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DOOM (1993 ORIGINAL GAME) (Teens React: Retro Gaming)

♪ (old-school video game music) ♪ – “Doom.” Never heard of it. – Doom? I’ve never heard
of this game before. – It kinda looks like maybe Mars. And they’re fighting off maybe aliens. – Doom. Why not?
I’ve never played the first. It’s probably one of the most
iconic shooters ever. – Doom! Oh my god,
this is such a throwback! I used to play it
when I was younger a lot. – (Finebros) With Doom
releasing a reboot to the series later this month, we are
having you play the original that was first released in 1993
for PC on four floppy disks. – That’s a lot of floppy disks. I don’t think I know
what a floppy disk is. Are they the things that, um–
they’re kinda like square-looking, and they look like
the Save button on a computer. – I don’t even know what that means. But I remember playing
the game on a computer. – Damn, that’s like
three years older than me. – I was negative five
years old. (chuckles) I was just not even a thought yet. – (Finebros) You ready to get started?
– (nervously) No. – “Hurt me plenty”?
– (Finebros) Yeah, “hurt me plenty.” – Savage!
♪ (intense 8-bit rock music) ♪ Oh. Oh, whoa! I’ve seen this before! – Oh my gosh, the music. Throwback. – Oh shit, look at
those graphics. [Bleep]. This is ’93? God damn!
Look at the technology. Okay, let’s get it. – Let’s see. We’re going
left, forward, back. Just got to try out all the keys. – Okay. Oh, I can’t look down?
That’s disappointing. – What is this? Oh, 101% health? – All right, then.
I’m out to save the day. – Do I have to jump? Okay, cool. I already get up these things. Do I have to kill those? I can’t tell. We’ll see. We’ll see.
Is that anything I need? – 100% armor. – I already know the layouts of the level. Like, I already know where I’m gonna go. – Oh. There’s a corridor. – Is free roaming
wherever I go or what? – And I think that’s a dead monster. Okay. Let’s go this way.
There’s another dead guy. – Are you a door? All right. Oh, I see you guys. – Oh no. Dude, do I like them?
Do I not like them? (demons screech)
Ugh. (gunshot)
Aah! – Oh, [bleep]. – Die, heathens!
(demon groans) – These are armor. Okay. – Oh. Nope. Nope. (gunshots, demons lowing) – Okay, cool. I killed him. – Ooh, head shot, head shot, head shot. Damn, bang bang. – Oh, there’s a guy
right there. Oh my god. – Those things in the back
are gonna shoot fireballs at you. So don’t get too close. – Okay. Let’s try not to get killed. That might not be an option. – Bang bang. Ah ah ah, ooh. I see the– I see, uh–
can I not raise my gun? – How do I get up there
and kill that thing? I don’t think I can, ’cause it’s high.
And I can’t aim up. – I should probably kill him. (gunshots, demon growling) Okay. Oh, Jesus Christ. (giggles) Okay. – Make my way through here,
get some ammo-nition. – Okay, let’s go. Oh shit! Oh god! – Oh my god. (screams shrilly) Oh, I killed him though, I think. (gunshots and growling)
– Argh! Aw, yes, I killed it!! – Oh. Argh, you sumbitch. – Okay. This is the end? Right here? But there’s a secret over here. (player grunts, pants)
And there’s a new gun and health. So now I have a shotgun. – Hold up, let me jump through that. Oh my god. I just got a shotgun? I just got a secret–
come on, man. Look at this. – It’s an exit? Wait,
is that where I have to go? (door whirs) – Oh, it’s an elevator? ♪ (jittery beat) ♪
Oh, I did stuff. Yeah! ♪ (jittery beat) ♪ – Oh heck yeah, I didn’t die? – It is pretty cool. I can see why people were
addicted to it back then. – It was easiest. There was more to it. If that’s just level one, understandable. – This one’s gonna be easy as well. Okay. I am here. – I am there. “Nuclear plant.” – All right, cool. ♪ (foreboding music) ♪ – Oh my god. There’s so many
dead friends everywhere. – I think in this level, you need keys. – It’s a little sketchy. (demons lowing) (gunshots, demons groaning) Die! This is fun. (demon growls)
– Oh my god, oh my god. Did you hear that? Oh my god. (gunshots)
Oh my god. Oh my god. Brah. – Oh damn, one hit. – Is there armor? There’s
a chest plate up over there. (beep)
(hums nonchalantly) ♪ (beat picks up) ♪
– I want to find secret stuff. Okay.
(lift whirs) This seems promising. (lift whirs) Ooh, look at that. See?
Put your mind in something. – Whoa. What? Oh. (excitedly) Oh, is this another weapon? (whispers) Yes! – (gasps) I found another gun! (demons roaring) – Aah!
(demons groan) See how helpful the shotgun is? (demon groans)
One-hit kill. So this red thing means
I need to find a red key to get into that door.
So I have to look for the red key. – Just gotta– all right,
I think this is where I have to go. (door whirs)
Ooh! Ooh, you dead. (chuckles) (demon groans)
– Cool. Health-healths. – Okay, we’re at 72% health. (gunshots)
No! Okay, cool. – Ugh, that’s one! Get– Oh, hey buddy. Bam! (laughs) – Oh. I got a red thing.
What is that? Is that a secret? – The red key should be
right here, around here. There it is. See, I remember.
I remember. Heh. (demon groans)
– Head shot. (door whirs)
Oh, it looks like we’re back here. – Uh, I don’t really know
where I’m going now. – All right. I don’t know
what my main plot is. I think that’s the only thing
that I’m confused about. But everything else
seems to be pretty good. – I feel like there’s some
lore to it that I’m missing. But I don’t know if this game
really dives into that. – This one I didn’t go through. (door whirs) – Here’s the red door.
So I’m gonna go in there. (door whirs) – People to kill. Die!
Take me to your leader! – Oh my god, oh my god. Oh my god. Oh my god. Oh my god. (shaky sigh) That’s what happens
when you don’t be low-key!! (door whirs) – Okay. I feel like there’s
gonna be a lot of monsters, since they gave me a lot of health. So… (door whirs, demons low) Oh, I was right. – Oh, shit. Why does a game that’s
over 20 years old startle me? – Oh my god. Holy crap! Holy crap! Holy crap! Oh my god. Bro. – [Bleep] that, bro. [Bleep] that. – Oh, crap! Die! (cracking up) Die… die… This is awesome. (gunshot and growl)
– (fiercely) Yes! Okay. I just killed another
one of those demon people. – Can’t see anything. Maybe this way. I was already here. You know, just because
I don’t know where I’m going doesn’t mean I’m lost. I’m just exploring. Not all those who wander are lost. Although in this case,
I have no idea where I am. – So we’re gonna click this. (door whirs)
That opens that. – There IS a switch.
Is that a space bar too? (door whirs)
Yes. Ooh! Secret passageway. – Ooh. Ooh, this looks suspicious. Oh, what the heck? What is this? – This game has a lot of secret pathways. I think that’s the only thing
that’s gonna screw me over in the long run. (door whirs, demons growling) – (stoically) Oh, I’m scared.
I’m so scared, man. (gunshots, demons groaning) – Too easy. (player panting) – (nervously) No! Aah, aah, aah. Don’t kill me. Don’t kill me. Okay. So I killed one of them. (door whirs, demons groaning)
– Kill it. Die. (demon groans)
Aah! (demon growling)
Oh my god! Oh my god! Oh my god! Oh my god! Literally oh my god. This thing looks promising, I guess. There’s a switch right there. – There’s like a little triangle glowing. – Think I killed everything. ♪ (jittery beat) ♪ (excitedly) Wait, did I finish? – I’m gonna leave this stupid place. ♪ (jittery beat) ♪ I beat it. – This game’s actually not
that bad for such an old game. – You have your mazes,
and then you have your monsters. Portal and Gears of War into one. – That was really fun.
I’m excited for the new version. – The game itself– there wasn’t
anything special about it, ’cause I personally don’t really
like games where you just go and you shoot, and that’s
all you do, and you collect stuff. I like story-based games,
so I was not a big fan of this game. – It was fun how you had to explore and figure out which way you were going. – I’m having fun going around
finding out what’s going on, shooting all these
bad guys with a shotgun. I’m glad I found it. – Oh my gosh. Like,
I totally forgot about this game. I used to play this game
so much when I was younger. And I know all the secrets. I know all the different
levels and endings. It’s just a really fun game. – (Finebros) Like we mentioned, Doom is being remade for the current gen, and we want you to take a look at it.
– All right. – I think it probably will look cool. I’m imagining a really
Halo-y looking thing. ♪ (intense music) ♪ – Definitely amped up the graphics. – Bethesda or whatever.
The same people who make Fallout. – (laughs) Already I’m like,
“Well damn, what an improvement.” (chuckles) – Okay, this looks good so far. (blast)
Okay, see, like, look. Now those monsters actually look scary. I would not play this game. (metallic ringing, gun blasts) – Double barrel.
It’s actually pretty cool. – Okay. I don’t know. It doesn’t look as scary
as I would imagine it. (mechanical whirring) (boom)
– All right, this is pretty sick. Oh– oh jeez. (saw grinds)
– Oh, and the blood looks realistic too. – See, if this is what
I was going through, I would be way more enter– Yes. I would be so entertained. – Oh. It looks more futuristic than scary. – Okay, I’m feeling that.
I’m feeling that. That kinda like Gears of War
type stuff going on. – That’s so cool. That’s so cool! – That’s– that’s an
improvement, all right. I would actually want
to keep playing this game now. It’d make you badass as hell. Like, this doesn’t even
compare to Halo anymore. – Thanks for watching Gaming
on the React channel. – What games should we play next?
Let us know in the comments. – Subscribe to get more Gaming episodes. – Bye! I’m not that sure we should
be trying to land on Mars now. ♪ (old-school video game music) ♪

Fortnite’s Chapter 2/Black Hole Event has the Internet Losing Its Mind! (Nerdist Newsl)

– Fortnite’s Chapter 2/Black Hole event has the internet losing it’s mind. Fans of the Battle Royale
Fortnite have been wondering how Fortnite Season 10’s
finale was gonna top itself. And it turns out, the
answer was for Epic Games to simply shut down the whole dang game. Over the weekend, Fortnite players found the entire game collapsing
into a singularity as the Battle Royale island
was sucked into a black hole. Ever since that moment, players
trying to sign into the game have been stuck watching
this black hole for hours. Which has lead to millions
of views on Twitch and YouTube of a swirling blue circle, while occasionally numbers would appear. And while this has lead fans to speculate if these numbers are some sort of code or Easter egg, one
confirmed hidden surprise is that if fans enter
the classic konami code up up down down left
right left right b a start it gives them a mini game to play. Of course, many believe
that this is all a precursor to something even bigger, and based on some of the leaks popping up, which we will break down in a few moments, it could be the launch of
season one of chapter two. However in the meantime, fans have taken to social media to express their thoughts and frustrations about
the #FortniteBlackout. First off, official
Playstation support weighed in, saying please be assured
that your inventory items and V-Bucks are secure
during the Fortnite blackout. For any other Fortnite
questions, please visit help.epicgames.com. Well that’s certainly got to
be a relief for some people, but that certainly didn’t
put everyone’s fears at ease, like streamer @CouRageJD
who said, Fortnite is gone, Twitch isn’t loading, I’m terribly scared I
might have to go outside. Some people were trying
to figure out exactly what caused this and
@Friskkmkay might have figured the whole thing
out and the culprit is a certain naughty goose
from another viral game. OMG, I know what happened
to @Fornite game. It’s certainly as good
an explanation as any, but figuring out what
the strange numbers mean became an internet
obsession, like @timthetatman who tweeted everyone trying to figure out what the Fortnite numbers mean. And even Esports team got
in on the speculation, like @teamsecret who tweeted
what do the numbers mean? 11, the average age of a
hashtag Fortnite player 146, the amount of hours
you will have to wait for season 11. 15, the amount of days until
you get bored of season 11. 62, the amount of Skittles we have eaten since the black hole started. Okay, well we don’t know about you but 62 Skittles seems on the low end. There. All right, others took
to Twitter to express their frustrations like
@MedySignoret who said nice. Fortnite is still down,
now I have no excuse to not do my homeworks and go outside, GG. We will give ten to one odds that schools will see test scores rise
as a result next week. @SypherPK turned the
knife a bit more tweeting. Imagine your parents
said finish your homework and do all your chores and
you can play Fortnite all day. You finish all of it and then epic said. Even Satan himself got in
on the viral tweeting action torturing Fortnite fans
with Fortnite is dead, just like your hopes and dreams. Yeah Satan we live in 2019, we know. But some people found the silver
lining to this whole thing like @LilTreProd who said Fortnite ended a couple hours ago and I
finally went downstairs to speak to my family, they
actually pretty cool people. And ZexRow from TSM who
said Who knew the best thing for Fortnite’s viewership on Twitch was to take away the gameplay. It’s the age old adage give the
people what they don’t want. But maybe the most sobering
tweet of them all was from the unofficial Fortnite
news outlet @FortniteBR. I think the fact that we
actually cannot handle Fortnite being offline for 12 hours kind
of tells you that addiction really is a thing. We bet some people feel like
they were being attd with that. But what does all of this mean? Well as we mentioned, based on
some of the leaks popping up, it appears that all of this is a precursor to chapter two season one. Now, as always these should
be taken with a grain of salt, but it’s fair to say
these leaks do feel real, so we will still throw up
a quick spoiler warning in case you care about that sort of thing. According to Leaks, we
will be getting a new map as well as new features,
like hiding in barrels, and carrying down teammates. There will also be new cosmetic changes as well as the addition
of boats and pogo sticks. But it’s no surprise that
Fortnite’s actual creator, Epic Games, has been
mom on what will happen when the game comes back,
or if it will at all. At the end of the day, the internet is continuing
to do it’s thing, but when can players expect
to sign back into Fortnite? Rumors are now swirling that
fans could see something as early as Tuesday. But we will see. What do you folks think? Are you pissed you couldn’t
play Fortnite this weekend? Did you just switch to Apex Legends? And what do you think will happen once Fortnite comes back
online, let’s discuss. Thanks for watching, if
you liked what you saw why not give us a like and subscribe. If you want to get notified
every time we go live, with this show or drop a new video, feel free to mash that little bell so you can be up to date
on all the latest theories, news, and rumors in the pop culture world. (electronic music)

How real is the parkour in games?

October 17, 2019 | Articles, Blog | 100 Comments

How real is the parkour in games?

(synth music) – Frosti Fresh makes this look easy. But he knows better than anyone how difficult doing a stunt is. In real life or in a game. – ‘Cause it’s not just
what height you hit it. It’s what angle you hit it at,
what momentum you hit it at. It’s a very natural thing
when you’re doing it, but very hard to calculate it. – Frosti fresh is a
world-famous freerunner. He also served as Ubisoft’s
Chief Parkour Officer for recent Assassin’s Creed games. And he’s part of the reason why the movement in those
games feels so good. But parkour in games isn’t just a matter of strapping a mocap suit
on an expert like Frosti. When you dig into it, a lot of work has gone into
the animations, the gameplay, and the world itself to
achieve the ultimate feeling of flow.
– [Everyone] Flow. – That kind of elusive magical aspect where you can take momentum from one thing and turn it into something else. – Flow is a state of mind, a feeling of control that you get from trusting your body
and the world around you so you can just move
without worrying about whether you’ll be able
to make that next jump. – It feels so innate in
our bodies and our minds, and it connects to
something really, really, almost primordial in all of us. – Which is a hard thing to translate into a video game mechanic. How do you communicate a
feeling that’s so physical? – Usually, it’s details, like the music starting
to increase in tempo. – This is Henrik, a level designer on
Mirror’s Edge Catalyst, and he’s referring to the
game’s responsive soundtrack. – So when you run, we
have more percussion, if you stop still, we’ll
have (mumbles) chords. Basically, you control how the music plays by your actions in the game. – In “Sunset Overdrive”, every song is broken down into sub-mixes, and the layers are added
in as the action heats up. So even when you’re just
climbing up a building, you still get a feeling
of doing something epic. (rock music) That’s not to mention the
sound of wind blowing past you or the Doppler effect you get when you brush past some
chump stuck in traffic. (car horns) There are also visual effects that are so subtle you
might have missed them. “Mirror’s Edge” and “Dying Light” both give you tunnel vision when you’re really hitting your stride to help you focus your attention forward, while more comic book-style games give you actual motion lines
at the edge of the camera. In some cases, the camera bobs more as you pick up speed to give a greater sense of physicality. – All those small things together with a sense of flow or a
rhythm in your movements kind of all ties it together to give you an experience
that is kind of unique. – For “Mirror’s Edge Catalyst”, they had that rhythm down to a waltz. – The player has to do something or the ability to do
something every three seconds, otherwise you get bored or you
get overwhelmed by options. (synth music) (chimes) (synth music) (chimes) – This rhythm is key in
creating a sense of flow. And for keeping you from feeling too frantic or overwhelmed, which is especially important in games like “Assassin’s Creed” or “Dying Light”. – It’s like running on
top of the water surface. If you stop, guess what happen? So you can’t stop because
you gonna be killed. – Adrian and Bartosz are part of the team behind “Dying Light 2”, where every move is a difference
between life and death. When you’re in a flow state, you feel in control of your character, which gives you the confidence to escape a precarious zombie-filled situation. (character yells)
(zombie groans) Feeling in control isn’t so
hard in third-person games when you can always see yourself
and the world around you. But this becomes an issue
in first-person games when your body mostly just
comes down to your hands. – The hands for Faith in first person is, for the majority of the time, our only means of communicating
what she’s doing really. Unless you’re looking
down a lot while playing, which no one is. – [Jenna] So your character
is basically just a camera floating on an orb with hands sticking out like a creepy Mr. Potato Head. But first-person parkour games still give you the feeling of a full body. – So the character has weight. It’s not a camera moving
through the environment, but our character with
a weight, with physics, that has a body. – That weight comes form
making the animations feel as realistic as possible. – So let’s say for example
you’re going over a wall and opening a chest or something. Then you do capture them over
and over from every angle, and it’s a very weird thing to transition almost naturally from doing
aggressive parkour movements into like, and now I’m reveling this treasure. – Frosti’s talking about
contextual animations, which are easy to take for granted because they feel so natural
when you’re playing a game. For every input, the game is making dozens of calculations to figure out what animations should play. So when you press a
button to execute a jump, the game is checking
vectors like your speed, the distance to landing,
the angle you’re moving at, and much more, to prepare the appropriate
landing animation. But despite the variety of
physics-based animations, most of these games aren’t
really going for realism. Although the developers for
the first “Mirror’s Edge” tested out motion capture for Faith, they found it actually
looked too unnatural. – To use motion capture
on a first-person rig is like you, you sort of feel like
you move in molasses. It’s slower than you would
expect your player to move. – So instead, they created her every
movement in animation by hand. And because it was all
done with such attention, the developers could, well– – We could cheat a little because the FOV is limited so the hands can pop up
on the different spots or the body can move outside of the camera in an unnatural way, it still wouldn’t matter for the players. – [Jenna] Not just that, but parkour games cut a lot of corners when it comes to making the
gameplay more forgiving. – We fake a lot of things to
make it look nice or feel nice. Our job is to make you not know that we’re actually helping you out a bit. – And it’s my job to
expose these cool tricks so that we can better appreciate the hard work that went into them. See, Henrik’s talking
about helper systems, which most platforming
or parkour games use to improve the experience
of controlling a character. – One helper system was, you’re allowed to run a
little bit outside the ledge before you start falling. – This goes by a lot of names,
like “ledge assistance”, or more colloquially, “coyote time”. (roadrunner chirps)
(orchestral music) And it’s a common, if invisible
feature, in lots of games. Basically, you don’t start falling immediately after you stop
standing on the ground. There’s a grace period when you can still launch into a jump. And if you jump too early– – We predict where you gonna land. And if we see you just missing
the ledge for instance, then we can adjust that mid-flight, and kind of make you land
where you’re supposed to be. – In a first-person game, it’s easy to hide this because your perspective is so limited. But even third-person
parkour games still do this. “Sunset Overdrive” and “Assassin’s
Creed” use edge detection that snaps your character into place when it detects the right kind of ledge. It happens so naturally, you usually don’t notice
until you make a jump that’s a little awkward. It’s all in service of
keeping that feeling of flow. But if you’re like me, you probably thought you were
just good at these games. And this comes as huge blow to your ego. – We know that you will miss, but unfortunately, it
would look so unrealistic that we couldn’t help you. – Now you know that if you missed a jump and plummeted to the ground, you didn’t mess up a little, you messed up a lot. Flow doesn’t just play a part
in the body and how it moves, it also has a huge effect on
the design of the environment. – I call it hills and valleys. So usually when you enter a new place, you stand on top of a hill
looking down on the environment, and it’s a way of us
introducing a new area. – [Jenna] Not only does
this build a sense of pace, like the ups and downs
of a rollercoaster– – It’s also a good way of letting the player take
in this new environment and plan their steps ahead. – If you have a sense
of where you’re going, you don’t have to stop as
much to find your bearings. Which would seriously stutter your flow. The world for a parkour game needs to unfold slowly for new players to give them time to step up their skills. “Sunset Overdrive” starts out with areas that are relatively open, with long lines and easy bounces. As you get more movement
options and develop your skills, the levels get bigger. As you progress in “Dying Light”, more and more loot spawns on rooftops and those rooftops get
higher and higher up. The designers also need to
remove any ambiguous elements to cut down on the frustration of trying and failing to
interact with an environment. In “Dying Light”, every wall that you can climb
is no higher than 3.3 meters. – You don’t have to try, you have to know. This is our rule. – [Jenna] So once you’ve played the game and get a sense of the scale, you immediately know if you
can or can’t climb something. – By making it more directional,
making it more exploratory, it gives you a better sense
of you doing something even if you’re just holding
down the sprint button. – Basically, the more
active your character is, the more in control you feel. The more control you feel, the more connected you
are to your character. And all of this makes doing cool stunts feel super satisfying. A good parkour game makes me feel like I can
swing from buildings, break through glass windows, and confidently leap off Zeus’s ass. – I also think it’s what makes it fun. Because if all of the characters
that we played in games could just do what we could do, then we would just go
out and do it ourselves. – Well, speak for yourself, Frosti. (upbeat music)

FLASHOUT 2 – MAKING OF VIDEO – Futuristic anti-gravity racing game by Jujubee!

FLASHOUT 2 is very much different from its precedessor. Tracks are more curvy and offer a lot of variety, with many sharp corners, twists, bends, loops, racing upside-down, blood freezing speed jumps and so on, so in general the game is not only faster but also extremely exciting. FLASHOUT 2 is a much bigger game. There are more circuits, licensed music tunes, more leagues, there’s also an animated story, 11 different languages are supported and of course the highly-anticipated multiplayer mode is also there. Moreover we’ve made many changes to the Career Mode which is now much more exciting thanks to new racing modes, such as Elimination or for example the Destruction Mode, which is a bit similar to a deathmatch because your goal is to destroy as many enemies as possible, so there’s a lot more going on. We’re very happy that Apple made the decision to support game controllers and thanks to our cooperation with Moga FLASHOUT 2 features full controllers support on both iOS and Android devices, and I must say the feeling and the overall experience is simply amazing, the game is very responsive and makes you feel like you’re playing on a portable console. In such games as FLASHOUT 2 you want to get the best and flawless experience, so we put a lot of effort to get as much as 60fps on high-end devices such as the iPhone 5s and iPad Air. As result the gamplay is amazingly smooth and thanks to geometry streaming and heavy code optimization FLASHOUT 2 is still able to offer console-quality graphics and spectacular visual effects, even on older devices! In reviews and comments players asked us for an online multiplayer mode and we are happy to confirm that the game will launch with this exciting new feature. You will be able to challenge your friends or compete against random players from all around the world and we are sure that you will love the online experience in FLASHOUT 2! There’s no doubt that FLASHOUT 3D was a success for Jujubee, and we knew from the very beginning that we want to go further with this franchise and that the second game will be even better. In the case of FLASHOUT 2 we had more time to polish every little detail and we could take profit of all the great feedback we got from players and fans. As result, FLASHOUT 2 is a completely different game, made 100% from scratch and it offers you a console-like gaming experience like never before. FLASHOUT 2 – Coming Q1 2014 Android, Windows Phone, PC and Mac versions will be out at a later date.

can you have too many games?

October 16, 2019 | Articles, Blog | 100 Comments

can you have too many games?

– Today’s video is sponsored by Raycon. (relaxed electronic music) It’s been a little while since I’ve given you guys
a tour around the office and quite a few things have changed. So let’s go ahead and take
a look at my gaming setup. So this is the main shelf setup we have for putting on display both
the consoles that I’m using for playing games on and just other stuff that we like to have on display. So on the top we actually
have our white PS4 Pro, white Xbox One X and a
Switch dock, all hooked up. Something I really like
about the TV we’re using, which I’ll get to in a little bit, is that instead of having you plug in all the HDMI cables directly into the TV it has a breakout box on a single cable. So we can have that behind here and plug all those in together, which makes it a lot easier
to keep a nice clean look. And let’s just keep the system’s
further away from the TV. Now everything else on
this shelf, honestly, is in flux a lot. We change our things based on any kind of recent product we get in or something we thinks really cool. Or sometimes we’ll even mix it up if there’s a video over
shooting where, yeah, like, these characters
and things are thematic for what we’re talking about. But right now one of the recent things we’re really showing off is
this whole “Gears 5” set up. We actually got this promotional
box in from Microsoft that was super cool and I
love the designs on these. This is the new One X they did with the “Gears 5” look, which is awesome. Tied in hard drive, that
has a similar design. Our little Marcus Fenix Pop!, that actually we got a long time ago but I’m including that in the mix here, ’cause I like him more than
more recent characters. And then the controller,
as well, for this setup. Okay, let’s see what else we
have on display, right now. This is actually a little figure that’s from the same company
that makes Pop!’s, Funko, but this isn’t a Pop! line, ’cause it doesn’t the
messed up eyes and stuff. It’s actually designed
to look like the devil from “Cuphead”, so
that’s why I like a lot. Pop! eyes scare me, even though
we still have Marcus here. I grew up loving Mega
Man, so the moment we had any kind of justification to order this, I went ahead for it right away. Pixel Pal in the middle of Mario, from “Super Mario Bros. 3”. With a little, not the Tanooki Suit, that’s the full body one. That’s just the raccoon tail, which is still a great-looking design. We’ll switch him out every now and then. Our “Creating a Champion” book for Zelda. I’ve got a lot of the
different Zelda dictionary, kind of encyclopedia things they’ve done from Dark Horse that are awesome. This is my personal favorite ones. Then kinda hiding at the bottom here, I’m not sure how we can
get a good angle on these. We’ve got the little tiny baby arm from “Metal Gear Solid 5”. (laughs) If don’t know the joke about this. Japan got the same collector’s edition, but with a 1:1 replica scale hand, whereas America got 1:2 scale. So it looks like a weird
little baby robot arm, instead of a normal-sized one. Before moving on I wanna to
take a second to thank Raycon for sponsoring today’s video. Raycon makes a line of
awesome premium earbuds that start at only half
the price of other brands while still offering amazing quality. I’ve been using their E25 earbuds and they are super comfortable,
thanks to having five different ear tips sizes to choose from to find the one that’s just right for you. They’ve also got a lot of
different great onboard controls. I can do things like pause
and play a song, skip ahead, change volume, and even call up Siri. Paired with their portable charging case they can last up to 24
hours on a single charge. If you wanna check them out, make sure to go to link down below and get 15% off your order. Then, as I mentioned earlier, there’s the TV we have for this setup. This is the Samsung, I wanna say, QN65, bunch of other letters after that, I’ll put it in the description. We’ve used this one for a while. The main reason being that this is a great TV for gaming, specifically. There’s other options out there
if you want things like OLED or pleasant movie viewing experiences, but when it comes to gaming
this is an awesome one. The input delay is super
low and it also offers all those handy features like HDR support. It’s just a great choice for gaming. So really liked this one. And again, I really love
the solution it has for our HDMI cables, ’cause I can
just run a single cable out, over there, to plug the system’s into. So it’s not a whole mess
of different HDMI cables coming into the back, which is why it can
look so clean like this. Another cool thing about
this particular model is that this is the first one they started including FreeSync with. And the main point of that was that once Xbox one started using FreeSync, these were the only TVs
that really offered you the ability to make use of that. So if there’s any games that
support FreeSync on Xbox One, you can use those on this TV. Which gives a pretty nice
little smoother experience. (relaxed electronic music) Now if you’ve seen any of
our past game room tours, this is actually kind of a
main stay, it sticks around because people really love it. In fact this is, actually, probably the one thing we’ve
shown in our setup before that I’ve had a lot of other people show me their own takes on and them tryna make their own design of it, it’s awesome. This is our controller
wall, where we have a lot of different Xbox One controllers on display. Because, really, out of the three major console companies right now, Xbox does the best job of making some awesome design controllers. So we’ve got a couple different ones on display that are all cool. I don’t have time to cover
each every one of these, but let’s do some highlights, real quick. This is actually the newest
addition to it, right now. This is the Sport Blue. They’ve been doing this
whole Sport line lately that I really like the look of, and the blue is a great addition to it. Next to that is the
white Elite controller. I’m still waiting for
the Elite 2 to come out. But until then, this one
actually has a little cool faceted D-pad that we
got at last year’s E3. This was at the display
booth for trying the Elite 2, so it’s sitting on the white one until that Elite 2 shows up,
so we can grab one of those. Another classic that I really love is the “Sea of Thieves” controller. This is probably one of
the most all-out designs they’ve done for a special edition one because it’s not only just a lot of crazy stuff happening all at once. One of the coolest details about it is that all the green parts
here on the controller, is actually glow-in-the-dark. So if you have it exposed
the light long enough and then put in the dark, you’ll see the little skull and all these bits here light up. Which is awesome. And then, of course, what better way to complement Xbox One
controllers then to have Nintendo ? Block lights. Look, they just look great
against that blue wall. It’s an awesome color combo. So here at the end of the room, that’s just opposite of where
the stairs where you come up, is our desks up. We’ll use this sometimes if
we ever wanna do something like, say, shot where I’m
showing some research I’ve done or if there’s any kind of
thing where it’s useful to have a computer screen on handy. We’ve got our Surface set up. This is also where I’ll actually
do some research sometimes, when there’s a video topic
that we need kind of like, you know, get some interesting
bits of history on. Something this part of the room
also really well highlights is the fact that we’ve got
Hue set up throughout the room and that’s how we’re actually getting all these different
tones of blues and pinks, and sometimes other colors that we use to give that kind of vibe we
have in all of our videos. We tend to focus on those ones a lot ’cause it kinda has that retro ’80s vibe that I love using a lot. But we’ll mix it up sometimes, especially if it’s a
good kind of color match for whatever the theme of the video is. Now behind me is the back wall. This was kind of a weird thing when we first moved in this office because this was actually
an open space down here that we turned into cabinets. And we have this up top
area that we use to display a lot of different bigger items we have, or just things that are
really cool to have, just out on display. So looking on the right,
just moving across, we’ve got the original Game Boy. That is not the one I
had growing up, sadly. I don’t know where that one is, But this is one that I got
to eventually fill that void, ’cause younger me was a moron. After that is the Needler replica. We got that back when we did, this was actually, probably,
one of the first really big display items we bought,
’cause we used that for our original Xbox One setup that was, oh man, I don’t even know how
many years ago that was now. Two years ago, three years ago? It was after the One S came out, but I’ve lost track of
how long ago that was. But that was one of our
first big setup videos, and we got that as really
the big showpiece for it. Next to that is my longtime
favorite weird controller, I have talked about it
every opportunity I get, including this one right now. (laughs) That is the “Resident Evil
4” chainsaw controller they released for the PS2. There is a GameCube version, as well, it’s a little less detailed. So that’s why I like the PS2 one, especially ’cause the
display case comes in. And then of course we
have R.O.B. the robot. Fun fact, he was missing
a hand a couple days ago and we freaked out. We finally found it. It worried me a lot. And keeping going to my
right, your guys’ left, we have the Slime controllers. Now I just did a video
on the Switch version, that just came out, next to
it is the PlayStation version. If you guys want to go
ahead and figure out which one is which, go for it right now. I’m not telling you which ones which. Hylian Shield replica, up top. One of, I think the better
buys we got for our money. I’m gonna be real honest with you, super up-close, doesn’t
necessarily hold up, but back in display, looks great. The LaserScope. This is another weird controller that not a lot of people really know about because it didn’t do great. This was alternative to
the Zapper they released on the NES from Konami. Where the way it was supposed to work was that would yell
fire into the microphone and it would fire the light gun. – Fire! (mimicking gun firing) Huh, frizzed out already, and this game will be coming out in April. I retire this, in glory. – Didn’t work great. Further down we’ve got a statue of Aloy from “Horizon Zero Dawn”. And a mask from
“Dishonored”, which I just, it’s one my favorite
collectible I’ve gotten from collector’s edition. Now, like I said earlier,
we have down below all these storage shelves. We’ve got a lot of different
things hidden away in here. Some of it’s not quite
as pretty as others. So we’re gonna focus on the pretty ones. First, in here, are a lot
of our collectible figures. We’ve got amiibo as well as some Pops!, and other Funko designs on the top shelf. Pixel Pals in the middle. And a couple miscellaneous additional ones on the bottom. One of the weirder amiibo
that they released, the Treasure Goblin for “Diablo”. This is probably one amiibo I have that I’ve never actually
used it’s scannable ability. But I just love how he looks. And this one is where we’ve got a lot of the older handhelds. We have actually have, is my original 3DS. I bought this one way back when we first started doing YouTube, not on my own channel
but when I was on TLD. This is one of the first
things I did on there, was unboxing this exact 3DS. We can see the 3DS has
a bit of a rough start. So I’ve held on to it since. And then in here, is
some, emphasis on some, of the physical games that I have. It’s a lot of the Switch
stuff I currently own, a few select N64, NES, couple older games. I’ve got a lot more of these back home, but these are ones that
I pull out a lot for stuff they’re reviewing here. And since Switch has been really heavy, I’ve just gotten the point
where I just leave Switch stuff. I’m a little bit of a relic
still, in that I love physical. There’s certain specific
games and some stuff that have been starting
to do digital more often, but, especially with the Switch, I’ve been basically all physical. It’s just, (sighs) it’s the way I’m wired. I’m gonna keep doing it until it’s no longer an option. (laughs) And then skipping all the
way over to the back corner is where we keep a lot of
the really old retro stuff. I wanna to start making a little more room so we can display more of the stuff. I do swap it in and out. The top rack is where
some of the really cool, old stuff we have is. We’ve got the TV-Game 6 and I
think this is it the 15 below? Yeah, TV-game 6 and 15. These are actually the original systems that Nintendo did before anything else. This is their original home
console you plug into a TV. It hasn’t aged super great, but it’s an awesome piece of history. Along with that is Sega Nomad, the original Nintendo Switch, kind of. Basically this was a Sega
Genesis that was a handheld, but you could also plug it into a TV to display out there, as well. So awesome idea early on that didn’t really work for its time, but, hey, Switch is working out great. Here’s this slightly troubled system. One of the various, if I can get out. One of the various Philips CD-i’s. Which brought us such great classics as “Zelda: The Wand of Gamelon” – [Man] Squadala. – Squadala!

Baldi Takes Over! – GTA V [Annoying Orange Plays]

– [Annoying Orange] What is
1,000 fruit parts divided by 30? You miscalculated. (upbeat music) Heyo it’s AO back at you
with another game video. Look who it is. It’s Baldy! If you can’t beat ’em, join ’em, right? That’s right, we got Baldy
inside of Grand Theft Auto. But I guess that means we
need to change his name right? Grand Theft Baldy? Alright let’s see, what are
we gonna do today Baldy? I guess we gotta do what
you always do, right? Go around and hit people in
the butt with your ruler. Uh oh, I heard this guy
got a math question wrong. Now you’re gonna go get it, fool. Doing it just for the kicks, yeah. Baldy doing a hook slide. It’s Baldy Parkour. Hey guys wanna do some math questions? Hey, do you wanna do some math questions? Come here. Where are you going? Baldy taking out the trash, yeah. Baldy whatcha doing? You crazy, you crazy Baldy. Always strike at everyone. What’s 432 times three billion? Wrong, oh there’s no one in here. I was asking questions to nobody. Alright come on. We gotta find more people that are answering math questions wrong, okay? Here we go folks. Baldy, put your seatbelt on buddy. What’s 300 times 40 butt niner? Wrong. What, you got the question wrong. I gotta hit her. Booty. Whoo, he really flipped out. Yeah Baldy parkour. Nah, it’s cool. Don’t mind the weird bald
guy stealing your car. I just need to borrow it. I’m not stealing, I’m borrowing. What are you doing, driving the wrong way? Don’t you know that Baldy
owns all sides of the road? Alright where are we going Baldy? We gotta find something good to do. Who put that light pole there? It’s a well documented fact that Baldy does not like light poles. Really all Baldy really
likes to do is hitting people in the booty with a stick. Excuse me man, I’m trying to
drive on the sidewalk here. Jeez, get out of the way. Hey there you want a math question? What is 1,000 fruit punches divided by 30? You miscalculated. Baldy is smacking everybody over here. You’ve been Baldied. ♪ He’s crawling in your windows,
smacking you in the butt ♪ ♪ Smacking, he’s smacking, smacking ♪ Hey no running in the hall. Gotta use the crosswalk for safety. Excuse me dump truck. No, what are you doing? Your answers to my math
problem don’t add up. See ya later hot potater. Baldy’s busy, whoa. Baldy, you need to learn
how to drive, buddy. Baldy’s kind of obsessed
with hitting everything. Don’t make ’em angry. I’ll just add fuel to the flame. Hey, hey buddy. Did you know that decimals have a point? You’ve been Baldied. Excuse me. Oh this headlight answered
the question wrong. Ooh sweet ride, let’s go Baldy. We’ve got more butts to hit. Hey, hey, excuse me. Ah, light pole. Who put the light poles up in here. Baldy ain’t like poles. What are you doing, Baldy? No whipping donuts in the hall. Hey who put a fire hydrant there? Excuse me. This is a good way to get out. Baldy it looks like there
might be a few people you need to hit in the booty, okay? Look at that, Baldy. Baldy’s got swagger. That booty-slapping swagger, you know? You know what they say
about math teachers. They’ve got lots of problems. What, you don’t like Baldy parkour? No hey, come back here. You didn’t answer my math question. I guess I didn’t ask it to you. Okay what’s 400 bowling
balls divided by 362 furbies? You gotta give me an answer now. Uh oh. Every question you get
wrong makes me angrier. Get up, oh you got up. Get this car out of here. What makes you think you
can drive on this road? You’re crazy. Crazy. Ooh tacos, yup. Even Baldy likes tacos. Hey, give me tacos. You know what I’m taco-ing about. Hey, you trying to punch Baldy? Ain’t gonna work. Trying to give Baldy that fruit punch? Uh uh, uh uh. Oh! (Orange laughs) Worth strike ever. Let’s go for the kicks. Yo Baldy all up in your business. Uh oh, h e didn’t fall over. What’s up? (Orange laughs) Baldy you gotta learn how to walk. Excuse me. I’m gonna hide behind
this so he can’t see me. You can’t see me. Can’t see me even though
I’m in front of your car. Can’t see me. Swing and a miss. Hey, no driving over Baldy in the halls. Everybody keeps trying
to drive over Baldy. What’s up with that huh? You’re crazy, get out of here. Owie. Oh Baldy, your ketchup packet. Yeah Baldy, he’s a real hit you know? Okay give me a ride. Hurry up, Baldy wants to go. Come on, let’s get this thing going. Alright now we’re cooking. Check it out, it’s the band of Baldies. That’s right. What would you got to do? What would you do if you saw a band of Baldies coming right at you? That’s right, you
wouldn’t know what to do. Excuse me, excuse me. This is the Baldy intersection. Yeah it’s the Baldy intersection, guys. You can’t be doing that. Excuse me, you gotta back
this car up right now. Hey, don’t run over my
Baldy, my Baldy bud. Hey watch your, ooh oof. Ow, owie. All the Baldies got ran over. Now it’s time for Baldy to, hey. You can’t be doing that. That’s illegal. No! Baldies are not speed bumps. ♪ Speed bump baldies ♪ ♪ Baldy speed bump ♪ Where are you going, where are you going? Excuse me, excuse me. That back window looks
a little too perfect. You need to fix it. Baldy’s a really nice guy. That’s what he does for people. ♪ Baldy all up in your business ♪ No! Baldy doesn’t like car massages. (Orange laughing) Ow, Baldy are you okay? Baldy you good? Yeah I’m good, Baldy. Thank you, Baldy. Very much, Baldy. You’re welcome, Baldy. Baldy, alright let’s go. We’re taking this. Look at all those Baldies. Okay we need more Baldies in here. Now. Oh no don’t you do it. Oh. Yeah stay in school. What, Baldy’s got a positive message even when he’s hitting
people in the booty. Ooh, you okay Baldy? I don’t know. Where is he right now? You wanna give Baldy, oh no he didn’t want to get hit in the butt. Aw he got hit anyway. Go in the booty. Oh that’s what you get. Hey what’s three plus four? Wrong. Should’ve answered it right. Let’s take out the trash. Baldy doesn’t like to eat very much ’cause you know, he’s
busy watching his figure. What, that happens. That happens sometimes. You sitting there, you
playing on your cellphone and all of a sudden, secret
surprise Baldy butt shot. Alright who else wants to see their surprise Baldy butt shot? Come on over. Don’t point that thing at me. Whatcha doing? Oh, yeah, that’s what happened. The band of Baldies is coming for you. The band of Baldies
isn’t breaking the law. The band of Baldies is the law. What the, did the trashcan lid just come out of your groin, Baldy? Oh no, it came from there. That would’ve been weird. Oh Baldy, oh no. You’re shooting out my ketchup packet. Don’t do that. Now Baldy won’t have any ketchup to put on his favorite food, which of course is candy bars. That’s his favorite meal,
candy bars with ketchup on ’em. Hey, you shot my Baldy friend. Hey what’s 42 pot pies times a billion? Wrong! Some say I should give
people longer to answer, but I say no. If you’re gonna be shooting at me, you know, hitting my ketchup packets, then I have every right to make you answer within 3.2 milliseconds. Excuse me, who put this. Oh yeah, let’s take the bus. There should be more than enough seats on there for a lot of Baldies if I could just, okay there we go. Hey get the spot off the butt. Okay, okay, no. Let me on you guys, no. Let me on the bus. I’m the driver. You can’t just, no,
there you go, thank you. Jeez. Not hard. Okay now don’t take your time, guys. Could somebody get on the bus with me? Okay finally. It’s not like we have
to hurry or anything. It’s not like we’re getting shot at. Hurry up. What? Only two Baldies will
come on board with me? That’s crazy. Look at how big this bus in. Just come in the car. These baldies are crazy. You’re so crazy. You’re so crazy. He won’t get on the bus, you guys. Fine, we’re getting off. We’ll find a different vehicle. A Baldy vehicle worthy of
Baldies, Baldies everywhere. Baldies, Baldies. What you shooting? No shooting at Baldies in the hall. There we go. This feels a lot better. This is a vehicle suited for Baldies. Wait this isn’t a vehicle. Oh I thought we were on a UFO. Oh you guys are crazy. You tricked me. We’re just on top of the building. I thought I was on the UFO. Oh well. Oh man this is a lot of fun. Thank you guys. It’s been a lot of fun hanging
out with a band of Baldies. Yeah, oh we got ketchup
all over the place. I’m gonna have to wash
all of your guys’s clothes and then after we do
that, we’re not gonna know whose shirt is whose. I can’t get angry at
you guys, you’re crazy. Alright see you later guys. Later hot potaters. (upbeat music)

Photo Modes Change How We Play Games

October 13, 2019 | Articles, Blog | 5 Comments

Photo Modes Change How We Play Games

[MUSIC: Quiet Water, by Toby Fox] For as long as I can remember
playing games on PC, I have been taking screenshots
as I play. At the time of writing, my collection
is 17,000 screenshots strong, taking up about 44 gigabytes of space. It dates back to 2012, with the
oldest stuff in there being preserved screenshots of the world and
cinematics of Alan Wake, one of my favorite games
of all time. It was the ability to immediately
capture and then return to the cinematography of games that
kind of got me into the idea of screenshotting in the first place. When I saw a scene that had been
carefully composed, and that I really had an appreciation for,
I wanted to capture that right away Photography and cinematography are
areas that I’ve long held interests in. The art of capturing a moment,
whether that’s real or simulated, is something that has rapidly become
more accessible to us in our daily lives. When you think about how we have
phones everywhere, we have cameras in all of those phones, and so
a lot of people who weren’t previously able to take photos and
share them with family and friends now are. This advance has come to gaming
just as much as it has with our everyday lives. The power of the current console
generation, which is the Xbox One and the PlayStation 4,
at the time of writing, has enabled developers to create
photo modes. We saw a few of these on the Xbox 360
and the PlayStation 3 as well, but not nearly as much as we have
on this current generation. These modes enable players to
pause a moment in time, manipulate a camera, add effects like
depth of field, add color filters, add frames and then easily share
all of these photos with the world. [SFX: camera shutter] In virtually any game that has
a photo mode – even games I don’t I don’t ultimately enjoy, like 2014’s
Middle-earth: Shadow of Mordor – I can still spend hours with these sorts of modes. Photo modes allow for novice and
professional photographers to be on kind of a level ground. They have access to the same suite
of tools, which does allow them to manipulate a camera and manipulate effects
all within incredible digital landscapes. When we talk about photography
in real life, we’re talking about capturing a specific moment in time,
from a specific angle and position, with specific settings on the camera,
either set up by hand or using automatic processes. The limitations and requirements of
taking a photo in real life, and the art of capturing those
specific moments, it’s deliberate and it’s incidental. What happens then if we
remove those limits? What happens if we allow people to
effectively freeze time, to manipulate a camera freely,
manipulate all of the associated settings, [SFX: camera shutter] and capture the moment in really
intimate detail? What happens when those moments
are primarily focused on violence? In some games, violence is your
only real interaction with the world. If we take Tom Clancy’s The Division
for example, your primary options as you move
through the world are “talk”, and “shoot”. “Talk” isn’t a viable option when you
think about most of the people in the world of The Division. It’s built for violence first,
and talking second. This sort of focus is very singular
and it’s something of a concern when we want to talk about
the art of photography within the context of video games. A very large portion of video games,
particularly those in the big budget and AAA sector are all focused
on violence first. They are built around,
and have the most time put into, their combat systems. When we add a photo mode into the mix,
the result is seemingly inevitable. Rather than the photo mode being a
set of tools to capture kind of incidental and unique moments, it has this potential to alter how we think
about how we interact with the world, whether that’s through combat or
through other means, because in order to get certain
spectacular photos we have to ask the question of,
“What would make the best photo?” Once you know that a photo mode is
in a game, that question can become kind of buried in the back of your mind. So as you go through the game,
you then become aware of “Oh, I can do this really cool thing in combat.”
“I can do this really cool thing over here.” “If I act in a certain way, I can create spectacle
and then I can capture that spectacle.” The results of this work can
really look spectacular, but it is kind of a cold, cruel way to
approach playing a video game. You are using combat and violence
as a preface to a photo. Let’s actually take a look at
an example that I took from Middle-earth: Shadow of Mordor. As I played I distinctly remember
trying to set up attacks, and moments based on a certain chain of events and one of those chains ultimately
created this photo and I-I’ve got a little recreation that I
did here as well, uh, that I did while I was… I was
shooting for this video. In order to get this picture,
I had to find a group of Uruk by a fire, sneak up, use an ability
I had which would make the fire explode when shot,
and then turn myself around, because cool guys
don’t look at explosions. The timing had to be just so that
I was part way out of the wraith form while the aftermath of my actions
ensued behind me. A lot of consideration went into that shot
and the art of making it just so. But it was ultimately a consideration of
how to make violence look cool. I felt weird… [pause] realizing that I had done this,
months and months later. I had done it without any sort of
critical examination of why. I was just in pursuit of
that one killer shot. This is the dark side of
the power of photo modes. This is where it can unconsciously
shift play, and it can do so in such a way that you end up
seeking out the spectacular and creating these chains
of violent events specifically with the intent
of capturing them. So, ask yourself something here: How many skeletons
lie in your screenshot folder? How often have you done the
same thing without thinking? Could you do better in the future? I want to be very clear by the way
and weed out any commenters who tuned out the second I started talking
about violence in video games. This is not a condemnation of violence
in video games, or violent video games at all. Rather, this is a *side effect*
of the decision to place violence at
the core of a video game. When we place the focus of
a game on violence, then the natural evolution of
someone using a photo mode, or even simply screenshotting that game,
is going to be producing images that are – in one way or another –
caked in violence. When we talk about video game
screenshots in general, it’s not that uncommon to see a
dead body somewhere in the frame. And that’s a sight that would be
horrific to someone who was detached from what a video game is. This isn’t a phenomenon that’s exclusive
to games where we can pause, and manipulate a camera and add effects;
it’s not exclusive to photo modes. It is something that can happen in
more casual capture as well. Chris Plante, writing for The Verge,
found himself confronting this as he worked through
his game screenshots. Quote: “One recurring theme was a bit jarring. My gallery is stuffed with photos
of virtual dead bodies, like rigid tuna packed into a can. The oldest shot in the gallery
is a cop unloading a round into the head of GTA 4’s
protagonist, Nico Bellic, and the newest: a low poly soldier
taking a bullet to the chest. Link to the original article
in the down there bit. When it comes to photo modes,
we as players can actually think about “how do we make violence look cool?”
in much the same way that game developers do. At some point in development,
decisions need to be made about how to make violence look and feel cool to
the audience of the developer: the player. As a photographer operating within
the constraints of those same games, we then are faced with
much the same question. We might be thinking about how
we present violence to our audiences, whether that’s some friends,
or maybe the general public if you’re sharing through something like Twitter,
or just preserving it for ourselves. When we go back and
talk about photography in general, the entire art form is something
of a value judgment. What do we feel is worth
preserving and sharing? When you look at Instagram or Facebook,
for example, you’ll likely see presentations of the mundane. People’s pets, the food they eat;
everyday occurrences. These things are meaningful in some way
to the photographer even though they may be mundane
and so they’re worth preserving. In contrast, seeing my gallery from
Middle-earth: Shadow of Mordor, It’s clear that what I took away
from it was not the beauty that could be found within Mordor
– limited as it was – but rather the brutality that shaped the core of it. The screenshots I took
fixate on that brutality, with rare breaks to show environments
or characters that I found interesting. As the player, violence was ultimately
what was most meaningful from that game, and it was what
ended up being preserved as such. It was the only thing I could
take away from it. I feel like that speaks volumes about
other aspects of that game as well: that the only thing I felt was worth preserving from it was brutality. In other games, different takeaways do
make themselves apparent. If we look at Assassin’s Creed Odyssey,
for example, my screenshots from this reflect massive scope and scale. There’s these grand landscapes, historical landmarks and amazing views peppered
throughout the gallery. If we look at Forza Horizon 3,
though not a violent game, you can see the take away in there. You can see the spectacle
of the Horizon Festival. You can see exciting moments
of wheel-to-wheel action, and the design of some
pretty incredible machinery. Everyone’s take away from any given game
is going to be very different. You may be looking through your
screenshot folder of Middle-earth: Shadow of Mordor, and find you’ve preserved a lot
more beauty from that game, and that was what you took away. Maybe you took away shots of
your nemesis going about their business. Your take away will always be different. Maybe next time that you open a
photo mode or you go to take a screenshot, Ask yourself:
what do I really feel is worth preserving here? Thanks very much for watching this video.
If you haven’t already, remember to like this video, Maybe leave a comment.
Let me know what you think. You can also subscribe to find out about
new videos as they are released. Maybe ring the bell if you would like. This video actually reflects the
launch of my Patreon campaign. I now have a Patreon available at
patreon.com/tielqt. Supporters can get access to early copies
of video essays like this one. They can also get access to scripts,
and eventually, we’d like to do some stuff like Patreon exclusive livestreams,
which would be done here on YouTube. We’d like to get some capture
hardware so I can more easily capture from my PlayStation 4
for everybody to watch streams [from] there. And that’s all going to be
made possible through Patreon. So if you’d like to support it month
to month you can go to patreon.com/tielqt You can also visit
my website at tielqt.com; that’s tielqt.com. That will take you to all of
my social media. There’s a link to Discord. There’s a link to my live streams on Mixer.
There is a link to my Twitter. It’s all right there. A special thank you to @TheQueerestDeer
and @apogeesys on Twitter for assisting me with editing the script. They were huge helps and they both really
helped me laser focus my vision for this piece. It’s my first time doing a video essay.
So, I was kind of nervous coming into this. Annnnd that’s it. Thank you again for watching. I really appreciate you taking the
time out of your day to do so. It really means a lot to me.
I hope you’ve enjoyed this essay. I hope it’s given you something to think about. [Music: Chapter Clear by Yoshihito Hirano
& Yuka Tsujiyoko]

The Kobayashi Maru – No-Win Scenarios in Games – Extra Credits

If you would all be so kind to quickly follow me down this rabbit hole real quick: Picture yourself trying to kill a few minutes in a waiting room, so you pull out your phone or laptop and open up Solitaire. Now, in that moment, do you start to feel like Captain Kirk? [cat meows] Well, you should. Because just like the infamous Kobayashi Maru scenario from Star Trek, there’s a chance, right now, that you’ve been dealt a hand that is entirely unwinnable. So, let’s take a second and examine something that we often take for granted when we sit down to play a game: the idea that it can be won. [INTRO] Recently, our illustrious EC streamer, Will, has been playing a lot of Slay the Spire at Ascension 20 over on our Twitch channel, which you totally should go check out via the link below after the episode because it’s fun as heck. And he’s been musing a fair bit over the way that the game makes itself harder and whether or not all of those increases in difficulty makes some runs of the game unwinnable. Is it possible that, from before you begin your first fight, you’re doomed to failure? And if so, does that make the game any less worth playing? Now, before we dive in, let’s go over some terminology, just to be sure that we’re all using the same words to describe the same phenomena. When I say a game is “unwinnable”, I mean that there is no set of player-generated moves and randomness that will allow the player to achieve victory. No matter what you do, no matter how many times you reload and try, you won’t be able to win. It’s pretty easy to establish; you can end up in an unwinnable state in the middle of a game of Solitaire or Spire, and we can also work backwards from there to show that it’s possible, no matter what set of moves you make, that you’ll end up in a similar or even identical position, and be doomed. In the case of Solitaire, the randomness is locked in once you shuffle and deal the tableau of cards onto the table. And from the very beginning of any hand of Klondike, the most popular form of Solitaire in the US and Canada, there’s a 21% chance that the game isn’t winnable. No matter what series of moves you make, you can’t fulfill the victory conditions by placing all the cards in rank order in their suited piles. And Slay the Spire is actually kind of the same. Though it’s harder to see in Spire, every possible move is determined before you start. This is also, of course, a problem unique to randomly generated games, because if we could test each and every seed or position during the design process, it would be possible to eliminate this fear entirely. But, that’s never really gonna happen because the very strength of randomly generated content is that it lets designers gain an extraordinary amount of possibilities without doing a ton of manually checked work. So with all that said, is this the problem that even needs to be solved? Is the possibility of us not being able to win really ruining our enjoyment of games that rely on randomness to generate a scenario for us to play though? Well… I don’t think so. Though, to be fair, I don’t know if that’s the right question that I just asked myself, because games with no-win situations, like Solitaire, are enjoyed by a ton of people some of whom might not even know that unwinnable deals even exist. So, rather than debate the validity of doomed scenarios in games, I think it would be much more interesting to take a look at the different ways we as players can approach this kind of loss. And we’re going to do that by boldly going back to a place we visited before the intro, because one possible philosophy that is applicable here is given to us by Captain Kirk, and another one by Captain Jean-Luc Picard. Kirk rejects the notion that there is such thing as a no-win scenario. Therefore, when running the star fleet test simulation, the Kobayashi Maru, where he’s forced into choosing to go on a rescue mission designed for him to have no winnable outcome, he simply hacks the test and changes the situation for the better in order to fit and to “prove” his outlook is correct. But, looking past whether or not you think that might be cheating, does this outlook really teach us anything? If our approach to losing is changing the conditions of the game or the test, do we really learn anything from our struggle? Sure, we accomplished something that looks like a win, but then we’re no longer playing the same game that we were when we started. Plus, you know, if Kirk had been in that scenario IRL, his crew and all the folks he was trying to rescue would’ve been super dead. A different outlook is one outlined by Jean-Luc PIcard in the Next Generation episode Peak Performance. Lieutenant Commander Data, an android, begins to doubt his abilities following a loss in a strategy game to a much more experienced player. When Captain Picard tells Data, “It is possible to commit no mistakes and still lose. That is not a weakness, that is life”, what he’s saying here is that we need to be able to accept that some challenges are beyond our reach and that losing to them doesn’t define us. What matters is that we’ve tested ourself against the challenge, and as long as we’ve learned something from that loss, it isn’t a wasted experience. Okay, but fun Star Trek examples aside, in both games and life, we’re going to encounter situations where we just can’t win. In games, you have the option to step away, to restart and try again from a fresh save if you need to. If you stick with a no-win scenario, however, you might learn something about yourself that you can use in your life. You can begin to understand what happens when you’re confronted with something that’s out of your control, because in life, sometimes you’re going to lose, no matter what you do, no matter how hard you try. And while sometimes it’s not fair, you can’t let that define you. So that ability to predict how we’ll feel, how we’ll react to those situations, should be the real lesson that we’re after when we take on challenges that we know can’t be won. Thanks for indulging us in this little roundabout discussion to get to a sort of life lesson! That was fun! But what do you think about no-win scenarios? Is their existence in games a hindrance, an opportunity for personal reflection, or something else entirely? Let us know in the comments section below. Oh, and one last thing: if you’re interested in talking more about Spire, winnable games, or learning from failure, then may I suggest you go over and ENGAGE with us over on Twitch? Trek puns for days! We’ll play Slay the Spire Monday through Thursday mornings from 8 to around noon Pacific Standard Time. Lately, he’s been working on his Ascension 20 heart streaks, playing mods, and using the game as a gateway to talk about game design. So if that sounds up your alley, beam on over and say hi via the link in the description below! And be sure to tell Will [Spire puns] See you next week. [OUTRO]