I love how out of every game shown here youtube decided to see this as zelda 2
Wow! And it had like 4 seconds of screentime!
Well, a lot of these games were Zelda, and they were fairly spread out throughout the video, which could be big factors for the algorithm/model to decide which game the video is about, which would narrow it down to just Zelda, Zelda II, Skyward Sword, and Breath of the Wild.
Still, this is probably one of the funniest games it could've chosen. Okay, maybe Astral Chain would be funny, too, since the only clip shown is of MC throwing cans in a bin, but that wasn't even mentioned by name.
i’m one of like 6 people on earth that love zelda II and i’m absolutely celebrating this
A very good way to see how much a developer cares about your time is how long a door takes to open
Some games do that because that’s how the game loads new stuff. People complained about the big doors and narrow passageways in FFVII Remake, but those were necessary for technical reasons.
@@paperluigi6132 while yes thats true please look at how slow you open doors in souls borne games or bendy and the ink machine for example. At that point having a loading screen would be a smoother transition
@@damianiscringe1082 To be fair, soulsbourne games don't really treat doors the same way as typical doors, with them being a one-time thing, placed in specific locations, made to take a bit for effect, and then they just stay open for the rest of the game.
I think the simultaneous best and worst pickup mechanic in any game is Minecraft. It's wonderful that no extra actions are needed to pick up something, up until your inventory is full of cobblestone and you presume you picked up that pumpkin but, in fact, did not, because your inventory was already full.
Honestly this ties into two key lessons a lot of devs should learn.
1. Enjoyment > Realism. It might be neat that you made that nice believable animation of the character picking something up and putting it in their bag, players might even think it’s neat with the attention to detail. But the more tines they have to do it the more annoying it will get. Unless that added inconvenience serves a purpose (like maybe picking up items is meant to be an active action so that in combat you need to get space before grabbing something off the ground) then it doesn’t need to be there.
2. Stop and look at your game. Make a list of all the things the player does in that game in order of most common to least common. Now for the things towards the top that players will spend most of their time doing, take extra time and focus on anything that would be tedious or annoying in doing that and minimize it as much as possible. Small issues become big problems the more regularly a player is subjected to it.
I’ve been thinking about that first point for a long time, and what a good balance of it should look like. If a game is too realistic, than it’s less fun, on the other hand, if a game is really fun to play, people won’t care about how realistic it is. It’s more of a bonus than a necessity.
@@Im2lazy4thisCrit just think about what is annoying in real life, it will probably also be annoying in a game. anything that you need to repeat a lot will become boring, so making things quicker means less time on the boring stuff. it is also about expectation and what the player is playing the game for. a game that is all about mundane domestic chores can make mundane chores as tedious and realistic as possible without frustrating players because it is exactly what the players want from the game. if the game is about fighting then the realism should be focused on the fighting mechanics more than anything else, anything that slows you down from getting back into the fighting will probably be unwanted. if the game is fantastical with magic and monsters then maybe nothing should be realistic. something can be fun in one situation and be boring in another. what is and is not fun depends on the players and how you present it to them.
I couldn't get through the opening to RDR2, tried twice. It's just tedious and the movement feels terrible due to over-animation.
I hate doing anything with precision movement in GTAV for the same reason. Let me move where I want instead of requiring a 300 point turn. I can move better in real life, and I use a cane.
I always put enjoyment over realism in the D&D games I run. I cut maintenance, logistics and inventory management the heck out of there.
6:14 THIS IS FOUL 😭
I am more "thrown" off that you can toss human beings anywhere in that game for places you cannot reach like its no problem.
That? that is normal in Dragons Dogma universe, you can even play fetch with your pawn by tossing a rat or spider
That Zelda horse item dilema really hits home man, why do link gotta have such smally arms
Makes me wish there was something like the bug catcher net, and use that to scoop up items on horseback. One reason I don't always ride the horse.
While running, I slowed down to a complete stop and crouched on the ground in order to leave this comment
you can turn off the pickup animation in zero dawn in the accessability menu
You can fucking what?! I want those hours of my life back please
THANK YOU! I just started playing it recently so this will save me all those precious hours that the above commenter lost
I figured that zero dawn would have this. Same thing with far cry primal. You can turn off the pickup animation in the settings.
How else is Aloy gonna keep in shape? Fighting giant robots? pshhh.
Pumpkin!
Gotta get those squat in those gluten ain't going to work themselves
"That I wrote during a gas leak" 😂 Man is saving the best joke for the end credits. Hilarious as always. Pumpkin.
The moment I saw what this video was about I KNEW it was gonna mention xenoblade 2 why is gathering items so slow that I could carve out a pumpkin in the meantime.
While the other game’s item pickups are nice and inoptrusive, I enjoy how it feels more deliberate in Xenoblade 2. I enjoy that system more when I’m actively looking for certain items, and picking them all up at once feels very satisfying. Item pickups feel much more random in all the other games, if I find a pumpkin it’s purely by chance, if I wanna find them in 2 I’ll know where to look.
Then again I also enjoy classic monster hunter pickups and feel it’s fits well with the old MH experience. It makes for a nice break in-between the intense monster hunting action while enjoying the scenery. It’s slow and deliberate like the combat but absorbs me into the world rather than just into the combat. As important as I think this system is to the old MH experience, it wouldn’t mesh well with the faster gameplay of Rise which wants to push you towards the monster as fast as possible
Nah I prefer 2. If I was looking for an item it could just refresh the gathering point. In all the other games, if the chance of spawning was very low like Black Liver Beans in 1, you were screwed 😂😂😂
I was about to defend Xenoblade 2 but then I remembered it defeats itself:
*If you have no item drop bonus skills, you walk up to the spot and gather the thing
*If you do have bonus skills, you walk up, stop, listen to unstoppable voice quote, then pick up two things
Fun fact: in Xenoblade 3 your item collection radius increases the more side quests you do for whatever reason
I'm so glad those completely normal AC guys woke Astro out of his hibernation, the content has been nice lol
Playing Xenoblade 2 right after 1 is what made me rethink the entire item pickup grind, I don't wanna stop 5+ seconds every time I need to pick up a pumpkin, Rex, blue bobbles all the way
I'm glad I wasn't the only one who began to realize ᗜˬᗜ
I think xenoblade 3 did the best about item.
You can take it in battle and you know what item you pick . Monster part, fruit, technology.
What I would eventually appreciate with xenoblade 2 is that you can get multiple items from one spot and you can use blade for having more item depending on field skill.
@@Alban_Blade_Memer I haven't played 3 yet but from what I understand it's kind of a mix of both systems. And yeah, when I reached points where I had to grind specific drops the XC2 system shined with how easy it was to reset and multiply gathering spots
@@birrock4 as for the character reacting it's xenoblade they don't shut their mouth.
In xenoblade 3 you will have.
I did find this or " is this like a rare thing " so of you think hearing "flora hills are eating souls " all over the place is over nope.
@@birrock4 good thing xenoblade 3 fixes the "grind this rare item"
Apart from absorbing items when you run, each area have its "Hulk"/Bases where if you activate it you can trade money for the machine to throw a bunch of items from that specific area
In ultrakill, you use skulls as keys, which you place on pedastals. In the middle of the game, you unlock a grappling hook that can grapple to enemies and objects.
This means you can just grapple a skull or other item towards from halfway across the room if your aim is good.
i like how new pokemon games let u make ur pokemon do it.
crouching animation bad, pokeball throwing animation that ends in a satisfying thwack good.
0:33 The picture of just _women_ caught me so off guard lmao
I remember when I started a fresh file of BOTW after a ton of playing MH Rise and being OFFENDED when I couldn't pick up stuff while on horseback. I was like RISE LET ME HARVEST SHIT WHILE I WAS RIDING MY DOG, WHAT IS THIS NOW NINTENDO
Problem there is that you’re comparing a game from 2021 to a game from 2017.
@@paperluigi6132 couldn't pick up stuff on horseback in The Legend of Zelda: Tears of the Kingdom (2023) either, and they actually changed some item pickup mechanics between BOTW & TOTK (rupees now requiring a button press) so this was 100% an intentional design...
@@nerugiganon The guaranteed end result of Nintendo (and any other company) NOT having competition.
@@starscottenOr picking up items on horseback isn't the worth the time to develop in light of other content they could spend time on.
Hell a lot of MH players hate that Rise let's you do that. The assumption that because you like something that automatically makes it the correct coice for everyone is why companies like Ubusoft are failing miserably while companies that do what they want like Fromsfotware and Nintendo keep making high quality banger content.
When you try to please everyone you please no one.
@@aureateseigneur5317 and ALL that blind praise you just gave Nintendo, is the reason why they don't have to do it.
As much as I do like smooth pickups in games, I think slow pickups in certain gameplay types actually makes a lot of sense. For example, old Monster Hunter games had slow pickups and it felt intentional because it fit into the risk/reward of trying to do this slow gathering while a monster was possibly on your ass. The risk was worth it too, since in a lot of cases it was better resource management to bring basic items and then craft them into better items using stuff you find out in the field.
The new games simplified this process and made it so easy that there's basically no risk to it at all anymore.
Old Monster Hunter treated the gathering and prep work as about as important as the actual hunting of monsters
Whether that's good or bad is up to the individual, but I do think that more people would lean towards the bad. Having prep at all is fine, but some of the older titles did make it a fairly tedious process.
On the other side of the coin though, a game like Rise is way to arcadey. It feels less like Monster Hunter and more like a generic action game, though there's more to that than just the very little prep time.
The modern gathering/item system does make it feel a bit pointless having all these gathering mechanics - max health potions are basically infinite at a certain point, feels a bit like they might as well just be automatically be part of your inventory.
MH is probably the only example where the change to fast pickups was a mistake.
@@peco595amen, I'm glad to see someone else that isn't blinded by all the flashy moves and finds these mh titles soulless and unbalanced
in older Animal Crossing games, the pickup mechanic felt slow for a purpose. the point was to slow down and interact with the town while villagers occasionally interrupted you to tell you something stupid, or you'd notice a balloon floating by and you could wander off to shoot it down, or you'd find some rare bug to chase down. With the crafting in New Horizons, the pickup has more value, and the rest of the game puts you in the mindset to grind for more items so you can use what you've gathered to craft (don't even get me started on how you can only craft one item at a time). As excited as I was for the new crafting feature, I think it just made the game worse
It helps that in the older games the villagers had a lot more to say and there was just more to do in general. I don't mind a game that encourages you to take your time, but NH makes it seem like Nintendo was completely tone-deaf about the pacing of the game.
@@Starpotionexactly, the game seems way more catered towards decorators and builders; for us that care about immersion and variety it felt pretty soulless
Made me think of how Spelunky is an interesting case, where picking up and dropping items is a major gameplay mechanic; you have gold and passive items, which pick up automatically by running over them, but also there are many objects that you can only hold one in your hand at a time
so crouching down to pick up items is actually really cool and fun. good pumpkin
In dead cells and enter the gungeon, item pickups are fast and don't slow you down at all
and money drops in those games magnetize towards you from any distance, which is great
Remember kids, always pick up some random piece of garbage before leaving a level. You never know when you'll need it to trigger a trap in the next one.
To be fair with Xenoblade 2 these collections points are way less common since you have many items concentrated at a single point, instead of having to walk through every single inch of the map just to grab that pumpkin that was on top of a rock.
Still is more convenient for farming ig since you can sit at the same spot and keep digging for items.
Then again I'd argue running around the map is more fitting for the game series known for having large explorable maps lol
I feel it was a necessary evil when in X it would take hours to find the item you need for a quest.
@@helmsplitterradientcy582 Just stop having quests that require items that can potentially take hours to find and that problem solves itself.
Minecraft and Terraria are probably the best when it comes to picking up items, from what I’ve played at least. Terraria goes a step beyond and list all the items you collect and its rarity by color without needing to check for it after the fact in your inventory.
Normally I'd agree with you, but in Minecraft it becomes frustrating very quickly once your inventory becomes filled with garbage items that you don't want and the time you saved not having to pick up items manually just becomes you having to sort out your inventory and discard stuff.
@@Markel_A Yeah the inventory is messed up and is in dire need of an overhaul. But the Picking Stuff Up mechanic itself is fine.
@@Markel_A terraria has the same issue but significantly worse, there's over 5000 items and you can hold like, 30 individually
I like how Metroid does it, you stop when it's a key Item, but whenever it's just a refil you can just charge your beam and it floats over to you, it's great.
But does every single missile pack have to count as a key Item? Samus will be in her pumpkin suit waiting for 15 minutes just to collect all of the missile packs when she should be killing chozo made abominations !
babe wake up new Captain Astronaut just dropped
Okay but I did actually just wake up and watching this is the first thing I did
my favorite item pickup mechanic, more specifically chests, is Trails in the Sky, Trails from Zero and Trails to Azure. You open the chest, you get the item, you try to open again, you get a FUNNY JOKE!
I have no idea what item I picked up tbh I just skipped the item chatbox to check the joke, I hope it wasn't a legendary weapon that I forgot to equip.
Yesss I adore this feature in Trails! There was even a chest explaining why all the money from a precious game was gone (it costs money to put kids through school…)!
6:14 BRO LMAOOO
Genshin Impact making me chase after chest items as they roll out of them down the steepest mountain known to man made me really love Wuthering Waves. The stuff goes straight to your inventory and it tells you in small font what you got. You can smash ores and the ore goes into your inventory. You kill bosses and monsters and their stuff goes in your inventory. Genshin has you check around for everything and it's awful. You lose stuff you went through the effort to fight for all the time.
Tbh, I do get your point here. It is indicative of other design choices being made, if the simple action of picking up pumpkins is not simple and fast.
This is why I love xenoblade 3, you have a magnetic radius to auto-pickup items in the world, and there’s even a way to expand that radius
i think a good middle ground for interactions is for there to be an animation to play on your character but without interrupting your control
Taking forever to grab a random pumpkin on the ground, so I can maybe use it and 5 others like it to make a pumpkin pie down the road (which like, game designers, how big is this fucking pie?!?!?) is really annoying. Just because you add more items into your game, doesn’t mean it’s more fun. So many games now are far too tedious with what they expect out of players. Also, I’m really happy to see all these new videos from you Space Tripod man. You’re cool and neat.
Dude, I'm so glad you made this video . I totally agree, and it's such a simple design choice. Sometimes I wonder if the people who make games play their own games . I don't need to see my character pick up every pumpkin
One game I love, that handles pick ups in a fun way, is Rayman legends. Around the levels there are lums that you can collect, but while most are yellow and have a value of 1, some are purple and have a value of 2. If you collect a purple lum, another neighboring lum turns purple, increasing its value.
So you can play a little game where you strive to get lums in a specific order and as a reward you get double the lums from the same cluster. It can get tedious at times, but it's usually handled in a fun and unintrusive way.
On a side note and I know this is shameless self-promotion, but I actually am planning on making a game myself with a similar mechanic. I am just starting to learn Godot and Blender, but if everything goes well, I could realize it.
I still haven't decided on the name, but the current working title is Through the Haze.
It's planned to be a collectathon 3D platformer inspired by both the 2D and 3D Rayman games, but with some influence from Spyro and classic Sonic (in reference to knuckles specifically.
In the game you are a volunteer that enters through mysterious portals that have appeared in your city, that lead to alien planets. Your job is to collect items around a huge map with tons of alternate pathways and cryptic secrets.
Think about it like this, if a 2D Mario level, that is linear with only a few secrets, is the standard for 2D platformers and 2D Sonic levels are a more open ended, chaotic version of these levels, Through the Haze's levels will be the open ended, chaotic equivalents of standard 3D levels in something like Mario 64 or the original Spyro.
This is because in the game you actually visit the same levels multiple times (up to four is the number I have decided on currently) each visit having the level change slightly to keep things a fresh and every run having you take different pathway and discover new secrets, adding a bit of replayability.
The biggest change would be enemies, intelligent and autonomous alien creatures that form an ecosystem of sorts, with predators, prey and so on. Some are just collectables, some are scared of the player and some are carnivores that would try to kill them.
Every shift (a run of the levels) the enemies get harder - the first shift having only prey aliens or aliens that are only situationally dangerous and later shifts adding more and more predators and other threats, with the last shift introducing a some big apex predator or something that would act as a pseudo-boss of sorts.
The whole game is basically a Frankenstein's monster of indie horror games like FNAF, Slenderman and a collectathon platformer with a bit of Rain World sprinkled in.
Anyways the reason I'm bringing all this up is because I plan on having a mechanic where you small collectables on the map have super varients with double the value and when collected also collect all the other normal collectables around them for double the value. So you would say find a pile of these collectables on the ground and a super collectable among them. Carefully get the super collectable out of the middle of the pile and the whole pile explodes as you collect all the collectables at once for the double the value. Making collecting fun, slightly challenging and super satisfying.
However as I said, the game definitely isn't coming out anytime soon. I just wanted to share and see what others have to say about it.
Funny thing about PacMan - picking up items DOES slow you down! Normally you are faster than the ghosts, but if you are collecting pallets, you actually get slower than them, so you have to strategize before committing to a long hallway of pickups!
FUCKING YES someone else is talking about this. You have no idea how overjoyed I was when I played ghost of tsushima and realized that not only can I pick up things immediately, I could also do it from horseback. Nothing's more grating than slow animations.
I actually had this on my big list of "things I like in games" list which I thought of after playing Xenoblade Chronicles 3 because they don't make you pick up SHIT in that game and I love it.
i love picking up items in stardew valley, once you blow the resource up or pull up the crop or kill the enemy the items literally come over to you and they go pop pop pop pop pop and it just makes the gameplay more fun
I love how in Sonic Adventure 2's treasure hunting levels you can just pick up the emerald shards and chaos drives from enemies cuz they're not that crazy. Paradoxically, I don't mind taking a second to marvel at the shovel claw in Pumpkin Hill because it's a really important item!
The XC2 clip activated my fight or flight
Some people think "It's not a big deal, you'll get used to it after a while" but this. Shit. Adds. Up. If you spend a lot of time playing the game, and it takes 2 seconds to pick up an item, and you pick up a couple hundred items in a playthrough, that's a lot of time to squat down and pluck a plant. Even worse if you're going down into some area thinking "There might be something useful here" and it's just a common item or two, then you gotta go aaaallll the way back. Don't even get me started on "rare gathers".
I'm glad someone mentioned it.
Litlle things like these stack up and make me close and forget games.
Dragonball Legends lost me through a horrible UX.
Every single quest, seperated into tabs on tabs takes at least 10 seconds of loading to be claimed.
Now remember, there's several tabs you have to claim.
Depending on how much you battle, you have walls of content to go through, claim, spend the gained resources and each time wait.
On like 4 minutes of gameplay you gain 4 minutes of loading and navigation suffering, it's horrid.
Ok I completely agree that it’s really annoying to pick up items in Xenoblade 2 and like if the animations were just like twice as fast it’d be like the best Xenoblade game ever in mankind but like it is pretty satisfying getting like 16 little dings each time, makes my brain go “oh that’s a good, we did good we should do that again” even when I’m getting 10 copies of the same useless plant.
It’s the same way that the first few times I play a game, too many loading screens or small delays in gameplay or item management issues don’t bother me much. I tend to play games where you hit the story’s stride around 30 hours in, so I wait for the gameplay to pan out. But when it’s a cozy game or a grand JRPG or something open world with lots of exploration and replay value, I get burnt out. Even if I really like the game, I just get progressively more disincentivized to play it as I remember frustrating bits like this within an hour of launching. The more you invest in the game, the more tired you get of subtle issues.
I love how Monster Hunter World made picking up and crafting items so damn fast. Best QoL update to a series EVER.
0:33 I love How Lobo’s “pick it up” meme has gone. It really is great to see how successful Puss in boots.
I'm honestly surprised you didn't mention Red Dead Redemption 2 on this list. That game goes MAXIMUM realism on every little thing you do. Great for immersion, but I could see that over staying it's welcome real quick.
Yeah, that game is quintessential example of good game behind frustrating tedious mechanics.
Waiting to pick up something in Monster Hunter makes sense because they want to discourage you doing it mid-combat. Mining, gathering bones, and collecting account items is something you do when you *don't* have a monster breathing down your neck, so the gathering animation makes you weigh getting the item versus getting mauled by whatever monster is looking to enjoy a long pork dinner.
That's why they specifically avoid stopping you while gathering stuff that's actually useful mid-fight - you can grab an herb or a mushroom or some honey as you run by to make potions, or a pile of monster crap to make a dung bomb to get a monster off your ass, or grab a flashbug to make into a Flash Bomb to blind a monster and get an advantage. Almost all the stuff you can gather to make combat consumables doesn't require you to stop, while the stuff that ain't useful mid-fight does.
So, I'd argue that the stop-to-collect thing isn't bad design on the face of it. It's when it's not used intelligently that's the problem. Monster Hunter Rise? Handles it intelligently, to teach you what you should be grabbing mid-fight when you need it, and what stuff you should leave alone until there's no giant lizards breathing down your neck so as to not slow up the fight. Horizon just has a generic animation for almost every pickup because 'duuuhhhh, devs no think that far ahead.' That ain't fresh, pumpkin.
I swear that the item pickups in BotW/TotK aren't just mechanics, but poetry. It's so simple, but the way Link puts something into his pouch, with the little inventory notification - its soft gradient and neat structure so apparent - it's so comfortable, warming, and "authentic" in the sense that it's time to move on as quickly as you obtained it. I've never wanted to just keep collecting things like in those games.
just wanted to say that this is one of my favorite youtube channels. the editing and the script are always phenomenal and I could watch this guy talk about anything. love the content 🎃
two great things in life - pumpkin pie and captain astronaut videos
I never felt so represented
Unrelated to everything you just said but I love the use of the Live A Live remake OST in this video
Horizon: Forbidden West has an option to turn off pickup animations. You can just run over an item, and it's in your inventory.
Nah I get you, anytime I make pumpkin pie in minecraft, it hits
First time seeing Dragon's Dogma 2 footage... Now I want a cozy game where you can casually yeet the villagers xD. Yeah, I like going fast and keeping the flow/momentum, so that's why I like instantly picking up stuff in games too, even if some items are realistically heavy like (lots of) pumpkins.
Pumpkin
Honestly I wouldn’t be surprised if the Skyward Sword thing was just a programming error that they forgot to patch out before release & never bothered to because they didn’t wanna look bad. Nintendo can be stupid, but I doubt they were that stupid.
Man, I love your videos! Always brings me laughs and joy!
Vood Gideo, that joke was insane lmfao
Great video, agreed on all fronts - one thing I'd add with the FF7 Remake/Rebirth thing is that when you *do* have to smash a crate, Cloud no longer slow walks while he puts his sword away - as soon as the slash animation is over he's immediately running at full speed, and it's SO much better than in Remake
oooooh the bassline you played at the end this time was something sinister. I like
Keep up the amazing work! You're easily one of my favorite TH-camrs!
im ngl i saw the thumbnail and was very scared this was gonna be some "WOKE IS RUINING GAMES!!!!!" thing but nah you real af for this
Pumpkin, kick back, jump and around spin! and then you do it all over again, ninjago!
Meanwhile, John Eldenring is picking up items left and right while zooming around on his horse.
I hate how long some of the really mundane stuff in some games takes like picking up items or opening doors ;w;
Thank you for fixing the audio reverb stuff bro, the audio is now godlike, we are so back 🙏🙏🎃🎃
1:11 This makes me think, there’s a video about how hesitation is death. How the aspect of PAC-Man, Doom, Sekiro, and the vast majority of games that play on a certain aspect of life, when you hesitate, you fail. Showing courage in the face of adversity and rising to the challenge no matter how impossible can draw out strength and ability you never thought possible
8:27 I don’t even care about Fire Emblem but every time I see that Colgate OC protagonist design it’s just as funny as the first time. I can’t believe that was the final design.
Getting back into Fire Emblem as a 30 year old after playing FE7 as a kid, it's been a wild ride.
1:29 someone didn't play Red Dead 2 lmao EVERYTHING on that game stops you on your tracks
Pumpkin!
Also great stuff, honestly you’re one of the funniest youtubers i’ve come across
I absolutely agree. THOSE DARN PICKUP ANIMATIONS MAKE MEE ANGRYYYY
I personally think the one exception to this rule could be Hades (2).
Hades has a lot of oomph in its combat, which also translates to other things like upgrading weapons or even collecting items.
In Hades 2, you fish, mine, forage, or soothe Shades to collect their materials. Still, they're all really interactive, with fishing being the most interactive as it becomes a full-on minigame. Mining is just hitting the ore three times but it's still really satisfying and you can even do it in between combat if you really want to, the same goes for foraging.
Holy shit
I hadn't realized it
Ghost of Tsushima just lets you pick shit up without starting
The whole play an animation too often thing can mess up player movement in other ways, like you got your feet stuck in *pumpkins*. Both Mirror's Edge games have, like, 1500 animations for stuff (I'm pretty sure they bragged that number), and sometimes the animations all battle each other for dominance, causing you to fall off of rooftop after rooftop. Oh, and certain collectables have dedicated animations.
Considering having it so when you pick up an item in the game I'm working on, it plays an animation but you can keep moving without pause
Pumpkin. That bass cover at the end was pretty nice
Screw the buggy entrance/exit animation in FF7:Rebirth. It takes like 5 SECONDS, WHO THOUGHT THAT WAS A GOOD IDEA?!
Yeah I agree I was thinking about this when I was playing V rising
You never really think of this in games, because they just pick things up for you! Never realized how tedious it was harvesting pumpkins and fruit trees in Animal Crossing until I saw this.
I actually just noticed this yesterday, on a livestream, that Elden Ring doesn’t stop your character to pick up items like it did in all the previous games. It makes a lot of sense, especially when traversing a huge world like ER’s on horseback, and I imagine FromSoft probably wouldn’t have thought to make that change if they hadn’t done an open world game.
It also makes the tactic of, “Run through and aggro all the enemies while looting.”, much more viable too.
An adjacent pet peeve of mine, is when you have to hold a button it to perform an action. Whether it's picking up an item or opening a door, just let me press the button and be done with it! The only time I should have to hold the button in, is if it's something you might change your mind over, like confirming the deletion of your save.
Is it just me or every time a video from the captain ends I'm always left wanting more?? Keep doing what you do man, I love it
this is one reason why NieR: Automata is such a masterpiece. Outside of simply leveling up, you have plug-in chips and a VERY limited capacity. if you need a little extra, you can choose to sacrifice parts of your HUD! this works both ways, as you can also activate the “auto-collect” plug-in chip, which automatically vacuums items you get close to, even if you normally couldn’t (like if you’re riding an animal).
The fact he made a 10 minute video all about picking up items in video games, is actually kind of amazing. PUMPKIN!
6:14 I think has my favorite joke in the video.
I can’t think of a funny transition, so I’ll just say thanks for the eye-opening essay about pumpkins!
Celeste does something awesome, where it makes picking up strawberries an ordeal without slowing down the flow of the game. Your character grabs the item, but doesn’t actually collect it until you get to a safe spot. I think that’s a perfect balance of risk/reward in collecting an item without ruining the pacing. Pumpkin.
Honestly a good point. If I had to stop every time in a game to pick up a pumpkin, I'd at least get annoyed and wonder why it wasn't quicker. Fun topic, thanks for the video.
So good and original i subscribed
2:35 I'm pretty sure there might be some logistic problem with the Horse and picking up items, it doesn't make much sense they'd simply remove that option arbitrarely. But yeah they also could have took a bit of extra effort to let you do that
We'll be ready when the final part for his XC2 video series comes out.
I'm not sure but I think there was a setting in horizon to disable that pickup animation??
Could not agree more
Something I like about Dark Souls games is that even if you loot items off of corpses, there’s a way to pick up an item and keep goin. You guard while picking it up. That does not make you stop to reach that one piece of grass on a random corpse in the middle of a poison swamp I don’t want to be in for long.
Those of you who play Dragon's Dogma 2: Please take my pawn out on adventures. She needs the experience lol
Pawn ID: 6DF9 TI7G 4JXF
ok daddy x
I’ll STOP by a rift and PICK HER UP… so you can get the information of the 70+ seekers tokens I’ve found
Oh hell yeah!