running out of breath at the end of a long take lmao. Ill keep that in mind for next time
Another great watch - keep at this dude. Quality of your videos keeps getting better and better, at this rate you're def gonna get big
I like to walk in games
For immersion sake, and to take in environmental designs.
I notice when games do walking animations right
It just feels good in some games more than others
Good video
Banger vid and great points. I think you can't have proper immersion without grounding the player character in a world. Xenoblade's walking really detached me from the world and, even with its scope, made it feel like an amusement park rather than an actual place. Red Dead 2 goes for hyper-realism in many aspects to its detriment, I always say it's the closest thing to a modern big-budget Shenmue in how it makes decisions that create a world you're clearly integrated into as the player, even at the cost of making decisions that negatively impact the playability and gameplay.
Zelda is a great example of a middle ground - everything feels tactile, but responsive. It doesn't ever sacrifice your agency as a player to take an action for the cost of grounding the player character in the world, but is built around ensuring that's done no matter what the player does. And it suits the energy of the game very well.
A weird example of a game doing this interestingly is the Yakuza series. There are a lot of aspects of its physics and locomotion that sacrifice realism for playability, especially when running instead of walking. But then you'll be going at a slower pace, and your character will carefully animate themselves stepping over an obstacle, or brush shoulders as they pass people, and it really creates a feel of being integrated into the environment. They basically have two modes: walking, which is carefully animated and detailed, and running, which sacrifices that a fair bit in favour of getting you where you need to go. But then, you can afford to build that detail in when 90% of your assets are reused each game hahah.
This is probably our favorite video of yours so far. GGs
Nice. TH-cam algorithm doing its job recommending a cool smaller Tuber
I was playing Horizon Zero Dawn yesterday because of the Steam Sale and I guess not necessarily the walking, but things just looks so goofy like jumping around and just stuff like that.
Best game for movement is mirrors edge
You have good taste
walking in Xenoblade 1 and 2 feels rly weird but it's not v important
Youre right I just wanted to complain
@@Alekzandr you're right to
I think complementing sound design is also very underappreciated when it comes to movement. It really amplifies the tactile feel of a game to me, to the point where I deliberately lower the music volume in some games to feel more immersed.
TotK’s sound design however is so good the music complements and elevates the sound design as a whole, and any tweaking would subtract from it.
this is my mental illness