@@user-sb7wj1vn4x nahh see thats the thing. As with most movement heavy games like melee and tf2 those games feel sluggish/stiff when you first start because you actually have to put practice into making your movement fluid. Same goes for mario 64. Sunshine is like the smash ultimate to SM64. Movement is severely dumbed down for casuals which lowers the skill ceiling. Hence making the movement less impressive and impactful
tf2 deserves a lot more credit for the way it redesigned almost every class to interact with (or compensate for) the freedom of movement it provides. almost every class has access to some sort of movement tech, even if it's as simple as "you retain your speed if you crouch jump while revving up your minigun"
Especially Titanfall 2, i personally have *almost* mastered the grapple, and honestly it just feels so good to go from one side of the map to the other at such a high speed. The movement system in Titanfall 2 is just so incredibly satisfying
This is why I don’t like Get to the Orange Door. You can get up to super high speeds so quickly just by jumping and strafing, so there no sense of momentum, and no incentive to engage with the more complex and interesting movement mechanics
Though you are right that Rain World doesn't require you to know the advanced movement, knowing it does make you better at the game. You may not think that you need it, but then you're in a situation where a downthrow would kill a white lizard below or a throwboosted roll pounce could get you across that edge. You're still probably going to find a solution for whatever problem you encounter and it's nowhere near as a big difference as in any of the other games you mentioned, but it's useful to know a lot of that tech, which is why I still come back every once in a while to practise eihops (I've put in 3 hours total into just doing them and done 4 total). Still a great video though, a nice summary of the things that go into good movement.
Yeah the rain world movement definitely lets you do some really exciting stuff in niche scenarios, even if it's very rare that it comes up. But that's not really the stuff I mean. I mean stuff like Extended Instant hops, where it's multiple frame perfect inputs in a row that allow you to do enormous slide jumps that aren't usually possible. Or den boosts, where it only really works when there's a wall next to the den and the input is very precise. The game wasn't really designed with such huge jumps in mind, and they're extraordinarily hard to execute, so they end up not actually being necessary for any reason other than style points.
most movement tech is actually far from frame perfect, i can only think of 5, three of these being just slightly (and i do mean *slightly*)better than their easier version, eihops are far from frame perfect and being able to put the niche stuff to use feels amazing, and its kinda sad that not too many people put time into learning it since of how amazing it can feel when youre able to consistently pull of the crazier stuff and just feel like a god compared to when you first start playing the game
oh and about the usefulness of them, i know it might sound like a joke, but most movement tech in this game can help a LOT you just have to learn to get it consistently. Though im kinda biased since ive spent more than 700 hours learning and practicing movement in this game lmao
I would also add that since may onf these techs are extremely hard to master without practicing for hours and hours and not everyone has the time/patience to do that, if they were required, playing the game would be way harder than it already is, and I don't think rw needs that.
This is an excellent video! It really goes for the meat of what makes satisfying AND entertaining movement, without scaring off the less 'game-mechanic nerdy' with the literal books worth of tiny little intricate parts of a good movement system (like tf2 has). The writing alone really impressed with the focus on what makes movement FEEL good. Great work! Look forward to more!
I feel like this is missing on a pretty important but obvious aspect - the advanced movement option should feel fast, like you're really getting away with something crazy by doing these stuff. This is less about literally being fast and more about feeling so, specifically in comparison to the rest of the movement
@@thatotherandrew_ yeah. The clips from tf2 I feel also "feel" really fast. The example I think to is a game called sundered. The game feels fairly slow (moreso at the later levels which are open rather than corridory), but there's a bunch of cool tricks you can use. E.g. you have a dodge where you quickly roll to the side then come to a stop. On one of the routes you get a glide move. So you can dodge roll of a ledge, since you don't touch the ground you don't come to a stop, then double jump and glide, maintaining the dodge speed as you zoom across the stage. It feels so good to move so quickly compared to the normal move speed, it feels like you're getting away with something you shouldn't
Fun fact, Pharah can rocket jump by shooting directly down at the ground and jumping at the same time at the cost of 40 hp. This can be combined with using the rocket jet at the same time to get their combined height together. It is vital as every bit of height is extremely important for Pharah, especially in Pharah 1v1s where whoever is higher has the advantage.
I play rivals of aether and whenever I go back and play smash ultimate for any reason I realize just how good I've got it with rival's movement system and the movement is 100% one of the most important things that keeps me coming back
But you can actually rocket jump as pharah, or soldier 76 or bastion in that game which requires precise timing, reaching higher areas on the map other classes cant get to, for flanks. For a person who has played TF2 for so long to then not know over watches movement tricks, makes it hurt to watch the comparisons.
Well, sure, but it's still not NEARLY as free as Soldier's chain jumps get. All the things you mentioned? They're all on cooldowns and can't be done all that freely since there's so much time between uses. Soldier can shoot fast enough to chain one jump DIRECTLY INTO another jump letting him accelerate to like Mach 2 and send you absolutely FLYING. The movement tech exists, yes. But TF2 decided to take it to a whole other level.
Great video! I would argue that Overwatch's priority on teamwork and information means that putting more focus on such movement systems would be working against them from a player perspective. That said, I do agree that the movement itself isn't much fun. With the personal exception of Genji.
Roundabout is a game that has all of these except the first one. The movement of that game actively hinders you, it is a problem you have to deal with rather than a tool that makes you feel empowered. And it is so goddamn fun. Doing all these really awkward maneuvers in a constantly revolving limousine is surprisingly rewarding, because you just gotta learn to go with the flow. It's unlike anything else I've ever played. Other than that, my favorite movement mechanics are N++ and Demon Turf.
Ultrakill starts out with super simple tech like you said, but as you collect weapons, bullshit occurs; shotgun blasting and projectile boosting let you rocket jump at FUNNY speeds and then you discover slam storage and become the physical manifestation of hermes
Overwatch's Pharah movement may not be revolutionary, but I think Movement is why I loved Mercy. She had a tec called "Superjump" and there were lots of guides online how to do it. They changed it for OW2 though...
i still remember a game i really liked just nerfed movement one day because it was "too confusing to newer players" even though no one ever complained about it
Carryng momentum, Continuous Flow e movement being based on "tech" is for me the importat key features a system needs, For a not very known example, E-hoping (elytra hoping), in minecraft is quite unkown, but me and my friends abused it, if you use your elytra close to the ground, and re use it fast enough you dont lose momentum, meaning you can just keep going faster and faster, then look up and you set flight without the need of rockets,
This is probably irrelevant to the conversation, but i've been playing a fangame of Sonic called Sonic Robo Blast 2, it's basically a Sonic game made with the Doom Engine, it's bad really but something i've notice it's that the game can be broken easily with the abilitys of all the characters, for example: Sonic in this game has the ability to go stupidly fast and add speed with an air boost and it's pretty fun when the scenario let's you do whatever you want. The problem is.. it doesn't, most of the time in the first 4 maps you are in hallways that don't let you enjoy the game or simply put water like in 40% of the floor to not let go anywhere, and i think i know why the game it's so frustrating (obviously not taking into account that it's made by a group of fans without any budget). It's because you have to reach the goal, if it was like Mario 64 (maps that are bassically islands you can explore for as long as you want) the game could use this speed and platforming abilitys to give you challenges that needed all your skills and knowledge in order to be beatable (accumulate momentum, jump in an enemy from high place to bounce in them and fly above all the map, etc). Having said that. Great job with the video, i've been looking into some games to see their movement systems lately and you just said all i thought and more (Was actually uncanny to see a video from you talking about the subject while i was thinking about it tbh)
I'm surprised outer wilds didn't make an appearance, albeit it doesn't follow all of these same rules it's honestly just a blast to manually orbit a planet at mach 10 and then slam into a cliff side
A quick way I see it, whenever a game has restricted speed, that immediately breaks the idea that you could use skill and combo's to your advantage. But whenever a game uses physics based movement systems that opens up a whole bag of options for any curious player.
Absolutely awesome video! Love your style bro, just keep it up man, it's so cool to watch your channel explode like this! I've only had my eye on ya maybe a month, and Goddamn some of your videos & your channel overall is just blasting off! Easy to see why too, with crisp and thoughtful videos like this. Seriously sick work my dude 🤒
I just need to say the complaints I’ve seen from people comparing Pharah and Soldier annoy me because they’re not the same character, yeah they both have rocket launchers and go high, but pharah also has multiple powerful area denial items because she is supposed to get high and knock people around, while soldier has a melee and shotgun for combos, comparing them is like comparing scout and tracer because fast and light even though they have a bunch of differences as well
I feel like layers doesn't really matter if the movement system gets harder depending on what you are doing like in krunker where bhopping up stairs is 10x harder than doing it normally
Looks at comments, see everyone already mentioned Titanfall 2, feel bad that I am not original, feel happy bc so many ppl love the movement in Titanfall 2
I don't want to scare you away from TF2, but just be wary of hacker bots in casual servers. These are non-human players that headshot you from across the map for the sake of ruining the game If they won't let you play, try playing on community servers
Not saying that you were necessarily wrong about Pharah (and TF2's movement will always be better than Overwatch), but you can shoot your E ability, concussion blast, to rocket jump in a much faster and skill-expressive manner.
wrecking ball's movement is incredibly skill based and unpredictable, and by mastering it the game rewards you with easy wins because it's really hard to counter
In a multiplayer game high skill ceilings should be matched by good matchmaking, otherwise the barrier to entry can be too high for new players. I semi-recently bought Gears of War 5 (from old Gears nostalgia) and found games frustrating because of the amount of gnasher bouncing going on from lobbies full of high level players. I don't want to spend 10s / 100s of hours mastering these movement techniques just to enjoy the game
In defense of OW... Pharah really isn't the character you should be looking at if you want rocket jumps. Junkrat is. Sure, his mines are not exactly a rocket launcher, but it's way, way more comparable to the rocket jumps you're looking for
Disagree about layers being that important and needing skill to be satisfying. First of all, Pharah is not a great example because you can do a lot more than just pressing Shift - micromovements and that knockback blast thingy can definitely increase your maneuverability. Titanfall 2 and Apex Legends have extremely satisfying movement systems even if you're not that good at them. It's true they have layers and get even more satisfying with more skill but the baseline is more important, I think. Simply wallrunning or simply sliding down a slope and finishing either with a jump are already satisfying. Even if you don't know how to use a grappling hook to its maximum, it's still freaking cool. Recently I watched a Games Done Quick speedrun of Satisfactory, which is a game about resources and automation. Yet it's fun to just move around because running, sliding and jumping are made very well in that game. A good baseline.
@@Purble I mean... it absolutely can be. Let's say you're on BLU, coming out of spawn. There's 10 seconds left, big team fight aftermath, point's nearly capped BUT if RED respawns it's over. In basically every case the ONLY classes that can touch that point within that timeframe are Demo and Soldier thanks to blast jumping. Also, being able to get to the point fast to begin with is ALREADY an advantage, because you'll start team fights one player up and that can scale very, very quickly. Since TF2 is heavily momentum-based in how you push, as most FPSes are, getting that early lead could be all you need.
the ones i could recognize were team fortress 2, ultrakill, celeste, rain world and risk of rain 2. most of these are pretty obviously mentioned in the video so you're probably talking about something else also i think there were a couple of half life clips in there
I disagree that the movement in rainworld isn’t useful. There are a lot of pearls, and even are a unlocks that require these movement techniques, like advanced pole and water hoping. Also using movement techniques allow you to traverse the ecosystem much more efficiently and make you harder to catch by predators, hit by spears, and get to shelters. In my opinion. Also, while a lot of overwatches movement is basic, the hero tracer has some of the most hard to master movement in any game .
7:22 top left looks like somebody drew the scout from he’s memories
This is the funniest comment I've ever gotten on any video and it's not even close
Oh you're fucking right.
All this movement talk and yet you´re still afraid of making a move on me :smoge:
Top coment?
🤢
Holy shit, an entire video about movement in video games without mentioning Super Mario 64? Never thought I'd see the day.
i think mario sunshine takes the crown for me here.
i always felt so stiff in sm64.
@@user-sb7wj1vn4x nahh see thats the thing. As with most movement heavy games like melee and tf2 those games feel sluggish/stiff when you first start because you actually have to put practice into making your movement fluid. Same goes for mario 64. Sunshine is like the smash ultimate to SM64. Movement is severely dumbed down for casuals which lowers the skill ceiling. Hence making the movement less impressive and impactful
tf2 deserves a lot more credit for the way it redesigned almost every class to interact with (or compensate for) the freedom of movement it provides. almost every class has access to some sort of movement tech, even if it's as simple as "you retain your speed if you crouch jump while revving up your minigun"
Titanfall 2, Dusk, and Soldat 2 are some of the best movement shooters I've had the pleasure of playing. It's all about momentum in my opinion.
Especially Titanfall 2, i personally have *almost* mastered the grapple, and honestly it just feels so good to go from one side of the map to the other at such a high speed.
The movement system in Titanfall 2 is just so incredibly satisfying
But somehow I didn't find Soldat 2 nearly as fun as the original :/
@@buttonasas yea I feel that way too
This is why I don’t like Get to the Orange Door. You can get up to super high speeds so quickly just by jumping and strafing, so there no sense of momentum, and no incentive to engage with the more complex and interesting movement mechanics
play ultrakill
Though you are right that Rain World doesn't require you to know the advanced movement, knowing it does make you better at the game. You may not think that you need it, but then you're in a situation where a downthrow would kill a white lizard below or a throwboosted roll pounce could get you across that edge. You're still probably going to find a solution for whatever problem you encounter and it's nowhere near as a big difference as in any of the other games you mentioned, but it's useful to know a lot of that tech, which is why I still come back every once in a while to practise eihops (I've put in 3 hours total into just doing them and done 4 total).
Still a great video though, a nice summary of the things that go into good movement.
Yeah the rain world movement definitely lets you do some really exciting stuff in niche scenarios, even if it's very rare that it comes up. But that's not really the stuff I mean.
I mean stuff like Extended Instant hops, where it's multiple frame perfect inputs in a row that allow you to do enormous slide jumps that aren't usually possible. Or den boosts, where it only really works when there's a wall next to the den and the input is very precise. The game wasn't really designed with such huge jumps in mind, and they're extraordinarily hard to execute, so they end up not actually being necessary for any reason other than style points.
most movement tech is actually far from frame perfect, i can only think of 5, three of these being just slightly (and i do mean *slightly*)better than their easier version, eihops are far from frame perfect and being able to put the niche stuff to use feels amazing, and its kinda sad that not too many people put time into learning it since of how amazing it can feel when youre able to consistently pull of the crazier stuff and just feel like a god compared to when you first start playing the game
oh and about the usefulness of them, i know it might sound like a joke, but most movement tech in this game can help a LOT you just have to learn to get it consistently. Though im kinda biased since ive spent more than 700 hours learning and practicing movement in this game lmao
I would also add that since may onf these techs are extremely hard to master without practicing for hours and hours and not everyone has the time/patience to do that, if they were required, playing the game would be way harder than it already is, and I don't think rw needs that.
9:49 there was surf in this video, 684k/10 best video yet.
Jurf =/= surf.
Jurf is like surf's slightly slow younger cousin
@@htwo1 good enough
This is an excellent video! It really goes for the meat of what makes satisfying AND entertaining movement, without scaring off the less 'game-mechanic nerdy' with the literal books worth of tiny little intricate parts of a good movement system (like tf2 has).
The writing alone really impressed with the focus on what makes movement FEEL good. Great work! Look forward to more!
"A glacier eventually farts" hit me hard in the beginning
I’d be so confused by what you meant if I didn’t play RoR2
I feel like this is missing on a pretty important but obvious aspect - the advanced movement option should feel fast, like you're really getting away with something crazy by doing these stuff. This is less about literally being fast and more about feeling so, specifically in comparison to the rest of the movement
Celeste especially really excels at this.
@@thatotherandrew_ yeah. The clips from tf2 I feel also "feel" really fast.
The example I think to is a game called sundered. The game feels fairly slow (moreso at the later levels which are open rather than corridory), but there's a bunch of cool tricks you can use.
E.g. you have a dodge where you quickly roll to the side then come to a stop. On one of the routes you get a glide move. So you can dodge roll of a ledge, since you don't touch the ground you don't come to a stop, then double jump and glide, maintaining the dodge speed as you zoom across the stage. It feels so good to move so quickly compared to the normal move speed, it feels like you're getting away with something you shouldn't
Fun fact, Pharah can rocket jump by shooting directly down at the ground and jumping at the same time at the cost of 40 hp. This can be combined with using the rocket jet at the same time to get their combined height together. It is vital as every bit of height is extremely important for Pharah, especially in Pharah 1v1s where whoever is higher has the advantage.
I play rivals of aether and whenever I go back and play smash ultimate for any reason I realize just how good I've got it with rival's movement system and the movement is 100% one of the most important things that keeps me coming back
who do u main :O
@@chairwood Maypul. How about you?
@@shnurgle1721Maple is so cool :D I main orcane :)
@@chairwood orcane's a sick character
Every once in a while I find a channel that has a criminally low amount of views for quality of the video. This is one of those times.
But you can actually rocket jump as pharah, or soldier 76 or bastion in that game which requires precise timing, reaching higher areas on the map other classes cant get to, for flanks. For a person who has played TF2 for so long to then not know over watches movement tricks, makes it hurt to watch the comparisons.
Well, sure, but it's still not NEARLY as free as Soldier's chain jumps get.
All the things you mentioned? They're all on cooldowns and can't be done all that freely since there's so much time between uses.
Soldier can shoot fast enough to chain one jump DIRECTLY INTO another jump letting him accelerate to like Mach 2 and send you absolutely FLYING.
The movement tech exists, yes. But TF2 decided to take it to a whole other level.
this is why I love rocket jumping so much it really is just the best movement mechanic
If only the Tempus admins would listen to the part about level design smh my head 💀
@@htwo1 ):
Grappling easily takes the cake
Movement is one of those things that if done right, it makes a game great. If done wrong, it ruins a game.
Great video!
I would argue that Overwatch's priority on teamwork and information means that putting more focus on such movement systems would be working against them from a player perspective. That said, I do agree that the movement itself isn't much fun. With the personal exception of Genji.
Lucio
Roundabout is a game that has all of these except the first one. The movement of that game actively hinders you, it is a problem you have to deal with rather than a tool that makes you feel empowered. And it is so goddamn fun.
Doing all these really awkward maneuvers in a constantly revolving limousine is surprisingly rewarding, because you just gotta learn to go with the flow. It's unlike anything else I've ever played.
Other than that, my favorite movement mechanics are N++ and Demon Turf.
Ultrakill starts out with super simple tech like you said, but as you collect weapons, bullshit occurs; shotgun blasting and projectile boosting let you rocket jump at FUNNY speeds
and then you discover slam storage and become the physical manifestation of hermes
This channel scratches that itch I didn't even know I had
Once more im here to say SUP.
Shoutout to TrackMania! Simple concept, yet never ever gets boring.
Man keep making your videos. With this level of quality youre guaranteed to become a big channel in the future. Just keep going man
Same, in my head it's like "going fast=fun"
your breakdown of movement doesnt only fit movement, it fits every mechanic in general
7:27 holy FUCK that sniper had his sights on you and then tried last second to nope the hell out of there lmfao
Overwatch's Pharah movement may not be revolutionary, but I think Movement is why I loved Mercy. She had a tec called "Superjump" and there were lots of guides online how to do it. They changed it for OW2 though...
Did he... Did he just... not talk about Titanfall 2?
movement shooters are the best games
Hollow Knight is another decent movement system. Pogoing, dashing, diving, ect.
Yeah it's still the 'press button = thing happens' but it feel incredibly good to pull of some of the tricks in PoP
i still remember a game i really liked just nerfed movement one day because it was "too confusing to newer players" even though no one ever complained about it
I am simple man, I see rocket jumping, I click
My kinda attitude!
Carryng momentum, Continuous Flow e movement being based on "tech" is for me the importat key features a system needs, For a not very known example, E-hoping (elytra hoping), in minecraft is quite unkown, but me and my friends abused it, if you use your elytra close to the ground, and re use it fast enough you dont lose momentum, meaning you can just keep going faster and faster, then look up and you set flight without the need of rockets,
This is probably irrelevant to the conversation, but i've been playing a fangame of Sonic called Sonic Robo Blast 2, it's basically a Sonic game made with the Doom Engine, it's bad really but something i've notice it's that the game can be broken easily with the abilitys of all the characters, for example: Sonic in this game has the ability to go stupidly fast and add speed with an air boost and it's pretty fun when the scenario let's you do whatever you want. The problem is.. it doesn't, most of the time in the first 4 maps you are in hallways that don't let you enjoy the game or simply put water like in 40% of the floor to not let go anywhere, and i think i know why the game it's so frustrating (obviously not taking into account that it's made by a group of fans without any budget). It's because you have to reach the goal, if it was like Mario 64 (maps that are bassically islands you can explore for as long as you want) the game could use this speed and platforming abilitys to give you challenges that needed all your skills and knowledge in order to be beatable (accumulate momentum, jump in an enemy from high place to bounce in them and fly above all the map, etc).
Having said that. Great job with the video, i've been looking into some games to see their movement systems lately and you just said all i thought and more (Was actually uncanny to see a video from you talking about the subject while i was thinking about it tbh)
0:41 quake sound effect
That's honestly a banger thumbnail, well crafted!
3:32 funke already made that joke in the segment
NOW i get it,the M O V E M E N T in lazypurple video
I'm surprised outer wilds didn't make an appearance, albeit it doesn't follow all of these same rules it's honestly just a blast to manually orbit a planet at mach 10 and then slam into a cliff side
When you like movement so much, marry it.
gosh, gotta love the RoR music -w-
A quick way I see it, whenever a game has restricted speed, that immediately breaks the idea that you could use skill and combo's to your advantage. But whenever a game uses physics based movement systems that opens up a whole bag of options for any curious player.
Try cyber hook, the movement in that game is insane
Yeah but I still don’t know how to make a move on my crush
I will say that the mechanics on Doomfist are actually really fun, was the only part I enjoyed about Overwatch in my time playing.
Absolutely awesome video! Love your style bro, just keep it up man, it's so cool to watch your channel explode like this! I've only had my eye on ya maybe a month, and Goddamn some of your videos & your channel overall is just blasting off! Easy to see why too, with crisp and thoughtful videos like this. Seriously sick work my dude 🤒
Wow! This is even better than Mark Brown's video on movement! Well done and very useful.
Detonator and thermal thruster: hello
I just need to say the complaints I’ve seen from people comparing Pharah and Soldier annoy me because they’re not the same character, yeah they both have rocket launchers and go high, but pharah also has multiple powerful area denial items because she is supposed to get high and knock people around, while soldier has a melee and shotgun for combos, comparing them is like comparing scout and tracer because fast and light even though they have a bunch of differences as well
Love your arguments and this video
I feel like layers doesn't really matter if the movement system gets harder depending on what you are doing like in krunker where bhopping up stairs is 10x harder than doing it normally
Great video bud
Looks at comments, see everyone already mentioned Titanfall 2, feel bad that I am not original, feel happy bc so many ppl love the movement in Titanfall 2
perfect video gonna try tf2 now
It still amazes me that some people haven't played tf2 after 15 years, its so crazy to me. You should play it, its nuts
I don't want to scare you away from TF2, but just be wary of hacker bots in casual servers. These are non-human players that headshot you from across the map for the sake of ruining the game
If they won't let you play, try playing on community servers
@@htwo1 i tried once or twice and couldn't really get into it, but i didn't realize the movement could be so crazy
@@waffles9733 thnx for the heads up, ill keep that in mind
This is awesome, why aren't you getting more views ?????
Pharah can rocket jump too, it's just
Not Soldier-tier
I believe it's slightly better than using her propel
there's a reason tf2 and melee are the only games that can keep my attention for more than a few hours
tf2 lucky as hell to be on a QuakeWorld-derived engine that still retains the movement this video listed
7:20 ahh thanks
Not saying that you were necessarily wrong about Pharah (and TF2's movement will always be better than Overwatch), but you can shoot your E ability, concussion blast, to rocket jump in a much faster and skill-expressive manner.
If you haven't played Cyber Hook, you should really give it a try.
wrecking ball's movement is incredibly skill based and unpredictable, and by mastering it the game rewards you with easy wins because it's really hard to counter
Deep rock galactic if you haven't
Sounds like you would enjoy karlson
4:47 Ahh TF2?
I didn't know what to comment
Anything for the mysterious algorithm gods
Thank you for your honesty
Underrated
well that was a good watch (:
So I kind of Guess it would be ultrakill. Nice
Great video
The other tf2 (titanfall) also has epic movement mechanics
Reminds me of ramp strafing
great video!
"Overwatch's movement is shit."
Me, a Lúcio main: "?????"
In a multiplayer game high skill ceilings should be matched by good matchmaking, otherwise the barrier to entry can be too high for new players. I semi-recently bought Gears of War 5 (from old Gears nostalgia) and found games frustrating because of the amount of gnasher bouncing going on from lobbies full of high level players. I don't want to spend 10s / 100s of hours mastering these movement techniques just to enjoy the game
In defense of OW... Pharah really isn't the character you should be looking at if you want rocket jumps. Junkrat is. Sure, his mines are not exactly a rocket launcher, but it's way, way more comparable to the rocket jumps you're looking for
Dang a whole video about movement and not even a clip of Titanfall 2
Disagree about layers being that important and needing skill to be satisfying.
First of all, Pharah is not a great example because you can do a lot more than just pressing Shift - micromovements and that knockback blast thingy can definitely increase your maneuverability.
Titanfall 2 and Apex Legends have extremely satisfying movement systems even if you're not that good at them. It's true they have layers and get even more satisfying with more skill but the baseline is more important, I think. Simply wallrunning or simply sliding down a slope and finishing either with a jump are already satisfying. Even if you don't know how to use a grappling hook to its maximum, it's still freaking cool.
Recently I watched a Games Done Quick speedrun of Satisfactory, which is a game about resources and automation. Yet it's fun to just move around because running, sliding and jumping are made very well in that game. A good baseline.
Movement without Warframe mentioned :c
Tf2 is unlike any other game it's so random you never expect anything
Good videos.
Have you tried Titanfall?
Like, movement
video
Oh man. Have you played Tremulous?
I love movement games...and i play overwatch...and overwatch dont have movement...
thats why i main lucio
you didnt adress lucio movement in overwatch cuz that has layers and stuff to
Epic
thumbs up
Suspiciously similar thumbnail to Zweek's...
I played TF2 for maybe 200 hours and i dont know how to rocket jump :D
I think movement doesn't have to be important to the game, I think it should be an EXTRA layer of more depth and possibilities
Have you made a titanfall 2 video?
What about momentum as the main element?
But where is Titanfall 2 in this video, it has soooo good movement 👍
Rocket Jumping really isnt the insane strategic advantage you think it is
Oh boy you must be really bad at rocket jumping and tf2 in general if you think this
Div?
@@htwo1 its some advantage sure. But knowing how to rocket jump isnt the difference between winning and losing like you implied in the video
@@Purble I mean... it absolutely can be.
Let's say you're on BLU, coming out of spawn. There's 10 seconds left, big team fight aftermath, point's nearly capped BUT if RED respawns it's over.
In basically every case the ONLY classes that can touch that point within that timeframe are Demo and Soldier thanks to blast jumping.
Also, being able to get to the point fast to begin with is ALREADY an advantage, because you'll start team fights one player up and that can scale very, very quickly.
Since TF2 is heavily momentum-based in how you push, as most FPSes are, getting that early lead could be all you need.
Can someone tell me all the games that appear in order some of them look really fun and I would like to play them.
the ones i could recognize were team fortress 2, ultrakill, celeste, rain world and risk of rain 2. most of these are pretty obviously mentioned in the video so you're probably talking about something else
also i think there were a couple of half life clips in there
@@TennessineGD Thanks man I appreciate it
Have you ever played Titanfall 2?
Was 4:17 a funke reference?
I disagree that the movement in rainworld isn’t useful. There are a lot of pearls, and even are a unlocks that require these movement techniques, like advanced pole and water hoping. Also using movement techniques allow you to traverse the ecosystem much more efficiently and make you harder to catch by predators, hit by spears, and get to shelters. In my opinion. Also, while a lot of overwatches movement is basic, the hero tracer has some of the most hard to master movement in any game .
conclusion: play tf2