The Invisible Walls of Dark Souls 1

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  • Опубликовано: 2 фев 2025

Комментарии • 1,6 тыс.

  • @illusorywall
    @illusorywall  7 месяцев назад +541

    Responding to various comments in one pinned comment here!
    - - - - - - - - - -
    From @inakilukac -
    "I DO HAVE QUESTIONS!!!
    1. Lock-on system, does it use the high poly collision or the low poly one?
    2. Enemies, which collision obstructs their view when trying to aggro you?
    3. Your attacks bouncing on walls if you're too close, which collision does it use to determine it?"
    1) Lock-on uses low-poly collisions. So in the example with the arrows getting blocked when trying to snipe the crow demons in the tower, flying right up to the outside tower so they're nearby, you can't lock onto them because of the low-poly collision blocking your way. Same goes for the hollow seen at 4:05. You can free aim throw a projectile at the hollow because of the lack of high collision blocking the window, but the low collision blocks your ability to lock on.
    2) Low collisions also block enemy line of sight.
    3) Melee attacks impact low collision instead of high collision. So the spot I showed in Firelink where your projectiles pass through, your sword will still hit it. :)
    - - - - - - - - - -
    From @bronze81 - "You can actually clear the invis wall by the burg merchant, at least in ptde ruclips.net/video/TI5_Ak8_iSk/видео.html (~3:50 in this video)"
    Oh my god, hahaha. I simply did not envision making it all the way up those objects without breaking any of them. Speed runners are scary.
    - - - - - - - - - -
    @scantyer Informed me of something much more egregious than the missing high collision in Firelink Shrine, something I didn't realize was already looked at by king bore! That area behind the Black Knight in the Undead Burg? An entire section of building is missing its high collision! It's WIDE open for throwing projectiles through it: imgur.com/a/cRP4AUP
    - - - - - - - - - -
    From @xormak3935 - "At the start of the depths, the archways don't just have the low-poly collision in mid-air but also the high-poly collision as it seems. Arrows get stuck in that same space that the player collides with. Very annoying when trying to snipe enemies from the stairs."
    I took a closer look and it's extremely cursed. There isn't high collision there, so your arrows *should* pass through. This doesn't make any sense because you're standing so close to it, though, so why wouldn't the high collision be loaded from there?
    It's because the ceiling of the hallway (including the archways) wasn't made as part of the hallway you're in, and it belongs to the set of collision for the Butchers' room instead (for no apparent reason). And despite being so close to you, it doesn't want to load the high collisions of the butchers' room until you're literally inside it. Go down into that room and find an angle where you can shoot back up through the arches, and now your arrows pass through correctly. lol, what a mess. imgur.com/a/6HuZWgy
    - - - - - - - - - -
    From @victorpilgrim - "1:17:10 i cannot believe you didn't mention the invisible trees of in the duke's archives garden"
    lol, I can't believe I missed this! So there's at least one invisible tree you can walk into: imgur.com/a/t6TTUsB
    With a quick look I couldn't find any others, but so far I did find two more floating trees that are too high off the ground to walk into (another skinny vine-like one like the other, and another regular full-sized tree). Funny stuff! The floating door wasn't the only thing they had issues with here, apparently.
    - - - - - - - - - -
    From @RucaBurankee - "41:29 "do you know any other place where this happens?" Does this count? ruclips.net/video/qJ4uFUjhPz8/видео.htmlsi=jD8WozfKik0rwQpS"
    Lol, no because that's not a kill plane getting you! But in a way that's more fascinating to me because you must be tricking the game into causing fall damage by doing that. I can't think of any other explanation, at least. I didn't know you could do that.

    • @TerraHardcore
      @TerraHardcore 7 месяцев назад +1

      prolly the scene change caused a fall damage issue.

    • @gardian06_85
      @gardian06_85 7 месяцев назад +23

      typically what you call "low collision" (the game might use these terms) is just called "simple geometry" because it is simpler to do the math on, while what you call "high collision" is typically called "Complex Geometry". generally you want to avoid concave and convex shapes as much as possible, so we reduce things down to flat planes and circles/cylinders as much as possible, all in the name of speed. there is an entire superset of Game Engine Physics for collision detection: it all stems from "computers are really really bad at logic, but can do math mostly well" (see "floating point approximation"). the distance equations for 3D space when talking about non-flat or circular things get very special (remember that the physics system does not intuitively know what is "inside" or "outside" and we might need to determine this "isColliding()" or "isOverlapping()" for every surface the given entity could be near, so simplifying the geometry as much as possible can save hundreds to thousands of collision checks per entity; just so the character can walk down a set of stairs and not be floating.

    • @CriticalFeline
      @CriticalFeline 7 месяцев назад +2

      you didnt mention anything about the weird collision with the spiral elevator in Anor Londo ;-;

    • @imsomething5485
      @imsomething5485 7 месяцев назад +4

      For your comment at 41:29 about areas that will kill you for simply standing on them, there's at least the Brume Tower one, not sure exactly how it's triggered however since it's not instant

    • @alephnole7009
      @alephnole7009 7 месяцев назад +2

      One of the weird places your character can just randomly die I is in DS2 Iron King dlc right near the first fire at the top of the tower.
      I'm not sure what but just standing around that area can randomly kill the player.

  • @TheGodEmperorOfMankind_
    @TheGodEmperorOfMankind_ 7 месяцев назад +2213

    Some dev left a tiny spot without an invisible wall in an boss arena
    The community: Oh yeah, that's the Cheese McCheese spot 9000

    • @Classysassy12
      @Classysassy12 7 месяцев назад +79

      Damn i didnt know the emperor is a darksouls fan, is this what u do while on the golden throne?

    • @FFKonoko
      @FFKonoko 7 месяцев назад +46

      ​@@Classysassy12 yeah, he loves relaxing with a light hearted game.

    • @d3vitron779
      @d3vitron779 7 месяцев назад +19

      @@FFKonokotoo busy playing DS1 to pay attention to his kids lmao

    • @Peremptor
      @Peremptor 3 месяца назад

      ​@@d3vitron779touche

    • @kabbablabba4073
      @kabbablabba4073 2 месяца назад +6

      @@Classysassy12i love the idea of the golden throne being like the emperors pc that also serves as a god tier gaming rig

  • @eddie-booth
    @eddie-booth 7 месяцев назад +956

    do you feel like you are betraying your roots as a man named after walls that look like they exist but don't by making a video about walls that don't look like they exist but do

  • @Master_fatman_real
    @Master_fatman_real 7 месяцев назад +1328

    The “fatty” message in The Depths, is now officially canon

    • @jamesarthurkimbell
      @jamesarthurkimbell 7 месяцев назад +141

      No plump sort ahead

    • @conspiracypanda1200
      @conspiracypanda1200 7 месяцев назад +164

      ​@@jamesarthurkimbellI swear, every tiny alley and window is religiously marled by a sign saying "No plump sort ahead" or "If only I had a skinny sort". It's as reliable as the "Liar ahead" + "Invisible wall ahead" combo. My other favorite repeated joke is any sewer hole in the wall, resulting in "Could this be Elden Ring?"

    • @FFKonoko
      @FFKonoko 7 месяцев назад +1

      ​@@conspiracypanda1200"try thrusting"

    • @scottcameron3030
      @scottcameron3030 7 месяцев назад +69

      ​​@@conspiracypanda1200My favorite message system running gag has to be the people that place "Try jumping" near ledges where you will very obviously die by jumping off, or tell you to stand still by a ledge near an enemy that will knock you off and kill you. You also can't go wrong with "Praise the Elden Ring!" randomly littered around in Elden Ring, or "Amazing chest ahead" in front of Quelaag's boss arena or Gwynevere (or a painting of her in Anor Londo, which was very funny when I realized what it meant). There's also "Don't give up, skeleton," which is a classic as well.

    • @groku5135
      @groku5135 7 месяцев назад +21

      @@scottcameron3030 Mine would be the skeleton related ones in DS2, made me chuckle everytime I found a skeleton with a message commenting on it !

  • @rheenusthebeanus
    @rheenusthebeanus 7 месяцев назад +867

    Hearing that the pillars in the depths aren't protected by an invisible wall is the worst news I've heard all year. I truly am a fatty and the message was right

  • @matthewrider267
    @matthewrider267 7 месяцев назад +650

    I can not explain the level of joy I feel when I settle down for the evening after work and there's a new DS Dissected video out.

    • @illusorywall
      @illusorywall  7 месяцев назад +158

      Thanks so much!

    • @phorcep
      @phorcep 7 месяцев назад +38

      It’s true. This channel, Iron Pineapple and Summoning Salt are the three I will cancel plans for.

    • @job3rg
      @job3rg 7 месяцев назад +6

      I got this video at the start of the work day. good thing work is easy and I can watch on the side (well, watch the vid and work on the side)

    • @buffposter
      @buffposter 7 месяцев назад +3

      A Video about dark soul 1 no less! It's crazy that there is still stuff to talk about.

    • @Sammy-tw6zv
      @Sammy-tw6zv 7 месяцев назад +2

      Im doing exactly what this comment said 😂 just got home and saw illusory wall and knew what to watch!

  • @planescaped
    @planescaped 7 месяцев назад +609

    As a child I saw my father watching woodworking shows and in-depth how its made like documentaries on machinery and mundane stuff and wondered how in the world he could sit there watching this stuff.
    Now at that same age I watch hour long breakdowns on invisible walls in Dark Souls and 4 hour breakdowns on video games I have and will never play. I am become old, destroyer of long form content.

    • @forgot7en
      @forgot7en 7 месяцев назад +51

      enjoyer* of long form content

    • @dundealshowdown
      @dundealshowdown 7 месяцев назад +4

      @@forgot7en destroyer still worked :)

    • @cosmicwonderer6269
      @cosmicwonderer6269 7 месяцев назад +7

      If you haven't seen it, check out "what's so strange about The Forest" by SovietWomble.
      Very good essay, especially if you've never played the game.

    • @scantyer
      @scantyer 7 месяцев назад

      Well you should play dark souls

    • @planescaped
      @planescaped 7 месяцев назад

      @@cosmicwonderer6269 I'll check it out. Just worked my way through all of Mr Edder's stuff and am waiting on more majuular/tehsnakerer/grimbeard/dungeonchill/ect. lol

  • @Sekiro_lover
    @Sekiro_lover 7 месяцев назад +470

    Dark souls dissected is the best series on RUclips fr

  • @fubu72
    @fubu72 7 месяцев назад +65

    The way there's tiny walls protecting the drakes from falling off just for them to jump 50 feet over them is a hilarious programming moment

  • @ShMokou
    @ShMokou 7 месяцев назад +575

    With the strength of Illusory Walls, they challenged the Invisible Walls...

    • @sirexilon49
      @sirexilon49 5 месяцев назад +5

      Gwyn's ring activated walls peeled apart their invisible vertices...

  • @TheDominitri
    @TheDominitri 7 месяцев назад +135

    35 minutes in and seeing the reasons behind the Taurus Demon fall, the lower undead burg skip, the titanite demon blocker, and the invisible arch you can hit your head on is insane, these are such iconic parts of the game to me.

  • @minilabyrinth
    @minilabyrinth 7 месяцев назад +549

    Hi 3D modeler here, the flickering is called Z fighting and happens when two faces are in the same planar location I.E. the same spot at same angle, and the renderer gets instructions to display both at once but you can only put one pixel at a time so it kind of wigs out and flickers between both

    • @tbotalpha8133
      @tbotalpha8133 7 месяцев назад +73

      Of course, the renderer has to resolve the conflict eventually. Because it's a computer program, and computers can't handle ambiguity. Which face gets rendered ends up being determined by the pseudo-chaos of floating point numbers, putting some pixels of both faces a tiny fraction closer to the camera than others. Which is why the faces flicker as the camera/the faces move around. The floating point numbers keep changing, frame by frame. So the renderer resolves the z-fighting conflict differently, frame by frame.

    • @monhi64
      @monhi64 7 месяцев назад +3

      My question has now become why the program is smart enough to realize that they are two distinct faces in the same place and displays them properly instead of a random tv static looking mishmash BUT isn’t smart enough to find a better way to display them than flicking between both faces 10 times a second. It doesn’t feel like a particularly hard problem to solve at least to an amateur coder

    • @AnUncleanHippy
      @AnUncleanHippy 7 месяцев назад +48

      ​@@monhi64 Because the computer hasn't been told which one takes priority. Decal rendering, for example, is basically a flag you can code into your render that if a plane that is z-fighting is a decal, it will always render on top. In order to stop Z-fighting, you need to tell the renderer which ones takes priority.
      Programs also aren't smart, they just do what they're told.

    • @Deadgye
      @Deadgye 7 месяцев назад +4

      ​@@monhi64 Most likely the in-house tools do have the ability to set render priorities. Don't forget that this video is made with mods and the public release version of the game.

    • @tbotalpha8133
      @tbotalpha8133 7 месяцев назад +27

      @@monhi64 The renderer ISN'T smart enough to realise that two different faces are occupying the same space. That's why Z-fighting happens. The renderer is trying to determine how to colour every pixel on-screen, so it looks for whichever planar surface is closest to the camera. Because that plane will naturally block whatever is behind it, therefore the pixel should be coloured to match that front-most plane.
      But when there are two planes in the exact same place, with the exact same orientation, then the calculation to determine which plane is closer to the camera becomes unpredictable. The renderer may call a function to calculate the distance from the camera to the plane, and that function will most likely return a floating point number. But floating point numbers can behave unpredictably, especially at very high precision. So if the renderer checks a single pixel, then plane A and plane B may return numbers that are different by a tiny fraction. When the renderer compares these values, it sees that plane A should be in front of B. And so it colours that pixel to match plane A.
      But a neighbouring pixel might return numbers that are different in the opposite direction. So the renderer sees plane B should be in front of A, and so colours that pixel to match plane B. That messiness is what leads to the patchwork or stripey rendering effect of some faces. And of course, when the camera moves and rotates, that changes all the floating point numbers again, every single frame. Which is what produces the characteristic flicker of z-fighting. And if the distances of the planes end up being exactly the same, then which plane gets rendered will come down to the particulars of the rendering function, and the order in which it executes statements.
      In other words, no, this is not a trivial problem to solve, and certainly not by an amateur coder. But a fix would also be unnecessary. It's highly unlikely for any two faces to end up overlapping like this by accident, and any modeller could fix the issue in a second. Rather than creating bloated, unnecessary rendering code, just tell your modellers to not leave faces overlapping like this, and z-fighting will never be a problem.

  • @nathanlamberth7631
    @nathanlamberth7631 7 месяцев назад +89

    "maybe this wasn't meant to keep something out. Maybe it was meant to keep something in." sent random chills down my spine

    • @forgot7en
      @forgot7en 7 месяцев назад +13

      "I'm not stuck in here with you, YOU'RE STUCK IN HERE WITH ME"

    • @AwakeAsleepDead
      @AwakeAsleepDead 2 месяца назад +1

      yeah same!! everlasting dragon is menacing..

  • @artvandelay1720
    @artvandelay1720 7 месяцев назад +211

    The first time I fought the iron golem, I was incredibly nauseous from the screen shake, then suddenly he just did a backflip off the arena and died. That was surreal. I was very confused until I eventually had it happen again and noticed that he just got teleported upward due to the collision issue.

    • @anticksss
      @anticksss 7 месяцев назад +14

      First time I fought him I was two hits from beating him and he stomped me through the floor and I fell under the map and died lol

  • @WorldsBeyondImagine
    @WorldsBeyondImagine 7 месяцев назад +35

    Hey, I just wanted to thank you SO MUCH for the flashing lights warning. I get photosensitive migraines and so many youtubers just will not warn for flashing lights or flickering nonsense. Warning me means I can take precautions to make it less bad so that I can watch the video instead of having to stop halfway through.
    You've been one of my favourite youtubers for a while now, and this has cemented that. Thank you from the bottom of my heart.

  • @whodatiscody
    @whodatiscody 7 месяцев назад +239

    The collision on that one root in the Great Hollow made me what to burn that whole tree to the ground

    • @uhrguhrguhrg
      @uhrguhrguhrg 7 месяцев назад +25

      so this is what elden ring has been about all this time

    • @217adaptiveperspective
      @217adaptiveperspective 7 месяцев назад +9

      ​@@uhrguhrguhrg
      Coincidentally they make you do painful platforming to get the ending where you make sure that Tree never comes back

  • @ExaltedUriel
    @ExaltedUriel 7 месяцев назад +68

    On the topic of the enemy-only invis wall in front of the Everlasting Dragon, in Zullie's "Killing the Unkillable" video, she points out that when you kill the Everlasting Dragon, it also plays the "boss defeated" sound (though with no accompanying "Victory Achieved" popup). Another bit of evidence for the Everlasting Dragon being intended to be fightable at some point.

  • @wixic111
    @wixic111 7 месяцев назад +1063

    if I had a nickel for every overly detailed video about invisible walls I'd seen I'd have two nickels. Which isn't a lot but it's weird that it happened twice.

    • @Shulkify
      @Shulkify 7 месяцев назад +94

      Just to take a wild guess, but the SM64 one really was insanely detailed

    • @chrayez
      @chrayez 7 месяцев назад +72

      @@Shulkifyboth illusory and pannen are great at this kind of “overly-detailed deep-dive” video.

    • @evanseifert8858
      @evanseifert8858 7 месяцев назад +9

      funny joke, dude

    • @Minecraftgnom
      @Minecraftgnom 7 месяцев назад +18

      @@Shulkify Let's just say, after watching that video, you know EVERY invisible wall in that game and WHY they are there... xD

    • @theFado96
      @theFado96 7 месяцев назад

      I was about to make a similar comment

  • @twistedgwazi5727
    @twistedgwazi5727 7 месяцев назад +52

    man, its such an honor to have my name in one of these videos! this series inspired me to start modding DS1, and despite how much experience i have with it, every one of your videos teaches me loads of new stuff. i do have a few things to add, though!
    for the bridge to sen's, it is actually possible to miss the kill plane and fall out of bounds if you jump over the left railing from the stairs leading out of the undead parish bonfire. the out of bounds area is pretty weird and its easy to fall into the void from there.
    for the iron golem, its not that the falling animation is allowed to bypass the enemy wall, but rather, the enemy wall is simply disabled through the event that handles him staggering.
    for ceaseless discharge, the reason why they were confident enough in his pathing to leave out invisible walls is because his pathing is completely unique and only goes between set regions. most events in the game world are controlled by event scripts, written in a proprietary language made by from software called EMEVD, while specific enemy pathing like this is usually handled through ai scripts, which are written in the lua programming language. ceaseless uses the obscure lua events system, a holdover from demon's souls. in that game it handled all world events, but in DS1 it only handles things like ladders, bonfire warps, some network related stuff, etc. ceaseless is the only enemy to directly interact with this system in the entire game. the reason why his desperate jump always happens even when controlling ceaseless is because there's a region that will force the jump animation if he steps inside it, regardless of whether or not his arm is out. the reason why he just spams the fire blast when his arm isnt ripped out is because the region that ceaseless paths to in order to get to the area that forces the jump animation is simply excluded from the list of potential points he can navigate to when his arm is still in. so he never has the chance to navigate there and thus, he never does the jump. a prime example of the extremely janky, unpolished, last minute hacks you would expect of a rushed area like the demon ruins.

  • @cryog3nic_759
    @cryog3nic_759 7 месяцев назад +164

    35:37 LMAO, I love it when you drop the sudden humor in the middle of a serious explanation, man 🤣

    • @DS_DoggerX
      @DS_DoggerX 7 месяцев назад +6

      Fancy meeting you here (and just about everywhere lmao)

    • @capperbuns
      @capperbuns 7 месяцев назад +11

      Bro that clip got me laughing for a solid 30 seconds when i first saw it

  • @KeithBallardA
    @KeithBallardA 7 месяцев назад +56

    It's interesting seeing how many walls there are in the Undead Burg, because that zone always felt wrong. It's one of the most memorable levels in the game, which means we're intensely familiar with its weird boundaries. It's full of places where it looks like you can take some kind of weird shortcut, but can't. It's all the more perplexing to go back to Boletarian Palace in Demon's Souls, which feels like an equivalent first level for a lot of reasons, because that zone expects you to cross over small barriers to meet Ostrava, etc. I think a lot of people who played Dark Souls first missed the fact that you can climb over small ledges in Demon's Souls for this exact reason. Not only is it a weird obscure mechanic that you'd only learn out of desperation when something seems inaccessible, but the Undead Burg trained you to see those kinds of barriers as impassible.

  • @n8doggy733
    @n8doggy733 7 месяцев назад +2389

    I'll watch this for the next two days so I can avoid all spoilers 💀

    • @Sgr667
      @Sgr667 7 месяцев назад +64

      Amen brother

    • @baejus
      @baejus 7 месяцев назад +117

      Only safe content this week boys

    • @khajiitimanus7432
      @khajiitimanus7432 7 месяцев назад +91

      Solid plan.
      I can recommend some old Dark Souls playthroughs and videos to distract from Elden Ring? Idk.
      The streamers Rurikhan and Pallytime did some co-op together back in the olden days of DS1. Like, 2013/2014 stuff. Their Smough and Ornstein cosplay run is iconic, but they did a few other interesting runs.
      OnlyAfro and Krazy have some goofy PvP vids for DS1 and DS2.
      Sometimes I rewatch Vaatividya's old Dark Souls lore videos.
      EpicNameBro's "From the Dark" walkthrough for classic DS1 is so well made, that I still sometimes go back to it for fun.
      Happy Souls is a classic DS2 parody. The gags might not be god-tier, but they're definitely demi-god tier at minimum.
      InfernoPlus's somewhat recent "Cursed Dark Souls" mods are fascinating as hell, whether to watch or play. Definitely worth watching. His normal Souls playthroughs are generally cool too.
      Inferno also did some Cursed Halo mods. That's... an experience.

    • @mattmelton7389
      @mattmelton7389 7 месяцев назад +11

      This on repeat while I keep on building my new char

    • @n8doggy733
      @n8doggy733 7 месяцев назад +1

      @@mattmelton7389 *chars

  • @losfogo7149
    @losfogo7149 7 месяцев назад +25

    13 years i've been on youtube as a spectator and i think this is one of the best series i've seen, ever. You're gonna grow cause you deserve it m8

  • @jackgerhardt3243
    @jackgerhardt3243 7 месяцев назад +155

    An hour and thirty minutes???? You are spoiling us Illusory

  • @MegaFireFlare
    @MegaFireFlare 7 месяцев назад +5

    I just discovered a few days ago the elevator teleporting enemies and I thought it was so strange, happy to have an explanation of that now!

  • @Antichthoon
    @Antichthoon 7 месяцев назад +47

    A one and a half hour video from illusory wall doing a deep dive into Dark Souls invisible walls? Splendid. This will do nicely at 10:32 pm :)

    • @not-a-doctor
      @not-a-doctor 7 месяцев назад +1

      Me at 11 : 17 pm: Yes, this brother gets it. (salute)

  • @care_stya4751
    @care_stya4751 7 месяцев назад +8

    I don't know how to explain how much I love this series. Besides being super interesting, each episode is so well structured. truly a pleasant experience. Good work man.

  • @Schrau
    @Schrau 7 месяцев назад +64

    27:30 - Funny you should mention this; back in PtDE, I invaded Upper Burg and couldn't find the host anywhere. It was fully cleared, so I figured that the host was either very good at hiding and moving unseen, or that they'd skipped to Lower Burg. I assumed the latter, did the skip myself, and still couldn't find the host as well as not being able to get back to Upper Burg through the open shortcut.
    After a while stuck, I sent them a congratulatory message on GFWL and left a spare White Slab behind the shortcut fog wall.

  • @tradeka4206
    @tradeka4206 5 месяцев назад +3

    As a game dev and big dark souls fan these videos are always extremely entertaining and educational. Thanks for all your hard work

  • @Mitsunee_
    @Mitsunee_ 7 месяцев назад +38

    I did actually notice the enemy wall placement for the undead parish titanite demon in gameplay. It's very common for it to start spamming ranged attacks at the ends of the room, which would make sense since when trying to target a melee attack it cannot find a viable path to get around the enemy wall. A surprisingly gracious game design feature that makes it a lot easier and consistent to just run past the demon, since the ranged attack is quite a long animation and usually followed up by a second and maybe even third attack :3

  • @MAYOFORCE
    @MAYOFORCE 7 месяцев назад +18

    The ledge at 43:37 was the first thing I thought of when I saw the title of the video. That ledge is so beyond explanation with how absurdly hard it is to climb I'm surprised it never got the notoriety it deserved, and the method you described in letting you get over it consistently only adds to it's legacy

  • @The_Luminoth
    @The_Luminoth 7 месяцев назад +29

    As someone who is epileptic, I greatly appreciate the flash warning. As much as I'm a fan I will be taking a break from this video. Keep up the good work.

  • @Lacerato
    @Lacerato 7 месяцев назад +7

    The little synth sting as you said "getting up this hill" actually for real made me bust laughing. All your understated little editing jokes slay me, I catch them every time and they never fail to elicit a smile. That one REALLY got me though!

    • @frituurpan31
      @frituurpan31 11 дней назад +1

      1:21:00

    • @Specoups
      @Specoups День назад

      It's been months that I kept this video in my "watch later" playlist, and now that I have finally decided to watch it, I had to scroll to see if someone else caught that joke.
      Fine job, skeleton.

  • @CsubAzUrmedve
    @CsubAzUrmedve 7 месяцев назад +21

    47:00
    I'm certain that the dragon was supposed to be a boss, because when you kill it, it plays the same sound effect when you kill a boss. Of course, you can't kill it without cheats.

    • @foto-dotc0m697
      @foto-dotc0m697 7 месяцев назад +5

      The fact that you can get a weapon from it's tail further supports that it was supposed to be an enemy at some point

  • @PeterTheAlien
    @PeterTheAlien 7 месяцев назад +3

    The sheer amount of content the Souls series has been able to give life to boggles my mind.
    From challenge runs, lore deepdives, secrets and videos going into the development of the game.
    That's why this is my favorite series of games ever

  • @tchukkelz2246
    @tchukkelz2246 7 месяцев назад +159

    "Gee Tchukkelz, how come you get TWO content creators you love making extended invisible wall videos in one year?"

    • @1skulldan
      @1skulldan 7 месяцев назад +15

      First pannen and now illusory, we really are spoiled.

    • @ZeKnife
      @ZeKnife 7 месяцев назад +1

      I agree completely Tchukkelz

  • @uniatq
    @uniatq 7 месяцев назад +4

    I started playing dark souls for the first time with my boyfriend literally last week and it’s been fun to come back to this video after I finish an area and see the collision or details about it that I wondered about like the room in the parish etc etc

  • @chrismansi4855
    @chrismansi4855 7 месяцев назад +8

    I've been watching a lot of vids on DOS-era soundcards recently, so hearing the Space Quest III intro theme while you were discussing the Undead Asylum threw me off for a hot sec, I've been hearing that theme in just about *every* audio demonstration I've watched recently. Great video btw, as always! I was unreasonably pleased to see an hour and a half video about DS invisible walls pop up in my feed.

  • @ManuelRiccobono
    @ManuelRiccobono 7 месяцев назад +5

    This was very intresting. It really makes you understand better what the developpers have tested the limits of player freedom

  • @fillername7974
    @fillername7974 7 месяцев назад +22

    Nothing on youtube gets me as excited as seeing a new Dark Souls Dissected popping up in my subscription box. I'm so glad I can watch through this one immediately ^^

  • @ianwilliams2632
    @ianwilliams2632 7 месяцев назад +13

    I can't be arsed to watch a 15 minute ER lore vid... but 90 mins of obscure mechanical DS1 technicalities by this aptly named channel is essential viewing in my house. Great stuff, very interesting as always. Thanks for your dedication to the classics and revealing how they work.

  • @Arkios64
    @Arkios64 7 месяцев назад +4

    35:42 Beautiful!
    Every time I think I've seen the peak this channel can reach, it surprises me in a new way. The memes in this video were definitely a nice touch.

  • @finnish_hunter
    @finnish_hunter 7 месяцев назад +6

    Being a souls veteran of more than 10 years now, not knowing that you could just jump from firelink shrine to get back to the asylum, hurt me more than any wound, I mean I have completed the game like 200 times by now and 100% it.

  • @Redemtor1
    @Redemtor1 7 месяцев назад +10

    I really appreciate the effort you put into these videos. They make me feel so nostalgic for the days when FromSoft games weren't as popular. When I was a teenager, and had all the time in the world to think about Dark Souls. You manage to link an old flame inside of me. Keep it up ❤

  • @kxjab
    @kxjab Месяц назад +4

    amazing video dude. got me watching an hour and a half and it flew by like it was 20 minutes.
    Idk what you're doing, but keep it up 😂

    • @illusorywall
      @illusorywall  Месяц назад +1

      Thanks so much! I have another invisible wall video for Dark Souls 2 coming out tomorrow!

  • @BrianM_3rd
    @BrianM_3rd 7 месяцев назад +7

    Wow, that was the fastest hour and a half of my life. Will never get tired of exploring every last inch of Lordran and always appreciate your insane dedicaiton in doing so. The cinematography especially! Super cool to see all these rare angles and viewpoints. Also 1:21:00 Kate Bush mentioned, pog.

    • @menacebi
      @menacebi 7 месяцев назад +1

      thank god you said it before i spent an hour trying to figure out what that song was lmao, that would have driven me crazy

  • @philosophyofiron9686
    @philosophyofiron9686 7 месяцев назад +5

    Incredible vid! The Everlasting Dragon enemy wall isn't wild speculation; I'm pretty sure I read an interview where From directly acknowledge the Everlasting Dragon was going to be a boss before they ran out of time. I've always thought that was why Kalameet exists

  • @ASGARD147
    @ASGARD147 7 месяцев назад +3

    @32:18 that knight was so pissed. "OH, THAT'S JUST DELIGHTFUL"

  • @marthpwner
    @marthpwner 7 месяцев назад +5

    This is absolutely the best video yet, since it answers so many questions kid me had of places I could or couldn't get to. Like the well in Lower Undead Burg always bugged me. Or the jump behind the secret wall in New Londo that would give me the weird camera but not kill me. It's incredibly fascinating seeing how invisible walls work, as I had no real idea before.

  • @PastaMaster115
    @PastaMaster115 7 месяцев назад +8

    This video alone revealed and explained so many more exploits than any "Complete list of Exploits in Dark Souls Remastered and how to do them" type video out there.

  • @AnUncleanHippy
    @AnUncleanHippy 7 месяцев назад +7

    One important thing to note about collision too: The simpler the collision is, the less processing power it's going to take to calculate it. Also another important thing to remember when discussing collision is that where your character is on the screen is not necessarily where they are in 3D space. The character would have a root position, that is always aligned with the ground collision plane, but where the actual rendered version of the character is could be completely different height wise to where they actually are.

  • @StanzyPants
    @StanzyPants 7 месяцев назад +4

    this is actually my favourite video, ever. your channel was already my favourite, but now I have a very long, detailed dissection of my favourite aspect of game design, focused on my favourite game. amazing work, as always :)

  • @Hulksterx
    @Hulksterx 7 месяцев назад +8

    Not sure why but your Deep dives into dark souls mechanics/oddities really lighten up my day.
    Cant wait to watch this one!

  • @paris-1911
    @paris-1911 7 месяцев назад +4

    Lot of fire dropped today.
    Not lost on me the (probably unintentional) coincidence of two very beloved games getting long, extended breakdowns on their invisible walls -- not at ALL complaining, this is a cool way to spend the night watching. Thanks iw

  • @stephenrodriguez3051
    @stephenrodriguez3051 2 месяца назад +3

    ty for the flashing lights warning. not epileptic but just reaally makes me lightheaded.

  • @Cactar8
    @Cactar8 7 месяцев назад +3

    the amount of work you put in to time everything right and pause stuff to get it just right with the enemies and their positions and the ai is just incredible

  • @RagnarokiaNG
    @RagnarokiaNG 7 месяцев назад +4

    My favourite spot to glitchy jump up to is in Dark Souls 3 jumping up the tail of the dead Wyvern near the binoculars, theres usually lots of messages on top of the dragon's back or wings or the nearby pillar and considering the High Wall is an invasion / co-op hotspot makes for a fun place to confuse new players by sitting on the dragons back

  • @donniedrako9326
    @donniedrako9326 7 месяцев назад +2

    It's incredible how we get these videos in 2024, I'm glad I'm not the only person that much in love with DS1. Thank you for the humongous effort put in this video!
    It would be cool to see what's happening with the crystal beams that lead to the golems in the crystal cave (the ones after the invisible walkways), both are really iffy and make you slide off pretty easily.

  • @ToastCrossDimensions
    @ToastCrossDimensions 5 месяцев назад +3

    When I was playing for the first time, the little extra tag on the first invisible path on the way down to Seath was the Woooooorst. I wasn’t sure of the exact path, and kept thinking I had to go somewhere from there after I found that little lip.

  • @Torma25
    @Torma25 7 месяцев назад +5

    I do not suffer from epilepsy but I'd like to thank you for the flashing lights warning at the begining. Super cool of you to watch out for your viewers

  • @sinisteroglop
    @sinisteroglop 7 месяцев назад +3

    I can't see a single comment mentioning the Running Up That Hill reference, and that is a crime. Cracked me up!

    • @Specoups
      @Specoups День назад

      I'm late to the party but I noticed it as well. This reference made my evening.

  • @FilmmakerJ
    @FilmmakerJ 7 месяцев назад +4

    Ohhh! You wonderful human. Thank you. I've been eagerly awaiting another video about Dark Souls maps, and you made this one an hour and a half long.
    Bless you.

  • @lillyclarity9699
    @lillyclarity9699 7 месяцев назад +4

    illusorywall I'm really a huge fan of your youtube content. i've always been grateful to you for you for the dedication you had to keeping the two *good* dark souls wikis (the wikidots) updated and with correct information. I can only imagine how much work its taken over the years and it really does seem like a monumental effort, I do really understand why we didn't get a wikidot for bb or elden ring. It's a shame that it seems that literally no one else in the community really had the care for the wikis that you did, considering the dismal state of the others ( and how bad fextralife is)
    but anyways these videos are an even greater source of great knowledge and super interesting, not to mention great entertainment. idk man just keep it up, one of my favorites on the site

  • @PartOfTheGame
    @PartOfTheGame 7 месяцев назад +4

    Great video, love seeing a game being broken into in so many different ways despite not having access to the source code!
    If it helps in future videos, QA folks refer to the texture glitches you posted a warning about at the beginning of the video as "z-fighting", and is a major part of QA in finding and addressing such things because when you see it, it's so severely jarring that it can and does throw off any other feeling the game is setting up because it's so obvious and grabs everyone's attention so easily.

  • @Consumstra
    @Consumstra 7 месяцев назад +8

    5:35 the high collision missing is hilarious and I didn't realize it was there. Also the idle animations is also funny with the moving foot but i understand why it happens

  • @thestylemage2092
    @thestylemage2092 7 месяцев назад +28

    41:34 Not quite the same, but there are the small number of weird kill spots in ds2, where idling or doing certain actions can be quite lethal. I remember one at the boards over Lucatiel's room in Lost Bastille and a second one near the first bonfire in brume tower.

    • @TriforceWisdom64
      @TriforceWisdom64 7 месяцев назад +13

      There's also a lever in Eleum Loyce where if you cancel the lever-pull animation, you just die on the spot. Zerolenny showed it off recently while following the IGN guide.

  • @twolessba1087
    @twolessba1087 7 месяцев назад +3

    Your videos have gotten so good recently. the small jokes and the little music added when you were jumping through the demon ruins makes the videos much more watchable and more of an "event" keep up the work.

  • @-LOTO-
    @-LOTO- 7 месяцев назад +7

    I found a weird kill situation yesterday. In the elevator from the Parish to Firelink.
    From the Undead Parish, enter the left elevator. Turn around and, as the elevator is moving down, run towards the front-left corner for a while so your character keeps bouncing up and down. I died for some reason doing this.

  • @Jim-Bagel
    @Jim-Bagel 4 месяца назад +3

    Sometimes I wonder who the hell would watch an hour and a half long video about invisible walls in a video game. Then I realize I’m gonna be watching the whole thing.

  • @Trevelyan2
    @Trevelyan2 5 месяцев назад +3

    I feel you sound like a slightly higher pitched version of David Hayter. I now cannot unhear this. Not that it’s a detriment! Love the detail of this video.

    • @illusorywall
      @illusorywall  5 месяцев назад +1

      Thank you! And I've never heard or thought about that before lmao. I'll take it!

  • @knightofcarim6059
    @knightofcarim6059 7 месяцев назад +5

    The verticality of Sen's is probably why I loved invading there so much

  • @Laezar1
    @Laezar1 7 месяцев назад +9

    32:45 I'll hazard a guess and say it's to stop the demon from blocking the door and I am now eternally thankful for that

  • @maprower8420
    @maprower8420 7 месяцев назад +5

    Really nice King's Field music picks with this one, always fun.

  • @elementmaster1987
    @elementmaster1987 7 месяцев назад +10

    53:34 Now it's interesting to see why this happened but I've had the Iron Golem once float on a top of this invisible wall. I don't have video recording of this any longer but you can find several examples of this from other youtube videos. Just search "dark souls floating iron golem" and you should be able to find tons of videos. Also I find it interesting that you didn't mention anything about the part shown at 1:16:21, which has the path leading towards a crystal golem with clunky hit boxes. I've played the game dozens of times and I'm always vary of this part! I've fallen so many times here because it feels some invisible force is pushing you towards the ledge. I thought this part was infamous but maybe not?
    Thank you for the video anyway. It was super interesting, informative, well edited and overall put out together as always.

  • @philosophyofiron9686
    @philosophyofiron9686 7 месяцев назад +5

    I wonder if From noticed that red kill plane in Blighttown and thought of the cursed pots in DS2? Haha
    Oddly, I'm realizing these invisible walls positively contribute to the unique feel of DS1 for me, where you often have this odd combination of seeing wide open spaces but feeling highly constrained spatially. I'd say "open" spaces in DS2, DS3 and ER feel much more actually open, which significantly alters the vibe somehow

  • @TheHiroBlade
    @TheHiroBlade 7 месяцев назад +5

    I feel confident that with the physics of arrows falling over distances that you could find a spot to snipe Gwyn. I mean, he's RIGHT THERE!
    I'll have to try to find a setup on my next playthrough.

  • @MoonlightVenator
    @MoonlightVenator 7 месяцев назад +12

    Today while playing i noticed that the illusary wall in irithyll which leads to the underground room of aldrich faithful covenant reveals in tow separate section.
    The lower section reveals first notifying the player about the presence of an illusory wall while the upper section delays lil bit so the player doesn't fall to his death.

  • @KingOfMelos
    @KingOfMelos 6 месяцев назад +1

    Word can not describe how much I love the Dark Souls disected series. It's so fascinating learning these things about a game series that I've adored for over a decade at this point, and you present every video in such a fantastic way. Hopefully there are still many things left to be discussed in the series

  • @PastaMaster115
    @PastaMaster115 7 месяцев назад +10

    I guess it makes sense to use a surface rather than an area to do scene transitions. Since jumping or flying is not a focus on this game, you're prettymuch always standing on a surface. So interesting.

  • @bdj7922
    @bdj7922 7 месяцев назад +2

    Almost feels like this hidden policing of what we can and can’t do, yet what I love about this is the exploitation of these fundamental structures.
    Great video.

  • @AstralAnubes
    @AstralAnubes 2 месяца назад +5

    24:06 That jump is the one I use to get to the Capra demon early haha. This is a know jump I found it from a Chanel called LobosJr years ago

    • @illusorywall
      @illusorywall  2 месяца назад

      lobos is great! my next video will have some footage of another skip he demonstrated way back...

  • @ehd.f4269
    @ehd.f4269 6 месяцев назад +1

    Fantastic work with the video. I really appreciate the editing, and the script is both tight and well paced.
    10/10 this shouldn’t be interesting, but you made it absolutely fascinating.

  • @alexczarnota3316
    @alexczarnota3316 7 месяцев назад +4

    This video automatically gets a like from me for using Crystal Teardrops as background music when talking about the catacombs

  • @themuffinprincesa21
    @themuffinprincesa21 7 месяцев назад +2

    Seeing your videos pop up in my notification is the best treat! Always excited to immediately put them on after work while cleaning up the place & setteling down :) thank you for the wonderful behind the scenes & insight you've brought the community ❤

  • @Chunes3
    @Chunes3 6 месяцев назад +3

    I knew Dark Souls was janky but my god this explains so much. I can't believe they actually had to go through and manually do all the collision apart from the visual geometry.

  • @theLINK7778
    @theLINK7778 7 месяцев назад +2

    Excellent breakdown and absolutly facinating! Keep up the amazing work on the inner workings of these great games. Looking forward to the next weird thing behind the curtain!

  • @zenkichihitoyoshi9513
    @zenkichihitoyoshi9513 7 месяцев назад +4

    Oh my Gwyn a 90 minute video on DS1 from you. Thanks a bunch!

  • @easyicesack
    @easyicesack 7 месяцев назад +2

    Bro the amount of work you put into these videos is astounding. ❤ I can’t stop clicking the next one, these are all thing I’ve wondered about for years.

    • @easyicesack
      @easyicesack 7 месяцев назад

      AND you hearted my comment within an hour, someone give this man an award 😅 keep up the great work bro, you’ve earned yourself a huge fan

  • @corwinanderson9239
    @corwinanderson9239 7 месяцев назад +11

    You know it's gonna be a good day when illusiory wall drops a hour and a half long dark Souls 1 video

  • @AubLambe
    @AubLambe 7 месяцев назад +2

    You are a rock star, thank you for your research, editing, and calming voice.

  • @kynlem
    @kynlem 7 месяцев назад +3

    this is my favourite series on youtube. thank you so much for your continued hard work on these amazing videos.

  • @tonydragon784
    @tonydragon784 7 месяцев назад +2

    Love your work, been watching ENB's old from the dark playthrough again and there's like a 5 minute intro part of one video dedicated to shouting you out lol

  • @unoriginal_name7091
    @unoriginal_name7091 7 месяцев назад +9

    47:06 that transition from the Everlasting Dragonto attack to Darkrooot Garden was CRISP

  • @geryon7372
    @geryon7372 7 месяцев назад +1

    Ah, every single vids from Illusory is kinda holyday. So much cool footage and analysis, long waited for this

  • @blockwearingman
    @blockwearingman 7 месяцев назад +66

    illusionary wall talking about illusionary walls, n i c e

    • @lt_johnmcclane
      @lt_johnmcclane 7 месяцев назад +8

      You’ve added some extra letters and syllables in there

    • @lestermoe
      @lestermoe 7 месяцев назад +2

      Ah, my favorite Dark souls RUclipsr.
      'Illusionary wall'

    • @MettanAtem
      @MettanAtem 7 месяцев назад +7

      Actually this is the opposite thing to illusory walls.

    • @forgot7en
      @forgot7en 7 месяцев назад

      illusory*

    • @sumthinorother9615
      @sumthinorother9615 7 месяцев назад

      @@MettanAtem
      You would think, but a wall that exists and doesn’t appear to is still a form of illusion.

  • @theoldironqueen8224
    @theoldironqueen8224 7 месяцев назад +2

    I really really love those videos, all the weirdness that you wouldn't find in modern games, all the limitations from a bygone era, and with that I mean 512mb memory 😭, all this created a very unique experience that is just fascinating to see dissected.

  • @FirebunbunYT
    @FirebunbunYT 7 месяцев назад +12

    So about the attack of the Giant. It's because of how throwing you to the ground places you in a state your character can start standing up from. You can even see the character in mid-air start to stand when they're about to hit the floor below. This causes you to be considered to be standing (and not falling) for the entire 3-5 seconds it takes for your bloodstain to move to a new spot. When you die below, the game acts like you've been standing down there the entire time.

    • @illusorywall
      @illusorywall  7 месяцев назад +2

      I do believe it has to do with the standing animation, though my first thought is that it has less to do with the standing itself and how the transition of animations possibly delays the amount of time it takes to die properly. The bloodstains are on a 10 second delay from wherever you stood last, so you're really not "standing" down there long enough for them to wind up there from the standing death animation itself, but the transition from falling on your back to standing seems to take a little longer than if you landed perfectly on either your back or feet instead (which doesn't cause your bloodstain to wind up there).

    • @FirebunbunYT
      @FirebunbunYT 7 месяцев назад +1

      @@illusorywall Hey I just checked with a few other grab animations last night, like the ones from treants in Darkroot. It seems ANY grab attack causes this behavior, but this is the only grab attack that has a reasonable chance to cause it. You can get your bloodstain to spawn in lower darkroot near the hydra if you let a tree grab attack you close enough to the edge. It's easier to do with the Darkhand, but it's still incredibly finicky.

    • @lechugaenlabiblioteca3298
      @lechugaenlabiblioteca3298 2 месяца назад

      Your pfp is cute

  • @maskedsonja5722
    @maskedsonja5722 7 месяцев назад +1

    I wondered in games why attacks seem to go through some walls and not others- didnt know about the whole "Low/High" collision types of building. This was so educational! Thank you so much, as always your videos are fantastic!

  • @albertosara416
    @albertosara416 7 месяцев назад +3

    The content you make truly makes my soul happy

  • @sumpyori
    @sumpyori 7 месяцев назад +2

    If i had a nickel for every hour+ long video about invisible walls…
    Love the content, keep it up :)